▁of ▁success ▁when ▁cast . ▁A ▁spell ▁can ▁only ▁be ▁cast ▁once , ▁with ▁the ▁exception ▁of ▁the ▁" Dis bel ieve " ▁spell ▁which ▁is ▁always ▁available ▁to ▁every ▁w izard . ▁New ▁sp ells ▁can ▁only ▁be ▁acquired ▁via ▁the ▁" Mag ic ▁Wood " ▁spell . ▁During ▁the ▁game , ▁the ▁type ▁of ▁sp ells ▁cast ▁affect s ▁the ▁subsequent ▁difficulty ▁of ▁other ▁sp ells . ▁Cast ing ▁many ▁law ful ▁sp ells ▁results ▁in ▁a ▁more ▁law ful ▁environment , ▁which ▁in ▁turn ▁makes ▁other ▁law ful ▁sp ells ▁easier ▁to ▁cast . ▁The ▁same ▁principle ▁applies ▁to ▁cha otic ▁sp ells . ▁Sp ells ▁of ▁the ▁opposite ▁alignment ▁are ▁not ▁more ▁difficult ▁to ▁cast ▁however . ▁Ne ut ral ▁sp ells ▁are ▁una ffect ed ▁either ▁way , ▁and ▁are ▁always ▁cast ▁at ▁the ▁same ▁difficulty ▁percentage . ▁This ▁feature ▁has ▁a ▁big ▁impact ▁on ▁the ▁strategy ▁of ▁the ▁game , ▁as ▁a ▁vi able ▁t actic ▁is ▁to ▁cast ▁lots ▁of ▁easy ▁sp ells ▁of ▁a ▁certain ▁alignment , ▁in ▁order ▁to ▁make ▁it ▁easier ▁to ▁cast ▁the ▁more ▁powerful ▁sp ells ▁of ▁that ▁alignment . ▁ ▁Sp ells ▁fall ▁into ▁various ▁categories ▁and ▁have ▁various ▁ranges . ▁Cre ature ▁sp ells ▁sum mon ▁a ▁mon ster ▁adjacent ▁to ▁the ▁w izard , ▁which ▁can ▁then ▁be ▁moved ▁in ▁the ▁movement ▁phase . ▁Some ▁cre atures ▁are ▁more ▁difficult ▁to ▁cast ▁than ▁others , ▁with ▁the ▁more ▁powerful ▁cre atures ▁having ▁a ▁lower ▁base ▁percentage ▁chance ▁to