Most farm sims hand you a watering can and call it a day. Moonlight Peaks hands you a wand — and the spells you cast with it gradually replace half your toolbox. Watering, clearing rocks, even hauling trees around your farm can all be done with magic instead of muscle, which is exactly why understanding the spell list early pays off so much.
This page is the what-each-spell-does reference. For how casting works — the draw-the-rune minigame, the controller quirks, refilling your bar — see the companion mana & spellcasting guide.
The spell list
Here’s every spell confirmed in the launch game, what it does, and its exact mana cost. Spells broadly split into farm-work spells (they replace a tool or a chore) and utility spells (they reshape the world). Note the “I” on most names: that’s the base tier, and each can be upgraded to stronger versions that do more per cast.
Farm-work spells — these replace a tool or a chore:
| Spell | What it does | Mana |
|---|---|---|
| Refilliarmus | Instantly refills your watering can | 0 |
| Ethereal Hands I | Summons hands that harvest up to 32 crops at once | 1 |
| Ethereal Shovels I | Summons a shovel that digs up to 32 spots | 1 |
| Ethereal Axes I | Summons an axe that chops up to 16 logs or trees | 2 |
| Ethereal Pickaxes I | Summons a pickaxe that crushes up to 16 rocks | 2 |
| Maturio I | Instantly grows crops to maturity in a 1×1 area | 2 |
| Metamorphosia I | Transforms 1 crop into another random crop | 3 |
Utility spells — these reshape the world around you:
| Spell | What it does | Mana |
|---|---|---|
| Arborascend I | Magically moves 1 tree | 2 |
| Hoisthaven | Magically moves a whole building | 3 |
| Tomorrow’s Tears | Makes it rain the next night (free farm-wide watering) | 3 |
The economics are lovely and clear: the chores you do most are the cheapest. Refilliarmus is free, so your watering can never truly runs dry; Ethereal Hands clears a 32-crop harvest for a single mana. The pricier 3-mana spells (Metamorphosia, Hoisthaven, Tomorrow’s Tears) are the “I have mana to burn” plays.
Farm-work spells are the early game-changers
The spells you’ll lean on first all do one thing: take a chore off your tool belt. Refilliarmus keeps your watering can topped up for free, so you never trek back to the well. Ethereal Hands and Ethereal Shovels do a whole field’s harvesting or digging in one 1-mana cast. Maturio compresses growing time when you can spare the mana, and the Ethereal Axes/Pickaxes clear trees and rocks without burning stamina. None of these are flashy, but they’re the ones that quietly transform how much you get done before sunrise — which is the whole game when you’re a vampire racing the dawn.
There’s also a watering spell you can’t skip if you want the good plants: ⚠️ community datamining calls it Aqua Flux, and it produces the enchanted water that magical crops require — ordinary water won’t grow them at all. Several of the most interesting plants are magical, so this is effectively mandatory for a serious farm. See which crops need it in the crops list.

Utility spells reshape the farm itself
Arborascend (move a tree) and Hoisthaven (move a whole building) are decorating and layout tools as much as spells: they let you rearrange a homestead you’ve already built without tearing it down (handy alongside the decorating guide’s rotate-only placement rules). Tomorrow’s Tears — make it rain the next night — is the whole-farm watering play: cast it and you skip an entire morning’s watering. These cost more (2–3 mana), so they’re rewards for keeping your mana bar healthy rather than openers. Metamorphosia, meanwhile, is the gambler’s spell: turn a crop into a random other crop, occasionally your route to something rare.
The Witches’ Circle: teleport across the map
The standout utility spell isn’t on the farm at all. The Witches’ Circle is a stone circle that works as a fast-travel teleport — step into it and you can warp across Moonlight Peaks instead of walking the long way. In a game with no minimap and a fixed camera, a teleport network is a genuine time-saver, especially once your nightly routine spans the farm, town and the forest.
It pairs naturally with your other movement trick: bat form, the shapeshifting ability that speeds up travel on foot. Between bat form for short hops and the Witches’ Circle for long ones, you spend far less of your limited night in transit. For how the world fits together — Town, Forest, Catacombs and the rest — see the map, locations & fast travel guide.
Casting costs mana — manage it like stamina
Every spell on this list draws from your mana bar. Small farm spells cost a little; summons and the bigger effects cost a lot. Mana refills when you eat (especially cooked food) and when you sleep, so a productive magical night depends on keeping a stocked pantry as much as a charged wand. Run dry and you’re back to doing everything by hand.
This is why the cooking and spell systems are so tightly linked: food is fuel for magic. Plan a big farming night by cooking a few mana-restoring dishes first, and you can keep casting water and mature crops right up until dawn.
How to learn and improve spells
Spells are tied to your wand and unlock as you progress rather than all being available at once — the game starts you with a broken wand you repair before you can cast at all (the first-week walkthrough covers that opening). Beyond learning new spells, each one has numbered tiers — the I on Maturio I, Ethereal Hands I and the rest — that you can upgrade so a single cast affects more crops, rocks or tiles. Maxing every spell out is even an achievement (Master of Witchcraft). Exact upgrade costs are still being catalogued; the base mana costs in the tables above are confirmed.
Quick recommendations
- Keep Refilliarmus handy — a free refill means your watering can never truly runs dry.
- Lean on Ethereal Hands and Shovels — a whole field’s harvest or dig for 1 mana is the best value in the spellbook.
- Save the 3-mana spells for flush nights — Metamorphosia, Hoisthaven and Tomorrow’s Tears are mana-hungry; cast them when you’re well fed.
- Use Arborascend/Hoisthaven when decorating — moving a tree or building by magic beats demolishing and rebuilding.
- Cook before a big cast session — mana is just food in another bar; a stocked pantry is a full wand.
For the casting minigame, controller tips and mana refills, read mana & spellcasting; for the wider magic system and lore, see witchcraft & spells. Prefer to browse and filter? Use the interactive spell & mana planner.