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Type of spells :
Unit Enchantment(+) - operates on friendly units
Unit Enchantment(-) - operates on enemy units
Combat - the spell can only be cast during a battle
Summon - calls a fantastic creature
Combat Summon - calls a fantastic creature in fight
Combat Enchantment - the spell works on the whole battlefield
City Enchantment(+) - improves a friendly city
City Enchantment(-) - worsens an enemy city
Global Enchantment - global enchantment, working on both planes of the world
Special - any special enchantment or spell
Formulas require "mp" (mana points) to cast the spell and are expressed with X-Y/Z :
X - mana required to cast the spell in fight. The spell will dissipate once the battle is finished
Y - mana required to cast the spell outside of fight and then...
...Z - mana required to maintain such a spell
Sometimes, required mana is expressed with X + : it means that the spell can be cast with X mana, but you can add extra mana to strengthen it.
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Spell | Type | Cost | Action |
Earth to mud |
Combat Enchantment |
15 |
Transforms a 5x5 squares area into a swamp where non-flying units can only move spending 1 Mvt per turn. |
Resist elements |
Unit Enchantment (+) |
5-25/1 |
Gives the target unit +3 resistance to Chaos spells, Nature spells and ranged magic attacks. |
Wall of Stone |
City Enchantment (+) |
50 |
Surrounds the target city with a stone wall. |
Giant strenght |
Unit Enchantment (+) |
8-40/1 |
Gives +1 strength (sword) to the target unit. |
Web |
Special |
10 |
The target unit is neutralized until it inflicts 10 melee damages to a magical web. Units that do not have any hand-to-hand attack cannot get out of the web. Flying creatures cease flying. This spell has no effect on non-corporeal units. |
War bears |
Summon |
70/2 |
Calls a pair of bears. |
Stone skin |
Unit Enchantment (+) |
10-50/1 |
Gives +1 defense to the target unit. |
Water walking |
Unit Enchantment (+) |
50/1 |
The target unit becomes able to walk on water. |
Sprites |
Summon |
100/3 |
Calls a group of small spirits which can shoot magical ranged attacks. |
Earth lore |
Special |
30 |
Reveals a full screen-size area of the map. |
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Spell | Type | Cost | Action |
Cracks Call |
Combat |
20 |
Opens a fissure in the ground. It can destroy a section of City wall, and units that are on this square have 25% chances to disappear. The victims cannot be revived by raise dead, ressurection, animate dead or regeneration. |
Nature's Eye |
City Enchantment (+) |
75/1 |
The target city can see units up to +4 squares in each direction. Action is identical with oracle. |
Ice Bolt |
Combat |
10 + |
Strikes the enemy with a magical ice missile. It hurts units which have not cold immunity with strength 5. Every extra mana point spent to cast the spell adds +1 strength to the Ice Bolt. |
Giant Spiders |
Summon |
200/4 |
Calls a group of spiders able to cast web. |
Change Terrain |
Special |
50 |
Turns woods/deserts/swamps/hills into plains, mountains into hills, plains into woods. |
Path Finding |
Unit Enchantment (+) |
50/1 |
The target unit, and all other units with it, spend 1/2 Mvt for a step on any terrain. |
Cockatrices |
Summon |
275/8 |
Calls a group of flying magical chickens which have stoning touch. |
Transmute |
Special |
60 |
Transforms minerals : silver into mithril, iron into gold, coal into diamond. Operates as well on the contrary. |
Nature's Cures |
Special |
75 |
All soldiers in the target stack instantly and completely recover. |
Basilisk |
Summon |
325/7 |
Calls a basilisk which has stoning gaze. |
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Spell | Type | Cost | Action |
Elemental Armor |
Unit Enchantment (+) |
35-175/5 |
Gives the target unit +10 resistance to Chaos spells and Nature spells. |
Petrify |
Combat |
35 |
Turns the target into stone. |
Stone Giant |
Summon |
450/9 |
Calls a stone-throwing giant. |
Iron Skin |
Unit Enchantment (+) |
40-200/5 |
Gives the target unit +5 defense. |
Ice Storm |
Special |
200 |
Strikes all units in a square map with a strength 6 magical ice storm. |
Earthquake |
Special |
200 |
Calls an earthquake on an enemy city. Every garrison unit has 10% chance to be lost. Every building has 25% chance to be lost. |
Gorgons |
Summon |
600/15 |
Calls a group of flying gorgons, which have strength 2 stoning gaze. |
Move Fortress |
Special |
200 |
Moves the wizard's tower to the target city. |
Gaia's blessing |
City Enchantment (+) |
300/3 |
Blesses the surrounding lands of a city. Food production grows by 50%. Deserts, mountains, volcanoes and hills have a 10% chance to turn to grasslands, and corruption has a 20% chance to be removed. Unrest in the city decreases (this piece of information is not in the documentation of the game).
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Earth Elemental |
Combat Summon |
60 |
Calls an elemental of earth in fight. It has poison immunity and stoning immunity. |
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Spell | Type | Cost | Action |
Herb Mastery |
Global Enchantment |
1000/20 |
All units of the caster on both planes of the world completely recover at the beginning of each turn. |
Nature's Awareness |
Global Enchantment |
800/7 |
Maps of both planes of the world are completely revealed and all enemy moves (except for invisible beings) are visible. |
Nature's Wrath |
Global Enchantment |
1250/10 |
If another wizard casts a non-combat Chaos or Death spell, all his cities are exposed to earthquake : every non-flying and corporeal garrison unit has 10% chances of dying and each structure 5% chances of collapsing. |
Colossus |
Summon |
800/17 |
Calls an enormous rock-throwing colossus having poison immunity, stoning immunity +3 to Hit, wall crushing, first strike and the biggest innate resistance : 15. |
Behemoth |
Summon |
700/15 |
Calls a huge and strong reptile. |
Great Wyrm |
Summon |
1000/20 |
Calls a huge worm which can move underground and has strength 15 poisonous attacks. |
Call Lightning |
Combat |
60 |
Each turn, 3-5 strength 8 lightnings strike enemy units. |
Entangle |
Combat |
60 |
Every non-flying, corporeal enemy unit loses 1 Mvt. If a unit has 0 Mvt, it cannot attack or move but can still strike back if attacked. |
Regeneration |
Unit Enchantment (+) |
60-300/10 |
Gives the target unit the ability to recover in fight and to be revived from dead in case of a victorious battle. Units cannot be revived from cracks call, disintegrate, banish, death wish, holy word, dispel evil, great unsummoning. |
Earth Gate |
City Enchantment (+) |
250/5 |
Creates a teleporting gate in the city. Any unit can teleport between two cities (in the same plane) equipped with a gate for 1 Mvt. |
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SWORD, MACE, AXE
Resist Elements, Elemental Armor, Giant Strenght, Stoning (resist or be petrified) BOW
Resist Elements, Elemental Armor, Stoning (resist or be petrified) STAFF, WAND
Resist Elements, Elemental Armor, Stoning (resist or be petrified) AMULET
Resist Elements, Elemental Armor, Giant Strenght, Water Walking, Pathfinding, Regeneration SHIELD, CHAIN ARMOR, ARMOR
Resist Element, Elemental Armor |
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