Spells

Overview

Arcane Chaos Death Life Nature Sorcery
Global Enchantments Awareness
Detect Magic
Spell Of Mastery
Armageddon
Chaos Surge
Doom Mastery
Great Wasting
Meteor Storms
Eternal Night
Evil Omens
Zombie Mastery
Charm Of Life
Crusade
Holy Arms
Just Cause
Life Force
Planar Seal
Tranquility
Herb Mastery
Nature’s Awareness
Nature’s Wrath
Great Unsummoning
Suppress Magic
Time Stop
Wind Mastery
Special Spells Disenchant Area
Disjunction
Dispel Magic
Recall Hero
Spell Of Return
Summoning Circle
Call Chaos
Corruption
Disintegrate
Disrupt
Doom Bolt
Fire Bolt
Fire Storm
Fireball
Flame Strike
Lightning Bolt
Magic Vortex
Raise Volcano
Shatter
Warp Lightning
Warp Reality
Animate Dead
Black Wind
Cruel Unminding
Death Spell
Death Wish
Drain Power
Life Drain
Warp Node
Word Of Death
Dispel Evil
Healing
Holy Word
Mass Healing
Plane Shift
Raise Dead
Resurrection
Star Fires
Change Terrain
Cracks Call
Earth Lore
Earth To Mud
Ice Bolt
Ice Storm
Move Fortress
Nature’s Cures
Petrify
Transmute
Banish
Confusion
Disenchant True
Disjunction True
Dispel Magic True
Enchant Road
Psionic Blast
Spell Binding
Spell Blast
Stasis
Word Of Recall
Summoning Magic Spirit
Summon Champion
Summon Hero
Chaos Spawn
Chimera
Doom Bat
Efreet
Fire Elemental
Fire Giant
Gargoyles
Great Drake
Hell Hounds
Hydra
Death Knights
Demon Lord
Ghouls
Night Stalker
Shadow Demons
Skeletons
Wraiths
Angel
Arch Angel
Guardian Spirit
Incarnation
Unicorns
Basilisk
Behemoth
Cockatrices
Colossus
Earth Elemental
Giant Spiders
Gorgons
Great Wyrm
Sprites
Stone Giant
War Bears
Air Elemental
Djinn
Floating Island
Nagas
Phantom Beast
Phantom Warriors
Sky Drake
Storm Giant
City Spells Call The Void
Chaos Rift
Wall Of Fire
Cloud Of Shadow
Cursed Lands
Dark Rituals
Evil Presence
Famine
Pestilence
Wall Of Darkness
Altar Of Battle
Astral Gate
Consecration
Heavenly Light
Inspirations
Prosperity
Stream Of Life
Earth Gate
Earthquake
Gaia’s Blessing
Nature’s Eye
Wall Of Stone
Flying Fortress
Spell Ward
Unit Spells Chaos Channels
Eldritch Weapon
Flame Blade
Immolation
Warp Creature
Warp Wood
Berserk
Black Channels
Black Sleep
Cloak Of Fear
Lycanthropy
Possession
Weakness
Wraithform
Blessed
Endurance
Heroism
Holy Armour
Holy Weapon
Invulnerability
Lionheart
Planar Travel
Righteousness
True Sight
Elemental Armour
Giant Strength
Iron Skin
Pathfinding
Regeneration
Resist Elements
Stone Skin
Water Walking
Web
Creature Binding
Flight
Guardian Wind
Haste
Invisibility
Magic Immunity
Mind Storm
Resist Magic
Spell Lock
Vertigo
Wind Walking
Battle Enchantments Metal Fires
Black Prayer
Darkness
Mana Leak
Terror
Wrack
High Prayer
Prayer
True Light
Call Lightning
Entangle
Blur
Counter Magic
Mass Invisibilty

 

Details

Spell: Air Elemental
Realm: Sorcery
Category: Summoning
Rarity: rare
Research: 1300
Combat Cost: 50
Summons an invisible, flying air elemental during combat. The creature disappears when combat ends. Note that a wizard must have fewer than nine units in a battle to summon this creature.
Spell: Altar Of Battle
Realm: Life
Category: City Spells
Rarity: rare
Research: 1300
Overland Cost: 300
Upkeep: 5
All units built in the target city are elite.
Spell: Angel
Realm: Life
Category: Summoning
Rarity: rare
Research: 1400
Overland Cost: 550
Summons an angel. Angels enhance the fighting ability of friendly units and their touch Dispels Evil.
Spell: Animate Dead
Realm: Death
Category: Special Spells
Rarity: very rare
Research: 3000
Combat Cost: 50
Raises one slain enemy (not protected by magic immunity) or allied unit from the dead and places it under the caster’s control. The creature becomes undead, and is treated as a creature of death for all purposes.
Spell: Arch Angel
Realm: Life
Category: Summoning
Rarity: very rare
Research: 5000
Overland Cost: 950
Summons an Arch Angel. Arch Angels are immune to illusions, inspire friendly units to fight better than normal and can cast up to 40 mana in Life magic spells every battle.
Spell: Armageddon
Realm: Chaos
Category: Global Enchantments
Rarity: very rare
Research: 6000
Overland Cost: 1250
Upkeep: 40
Begins to destroy the entire world, as volcano after volcano rises, ravaging the lands of both worlds. Like Raise Volcano, the casting wizard gains one point of power from each new volcano created.
Spell: Astral Gate
Realm: Life
Category: City Spells
Rarity: very rare
Research: 2250
Overland Cost: 350
Upkeep: 5
Generates a portal in a target city that allows travel to the other plane. This spell only works as long as the portal does not lead directly to an enemy city on the other world. If the portal leads to stationed enemy troops, movement through the Astral Gate is blocked.
Spell: Awareness
Realm: Arcane
Category: Global Enchantments
Rarity: rare
Research: 700
Overland Cost: 500
Upkeep: 3
Reveals the location of all cities on both Arcanus and Myrror. It also reveals any new cities developed while this spell is in effect.
Spell: Banish
Realm: Sorcery
Category: Special Spells
Rarity: rare
Research: 1120
Combat Cost: 20+
Destroys the magical bond that keeps a fantastic unit with its controlling magician. Each figure within the unit must resist at -3 or be returned whence they were summoned. Every additional 5 mana lowers the targets’ resistance by one.
Spell: Basilisk
Realm: Nature
Category: Summoning
Rarity: uncommon
Research: 800
Overland Cost: 325
Summons a giant basilisk. Basilisks are so frightening to behold that they can turn their enemies to stone simply by gazing in their direction.
Spell: Behemoth
Realm: Nature
Category: Summoning
Rarity: very rare
Research: 2000
Overland Cost: 700
Summons a fierce behemoth. A behemoth is one of the strongest creatures that can be summoned to Arcanus and Myrror.
Spell: Berserk
Realm: Death
Category: Unit Spells
Rarity: uncommon
Research: 740
Combat Cost: 30
The target unit’s melee strength is doubled and its defense is reduced to 0.
Spell: Black Channels
Realm: Death
Category: Unit Spells
Rarity: uncommon
Research: 500
Overland Cost: 100
Upkeep: 1
Transforms the target unit into a vile undead being with +2 attack strength, +1 to missile attack strength, breath attacks, hit points, resistance and defense. Undead cannot be healed or animated, but gain all immunities of Death creatures.
Spell: Black Prayer
Realm: Death
Category: Battle Enchantments
Rarity: uncommon
Research: 450
Combat Cost: 35
The attack strength and defense of all enemy units is reduced by 1 and their resistance is reduced by 2.
Spell: Black Sleep
Realm: Death
Category: Unit Spells
Rarity: common
Research: 100
Combat Cost: 15
If the target unit fails to resist at -2, all creatures within are thrust into a deep sleep. The unit is unable to take any actions and any attacks on the unit automatically do maximum damage.
Spell: Black Wind
Realm: Death
Category: Special Spells
Rarity: rare
Research: 1400
Overland Cost: 200
All figures in each unit within the target land must resist at -1 or rot away from a vile degenerative disease that slays almost immediately.
Spell: Blessed
Realm: Life
Category: Unit Spells
Rarity: common
Research: 20
Overland Cost: 25
Combat Cost: 5
Upkeep: 1
Adds 3 to the target unit’s defense and resistance against all death or chaos related spells or monster attacks.
Spell: Blur
Realm: Sorcery
Category: Battle Enchantments
Rarity: uncommon
Research: 300
Combat Cost: 25
Blurs the outline of all friendly units making them more difficult to hit. There is a 10% chance that each point of damage done to the target unit will miss, except when inflicted by a unit with immunity to illusions.
Spell: Call Chaos
Realm: Chaos
Category: Special Spells
Rarity: very rare
Research: 3000
Combat Cost: 75
Strikes every enemy unit with a random effect from the following list: nothing, Healing, Chaos Channels, Warp Creature, Fire Bolt (15 strength), Warp Lightning, Doom Bolt or Disintegrate. Note that some of these effects can actually be beneficial to the target unit.
Spell: Call Lightning
Realm: Nature
Category: Battle Enchantments
Rarity: very rare
Research: 3000
Combat Cost: 60
Calls a powerful electrical storm from which deadly lightning bolts issue. Three to five lightning bolts of strength 8 strike random enemy units at the beginning of every turn until the end of combat.
Spell: Call The Void
Realm: Chaos
Category: City Spells
Rarity: very rare
Research: 5000
Overland Cost: 500
Every building in the target city has a 50% chance to be destroyed, and each unit inside the city takes 10 points of damage regardless of defense. The amount of pure chaos being released also corrupts the surrounding area.
Spell: Change Terrain
Realm: Nature
Category: Special Spells
Rarity: uncommon
Research: 500
Overland Cost: 50
Alters a target map square, changing deserts, forests, hills and swamps to grasslands; grasslands to forests; volcanoes to mountains; and mountains to hills. Terrain not listed is not a valid target.
Spell: Chaos Channels
Realm: Chaos
Category: Unit Spells
Rarity: uncommon
Research: 400
Overland Cost: 50
Transforms the target unit into a creature of chaos. Target unit receives one of the following mutations: demon-skin armour (+2 defense), demon wings (2 speed flight) or fire breathing (2 strength fiery breath). Once affected by this spell, the creature can never be channeled again.
Spell: Chaos Rift
Realm: Chaos
Category: City Spells
Rarity: rare
Research: 1700
Overland Cost: 300
Upkeep: 10
Opens a great magical vortex over an enemy city. Each turn, units inside the city sustain five strength 8 Lightning Bolt attacks, and for each building there is a 5% chance of being destroyed.
Spell: Chaos Spawn
Realm: Chaos
Category: Summoning
Rarity: rare
Research: 1040
Overland Cost: 500
Summons a chaos spawn and binds it to the will of the wizard. Chaos spawn cause fear in melee, are poisonous, and have Doom, Death and Stoning Gaze attacks.
Spell: Chaos Surge
Realm: Chaos
Category: Global Enchantments
Rarity: very rare
Research: 3500
Overland Cost: 1000
Upkeep: 40
All creatures of chaos have 2 added to their hand-to-hand, missile, fire-breath and magic attacks.
Spell: Charm Of Life
Realm: Life
Category: Global Enchantments
Rarity: very rare
Research: 6000
Overland Cost: 1250
Upkeep: 10
Adds 25% of total hit points (with a minimum of 1 hit point added) to the hit points of each of the wizard’s units. Yes, that means every individual figure in every single unit!
Spell: Chimera
Realm: Chaos
Category: Summoning
Rarity: uncommon
Research: 800
Overland Cost: 350
Summons a horrific flying, fire breathing, three headed chimera.
Spell: Cloak Of Fear
Realm: Death
Category: Unit Spells
Rarity: common
Research: 80
Overland Cost: 60
Combat Cost: 12
Upkeep: 1
Surrounds the target unit with a fear-inspiring aura. Any time enemy units attempt to engage in melee combat with the cloaked unit, they must first try to overcome their fright (on a per figure basis) before they can attack or counterattack.
Spell: Cloud Of Shadow
Realm: Death
Category: City Spells
Rarity: rare
Research: 1200
Overland Cost: 150
Upkeep: 3
Summons a great cloud of shadow which surrounds the city for as long as the spell is in effect. All combats taking place within the city are treated as if a Darkness spell has been cast.
Spell: Cockatrices
Realm: Nature
Category: Summoning
Rarity: common
Research: 620
Overland Cost: 275
Summons a cockatrice. The deceptively soft, feathered touch of the cockatrice is capable of turning even the hardiest creature to stone.
Spell: Colossus
Realm: Nature
Category: Summoning
Rarity: very rare
Research: 3500
Overland Cost: 800
Summons an awe-inspiring colossus. A colossus is a rock-wielding fighting machine immune to all known forms of poison and petrification.
Spell: Confusion
Realm: Sorcery
Category: Special Spells
Rarity: common
Research: 130
Combat Cost: 15
Attempts to disorient a target unit. A confused unit does not recover (unless disenchanted) until after combat ends. Every turn the confused unit randomly does one of the following: stand around and do nothing, move randomly, attack allies or attack enemies.
Spell: Consecration
Realm: Life
Category: City Spells
Rarity: very rare
Research: 3000
Overland Cost: 400
Upkeep: 8
Dispels all negative enchantments on a city and protects the city from further chaos and death enchantments (whether city-specific or global).
Spell: Corruption
Realm: Chaos
Category: Special Spells
Rarity: common
Research: 100
Overland Cost: 40
Desecrates the target land square. Corrupted lands produce no food or minerals and can only be restored to production by the prayers of clerics or shamans.
Spell: Counter Magic
Realm: Sorcery
Category: Battle Enchantments
Rarity: common
Research: 190
Combat Cost: 10+
Creates a reserve of Counter Magic power which resists all spells cast by an opponent wizard as if you had cast an equally strong dispel magic. Each spell casting attempt by the opposing wizard reduces the strength of the counter magic reserve by five mana.
Spell: Cracks Call
Realm: Nature
Category: Special Spells
Rarity: uncommon
Research: 300
Combat Cost: 20
Rends the earth or ocean. Any non-flying, corporeal unit standing over the newly created fissure has a 25% chance (regardless of defense or resistance) of dying. Stone walls that cross the fissure are destroyed.
Spell: Creature Binding
Realm: Sorcery
Category: Unit Spells
Rarity: very rare
Research: 2250
Combat Cost: 70
Attempts to alter the allegiance of a fantastic (i.e., summoned) creature. If a target creature fails to resist the spell (at a -2 resistance penalty), it is bound to fight for the casting wizard until the end of combat (or until disenchanted). The bound creature disappears after combat ends.
Spell: Cruel Unminding
Realm: Death
Category: Special Spells
Rarity: very rare
Research: 1850
Overland Cost: 250
Target wizard loses 1-10% of casting skill permanently.
Spell: Crusade
Realm: Life
Category: Global Enchantments
Rarity: very rare
Research: 4500
Overland Cost: 1100
Upkeep: 10
Inspires all of a wizard’s normal units so that their levels all raise by one (recruits become regulars, regulars become veterans, etc.).
Spell: Cursed Lands
Realm: Death
Category: City Spells
Rarity: rare
Research: 1700
Overland Cost: 150
Upkeep: 2
Halves the production in a city.
Spell: Dark Rituals
Realm: Death
Category: City Spells
Rarity: common
Research: 60
Overland Cost: 30
Generates a frenzy of sacrificizing to the gods of death, which doubles the magic power obtained from shrines, temples, parthenons and cathedrals. However, the rituals reduce the population growth of the target city by 25% and increases unrest by one.
Spell: Darkness
Realm: Death
Category: Battle Enchantments
Rarity: common
Research: 250
Combat Cost: 25
Drops a shroud of darkness over the entire battlefield, inspiring creatures of death. They gain one point each in attack strength, defense and resistance. Creatures of life, on the other hand, are dispirited and lose one point each in attack strength, defense and resistance.
Spell: Death Knights
Realm: Death
Category: Summoning
Rarity: very rare
Research: 2250
Overland Cost: 600
Summons a group of 4 death knights and binds them to the will of the wizard. Death knights attack with +2 to-hit, armour piercing and first strike. They also have a -4 resistance life-stealing attack.
Spell: Death Spell
Realm: Death
Category: Special Spells
Rarity: very rare
Research: 2500
Combat Cost: 50
All figures in each enemy unit must resist at a -2 penalty to resistance, or be struck dead where they stand.
Spell: Death Wish
Realm: Death
Category: Special Spells
Rarity: very rare
Research: 5000
Overland Cost: 500
All enemy normal units must resist or be slain.
Spell: Demon Lord
Realm: Death
Category: Summoning
Rarity: very rare
Research: 6000
Overland Cost: 1000
Summons a demon lord and binds it to the will of the wizard. Demon lords can summon up to 3 lesser demons per combat, have weapon immunity, and have a -1 resistance life-stealing attack, both in melee and at long range.
Spell: Detect Magic
Realm: Arcane
Category: Global Enchantments
Rarity: uncommon
Research: 400
Overland Cost: 200
Upkeep: 3
The current spell being cast by all wizards that you are in contact with will be available when looking up their information.
Spell: Disenchant Area
Realm: Arcane
Category: Special Spells
Rarity: uncommon
Research: 300
Overland Cost: 50+
Combat Cost: 50+
Attempts to dispel all enemy spells in the targeted map square. The chance of successfully dispelling an enchantment is calculated as in Dispel Magic.
Spell: Disenchant True
Realm: Sorcery
Category: Special Spells
Rarity: uncommon
Research: 350
Overland Cost: 50+
A much stronger version of Disenchant Area, with triple the chance of removing target enchantments (each points of mana spent casting the spell counts as three for the purposes of dispelling a target enchantment).
Spell: Disintegrate
Realm: Chaos
Category: Special Spells
Rarity: very rare
Research: 2000
Combat Cost: 50
If the target has a resistance of less than 10, it is instantly and irrevocably destroyed. There is no method to restore a unit that has been disintegrated.
Spell: Disjunction
Realm: Arcane
Category: Special Spells
Rarity: uncommon
Research: 750
Overland Cost: 200+
Attempts to dispel one enemy global enchantment. The chance of successfully dispelling this enchantment is calculated as in Dispel Magic.
Spell: Disjunction True
Realm: Sorcery
Category: Special Spells
Rarity: rare
Research: 880
Overland Cost: 200+
Equivalent to a very strong version of the arcane magic Disjunction, with triple the chance of success. Each mana spent on casting this spell counts as three for the purposes of dispelling the target global enchantment.
Spell: Dispel Evil
Realm: Life
Category: Special Spells
Rarity: uncommon
Research: 450
Combat Cost: 25
Each chaos or death unit within the target group must resist at -4 or be destroyed by the holy fires. Undead creatures suffer an additional -5 penalty.
Spell: Dispel Magic
Realm: Arcane
Category: Special Spells
Rarity: uncommon
Research: 100
Combat Cost: 10+
Attempts to destroy all enemy enchantments on a unit. The chance for success is equal to the mana spent on this spell divided by the sum of the cost for this spell and the enemy enchantment.
Spell: Dispel Magic True
Realm: Sorcery
Category: Special Spells
Rarity: common
Research: 40
Combat Cost: 10+
A stronger version of the arcane Dispel Magic. Every point of mana spent on casting this spell counts as three for the purposes of dispelling the target unit’s enchantments.
Spell: Disrupt
Realm: Chaos
Category: Special Spells
Rarity: common
Research: 40
Combat Cost: 15
Destroys one section of stone wall, clearing a way for troops to pass through.
Spell: Djinn
Realm: Sorcery
Category: Summoning
Rarity: very rare
Research: 1850
Overland Cost: 650
Summons a djinn. This powerful, flying being can hurl ranged magic attacks at its opponents and is capable of casting up to 20 spell points of sorcery magic during every combat.
Spell: Doom Bat
Realm: Chaos
Category: Summoning
Rarity: uncommon
Research: 620
Overland Cost: 300
Summons a doom bat and binds it to the will of the wizard. The doom bat has a fearsome fiery aura that strikes all units it engages with a strength 4 fireball attack.
Spell: Doom Bolt
Realm: Chaos
Category: Special Spells
Rarity: rare
Research: 1120
Combat Cost: 40
Calls forth the awesome power of chaos to strike the target enemy unit for 10 points of damage, regardless of the unit’s defenses.
Spell: Doom Mastery
Realm: Chaos
Category: Global Enchantments
Rarity: very rare
Research: 4000
Overland Cost: 1100
Upkeep: 15
All newly created normal units controlled by the casting wizard are mutated by the effects of chaos, the same as if Chaos Channels had been cast on them.
Spell: Drain Power
Realm: Death
Category: Special Spells
Rarity: uncommon
Research: 300
Overland Cost: 50
Drains 10-200 mana points from a target wizard’s power reserves.
Spell: Earth Elemental
Realm: Nature
Category: Summoning
Rarity: rare
Research: 1700
Combat Cost: 60
Summons an earth elemental. The creature cannot be summoned if there are already nine friendly units on the battlefield. The wall-crushing earth elemental disappears when the battle is over.
Spell: Earth Gate
Realm: Nature
Category: City Spells
Rarity: very rare
Research: 4000
Overland Cost: 250
Upkeep: 5
Creates a teleporting device within a target city. Friendly units can teleport between any two of the casting wizard’s cities equipped with earth gates (on the same plane!), for the cost of one movement point.
Spell: Earth Lore
Realm: Nature
Category: Special Spells
Rarity: common
Research: 250
Overland Cost: 30
Fully reveals terrain, terrain specials, cities and armies in a wide range around the target map square.
Spell: Earth To Mud
Realm: Nature
Category: Special Spells
Rarity: common
Research: 20
Combat Cost: 15
Turns a 5×5 area into thick, sticky mud for the duration of a battle. Mud costs a unit (enemy or friendly) all its movement points to enter. Flying and Non Corporeal units are unaffected.
Spell: Earthquake
Realm: Nature
Category: City Spells
Rarity: rare
Research: 1300
Overland Cost: 200
Causes a violent earthquake to shake a target city. All buildings have a 15% chance of being destroyed. All non-flying, corporeal units have a 25% chance of dying.
Spell: Efreet
Realm: Chaos
Category: Summoning
Rarity: rare
Research: 1300
Overland Cost: 550
Summons a fire bolt-throwing, flying Efreet and binds it to the will of the wizard. Efreeti are immune to magical fire and have the ability to cast 20 points of Chaos spells in combat.
Spell: Eldritch Weapon
Realm: Chaos
Category: Unit Spells
Rarity: common
Research: 130
Overland Cost: 75
Combat Cost: 15
Upkeep: 1
Imbues the target unit’s weapons with a powerful chaotic spirit. These weapons are harder to defend against (an opponent’s ability to defend decreases by 10%) and can effectively hit creatures with weapon immunity. Effects are cumulative with Flame Blade.
Spell: Elemental Armour
Realm: Nature
Category: Unit Spells
Rarity: rare
Research: 880
Overland Cost: 175
Combat Cost: 35
Upkeep: 5
Improves a target unit’s defenses and resistance to Chaos and Nature magic by 10 each. These bonuses do not exert cumulative effects with the Resist Elements spell.
Spell: Enchant Road
Realm: Sorcery
Category: Special Spells
Rarity: uncommon
Research: 500
Overland Cost: 100
Makes all roads within two map squares of the targeted area cost no movement points to travel over for non-flying units. Note that all roads on Myrror are automatically enchanted.
Spell: Endurance
Realm: Life
Category: Unit Spells
Rarity: common
Research: 60
Overland Cost: 30
Upkeep: 1
Fills the target unit with holy purpose and increases the target unit’s movement points per turn by one.
Spell: Entangle
Realm: Nature
Category: Battle Enchantments
Rarity: very rare
Research: 2250
Combat Cost: 50
Causes all non-flying, corporeal enemy units to lose one movement point per turn. If a creature’s movement points are zero, it cannot attack or move, but it can still strike back if attacked.
Spell: Eternal Night
Realm: Death
Category: Global Enchantments
Rarity: very rare
Research: 4000
Overland Cost: 1000
Upkeep: 15
Covers the worlds in a blanket of darkness. Except for those cities protected by Heavenly Light, all combat are assumed to be covered by the spell of Darkness.
Spell: Evil Omens
Realm: Death
Category: Global Enchantments
Rarity: very rare
Research: 4500
Overland Cost: 1100
Upkeep: 10
All Nature and Life spells for all wizards cost 50% more than normal to cast.
Spell: Evil Presence
Realm: Death
Category: City Spells
Rarity: rare
Research: 1040
Overland Cost: 100
Upkeep: 4
A demonic presence enters the target city, destroying any magic power generated by shrines, temples, parthenons and cathedrals, and blocks their pacifying effects. The spell has no effect if the city’s owner can use Death magic.
Spell: Famine
Realm: Death
Category: City Spells
Rarity: rare
Research: 1600
Overland Cost: 200
Upkeep: 5
Halves the food production of the afflicted city as long as famine is in effect, and increases unrest. If the city has insufficient food supply, the citizens will begin to starve.
Spell: Fire Bolt
Realm: Chaos
Category: Special Spells
Rarity: common
Research: 60
Combat Cost: 5+
Shoots a bolt of intense flames at one figure in a target unit, striking as 5 strength magical fire attack. +1 point of strength per additional mana spent.
Spell: Fire Elemental
Realm: Chaos
Category: Summoning
Rarity: common
Research: 250
Combat Cost: 20
Summons a fire elemental to do battle for the wizard. Fire elementals have weapon immunity and fire immunity. Once combat ends, the fire elemental returns to the plane of chaos.
Spell: Fire Giant
Realm: Chaos
Category: Summoning
Rarity: common
Research: 350
Overland Cost: 150
Summons a fire giant and binds it to the will of the wizard. Fire giants have fire immunity and can destroy walls.
Spell: Fire Storm
Realm: Chaos
Category: Special Spells
Rarity: rare
Research: 1400
Overland Cost: 250
Rains fiery balls of flaming stone down on an entire map square, striking all figures in each unit within the area with a strength 8 magical fire attack. Even units within cities are affected.
Spell: Fireball
Realm: Chaos
Category: Special Spells
Rarity: uncommon
Research: 560
Combat Cost: 15+
Hurls a flying ball of exploding flames at a target unit, striking each figure in the unit with a strength 5 magic fire attack. +1 strength for every additional 3 mana spent.
Spell: Flame Blade
Realm: Chaos
Category: Unit Spells
Rarity: uncommon
Research: 450
Overland Cost: 125
Combat Cost: 25
Upkeep: 2
Causes the weapons of a target unit to burst into flames, increasing the strength of melee and missile attacks by 2. Flame Blade also allows the unit to hit enemies with weapon immunity, and exerts cumulative effects with Eldritch Weapon.
Spell: Flame Strike
Realm: Chaos
Category: Special Spells
Rarity: rare
Research: 1600
Combat Cost: 60
Strikes all enemy units with a 15 strength magical fire attack.
Spell: Flight
Realm: Sorcery
Category: Unit Spells
Rarity: uncommon
Research: 560
Overland Cost: 125
Combat Cost: 25
Upkeep: 3
Bestows the power of flight upon a target unit.
Spell: Floating Island
Realm: Sorcery
Category: Summoning
Rarity: common
Research: 60
Overland Cost: 50
Summons an apparently solid cloud to any visible ocean map square of a wizard’s choice. This thick body of vapors can carry up to eight units across water and moves at a speed of two map squares per turn.
Spell: Flying Fortress
Realm: Sorcery
Category: City Spells
Rarity: very rare
Research: 4000
Overland Cost: 500
Upkeep: 25
Suspends a wizard’s Enchanted Fortress far above the earth. Only flying units may enter (or attack) and leave this ‘city in the clouds’. The wizard’s own foot troops may enter and exit the city overland; during combat, once a foot troop (non-flying unit) leaves the floating city, it cannot re-enter until the battle is over.
Spell: Gaia’s Blessing
Realm: Nature
Category: City Spells
Rarity: rare
Research: 1600
Overland Cost: 300
Upkeep: 3
A target city’s maximum food harvest increases by 50%. Every turn there is a 10% chance the city’s deserts convert to grasslands and volcanoes to verdant hills, and a 20% chance that its corrupted lands return to their pristine state.
Spell: Gargoyles
Realm: Chaos
Category: Summoning
Rarity: uncommon
Research: 500
Overland Cost: 200
Summons flying gargoyles. Gargoyles are extremely difficult to damage, as one might expect flying chunks of masonry to be, and exhibit immunity to stoning and poison attacks.
Spell: Ghouls
Realm: Death
Category: Summoning
Rarity: common
Research: 130
Overland Cost: 80
Summons a pack of ghouls and binds them to the will of the wizard. Any unit slain mostly by the ghouls arise after the battle to serve the wizard in his undead army.
Spell: Giant Spiders
Realm: Nature
Category: Summoning
Rarity: uncommon
Research: 450
Overland Cost: 200
Summons two giant, poisonous, web-casting spiders.
Spell: Giant Strength
Realm: Nature
Category: Unit Spells
Rarity: common
Research: 80
Overland Cost: 40
Combat Cost: 8
Upkeep: 1
Makes a target unit’s figures stronger (adds +1 to each figure’s melee attack strength).
Spell: Gorgons
Realm: Nature
Category: Summoning
Rarity: rare
Research: 1400
Overland Cost: 600
Summons gorgons. These monstosities, just as their mythological namesakes, are so ugly and frightening to behold that enemies who mistakenly peek in their direction are turned into stone.
Spell: Great Drake
Realm: Chaos
Category: Summoning
Rarity: very rare
Research: 4500
Overland Cost: 900
Summons an avenging, fire breathing great drake from the depths of chaos. The flames spewing from a great drake’s jaws are so hot that weak units may be incinerated before ever getting a chance to fight back.
Spell: Great Unsummoning
Realm: Sorcery
Category: Global Enchantments
Rarity: very rare
Research: 3000
Overland Cost: 1000
Tries to banish all fantastic creatures (including those bound to the casting wizard) from both Arcanus and Myrror! Creatures suffer a penalty of -3 to their resistance when attempting to oppose this spell.
Spell: Great Wasting
Realm: Chaos
Category: Global Enchantments
Rarity: very rare
Research: 2500
Overland Cost: 1000
Upkeep: 20
Once this enchantment has been cast, the entire world begins to slowly be corrupted. Each turn, 3-6 map squares are withered as per the spell Corruption. The caster’s cities and surrounding areas are, of course, exempt.
Spell: Great Wyrm
Realm: Nature
Category: Summoning
Rarity: very rare
Research: 5000
Overland Cost: 1000
Summons a gigantic, poisonous, tunneling land wyrm. For all its bulk, a great wyrm (with its ability to tunnel underground) is frighteningly fast on the battlefield.
Spell: Guardian Spirit
Realm: Life
Category: Summoning
Rarity: common
Research: 220
Overland Cost: 80
Summons a Guardian Spirit which can meld with a node and focus its power and direct it to the controlling wizard. Any subsequent attempts by other wizards to meld with this node have a high chance of being stopped by the Guardian Spirit.
Spell: Guardian Wind
Realm: Sorcery
Category: Unit Spells
Rarity: common
Research: 80
Overland Cost: 50
Combat Cost: 10
Upkeep: 2
Surrounds the unit with a magically protective wall of air, making the unit almost totally immune to arrow and sling attacks.
Spell: Haste
Realm: Sorcery
Category: Unit Spells
Rarity: rare
Research: 1700
Combat Cost: 50
Doubles the movement (speed) and number of attacks (both melee and ranged) of a target unit. The target unit becomes so fast that it even counterattacks (when defending during melee combat) twice.
Spell: Healing
Realm: Life
Category: Special Spells
Rarity: common
Research: 100
Combat Cost: 15
Heals up to 5 hits of damage taken by the target unit. The undead cannot be healed.
Spell: Heavenly Light
Realm: Life
Category: City Spells
Rarity: uncommon
Research: 740
Overland Cost: 150
Upkeep: 2
Calls forth the light of the heavens to shower the target city in True Light. Any combat taking place in the city is treated as if True Light was in effect.
Spell: Hell Hounds
Realm: Chaos
Category: Summoning
Rarity: common
Research: 80
Overland Cost: 40
Summons and binds a wild pack of fire-breathing hell hounds to the will of the wizard.
Spell: Herb Mastery
Realm: Nature
Category: Global Enchantments
Rarity: very rare
Research: 4500
Overland Cost: 1000
Upkeep: 10
Completely heals all of a wizard’s damaged units every game turn (except for undead creatures).
Spell: Heroism
Realm: Life
Category: Unit Spells
Rarity: common
Research: 250
Overland Cost: 100
Combat Cost: 20
Upkeep: 2
The target unit becomes elite. This spell is automatically dispelled when the unit becomes elite naturally.
Spell: High Prayer
Realm: Life
Category: Battle Enchantments
Rarity: very rare
Research: 1850
Combat Cost: 60
Calls upon the forces of holiness and light to make all friendly units fight exceptionally well; to-hit and to-defend abilities increase by 1, attack and defense strength increase by 2 and resistance increases by 3. Note that Prayer and High Prayer are not additive.
Spell: Holy Armour
Realm: Life
Category: Unit Spells
Rarity: common
Research: 130
Overland Cost: 90
Combat Cost: 18
Upkeep: 2
The target unit’s defense in combat is increased by 2.
Spell: Holy Arms
Realm: Life
Category: Global Enchantments
Rarity: very rare
Research: 2500
Overland Cost: 900
Upkeep: 30
All normal units’ weapons are blessed with a +1 to-hit bonus and can strike creatures immune to non-magical attacks.
Spell: Holy Weapon
Realm: Life
Category: Unit Spells
Rarity: common
Research: 80
Overland Cost: 50
Combat Cost: 10
Upkeep: 1
Blesses the target’s weapons, allowing them to hit creatures which are immune to non-magical attacks and giving a +1 to-hit bonus in combat.
Spell: Holy Word
Realm: Life
Category: Special Spells
Rarity: rare
Research: 1700
Combat Cost: 60
Attempts to banish outright all fantastic and/or undead creatures (whether Animated or Black Channeled). Each figure within each enemy unit must resist this holy utterance seperately (at a penalty of 2 to resistance). Undead have a much more difficult time resisting Holy Word than do other creatures.
Spell: Hydra
Realm: Chaos
Category: Summoning
Rarity: very rare
Research: 1850
Overland Cost: 650
Summons a nine-headed hydra. Each fire breathing head on this monstrous creature can regenerate during and after combat.
Spell: Ice Bolt
Realm: Nature
Category: Special Spells
Rarity: uncommon
Research: 400
Combat Cost: 10+
Showers a target unit with shards of ice (strength 5 magic cold attack, with every extra point of magic power spent adding a strength of 1 to the attack).
Spell: Ice Storm
Realm: Nature
Category: Special Spells
Rarity: rare
Research: 1200
Overland Cost: 200
Causes the skies above a target map square to rain down a torrent of icy hail. All figures occupying that area are struck with a strength 6 magic cold attack.
Spell: Immolation
Realm: Chaos
Category: Unit Spells
Rarity: uncommon
Research: 740
Overland Cost: 150
Combat Cost: 30
Upkeep: 2
Surround the target friendly unit with a fiery aura that inflicts a strength 4 magical fire attack on all enemies engaging the immolating unit in melee combat.
Spell: Incarnation
Realm: Life
Category: Summoning
Rarity: rare
Research: 960
Overland Cost: 500
Summons Torin the Chosen to aid your task. There is only one Chosen for each wizard. If he is killed or disbanded and summoned again he retains all experience from his previous incarnations.
Spell: Inspirations
Realm: Life
Category: City Spells
Rarity: very rare
Research: 2000
Overland Cost: 350
Upkeep: 2
Instills a sense of greater purpose into the local citizenry; that city’s production rate rises by 50%.
Spell: Invisibility
Realm: Sorcery
Category: Unit Spells
Rarity: rare
Research: 960
Overland Cost: 175
Combat Cost: 35
Upkeep: 10
Renders the unit invisible to all units, except those Immune to Illusion and those that have True Sight. In combat, the unit becomes visible when adjacent to an enemy unit, but still penalizes the to-hit roll of enemy units by -1.
Spell: Invulnerability
Realm: Life
Category: Unit Spells
Rarity: rare
Research: 1040
Overland Cost: 200
Combat Cost: 40
Upkeep: 5
Target unit is resistant to damage from all non-magical attacks and the first two hits sustained by the unit from any attack are ignored.
Spell: Iron Skin
Realm: Nature
Category: Unit Spells
Rarity: rare
Research: 1120
Overland Cost: 200
Combat Cost: 40
Upkeep: 5
Fuses iron with a target unit’s skin, making it able to withstand most attacks (adds 5 to defense).
Spell: Just Cause
Realm: Life
Category: Global Enchantments
Rarity: common
Research: 160
Overland Cost: 150
Upkeep: 3
Increases the fame of the casting wizard by 10 in addition to any other bonuses for as long as the spell is in effect.
Spell: Life Drain
Realm: Death
Category: Special Spells
Rarity: common
Research: 160
Combat Cost: 10+
Siphons life from an enemy unit and gives it to a spell caster hero or converts the drained life into mana for a spell caster wizard. Additional mana makes the spell harder to resist. Units destroyed mainly by Life Drain become undead under the caster’s control.
Spell: Life Force
Realm: Life
Category: Global Enchantments
Rarity: very rare
Research: 3500
Overland Cost: 1000
Upkeep: 10
All non-combat death spells must resist against Life Force as if a Dispel Magic of 500 strength had been cast.
Spell: Lightning Bolt
Realm: Chaos
Category: Special Spells
Rarity: common
Research: 300
Combat Cost: 10+
Shoots a bolt of intense electricity at the target unit, striking as a strength 5 armour piercing magical attack. +1 strength per additional mana spent.
Spell: Lionheart
Realm: Life
Category: Unit Spells
Rarity: rare
Research: 880
Overland Cost: 200
Combat Cost: 40
Upkeep: 4
Adds 3 to the target unit’s attack strength, hits and resistance.
Spell: Lycanthropy
Realm: Death
Category: Unit Spells
Rarity: uncommon
Research: 400
Overland Cost: 180
Upkeep: 5
‘Curses’ a normal, friendly unit with the effects of lycanthropy, changing them into werewolves with the ability to regenerate. They also have weapon immunity.
Spell: Magic Immunity
Realm: Sorcery
Category: Unit Spells
Rarity: rare
Research: 1600
Overland Cost: 250
Combat Cost: 50
Upkeep: 5
Makes a target unit completely immune to all magic spells and spell-like effects. It also gives the unit immunity to breath and gaze attacks. Finally, the unit is almost completely immune to all magical ranged attacks.
Spell: Magic Spirit
Realm: Arcane
Category: Summoning
Rarity: common
Research: 0
Overland Cost: 30
Summons a magic spirit which can meld with magical nodes and direct the node’s power to the controlling wizard.
Spell: Magic Vortex
Realm: Chaos
Category: Special Spells
Rarity: rare
Research: 1200
Combat Cost: 50
Vortex moves 3 squares randomly and 1 controlled by the caster. Any unit in the path of the vortex takes 5 hits regardless of defense. In addition, each time the vortex moves, adjacent units may be struck by lightning bolts. A magic vortex does terrible damage to a city that it moves through.
Spell: Mana Leak
Realm: Death
Category: Battle Enchantments
Rarity: common
Research: 220
Combat Cost: 20
All enemy spell casters are drained 5 mana each combat turn. This includes the opponent wizard you’re currently battling. Additionally, all units with magic ranged attacks lose one spell shot each turn.
Spell: Mass Healing
Realm: Life
Category: Special Spells
Rarity: rare
Research: 1600
Combat Cost: 50
Heals all friendly units in a battle for 5 hit points (or less, if the unit sustained less than 5 hit points of damage).
Spell: Mass Invisibilty
Realm: Sorcery
Category: Battle Enchantments
Rarity: very rare
Research: 2500
Combat Cost: 80
Makes all friendly units invisible to their opponents. While invisible, the units cannot be targetted by ranged weapons and all melee attacks against them suffer a penalty to hit of one (i.e., -10% chance to hit).
Spell: Metal Fires
Realm: Chaos
Category: Battle Enchantments
Rarity: rare
Research: 960
Combat Cost: 40
Bestows a reduced strength Flame Blade on all normal units, increasing their melee and missile attack strengths by 1 and allowing them to inflict damage on units with Weapon Immunity. This spell is not cumulative with Flame Blade.
Spell: Meteor Storms
Realm: Chaos
Category: Global Enchantments
Rarity: very rare
Research: 2250
Overland Cost: 900
Upkeep: 10
Rains down fiery hail upon both planes, striking all creatures outside cities with a strength 4 magical fire attack. Buildings within cities may also be destroyed (1% chance each turn that a building is destroyed). The casting wizard’s cities are immune to the effects.
Spell: Mind Storm
Realm: Sorcery
Category: Unit Spells
Rarity: rare
Research: 1400
Combat Cost: 35
Causes intense mental anguish to the figure(s) in a target enemy unit. Unable to concentrate, the figures (with no chance to resist) lose 5 to all of their melee, thrown and ranged attack strengths, defense and resistance. This spell does not effect units that have Illusions Immunity.
Spell: Move Fortress
Realm: Nature
Category: Special Spells
Rarity: rare
Research: 1500
Overland Cost: 200
Moves a wizard’s enchanted fortress (with summoning circle, if it is still there) to the target friendly city. That city’s race will also become the caster’s new primary race.
Spell: Nagas
Realm: Sorcery
Category: Summoning
Rarity: common
Research: 220
Overland Cost: 100
Summons a pair of trident wielding nagas. These swimming creatures spit poison at their foes during combat.
Spell: Nature’s Awareness
Realm: Nature
Category: Global Enchantments
Rarity: very rare
Research: 2500
Overland Cost: 800
Upkeep: 7
Reveals all lands, cities and non-invisible creatures on both Arcanus and Myrror for as long as this spell is in effect!
Spell: Nature’s Cures
Realm: Nature
Category: Special Spells
Rarity: uncommon
Research: 740
Overland Cost: 75
Completely heals all units (except for creatures of Death) that are stacked in a target land square.
Spell: Nature’s Eye
Realm: Nature
Category: City Spells
Rarity: uncommon
Research: 350
Overland Cost: 75
Upkeep: 1
Extends the scouting range of a friendly target city to 5 squares in any direction, revealing all lands and all non-invisible enemy troops within that radius.
Spell: Nature’s Wrath
Realm: Nature
Category: Global Enchantments
Rarity: very rare
Research: 6000
Overland Cost: 1250
Upkeep: 20
For every non-combat Death or Chaos spell cast by the caster’s enemies, all of the cities on both planes (except those of the Nature’s Wrath caster) suffer tremors. Each non-flying, corporeal unit has a 15% chance of dying and each building a 5% chance of collapsing.
Spell: Night Stalker
Realm: Death
Category: Summoning
Rarity: uncommon
Research: 560
Overland Cost: 250
Summons a night stalker and binds it to the will of the wizard. Night stalkers are invisible, Non Corporeal and have the dreaded death gaze.
Spell: Pathfinding
Realm: Nature
Category: Unit Spells
Rarity: uncommon
Research: 560
Overland Cost: 50
Upkeep: 1
Endows a target unit (and any units stacked with it) with the ability to travel over all land terrain as if it were traveling over roads (i.e., the cost is only half a movement point per square).
Spell: Pestilence
Realm: Death
Category: City Spells
Rarity: very rare
Research: 3500
Overland Cost: 350
Upkeep: 5
Spreads a deadly plague throughout the affected city, killing one population point (1000 people) each turn if the population exceeds a 1-10 roll.
Spell: Petrify
Realm: Nature
Category: Special Spells
Rarity: rare
Research: 960
Combat Cost: 35
Attempts to turn an entire enemy unit into stone.
Spell: Phantom Beast
Realm: Sorcery
Category: Summoning
Rarity: uncommon
Research: 800
Combat Cost: 35
Summons an illusory phantom beast. A beast only appears if a battle is on land and if there are fewer than nine units already fighting for the wizard. The phantom beast is immune to all forms of death magic and disappears when combat ends.
Spell: Phantom Warriors
Realm: Sorcery
Category: Summoning
Rarity: common
Research: 100
Combat Cost: 10
Summons a group of illusory phantom warriors and binds them to the will of the wizard. The phantoms attack with illusory weapons that completely ignore the effects of armour. When combat ends, the phantom warriors disappear.
Spell: Planar Seal
Realm: Life
Category: Global Enchantments
Rarity: uncommon
Research: 500
Overland Cost: 500
Upkeep: 5
Closes the junctions between planes, sealing Arcanus from Myrror. No unit can travel between planes through Plane Shift, Planar Travel, Astral Gates or through towers of wizardry.
Spell: Planar Travel
Realm: Life
Category: Unit Spells
Rarity: uncommon
Research: 680
Overland Cost: 150
Upkeep: 5
Allows a target unit to shift between Arcanus and Myrror at will. Note that units may not move into ‘illegal’ terrain squares or initiate combat by Planar Travel.
Spell: Plane Shift
Realm: Life
Category: Special Spells
Rarity: uncommon
Research: 350
Overland Cost: 125
All friendly units in the target map square are transported to the other plane of existence. If a unit is transported to an area that cannot normally be entered by movement or into combat, the spell fails.
Spell: Possession
Realm: Death
Category: Unit Spells
Rarity: uncommon
Research: 350
Combat Cost: 30
Attempts to change the allegiance of a normal enemy unit to that of the casting wizard. If the target unit becomes possessed, it will fight for the casting wizard until combat ends and the unit commits suicide. Note that fantastic creatures and heroes may not be possessed.
Spell: Prayer
Realm: Life
Category: Battle Enchantments
Rarity: uncommon
Research: 800
Combat Cost: 30
Adds 1 to all rolls by all friendly units, including resistance roles, attacks, to-hit and defense rolls.
Spell: Prosperity
Realm: Life
Category: City Spells
Rarity: rare
Research: 1200
Overland Cost: 250
Upkeep: 2
Increases the gold obtained by a city by 100% as long as this spell is in effect there.
Spell: Psionic Blast
Realm: Sorcery
Category: Special Spells
Rarity: common
Research: 250
Combat Cost: 10+
Targets a unit with an intensely damaging stream of mental energy. This strength 5 non-physical attack can be increased in strength by one per every two extra mana points spent on the spell.
Spell: Raise Dead
Realm: Life
Category: Special Spells
Rarity: uncommon
Research: 620
Combat Cost: 35
Raises a fallen unit from the dead. The unit returns with half its normal figures. All enchantments cast on the unit are lost. The spell does not work on fantastic creatures, since they go back to their home world when slain.
Spell: Raise Volcano
Realm: Chaos
Category: Special Spells
Rarity: uncommon
Research: 680
Overland Cost: 200
Raises a volcano, destroying any food and minerals provided by a target map square (mountains, hills and nodes may not be targeted). The volcano provides 1 magic power each turn to the caster. If this spell is cast on a city, each building has a 15% chance of collapsing.
Spell: Recall Hero
Realm: Arcane
Category: Special Spells
Rarity: uncommon
Research: 350
Combat Cost: 20
Instantly summons the target hero to your summoning circle, removing her from combat.
Spell: Regeneration
Realm: Nature
Category: Unit Spells
Rarity: very rare
Research: 1850
Overland Cost: 300
Combat Cost: 60
Upkeep: 10
Target unit can regenerate during combat (1 hit point per turn) and afterwards (immediately return to full health). If the unit dies in combat, it returns in full health if its side won. Spell cannot return a creature that has been banished, unsummoned or disintegrated.
Spell: Resist Elements
Realm: Nature
Category: Unit Spells
Rarity: common
Research: 80
Overland Cost: 40
Combat Cost: 8
Upkeep: 1
Gives a target unit increased resistance (+3) to the elemental magics of Chaos and Nature, and improved defense against normal magic ranged attacks (+3 to ranged defense).
Spell: Resist Magic
Realm: Sorcery
Category: Unit Spells
Rarity: common
Research: 20
Overland Cost: 25
Combat Cost: 5
Upkeep: 1
Adds 3 to all resistance rolls versus magic.
Spell: Resurrection
Realm: Life
Category: Special Spells
Rarity: uncommon
Research: 400
Overland Cost: 250
Resurrects a hero from the dead, regardless of the length of time he or she has been dead. The hero reappears at the wizard’s summoning circle and is fully healed. If six other heroes have already been hired, the spell will fail.
Spell: Righteousness
Realm: Life
Category: Unit Spells
Rarity: rare
Research: 1120
Overland Cost: 200
Combat Cost: 40
Upkeep: 2
Gives a target unit a tremendous sense of holy purpose, which calls so strongly on the forces of life that they manifest themselves in the unit, providing it with almost complete immunity from all Chaos and Death magic spells and spell effects.
Spell: Shadow Demons
Realm: Death
Category: Summoning
Rarity: uncommon
Research: 800
Overland Cost: 325
Summons a group of 4 shadow demons and binds them to the will of the wizard. Shadow demons can plane shift and regenerate.
Spell: Shatter
Realm: Chaos
Category: Special Spells
Rarity: common
Research: 190
Combat Cost: 12
A target unit receives one resistance roll to ignore Shatter’s effects: if it is unsuccessful, all of the unit’s melee, thrown and missile attack strengths decrease to one. Can only be cast on normal units.
Spell: Skeletons
Realm: Death
Category: Summoning
Rarity: common
Research: 20
Overland Cost: 25
Summons a group of 6 skeletons and binds them to the will of the wizard. Skeletons have missile immunity.
Spell: Sky Drake
Realm: Sorcery
Category: Summoning
Rarity: very rare
Research: 4500
Overland Cost: 1000
Summons a fierce, lightning-breathing wind dragon from the realm of air. The powerful sky drake is immune to magic and illusions. Its lightning breath can easily vaporize most opponents.
Spell: Spell Binding
Realm: Sorcery
Category: Special Spells
Rarity: very rare
Research: 3500
Overland Cost: 1000
Steals a global enchantment from another wizard. The stolen global spell becomes the property of the casting wizard in terms of maintenance and control.
Spell: Spell Blast
Realm: Sorcery
Category: Special Spells
Rarity: uncommon
Research: 680
Overland Cost: 50
Attempts to counter an enemy wizard’s spell as it is being cast. When spell blast takes effect, a wizard must expend as much of his or her own magic power (from mana reserves) as the enemy wizard has spent on the opposing spell already to blast that spell out of existence. If a wizard does not have enough mana to match his target, the spell blast fails.
Spell: Spell Lock
Realm: Sorcery
Category: Unit Spells
Rarity: uncommon
Research: 450
Overland Cost: 100
Combat Cost: 20
Upkeep: 1
Prevents a target unit’s positive enchantments from being dispelled. If the target unit is a summoned creature, spell lock also protects the bonds that tie it to the controlling wizard. Spell lock must be dispelled (resistance of 150) before any further enchantments can be removed from the unit.
Spell: Spell Of Mastery
Realm: Arcane
Category: Global Enchantments
Rarity: very rare
Research: 60000
Overland Cost: 5000
Caster obtains total control of all magic on both planes. Enemy wizards lose their ability to cast any spells and all summoned creatures come under your control. Successfully casting the Spell of Mastery ends the game in a glorious victory for the caster.
Spell: Spell Of Return
Realm: Arcane
Category: Special Spells
Rarity: common
Research: 0
Overland Cost: 1000
When your enchanted fortress is captured by an enemy wizard you are banished to Oblivion until you finish casting the Spell of Return. You may not cast any other spells while banished and you receive no power income.
Spell: Spell Ward
Realm: Sorcery
Category: City Spells
Rarity: very rare
Research: 2000
Overland Cost: 350
Upkeep: 5
Provides total immunity for the city from one specific realm of spells (including combat spells) and prohibits fantastic creatures of that realm from entering the protected city. Caster must select which realm to ward against: chaos, death, life, nature or sorcery.
Spell: Sprites
Realm: Nature
Category: Summoning
Rarity: common
Research: 220
Overland Cost: 100
Summons sprites. Sprites are small, flying forest creatures that can hurl tiny magic attacks over long distances.
Spell: Star Fires
Realm: Life
Category: Special Spells
Rarity: common
Research: 40
Combat Cost: 5
Causes a holy blaze of burning light from the stars (strength 15 magic attack) to fall upon a target chaos or death unit (no other creatures can be affected).
Spell: Stasis
Realm: Sorcery
Category: Special Spells
Rarity: rare
Research: 1500
Overland Cost: 250
Paralyzes all enemy units in a target map square for a minimum of one turn. After the first turn a unit passes in stasis, it has one opportunity per turn to free itself by successfully resisting (at a penalty of -5 to resistance) the stasis field.
Spell: Stone Giant
Realm: Nature
Category: Summoning
Rarity: rare
Research: 1040
Overland Cost: 450
Summons an enormous, wall-crushing stone giant. The massive stone giant is impervious to stoning attacks and can hurl huge boulders at its enemies.
Spell: Stone Skin
Realm: Nature
Category: Unit Spells
Rarity: common
Research: 160
Overland Cost: 50
Combat Cost: 10
Upkeep: 1
Causes a target unit’s skin to harden, increasing the unit’s defense by one.
Spell: Storm Giant
Realm: Sorcery
Category: Summoning
Rarity: rare
Research: 1200
Overland Cost: 500
Summons a lightning-bolt wielding storm giant. Storm giants not only hurl vicious lightning bolts over long distances, they also use lightning bolts when fighting hand-to-hand with their enemies.
Spell: Stream Of Life
Realm: Life
Category: City Spells
Rarity: rare
Research: 1500
Overland Cost: 300
Upkeep: 8
Turns an ordinary friendly city into a fertile utopia. Population growth rates double and all units in the city heal completely at the end of every turn. The citizens are so pleased that unrest completely disappears.
Spell: Summon Champion
Realm: Arcane
Category: Summoning
Rarity: rare
Research: 1250
Overland Cost: 700
Summons a greater hero to lead your army. This hero will not require any initial gold to join, but still requires maintenance. This spell will fail if you already control six heroes.
Spell: Summon Hero
Realm: Arcane
Category: Summoning
Rarity: uncommon
Research: 500
Overland Cost: 300
Summons a lesser hero to lead your army. The hero will not require any initial gold to join, but will still require maintenance. This spell will fail if you already control six heroes.
Spell: Summoning Circle
Realm: Arcane
Category: Special Spells
Rarity: common
Research: 150
Overland Cost: 50
Moves your Summoning Circle to another city. All creatures summoned by spells will appear in the new city.
Spell: Suppress Magic
Realm: Sorcery
Category: Global Enchantments
Rarity: very rare
Research: 5000
Overland Cost: 1250
Upkeep: 40
All overland spells not cast by the caster must overcome a 500 mana strength dispel or be eliminated.
Spell: Terror
Realm: Death
Category: Battle Enchantments
Rarity: common
Research: 190
Combat Cost: 20
Casts a pall of fear on all enemy units. During every combat turn, each enemy unit (+1 bonus to resistance) must attempt to overcome the terror that grips it, or cower in fear. When a unit is cowering, it cannot attack, but can still counterattack against melee attacks from enemy units.
Spell: Time Stop
Realm: Sorcery
Category: Global Enchantments
Rarity: very rare
Research: 6000
Overland Cost: 1500
Upkeep: 200
Stops the passage of time for all enemy wizards and their troops and spells. Only the casting wizard may move units. He or she must pay maintenance on this spell, but only this spell.
Spell: Tranquility
Realm: Life
Category: Global Enchantments
Rarity: very rare
Research: 4000
Overland Cost: 1100
Upkeep: 10
All non-combat chaos spells must resist against Tranquility as if a Dispel Magic of 500 strength had just been cast.
Spell: Transmute
Realm: Nature
Category: Special Spells
Rarity: uncommon
Research: 680
Overland Cost: 60
Transforms coal and ores in hills and mountains: coal to gems, iron to gold and silver to mithril. Transmute will also reverse these transformations: gems to coal, gold to iron and mithril to silver.
Spell: True Light
Realm: Life
Category: Battle Enchantments
Rarity: common
Research: 190
Combat Cost: 20
Basks the entire battlefield in rays of holy light, increasing the attack, defense and resistance of all creatures of life by 1. At the same time, creatures of death lose 1 from their attack, defense and resistance. True light and darkness negate the effects of one another.
Spell: True Sight
Realm: Life
Category: Unit Spells
Rarity: uncommon
Research: 300
Overland Cost: 100
Combat Cost: 20
Upkeep: 2
Endows a target unit with the gift of Immunity of Illusions and allows the unit to see through a Wall of Darkness.
Spell: Unicorns
Realm: Life
Category: Summoning
Rarity: uncommon
Research: 560
Overland Cost: 250
Calls a herd of unicorns. These lovely creatures can teleport to any square on the battlefield and inspire their allies to fight with an increased ability to resist the effects of negative spells.
Spell: Vertigo
Realm: Sorcery
Category: Unit Spells
Rarity: uncommon
Research: 400
Combat Cost: 25
If a targeted unit fails to resist, it suffers a penalty to hit of 2 (i.e., it has a -20% chance to hit) and has more trouble defending than usual (-1 defense).
Spell: Wall Of Darkness
Realm: Death
Category: City Spells
Rarity: uncommon
Research: 680
Overland Cost: 200
Combat Cost: 40
Upkeep: 5
No enemy outside the Wall of Darkness may attack a unit inside the Wall of Darkness with a ranged attack, unless the unit is immune to illusions.
Spell: Wall Of Fire
Realm: Chaos
Category: City Spells
Rarity: common
Research: 160
Overland Cost: 150
Combat Cost: 30
Upkeep: 2
Encircles a city with a protective wall of flames. Each figure of any non-flying unit that attempts to pass through suffers a 5 strength magical fire attack. Ranged attacks are not affected.
Spell: Wall Of Stone
Realm: Nature
Category: City Spells
Rarity: common
Research: 60
Overland Cost: 50
Surrounds a target city with a sturdy stone wall.
Spell: War Bears
Realm: Nature
Category: Summoning
Rarity: common
Research: 130
Overland Cost: 70
Summons a group of ferocious bears.
Spell: Warp Creature
Realm: Chaos
Category: Unit Spells
Rarity: uncommon
Research: 220
Combat Cost: 18
Attempts to mutate all figures with in a target enemy unit, at a -1 penalty to resistance. Mutated or warped creatures suffer one of the following degenerative changes: half strength attack, half strength defense or no magic resistance (chosen randomly).
Spell: Warp Lightning
Realm: Chaos
Category: Special Spells
Rarity: rare
Research: 880
Combat Cost: 35
Sends a chain of lightning bolts ripping through a target unit. The first bolt of lightning has a strength of 10, the second a strength of 9, and so on until the last bolt delivers a 1 strength attack or the unit is destroyed.
Spell: Warp Node
Realm: Death
Category: Special Spells
Rarity: rare
Research: 1300
Overland Cost: 75
Corrupts the targeted magic node, cursing the controller and drawing out 5 mana from the wizard instead of generating more. Once warped, a node can only return to normal by Disenchant Area or Disenchant True spells. Until then the node will continue to draw out magical power.
Spell: Warp Reality
Realm: Chaos
Category: Special Spells
Rarity: rare
Research: 1500
Combat Cost: 50
Warps the fabric of reality and distorts a unit’s senses. All non-Chaos units, enemy or friendly, have a -2 penalty to their chance to hit.
Spell: Warp Wood
Realm: Chaos
Category: Unit Spells
Rarity: common
Research: 20
Combat Cost: 10
Immediately twists and destroys all missile ammunition of a target normal unit, removing that unit’s ability to attack at range. There is no way to prevent the effect of this spell. Only affects normal ammunition: arrows, slings and javelins.
Spell: Water Walking
Realm: Nature
Category: Unit Spells
Rarity: common
Research: 190
Overland Cost: 50
Upkeep: 1
Endows a unit with the ability to walk on water. The unit’s movement speed remains unchanged.
Spell: Weakness
Realm: Death
Category: Unit Spells
Rarity: common
Research: 40
Combat Cost: 5
Saps the strength from a target unit’s creatures, who suffer a penalty of 2 to their melee, thrown and ranged attack strenght, unless the unit resists the spell at a -2 penalty.
Spell: Web
Realm: Nature
Category: Unit Spells
Rarity: common
Research: 100
Combat Cost: 10
Casts a sticky, 12 hit point web over a target unit. Creatures cannot move until they destroy the web with melee and magic ranged attacks. Web remnants preven flying units from flying for the rest of the battle.
Spell: Wind Mastery
Realm: Sorcery
Category: Global Enchantments
Rarity: uncommon
Research: 620
Overland Cost: 400
Upkeep: 5
Doubles the speed of all ships controlled by the caster and halves the speed of all others. If this spell is cast by multiple wizards, each of their ships travels at double speed, and other wizards’ ships still travel at half speed.
Spell: Wind Walking
Realm: Sorcery
Category: Unit Spells
Rarity: rare
Research: 1040
Overland Cost: 250
Upkeep: 10
Allows the enchanted unit and all units in its stack to fly (with a speed of 3) on the overland map. Does not work in combat.
Spell: Word Of Death
Realm: Death
Category: Special Spells
Rarity: very rare
Research: 2000
Combat Cost: 40
Each figure in one target unit must resist at a -5 penalty to resistance, or be slain instantly.
Spell: Word Of Recall
Realm: Sorcery
Category: Special Spells
Rarity: common
Research: 160
Overland Cost: 20
Combat Cost: 20
Transports a target friendly unit back to the caster’s summoning circle. If there is no space in the city for the recalled unit, it is placed in a neighboring land square.
Spell: Wrack
Realm: Death
Category: Battle Enchantments
Rarity: rare
Research: 960
Combat Cost: 40
Wracks all enemy non-dead creatures with the powers of darkness. Each figure in every enemy unit must resist with a +1 bonus to resistance or take 1 point of damage, in every combat turn.
Spell: Wraithform
Realm: Death
Category: Unit Spells
Rarity: rare
Research: 880
Overland Cost: 150
Combat Cost: 30
Upkeep: 3
Target unit becomes Non Corporeal. Non Corporeal units gain weapon immunity and the ability to move across any terrain at a cost of half a movement point.
Spell: Wraiths
Realm: Death
Category: Summoning
Rarity: rare
Research: 1120
Overland Cost: 500
Summons a group of 4 wraiths and binds them to the will of the wizard. Wraiths are Non Corporeal and have a -3 life-stealing attack.
Spell: Zombie Mastery
Realm: Death
Category: Global Enchantments
Rarity: rare
Research: 1500
Overland Cost: 800
Upkeep: 40
All normal creatures falling in battle become zombies at the end of the battle under the control of the casting wizard if that wizard is victorious.