Empire is evil, so let this evil show through with more Evil research spells. These are spells that can be researched by the player if they meet the requirements.
Note: The new researchable death spells have a minimum Intelliegence level to research. This means that it takes someone of high intelligence to discover the secret of raising a skeleton army (Level 5: Skeleton Army, Int 15) or turning workers into worker drones (Level 4: Zombie Workers, Int 14).
Note: Some spells may be revealed by completing quests.
Note: Summoning spells for skeletons, mummies and skeleton armies are strategic spells as it takes a considerable amount of time to collect the raw materials (i.e. skeletons) and cast the spell to animate the undead. Not to mention the fact that whole human skeletons are unlikely to be lying around most tactical battlefields.
Research Spells, that require Death Magic
- Blood Rage (strategic, requires death 4): Enchanted unit gains Hp for all damage dealt
- NEW: Magic Barrier (tactical, Int 11): Caster's resistance to all magic spells is +5
- NEW: Death Shield (tactical, requires death 1 or life 1, Int 11): Caster's resistance to death magic is +10
- NEW: Plague Rats (tactical, requires death 2, Int 12): Summons a unit of disease carrying rats. Each target unit that they damage suffers disease damage each turn for the duration of the battle unless they resist.
- NEW: Darkness (Tactical, requires death 3, Int 13): Line of sight and attack range for all units is reduced to 2 tiles for 1 turn per caster level
- NEW: Skeletons (Strategic, requires death 3, Int 13): Creates a unit of skeletons. May be cast multiple times. Skeletons suffer more damage from bludgeoning weapons (clubs, maces, morning stars) and are resistant to piercing and slashing attacks. Spell has a mana maintenance cost. Immune to Death Magic
- NEW: Blight (Strategic, requires death 3, Int 13): Reduces targeted tile's fertility to zero lasts for 1 turn per caster level.
- New: Death Cloud (tactical, requires death 4, Int 14, Death Shield): Creates a slowly expanding dark cloud of deadly fumes whose radius increases by 1 title per turn that does 8hp of damage (+4 per death shard) per turn to all but those protected by Death Shield magic, unless they resist. Remains on the battle field for 1 turn per caster level. Dispelled by Air wind spell. (Diameter: Turn 1: 1 title, Turn 2: 3 titles, Turn 3: 5 tiles, Turn 4: 7 tiles, Turn 5: 9 tiles.)
- NEW: Monstrous Visage (tactical, requires death 4, Int 14, range 1): Target permanently loses 2 charisma (+1 per death shard) unless they resist. Charisma cannot be reduced below 1. Casting this spell is dangerous as it requires the caster to move adjacent to the target.
- NEW: Summon Mummy (Stategic, requires death 4, Int 14): Summons a Mummy unit that is slow moving, but powerful and does disease damage to their target unless they resist. Resistant to piercing and bludgeoning weapons. Immune to Death magic, vulnerable to fire. Spell has a mana maintenance cost.
- NEW: Zombie Workers (Strategic, requires death 4, Int 14): Target city unrest reduced to zero, target city productivity reduced by 50%. Spell has a mana maintenance cost.
- NEW: Plague (Stategic, requires death 5, Int 15, Plague Rats): Target enemy city loses population each turn. Spell has a mana maintenance cost. No effect on cities enchanted with Life Spell: Aura of Vitality or Life Spell: Cure Disease (Universal).
- NEW: Skeleton Army (Strategic, requires death 5, Int 15, Skeletons): Summons army of skeletons. Spell has a mana maintenance cost.
Note: These spells are favored by those of the Wraith race.