Type -> |
Thaumaturgy |
Enchantment |
Evocation |
Summoning |
Geomancy |
Necromancy |
Divination |
Alteration |
Transmutation |
Abjuration |
Effects -> |
Change enemy stats |
change items |
direct damage |
summons |
map changing (base tiles) |
affecting the dead |
charming creatures/players |
map changing (special tiles) |
city changing spells |
changing stats |
Fire 1 |
S:Smoke: halves sight for 2 rounds/shard |
T: Fire Shield: -2 damage/shard from archery |
T: Burning Touch: does 3 points/shard damage, range of 1 |
S: Summon Fire Imp: Summons a fire imp |
S: Scorch: Turns target tile to desert for 5 turns/shard |
T: Pyre: Ignites bodies of the dead, making them impassible for 2 rounds/shard |
T: Haze: target's ranged attack accuracy reduced by -2/shard |
S: Transmute Fire: Changes Fire Shard to an alternative, random shard |
S: Magic Hammers: +1/shard materials |
T: Enrage: Target -1 def and +1 atk/shard |
Fire 2 |
T: Char: Burns any wooden, cloth or leather items on the target unit; causing them to lose 1 point of defense and 1 point of attack per shard |
T: Tempered Steel: metal bladed weapons get +1 atk for 1 round/shard |
T:Blinding Flash: target loses 1 action points/shard |
T: Hell Hounds: Summons a pack of hell hounds for 2 rounds per shard, or until they kill an opposing unit, at which point they return to hell with the soul. |
S: Wither: Destroys 1-3 tiles of forest/shard |
T: Burning Dead: Creates a burning dead from a friendly dead body for 1 round/shard (burning dead have 10hp, atk3, def 1, and burning strike) |
T: Glamour: Casting soveriegn's apparent overall faction strength is +10/shard for purposes of negotiations |
S: Philosopher's Stone:Target gold vein gains +1 gold/shard |
S: Squalor: Target city maximum population reduced by 10/shard |
S: Brilliance: Target gains +1 int/shard |
Fire 3 |
T:Heat Armor: -2 def/shard for 3 rounds |
S: Magic Forge: Magical items forged at this city cost -1 crystal/shard |
T: Wildfire: Targetted Unit Catches Fire, causing 1hp/turn/shard damage, lasting 3-5 turns/shard. Units adjacent to a burning unit have a chance to catch fire. |
S: Summon Fire Elemental: Summons a filre elemental |
T: Wall of Fire: Summons a wall of fire for 3 rounds that extends for 1 tile/shard and does 3 damage/shard to any unit standing in it |
S: Ritual of Hades: Creates a fire imp for 1 turn/shard wherever a battle is lost by the caster. |
T: Confusion: Targetted unit has a 10%/shard chance of attacking randomly for 2 rounds |
S: Productivity: Doubles the metal output of a targetted metal resource square for 3 turns/shard |
S: Famine: Target city loses 2 pop/shard |
T: Aborb Energy:Abjured unit drains 1hp/shard additional damage to target (in addition to standard damage) and adds 1hp/shard to unit health (vampiric strike) |
Fire 4 |
S:Fire Halo: Target is visible at any distance for 10 rounds/shard |
T: Blazing Arrows: Ranged attacks gain +1 atk/shard |
T: Fireball: Target unit and 1 tile/shard radius are engulfed in flame. Target takes 15+5n damage, radius takes 10+3n damage, where n is the number of fire shards |
T: Call of the Phoenix: summons a phoenix for 1 turn/shard which moves at 4 tiles/turn and randomly attacks opposing units |
T: Bend Light: Makes the target unit harder to see when not moving. Mobility is dropped by half, but defense is doubled for 1 turn/shard |
S: Sacrificial Altar: Creates a sacrificial altar in the target town, costing 1 mana/turn. Soveriegns can sacrifice 1 population for 1 mana/shard at the altar. |
S: Mezmerize: Increases relations with target faction for 5 turns/shard |
S: Mirage: Makes an Oasis appear in target tile for 2 turns/shard (not a real food source, but AI sees it as one and will react accordingly |
S: Ring of Fire: Generates a Ring of Fire (1 damage/shard per unit passing through) in a one tile radius around a target city |
T: Elemental Touch: Targeted normal unit becomes fire elemental for 2 turns/shard |
Fire 5 |
T: Fiery Doom:Magic Resistance reduced by 10/shard |
S: Burning Weapons: Target stack gets +2 atk/shard, consumes 1 mana/unit |
T: Firestorm: All opposing units have fire rained down upon them for 10+3n damage, where n is the number of fire shards |
S: Summon Greater Fire Elemental: Summons a greater fire elemental |
S: Raise Volcano: Raises a volcano in the land over time, making the land unusable. Occurs over 20-2n turns, where n is the number of fire shards |
T: Infernal Link: Drain 2hp/level from target and give it to caster for 1 round/shard |
S: Call to Arms: Unit in the build queue of the target city is instantly completed. Mana cost is 200-20n, where n is the number of shards |
S: Pillage: Reduce the output of a targetted fertile land to 1 for 5 turns/shard |
S: Anarchy: City is plunged into rebellion for 1 turn/shard and produces nothing. |
S: Heroism: Target gains +1 unit level/shard |
Earth 1 |
S: Mud: Target dexterity is reduced by 2/level |
T: Bracers of Dodging: Target unit wearing bracers or gloves gets +1/level for dodge |
S: Wood to Stone: wooden weapons (excluding arrows) get +1 atk for 1 round/level |
S: Summon earth imp: Summon earth imp |
S: Raise Land: Raises the land of the tile, spell cost is 40-5n mana, where n is the level |
T: Loot Corpse: Items on targetted corpse are transferred to the caster's inventory |
S: Haunted Woods: Target of spell cannot enter forest for 1 round/level |
S: Transmute Earth: Changes Earth Shard to an alternative, random shard |
T:Enchanted Walls: Strengthens city walls against siege by 10%/level |
S: Stoneskin: Target defense increased 2/level |
Earth 2 |
S: Obscure Road: Target unit is unable to make use of roads for 3 turns/shard |
T: Strengthen Shield: Shield borne by target unit gets +1 def/shard |
T: Stoning: 3-5/shard stones (acc:99, atk:2) strike the target |
T: Root: Brings forth tangling roots which immobilize a target unit for 1 turn/shard |
S: Convert Land: Land in a 1 tile/shard radius is changed to faction preferred land |
S: Spirit of Earth: unit regenerates 1hp/shard/turn |
T: Hide in Shadows: Enemy unit ignores the caster for 1 round/shard, spell is broken if the enemy unit is attacked |
S: Enchanted Roads: All stacks get +1/shard mobility on any roads in the target tile |
T: Crash Gates: Target city resistance to siege decreased by 10%/shard |
T: Giant Strength: Unit gains +2 strength/shard for the remainder of the battle |
Earth 3 |
T:Slow: combat speed reduced by 1/shard |
T: Strengthen Armor: Breastplate worn by unit given +2 def/shard |
S: Flesh to Stone: Target stack gains 2 defense/shard, but mobility is reduced to 1 tile/turn (can be cast on both friendly and enemy troops) |
S: Summon Earth Elemental: Summons an earth elemental |
S: Raise Mountain: Raises mountain from land, cost is 50-5n mana, where n is the number of shards |
S: Animate Corpse: returns a unit to life with 20%/shard of HP. Unit dies at the end of combat, regardless of outcome |
T: Drain Will: Target magic resistance is added to casters for 1turn/shard |
S: Magic Hammers: +1 ore/shard from targetted ore mine |
T: Antimagic Shell: Enemy strategic spells cast against the city have a 10%/shard chance of failing to take hold on the city |
T: Crushing Blow: Unit increases Attack by +5/shard, but has action points reduced to 1 |
Earth 4 |
S: Earthquake: Target stack is split up, individual units are propelled 1 tile/shard in random direction. |
T: Boots of Agililty: Target unit wearing boots gets +1 mobility for 1 round/shard |
T: Rain of Frogs: Hundreds of frogs fall from the sky, halving mobility, dodge, and defense for 2 rounds/shard on the target tile in a 2 tile radius |
T: Summon Xorn: Brings forth a Xorn on the battlefield for 1 turn/shard |
S: Wild Growth: Creates 1-3 tiles/shard of forest |
S: Greater Spirit of Earth:Target unit regenerates 2hp/shard/turn |
S: Transference: 3hp/round per shard of damage to the caster is transferred to the target of the spell. The spell lasts 1 round/shard |
S: Blood of the Earth: Targetted city doubles growth rate for 5 turns/shard |
T: Sloth: Target city production halved for 3 turns/shard |
S: Watch Tower: Units stationed in a city tile tile get +1 visibility/shard |
Earth 5 |
T: Petrify: Target is turned to stone for 2 turns/shard (0 atk, 99 Def) |
S: Diamond Armor: Target unit cannot be damaged by physical attacks (def 99), magic resistance reduced by 50-5n, where n is the number of shards |
T: Stone Prison: Target cannot move and has dodge reduced to zero for 1 turn/shard |
S: Summon Greater Earth Elemental: Summons a greater earth elemental |
T: Cracks Call: Opens a fissure under a target unit, save vs. dexterity at -1/shard to avoid being swallowed up by the earth (completely gone, just like that original MOM cracks call that made baby Jesus cry) |
S: Sacrifice: Sovereign is killed (loss of mana, transport back to capital, incapacity), but all of the units with him at the time are healed 10hp/shard |
S: Foundation: Construction project in the target city's queue is instantly completed. Mana cost is 200-20n, where n is the number of shards |
S: Motherlode: Creates a special ore resource that generates 1 metal/shard. Costs 20 gold/turn to maintain. |
S: Tremors: Target city loses 1 building/shard at random |
S: Terra Cotta Army: Stack is placed in stasis (cannot move, cannot be attacked, uses no resources), costs 1 mana/turn/unit, minus 5 mana/earth shard |
Air 1 |
S: Gasp: Air is withdrawn from the target tile, making it impassible for mundane troops to pass through for 1 turn/shard |
S: Focused Wind: Accuracy is increased 1/shard |
T: Arctic Blast: Target takes 1hp/shard damage and is frozen for 1 round |
S: Summon air imp: Summon air imp |
S: Scry: Unclouds FOW in a radius of 1 tile/shard for one turn |
T: Adrenaline: Unit gets a burst of strength at low hp. +2 strength/shard when hit points are below 30% |
T: Distract: Target unit cannot be targetted for 1 round/shard, but all other units suffer -1 defense creating a distraction |
S: Transmute Air: Changes Air Shard to an alternative, random shard |
S: Learned Lands: +1/shard research |
T: Dispel Magic: Removes 1 negative effect from target unit per shard |
Air 2 |
S: Duststorm: creates a duststorm with radius 3 that lasts for 2 turns/shard. Units in the dust storm have visibility reduced by half. |
S: Helm of seeing: targetted unit with helm gets +1 visibilty/shard |
T: Strike of Righteousness: Causes 3-5hp/shard damage to target, but must be from opposing faction (Kingdom vs. Empire) |
T: Phantom Warriors: Summons a stack of 1/shard phantom warriors with 3 atk/0 def |
S: Snowfield: Terrain for 1 tile radius/shard turns snowcapped |
T: Cannibalize: Unit can draw 3HP/shard from a corpse. Unit must be standing on the same tile as the corpse. Cannibalization consumes remaining movement |
S: Detect Magic: player can see what other sovereigns have cast for 1 turn/shard |
S: Stripmine: Increases materials production of existing clay pit by 1 materials/shard. |
S: Aura of Intellect: Research at the targetted city is increased 3%/shard |
T: Freedom: Removes all mobility restricting spells for 2 turns/shard |
Air 3 |
T: Whirlwind: Target is moved back from caster 2 tiles/shard |
S: Journeyman's Boots: Target wearing boots get +1 mobility/shard |
T: Buffet: Unit is hit by strong winds, causing 4hp/shard of damage |
S: Summon Air Elemental: Summons an Air elemental |
S: Strong Headwinds: Mobility for ships is reduced by half in a 1 tile/shard radius on water |
S: Phantom strength: Targetted unit has 10%/shard more strength |
S: Word of Recall: Teleports a hero back to the capital, costs 30-3n mana, where n is the number of shards |
S: Crystalize mana: Converts a shard to a crystal resource for 3 turns/shard |
S: Sanctum Arcana: The current research in spellcasting is completed instantly, at a cost of 1000-100n mana, where n is the number of shards |
T: Flurry of blows: increases number of action points by 1/shard if unit does not move, only for attacks |
Air 4 |
T: Vortex: Creates a vortex that pulls all enemy units toward it at 1/2 tile/shard/turn. Lasts for 3 turns. |
T: Dance of Blades: Units using daggers or shortswords double their number of attacks for 1 turn/shard |
T: Chain Lightning: target and 1-3/shard units within a 2 tile radius of the target are struck by lightning, doing 4-6hp/shard |
T: Summon Will-o-wisp: Summons a will-o-wisp that has a chance to paralyze a target for 1 turn/shard |
S: Sentinel: Removes FOW in a 1 tile/shard radius around the target tile. Does not uncloud unexplored area. |
S: Affinity: champion unit consumes half mana on all castings, costs 6-n mana/turn to maintain, where n is the number of shards |
T: Blink: Teleports the targetted unit to a random square within 2 tiles/shard |
S: Relocate node: Moves the position of an existing node by 1 tile/shard in a random direction. |
S: Aura of Majesty: Radius of influence of target city is doubled for 2 turns/shard |
S: Swiftness: Target unit has +1/shard mobility points |
Air 5 |
S: Forget: Target loses 1 experience level/shard for 1 turn/shard |
T: Phantom Form: Target unit is replicated for 1 turn/shard. Replicate has identical stats, but no dodge and no defense. Heros and Sovereigns cannot assume phantom form. |
T: Ward: Targetted spellcaster is unable to cast spells for 1turn/shard |
S:Summon Greater Air Elemental: Summons a greater Air Elemental |
S: Awareness: Removes FOW over the entire map for 1 turn/shard |
T: Mercurial Visage: Restores targets action points fully. Costs 30-3n mana, where n is the number of shards |
S: Invisibility: Target cannot be detected for 2 turns/shard |
S: Gate: Opens a gate between two friendly cities up to 6 tiles/shard away from each other. Cities may only have one gate at a time. Gates cost 3 mana/turn to maintain, and cost 1 mana/unit passing through the gate. |
S: Floating City: Target city is lifted into the clouds; only ranged attackers may attack the city, and then at -1 atk/shard |
S:Levitate: Unit can pass over all terrain, costs 6-n mana/turn, where n is the number of air shards |
Water 1 |
T: Rust: Target metal weapons have -1 atk/shard for remainder of battle |
S: Acid Weapons: Unit attacks cause acid damage +1 damage/round for 1 round/shard. Effects are not cumulative |
T: Rot: Causes 10 damage/shard to siege units |
S: Summon water imp: Summon water imp |
S: Lower Land: Lowers Land one level, cost is 40-5n mana, where n is the number of shards |
T: Heal: Heals 1hp/shard |
S: Muddied Waters: Causes a targetted channeler to become less liked by other channelers for 1 turn/shard |
S: Transmute Water: Changes Water Shard to an alternative, random shard |
S: Nature's Bounty: Provides +1 food. Costs 6-n mana per turn, where n is the number of shards |
S: Health: Unit gains 2hp/shard |
Water 2 |
T: Warp Wood: Target archery accuracy -2/shard |
S: Surge: Units wearing gauntlets get a knockback affect to their attacks that drive an opposing unit back 1 tile/shard |
S: Tempest: Causes 5 damage/shard to enemy watercraft |
T: Summon Killer Frog: Summons a killer frog for 1 turn/shard |
S: Erode Land: drops shoreline into the sea, making a useable beach; cost is 50-5n mana, where n is the number of shards |
T: Pool of Radiance: magic pool appears on the tactical map that regenerates 1hp/shard for any creature within 1 tile of it. |
T: Douse: Extinguishes fires on units and tiles in a 1 tile/shard radius |
S: Blight: Targetted Scenic view becomes blighted, and produces -1 prestige for 3 turns/shard |
S: Plague: City growth is slowed by half for 2 turns/shard |
T: Liquid Form: puts an additional 5hp/level onto the unit that last for 1 turn/shard. Damage to the unit is taken from the additional HP first. |
Water 3 |
S: Floodwaters: Target stack moves randomly for 1 turn/shard |
S: Water Strider: Target unit with no metal and wearing boots can walk on water for 1 turn/shard |
S: Disrupt Link: Summoned units in the target stack take 2hp/shard damage |
S:Summon Water Elemental: Summons a Water Elemental |
S: Submerge Land: drops land into the ocean, creating lakes or shoreline (without beaches); cost is 50-5n mana, where n is the number of shards |
T: Improved Heal: Heals 5hp/shard |
S: Truce: Hostilities cease with target faction for 1 turn/shard; AI treats this as a peace treaty, original status returned when spell time runs out |
S: Spring Rains: Targetted food producing tile increases production by +1/shard, but only during spring. |
S: Cheer: Pubs in this city produce +1 prestige/shard |
S: Font of Knowledge: Units stationed in the target city gain 1 experience point per turn, costs 1 mana point per unit stationed in the city per turn -2n, where n is the number of water shards |
Water 4 |
S: Becalm: Target ship immobilized for 1 turn/shard |
S: Power of Faith: 1 Targetted Normal unit per shard wielding blunt items become clerics, with the ability to cast Heal once per turn |
S: Binding: Summoned units in the target stack have a 5%/shard chance of switching owners, forcing a battle on the previous owner at the start of their next turn. |
T: Summon Incarnate: Summons an incarnate for 1 round/shard. Incarnates have a chance to take over a target unit |
S: Return from Atlantis: Targetted water square gives rise to an island with 3-5 tiles/shard. Land raising near another land mass will conjoin with the existing land, but not raise it. |
T: Greater heal: target unit is healed 20hp/shard |
T: Siren's call: Targeted unit attacks nearest ally for 1 turn/shard |
S: Protected Harbor: Generates a special tile on a shoreline water tile, that generates +1 gold/shard |
S: Altar of Battle: Units produced in this city gain 1 unit experience level/shard |
S: Water Walking: Allows unit to walk on water for 1 turn/shard |
Water 5 |
T: Bloat: Target unit swells with liquid, reducing Attack, defense, accuracy, and dodge by 2 points/shard |
S: Bounty: A healing elixir that restores 5hp/shard is summoned into the target unit's inventory. Only one such elixir may exist in inventory at a time. |
T: Liquify: All equipped items on target unit are turned to liquid (effectively useless) for 1 turn/shard |
S:Summon Greater Water Elemental: Summons a greater Water Elemental |
S: Favorable Currents: Establishes a favoring current between two water tiles on the map, increasing mobility for ships by 1 tile/shard per turn. This is essentially a "water road". |
S: Resurrection:Most recently deceased champion is brought back to life. Mana cost is 300-30n, where n is the number of shards |
S: Wellspring: Target city can support +1/shard population per dwelling |
S: Honeypot: Targeted square produces a special resource that produces +1 food/shard. Consumes 3 mana per turn. |
S: Fertility: City gains 2 pop/shard (instantaneously). Costs 300 mana. |
S: Waters of Life: All units in the stack are gifted with regeneration +1hp/shard for 5 turns/shard |