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/level |
T: Fire Shield: -2 damage/level from archery |
T: Burning Touch: does 3 points/level damage, range of 1 |
S: Summon Fire Imp with 2 hp/level |
S: Scorch: Turns target tile to desert for 5 rounds/level |
T: Pyre: Ignites bodies of the dead, making them impassible for 2 rounds/level |
T: Haze: target's ranged attack accuracy reduced by -2/level |
S: Philosopher's Stone:Target gold vein gains +1 gold/level |
S: Magic Hammers: +1/level materials |
T: Enrage: Target -1 def and +1 atk/level |
Fire 2 |
T:Blinding Flash: target loses 2 action points/level |
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S: Famine: Target city loses 2 pop/level |
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S: Brilliance: Target gains +1 int/level |
Fire 3 |
T:Heat Armor: -2 def/level for 3 rounds |
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T: Wall of Fire: Summons a wall of fire for 3 rounds that extends for 1 tile/level and does 3 damage/level to any unit standing in it |
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S: Magic Forge: Doubles the metal output of a targetted metal resource square for 3 turns/level |
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Fire 4 |
S:Fire Halo: Target is visible at any distance for 10 rounds/level |
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S: Mezmerize: Increases relations with target faction for 5 turns/level |
S: Mirage: Makes an Oasis appear in target tile for 2 turns/level (not a real food source, but AI sees it as one and will react accordingly |
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Fire 5 |
T: Fiery Doom:Magic Resistance reduced by 10/level |
S: Burning Weapons: Target stack gets +2 atk/level, consumes 1 mana/unit |
T: Fireball: Target unit and 1 tile/level radius are engulfed in flame. Target takes 15+5n damage, radius takes 10+3n damage, where n is the level |
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 level |
T: Infernal Link: Drain 2hp/level from target and give it to caster for 1 round/level |
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 level |
S: Pillage: Reduce the output of a targetted fertile land to 1 for 5 turns/level |
S: Raze: Target city loses 1 building/level at random |
T: Aborb Energy:Abjured unit drains 1hp/level additional damage to target (in addition to standard damage) and adds 1hp/level to unit health (vampiric strike) |
Earth 1 |
S: Mud: Target dexterity is reduced by 2/level |
T: Keen edge: metal bladed weapons get +1 atk for 1 round/level |
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S: Raise Land |
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S: Stoneskin: Target defense increased 2/level |
Earth 2 |
S: Obscure Road: Target unit is unable to make use of roads for 3 turns/level |
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T: Stoning: 3-5/level stones (acc:99, atk:2) strike the target |
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S: Convert Land: Land in a 1 tile/level radius is changed to faction preferred land |
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Earth 3 |
T:Slow: combat speed reduced by 1/level |
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S: Raise Mountain |
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Earth 4 |
S: Earthquake: Target stack is split up, individual units are propelled 1 tile/level in random direction. |
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Earth 5 |
T: Petrify: Target is turned to stone for 2 turn/level (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 level |
T: Stone Prison: Target cannot move and has dodge reduced to zero for 1 turn/level |
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/level 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/level |
S: Foundation: Construction project in the target city's queue is instantly completed. Mana cost is 200-20n, where n is the level. |
S: Blood of the Earth: Targetted city doubles growth rate for 5 turns/level |
T: Sloth: Target city production halved for 3 turns/level |
S: Terra Cotta Army: Stack is placed in stasis (cannot move, cannot be attacked, uses no resources) |
Air 1 |
S: Gasp: Air is withdrawn from the target tile, making it impassible for mundane troops to pass through for 1 turn/level |
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S: Scry: Unclouds FOW in a radius of 1 tile/level for one turn |
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S: Learned Lands: +1/level research |
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Air 2 |
S: Duststorm: creates a duststorm with radius 3 that lasts for 2 turns/level. Units in the dust storm have visibility reduced by half. |
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Air 3 |
T: Whirlwind: Target is moved back from caster 2 tiles/level |
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Air 4 |
T: Vortex: Creates a vortex that pulls all enemy units toward it at 1/2 tile/level/turn. Lasts for 3 turns. |
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T: Buffet: Unit is hit by strong winds, causing 4hp/level of damage |
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Air 5 |
S: Forget: Target loses 1 experience level/spell level for 1 turn/level |
T: Phantom Form: Target unit is replicated. 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/level |
S:Summon Greater Air Elemental: Summons a greater Air Elemental |
S: Awareness: Removes FOW over the entire map for 1 turn/level |
T: Mercurial Visage: Target gains +1 combat speed/level. This resets casting usage as well (yes, you can cast on another caster to give them a second cast in a round). |
S: Invisibility: Target cannot be detected for 2 turns/level |
S: Gate: Opens a gate between two friendly cities up to 6 tiles/level 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: Aura of Majesty: Radius of influence of target city is doubled for 2 turns/level |
S:Levitate: Unit can pass over all terrain, costs 3 mana/turn |
Water 1 |
T: Rust: Target metal weapons have -1 atk/level for remainder of battle |
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S: Lower Land |
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S: Nature's Bounty: Provides +1 food |
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Water 2 |
T: Warp Wood: Target archery accuracy -2/level |
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S: Erode Land |
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Water 3 |
S: Floodwaters: Target stack moves randomly for 1 turn/level |
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S: Submerge Land |
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Water 4 |
S: Becalm: Target ship immobilized for 1 turn/level |
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Water 5 |
T: Bloat: Target unit swells with liquid, reducing Attack, defense, accuracy, and dodge by 2 points/level |
S: Bounty: A healing elixir that restores 5hp/level 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/level |
S:Summon Greater Water Elemental: Summons a greater Water Elemental |
S: Return from Atlantis: Targetted water square gives rise to an island with 3-5 tiles/level. Land raising near another land mass will conjoin with the existing land, but not raise it. |
T: Greater heal: target unit is healed 20hp/level |
S: Wellspring: Target city can support +1/level population per dwelling |
S: Honeypot: Targeted square produces Twilight Bees |
S: Fertility: City gains 2pop/level |
S: Waters of Life: All units in the are gifted with regeneration +1hp/level for 5 turns/level |