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Air Spells.................................................................................................................... 04
Air Air Air Air Air Apprentice..................................................................................04 Disciple.........................................................................................05 M age...............................................................................................06 Expert............................................................................................06 M aster..........................................................................................07
Life Spells................................................................................................................... 24
Life Life Life Life Life Apprentice.................................................................................24 Disciple.......................................................................................25 M age..............................................................................................25 Expert...........................................................................................26 M aster.........................................................................................27
Death Spells............................................................................................................ 08
Death Death Death Death Death Apprentice...........................................................................08 Disciple..................................................................................09 M age........................................................................................09 Expert.....................................................................................10 M aster...................................................................................11
Water Spells............................................................................................................ 28
Water Water Water Water Water Apprentice...........................................................................28 Disciple..................................................................................28 M age........................................................................................29 Expert......................................................................................30 M aster....................................................................................31
Earth Spells............................................................................................................ 14
Earth Earth Earth Earth Earth Apprentice...........................................................................14 Disciple..................................................................................15 M age........................................................................................15 Expert......................................................................................17 M aster....................................................................................18
Fire Spells.................................................................................................................. 20
Fire Fire Fire Fire Fire Apprentice................................................................................20 Disciple.......................................................................................20 M age.............................................................................................21 Expert..........................................................................................22 M aster.........................................................................................23
Air Spells
Aura of Grace
Strategic - City Enchantment All units trained in this city are +1 Initiative per Essence.
40 Mana
Propganda
Strategic - City Enchantment City produces +2 Gildar per Essence.
20 Mana
Evade
Strategic - Unit Enchantment
10 Mana
Guardian Wind
Tactical - Unit Enchantment
9 Mana
Allied units gain +15 to Dodge (+5 per air shard) vs ranged attacks.
Haste
Tactical - Unit Enchantment
5 Mana
Tutelage
Strategic - Unit Enchantment
15 Mana
Air Spells
Storm
Tactical - Damage Lightning strikes a random enemy group for 20 Lightning damage (+4 per air shard).
18 Mana
Titans Breath
Tactical - Curse
25 Mana
A gust of wind blows all enemy units back a tile and, unless they resist, knocks them prone.
Thunderstrike
Tactical - Damage
28 Mana
Celerity
Strategic - Unit Enchantment
250 Mana
Teleport to a location and do 5 lightning damage (+2 per air shard) to all enemies within 1 radius.
Permanently improves the targets Initiative by 1. Can be cast multiple times on the same unit, but requires a lot of mana.
Cloud Walk
Strategic - Movement
80 Mana
Tornado
Strategic - Other
45 Mana
Units in the targeted army are randomly scattered around the surrounding tiles, immobilized for a turn, and take 3 damage per air shard.
Death Spells
Curse
Tactical - Curse Target has no Defense for 3 turns unless they resist.
5 Mana
Blindness
Tactical - Curse
4 Mana
Target enemy is stricken blind, resulting in a 50% penalty to Accuracy unless they resist.
Oppression
Strategic - City Enchantment Reduces Unrest in the city by 10%.
15 Mana
Shadowbolt
Tactical - Damage
18 Mana
A bolt of night strikes the victim doing 4 (+1 per level) damage and reducing their Spell Resistance by 5.
Wither
Strategic/Tactical - Curse
24 Mana
Antipathy
Strategic - City Curse
30 Mana
Reduces the attack of the enemy army by 2 (+1 per death shard) for 3 seasons.
Death Spells
Blood Sigil
Strategic - City Enchantment Berserks all defending units and Withers all attacking units.
30 Mana
Pit of Madness
Strategic - City Enchantment
0 Mana
+1 Research per Essence, -1 Growth, and attacking units are struck with Fear.
Drain Life
Tactical - Damage
28 Mana
Touch of Entropy
Tactical - Damage
60 Mana
Transfers 12 hit points (+2 per death shard) from enemy unit to the caster.
Does 24 damage (+6 per death shard) to unit. If that unit is killed a Lurk is summoned in its place.
Mass Curse
Tactical - Curse
15 Mana
Blood Rage
Strategic - Unit Enchantment
100 Mana
Permanently improves the targets Attack by 1. Can be cast multiple times on the same unit.
Death Spells
Kill
Tactical - Damage Target unit dies, unless they resist.
300 Mana
Sacrifice
Strategic - World
0 Mana
Target city sacrifices half its citizens, producing 1 mana for every sacrifice.
12
13
Earth Spells
Aura of Might
Strategic - City Enchantment All units trained in this city are +1 Defense per Essence.
40 Mana
Stoneskin
Strategic/Tactical - Unit Enchantment
15 Mana
Target champions Cutting and Pierce Defense are raised by 3 (+1 per earth shard).
Enchanted Hammers
Strategic - City Enchantment Adds +1 Material to the city
10 Mana
Tremor
Strategic - Curse
20 Mana
Target enemy is immobilized and loses all Dodge for 2 seasons. Can only be cast within your territory.
Natures Cloak
Strategic - Unit Enchantment
7 Mana
Lower Land
Strategic - World
5 Mana
Target unit receives 20% (+10% per earth shard) resistance vs Fire, Lightning and Cold damage.
Turn a mountain into a hill; a hill into land; but not land into water.
Earth Spells
Shockwave
Tactical - Damage A minor earthquake damages all enemies within 1 radius of the caster for 10 (+2 per earth shard) in blunt damage.
60 Mana
Destroy Land
Strategic - World
30 Mana
Raise Land
Strategic - World
5 Mana
Fracture
Tactical - Damage
30 Mana
Turn water, beachs or cliffs into land; land into hills; but not hills into mountains.
Target unit loses 25% of his Hit Points and Defense unless they resist.
Set In Stone
Strategic - City Enchantment
0 Mana
Earth Spells
Diamondskin
Tactical - Unit Enchantment Target is immune to physical damage for 3 turns.
90 Mana
Earthquake
Strategic - City Curse
100 Mana
Destroys random city improvements, resets the production queue and halves the population of the targeted city.
Giant Form
Tactical - Unit Enchantment Doubles the target units Attack.
15 Mana
Fire Spells
Burning Hands
Tactical - Damage Target enemy unit is blasted with heat, taking 8 (+2 per fire shard) in fire damage.
10 Mana
Flame Dart
Tactical - Damage
24 Mana
A fiery dart strikes for double the casters level (+2 per fire shard) in fire damage.
Heart of Fire
Strategic - City Enchantment
100 Mana
Pillar of Flame
Strategic - Damage
48 Mana
All units trained in this city get +1 Fire Attack per Essence.
Target enemy army takes 8 fire damage (+2 per fire shard). Can only be cast within your territory.
Burning Blade
Strategic/Tactical - Unit Enchantment
10 Mana
Feedback
Tactical - Other
24 Mana
Enchanted champions weapon does +2 (+1 per fire shard) fire damage.
Disrupts a spell a unit is casting and does 6 fire damage (+3 per fire shard), unless they resist.
Fire Spells
Fireball
Tactical - Damage Fireball does 18 (+4 per fire shard) fire damage to units within a 1 tile radius.
50 Mana
30 Mana
Summons a level 5 (+1 per fire shard) Fire Elemental. If cast in Tactical, summon will only remain until the end of combat.
Focus
Tactical - Unit Enchantment
4 Mana
Firestorm
Strategic - Damage
200 Mana
The caster gets +25% Attack and spell damage for the rest of the battle.
All units in target army take 8 fire damage (+4 per fire shard). Firestorm leaves a fire raging in the affected tile for 10 turns.
Mantle of Fire
Strategic - Unit Enchantment
25 Mana
Wall of Fire
Strategic - City Enchantment
20 Mana
Wreaths the target in flames, doing 6 fire damage to anyone who attacks it.
Units that attack this city take 10 (+3 per fire shard) in fire damage at the start of combat.
Life Spells
Courage
Strategic - Unit Enchantment Instills legendary hope in the champion, giving them a bonus of 3 (+1 per life shard) to spell resistance and hit points.
8 Mana
Aura of Vitality
Strategic - City Enchantment
40 Mana
All units trained in this city gain +1 Hit Point per Essence.
Sovereigns Call
Strategic - City Enchantment +1 Growth in the enchanted city.
25 Mana
Heal
Tactical - Healing Heals target unit by 8 (+2 per life shard).
12 Mana
Regeneration
Strategic - Unit Enchantment
15 Mana
Growth
Tactical - Unit Enchantment
5 Mana
Regenerates target units health by +3 (+1 per life shard) per season.
Life Spells
Shrink
Tactical - Curse Target unit gains +50% to Dodge and their Attack is halved unless they resist.
15 Mana
Crusade
Strategic - World All your trained units gain 1 level.
340 Mana
Call to Arms
Strategic - City Enchantment
80 Mana
Death Ward
Strategic - Unit Enchantment
50 Mana
If this unit is killed in battle it is resurrected. This resurrection removes this enchantment.
Wellspring
Strategic/Tactical - Healing
35 Mana
Glory
Strategic - World
300 Mana
All members of the targeted army heal 12 hit points (+4 per life shard).
Water Spells
Inspiration
Strategic - City Enchantment Produces +1 Research in the enchanted city.
15 Mana
Freeze
Strategic - Curse
15 Mana
Target enemy army is -2 Initiative (-1 per water shard) and immobilized for 2 seasons. Must be cast in your territory.
Slow
Tactical - Curse
5 Mana
Pandemonium
Tactical - Curse
12 Mana
Target enemy unit suffers -3 to Initiative (-1 per water shard) unless they resist.
Chaos
Tactical - Curse
12 Mana
Spell Leech
Tactical - Curse
20 Mana
Disrupts a spell an enemy unit is casting unless they resist. If successful this spell also grants the caster 40 mana.
Water Spells
Summon Ice Elemental
Strategic/Tactical - Summon Summons a level 3 (+1 per water shard) Ice Elemental. If cast in Tactical, summon will only remain until the end of combat. Requires Water Mage Requires Water Master
20 Mana
Arcane Veil
Tactical - Unit Enchantment This unit resists all spells.
150 Mana
Blizzard
Tactical - Damage
30 Mana
Grip of Winter
Strategic - Curse
100 Mana
Enemies take 8 cold damage (+2 per water shard) per member.
Halts training and construction in target players cities, and halves the rate that player gathers resources.
Tidal Wave
Strategic - Damage
40 Mana
Vetrars Howl
Strategic - Damage
140 Mana
Summon a wave that will damage enemy units. Tidal wave can only be cast on a target within 4 tiles of a water tile.
Does 12 cold damage (+5 per water shard) to all armies within a 1 tile radius.
72 Mana
Gentle Rain
Strategic - City Enchantment
25 Mana
Cloak of Thorns
Strategic - Unit Enchantment
35 Mana
Glyph of Life
Strategic - City Enchantment
30 Mana
25% of the damage done to the target is reflected back on his attacker.
Units defending enchanted city start with regeneration (they heal 1 hit point per turn).
Contagion
Tactical - Damage
18 Mana
Horrific Wail
Tactical - Damage
24 Mana
All enemy units take 2 poison damage (+1 per death shard) per turn for 10 turns, unless they resist.
All enemy units take 3 damage per level of the caster, unless they resist.
25 Mana
Stinking Mud
Tactical - World
8 Mana
Changes the terrain within a 2 tile radius to mud. Units can only move 1 tile per turn through mud.
Natures Call
Tactical - Summon
30 Mana
Sunder
Tactical - Damage
15 Mana
Summons a bear, naja, panther or pack of wolves to aid you in battle. They will only last for the duration of the battle.
Soulburning
Tactical - Damage
32 Mana
Syphon Strength
Tactical - Curse
18 Mana
Does 12 fire damage (+2 per death and fire shard) to the unit, half if the victim resists.
25% of the victims Attack is taken from them and added to the casters Attack, unless the victim resists.
Other Spells
Alchemy
Strategic - World Convert 100 mana into 100 gildar.
100 Mana
Arcane Monolith
Strategic - World
50 Mana
Creates an Arcane Monolith Outpost on the map which extends your Zone of Control.
Anointed by Fire
Strategic - Unit Enchantment
50 Mana
Birth of Summer
Strategic - World Revive the land. Kingdom only.
300 Mana
Allows the targeted Champion to be able to cast Fireball. May only be cast on one Champion at a time.
Requires Rituals
Arcane Forge
Strategic - City Enchantment
100 Mana
Bless City
Strategic - City Enchantment
500 Mana
Other Spells
Blessing of Restoration 50 Mana
Strategic - Unit Enchantment Allows the targeted Champion to be able to cast Heal. May only be cast on one Champion at a time.
Bloom of Twilight
Strategic - World Revive the land. Fallen Only.
300 Mana
Requires Rituals
Blight
Strategic - World
400 Mana
Broken Loyalties
Strategic - Charm Take control of target city. Costs 500 Influence to cast.
0 Mana
Requires Betrayers
Blood Curse
Strategic - Unit Enchantment
30 Mana
50 Mana
Target city sacrifices half its citizens. The caster receives a hit point for each citizen sacrificed. The caster no long heals naturally. Only the sovereign can cast this spell. Requires Goodie Hut 38
All unstationed units you control will be teleported to the selected tile.
Other Spells
Candlecloak
Tactical - Unit Enchantment Wreathes all your units in flames, dealing 3 fire damage to anyone who attacks them.
30 Mana
Counterspell
Tactical - Curse
16 Mana
Cloak of Fear
Strategic - Unit Enchantment
35 Mana
0 Mana
Enemies must make a spell resistance check before they can attack the caster for the next 5 turns.
Sacrifice a unit to heal the caster for 20 hit points and gain 20 mana.
Corruption
Strategic - World
50 Mana
Curgens Volcano
Strategic - World
500 Mana
Raises a volcano in the midst of your enemies. The volcano destroys resources, improvements and even cities on the land it targets.
Other Spells
Curse City
Strategic - City Curse Increases Unrest in the target city by 30%.
500 Mana
Destinys Gift
Strategic - Unit Enchantment
100 Mana
Requires Sorcery
Death Lash
Tactical - Unit Enchantment
5 Mana
Destinys Insight
Strategic - Unit Enchantment
100 Mana
+3 to Attack and Initiative, but the unit is killed at the end of combat. This spell can only be cast on Trained Units.
Target Champion receives a glimpse of mystical knowledge, increasing their experience by 25.
Requires Sorcery
Defiled Benediction
Strategic - Unit Enchantment
50 Mana
Dirge of Ceresa
Tactical - Damage
64 Mana
Allows the targeted Champion to be able to cast Drain Life. May only be cast on one Champion at a time.
Enemies take 3 (+1 per death shard) poison damage per turn for 10 turns, unless they resist.
Requires Rituals 42
Other Spells
Dispel Enchantment
Strategic - City Curse Dispels a random enemy enchantment on target city
90 Mana
Falling Star
Strategic - Damage
150 Mana
Does 18 fire damage (+3 per air and fire shard) to all armies within 1 tile of the impact point.
Requires Sorcery
Escape
Tactical - Movement All units flee from the battlefield.
30 Mana
Flame Wave
Tactical - Damage
40 Mana
Brings forth a wave of flame that causes 4 (+2 per fire shard) fire damage to all enemy units.
12 Mana
Frozen Bones
Strategic - City Curse
200 Mana
Target city is crippled with an unnatural coldness slowing stationed units and reducing their Initiative by 3.
Other Spells
Gift of Iron
Tactical - Unit Enchantment All allied units have their Cutting and Pierce Defense raised by 5 (+2 per earth shard).
45 Mana
Infection
Tactical - Unit Curse
8 Mana
Each turn negative spells affecting target unit spread to all other enemy units.
Graveseal
Tactical - Unit Curse
40 Mana
Mana Blast
Tactical - Damage
30 Mana
Target unit suffers critical hits from all attacks unless he resists.
A blast of arcane energy that does damage equal to one tenth the players stored mana. If the victim resists that damage is halved.
Incinerate City
Strategic - City Curse
200 Mana
Mana Shield
Strategic - Unit Enchantment
60 Mana
Random Fire Storms plague the city weakening stationed units (-1 Hit Point per unit). Additional casts will increase the effect.
Damage taken by the target is ignored. Instead mana is lost from the mana pool.
Other Spells
Meditation
Strategic - City Enchantment +1 Mana per Essence in the enchanted city.
0 Mana
Paragon
Strategic - Unit Enchantment
90 Mana
Casting Sovereign suffers a permanent -5 to Hit Points. Target friendly champion gains a level.
Natures Bounty
Strategic - City Enchantment +1 Grain in the enchanted city.
25 Mana
30 Mana
Requires Sorcery
Obscuring Fog
Tactical - Unit Enchantment
12 Mana
30 Mana
Summons a fog that blurs your units and improves their Dodge by 3 (+1 per water shard) and an additional 3 (+1 per air shard) vs missile attacks.
Other Spells
Pull of the Earth
Tactical - Curse Units within range are knocked prone unless they resist.
18 Mana
Shadow World
Strategic - World
100 Mana
Opens up a rift to a shadow plane, spawning creatures of shadow for the duration of the spells upkeep. These shadow creatures will attack anything in their way. If the upkeep is broken, the rift closes Requires Quest Unlock
Recruit Bandit
Tactical - Charm
0 Mana
Silver Tongue
Tactical - Charm
0 Mana
Convert a trained unit to your cause, unless they resist. Costs 30 Influence to cast.
Requires Diplomat
Revelation
Strategic - City Enchantment
80 Mana
Spell of Making
Strategic - World
500 Mana
This spell places the full power of magic at your disposal, allowing none to challenge your sovereignty.
Other Spells
Steal Spirit
Strategic - Unit Enchantment Steal a spell trait from an allied champion. Target is killed, however.
20 Mana
Summon Familiar
Strategic - Summon
30 Mana
Summon a Familiar. Doing so requires the caster to permanently forfeit 1 Hit Point. Familiars can cast all the spells your sovereign can. Kingdom Only.
Requires Heroes
Summon Abomination
Strategic - Summon Summons a level 5 Abomination.
30 Mana
Summon Imp
Strategic - Summon
30 Mana
Summon an Imp. Doing so requires the caster to permanently forfeit 1 Hit Point. Imps can cast any spell your soveriegn can. Empire Only.
Requires Heroes
Summoners Boon
Strategic - Unit Enchantment
30 Mana
30 Mana
If cast in Tactical, summon will only remain until the end of combat.
Requires Summoner 53
Other Spells
Summon Titans Imp
Strategic - Summon Summons a level 8 Imp of the Titans.
30 Mana
Touch of Darkness
Strategic - Unit Enchantment
25 Mana
Demons whisper to anyone willing to listen. Doing so will improve the casters spell mastery, at the cost of a portion of his sanity (+3 spell mastery, -3 hit points). Requires Rituals
Tame
Tactical - Charm
30 Mana
Vatulas Dragonslayer
Tactical - Damage Kills target dragon.
30 Mana
Requires Beastlord
Tireless March
Strategic - Unit Enchantment
8 Mana
Confusion
Tactical - Curse
30 Mana
All enemies have a 50% chance to swing at a random unit in melee instead of their target, unless they resist.