nazwa | koszt/utrzym. | punkty badan | rodzaj | Opis | |
Air Magic | |||||
level 1 | |||||
Vaporize | 4 | 50 | Combat | Damages units by turning parts of them into vapor. | |
Chain Lightning | 8 | 60 | Combat | Discharges a streaming arc of electrical energy at an enemy and through up to three other beings near the initial target. | |
Bird's View | 8 | 70 | Global | Allows caster see the details of terrain at a great distance around themselves. | |
Haste | 10 / 5 | 60 | Unit | Allows the target unit to move at a great speed. | |
level 2 | |||||
Winds of Fury | 12 | 120 | Combat | Summons a turbulent wind storm, hurtling the target away, and damaging flying units. | |
Cold Breath | 16 | 110 | Combat | Blast a short-ranged areawith a cone of frigid, frozen air. | |
Freeze Water | 28 | 125 | Global | Freezes a small area of water, rendering it solid enough to mwalk over. | |
Summon Great Eagle | 38 / 6 | 130 | Global | Summons the speed and scouting ability of Great Eagle. | |
level 3 | |||||
Shock Wave | 22 | 190 | Combat | Blast the air around the spell-caster with shocwaves of ever expanding sonic destruction. | |
Wind Walking | 44 / 8 | 245 | Unit | Bestows flight upon flightless. | |
Call Hero | 52 | 270 | Global | Summons a random hero to the vicinity of the spell-caster. Hero may serve for a fee, if conditions are diplomatically favorable. | |
Tornado | 56 | 280 | Global | Invokes a vortex over the target party, hurling some or all members far away. Most effective against lower-level units positioned in plains. | |
level 4 | |||||
Lightning Storm | 80 | 340 | Global | Gathers a massive eletrical storm over an area, striking units and damaging structures within the area of effect. | |
Watcher | 110 / 8 | 320 | Global | Summons a magical entity that watches over a large area. Watchers can see concealed or invisible enemies. | |
Summon Air Elemental | 194 / 12 | 325 | Global | Summons an ethereal Air Elemental. | |
Air Mastery | 360 / 25 | 600 | Global | Air shifts to the caster's favor. Ships and fliers move at double speed, movement for similar enemies is halved. Earth spells cost double. | |
Earth Magic | |||||
level 1 | |||||
Slow | 3 | 40 | Combat | Halves the target's mobility for the duration of combat. | |
Entangle | 6 | 65 | Combat | Attemps to ensnare a target by summoning grasping tentacles, which restrict all movement and lower Defense (-2). | |
Stone Skin | 8 / 5 | 50 | Unit | Hardens the target unit's body, increasing Defence (+2). | |
Summon Boar | 25 / 4 | 40 | Global | Summons a wild boar. | |
level 2 | |||||
Stoning | 9 | 58 | Combat | Lobs stones at the target over long distances. | |
Free Movement | 12 / 4 | 120 | Unit | Endows a unit with extreme agility, as if they possessed mountaineering, cave-crawling, and forestry skill. | |
Poison Plants | 32 | 140 | Global | Sprouts a barrier of poisonous vegetation. Units passing through the plants suffer poison damage. | |
Gold Rush | 40 / 10 | 90 | Global | Doubles a town's gold income! | |
level 3 | |||||
Tremors | 30 | 300 | Combat | Violently shakes the whole battelfield, causing horrible damage to structure. | |
Concealment | 36 / 5 | 230 | Unit | Gives the target unit the ability to travel unseen in densely vegetated terrain. | |
Level Terrain | 52 | 160 | Global | Levels the earth to plains, removing all earth-based obstacles, such as, mountains and hills. | |
Enchanted Roads | 80 / 10 | 280 | Global | Reduces the movement cost by one third for all units traveling by foots on road. | |
level 4 | |||||
Town Quake | 95 | 300 | Global | Triggers an earthquake underneath the target town, damaging the city and any garrisoned units. | |
Raise Terrain | 85 | 200 | Global | Raises mountains from the earth in targetes areas. | |
Summon Earth Elemental | 196 / 12 | 300 | Global | Summons a hardened Earth Elemental. | |
Earth Mastery | 360 / 55 | 280 | Global | Forces of Earth envelop the land, granting friendly units Stone Skin, ans doubling the cost of Air spells. | |
Water Magic | |||||
level 1 | |||||
Ooze | 6 | 60 | Combat | Changes a battlefield into a sticky mud. Movement speed on ooze-covered terrain is halved. | |
Ice Shards | 8 | 55 | Combat | Flings jagged shards of ice at long distances at a single target. | |
Healing Water | 10 | 65 | Unit | Restores all lost hit points to a unit. | |
Summon Frog | 23 / 4 | 40 | Global | Summons an amphibious Giant Frog. | |
level 2 | |||||
Geyser | 12 | 120 | Combat | Invokes a massive geyser under the target, hurling it to great height, then letting it drop with much physical distress. | |
Frost Beam | 14 | 120 | Combat | Icy water pours down, attempting to freeze units in the target area in block of ice. | |
Water Walking | 14 / 4 | 80 | Unit | Allows any land-based unit to traverse water. | |
Vortex | 25 | 130 | Global | Churns a whirling vortex in the water, damaging all water-based units caught therein. | |
level 3 | |||||
Healing Showers | 24 | 170 | Global | Restores the vigor in both units and lands, by a gentle rain of refreshing pure water. | |
Great Hail | 30 | 180 | Combat | Rains heavy hailstones upon the target area, damaging both units and structures. | |
Liquid Form | 30 / 12 | 180 | Unit | Links the target unit to Plane of Water, enabling it to swim, and reducing damage from physically-based attacks. | |
Fountain of Life | 80 / 8 | 220 | Global | Creates a fountain in a town, which heals all units that enter. Wounded units residing in the city are healed at the end of every turn. | |
level 4 | |||||
Ice Storm | 105 | 300 | Global | Summons a massive blizzard, covering an area with ice and freezing water solid. Units caught in the storm suffer cold damage. | |
Flood | 380 / 30 | 480 | Global | Invokes a great flood. Existing bodies of water surge over their shores dramatically changing the landscape. | |
Summon Water Elemental | 185 / 12 | 250 | Global | Summons a flowing Water Elemental. | |
Water Mastery | 360 / 25 | 600 | Global | Forces of Water envelop the land. All Fire spells cost double. Thick mist halves vision for all enemies. | |
Fire Magic | |||||
level 1 | |||||
Flaming Arrow | 4 | 50 | Combat | Launches a flaming arrow with a solid core at a distant target. | |
Call Flames | 6 | 55 | Combat | Targeted area bursts into flames. Flammable materials ignite and burn. | |
Fury | 7 / 2 | 50 | Unit | Instills unit with a destructive rage, battering its ability to Attack (+2), but leaving weakening Defense (-1). | |
Summon Fire Sprite | 35 / 6 | 65 | Global | Summons the playful Fire Sprite. | |
level 2 | |||||
Fire Halo | 15 / 4 | 70 | Unit | Links a unit to the Plane of Fire, giving it fire immunity, fire strike, and the ability to ignite flammable material. | |
Fire Breath | 16 | 110 | Combat | Dirrects a torrent of fire at the caster's target, igniting object at its path. | |
Swarm | 18 | 85 | Combat | A group of fireflies attacks the target unit, and any nearby beings, without discrimination. | |
Cloud of Ashes | 27 / 6 | 110 | Global | Causes the belching forth of a thick ashen cloud, concealing all units within. | |
level 3 | |||||
Fireball | 20 | 160 | Combat | Throws a powerful ball of fire at the target area, igniting flammable materials and damaging walls. | |
Sacrificial Flame | 22 | 180 | Combat | Channels flames through the caster causing him minute damage while devastating a target area with power greatly amplified. | |
Fire Barrier | 45 / 5 | 210 | Global | Ignites great stretches of terrain with raging flames. All units passing through the fire are subject to fire damage. | |
Anarchy | 48 | 210 | Global | Incities the citizens of targeted city into rebellion. Only a well-armed force can hold a city against Anarchy. | |
level 4 | |||||
Fire Storm | 105 | 300 | Global | Invokes a massive firestorm. All units within the area of effect suffer fire damage. Wild fires persist and burn. | |
Warmonger | 110 / 12 | 240 | Global | Causes all units produced at a town to start at the veteran (silver medal) experience level. | |
Summon Fire Elemental | 185 / 12 | 250 | Global | Summons the dangerous power of a Fire Elemental. | |
Fire Mastery | 260 / 20 | 600 | Global | Forces of Fire sear the minds of all. Unaligned troops pillage and ransack their neighbors. Water spells cost double. | |
Life Magic | |||||
level 1 | |||||
Solar Flare | 4 | 50 | Combat | Projects a blast of Holy fire at a target. | |
Remedy | 8 | 60 | Unit | Removes all non-magical handicaps from the target unit and heals (+5 HitPoints). | |
Bless | 10 / 4 | 60 | Unit | Shields a unit with holiness, giving additional Defense (+1), Resistance (+1), and Protection from Death-based Attacks. | |
Rejuvenate | 12 | 45 | Global | Rejuvenates desert, steppe, ice, and wasteland to fertile grassland. | |
level 2 | |||||
Turn Undead | 11 | 90 | Combat | Hits Undead at the core of their being, right where it hurts them the most. | |
Recall Spirits | 20 | 140 | Combat | Recalls the spirits of slain units in the form of Spirits Puppets. | |
Holy Champion | 25 / 8 | 140 | Unit | Bestows Holy might with which a unit may strike against any evil being with increased Attack (+2) and Damage (+2) force. | |
Holy Woods | 30 | 120 | Global | Sprouts trees that radiate holy power. All evil units passing through the woods suffer holy damage. | |
level 3 | |||||
High Prayer | 30 | 185 | Combat | Petitions the forces of the heavens to help all friendly units, increasing Attack (+1), Damage (+1), Defense (+1), and Resistance (+1) powers. | |
Sacred Wrath | 30 | 170 | Combat | Calls upon the wrath of the heavens to strike all units on the field of battle. | |
Tranquility | 60 / 8 | 275 | Global | Envelops the land with a sense of harmony. Relations between races improve and unrest in town decreases. | |
Resurrect Hero | 66 | 220 | Global | Resurrects a deceased Hero. Dying causes a Hero to rethink his loyalty, and he requires gold to rekindle his allegiance. | |
level 4 | |||||
Divine Storm | 105 | 300 | Global | Blankets an area with a tempest of Holy energy. Terrain sprouts verdant plant life. Affected units are exposed to holy damage. | |
Crusade | 280 | 420 | Global | Causes the independent forces of light to mount attacks on all forces of darkness. | |
Summon Gold Dragon | 210 / 8 | 320 | Global | Summons one of the divine Gold Dragons. | |
Life Mastery | 360 / 55 | 600 | Global | All friendly units are blessed. Enemy creatures of evil alignment must resist or suffer Fear. Death spells cost double. | |
Death Magic | |||||
level 1 | |||||
Death Ray | 4 | 38 | Combat | Attack a distant enemy with a ray of death force. | |
Disease Cloud | 9 | 52 | Combat | Envelopes the target area in a deadly cloud of disease. | |
Dark Gift | 10 / 3 | 55 | Unit | Gives a single unit Death Strike and +1 to damage. | |
Summon Black Spider | 35 / 6 | 60 | Global | Summons a giant Black Spider to fight for the caster. | |
2 | |||||
Terror | 15 | 110 | Combat | Frightens enemy units on the battlefield, gripping them with a paralyzing fear. | |
Animate Dead | 20 | 140 | Combat | Animates the remains of the fallen on the battlefield. | |
Unholy Champion | 25 / 8 | 140 | Unit | Bestows upon the target unit unholy might when fighting opponents of good alignment, increasing Attack (+2) and Damage (+2) power. | |
Evil Woods | 30 | 120 | Global | Sprouts a barrier of evil trees that radiate death. Good units passing through the woods suffer damage. | |
level 3 | |||||
Mind Decay | 28 | 190 | Combat | Spews forth dark spawn to attack and penetrate the target unit, consuming their will, as well as their body, over time. | |
Animate Ruins | 42 | 230 | Global | Rebuilds a city to the player's race, and re-animates the population as skeleton warriors. | |
Pestilence | 55 | 240 | Global | Spews forth a cloud of pestilence. All units within the cloud suffer poison damage. The cloud drifts in a random direction each turn. | |
Animate Hero | 66 | 220 | Global | Brings a fallen Hero back from death. Animated heroes demand gold to join, as if the caster didn't already do them a favor. | |
level 4 | |||||
Death Storm | 105 | 300 | Global | Swallows the land in a violent storn of corruption, changing terrain blackened wasteland. Units within the storm suffer death-based damage. | |
Hatred | 110 / 10 | 210 | Global | Causes all race relations to decay, wounding alliances and destroying the chance of friendly encounters with independents. | |
Summon Black Dragon | 210 / 12 | 320 | Global | Summons the most evil of the dragonkind. | |
Death Mastery | 360 / 35 | 600 | Global | Forces of darkness envelop the land, unexploring terrain, cursing good units, and doubling the cost of Life spells. | |
Cosmos Magic | |||||
level 1 | |||||
Dispel Magic | 5 | 50 | Unit | Attemps to remove enchantments from a selected unit. | |
Enchant Weapon | 10 / 2 | 50 | Unit | Enchants a unit's striking attack with a magical quality, as well as increasing Attack (+1) and Damage (+1) power. | |
level 2 | |||||
Warp Party | 22 | 180 | Global | Teleports the caster's party to a random location on the land. Warp party is a fast, but risky method of exploration or escape. | |
Disjunction | 25 | 120 | Global | Attemps to remove opponent's global enchantment. | |
level 3 | |||||
Town Gate | 50 | 210 | Global | Instantly transports caster's party to a town under the player's control. | |
Anti Magic Shell | 76 / 8 | 260 | Global | Creates a powerful dampening field upon a targeted city, making the area immune to the forces of magic. | |
level 4 | |||||
Power Leak | 110 / 10 | 210 | Global | Sends the mystic forces of the arcane back from whence they came, halving the magic power of all players. | |
Spell Ward | 130 / 15 | 300 | Global | Limits use of global enchantments. Opponents cannot cast or disjunct any global spells, unless the Spell Ward is first removed. | |
Secret Magic | |||||
Conceal Area | 5 | (70) | Global (lev 1) |
Makes a wide area centered on the caster appear dark, as if unexplored, to all other players. | |
Cosmagic Surgery | 10 | (0) | Unit (lev 2) |
Alters the appearance of any unit, by the use of forbidden magic too ominous to discuss at any great length. | |
Summon Mermaid | 26 / 3 | (125) | Global (lev 2) |
Summons a Mermaid. | |
Summon Syron | 285 / 16 | (450) | Global (lev 4) |
Summons a powerful, mysterious Syron. |
Apropo punktów badań dla czarów Secret Magic - nie można ich oczywiście odkryć, ale tyle kosztują w Wieży Magów, jeśli mamy możliwość je kupić. Poza tym jeden z nich powinien być chyba 3-go poziomu, ale nie wiem który, więc zostawiłem jak jest.