![]() ![]() If this kills the target the caster gains 40 mana Target unit takes double the caster's level in damage. Target unit takes its next turn immediatelyĪll enemies have a 50% chance to swing at a random unit in melee instead of their target, unless they resistĭestroy a shard in your territory to gain 200 mana ![]() Lances of fire strike all enemy units for double the caster's level in fire damage Teleports the caster, and their army, to a tile in friendly territory Can be cast multiple times on the same unit, but requires a lot of manaĭoes a random effect to target enemy unit unless they resistĭoes 10 poison damage and Blinds enemies in range, unless they resistĮnemies must make a spell resistance check before they can attack the caster for the next 5 turnsĢ5% of the damage done to the target is reflected back on his attacker Permanently improves the targets Initiative by 1. Wreathes all your units in flames, doing 3 fire damage to anyone who attacks them Can be cast multiple times on the same unitīerserks all defending units and Withers all attacking unitsĮnchanted champion's weapon does +2 (+1 per fire shard) fire damageģ adjacent enemies are blasted with heat, taking 8 (+2 per fire shard) in fire damageĬreates a lightning storm which does up 36 lightning damage to all enemy units within the area of effectĪll unstationed units will be teleported to the selected tileįirst unit in the queue is instantly trained Permanently improves the targets Attack by 1. The caster recieves a hit point for each citizen sacrificed. Target city sacrifices half its citizens. Units take 16 (+2 per water shard) per member Target enemy is stricken blind, resulting in a 25% penalty to Accuracy and Dodge unless they resist Rush through enemies in a straight line, dealing damage equal to your attack to any in your wayĪllows the targeted Champion to be able to cast HealĮnemies within 1 tile suffer a -25% to Accuracy for 5 turns, unless they resist Revive the land and create a new city site +2 to Attack and Initiative but the unit will attack enemies without player directions. Victim has a 50% chance to swing at a random unit in melee instead of his target Increases Unrest in the target city by 10%Ĭreates an Arcane Monolith on the map which extends your Zone of ControlĪll units trained in this city are +1 Initiative per EssenceĪll units trained in this city are +1 Defense per EssenceĪll units trained in this city are +1 Hit Points per Essenceĭoes 16 damage to the caster and the targetĪll units in your Army get to act immediately Heals target unit by 8 (+2 per life shard)Īllows the targeted Champion to be able to cast Fireball Tactical Spells are primarily for use in combat, and they give as the name suggest a tactical boost, this can either be through buffing or healing allies, to debuffing or damaging enemies. Strategic spells are for use outside of combat to give either a strategic boost to the players armies or cities, or to make setbacks for the opponents armies and cities. ![]() Spells also come under two classifications, Strategic and Tactical. Skills that can be learnt by champions upon leveling and picking perks.Inherent Spells that are available due to a civilizations traits.Spells that can be learnt through research.Mage Spells, the spells gained by a Hero that has chosen the Mage profession upon reaching level 2.In Fallen Enchantress magic comes in different varieties ![]()
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