Spell list

See the magic page for descriptions of the magic schools, and the costs associated with the various magic stuctures.
School (Structure) Spell Name Cost Spell Description
Cleric (Monastery) Cleanse 2 Removes harmful effects like curses from units in a target area.
Cleric (Monastery) Bolster 3 Increases the hit points of units in target area by 1 for 5 turns.
Cleric (Monastery) Sequester 5 Units are locked in the target area for 2 turns.
Enchanter (Workshop) Enchant Weapons 1 Increases the combat value of units in target area by 1 for 5 turns. Multiple casts do not stack.
Enchanter (Workshop) Enchant Armor 1 Increases the armor of units in target area by 1 for 5 turns. Multiple casts do not stack.
Enchanter (Workshop) Enchant Ally 4 Adds 3 magic points to an ally's personal magic point pool, and 1 vp.
Wizard (Silver Tower) Scry Area 1 Makes an area visible to you for 5 turns.
Wizard (Silver Tower) Energy Blast 2 Destroys three lower level units.
Wizard (Silver Tower) Discern Leaders 8 Permanently reveals the leader types of all players to you.
Wizard (Silver Tower) Aquasense 4 Makes all water and coastal areas visible to you for 5 turns.
Wizard (Silver Tower) Discern Treaties 4 Reveals all players' diplomatic states to you for 5 turns.
Wizard (Silver Tower) Discern Magic 2 Reveals a player's magic structures to you for 5 turns.
Sorcerer (Black Tower) Curse 4 Decreases the combat values of units in target area permanently. Multiple casts do not stack.
Sorcerer (Black Tower) Create Undead 3 Creates some lower level undead units in target area.
Sorcerer (Black Tower) Black Death 4 Kills 8 level 1 or 2 units in target area.
Sorcerer (Black Tower) Drain Mana 5 Drains 30-40% of the magic points in a target player's personal pool into the Black Tower's pool.
Elementalist (Summoning Conflux) Summon Earth Elemental 3 Summons two defensive land units in an area you or an ally own.
Elementalist (Summoning Conflux) Summon Fire Elemental 3 Summons two offensive land units in an area you or an ally own.
Elementalist (Summoning Conflux) Summon Air Elemental 3 Summons three flying units in an area you or an ally own.
Elementalist (Summoning Conflux) Summon Water Elemental 3 Summons two amphibious units in an area you or an ally own. Much faster in the water.
Shaman (Bone Altar) Wind Storm 1 Makes a target area require more move points to pass through for 1 turn.
Shaman (Bone Altar) Anti-magic Shield 4 Protects an area and its units from harmful spells for 3 turns. Also prevents a force field from being cast on an area, but does not prevent Orb of Inhibition.
Shaman (Bone Altar) Sacrifice 2 Sacrifices one of your own units of at least level 9 to add 1 magic point to your personal pool.
Shaman (Bone Altar) Volcano 15 Destroys all units in target land area and changes its terrain type to mountain.
Battle Mage (Academy) Force Field 3 Prevents attacking units from entering an area for 2 turns.
Battle Mage (Academy) Fireball 3 Destroys 5 units in target area of level 8 or below.
Battle Mage (Academy) Lightning Bolt 5 Destroys 8 units in target area of level 8 or below.
Battle Mage (Academy) Slay Dragon 5 Kills one target dragon.
Druid (Grove) Orb of Inhibition 3 Prevents attacking units from entering an area for 1 turn.
Druid (Grove) Orb of Turning 3 Destroys 3 undead units in a land area.
Druid (Grove) Denizens of the Grove 4 Summons 2 centaur units in an area you own.
Druid (Grove) Call of the Wild 5 Summons 2 white stag units in an area you own.
Druid (Grove) Grow Forest 6 Changes target area's terrain type to forest.
Alchemist (Laboratory) Dragon Nip 2 Pays the supply cost of target dragon for 1 turn.
Alchemist (Laboratory) Craft Golem 3 Creates a golem unit in an area you own.
Alchemist (Laboratory) Midas Ray 4 Destroys 2 enemy units less than level 8 and converts their hit points into gold for the caster.
Alchemist (Laboratory) Dehydrate 6 Changes plains to desert, swamp to plains, or forest to desert.
Alchemist (Laboratory) Hydrate 6 Changes plains to swamp, desert to plains, or forest to swamp.
Adept (Golden Tower) Bestow 12 Adds 5 magic points and 20 gold to target player. Also adds 2 palace guards to every settled area of the target player.
Adept (Golden Tower) Eradicate 10 Destroy all units in target area.
Adept (Golden Tower) Purge 15 Destroy ALL undead units.
Adept (Golden Tower) Summon Golden Colossus 10 Summons 2 Golden Colossus units in an area you own. They are very strong, and immune to magic.
Adept (Golden Tower) Fortress of Glory 9 Creates an indestructible magic citadel in target area that increases its VP value by 7. Also summons 5 palace guards to the area.
Illusionist (Crystal Tower) Illusory Dragon 4 Creates a dragon unit that appears real to others, but is not. Cannot leave your owned areas.
Illusionist (Crystal Tower) Phantom Army 3 Creates an army of units that appears real to others, but is not. Cannot leave your owned areas.
Illusionist (Crystal Tower) Cloak Units 5 Units in target area become invisible for 3 turns.
Illusionist (Crystal Tower) Smoke Screen 5 Prevents others from viewing an area for 3 turns.
Warlock (Symbol of Pain) Haste 3 Permanently increases the move points of a target unit by 4. Multiple casts stack.
Warlock (Symbol of Pain) Festering Wound 4 Decreases the hit points of units in target area by 1, permanently. Multiple casts do not stack.
Warlock (Symbol of Pain) Wither 5 Reduces the target player's supply by 4 for 3 turns. Multiple casts stack.
Warlock (Symbol of Pain) Dark Ritual 3 Converts your target dragon unit into an undead bone dragon.
Rift Caller (Dimensional Rift) Cornucopia 2 Increases your supply by 4 for 5 turns.
Rift Caller (Dimensional Rift) Recall 3 Teleports units in target area to target capital you own.
Rift Caller (Dimensional Rift) Gate 4 Teleports units in target area you own to another area you own.

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