WALL OF STONE Nature City Enchantment city 50 mana none Surrounds a target city with a sturdy stone wall. GIANT STRENGTH Nature Unit Enchantment one unit 8/40 mana 1 mana/turn Makes a target unit's creatures stronger (adds +1 to each figure's melee attack strength). WEB Nature Unit Enchantment one unit 10 mana none "Casts a sticky, 12 hit point web over a target unit. Creatures cannot move until they destroy the web with melee and magic ranged attacks. Web remnants prevent flying units from flying for the rest of the battle." WAR BEARS Nature Summoning n/a 70 mana 2 mana/turn Summons a group of ferocious bears. STONE SKIN Nature Unit Enchantment one unit 10/50 mana 1 mana/turn "Causes a target unit's skin to harden, increasing the unit's defense (shields) by one." WATER WALKING Nature Unit Enchantment one unit 50 mana 1 mana/turn Endows a unit with the ability to walk on water. The unit's movement speed remains unchanged. SPRITES Nature Summoning n/a 100 mana 3 mana/turn "Summons sprites. Sprites are small, flying forest creatures that can hurl tiny magic attacks over long distances." EARTH LORE Nature Instant map window 30 mana none "Fully reveals terrain, terrain specials, cities and armies on all squares in a targeted 'map window.'" CRACKS CALL Nature Instant Combat map square 20 mana none "Rends the earth. Any non-flying, corporeal creature standing over the newly created fissure has a 25% chance (regardless of defense) of dying. Stone walls that cross the fissure are destroyed." NATURE'S EYE Nature City Enchantment city 75 mana 1 mana/turn "Extends the scouting range of a friendly target city to 4 squares in any direction, revealing all lands and all non-invisible enemy troops within that radius." ICE BOLT Nature Instant Combat one unit 10+ mana none "Showers a target unit with shards of ice (strength 5 magic cold attack, with every extra point of magic power spent adding a strength of 1 to the attack)." GIANT SPIDERS Nature Summoning n/a 200 mana 4 mana/turn "Summons two giant, poisonous, web-casting spiders." CHANGE TERRAIN Nature Instant Overland map square 50 mana none "Alters a target map square, changing deserts, forests, hills and swamps to grasslands, grasslands to forests, volcanoes to mountains, and mountains to hills. Terrain not listed is not a valid target." PATH FINDING Nature Unit Enchantment one unit 50 mana 1 mana/turn "Endows a target unit (and any units stacked with it) with the ability to travel over all land terrain as if it were traveling over roads (i.e., the cost is only « movement point per square)." COCKATRICES Nature Summoning n/a 275 mana 8 mana/turn "Summons a cockatrice. The deceptively soft, feathered touch of the cockatrice is capable of turning even the hardiest creatures to stone." TRANSMUTE Nature Instant Overland map special 60 mana none "Transforms coal and ores in hills and mountains: coal to gems, iron to gold and silver to mithril. Transmute will also reverse these transformations gems to coal, gold to iron, and mithril to silver." NATURE'S CURES Nature Instant Overland map square 75 mana none Completely heals all units (except for creatures of death) that are stacked in a target land square. BASILISKS Nature Summoning map square 325 mana 7mana/turn Summons a giant basilisk. Basilisks are so frightening to behold that they can turn their enemies to stone simply by gazing in their direction. ELEMENTAL ARMOR Nature Unit Enchantment one unit 35/175 mana 5 mana/turn "Improves a target unit's defenses (shields) and resistance to Chaos and Nature magic (crosses), by 10 each. These bonuses do not exert cumulative effects with the spell resist elements." PETRIFY Nature Instant Combat one unit 35 mana none Attempts to turn an entire enemy unit into stone. STONE GIANT Nature Summoning n/a 450 mana 9 mana/turn "Summons an enormous, wall-crushing stone giant. The massive stone giant is impervious to stoning attacks and can hurl huge boulders at its enemies." IRON SKIN Nature Unit Enchantment one unit 40/200 mana 5 mana/turn "Fuses iron with a target unit's skin, making it able to withstand most attacks (adds 5 to defense)." ICE STORM Nature Instant Overland map square 200 mana none Causes the skies above a target map square to rain down a torrent of icy hail. All figures occupying that area are struck with a strength 6 magic cold attack. EARTHQUAKE Nature Instant Overland city 200 mana none "Causes a violent earthquake to shake a target city. All buildings have a 10% chance of being destroyed. All non- flying, corporeal creatures have a 15% chance of dying." GORGONS Nature Summoning n/a 600 mana 15 mana/turn "Summons gorgons. These monstrosities, just as their mythological namesakes, are so ugly and frightening to behold that enemies who mistakenly peek in their direction are turned to stone." MOVE FORTRESS Nature Instant Overland fortress 200 mana none "Moves a wizard's enchanted fortress (with summoning circle, if the circle has not previously been moved) to the target friendly city." GAIA'S BLESSING Nature City Enchantment city 300 mana 3 mana/turn "A target city's maximum food harvest increases by 50%. Every turn there is a 10% chance the city's deserts convert to grasslands and volcanoes to verdant hills, and a 20% chance that its corrupted lands return to their pristine state." EARTH ELEMENTAL Nature Summoning n/a 60 mana none Summons an earth elemental. The creature cannot be summoned if there are already nine friendly units on the battlefield. The wall-crushing earth elemental disappears when the battle is over. REGENERATION Nature Unit Enchantment one unit 60/300 mana 10 mana/turn "Target unit can regenerate during combat (1 hit point/ turn) and afterwards (immediate return to full health). If the unit dies in combat, it returns in full health if its side won. Spell cannot return a creature that has been banished or unsummoned." BEHEMOTH Nature Summoning n/a 700 mana 15 mana/turn Summons a fierce behemoth. A behemoth is one of the strongest creatures that can be summoned to Arcanus and Myrror. ENTANGLE Nature Combat Enchantment flying units 50 mana none "Causes all non-flying, corporeal enemy creatures to lose one movement point per turn. If a creature's movement points are zero, it cannot attack or move the rest of combat" but it can still strike back if attacked. NATURE'S AWARENESS Nature Global Enchantment map 800 mana 7 mana/turn "Reveals all lands, cities and non- invisible creatures on both Arcanus and Myrror!" CALL LIGHTNING Nature Combat opponent 60 mana none Calls a powerful electrical storm from which deadly lightning bolts issue. Three to five lightning bolts of strength 8 strike random enemy units at the beginning of every turn until the end of combat. COLOSSUS Nature Summoning n/a 800 mana 17 mana/turn Summons an awe-inspiring colossus. A colossus is a rock- wielding fighting machine immune to all known forms of poison and petrification. EARTH Nature City Enchantment city 250 mana 5 mana/turn "Creates a teleporting device within a target city. Friendly units can teleport between any two of the casting wizard's cities equipped with earth gates, for the cost of one movement point." HERB MASTERY Nature Global Enchantment all units 1000 mana 10 mana/turn Completely heals all of a wizard's damaged units every game turn. GREAT WYRM Nature Summoning n/a 1000 mana 20 mana/turn "Summons a gigantic, poisonous, tunneling land wyrm. For all its bulk a great wyrm, with its ability to tunnel underground, is frighteningly fast on the battlefield." NATURE'S WRATH Nature Global Enchantment n/a 1250 mana 10 mana/turn "For every non-combat death or chaos spell cast, all the casting wizard's cities suffer tremors. Each non-flying, corporeal unit has a 10% chance of dying and each building a 5% chance of collapsing." RESIST MAGIC Sorcery Unit Enchantment one unit 5/25 mana 1 mana/turn Adds 3 to all resistance rolls versus magic. DISPEL MAGIC TRUE Sorcery Instant Combat n/a 10+ mana none A stronger version of the arcane Dispel Magic . Every point of mana spent on casting this spell counts as three for the purposes of dispelling the target unit's enchantments. FLOATING ISLANDS Sorcery Summoning n/a 50 mana 5 mana/turn Summons an apparently solid cloud to any visible ocean map square of a wizard's choice. This thick body of vapors can carry up to eight units across water and moves at a speed of two map squares/turn. GUARDIAN WIND Sorcery Unit Enchantment friendly unit 10/50 mana 1 mana/turn "Surrounds the unit with a magically protective wall of air, making the unit almost totally immune to arrow and sling attacks." PHANTOM WARRIORS Sorcery Summoning n/a 10 mana none "Summons a group of illusory phantom warriors and binds them to the will of the wizard. The phantoms attack with illusory weapons that completely ignore the effects of armor. When combat ends, the phantom warriors disappear." CONFUSION Sorcery Unit Enchantment enemy unit 15 mana none "Attempts to disorient a target unit. A confused unit does not recover (unless disenchanted) until after combat ends. Every turn the confused unit randomly does one of the following: stand around and do nothing, move randomly, attack allies, or attack enemies." WORD OF RECALL Sorcery Instant one friendly unit 20 mana none "Transports a target friendly unit back to a wizard's summoning circle. If there is no space in the city for the recalled unit, one of the units already occupying the city square is displaced to a neighboring land square." COUNTER MAGIC Sorcery Combat Enchantment n/a 10+ mana none Creates a reserve of counter magic power which resists all spells cast by an opponent wizard as if you had cast an equally-strong dispel magic. Each spell casting attempt by the opposing wizard reduces the strength of the counter magic reserve by five mana. NAGAS Sorcery Summoning n/a 100 mana 2 mana/turn Summons a pair of trident-wielding nagas. These swimming creatures spit poison at their foes during combat. PSIONIC BLAST Sorcery Instant Combat one unit 10+ mana none Targets a unit with an intensely damaging stream of mental energy. This strength 5 non-physical attack can be increased in strength by one per every two extra mana points spent on the spell. BLUR Sorcery Combat Enchantment n/a 20 mana none Blurs the outline of all friendly units making them more difficult to hit. There is a 10% chance that each point of damage done to the target unit will miss. DISENCHANT TRUE Sorcery Instant map square 50+ mana none "A much stronger version of Disenchant Area, with triple the chance of removing target enchantments (each point of mana spent casting the spell counts as three for the purposes of dispelling a target enchantment)." VERTIGO Sorcery Unit Enchantment enemy unit 25 mana none "If a targeted unit fails to resist, it suffers a penalty to hit of 2 (i.e., it has a -20% chance to hit) and has more trouble defending than usual (lose 1 shield)." SPELL LOCK Sorcery Unit Enchantment friendly unit 20/100 mana 1 mana/turn "Prevents a target unit's positive enchantments from being dispelled. If the target unit is a summoned creature, spell lock also protects the bonds that tie it to the controlling wizard. Spell lock must be dispelled (resistance of 150) before any further enchantments can be removed from the creature or unit." ENCHANT ROAD Sorcery Instant 5 x 5 map area 100 mana none Makes all roads within two map squares of the targeted area cost no movement points to travel over for non-flying units. Note that all roads on Myrror are automatically enchanted. FLIGHT Sorcery Unit Enchantment one unit 25/ 125 mana 3 mana/turn Bestows the power of flight upon a target unit. WIND MASTERY Sorcery Global Enchantment n/a 400 mana 5 mana/turn "Doubles the speed of all ships and sky masters controlled by a wizard, and halves the speed of all others." SPELL BLAST Sorcery Instant opponent wizard 50+ mana none "Attempts to counter an enemy wizard's spell as it is being cast. When spell blast takes effect, a wizard must expend as much of his or her own magic power (from mana reserves) as the enemy wizard has spent on the opposing spell to blast that spell out of existence. If a wizard does not have enough mana to match his target, spell blast fails." AURA OF MAJESTY Sorcery Global Enchantment yourself 400 mana 5 mana/turn "Hoodwinks all enemy wizards into liking the casting wizard. Each turn the spell is in effect, relations are shifted by +1 diplomatic point on a scale of -100 to +100." PHANTOM BEAST Sorcery Combat Summoning n/a 35 mana none Summons an illusory phantom beast. A beast only appears if a battle is on land and if there are fewer than nine units already fighting for the wizard. The phantom beast is immune to all forms of death magic and disappears when combat ends. DISJUNCTION TRUE Sorcery Instant one global enchantment 200+ mana none "Equivalent to a very strong version of the arcane magic Disjunction, with triple the chance of success. Each mana spent on casting this spell counts as three for the purposes of dispelling the target global enchantment." INVISIBILITY Sorcery Unit Enchantment one unit 35/175 mana 10 mana/turn "Renders the unit invisible to all units, except those Immune to Illusion and those that have True Sight. In combat, the unit becomes visible when adjacent to an enemy unit, but still penalizes the to hit roll of enemy units by -1." WIND WALKING Sorcery Unit Enchantment one unit 250 mana 10 mana/turn Allows the enchanted unit and all units in its stack to fly (with a speed of 3) on the overland map. Does not work in combat. BANISH Sorcery Instant Combat one fantastic unit 20+ mana none Destroys the magical bond that keeps a fantastic unit with its controlling magician. Each figure within the unit must resist at -3 or be returned whence they were summoned. Every additional 15 mana lowers the targets' resistance by one. STORM GIANT Sorcery Summoning n/a 500 mana 10 mana/turn "Summons a lightning bolt-wielding storm giant. Storm giants not only hurl vicious lightning bolts over long distances, they also use lightning bolts when fighting hand-to-hand with their enemies." AIR ELEMENTAL Sorcery Summoning n/a 50 mana none "Summons an invisible, flying air elemental during battle. The creature disappears when combat ends. Note that a wizard must have fewer than nine units in a battle to summon this creature." MIND STORM Sorcery Unit Enchantment enemy unit 35 mana none "Causes intense mental anguish to the creature(s) in a target enemy unit. Unable to concentrate, the creatures automatically (with no chance to resist) lose 5 to all of their melee, thrown and ranged attack strengths, defense and resistance. This spell does not effect units that have Immunity to Illusions." STASIS Sorcery Unit Enchantment one map square 250 mana none "Paralyzes all enemy units in a target map square for a minimum of one turn. After the first turn a unit passes in stasis, it has one opportunity per turn to free itself by successfully resisting (at a penalty of 5 to resistance) the stasis field." MAGIC IMMUNITY Sorcery Unit Enchantment one unit 50/250 mana 5 mana/turn "Makes a target unit completely immune to all magic spells and spell-like effects. It also gives the unit immunity to breath and gaze attacks. Finally, the unit is almost completly immune to all magical ranged attacks." HASTE Sorcery Unit Enchantment one unit 50 mana none Doubles the movement (speed) and number of attacks (both melee and ranged) of a target unit. The target unit becomes so fast that it even counterattacks (when defending during melee combat) twice. DJINN Sorcery Summoning n/a 650 mana 17 mana/turn "Summons a djinn. This powerful, flying being can hurl ranged magic attacks at its opponents and is capable of casting up to 20 spell points of sorcery magic during every combat." SPELL WARD Sorcery City Enchantment friendly city 350 mana 5 mana/turn "Provides total immunity for the city from one specific realm of spells (including combat spells) and prohibits any fantastic creatures of that realm from entering the protected city. Caster must select which realm to ward against: chaos, death, life, Nature, or Sorcery." CREATURE BINDING Sorcery Unit Enchantment one fantastic unit 70 mana none "Attempts to alter the allegiance of a fantastic (i.e., summoned) creature. If a target creature fails to resist the spell (at a penalty of 2 to its resistance), it is bound to fight for the casting wizard until the end of combat (or until disenchanted). The bound creature disappears after combat ends." MASS INVISIBILITY Sorcery Combat Enchantment n/a 80 mana none "Makes all friendly units invisible to their opponents. While invisible, the units cannot be targeted by ranged weapons and all melee attacks against them suffer a penalty to hit of one (i.e., -10% chance to hit)." GREAT UNSUMMONING Sorcery Instant n/a 1000 mana none Tries to banish all fantastic creatures (including those bound to the casting wizard) from both Arcanus and Myrror! Creatures suffer a penalty of 2 to their resistance when attempting to oppose this spell. SPELL BINDING Sorcery Instant Global Enchantment 1000 mana as for target enchantment Steals a global enchantment from another wizard. The stolen global spell becomes the property of the casting wizard in terms of maintenance and control. FLYING FORTRESS Sorcery Fortress Enchantment wizard's city 500 mana 25 mana/turn "Suspends a wizard's enchanted fortress far above the earth. Only flying units may enter (or attack) and leave this 'city in the clouds.' The wizard's own foot troops may enter and exit the city overland during combat, once a foot troop (non-flying unit) leaves the floating city it cannot re-enter until the battle is over." SKY DRAKE Sorcery Summoning n/a 1000 mana 25 mana/turn "Summons a fierce, lightning-breathing wind dragon from the realm of air. The powerful sky drake is immune to magic and illusions. Its lightning breath can easily vaporize most opponents." SUPPRESS MAGIC Sorcery Global Enchantment n/a 1250 mana 50 mana/turn All overland spells not cast by caster must overcome a 500 mana strength dispel or be eliminated. TIME STOP Sorcery Global Enchantment n/a 1500 mana 200 mana/turn "Stops the passage of time for all enemy wizards and their troops and spells. Only the casting wizard may move units. He or she must pay maintenance on this spell, but only on this spell." WARP WOOD Chaos Instant missile-armed enemy unit 10 mana none "Immediately twists and destroys all missile ammunition of a target normal unit, re moving that unit's ability to attack at range. There is no way to prevent the effect of this spell." DISRUPT Chaos Instant one wall section 15 mana none "Destroys one section of stone wall, clearing a way for troops to pass through." FIRE BOLT Chaos Instant enemy unit 5+ mana none "Shoots a bolt of intense flames at one figure in a target unit, striking as 5 strength magical fire attack, +1 point of strength per additional mana spent." HELL HOUNDS Chaos Summoning n/a 40 mana 1 mana/turn Summons and binds a wild pack of fire-breathing hell hounds to the will of the wizard. CORRUPTION Chaos Instant land map square 40 mana none "Desecrates the target land square. Corrupted lands produce no food or minerals, and can only be restored to production by the prayers of clerics or shamans." ELDRITCH WEAPON Chaos Unit Enchantment one normal unit 15/75 mana 1 mana/turn Imbues the target unit's weapons with a powerful chaotic spirit. These weapons are harder to defend against (an opponent's ability to defend decreases by 10%) and can effectively hit creatures with weapon immunity. Effects are cumulative with Flame Blade. WALL OF FIRE Chaos City Enchantment friendly city 30/150 mana 2 mana/turn Encircles a city with a protective wall of flames. Each figure of any non-flying unit that attempts to pass through suffers a 5 strength magical fire attack. Ranged attacks are not affected. SHATTER Chaos Instant one normal unit 12 mana none "A target unit receives one resistance roll to ignore Shatter's effects: if it is unsuccessful, all of the unit's melee, thrown, and missile attack strengths decrease to one." WARP CREATURE Chaos Unit Enchantment one normal unit 18 mana none "Attempts to mutate all creatures within a target unit. Target creatures suffer a penalty of one to their resistance when trying to withstand being warped. Mutated or warped creatures suffer one of the following degenerative changes: half strength attacks, half strength defense, or no magic resistance." FIRE ELEMENTAL Chaos Summoning n/a 20 mana none "Summons a fire elemental to do battle for the wizard. Fire elementals have weapon immunity and fire immunity. Once combat ends, the fire elemental returns to the plane of chaos." LIGHTNING BOLT Chaos Instant Combat one unit 10+ mana none "Shoots a bolt of intense electricity at the target unit, striking as a strength 5 armor-piercing magical attack, +1 strength per additional mana spent." FIRE GIANT Chaos Summoning n/a 150 mana 3 mana/turn Summons a fire giant and binds it to the will of the wizard. Fire giants have fire immunity and can destroy walls. CHAOS CHANNELS Chaos Permanent Unit Enchantment one normal unit 50 mana none "Transforms the target into a creature of chaos. Target unit receives one of following mutations: demon-skin armor (+2 defense), demon wings (2 speed flight), or fire-breathing (2 strength fiery breath). Once affected by this spell, the creature can never be Chaos Channeled again." FLAME BLADE Chaos Unit Enchantment one normal unit 25/125 mana 2 mana/turn "Causes the weapons of a target unit to burst into flames, increasing the strength of melee and missile attacks of the unit by 2. Flame Blades also allow units to hit creatures which have weapon immunity, and exerts cumulative effects with Eldritch Weapon." GARGOYLES Chaos Summoning n/a 200 mana 5 mana/turn "Summons flying gargoyles. Gargoyles are extremely difficult to damage, as one might expect flying chunks of masonry to be, and exhibit immunity to stoning and poison attacks." FIREBALL Chaos Instant Combat one unit 15+ mana none "Hurls a flying ball of exploding flames at a target unit, striking each figure in the unit with a strength 5 magic fire attack, +1 strength for every additional 3 mana spent." DOOM BAT Chaos Summoning n/a 300 mana 8 mana/turn Summons a doom bat and binds it to the will of the wizard. The doom bat has a fearsome fiery aura which strikes all units it engages with a 4 strength fireball. RAISE VOLCANO Chaos Instant map square 200 mana none "Raises a volcano, destroying any food and minerals provided by a target map square (mountains, hills, and nodes may not be targeted). The volcano provides 1 magic power each turn to the caster. If this spell is cast on a city, each building has a 15 % chance of collapsing." IMMOLATION Chaos Unit Enchantment one unit 30/150 mana 2 mana/turn Surrounds the target unit with a fiery aura that inflicts a strength 4 magical fire attack on all enemies engaging the immolating unit in melee combat. CHIMERA Chaos Summoning n/a 350 mana 10 mana/turn "Summons a horrific flying, fire breathing, three-headed chimera." WARP LIGHTNING Chaos Instant Combat one unit 35 mana none "Sends a chain of lightning bolts ripping through a target unit. The first bolt of lightning has a strength of 10, the second a strength of 9, and so on until the last bolt delivers a 1 strength attack or the unit is destroyed." METAL FIRES Chaos Combat Enchantment n/a 40 mana none "Bestows a reduced strength Flame Blade on all normal units, increasing their melee and missile attack strengths by 1 and allowing them to inflict damage on units with Weapon Immunity. This spell is not cumulative with Flame Blade." CHAOS SPAWN Chaos Summoning n/a 500 mana 12 mana/turn "Summons a chaos spawn and binds it to the will of the wizard. Chaos spawn cause fear in melee, are poisonous, and have Doom, Death and Stoning Gaze attacks." DOOM BOLT Chaos Instant Combat one unit 40 mana none "Calls forth the awesome power of chaos to strike the target enemy unit for 10 points of damage, regardless of the unit's defenses." MAGIC VORTEX Chaos Summoning map square 50 mana none "Vortex moves 3 squares randomly and one controlled by the caster. Any unit in the path of the vortex take 5 hits regardless of defense. In addition, each time the vortex moves, adjacent units may be struck by lightning bolts. A magic vortex does terrible damage to a city that it moves through." EFREET Chaos Summoning n/a 550 mana 15 mana/turn "Summons a fire bolt-throwing, flying efreet and binds it to the will of the wizard. Efreeti are immune to magical fire and have the ability to cast 20 points of Chaos spells each combat." FIRE STORM Chaos Instant map square 250 mana none "Rains fiery balls of flaming stone down on an entire map square, striking all figures in each unit within the area with a strength 8 magical fire attack. Even units within cities are affected." WARP REALITY Chaos Combat Enchantment n/a 50 mana none "Warps the fabric of reality and distorts a unit's senses. All non-chaos units, enemy or friendly, have a -2 to their chance to hit." FLAME STRIKE Chaos Instant Combat n/a 60 mana none Strikes all enemy units with a 15 strength magical fire attack. CHAOS RIFT Chaos City Enchantment enemy city 300 mana 10 mana/turn "Opens a great magical vortex over an enemy city. Each turn, units inside the city sustain five strength 8 Lightning Bolt attacks, and there is a 5% chance of a building being destroyed." HYDRA Chaos Summoning n/a 650 mana 14 mana/turn Summons a nine-headed hydra. Each fire-breathing head on this monstrous creature can regenerate during and after combat. DISINTEGRATE Chaos Instant Combat one unit 50 mana none If the target has a resistance of less than 10 it is instantly and irrevocably destroyed. There is no method to restore a unit that has been disintegrated. METEOR STORM Chaos Global Enchantment n/a 900 mana 10 mana/turn "Rains down fiery hail upon both planes, striking all creatures outside cities with a strength 4 magical fire attack. Buildings within cities may also be destroyed (1% chance each turn a building is destroyed). The casting wizard's cities are immune to the effects." GREAT WASTING Chaos Global Enchantment n/a 1000 mana 20 mana/turn "Once this enchantment has been cast, the entire world begins to slowly be corrupted. Each turn 3-6 map squares are withered as per the spell Corruption. The caster's cities and surrounding areas are, of course, exempt." CALL CHAOS Chaos Instant Combat n/a 75 mana none "Strikes every enemy unit with a random effect from the following list: Nothing, Healing, Chaos Channels, Warp Creature, Fire Bolt (15 strength), Warp Lightning, Doom Bolt, or Disintegrate. Note some of these effects can actually be beneficial to the target unit." CHAOS SURGE Chaos Global Enchantment n/a 1000 mana 40 mana/turn "All creatures of chaos have 2 added to their hand-to-hand, missile, fire-breath, and magic attacks" DOOM MASTERY Chaos Global Enchantment n/a 1100 mana 15 mana /turn "All newly created normal units controlled by the casting wizard are mutated by the effects of chaos, the same as if Chaos Channels had been cast on them." GREAT DRAKE Chaos Creature Summoning n/a 900 mana 30 mana/turn Summons an avenging fire-breathing dragon from the depths of chaos. The flames spewing from a great drake's jaws are so hot that weak opponents may be incinerated before ever getting a chance to fight back. CALL THE VOID Chaos Instant enemy city 500 mana none "Every building in the target city has a 50% chance to be destroyed, and each unit inside the city takes 10 points of damage regardless of defense. The amount of pure chaos being released also corrupts the surrounding area." ARMAGEDON Chaos Global Enchantment n/a 1250 mana 40 mana/turn "Begins to destroy the entire world, as volcano after volcano rises, ravaging the lands of both worlds. Like Raise Volcano, the casting wizard gains one point of power from each new volcano created." BLESS Life Unit Enchantment one unit 8/40 mana 1 mana/turn Adds 3 to the target unit's defense and resistance against all Death or chaos related spells or monster attacks. STAR FIRES Life Instant Combat one chaos or Death unit 5 mana none Causes a holy blaze of burning light from the stars (strength 15 magic attack) to fall upon a target chaos or Death unit (no other creatures can be affected). ENDURANCE Life Unit Enchantment one unit 30 mana 1 mana/turn Fills the target unit with a holy purpose and increases the target unit's movement speed by one. HOLY WEAPON Life Unit Enchantment one normal unit 10/50 mana 1 mana/turn "Blesses the target's weapons, allowing them to hit creatures which are immune to non-magical attacks and giving a +1 to-hit bonus in combat." HEALING Life Instant Combat non-death unit 15 mana none Heals up to 5 hits of damage taken by the target unit. HOLY ARMOR Life Unit Enchantment one normal unit 18/90 mana 2 mana/turn The target unit's defense is increased by 2. JUST CAUSE Life Global Enchantment n/a 150 mana 3 mana/turn Increases the fame of the casting wizard by 10 in addition to any other bonuses as long as the spell is in effect. TRUE LIGHT Life Combat Enchantment n/a 20 mana none "Basks the entire battlefield in rays of holy light, increasing the attack, defense, and resistance of all creatures of life by 1. At the same time, creatures of Death lose 1 from their attack, defense, and resistance. True Light and Darkness negate the effects of one another." GUARDIAN SPIRIT Life Summoning n/a 80 mana 1 mana/turn Summons a Guardian Spirit which can meld with a node to focus its power and direct it to the controlling wizard. A melded node radiates a magic aura the color of the wizard's banner. HEROISM Life Unit Enchantment one normal unit 20/100 mana 2 mana/turn An entire unit becomes elite. This spell is automatically dispelled when the unit becomes elite naturally. TRUE SIGHT Life Unit Enchantment one unit 20/100 mana 2 mana/turn Endows a target unit with the gift of Immunity to Illusions and allows the unit to see through Wall of Darkness. PLANE SHIFT Life Instant one map square 125 mana none "All friendly units within the target map square are transported to the other plane of existence. If the unit is transported to an area which cannot normally entered by movement or into combat, the spell fails." RESURRECTION Life Instant one dead hero 250 mana none "Resurrects a hero from the dead, regardless of the length of time he or s he has been dead. The hero reappears at the wizard's summoning circle and is fully healed. If six other heros have already been hired the spell fails." PLANAR SEAL Life Global Enchantment n/a 500 mana 5 mana/turn "Closes the junctions between the planes, sealing Arcanus from Myrror. No unit can travel between the planes by Plane Shift, Planar Travel, Astral Gates or through towers of wizardry." UNICORNS Life Creature Summoning n/a 250 mana 5 mana/turn Calls a herd of magic unicorns. These lovely creatures can teleport to any location on the battlefield and inspire their allies to with an increased ability to resist the effects of negative spells. RAISE DEAD Life Instant Combat one dead normal unit 35 mana none "Raises a fallen unit from the dead. The unit returns with half its normal creatures. All enchantments cast on the unit are lost. The spell does not work on fantastic creatures, since they go back to their home world when slain." PLANAR TRAVEL Life Unit Enchantment one unit 150 mana 5 mana/turn Allows a target unit to shift between Arcanus and Myrror at will. Note that units may not move into 'illegal' terrain types or initiate combat by Planar Travel. HEAVENLY LIGHT Life City Enchantment friendly city 150 mana 2 mana/turn Calls forth the light of the heavens to shower the city in holy light. Any combat taking place within the area of the city is treated as if True Light was in effect. PRAYER Life Combat Enchantment n/a 30 mana none "Adds 1 to all rolls by all friendly units, including resistance rolls, attacks to hit, and defense rolls." LION HEART Life Unit Enchantment one unit 40/200 mana 4 mana/turn "Adds 3 to the target unit's attack strength, hits, and resistance." INCARNATION Life Hero Summoning n/a 500 mana 12 mana/turn Summons Torin the Chosen to aid your cause. There is only one Chosen for each wizard. If he is killed or disbanded and summoned again he retains all experience from his previous incarnations. RIGHTEOUSNESS Life Unit Enchantment one unit 40/200 mana 2 mana/turn "Gives a target unit a tremendous sense of holy purpose, which calls so strongly upon the forces of life that they manifest themselves in the unit, providing it with complete immunity to all Death and chaos magic spells and spell effects." PROSPERITY Life City Enchantment friendly city 250 mana 2 mana/turn Increases the gold obtained from the target city by 50% as long as the enchantment is in effect. ALTAR OF BATTLE Life City Enchantment friendly city 300 mana 5 mana/turn All units built in the target city are Elite. ANGEL Life Summoning n/a 550 mana 15 mana/turn Summons an angel. Angels enhance the fighting ability of friendly units and their touch Dispels Evil. STREAM OF LIFE Life City Enchantment friendly city 300 mana 8 mana/turn Turns an ordinary friendly city into a fertile utopia. Population growth rates double and all units in the city heal completely at the end of every game turn. The citizens are so pleased that unrest completely disappears. HEALING Life Instant Combat n/a 50 mana none "Heals all friendly units for 5 hit points (or less, if a unit has sustained fewer than 5 hit points of damage)." HOLY WORD Life Instant Combat n/a 60 mana none Attempts to banish outright all fantastic and/or undead creatures (whether Animated or Black Channeled). Each figure within each enemy unit must resist this holy utterance separately (at a penalty of 2 to resistance). Undead have a much more difficult time resisting Holy Word than do other creatures. HIGH PRAYER Life Combat Enchantment n/a 60 mana none "Calls upon the forces of holiness and light to make all friendly units fight and defend exceptionally well. Attack strengths (swords), ability to hit, and defense (shields) all increase by 2, while resistance (crosses) increases by 3 and the ability to block an attack and to hit increases by 10%." INSPIRATIONS Life City Enchantment friendly city 350 mana 2 mana/turn Instills a sense of greater purpose into the local citizenry. That city's production rate rises by 50%. ASTRAL GATE Life City Enchantment friendly city 350 mana 5 mana/turn "Generates a portal in a target city that allows travel to the other plane. This spell only works as long as the portal does not lead directly to another city on the other world. If the portal leads to stationed enemy troops, movement through the Astral Gate is blocked." HOLY ARMS Life Global Enchantment n/a 900 mana 10 mana/turn All normal units' weapons are blessed with a +1 attack bonus and can strike creatures immune to non- magical attacks. CONSECRATION Life City Enchantment friendly city 400 mana 8 mana/turn Dispels all negative enchantments on a city and protects the city from further chaos and Death enchantments (whether city-specific or global). LIFE FORCE Life Global Enchantment n/a 1000 mana 10 mana/turn All non-combat Death spells cast must resist against Life Force as if a Dispel Magic of 500 strength had been cast. TRANQUILITY Life Global Enchantment n/a 1000 mana 10 mana/turn "Tries to prevent all chaos magic spells, requiring them to resist the forces of life as if a strong Disjunction--strength 500--had just been cast." CRUSADE Life Global Enchantment n/a 1100 mana 10 mana/turn "Inspires all of a wizard's normal units so that their levels all raise by one (recruit become regulars, regulars become veterans, etc.)." ARCHANGEL Life Summoning n/a 950 mana 20 mana/turn "Summons an archangel. Archangels are immune to illusions, inspire friendly units to fight better than normal and can cast up to 40 mana in life magic spells every battle." CHARM OF LIFE Life Global Enchantment n/a 1250 mana 10 mana/turn "Adds 25% of total hit points (with a minimum of one hit point added) to the hit points of each of a wizard's creatures. Yes, that means every individual figure in every single unit!" SKELETONS Death Summoning n/a 25 mana 1 mana/turn Summons a group of 6 skeletons and binds them to the will of the wizard. Skeletons have missile immunity. WEAKNESS Death Combat Enchantment enemy unit 5 mana none "Saps the strength from a target unit's creatures, who suffer a penalty of 2 to their melee, thrown and ranged attack strengths, unless the unit resists the spell at a -2 penalty." DARK RITUALS Death City Enchantment friendly city 30 mana none "Generates a frenzy of sacrificing to the gods of Death, which doubles the magic power obtained from shrines, temples, parthenons and cathedrals. However, the rituals reduce the city population growth by 25% and increase the level of unrest by one." CLOAK OF FEAR Death Unit Enchantment one unit 12/60 mana 1 mana/turn Surrounds the target unit with a fear- inspiring aura. Any time enemy units attempt to engage in melee combat with the cloaked unit they must first try to overcome their fright (on a per figure basis) before they can attack or counterattack. BLACK SLEEP Death Combat Enchantment enemy unit 15 mana none "If the target unit fails to resist at -2, all creatures within are thrust into a deep sleep. The unit is unable to take any actions and any attacks on the unit automatically do maximum damage." GHOULS Death Summoning n/a 80 mana 1 mana/turn Summons a pack of ghouls and binds them to the will of the wizard. Any units slain mostly by the ghouls arise after the battle to serve the wizard in his undead army. LIFE DRAIN Death Instant Combat enemy unit 10+ mana none Siphons life from a target unit and gives it to a spell caster hero or converts the drained life into mana for a spell caster wizard. Additional mana makes the spell harder to resist. Units destroyed mainly by Life Drain become Undead under the caster's control. TERROR Death Combat Enchantment n/a 20 mana none "Casts a pall of fear on all enemy units. During every combat turn, each enemy unit must attempt (+1 bonus to resistance) to overcome the terror that grips it, or cower in fear. When a unit is cowering it cannot attack. However, the unit can still counterattack when it is defending against melee attacks initiated by the enemy." DARKNESS Death Combat Enchantment n/a 25 mana none "Drapes a shroud of darkness over the entire battlefield inspiring creatures of death who gain one point each in attack strength (swords), defense (shields) and resistance (crosses). Creatures of life, onthe other hand, are dispirited and lose one point each in attack strength, defense and resistance." MANA LEAK Death Instant Combat enemy wizard 20 mana none "All enemy spell casters are drained 5 mana each combat turn. This includes the opponent wizard you are currently battling. Additionally, all units with magical ranged attacks lose one spell shot each turn." DRAIN POWER Death Instant enemy wizard 50 mana none Drains 50-150 mana points from a target wizard's mana reserve. POSSESSION Death Combat Enchantment one normal unit 30 mana none "Attempts to change the allegiance of a normal enemy unit to that of the casting wizard. If the target unit becomes possessed, it fights for the casting wizard until combat ends. Note that fantastic creatures and heroes may not be possessed." LYCANTHROPY Death Permanent Unit Enchantment one normal unit 180 mana 5 mana/turn "'Curses' a normal unit with the effects of lycanthropy, changing them into werewolves with the ability to regenerate and weapon immunity." BLACK PRAYER Death Combat Enchantment n/a 35 mana none The attack strength and defense of all enemy units is reduced by 1 and their resistance is reduced by 2. BLACK CHANNELS Death Unit Enchantment normal unit 100 mana 1 mana/turn "Transforms a target creature into a vile undead being with +2 melee attack strength, +1 to missile attack strength, breath attacks, hit points, resistance and defense. Undead can not be healed or animated, but gain all the immunities of Death creatures." NIGHT STALKER Death Creature Summoning n/a 250 mana 1 mana/turn "Summons a night stalker and binds it to the will of the wizard. Night Stalkers are invisible, non- corporeal, and have the dreaded Death gaze." SUBVERSION Death Instant enemy wizard 100 mana none "Creates a feeling of contempt for the target wizard in all other wizards, reducing relations by 25 diplomatic points." WALL OF DARKNESS Death Combat/City Enchantment one city 40 mana 5 mana/turn "No enemy unit outside a Wall of Darkness may attack a friendly unit inside with a ranged attack, unless the enemy unit has illusions immunity." BERSERK Death Combat Enchantment one unit 30 mana none The target unit's melee attack strength is doubled and its defense is reduced to 0. SHADOW DEMONS Death Creature Summoning n/a 325 mana 7 mana/turn Summons a group of 4 shadow demons and binds them to the will of the wizard. Shadow demons can plane shift and regenerate. WRAITH FORM Death Combat/Unit Enchantment one unit 30/150 mana 3 man/turn Target unit becomes non-corporeal. Non- corporeal units gain weapon immunity and the ability to move across any terrain at a cost of 1/2 movement point. WRACK Death Combat Enchantment n/a 40 mana none Wracks all enemy non-death creatures with the powers of darkness. Each figure in every enemy unit must resist with a +1 bonus or take 1 point of damage. EVIL PRESENCE Death City Enchantment enemy city 100 mana 4 mana/turn "A demonic presence enters the target city, destroying any magic power generated by shrines, temples, parthenons, and cathedrals. The spell has no effect if the city's owner can use Death magic." WRAITHS Death Creature Summoning n/a 500 mana 5 mana/turn Summons a group of 4 wraiths and binds them to the will of the wizard. Wraiths are non-corporeal and have a -3 resistance life-stealing attack. CLOUD OF SHADOW Death City Enchantment friendly city 150 mana 3 mana/turn Summons a great cloud of shadow which surrounds the city as long as the enchantment is in effect. All combats taking place at the city are treated as though a Darkness spell has been cast. WARP NODE Death Overland Enchantment owned magic node 75 mana none "Corrupts the targeted magic node, cursing the controller and drawing out 5 mana from the wizard instead of generating more. Once warped, a node can only be returned to normal by a Disenchant Area or Disenchant True spell. Until then the node will continue to draw out magical power." BLACK WIND Death Instant map square 200 mana none All figures in each unit within the targeted land must resist at -1 or rot away from a vile degenerative disease that slays almost immediately. ZOMBIE MASTERY Death Global Enchantment n/a 800 mana 40 mana/turn All normal creatures falling in battle become zombies at the end of the battle under the control of the casting wizard if that wizard is victorious. FAMINE Death City Enchantment enemy city 200 mana 5 mana/turn "Halves the food production of the afflicted city as long as the famine is in effect. If the city has an insufficient food supply, the citizens will begin to starve." CURSED LANDS Death City Enchantment enemy city 150 mana 2 mana/turn Halves the production of a city. CRUEL UNMINDING Death Instant enemy wizard 250 mana none Target wizard loses 1-10% of spell casting skill permanently. WORD OF DEATH Death Instant Combat one unit 40 mana none Each figure in one unit must save at -5 or be slain instantly. DEATH KNIGHTS Death Creature Summoning n/a 600 mana 8 mana/turn "Summons a group of 4 Death knights and binds them to the will of the wizard. Death knights attack with +2 to-hit, armor piercing and first strike. They also have a -4 resistance Life-stealing attack." DEATH SPELL Death Instant Combat n/a 50 mana none All figures in each enemy unit must resist at - 2 or be struck dead where they stand. ANIMATE DEAD Death Permanent Creature Enchantment one dead unit 50 mana Special "Raises one slain enemy (not protected by magic immunity) or ally unit from the dead and places it under your control. The creature becomes undead, and is treated as a creature of death for all purposes. Animated fantastic units cost 50% more in maintenance." PESTILENCE Death City Enchantment enemy city 350 mana 5 mana/turn Spreads a deadly plague throughout the affected city killing one population each turn if the current population exceeds a 1-10 roll. ETERNAL NIGHT Death Global Enchantment n/a 1000 mana 15 mana/turn "Covers the world in a blanket of darkness. Except for those cities protected by Heavenly Light, all combats are assumed to be covered by the spell of Darkness." EVIL OMENS Death Global Enchantment n/a 1100 mana 10 mana/turn All nature and Life spells cost 50% more than normal to cast. DEATH WISH Death Instant n/a 500 mana none All enemy normal units on both planes must resist or be slain. DEMON LORD Death Creature Summoning n/a 1000 mana 15 mana/turn "Summons a demon lord and binds it to the will of the wizard. Demon lords can summon up to 3 lesser demons per combat, have weapon immunity, and have a -1 resistance Life-stealing attack bothin melee and at range." MAGIC SPIRIT Arcane Creature Summoning n/a 30 mana 1 mana/turn Summons a magic spirit which can meld with magical nodes and direct the node's power to the controlling wizard. DISPEL MAGIC Arcane Instant Combat single unit 10+ mana none Attempts to destroy all enemy enchantments on a unit. The chance for success is equal to the mana spent on this spell divided by the sum of the costs for this spell and the target enchantment. For example if this spell is cast with 30 mana on a unit with an Eldritch Weapon enchantment (cost 15) the chance to dispel it would be 30/(30+15) or 67%. SUMMONING CIRCLE Arcane Instant friendly city 50 mana none Moves your summoning circle to another city. All creatures summoned by spells will appear in this new city. DISENCHANT AREA Arcane Instant Combat/Global n/a 50+ mana none Attempts to dispel all enemy spells in the targeted map square. The chance of successfully dispelling an enchantment is calculated as in Dispel Magic. RECALL HERO Arcane Instant Combat friendly hero 20 mana none "Instantly summons the target hero to your summoning circle, removing her from the current combat." DETECT MAGIC Arcane Global Enchantment n/a 200 mana 3 mana/turn The current spell being cast by all wizards that you are in contact with will be displayed on the Magic Screen at the top of each wizard's gem. ENCHANT ITEM Arcane Permanent Item Enchantment n/a special none "Creates a lesser magical item for use by your heroes. Only powers that cost 200 mana or less may be used. For details, see magic item creation in your manual." SUMMON HERO Arcane Creature Summoning n/a 300 mana none "Summons a lesser hero to lead your army. The hero will not require any initial gold to join, but still requires maintenance. This spell will fail if you already control six heroes." AWARENESS Arcane Global Enchantment n/a 500 mana 3 mana/turn Reveals the location of all cities on both planes. DISJUNCTION Arcane Instant one Global Enchantment 200+ mana none Attempts to dispel one enemy global enchantment. The chance ofsuccessfully dispelling this enchantment is calculated as in Dispel Magic. CREATE ARTIFACT Arcane Permanent Item Enchantment n/a special none "Creates a magical artifact for use by your heroes. Any powers may be used. For details, see magic item creation in your manual." SUMMON CHAMPION Arcane Creature Summoning n/a 750 mana none "Summons a greater hero to lead your army. The hero will not require any initial gold to join,but still requires maintenance. This spell will fail if you already control six heroes." SPELL OF MASTERY Arcane Global Enchantment n/a 5000 mana n/a Caster obtains total control of all magic in both planes. Enemy wizards lose their ability to cast any spells and all summoned creatures come under your control. Successfully casting the Spell of Mastery ends the game in a glorious victory for the caster.