Description of spells¶
A¶
Acceleration¶
- This spell speeds up some fighters on your side so that they can attack twice in one combat round throughout the entire combat.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | 5 x T aura | 9 | Pre-c. | 5 |
COMBATSPELL [LEVEL n] Acceleration
Air Shield¶
- Invoking the Elemental Spirits of Wind conjures up sudden gusts of wind, small gusts of wind, and vents that will hinder opposing archers.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 2 x T aura | 4 | Pre-c. | 5 |
COMBATSPELL [LEVEL n] "Air Shield"
Airship¶
- These magic runes allow a ship with a capacity of up to 50 weight units to fly for a week and allow the ship to cross land.
The enchanted ink's components include a windbag and a snowcrystal petal.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | 10 aura, 1 windbag, 1 snowcrystal petal | 6 | Normal | 5 |
CAST Airship <ship-id>
Analysis¶
- Like living things, ships and buildings and even regions have their own song, albeit much fainter and harder to hear.
And just as you can tell from a person"s life song whether they are under a spell, this is also possible with castles, ships or regions.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 3 x T aura | 8 | Normal | 5 |
CAST [LEVEL n] "Analysis" ( REGION | SHIP <ship-id> [<ship-id> ...] | CASTLE <building-id> [<building-id> ...] )
Analyse Dreams¶
- With this spell, the dream weaver can attempt to detect the enchantments of a single unit.
He will be able to get an impression of their effectiveness from all spells that do not exceed his own abilities.
With stronger spells he needs a little luck for a successful analysis.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| I | 25 aura | 5 | Normal | 5 |
CAST "Analyse Dreams" <unit-id>
Analyze Magic¶
- This spell allows the mage to attempt to detect the enchantments of a single specified object.
He will be able to get an impression of their effectiveness from all spells that do not exceed his own abilities.
With stronger spells he needs a little luck for a successful analysis.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | T aura | 1 | Normal | 5 |
CAST [LEVEL n] "Analyze Magic" ( REGION | UNIT <unit-id> [<unit-id> ...] | SHIP <ship-id> [<ship-id> ...] | CASTLE <building-id> [<building-id> ...] )
Analyze Song of Life¶
- All living beings have their own individual life song.
No two songs are alike, even if all songs of the same type are similar.
Each spell changes this song in one way or another and thus reveals itself.
This chant helps to hear those changes in a person"s life song that are magical in nature.
You will be able to decipher and unmask all enchantments that are not more masked than your ability.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 10 aura | 5 | Normal | 5 |
CAST "Analyze Song of Life" <unit-id>
Animate Dead¶
- The black mage has to spend nights wandering through the cemeteries and burial grounds of the region in order to be able to revive the unearthed corpses.
The undead will be at his service, but the uninformed be warned that summoning the forces of death can be a double-edged sword.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| D | 5 x T aura | 6 | Normal | 5 |
CAST [REGION x y] [LEVEL n] "Animate Dead"
Antimagic¶
- With this spell the mage can create a zone of Astral weakening, a local imbalance in the Astral field.
This zone will strive to return to equilibrium.
To do this, it will remove part of the strength of every spell cast in this region and even completely absorb the weaker ones.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | 3 x T aura | 5 | Normal | 2 |
CAST [REGION x y] [LEVEL n] "Antimagic"
Appeasing Song¶
- This song tames even the wildest orc and makes him peaceful and gentle.
Any thought of harming the singer will disappear.
The mage can move to a neighboring region unmolested.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 2 aura | 1 | Pre-c. | 5 |
COMBATSPELL [LEVEL n] "Appeasing Song"
Astral Call¶
- A mage who is in the Astral plane can use this spell to bring other units to him.
The mage can (level 3)*Send 15 lbs through the briefly created gate.
If the mage is experienced enough to cast the spell at levels 13 or more, he can force other units to the other level even against their will.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | 2 x T aura | 6 | Normal | 7 |
CAST [LEVEL n] "Astral Call" <x> <y> <unit-id> [<unit-id> ...]
Astral Chaos¶
- This ritual, performed before battle, swirls the Astral energies on the battlefield, making it more difficult for enemy mages to cast their spells.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| D | 6 x T aura | 9 | Pre-c. | 2 |
COMBATSPELL [LEVEL n] "Astral Chaos"
Astral Disruption¶
- This spell causes a severe disturbance of the astral plane.
Within an astral radius of level/5 regions all astral creatures not able to resist the spell will be thrown from the astral plane.
The astral contact with all affected regions will be disrupted for level/3 weeks.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | 140 aura | 14 | Normal | 4 |
CAST [LEVEL n] "Astral Disruption"
Astral Exit¶
- The mage concentrates on the structure of reality and can thus leave the Astral plane.
He can overall (Level-3)*Send 15 lbs through the briefly created gate.
If the mage is experienced enough to cast the spell at levels 11 or more, he can force other units to the other level even against their will.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | 2 x T aura | 4 | Normal | 7 |
CAST [LEVEL n] "Astral Exit" <x> <y> <unit-id> [<unit-id> ...]
Astral Guardian Spirits¶
- This ritual summons some elemental spirits of magic and sends them into the ranks of the enemy mages.
These will find it much more difficult to cast spells for the duration of the fight.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 5 x T aura | 5 | Pre-c. | 2 |
COMBATSPELL [LEVEL n] "Astral Guardian Spirits"
Astral Leak¶
- With this dark ritual, the black mage can cause a rift in the fabric of magic, which will tear all magical power from the region.
All magically gifted people in the region will lose much of their aura.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| D | 35 aura, 1 dragonblood | 9 | Normal | 3 |
CAST "Astral Leak"
Astral Path¶
- Ancient arcane formulas allow the mage to send himself and others into the Astral plane.
The mage can (level 3)*Send 15 lbs through the briefly created gate.
If the mage is experienced enough to cast the spell at levels 11 or more, he can force other units to the other level even against their will.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | 2 x T aura | 4 | Normal | 7 |
CAST [LEVEL n] "Astral Path" <unit-id> [<unit-id> ...]
Awakening of the Ents¶
- With the help of this spell, the druid awakens the Ents slumbering in the forests of the region from their eons-long sleep.
The wild tree creatures will join him and assist him, but after a while they will fall back into slumber.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 6 x T aura | 10 | Normal | 5 |
CAST [LEVEL n] "Awakening of the Ents"
B¶
Bad Dreams¶
- This spell enables the dreamer to disturb the sleep of all non-allied units (
HELP GUARD) in the region so severely they lose parts of their memories.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| I | 90 aura | 10 | Normal | 5 |
CAST [REGION x y] "Bad Dreams]"
Banish Spirits¶
- According to the ancient teachings of the Druids, what ordinary beings call magic consists of elemental spirits.
The mage conjures and banishes these into a form to achieve the desired effect.
This ritual is able to drive away elemental spirits that have been summoned into this world in order to free an object from magic.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 6 x T aura | 8 | Normal | 2 |
CAST [REGION x y] [LEVEL n] "Banish Spirits" ( REGION | UNIT <unit-id> [<unit-id> ...] | SHIP <ship-id> [<ship-id> ...] | CASTLE <building-id> [<building-id> ...] )
Barkskin¶
- Performing this ritual before going into battle gives your troops an additional bonus to their armor.
Every hit reduces the energy of the spell, dissolving it at some point during battle.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 4 x T aura | 12 | Pre-c. | 2 |
COMBATSPELL [LEVEL n] "Barkskin"
Blabbermouth¶
- The enchanted unit begins to babble uninhibitedly, telling you what skills it can do, what kind of objects it carries with it, and if it is magically gifted, even what spells it can use.
Unfortunately, this spell does not affect memory, and so in retrospect she will be aware that she has told too much.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 10 aura | 4 | Normal | 5 |
CAST Blabbermouth <unit-id>
Bless Mallorn Logs¶
- This ritual greatly increases the effect of the potion.
Now every branch becomes a mallorn tree where before only one could be grown from a log.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 6 x T aura, T mallorn, 1 water of life | 4 | Normal | 5 |
CAST [REGION x y] [LEVEL n] "Bless Mallorn Logs"
Bless Stone Circle¶
- This ritual blesses a circle of stones that has to be constructed from stones and some wood before.
The druid's blessing turns the circle into a place of great magic that is suitable for rituals of all kinds.
It protects from hostile magic and improves aura regeneration.
Virgins are said to have been visited by strange creatures in the vicinity of these places.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 350 aura, 5 permanent aura | 11 | Normal | 5 |
CAST "Bless Stone Circle" <building-id>
Blessed Harvest¶
- This harvest ritual improves the yields of working farmers in the region by one piece of silver.
The more power the druid invests, the longer the spell lasts.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | T aura | 1 | Normal | 5 |
CAST [REGION x y] [LEVEL n] "Blessed Harvest"
Blood Frenzy¶
- In this bloody ritual, the mage sacrifices a newborn baby in front of his army before battle.
The blood spirits summoned in this way will take possession of the soldiers and send them into a bloodlust.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| D | 5 x T aura, 1 paysan | 5 | Pre-c. | 4 |
COMBATSPELL [LEVEL n] "Blood Frenzy"
C¶
Call of Reality¶
- A mage who is in the material world can use this spell to summon units from the adjacent Astral world.
If the mage is experienced enough to cast the spell at levels of 13 or more, he can force other units into the material world against their will.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | 2 x T aura | 6 | Normal | 7 |
CAST [LEVEL n] "Call of Reality" <unit-id> [<unit-id> ...]
Calm Monster¶
- This mellifluous song can tame almost any intelligent monster.
It will refrain from attacking the mage and will not touch its companions.
But make no mistake, it will still remain an unpredictable creature.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 15 aura | 6 | Normal | 5 |
CAST "Calm Monster" <unit-id>
Calm Riot¶
- By means of this magical chant the mage can calm a rioting region.
The peasant mobs will disperse and return to their fields.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 30 aura | 15 | Normal | 5 |
CAST [REGION x y] "Calm Riot"
Castle of Illusion¶
- With the help of this spell, the dream weaver can create the illusion of any building.
The illusion can be entered, but is otherwise non-functional and requires no maintenance. It will last for a few weeks.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| I | 3 aura | 3 | Normal | 5 |
CAST "Castle of Illusion" <Gebäudetyp>
Cattle Healing¶
- The Gwyrrd mages livestock and healing skills are highly sought after by farmers.
Their services are often in high demand, especially in markets.
Some people may also use their skill to sell an animal for a better price.
The mage can earn 50 silver per level.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | T aura | 5 | Post-c. | 5 |
CAST [LEVEL n] "Cattle Healing"
Chaos Curse¶
- This insidious curse significantly impairs the victim"s magical abilities.
A chaos magic zone around the victim reduces his ability to concentrate and makes it very difficult for him to cast spells.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| D | 4 x T aura | 5 | Normal | 4 |
CAST [LEVEL n] "Chaos Curse" <unit-id>
Chaos Gate¶
- By sacrificing the lives of 200 peasants, the chaos sorcerer is able to open a planar gate.
This gate can be used during the following week to transfer units to the astral plane.
It dissipates at the end of the following week.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| D | 150 aura, 200 peasants | 14 | Normal | 5 |
CAST "Chaos Gate"
Chaos Gift¶
- The mage opens his mind to the spheres of chaos and will thus have more magical power for some time.
But the help of the Lords of the Spheres comes at a price, and so the phase of power is replaced by a phase of weakness.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| D | 6 aura | 3 | Normal | 3 |
CAST "Chaos Gift"
Concealing Aura¶
- This spell will obscure all of the target unit"s equipment from view for a period of time.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | T aura | 1 | Normal | 5 |
CAST [LEVEL n] "Concealing Aura" <unit-id>
Countersong¶
- This shrill chant echoes throughout the battlefield.
The special dissonances in the melodies make it almost impossible for mages to concentrate on their spells.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 5 x T aura | 5 | Pre-c. | 2 |
COMBATSPELL [LEVEL n] Countersong
Create A Bag of Holding¶
- This bag encloses a dimensional rift in which up to 200 units of weight can be carries.
Horses and other large objects cannot be put into the bag.
The bag itself has a weight of 1.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | 30 aura, 1 permanent aura, 5000 silver | 10 | Normal | 5 |
CAST "Create A Bag of Holding"
Create a Belt of Troll Strength¶
- This magical artifact grants the wearer the strength of a full-grown cave troll.
Its carrying capacity increases 50 times and the increased strength and troll-tough skin will also have a positive effect in combat.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| D | 20 aura, 1 permanent aura | 9 | Normal | 5 |
CAST "Create A Belt of Troll Strength"
Create a Flaming Sword¶
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| D | 100 aura, 1 berserkers blood, 1 sword, 1 permanent aura | 12 | Normal | 5 |
CAST "Create A Flaming Sword"
Create a Magical herb pouch¶
- The Druid takes some prepared leather, which he cleanses of all unclean spirits in a great ritual of purification, and then binds some small spirits of air and water into the material.
He now uses the leather prepared in this way to make a small bag that can better preserve the herbs stored in it.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 30 aura, 1 permanent aura, 1 water of life | 5 | Normal | 5 |
CAST "Create A magical Herb Pouch"
Create a Ring of Power¶
- This powerful ritual creates a ring of power.
A ring of power increases the power of any spell its wearer casts, as if the mage were one level better.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | 100 aura, 1 permanent aura, 4000 silver | 9 | Normal | 5 |
CAST "Create A Ring of Power"
Create a Ring of Invisibility¶
- With this spell the wizard can create a ring of invisibility.
The bearer of the ring becomes invisible to all units of other factions, no matter how good their perception may be.
In an invisible unit, each person must wear a ring.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| *1 | 50 aura, 3000 silver, 1 permanent aura | 6 | Normal | 5 |
CAST "Create A Ring of Invisibility"
Create a Sphere of Invisibility¶
- With this spell the mage can create a Sphere of Invisibility.
The sphere renders its wielder and ninety-nine other people in the same unit invisible.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| I | 150 aura, 30000 silver, 3 permanent aura | 13 | Normal | 5 |
CAST "Create A Sphere of Invisibility"
Create a Visioneye¶
- A dragon"s eye cast with this spell and consumed at communion allows the user to enter and read another person"s dreams.
For a long time, such an ability was considered useless until the former Wood Elf master of battle magic, Liarana Sundew from the Thall Academy, presented a special application: Generals often dream restlessly before major battles and reveal their plans in dreams.
This can give the user a huge advantage in the upcoming battle.
But be careful: interpreting dreams is a difficult matter.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| I | 1 dragonhead, 5 permanent aura | 14 | Normal | 5 |
CAST "Create a Visioneye"
Create an Amulet of True Sight¶
- The spell allows a mage to create an Amulet of True Sight.
The amulet allows the wearer to see all units protected by a ring of invisibility.
However, units that use their stealth skill to hide still remain undetected.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| *1 | 50 aura, 3000 silver, 1 permanent aura | 6 | Normal | 5 |
CAST "Create An Amulet of True Sight"
Create an Antimagic Crystal¶
- With the help of this spell, the mage drains a quartz crystal of all its magical energies.
The crystal, when ground into a fine dust and dispersed, will absorb the magical energies released during casting and reduce the power of all spells cast in the region that week.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | 50 aura, 3000 silver | 7 | Normal | 5 |
CAST "Create An Antimagic Crystal"
Create Iron Golems¶
- The more power a mage invests, the more golems can be created before the aura dissipates.
Each golem has a 15% chance per week to turn to dust.
If you command a golem toMAKE SWORD/CLAYMOREorMAKE SHIELD/CHAINMAIL/PLATEMAIL, it will work 5 iron ingots and disintegrate afterwards.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 2 x T aura, T irons, 1 water of life | 2 | Normal | 4 |
CAST [LEVEL n] "Create Iron Golems"
Create Stone Golems¶
- "Moisten a gap-free block of fine crystalline rock with a vial of the water of life until it has been completely absorbed into the rock. Then you direct your strength towards the fine aura of life that is forming and form a housing for the unbound strength."
-
The more power the mage invests, the more golems can be created before the aura dissipates.
Each golem has a 10% chance of turning to dust each round.
If you give the golems theMAKE CASTLEorMAKE STREETorders, 4 stones are placed per golem and the golem dissolves.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 2 x T aura, T stones, 1 water of life | 1 | Normal | 4 |
CAST [LEVEL n] "Create Stone Golems"
Curse of Pestilence¶
- In an elaborate ritual, the black mage sacrifices some peasants and then magically distributes the corpses into the region"s wells.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| D | 4 x T aura | 5 | Normal | 4 |
CAST [REGION x y] "Curse of Pestilence"
D¶
Death Cloud¶
- By performing a gruesome ritual and sacrificing his own blood the Sorcerer conjures up a spirit from the Elemental Plane of Poison.
It will take the form of a green cloud of toxic gases that envelops a whole region and that will harm anyone within.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| D | 40 aura, 15 PV | 11 | Normal | 5 |
CAST [REGION x y] "Death Cloud"
Destroy Magic¶
- This spell allows the mage to dispel enchantments on a unit, ship, building, or even region.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | 4 x T aura | 5 | Normal | 2 |
CAST [REGION x y] [LEVEL n] "Destroy Magic" ( REGION | UNIT <unit-id> [<unit-id> ...] | SHIP <ship-id> [<ship-id> ...] | CASTLE <building-id> [<building-id> ...] )
Divination¶
- No one can interpret dreams as well as an Illaun mage.
He is also familiar with the art of fortune telling, card reading and palm reading.
In return, the farmers pay him 50 silver per level.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| I | T aura | 1 | Normal | 5 |
CAST [LEVEL n] Divination
Double Time¶
- Abstract theories of space and time at last find practical application in this spell which warps the very fabric of time around a person.
Such a person has twice as many movement points and doubles their attacks per round for a few weeks.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | 5 x T aura | 11 | Normal | 5 |
CAST [LEVEL n] "Double Time" <unit-id> [<unit-id> ...]
Dragon Call¶
- With this dark ritual, the mage creates a lure that smells irresistible to Dragons.
It has not yet been possible to research whether the dragons come from the surrounding area or from the sphere of chaos.
Both are said to have already happened.
The bait lasts about 6 weeks, but must be placed in kite-friendly terrain.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| D | 80 aura, 1 dragonhead | 11 | Normal | 5 |
CAST [REGION x y] *Dragon Call
Dream of Magic¶
- With the help of this spell, the dream weaver can transfer his own aura to another dream weaver at a ratio of 2:1.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| I | 2 aura | 3 | Normal | 1 |
CAST "Dream of Magic" <unit-id> <Aura>
Dream¶
- The mage sends the target of the spell a dream.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| I | T aura | 1 | Normal | 5 |
CAST [LEVEL n] Dream <unit-id>
E¶
Epic Heroes¶
- This ancient battle song raises the morale of your troops and also helps them to resist the frightening aura of demonic and undead beings.
Such a solid warrior will not flee even in difficult situations and his considered behavior will give him many an advantage in defense.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 2 x T aura | 5 | Pre-c. | 4 |
COMBATSPELL [LEVEL n] "Epic Heroes"
Eternal Rest¶
- This magical ritual soothes the tormented souls of those who died violently, allowing them to begin their final journey to the Otherlands.
Approximately 50 souls will find peace per level of the spell.
The spell cannot redeem the living dead who have already been resurrected because their ties to this world are too strong.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | 5 x T aura | 3 | Normal | 2 |
CAST [LEVEL n] "Eternal Rest"
Eternal Walls¶
- With this formula, the mage binds the forces of the earth into the walls of the building forever.
A building enchanted in this way is protected against the ravages of time and no longer requires any maintenance.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | 50 aura, 1 permanent aura | 7 | Normal | 5 |
CAST [LEVEL n] "Eternal Walls" <building-id>
F¶
Fire Fiend¶
- This elemental summoning calls a fire fiend, a creature from the deepest hell.
The demon will eagerly rush into the forests of a region and set them ablaze.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| D | 50 aura, 1 [huile] | 10 | Normal | 5 |
CAST [REGION x y] "Fire Fiend"
Fireball¶
- The sorcerer hurls focused chaos into the enemy"s ranks.
The ball-shaped chaos will wound anyone it hits.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| D | T aura | 2 | Combat | 5 |
COMBATSPELL [LEVEL n] Fireball
Firewall¶
- The wizard creates a wall of fire in the specified direction. It hurts everyone who walks through it.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| D | 6 x T aura | 7 | Normal | 4 |
CAST [LEVEL n] Firewall <direction>
Firun's Coat¶
- This spell allows the mage to magically protect insects from the crippling cold of the glaciers.
You can enter glaciers and act normally there.
The saying works on a level*10 insects.
A Ring of Power increases the number of enchantable insects by an additional 10.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| *1 | 2 x T aura | 3 | Normal | 5 |
CAST [LEVEL n] "Firun's Coat" <unit-id> [<unit-id> ...]
G¶
Gaze of the Basilisk¶
- This difficult but effective combat spell uses the elemental spirits of stone to turn a number of enemies to stone for the duration of the battle.
The affected people will no longer fight, but they cannot be wounded either.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | T aura | 8 | Combat | 5 |
COMBATSPELL [LEVEL n] "Gaze of the Basilisk"
Gaze Upon Reality¶
- With the help of this spell, the mage can look from the Astral plane into the material plane and recognize the regions and units precisely.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | 40 aura | 10 | Normal | 5 |
CAST "Gaze Upon Reality"
Great Drought¶
- This powerful ritual opens a gate to the elemental plane of fire.
A great drought comes over the land.
Farmers, animals and plants of the region are fighting for survival, but only half of all living things will be able to survive a drought like this.
The region will suffer the consequences of such a drought for years to come.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 800 aura | 17 | Normal | 5 |
CAST [REGION x y] "Great Drought"
Grove of Oak Trees¶
- Where previously only a tree could sprout from a stick, every branch now sprouts roots.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 4 x T aura, T wood, 1 water of life | 2 | Normal | 5 |
CAST [REGION x y] [LEVEL n] "Grove of Oak Trees"
H¶
Hail¶
- In battle, the mage calls upon the elemental spirits of cold and binds them to himself.
He can then order them to attack the enemy with hailstones and chunks of ice.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | T aura | 3 | Combat | 5 |
COMBATSPELL [LEVEL n] Hail
Hangover¶
- Recording of Selen Ard'Ragorn's lecture in Bar'Glingal: 'It is said that this saying originated in the taverns of the West Streets, but it could just as easily have come from any other disreputable quarter.
Its most important ingredient is a barrel of the worst wine; the cheaper and more unhealthy, the more potent the essence.'
The art of distilling this wine into its pure essence, far more demanding than an alchemist's simple recipe mixing, and of binding and preserving it in such a way that it doesn't immediately evaporate as is its nature—yes, this is something only a master of Cerddor can accomplish.
Now you possess a small vial containing a ruby-red shimmer—well, not liquid, but not quite mist either—let's just call it an elixir.
But this is not the real challenge; since its effect dissipates quickly, it must be slipped unnoticed into the victim's drink within a few days.
You masters of deception and seduction, here is your chance to truly demonstrate your art.
But beware, do not recklessly taste the elixir yourself, for whoever has tasted it will never be able to give up wine, and will surely drink for a full week.
However, the true danger inherent in the elixir is not the temptation to drink, but rather that the drunkenness will be followed as surely as day follows night by a truly terrible headache.
And he will almost certainly have forgotten some of his best abilities for a few days, even up to two weeks, of study.
One more word of warning: This is very time-consuming, and if you wish to cast other spells in the same week, they will be more difficult for you.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 28 aura, 3 knotroot, 50 silver | 7 | Normal | 5 |
CAST Hangover <unit-id>
Heal¶
- It"s not just the medic who can help the wounded in battle.
Druids are able to close wounds, set broken bones and regenerate even severed limbs by summoning the elemental spirits of life.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | T aura | 5 | Post-c. | 5 |
COMBATSPELL [LEVEL n] Heal
Hex¶
- The mage"s target is afflicted by a harmless curse.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| D | T aura | 1 | Normal | 5 |
CAST [LEVEL n] Hex <unit-id>
High art of persuasion¶
From "Wanderings" by Firudin the Wise.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 20 x T aura | 14 | Normal | 5 |
CAST [LEVEL n] "High art of persuasion"
Homestone¶
- With this formula, the mage binds the forces of the earth forever into the walls of the castle in which he currently finds himself.
Walls that have been strengthened in this way cannot be destroyed either by magic or with heavy artillery, and age also affects them less.
The building also offers better protection against attacks with swords and magic.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 50 aura, 1 permanent aura | 7 | Normal | 5 |
CAST Homestone
Hymn of Aura Sharing¶
- With the help of this spell, the mage can transfer his own aura at a ratio of 2:1 to another mage of the same magic area.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 2 aura | 5 | Normal | 1 |
CAST "Hymn of Aura Sharing" <unit-id> <Aura>
I¶
Insomnia¶
- This spell causes insomnia and restlessness in the affected area for a few weeks.
Those affected find it much more difficult to learn.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| I | 18 aura | 6 | Normal | 5 |
CAST [REGION x y] Insomnia
J¶
Jugglery¶
- Cerddor mages are the leading jugglers among the mages, they love to entertain the people and be the center of attention.
Even beginners learn the little tricks and magical tricks that can be used to lure and seduce people into opening their wallets very wide, and at the end of the week the juggler will have earned 50 silver per level.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | T aura | 1 | Normal | 5 |
CAST [LEVEL n] Jugglery
L¶
Lesser Sacrifice¶
- With this ritual the mage can sacrifice part of his life energy in order to gain magical power.
Experienced ritual mages report that the ritual, once initiated, is difficult to control and the amount of power gained varies greatly.
So it is written in the "Book of Blood": "So let He establish the sign of the four elements in the circle of creation and decay and consecrate each one with a drop of blood.
Then let He go into the midst of the Eternal Four and let life pass away so that strength can be born."
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| D | 16 PV | 4 | Normal | 1 |
CAST "Lesser Sacrifice"
Living Rock¶
- This draining ritual summons a gigantic earth elemental from a sphere of laen and binds it to a building.
The elemental can then be commanded to move the building with all its occupants to a neighbouring region. The strength of the elemental depends of the mage's skill: it can move up to (level-12)*250 size units of building. The building won't remain undamaged by the process.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | 10 x T aura, 1 permanent aura, 5 laen | 13 | Normal | 5 |
CAST [LEVEL n] "Living Rock" <building-id> <Richtung>
M¶
Madness of War¶
- In front of the enemy soldiers, the black mage sacrifices the ten pawns in a bloody, cruel ritual and in this way summons spirits of madness over the enemy troops.
They will react confusedly in battle and be unable to follow the orders of their officers.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| D | 3 x T aura, 10 Bauern | 8 | Pre-c. | 5 |
COMBATSPELL [LEVEL n] "Madness of War"
Maelstrom¶
- This ritual summons a mighty water elemental from the depths of the ocean.
The elemental creates an enormous maelstrom which damages any passing ships.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 200 aura, 1 sea serpent head | 15 | Normal | 5 | 3 |
CAST "Maelstrom"
Magic Path¶
- By performing these rituals, the mage is able to summon a powerful earth elemental.
As long as this is banished into the ground, no rain will soften the paths and no river will be able to destroy bridges.
This means that all travelers receive the same advantages that would otherwise only be offered by a developed paved road network.
Even swamps and glaciers can be enchanted this way.
The more power the mage puts into the spell, the longer the road lasts.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | T aura, 1 stone, 1 wood | 4 | Normal | 5 |
CAST [REGION x y] [LEVEL n] "Magic Path"
Meditate¶
- With the help of this spell, the mage can transfer his own aura at a ratio of 2:1 to another mage of the same magic area.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 2 aura | 6 | Normal | 1 |
CAST Meditate <unit-id> <Aura>
Mental Death¶
- With this spell the mentalist directly attacks his enemies' souls.
A blast of astral and electrical energy strikes the foes.
If a victim fails to resist the magic, he will permanently lose part of his memories.
Being the target of this spell for too many times may result in death.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| I | 2 x T aura | 11 | Pre-c. | 5 |
COMBATSPELL [LEVEL n] "Mental Death"
Mind Probe¶
-
With this spell, the dream weaver penetrates the thoughts and dream world of his victim and can thus spy on his most intimate secrets.
His abilities, possessions and faction affiliation will no longer be uncertain.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| I | 20 aura | 7 | Normal | 5 |
CAST "Mind Probe" <unit-id>
Minor Curses¶
- In the darker alleys they exist, the curses and hexes made to order.
But of course the disciple of Draig also offers counterspells.
Whether the neighbor"s son is to be drawn into a love spell or the rival is to get pimples and warts, no one likes to admit that they have resorted to such measures.
For this service, the mage earns 50 silver per level.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| D | T aura | 1 | Normal | 5 |
CAST [LEVEL n] "Minor Curses"
Miracle Doctor¶
- If the alchemist cannot help you, you go to the learned Tybied mage.
His potions and tinctures help against everything you can"t get otherwise.
Whether the cryptic formula under the wooden shoe of the unfaithful husband really helped -well, the farmer who does not know how to read will never know.
It definitely helps the mage...fill his wallet.
You can earn 50 silver per level in a week.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | T aura | 1 | Normal | 5 |
CAST [LEVEL n] "Miracle Doctor"
Mob Rule¶
- Employing this magic chant the mage convinces the peasants of the region to join him.
The peasants won't leave their home region and won't give up their possessions, though.
Additionally each week some peasants will shake off the spell and return to their fields.
How many peasants join the mage depends on the power of his chant.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 4 x T aura | 10 | Normal | 5 |
CAST [LEVEL n] "Mob Rule"
Mountain Guardian¶
- Creates a guardian spirit that prevents iron and metal mining in glaciers and mountains by non-allied factions (
HELP GUARD) as long as it guards the region.
The mountain guardian is bound to the location of the summoning.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 3 x T aura | 3 | Normal | 5 |
CAST [REGION x y] [LEVEL n] Mountain Guardian
N¶
Negate Curse¶
- This spell allows the mage to specifically dispel a specific enchantment on a unit, ship, building or even the region.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | 3 x T aura | 7 | Normal | 3 |
CAST [REGION x y] [LEVEL n] "Negate Curse" ( REGION | UNIT <unit-id> | SHIP <ship-id> | CASTLE <building-id> ) <spell-id>
P¶
Path of Trees¶
- Great power lies in places where life pulsates.
The druid can collect this power and create a gateway into the world of spiritual beings.
The druid can then level*Send 5 units of weight through the gate.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 3 x T aura | 9 | Normal | 7 |
CAST [LEVEL n] "Path of Trees" <unit-id> [<unit-id> ...]
Pentagram¶
- Exactly at midnight, when the powers of darkness are at their greatest, a black mage can also use his powers to remove enchantments.
To do this, he draws a pentagram on the enchanted object and begins with an invocation to the lords of darkness.
The gentlemen will help him, but whether he succeeds in solving the spell depends solely on his own strength.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| D | 10 x T aura | 10 | Normal | 2 |
CAST [REGION x y] [LEVEL n] "Pentagram" ( REGION | UNIT <unit-id> [<unit-id> ...] | SHIP <ship-id> [<ship-id> ...] | CASTLE <building-id> [<building-id> ...] )
Pleasant Dreams¶
- This spell allows the mentalist to influence the sleep of all allied units in a region in such a way that they will gain a bonus to all skills for some time.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| I | 80 aura | 8 | Normal | 5 |
CAST [REGION x y] "Pleasant Dreams"
Protection from Magic¶
- This spell places an antimagic field around enemy mages, significantly hindering their spell casting.
Only a few will have the strength to penetrate the field and aid their troops in battle.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | 3 x T aura | 2 | Pre-c. | 2 |
COMBATSPELL [LEVEL n] "Protection from Magic"
Protective Runes¶
- If you draw these runes on the walls of a building or on the planks of a ship, it will be more difficult to influence by magic.
Each ritual increases the building or ship"s resistance to enchantment by 20%.
If several protective spells are placed on top of each other, their effects are added together, but 100% protection cannot be achieved this way.
The spell lasts at least three weeks, but depending on the mage"s skill it can last much longer.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | 20 aura | 8 | Normal | 2 |
CAST "Protective Runes" ( SHIP <ship-id> | CASTLE <building-id> )
Q¶
Quick Fingers¶
- The famous bard Miriam bhean'Meddaf was known for her extraordinary skill with the harp.
Her fingers were said to move so quickly across the strings that they were virtually unrecognizable.
This spell, which is quite easy to cast into a silver ring, results in a tenfold improvement in finger dexterity and agility.
She is said to have exploited this elsewhere as well; her reputation as a card cheat was notorious.
Craftsmen can thus produce ten times as much, and this could also be useful in some other activities.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 20 aura, 1000 silver, 1 permanent aura | 11 | Normal | 5 |
CAST "Quick Fingers"
R¶
Rain Dance¶
- This ancient dance ritual invokes the forces of life and fertility.
Farmers' yields will be significantly better for several weeks.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | T aura | 3 | Normal | 5 |
CAST [REGION x y] [LEVEL n] Rain Dance
Rain of Rust¶
- This ritual conjures up a dark storm front that towers ominously over the region.
The magical rain will cause all ore to rust.
Iron weapons and armor become chipped and rusty.
The destructive power of the rain depends on the power invested by the mage.
Up to 10 iron weapons can be affected for each level.
A ring of power increases the effect like an additional level.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 2 x T aura | 3 | Normal | 5 |
CAST [REGION x y] [LEVEL n] "Rain of Rust" <unit-id> [<unit-id> ...]
Read Dreams¶
- This spell allows the Dreamweaver to enter a unit"s dreams to obtain a report on the surrounding area.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| I | 8 aura | 4 | Normal | 5 |
CAST [REGION x y] "Read Dreams" <unit-id>
Remove Dreams¶
- This spell allows the mentalist to distinguish between the natural and unnatural dreams of a person, a ship, a building or a region and remove those that are of magical origin.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| I | 6 x T aura | 8 | Normal | 2 |
CAST [REGION x y] [LEVEL n] "Remove Dreams" ( REGION | UNIT <unit-id> [<unit-id> ...] | SHIP <ship-id> [<ship-id> ...] | CASTLE <building-id> [<building-id> ...] )
Resist Magic¶
- This spell increases your natural resistance to magic.
A unit protected in this way is also less vulnerable to combat magic.
Per level, the mage"s power is enough to protect 5 people.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | 5 x T aura | 3 | Normal | 2 |
CAST [LEVEL n] Resist Magic <unit-id> [<unit-id> ...]
Resurrection¶
- If a warrior dies in battle, his soul begins the long journey to the stars.
With the help of a ritual, a dream weaver can attempt to capture the soul and return it to the body of the deceased.
Although the spell does not heal physical injuries, the person treated will survive the fight.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| I | T aura | 5 | Post-c. | 4 |
COMBATSPELL [LEVEL n] Resurrection
Riot¶
- By means of this magical chant the mage incites riots in a region.
Rebelling peasant mobs prevent taxation and recruiting and almost no one will pay money for entertainment.
After a few weeks the mob will calm down again.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 40 aura | 16 | Normal | 5 |
CAST [REGION x y] "Riot"
Rite of Acceptance¶
- This ritual facilitates the migration of an unit to the own faction.
The candidate has to be able and willing to leave his previous faction.
He attests to that by CONTACTing the mage and will otherwise be occupied with preparations for the ritual.
The ritual will fail, if the candidate owes the previous faction fealty for an expensive training.
The mage performing the ritual has to invest permanent aura to bind the candidate to the faction.
Per level and per point of permanent aura the mage can bind one person.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 3 x T aura, T permanent aura | 9 | Normal | 5 |
CAST [LEVEL n] "Rite of Acceptance" <unit-id>
Roots of Magic¶
- Through a elaborate ritual a druid permanently channels a fragment of his power into the soil and the forests of the region.
This forever changes the equilibrium of nature in the region.
From this point on only the fierce but strong mallorn trees will grow there.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 250 aura, 10 permanent aura, 1 pot of toadslime | 16 | Normal | 5 |
CAST [REGION x y] "Roots of Magic"
S¶
Sacred Ground¶
- This ritual summons various natural spirits into the soil of the region, which guard it from then on.
In such a blessed region, the dead will never again leave their graves, and undead that have arisen elsewhere will avoid them whenever possible.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 80 aura, 3 permanent aura | 9 | Normal | 5 |
CAST "Sacred Ground"
Sacrifice Strength¶
- This spell allows the mage to transfer part of his magical powers to another mage.
Mages of the seam school will receive half the power invested, mages of other schools receive one third.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | 100 aura | 15 | Normal | 1 |
CAST "Sacrifice Strength" <unit-id> <Aura>
Save Spoils¶
- This spell prevents some of the objects that would otherwise be destroyed in battle from being damaged.
Losses are reduced by 5% per level of the spell, up to a minimum of 25%.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | T aura | 3 | Post-c. | 5 |
COMBATSPELL [LEVEL n] "Save Spoils"
Shadow Knights¶
- This spell can give the enemy a slightly different image of their own troops.
The Shadow Knights have no effective attack and being wounded in battle will destroy them instantly.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| I | T aura | 1 | Pre-c. | 4 |
COMBATSPELL [LEVEL n] "Shadow Knights"
Shield of the Fish¶
- This spell can give the enemy a slightly different image of their own troops, just like the fish in the water is not where it seems to be.
In this way, half of the damage from each hit can be rendered harmless.
But the shield can only withstand a few hundred sword blows, after which it will disintegrate.
The stronger the mage, the more damage the shield can withstand.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | 4 x T aura | 8 | Pre-c. | 2 |
COMBATSPELL [LEVEL n] "Shield of the Fish"
Shield Shine¶
- This ritual, to be performed before battle, gives the own troops an added bonus to their armor.
Every hit reduces the strength of the spell until it dissipates during battle.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | 4 x T aura | 12 | Pre-c. | 2 |
COMBATSPELL [LEVEL n] "Shield Shine"
Sleep¶
- This spell causes some enemy combatants to fall asleep.
Sleeping fighters do not attack and have poorer defenses, but they wake up as soon as they are hit in combat.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| I | T aura | 7 | Combat | 5 |
COMBATSPELL [LEVEL n] Sleep
Shockwave¶
- This spell causes a wave of pure power to sweep across the enemy ranks.
The shock will leave many fighters so dazed that they will be unable to attack for a brief moment.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | T aura | 5 | Combat | 5 |
COMBATSPELL [LEVEL n] Shockwave
Shapeshift¶
- With the help of this arcane ritual, the dream weaver is able to disguise the true form of a group.
To inexperienced observers, she then appears to belong to a different race.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| I | T aura | 3 | Normal | 5 |
CAST [LEVEL n] Shapeshift <unit-id> <race>
Silence Dissonance¶
- Each enchantment affects the Life Song, weakening and distorting it.
The skilled bard can attempt to capture and amplify the song of life and erase the changes from the song.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 5 x T aura | 5 | Pre-c. | 2 |
CAST [REGION x y] [LEVEL n] "Silence Dissonance" ( REGION | UNIT <unit-id> [<unit-id> ...] | SHIP <ship-id> [<ship-id> ...] | CASTLE <building-id> [<building-id> ...] )
Song of Confusion¶
- This magical song comes from the ancient songs of cats and, when used before a fight, can bring decisive strategic advantages.
Anyone who comes under the influence of this song will not pay attention to the melody of their surroundings, their mind will become confused and give in erratically to sudden inspirations. Well-ordered armies are said to have suddenly found their archers far in front and their cavalry playing cards with the camp guards (or their leader sleeping in the long-abandoned camp, as is actually said to have happened in the Great Wars of the Old World).
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 2 x T aura | 4 | Pre-c. | 5 |
COMBATSPELL [LEVEL n] "Song of Confusion"
Song of Courting¶
- From "The Songs of the Ancients" by Firudin the Wise:
"This seductive little melody and a few insinuating words overcome the distrust of the peasants in an instant.
They will enthusiastically join you and leave their house and yard in ruins themselves."
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 2 x T aura | 4 | Normal | 5 |
CAST [LEVEL n] "Song of Courting"
Song of Fear¶
- This war song sows panic in the enemy"s front lines and thus significantly weakens their fighting strength.
Fear will weaken their sword arm and fear will paralyze their shield arm.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 5 x T aura | 8 | Pre-c. | 5 |
COMBATSPELL [LEVEL n] "Song of Fear"
Song of Generosity¶
- This cheerful song will spread like a rumor throughout the region and put the whole world in a celebratory mood.
Taverns and theaters everywhere will be full and even the beggars will be fed.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 2 x T aura | 2 | Normal | 5 |
CAST [REGION x y] [LEVEL n] "Song of Generosity"
Song of Healing¶
- It"s not just the medic who can help the wounded in battle.
The bards know various songs that support the body"s self-healing powers.
This song can close wounds, set broken bones and regenerate even severed limbs.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | T aura | 2 | Post-c. | 5 |
COMBATSPELL [LEVEL n] "Song of Healing"
Song of Melancholy¶
- With this chant the bard spreads a melancholic, sad mood among the peasants.
For a few weeks they will retreat to their huts and not spend any silver in the theatres and taverns.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 40 aura | 11 | Normal | 5 |
CAST [REGION x y] "Song of Melancholy"
Song of Peace¶
- This powerful spell prevents any attacks.
No one in the entire region will be able to raise his weapon against another.
The effect can last for weeks.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 20 x T aura | 12 | Normal | 5 |
CAST [LEVEL n] "Song of Peace"
Song of Seduction¶
- This song can be used to charm a unit into giving most of their cash and possessions to the bard.
However, she always keeps what she needs to survive.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 12 aura | 6 | Normal | 5 |
CAST "Song of Seduction" <unit-id>
Song of Slavery¶
- This powerful spell robs the victim of their own free will and enslaves them to the commands of the bard.
For some time the victim will turn their back on their own people and join the faction of the bard.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 40 aura | 13 | Normal | 5 |
CAST "Song of Slavery" <unit-id>
Song of Terror¶
- A very powerful song from the traditions of cats that penetrates deep into the hearts of enemies and robs them of courage and hope.
Fear will make them tremble and panic will dominate their thoughts.
Full of fear, they will try to escape the horrible songs and flee.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | T aura | 3 | Combat | 5 |
COMBATSPELL [LEVEL n] "Song of Terror"
Song of the Aging Spirit¶
- This song, which is woven into the magical essence of the region, weakens the natural resistance against a singular enchantment by 15%.
Only the allies of the bard (HELP GUARD) are immune to the effect of the chant.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 2 x T aura | 12 | Normal | 2 |
CAST [REGION x y] [LEVEL n] "Song of the Aging Spirit"
Song of the Youthful Spirit¶
- This magical song, once performed with vigor, will propagate in the region by wandering from mouth to mouth.
It will be heard everywhere. How long the song will last in the public perception depends on the bard's skill.
Until it is gone it will give him and all his allies (HELP GUARD) a bonus of 15% to their natural resistance to magic.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 2 x T aura | 10 | Normal | 2 |
CAST [REGION x y] [LEVEL n] "Song of the Youthful Spirit"
Song of War¶
- Like many magical songs, this one also comes from the ancient knowledge of cats, who have always known about the powerful effects of the voice.
This song whips up the mood of the warriors, even driving them into wild frenzy and bloodlust.
Regardless of their own pain, they will fight to the death and never flee.
While their attack is intensified, they pay little attention to themselves.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 5 x T aura | 7 | Pre-c. | 4 |
COMBATSPELL [LEVEL n] "Song of War"
Sound out¶
- If the unit succumbs to the spell, it will tell the mage everything it knows about the region in question.
If there is no one from her faction in the region, she has nothing to report.
She can also only tell what she could see herself.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| C | 4 aura, 100 silver | 7 | Normal | 5 |
CAST "Sound out" <unit-id> <x> <y>
Steal Aura¶
- With the help of this spell, the mage can withdraw his aura from another mage against his will and supply it to himself.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | 2 x T aura | 6 | Normal | 3 |
CAST [REGION x y] [LEVEL n] "Steal Aura" <unit-id>
Strong Wall And Sturdy Gate¶
- With this formula, at the beginning of a fight, the mage binds some elemental spirits of the rock into the walls of the building in which he is currently located.
The building then offers better protection against attacks with the sword and magic.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 2 x T aura | 8 | Pre-c. | 5 |
COMBATSPELL [LEVEL n] "Strong Wall And Sturdy Gate"
Summon Earth Elemental¶
- With this ritual, the druid summons an elemental spirit of the earth and causes it to cause the earth to tremble.
This earthquake will damage all buildings in the region.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 25 aura, 2 laen | 7 | Normal | 5 |
CAST [REGION x y] "Summon Earth Elemental"
Summon Familiar¶
- At some point in his wanderings, an experienced mage will encounter an unusual specimen of a species that will join the mage.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| *1 | 100 aura, 5 permanent aura | 2 | Normal | 5 |
CAST "Summon Familiar"
Summon Fire Elemental¶
- This Ritual summons an angry elemental spirit that puts a drought on the entire region.
Trees wither, animals die of thirst and the harvest is destroyed.
Workers find little to no work in farming.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 600 aura | 13 | Normal | 5 |
CAST [REGION x y] "Summon Fire Elemental"
Summon Shadowdemons¶
- Using dark rituals, the mage summons demons from the sphere of shadows.
These feared creatures can move almost invisibly among the living, but their dark aura can be felt by everyone.
Shadow demons are feared opponents in battle.
They are difficult to hit and drain their opponent"s power.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| D | 3 x T aura | 8 | Normal | 5 |
CAST [LEVEL n] "Summon Shadowdemons"
Summon Shadowmasters¶
- With the help of dark rituals the sorcerer summons demons from the Sphere of Shadows.
These fearsome creatures can walk almost unseen among the living, but their dark aura can be sensed by everyone.
Shadowmasters are feared in combat for they are hard to hit and have the ability to drain strength and life force from their victims.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| D | 7 x T aura | 12 | Normal | 5 |
CAST [LEVEL n] "Summon Shadowmasters"
Summon Storm Elemental¶
- Summoning elemental spirits of storms is an ancient ritual.
The druid banishes the elementals into the sails of the ships, where they help carry the ship over the waves at high speed.
The more power the druid invests in the spell, the greater the number of elemental spirits that can be banished. An elemental spirit is required for each ship.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 6 x T aura | 6 | Normal | 5 | 3 |
CAST [LEVEL n] "Summon Storm Elemental" <ship-id> [<ship-id> ...]
Summon Water Elemental¶
- With this ritual, the mage forces the elemental spirits of the water into his service and gets them to carry the specified ship through the water more quickly.
In addition, the ship is not affected by unfavorable winds or currents.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | T aura | 4 | Normal | 5 |
CAST [LEVEL n] Summon Water Elemental <ship-id>
Sweet Dreams¶
- This spell - whose use is forbidden in most cultures - creates an uncontrollable desire for physical love in the victim.
The affected persons will rush head over heels into a love affair, unable to think of anything else.
Most of them will regret this a few months later...
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| I | 5 x T aura | 12 | Normal | 5 |
CAST [LEVEL n] "Sweet Dreams" <unit-id> [<unit-id> ...]
T¶
Timber Wolves¶
- Over the course of their lives in nature, quite a few Druids become friends with the oldest friends of the great peoples.
They learn to summon many of their friends to aid them in battle with a single howling call.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 2 x T aura | 7 | Pre-c. | 5 |
COMBATSPELL [LEVEL n] "Timber Wolves"
Ties of Life¶
- A druid who has fallen into the world of spirits can use this spell to level up*Send 5 units of weight back to a forest on the material world.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 2 x T aura | 9 | Normal | 7 |
CAST [LEVEL n] "Sog des Lebens" <x> <y> <unit-id> [<unit-id> ...]
Tiredness¶
- This combat spell causes some enemies to suffer severe fatigue during combat.
The soldiers sometimes oversleep their attack and defend themselves poorly.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| I | 4 x T aura | 4 | Pre-c. | 5 |
COMBATSPELL [LEVEL n] Tiredness
Transfer Aura¶
- With the help of this spell, the mage can transfer his own aura to another mage of the same magic area at a ratio of 2:1 or to a mage of another magic area at a ratio of 3:1.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| T | 1 aura | 5 | Normal | 1 |
CAST "Transfer aura" <unit-id> <Aura>
Transfer Power¶
With the help of this spell, the mage can transfer his own aura at a ratio of 2:1 to another mage of the same magic area.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| D | 2 aura | 7 | Normal | 1 |
CAST "Transfer Power" <unit-id> <Aura>
U¶
Undead Heroes¶
- This ritual binds the already escaping souls of some battle victims to their dead bodies, resurrecting them to undead life.
Whether they previously fought on the enemy"s side or their own is irrelevant to the ritual.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| D | T aura | 9 | Post-c. | 5 |
COMBATSPELL [LEVEL n] "Undead Heroes"
Unholy Strength¶
- Only whispered the knowledge of performing this ritual is passed to the adepts of the dark academies, for it is one of the darkest that has ever been written down.
By calling unholy demons the strength of the living dead is greatly increased and they are turned into undead monsters of immense power.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| D | 10 x T aura, 5 x T peasants | 14 | Normal | 5 |
CAST [LEVEL n] "Unholy Strength" <unit-id> [<unit-id> ...]
Unspeakable Horrors¶
- Before battle, the dream weaver conjures up terrifying illusions that cause many opponents to panic.
Those affected will try to escape from the mirages.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| I | T aura | 2 | Pre-c. | 5 |
COMBATSPELL [LEVEL n] "Unspeakable Horrors"
W¶
Whirlwind¶
- This incantation opens a gate into the plane of the elemental spirits of the wind.
Strong winds or even storms immediately arise in the area around the gate and hinder all archers in a battle.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| G | 15 aura | 5 | Pre-c. | 5 |
COMBATSPELL [LEVEL n] Whirlwind
Winds of Rust¶
- This ritual conjures up a dark storm front that towers ominously over the region.
The magical rain will cause all ore to rust, destroying many of the enemy's weapons.
| Sc. | Components | Lvl | Type | Rank | Ship | Dist. |
|---|---|---|---|---|---|---|
| D | 2 x T aura | 6 | Combat | 5 |
COMBATSPELL [LEVEL n] "Winds of Rust"