0. Empty
#No description#

1. Magic Spark
#Circle 0.
Inflicts 4 points of magic damage on the target.
Damage increases with the caster's Spellpower.#

2. Fatigue
#Circle 0.
The target loses 5 stamina points.
Effect increases with the caster's Spellpower.#

3. Inspiration
#Circle 0.
The target restores 4 morale points and 2 stamina points.
Effect increases with the caster's Spellpower.#

4. Magic Arrow
#Circle 1.
School: Wizardry.
Inflicts 8 points of magic damage on the target.
Damage increases with the caster's Spellpower.#

5. Magic Armor
#Circle 1.
School: Wizardry.
Increases the melee and ranged defense of the target by 3 points. Active for 4 turns.
Duration increases with the caster's Concentration.#

6. Magic Weapon
#Circle 1.
School: Wizardry.
Increases all attack attributes of the target by 2 points. Active for 4 turns.
Replenishes ammo by 4.
Duration increases with the caster's Concentration.#

7. Slow
#Circle 1.
School: Elemental Magic.
Reduces the speed of the target by 2. The enchanted unit loses 1 stamina point every turn. Active for 6 turns. If the spell reduces the target's speed below 1, it still can move but will lose some stamina every step.
Duration increases with the caster's Concentration.#

8. Haste
#Circle 1.
School: Elemental Magic.
Increases the speed of the target by 2. The enchanted unit restores 1 stamina point every turn. Active for 4 turns.
Duration increases with the caster's Concentration.#

9. Air Shield
#Circle 1.
School: Elemental Magic.
Increases the ranged defense of the target by 4 and its magic resistance by 1. Active for 5 turns.
The effects stack.
Duration increases with the caster's Concentration.#

10. Curse
#Circle 1.
School: Sacred Magic.
Reduces all attack attributes of the target by 2. Reduces all defense attributes and resistance by 1. Active for 6 turns.
Duration increases with the caster's Concentration.#

11. Bless
#Circle 1.
School: Sacred Magic.
Increases all attack and defense attributes of the target by 1. Active for 5 turns.
Duration increases with the caster's Concentration.
Does not affect the undead or demons.#

12. Cure Wounds
#Circle 1.
School: Sacred Magic.
Restores hit points of the target by 7.
Effect increases with the caster's Spellpower.
Does not affect the undead or mechanical creatures.#

13. Fear
#Circle 1.
School: Necromancy.
Reduces the morale of the target by 8.
Effect increases with the caster's Spellpower.#

14. Raise Skeleton
#Circle 1.
School: Necromancy.
Creates a Skeleton from the remains of a fallen.
The skeleton's attributes depend on the caster's Summoning and Necromancy skills.#

15. Raise Zombie
#Circle 1.
School: Necromancy.
Creates a Zombie from the remains of a fallen.
The zombie's attributes depend on the caster's Summoning and Necromancy skills.#

16. Dispel
#Circle 1.
School: Sorcery.
Reduces the duration of all negative spells cast upon a friendly target or positive spells cast upon a hostile target by 3 turns. Inflicts 9 points of damage if the target is a hostile summoned creature.
Effects depend on the caster's Resistance Negation skill.#

17. Astral Energy
#Circle 1.
School: Sorcery.
Increases the resistance of the target by 3. Active for 3 turns.
Restores 7 stamina points. The target gets an additional turn.
Duration increases with the caster's Concentration.#

18. Web
#Circle 1.
School: Sorcery.
Immobilizes the target while increasing its defense attributes by 1. An entangled target cannot fight. Active for 2 turns (3 turns for targets with weak melee attack).
Does not affect enemies with resistance above 3.
High Concentration of the caster increases the chance the target will be entangled for 3 turns.#

19. Summon Imp
#Circle 1.
School: Chaos Magic.
The caster loses 3 hit points.
An Imp is summoned in a hex next to the caster.
The summoning range and the imp's attributes depend on the caster's Summoning skill.#

20. Burn Ammo
#Circle 1.
School: Chaos Magic.
Destroys 6 missiles from the target's ammo stock. The target receives damage equal to the total ammo destroyed.
The amount of ammo destroyed increases with the caster's Spellpower.#

21. Vulnerability
#Circle 1.
School: Chaos Magic.
Reduces the defense attributes and the resistance of the target by 3. Active for 6 turns.
The effects stack.
Duration increases with the caster's Concentration.#

22. Lightning
#Circle 2.
School: Wizardry.
Inflicts 12 points of magic damage on the target.
Damage increases significantly with the caster's Spellpower.#

23. Fireball
#Circle 2.
School: Wizardry.
Inflicts 7 points of magic damage on all units within a range of 1 hex.
Damage increases with the caster's Spellpower.#

24. Fire Blade
#Circle 2.
School: Wizardry.
Increases all attack attributes of the target by 4 and makes its attack deal magic damage. Active for 3 turns.
Duration increases with the caster's Concentration.#

25. Phantom Form
#Circle 2.
School: Sorcery.
Reduces all attack attributes of the target by 10 and increases its armor by 10. Active for 5 turns.
Duration increases with the caster's Concentration.#

26. Sleep
#Circle 2.
School: Sorcery.
Puts the target to sleep. This spell will be broken once the target takes damage. Active for 4 turns.
Duration increases with the caster's Concentration.
Does not affect the undead or mechanical creatures.#

27. Hallucinations
#Circle 2.
School: Sorcery.
Reduces the missile attack of all ranged enemy units by 3. Active for 5 turns.
Duration increases with the caster's Concentration.
Does not affect the undead or mechanical creatures.#

28. Raise Ghoul
#Circle 2.
School: Necromancy.
Creates a Ghoul from the remains of a fallen.
The ghoul's attributes depend on the caster's Summoning and Necromancy skills.#

29. Vampirism
#Circle 2.
School: Necromancy.
The target will replenish its hit points whenever it deals damage in a melee attack. Active for 3 turns.
Duration increases with the caster's Concentration.
Does not affect mechanical creatures.#

30. Disease
#Circle 2.
School: Necromancy.
Infects the target with a disease. An infected unit loses 3 hit points and 1 stamina point every turn. All attack attributes are reduced by 3, and speed is reduced by 1. Active for 6 turns.
Duration increases with the caster's Concentration.
Does not affect the undead or mechanical creatures.#

31. Create Gargoyle
#Circle 2.
School: Elemental Magic.
A Gargoyle is summoned in a hex next to the caster.
The summoning range and the gargoyle's attributes depend on the caster's Summoning ability.#

32. Rain of Stones
#Circle 2.
School: Elemental Magic.
Inflicts 5 points of physical damage on all units within a range of 2 hexes.
Damage increases with the caster's Spellpower.#

33. Stone Skin
#Circle 2.
School: Elemental Magic.
Increases the armor of the target by 5 and its resistance by 3. Active for 4 turns.
Duration increases with the caster's Concentration.#

34. Summon Fiend
#Circle 2.
School: Chaos Magic.
The caster loses 6 hit points.
A Fiend is summoned in a hex next to the caster.
The summoning range and the fiend's attributes depend on the caster's Summoning skill.#

35. Summon Hellhound
#Circle 2.
School: Chaos Magic.
The caster loses 5 hit points.
A Hellhound is summoned in a hex next to the caster.
The summoning range and the hellhound's attributes depend on the caster's Summoning skill.#

36. Blindness
#Circle 2.
School: Chaos Magic.
Dramatically reduces the target's attack attributes. Active for 4 turns.
Duration increases with the caster's Concentration.
Does not affect the undead or mechanical creatures.#

37. Restoration
#Circle 2.
School: Sacred Magic.
Restores hit points of the target by 12 points. Reduces the strength of harmful magical effects. Cures poisoning.
Effect increases with the caster's Spellpower.
Does not affect the undead or mechanical creatures.#

38. Exorcism
#Circle 2.
School: Sacred Magic.
Inflicts 15 points of magic damage on the target. Affects only the undead and demons.
Damage increases with the caster's Spellpower.#

39. Word of Life
#Circle 2.
School: Sacred Magic.
Restores 5 hit points and 2 stamina points to the target, while its attack and speed increase by 1 every turn. Active for 4 turns.
Duration increases with the caster's Concentration.
Does not affect the undead or mechanical creatures.#

40. Word of Ice
#Circle 3.
School: Elemental Magic.
Immobilizes the target and inflicts 8 points of magic damage on it. The armor of the target increases by 2. Active for 4 turns.
Duration increases with the caster's Concentration.#

41. Acid
#Circle 3.
School: Elemental Magic.
Inflicts 15 points of magic damage on the target. The armor of the target is reduced by 2. Active for 3 turns.
The target's resistance protects from the spell only partially.
Damage increases with the caster's Spellpower.#

42. Mass Slow
#Circle 3.
School: Elemental Magic.
Reduces the speed of all enemy units by 2. Active for 6 turns.
Duration increases with the caster's Concentration.#

43. Dark Pact
#Circle 3.
School: Chaos Magic.
When a friendly unit under this spell dies, it returns to the battle again as a demon of the same rank.
Active for 6 turns.
Duration increases with the caster's Concentration.
Does not affect the undead, demons, mechanical creatures, or heroes.#

44. Inferno
#Circle 3.
School: Chaos Magic.
Inflicts 20 points of magic damage on the target.
Damage increases with the caster's Spellpower.#

45. Summon Demon
#Circle 3.
School: Chaos Magic.
A sacrifice of a friendly unit is required for this summoning.
A Demon is summoned in a hex next to the caster.
The summoning range and the demon's attributes depend on the caster's Summoning skill.#

46. Teleport
#Circle 3.
School: Wizardry.
Instantly transports the target to a specified vacant hex. If the target is an enemy unit, its resistance must to be overpowered for a successful teleportation.#

47. Antimagic
#Circle 3.
School: Wizardry.
Increases the resistance of the target by 10. The target receives spell immunity. Active for 5 turns.
Duration increases with the caster's Concentration.#

48. Mass Dispel
#Circle 3.
School: Wizardry.
Reduces the duration of negative effects on the friendly units and positive effects on the hostile units by 3 turns. Inflicts 9 damage points on the hostile summoned creatures.
Effects depend on the caster's Resistance Negation skill.#

49. Resurrection
#Circle 3.
School: Sacred Magic.
Resurrects a slain friendly unit.
The amount of hit points of the resurrected unit depends on the caster's Spellpower.
Does not affect the undead or mechanical creatures.#

50. Mass Defense
#Circle 3.
School: Sacred Magic.
Increases the armor of all friendly units by 2 and their resistance by 1. Active for 3 turns.
Duration increases with the caster's Concentration.#

51. Mass Healing
#Circle 3.
School: Sacred Magic.
Restores the hit points of all friendly units by 6.
Effect increases with the caster's Spellpower.
Does not affect the undead or mechanical creatures.#

52. Word of Power
#Circle 3.
School: Sorcery.
Allows to take control of an enemy unit for 1 turn. Enemy resistance must be 3 or less.
When the spell is over, the unit loses half its resistance and morale.
The caster's Spellpower allows to overpower the higher resistance of the target.
Does not affect the undead, mechanical creatures, or heroes.#

53. Mass Haste
#Circle 3.
School: Sorcery.
Increases the speed of all friendly units by 2. Active for 3 turns.
Duration increases with the caster's Concentration.#

54. Mass Attack
#Circle 3.
School: Sorcery.
Increases the melee attack of all friendly units by 4 and their ranged attack by 3. Active for 3 turns.
Duration increases with the caster's Concentration.#

55. Raise Ghost
#Circle 3.
School: Necromancy.
Creates a Ghost from the remains of a fallen.
The ghost's attributes depend on the caster's Summoning and Necromancy skills.#

56. Mass Curse
#Circle 3.
School: Necromancy.
Reduces the attack of all enemy units by 2 and their defense and resistance by 1. Active for 6 turns.
Duration increases with the caster's Concentration.#

57. Life Drain
#Circle 3.
School: Necromancy.
Inflicts 13 points of magic damage on the target. The caster regains as many hit points as damage dealt.
Damage increases with the caster's Spellpower.
Does not affect the undead or mechanical creatures.#

58. White Magic
#Circle 4.
School: Sacred Magic.
The caster loses 15 hit points.
Inflicts 9 points of magic damage on all enemies. Restores hit points of all friendly units by 9.
Effect increases with the caster's Spellpower.#

59. Reincarnation
#Circle 4.
School: Sacred Magic.
When the target dies while under this spell, it is resurrected.
Active for 10 turns.
Duration increases significantly with the caster's Concentration.
Does not affect the undead or mechanical creatures.#

60. Invulnerability
#Circle 4.
School: Sacred Magic.
Increases the armor and resistance of the target by 20.
Active for 4 turns. Duration increases with the caster's Concentration.#

61. Raise Vampire
#Circle 4.
School: Necromancy.
Creates a Vampire from the remains of a fallen.
The vampire's attributes depend on the caster's Summoning and Necromancy skills.#

62. Mass Disease
#Circle 4.
School: Necromancy.
Infects all enemy units with a disease causing them to lose 3 hit points and 1 stamina point each turn. The speed of the infected units is reduced by 1, all types of attack are reduced by 3.
Active for 6 turns. Duration increases with the caster's Concentration.
Does not affect the undead or mechanical creatures.#

63. Cloud of Terror
#Circle 4.
School: Necromancy.
Reduces the morale of all enemies within a range of 2 hexes by 10.
Effect increases with the caster's Spellpower.#

64. Armageddon
#Circle 4.
School: Elemental Magic.
Inflicts 15 points of magic damage on all units on the battlefield.
Damage increases with the caster's Spellpower.#

65. Incineration
#Circle 4.
School: Elemental Magic.
Inflicts 30 points of magic damage on the target.
Damage increases greatly with the caster's Spellpower.#

66. Firestorm
#Circle 4.
School: Elemental Magic.
Inflicts 10 points of magic damage on all units within a range of 2 hexes.
Damage increases significantly with the caster's Spellpower.#

67. Summon Devil
#Circle 4.
School: Chaos Magic.
A sacrifice of a friendly unit is required for this summoning.
A Devil is summoned in a hex next to the caster.
The summoning range and the devil's attributes depend on the caster's Summoning skill.#

68. Black Magic
#Circle 4.
School: Chaos Magic.
The caster loses 10 hit points.
A sacrifice of a friendly unit is required for this incantation.
Inflicts 13 points of magic damage on all enemies.
Damage increases with the caster's Spellpower.#

69. Corruption
#Circle 4.
School: Chaos Magic.
All attributes of all units within a range of 1 hex are reduced by 4. The units lose 4 morale and stamina points. Magic Resistance and Magic Immunity cannot protect from Corruption.
Active for 5 turns.
Duration increases with the caster's Concentration.
Does not affect demons.#

70. Time Stop
#Circle 4.
School: Wizardry.
All friendly units get an additional turn in battle. The spell only affects those units who have already taken a turn.#

71. Dragon Form
#Circle 4.
School: Wizardry.
Turns a friendly unit into a Dragon.
Active for 3 turns.
Duration increases with the caster's Concentration.#

72. Polymorph
#Circle 4.
School: Wizardry.
Turns an enemy unit into a Goblin.
Active for 4 turns.
Duration increases with the caster's Concentration.#

73. Mass Suicide
#Circle 4.
School: Sorcery.
All enemy units with the resistance of 4 or less inflict double damage on themselves.
Does not affect the undead or mechanical creatures.#

74. Enslave Mind
#Circle 4.
School: Sorcery.
Allows to take control of an enemy unit for 3 turns.
Duration increases with the caster's Concentration.
When the spell is over, the unit loses half its resistance and morale.
Does not affect the undead, mechanical creatures, or heroes.#

75. Mass Sleep
#Circle 4.
School: Sorcery.
Puts all units within a range of 1 hex to sleep. Sleeping units do not fight until they are attacked.
Active for 3 turns.
Duration increases with the caster's Concentration.
Does not affect the undead or mechanical creatures.#

76. Create Golem
#Circle 3.
School: Elemental Magic.
A Golem is created in a hex next to the caster.
The summoning range and the golem's attributes depend on the caster's Summoning skill.#

77. Summon Phoenix
#Circle 4.
School: Elemental Magic.
A Phoenix is summoned in a hex next to the caster.
The summoning range and the phoenix' attributes depend on the caster's Summoning skill.#

