Home Page Forum Links Contact Us

Spells : Life


Spells of map : Spells of battlefield : Spells of map and battlefield :

Summoning(5) Summoning(0)
Special Spells(3) Special Spells(3) Special Spells(0)
City Spells(6) City Spells(0) City Spells(1)
Enchantment(2)
Unit spells(3) Unit spells(7)
Enchantment(3)
Zone de combat(3)
Not classified spells(4)

Map : Summoning

Guardian Spirit

Unicorns

Incarnation

Angel

Arch Angel
Return


Guardian Spirit
Guardian Spirit (Esprit gardien)
Moves : 01
Coût : 056
UpKeep : 01
Melee : 10
Range : 00
Armor : 04
Resist : 10
Hits : 12

Return

 Meld With Node  Non Corporeal
Meld with nodes allows spirits to merge with a magical node and begin channeling the power of the node to you. The process of melding destroys the spirit. Non-corporeal allows the unit to pass through any land square at a cost of 1/2 movement point, and allows it to move through walls unimpeded.

 Resistance To All
Resistance to all increases the resistance of all friendly units in the combat by the listed bonus level. The bonus is not cumulative with other creatures with the same ability.

Return


Unicorns
Unicorns (Licorne)
Moves : 02
Coût : 175
UpKeep : 12
Melee : 05
Range : 00
Armor : 03
Resist : 07
Hits : 07

Return

 + to hit 02   Plane Shift
Each plus increases the unit's chance to hit by 10%. Plane shift allows the unit to shift back and forth between the planes at will.

 Poison immunity  Resistance To All
Poison immunity makes the unit immune to all forms of poison attacks. Resistance to all increases the resistance of all friendly units in the combat by the listed bonus level. The bonus is not cumulative with other creatures with the same ability.

Return


Incarnation
Incarnation (Incarnation)
Moves : 02
Coût : 350
UpKeep : 12
Melee : 26
Range : 00
Armor : 17
Resist : 17
Hits : 28

Return

 Leadership* 03   Legendary 18 
Leadership increases the attack strength of all units in combat by one per 2 levels of the hero. Super leadership (*) increases this bonus by 50%. Legendary represents the hero's reputation and increases the frequency and strength of mercenaries approaching the wizard for hire, as well as decreases the initial hiring cost. The hero adds +3 fame per level of the hero directly to the controlling wizard's fame total. Super legendary (*) increases this bonus by 50%.

 Might 06   Might* 09 
Might increases the hero's hand-to-hand attack by +1 per level of experience. Super might (*) increases this bonus by 50%. Might increases the hero's hand-to-hand attack by +1 per level of experience. Super might (*) increases this bonus by 50%.

 Missiles immunity  Magic immunity
Missiles immunity makes the unit immune to all forms of missile attacks. Magic immunity makes a unit immune to all forms of magic including ranged magical attacks and all spell effects, regardless of realm.

 Prayermaster 06   Agile 06 
Prayermaster adds +1/level of experience to all resistance rolls for all units in the battle. Super prayermaster (*) increases this bonus by 50%. Increases the defense of the unit by +1 per level of experience. Super agility (*) increases this bonus by +50%.

 Caster 90   + to hit 02 
Caster allows the unit to cast spells like a wizard in combat, without cost of mana points drawn from the wizard's mana reserve. Furthermore, heroes with caster ability add half the caster's skill to a wizard casting overland spells if the hero is inside the wizard's fortress. You must still provide the required mana to support the skill. Each plus increases the unit's chance to hit by 10%.

Return


Angel
Angel (Ange)
Moves : 03
Coût : 185
UpKeep : 15
Melee : 13
Range : 00
Armor : 12
Resist : 13
Hits : 18

Return

 + to hit 02   Illusions Immunity
Each plus increases the unit's chance to hit by 10%. Illusions Immunity negates the illusionary bonus of illusionary attacks and makes the unit impervious to illusions-resistance spells. In addition, the unit can see invisible units.

 Holy bonus  Dispel evil
Holy bonus increases the attack strength, defense, and resistance of all friendly units in the combat by the bonus level of the holy bonus. The bonus is not cumulative. Calls upon the forces of light to envelop a target chaos or death creature (unit) with holy fires. A unit unable to withstand (at a penalty of 4 to resistance) the bright, holy flames is instantly destroyed. Units that are undead (black channeled or animated) are particularly susceptible to this spell, having to resist its effects at a penalty of 10.

Return


Arch Angel
Arch Angel (Archange)
Moves : 04
Coût : 665
UpKeep : 20
Melee : 15
Range : 00
Armor : 10
Resist : 12
Hits : 22

Return

 + to hit 03   Caster 40 
Each plus increases the unit's chance to hit by 10%. Caster allows the unit to cast spells like a wizard in combat, without cost of mana points drawn from the wizard's mana reserve. Furthermore, heroes with caster ability add half the caster's skill to a wizard casting overland spells if the hero is inside the wizard's fortress. You must still provide the required mana to support the skill.

 Illusions Immunity  Holy bonus
Illusions Immunity negates the illusionary bonus of illusionary attacks and makes the unit impervious to illusions-resistance spells. In addition, the unit can see invisible units. Holy bonus increases the attack strength, defense, and resistance of all friendly units in the combat by the bonus level of the holy bonus. The bonus is not cumulative.

Return

Return

Combat : Summoning
Return

Return

Map : Special Spells

Name : Plane Shift (Changer de monde) Rare : Uncommon
Casting Cost : 88 UpKeep : 0
Effects : 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.


Name : Resurrection (Résurection) Rare : Uncommon
Casting Cost : 0 UpKeep : 0
Effects : Resurrects a hero from the dead, regardless of the length of time he or she 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.


Name : Planar Seal (Scelle des portes) Rare : Uncommon
Casting Cost : 350 UpKeep : 5
Effects : 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.

Return

Map : City Spells

Name : Prosperity (Prospérité) Rare : Rare
Casting Cost : 175 UpKeep : 2
Effects : Increases the gold obtained from the target city by 50% as long as the enchantment is in effect.


Name : Altar of Battle (Autel de combat) Rare : Rare
Casting Cost : 210 UpKeep : 5
Effects : All units built in the target city are Elite.


Name : Stream of Life (Flux de vie) Rare : Rare
Casting Cost : 210 UpKeep : 8
Effects : 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.


Name : Inspirations (Inspiration) Rare : Very rare
Casting Cost : 350 UpKeep : 2
Effects : Instills a sense of greater purpose into the local citizenry; that city's production rate rises by 50%.


Name : Astal Gate (Porte astrale) Rare : Very rare
Casting Cost : 245 UpKeep : 5
Effects : 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 tropps, movement through the astral gate is blocked.


Name : Consecration (Consecration) Rare : Very rare
Casting Cost : 280 UpKeep : 8
Effects : Dispels all negative enchantments on a city and protects the city from further chaos and death enchantments (whether city-specific or global).

Return

Map : Enchantment

Name : Just Cause (Cause juste) Rare : Common
Casting Cost : 105 UpKeep : 3
Effects : Increases the fame of the casting wizard by 10 in addition to any other bonuses as long as the spell is in effect.


Name : Crusade (Croisade) Rare : Very rare
Casting Cost : 770 UpKeep : 10
Effects : Inspires all of a wizard's normal units so that their levels all raise by one (recruit become regulars, regulars become veterans, etc.).

Return

Battlefield : Special Spells

Name : Raise Dead (Ressusciter morts) Rare : Uncommon
Casting Cost : 35 UpKeep : 0
Effects : 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.


Name : Mass Healing (Guerison en masse) Rare : Rare
Casting Cost : 50 UpKeep : 0
Effects : Heals all friendly units for 5 hit points (or less, if a unit has sustained fewer than 5 hit points of damage).


Name : Healing (Guérison) Rare : Common
Casting Cost : 15 UpKeep : 0
Effects : Heals up to 5 hits of damage taken by the target unit.

Return

Battlefield : City Spells
None

Return

Battlefield : Combat Spells

Name : Dispel Evil (Chasser le mal) Rare : Uncommon
Casting Cost : 25 UpKeep : 0
Effects : Each chaos or death creature within the target group must resist at -4 or be destroyed by the hloy fires. Created undead units suffer an additional -5 penalty.


Name : Holy Word (Mot sacré) Rare : Rare
Casting Cost : 60 UpKeep : 0
Effects : 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.


Name : Star Fires (Feux d'étoiles) Rare : Common
Casting Cost : 5 UpKeep : 0
Effects : 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).

Return

Battlefield : Enchantment

Name : High Prayer (Priere Haute) Rare : Very rare
Casting Cost : 60 UpKeep : 0
Effects : 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%.


Name : Prayer (Priere) Rare : Uncommon
Casting Cost : 30 UpKeep : 0
Effects : Adds 1 to all rolls by all friendly units, including resistance rolls, attacks to hit, and defense rolls.


Name : True Light (Lumière puissante 2) Rare : Common
Casting Cost : 20 UpKeep : 0
Effects : 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.

Return

Map and battlefield : Special Spells
None

Return

Map and battlefield : City Spells

Name : Heavenly Light (Vue puissante 2) Rare : Uncommon
Casting Cost : 70 UpKeep : 2
Effects : 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.

Return

Map and battlefield : Unit Spells

Name : Bless (Bénédiction) Rare : Common
Casting Cost : 18 UpKeep : 1
Effects : Adds 3 to the target unit's defense and resistance against all death or chaos related spells or monster attacks.


Name : Holy Weapon (Arme sainte) Rare : Common
Casting Cost : 35 UpKeep : 1
Effects : 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.


Name : Holy Armor (Armure sainte) Rare : Common
Casting Cost : 63 UpKeep : 2
Effects : The target unit's defense is increased by 2.


Name : Heroism (Héroisme) Rare : Common
Casting Cost : 70 UpKeep : 2
Effects : An entire unit becomes elite. This spell is automatically dispelled when the unit becomes elite naturally.


Name : Lionheart (Coeur de lion) Rare : Rare
Casting Cost : 140 UpKeep : 4
Effects : Adds 3 to the target unit's attack strength, hits, and resistance.


Name : Invulnerability (Invulnérabilité) Rare : Rare
Casting Cost : 40 UpKeep : 5
Effects : Target unit is resistant to damage from non-magical attacks, and the first two hits sustained by the unit from any attack are ignored.


Name : Righteousness (Droiture) Rare : Rare
Casting Cost : 140 UpKeep : 5
Effects : 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.

Return

Map : Unit Spells

Name : True Sight (Lumière celeste) Rare : Uncommon
Casting Cost : 105 UpKeep : 2
Effects : Endows a target unit with the gilf of immunity to illusions and allows the unit to see through wall of darkness.


Name : Endurance (Endurance) Rare : Common
Casting Cost : 30 UpKeep : 1
Effects : Fills the target unit with a holy purpose and increases the target unit's movement speed by one.


Name : Planar Travel (Voyage dimensionnel) Rare : Uncommon
Casting Cost : 105 UpKeep : 5
Effects : 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.

Return

Not classified :

Name : Holy Arms (Armes sacrées) Rare : Very rare
Casting Cost : 630 UpKeep : 10
Effects : All normal units' weapons are blessed with a +1 attack bonus and can strike creatures immune to non- magical attacks.


Name : Life Force (Force de vie) Rare : Very rare
Casting Cost : 700 UpKeep : 10
Effects : All non-combat death spells cast must resist against life force as if a displel magic of 500 strength had been cast.


Name : Tranquility (Tranquillité) Rare : Very rare
Casting Cost : 700 UpKeep : 10
Effects : 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.


Name : Charm of Life (Charme de vie) Rare : Very rare
Casting Cost : 875 UpKeep : 10
Effects : Adds 25% of total hit points (with a minimun 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!

Return