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Spells : Nature


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

Summoning(10) Summoning(1)
Special Spells(6) Special Spells(2) Special Spells(0)
City Spells(6) City Spells(0) City Spells(0)
Enchantment(0)
Unit spells(2) Unit spells(6)
Enchantment(0)
Zone de combat(0)
Not classified spells(4)

Map : Summoning

War Bearts

Sprites

Giant spiders

Cockatrices

Basilisk

Stone Giant

Gorgons

Behemoth

Colossus

Great Wyrm
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War Bearts
War Bearts (Ours guerriers)
Moves : 02
Coût : 039
UpKeep : 02
Melee : 07
Range : 00
Armor : 03
Resist : 06
Hits : 08

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 Forester
Forester allows all units stacked to pass through forest at a cost of one movement point per square.

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Sprites
Sprites (Sprites)
Moves : 02
Coût : 055
UpKeep : 02
Melee : 02
Range : 03
Armor : 02
Resist : 08
Hits : 01

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 Spells 04   + to hit 01 
Quiver indicates the total number of ranged attacks the unit has remaining. The shots are replaced after each combat. Each plus increases the unit's chance to hit by 10%.

 Forester
Forester allows all units stacked to pass through forest at a cost of one movement point per square.

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Giant spiders
Giant spiders (Araignées géantes)
Moves : 04
Coût : 110
UpKeep : 04
Melee : 04
Range : 00
Armor : 03
Resist : 07
Hits : 10

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 + to hit 01   Web Spell
Each plus increases the unit's chance to hit by 10%. Casts a sticky web over the creatures in a target unit. Creatures stuck in this web may not move until they have destroyed the web. The web has a total of 12 'hit points' (hearts, but no defenses) and can only be destroyed by the trapped unit's melee and magic ranged attacks, both of which do their full force in damage against webs. The sticky remnants of the web prevent flying units that were trapped from flying units that were trapped from flying for the remainder of the battle.

 Poison 04 
Poison attacks force the attacked unit to resist for each level of the poison or suffer one hit for each failure.

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Cockatrices
Cockatrices (Cocatris)
Moves : 02
Coût : 152
UpKeep : 08
Melee : 04
Range : 00
Armor : 07
Resist : 03
Hits : ??

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 + to hit 01   Stoning Gaze 03 
Each plus increases the unit's chance to hit by 10%. Stoning gaze makes all enemy figures resist or be stoned before engaging in hand-to-hand combat. Gaze attacks come after breath and thrown attacks.

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Basilisk
Basilisk (Basilic)
Moves : 02
Coût : 179
UpKeep : 07
Melee : 15
Range : 00
Armor : 04
Resist : 07
Hits : 30

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 + to hit 01   Stoning Gaze 01 
Each plus increases the unit's chance to hit by 10%. Stoning gaze makes all enemy figures resist or be stoned before engaging in hand-to-hand combat. Gaze attacks come after breath and thrown attacks.

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Stone Giant
Stone Giant (Géant de pierre)
Moves : 02
Coût : 248
UpKeep : 09
Melee : 15
Range : 15
Armor : 08
Resist : 09
Hits : 20

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 Rocks 02   + to hit 02 
Quiver indicates the total number of ranged attacks the unit has remaining. The shots are replaced after each combat. Each plus increases the unit's chance to hit by 10%.

 Mountaineer  Wall crusher
Mountaineer allows all units stacked to cross mountains and hills at a cost of one movement point per square. Wall crusher allows the unit to destroy a section of a stone wall 50% of the time.

 Stoning Immunity
Stoning immunity makes the unit immune to all forms of stoning.

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Gorgons
Gorgons (Gorgones)
Moves : 02
Coût : 330
UpKeep : 15
Melee : 08
Range : 07
Armor : 09
Resist : 09
Hits : ??

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 + to hit 02   Stoning Gaze 02 
Each plus increases the unit's chance to hit by 10%. Stoning gaze makes all enemy figures resist or be stoned before engaging in hand-to-hand combat. Gaze attacks come after breath and thrown attacks.

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Behemoth
Behemoth (Behemothe)
Moves : 02
Coût : 385
UpKeep : 15
Melee : 25
Range : 00
Armor : 09
Resist : 10
Hits : 30

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 + to hit 02 
Each plus increases the unit's chance to hit by 10%.

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Colossus
Colossus (Colosse)
Moves : 02
Coût : 440
UpKeep : 17
Melee : 20
Range : 20
Armor : 10
Resist : 15
Hits : 30

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 Rocks 02   + to hit 03 
Quiver indicates the total number of ranged attacks the unit has remaining. The shots are replaced after each combat. Each plus increases the unit's chance to hit by 10%.

 Wall crusher  Poison immunity
Wall crusher allows the unit to destroy a section of a stone wall 50% of the time. Poison immunity makes the unit immune to all forms of poison attacks.

 Stoning Immunity
Stoning immunity makes the unit immune to all forms of stoning.

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Great Wyrm
Great Wyrm (Grand ver)
Moves : 03
Coût : 550
UpKeep : 20
Melee : 25
Range : 00
Armor : 12
Resist : 12
Hits : 30

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 + to hit 03   Union
Each plus increases the unit's chance to hit by 10%. L'unite peut s'unir avec la terre, la traverser et se reformer une fois arrivée à sa destination

 Poison 15 
Poison attacks force the attacked unit to resist for each level of the poison or suffer one hit for each failure.

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Combat : Summoning

Earth Elemental
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Earth Elemental
Earth Elemental (Esprit de la terre)
Moves : 01
Coût : 60
UpKeep : 00
Melee : 25
Range : 00
Armor : 04
Resist : 08
Hits : 30

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Map : Special Spells

Name : Nature's Awareness (Connaissance terre) Rare : Very rare
Casting Cost : 17 UpKeep : 0
Effects : Reveals all lands, cities and non-invisible creatures on both arcanus and myrror!


Name : Change Terrain (Modifier terrain) Rare : Uncommon
Casting Cost : 28 UpKeep : 0
Effects : Alters a target map square,changing deserts, forests, hills and swamps to grasslands; grasslands to forests; volcanoes to mountains; and mountains to hills. Terrain not listed is not a valid target.


Name : Transmute (Transmuter) Rare : Uncommon
Casting Cost : 33 UpKeep : 0
Effects : Transforms coal and ores in hills and mountains: coal to gems, iron to gold and silver to mithril. Transmute will also reverse these transformations gems to coal, gold to iron, and mithril to silver.


Name : Nature's Cures (Remedes naturel) Rare : Uncommon
Casting Cost : 42 UpKeep : 0
Effects : Completely heals all units (except for creatures of death) that are stacked in a target land square.


Name : Ice Storm (Tempète de glace) Rare : Rare
Casting Cost : 110 UpKeep : 0
Effects : Causes the skies above a target map square to rain down a torrent of icy hail. All figures occupying that area are struck with a strentgh 6 magic cold attack.


Name : Earth Lore (Connaissance de la terre) Rare : Common
Casting Cost : 20 UpKeep : 0
Effects : Fully reveals terrain, terrain specials, cities and armies on all squares in a targeted 'map window.'

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Map : City Spells

Name : Wall of Stone (Mur de pierre) Rare : Common
Casting Cost : 28 UpKeep : 0
Effects : Surrounds a target city with a sturdy stone wall.


Name : Nature's Eye (Oeil de la nature) Rare : Uncommon
Casting Cost : 42 UpKeep : 1
Effects : Extends the scouting range of a friendly target city to 4 squares in any direction, revealing all lands and all non-invisible enemy troops within that radius.


Name : Earthquake (Tremblement de terre) Rare : Rare
Casting Cost : 110 UpKeep : 0
Effects : Causes a violent earthquare to shake a target city. All buildings have a 10% chance of being destroyed. All non-flying, corporeal creatures have a 15% chance of dying.


Name : Move Fortress (Déplacer forteresse) Rare : Rare
Casting Cost : 110 UpKeep : 0
Effects : Moves a wizard's enchanted fortress (with summoning circle, if the circle has not previously been moved) to the target friendly city.


Name : Gaia's Blessing (Bénédiction de gaia) Rare : Rare
Casting Cost : 165 UpKeep : 3
Effects : A target city's maximun food harvest increases by 50%. Every turn there is a 10% chance the city's deserts convert to grasslands and volcanoes to verdant hills, and a 20% chance that its corrupted lands return to their pristine state.


Name : Earth Gate (Porte de la terre) Rare : Very rare
Casting Cost : 138 UpKeep : 0
Effects : Creates a teleporting device within a target city. Friendly units can teleport between any two of the casting wizard's cities equipped with earth gates, for the cost of one movement point.

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Map : Enchantment
None

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Battlefield : Special Spells

Name : Cracks Call (Appel de failles) Rare : Uncommon
Casting Cost : 20 UpKeep : 0
Effects : Rends the earth. Any non-flying, corporeal creature standing over the newly created fissure has a 25% chance (regardless of defense) of dying. Stone walls that cross the fissure are destroyed.


Name : Earth to Mud (Boue) Rare : Common
Casting Cost : 15 UpKeep : 0
Effects : Turns a 5 x 5 area into thick, sticking mud for the duration of a battle. Mud costs a unit (enemy or friendly) all its movement points to enter. Flying and non-corporeal units are unaffected.

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Battlefield : City Spells
None

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Battlefield : Combat Spells

Name : Ice Bolt (Eclair de glace) Rare : Uncommon
Casting Cost : 10 UpKeep : 0
Effects : Showers a target unit with shards of ice (strength 5 magic cold attack, with every extra point of magic power spent adding a strength of 1 to the attack).


Name : Petrify (Petrification) Rare : Rare
Casting Cost : 0 UpKeep : 0
Effects : Attempts to turn an entire enemy unit into stone.

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Battlefield : Enchantment
None

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Map and battlefield : Special Spells
None

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Map and battlefield : City Spells
None

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Map and battlefield : Unit Spells

Name : Resist Elements (Résistence esprits) Rare : Common
Casting Cost : 14 UpKeep : 1
Effects : Gives a target unit increased resistance (+3) to the elemental magics of chaos and nature, and improved defense against normal magic ranged attacks (+3 to ranged deffense).


Name : Giant Strength (Force géante) Rare : Common
Casting Cost : 22 UpKeep : 1
Effects : Makes a target unit's creatures stronger (add +1 to each figure's melee attack strength).


Name : Stone Skin (Peau de pierre) Rare : Common
Casting Cost : 28 UpKeep : 1
Effects : Causes a target unit's skin to harden, increasing the unit's defense (shields) by one.


Name : Elemental Armor (Armure des éléments) Rare : Rare
Casting Cost : 97 UpKeep : 5
Effects : Improves a target unit's defenses (shields) and resistance to magic (crosses), by 10 each. These bonuses do not exert cumulative effects with the spell resist elements.


Name : Regeneration (Régénération) Rare : Very rare
Casting Cost : 165 UpKeep : 10
Effects : Target unit can regenerate during combat (1 hit point/turn) and afterwards (immediate return to full health). If the unit dies in combat, it returns in full health if its side won. Spell cannot return a creature that has been banished or unsummoned.


Name : Iron Skin (Peau de fer) Rare : Rare
Casting Cost : 110 UpKeep : 5
Effects : Fuses iron with a target unit's skin, making it able to withstand most attacks (add 5 to defense).

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Map : Unit Spells

Name : Water Walking (Marche sur l'eau) Rare : Common
Casting Cost : 28 UpKeep : 1
Effects : Endows a unit with the ability to walk on water. The unit's movement speed remains unchanged.


Name : Path Finding (Trouver son chemin) Rare : Uncommon
Casting Cost : 28 UpKeep : 1
Effects : Endows a target unit (and any units stacked with it) with the ability to travel over all land terrain as if it were traveling over roads (i.e, the cost is only 1/2 movement point per square).

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Not classified :

Name : Entangle (Découverte nature) Rare : Very rare
Casting Cost : 440 UpKeep : 7
Effects : Causes all non-flying, corporeal enemy creatures to lose one movement point per turn. If a creature's movement points are zero, it cannot attack or move the rest of combat; but it can still strike back if attacked.


Name : Herb Mastery (Maitrise des herbes) Rare : Very rare
Casting Cost : 550 UpKeep : 10
Effects : Completely heals all of a wizard's damaged units every game turn.


Name : Nature's Warth (Colère de la nature) Rare : Very rare
Casting Cost : 688 UpKeep : 10
Effects : For every non-combat death or chaos spell cast, all the casting wizard's cities suffer tremors. Each non-flying, corporeal unit has a 10% chance of dying and each building a 5% chance of collapsing.


Name : Call Lightning (Appel de la foudre) Rare : Very rare
Casting Cost : 60 UpKeep : 0
Effects : Calls a powerful electrical storm from which deadly lightning bolts issue. Three to five lightning bolts of strength 8 strike random enemy units at the beginning of every turn until the end of combat.

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