Home Page Forum Links Contact Us

Spells : Death


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

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

Map : Summoning

Skeletons

Ghouls

Night Stalker

Shadow Demons

Wraiths

Death Knights

Demon Lord
Return


Skeletons
Skeletons (Squelettes)
Moves : 01
Coût : 020
UpKeep : 01
Melee : 03
Range : 00
Armor : 04
Resist : 05
Hits : 01

Return

 + to hit 01   Poison immunity
Each plus increases the unit's chance to hit by 10%. Poison immunity makes the unit immune to all forms of poison attacks.

 Missiles immunity  Illusions Immunity
Missiles immunity makes the unit immune to all forms of missile attacks. 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.

 Cold immunity  Death immunity
Cold immunity makes the unit impervious to cold attacks. Death immunity negates all spells which cause death and fear.

Return


Ghouls
Ghouls (Goules)
Moves : 01
Coût : 048
UpKeep : 01
Melee : 04
Range : 00
Armor : 03
Resist : 06
Hits : 03

Return

 + to hit 01   Create undead
Each plus increases the unit's chance to hit by 10%. Create undead allows the unit to create new undead of the same type from any units that it has eliminated in combat. This cannot be used on heroes.

 Poison immunity  Illusions Immunity
Poison immunity makes the unit immune to all forms of poison attacks. 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.

 Cold immunity  Death immunity
Cold immunity makes the unit impervious to cold attacks. Death immunity negates all spells which cause death and fear.

Return


Night Stalker
Night Stalker (Maitre de la nuit)
Moves : 01
Coût : 150
UpKeep : 01
Melee : 05
Range : 04
Armor : 04
Resist : 08
Hits : 05

Return

 + to hit 01   Invisibility
Each plus increases the unit's chance to hit by 10%. Invisibility makes the unit susceptible only to ranged attacks when adjacent to an enemy, and otherwise reduces the attacker's chance to hit by 1.

 Poison immunity  Cold immunity
Poison immunity makes the unit immune to all forms of poison attacks. Cold immunity makes the unit impervious to cold attacks.

 Death immunity  Illusions immunity
Death immunity negates all spells which cause death and fear. Illusions immunity negates the illusionary bonus of illusionary attacks and makes the unit impervious to illusion-resistance spells. In addition, the unit can see invisible units.

 Death gaze 02 
Death gaze makes all enemy units resist or die instantly. The gaze takes effect before actual melee is entered.

Return


Shadow Demons
Shadow Demons (Démon d'ombre)
Moves : 01
Coût : 195
UpKeep : 07
Melee : 05
Range : 04
Armor : 04
Resist : 08
Hits : 05

Return

 Spells 08   + 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%.

 Plande Shift  Non Corporeal
Plane shift allows the unit to shift back and forth between the planes at will. 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.

 Regeneration  Poison immunity
Regeneration allows the unit to heal one hit per combat phase, and be completely healed at the end of a combat. If the unit was destroyed but its side was victorious, the unit will come back to life, completely healed. Poison immunity makes the unit immune to all forms of poison attacks.

 Weapon Immunity  Illusions Immunity
Weapon immunity makes the unit nearly imprevious to attacks from normal units that do not have mithril, adamantium, blessed, or flaming weapons, and increases the unit's defense to 10 against magical attacks. Weapon immunity does not protect against fantastic creatures and spells. 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.

 Cold immunity  Death immunity
Cold immunity makes the unit impervious to cold attacks. Death immunity negates all spells which cause death and fear.

Return


Wraiths
Wraiths (Spectre)
Moves : 02
Coût : 300
UpKeep : 05
Melee : 07
Range : 00
Armor : 06
Resist : 08
Hits : 08

Return

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

 Poison immunity  Weapon Immunity
Poison immunity makes the unit immune to all forms of poison attacks. Weapon immunity makes the unit nearly imprevious to attacks from normal units that do not have mithril, adamantium, blessed, or flaming weapons, and increases the unit's defense to 10 against magical attacks. Weapon immunity does not protect against fantastic creatures and spells.

 Illusions Immunity  Cold immunity
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. Cold immunity makes the unit impervious to cold attacks.

 Death immunity  Life Steal
Death immunity negates all spells which cause death and fear. Life stealing attacks have an additional resistance check, usually with a penalty. For each point the resistance is failed, the defending unit loses one hit, while the attacker gains one. Units killed mainly by life steal return as undead under the control of their destroyer.

Return


Death Knights
Death Knights (Chevaliers de mort)
Moves : 03
Coût : 360
UpKeep : 08
Melee : 09
Range : 00
Armor : 08
Resist : 10
Hits : 08

Return

 + to hit 03   Weapon Immunity
Each plus increases the unit's chance to hit by 10%. Weapon immunity makes the unit nearly imprevious to attacks from normal units that do not have mithril, adamantium, blessed, or flaming weapons, and increases the unit's defense to 10 against magical attacks. Weapon immunity does not protect against fantastic creatures and spells.

 Illusions Immunity  Cold immunity
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. Cold immunity makes the unit impervious to cold attacks.

 Armor piercing  First strike
Armor piercing halves the effectiveness of the defender's defense rating. First strike allows the unit to deal its damage before hand-to- hand attacks, but after breath, thrown, and gaze attacks.

 Life Steal
Life stealing attacks have an additional resistance check, usually with a penalty. For each point the resistance is failed, the defending unit loses one hit, while the attacker gains one. Units killed mainly by life steal return as undead under the control of their destroyer.

Return


Demon Lord
Demon Lord (Seigneur du mal)
Moves : 02
Coût : 600
UpKeep : 15
Melee : 20
Range : 10
Armor : 10
Resist : 12
Hits : 20

Return

 Spells 08   Summon Demons 03 
Quiver indicates the total number of ranged attacks the unit has remaining. The shots are replaced after each combat. Summon demons allows the unit to summon demons in combat. Instead of attacking, the summoner may conjure one demon into combat. The demon always appears where the wizard's units began. The summoned demon will remain even after the summoning creature is slain, but the demon will disappear after combat.

 + to hit 03   Poison immunity
Each plus increases the unit's chance to hit by 10%. Poison immunity makes the unit immune to all forms of poison attacks.

 Weapon Immunity  Illusions Immunity
Weapon immunity makes the unit nearly imprevious to attacks from normal units that do not have mithril, adamantium, blessed, or flaming weapons, and increases the unit's defense to 10 against magical attacks. Weapon immunity does not protect against fantastic creatures and spells. 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.

 Cold immunity  Death immunity
Cold immunity makes the unit impervious to cold attacks. Death immunity negates all spells which cause death and fear.

 Armor piercing  First strike
Armor piercing halves the effectiveness of the defender's defense rating. First strike allows the unit to deal its damage before hand-to- hand attacks, but after breath, thrown, and gaze attacks.

 Cause Fear Spell  Life Steal
Each individual enemy unit engaging the fearful in melee must resist magic or stand frozen in terror, unable to attack, even if swung upon. Life stealing attacks have an additional resistance check, usually with a penalty. For each point the resistance is failed, the defending unit loses one hit, while the attacker gains one. Units killed mainly by life steal return as undead under the control of their destroyer.

Return

Return

Combat : Summoning

?
Return


?
? (Demon)
Moves : 02
Coût : 00
UpKeep : 00
Melee : 15
Range : 00
Armor : 0
Resist : 07
Hits : 12

Return

 + to hit 01   Poison immunity
Each plus increases the unit's chance to hit by 10%. Poison immunity makes the unit immune to all forms of poison attacks.

 Weapon Immunity  Missiles immunity
Weapon immunity makes the unit nearly imprevious to attacks from normal units that do not have mithril, adamantium, blessed, or flaming weapons, and increases the unit's defense to 10 against magical attacks. Weapon immunity does not protect against fantastic creatures and spells. Missiles immunity makes the unit immune to all forms of missile attacks.

 Illusions immunity  Cold immunity
Illusions immunity negates the illusionary bonus of illusionary attacks and makes the unit impervious to illusion-resistance spells. In addition, the unit can see invisible units. Cold immunity makes the unit impervious to cold attacks.

 Death immunity
Death immunity negates all spells which cause death and fear.

Return

Return

Map : Special Spells

Name : Drain Power (Saignee puissante) Rare : Uncommon
Casting Cost : 50 UpKeep : 0
Effects : Drains 50-150 mana points from a target wizard's mana reserve.


Name : Warp Node (Corruption de node) Rare : Rare
Casting Cost : 45 UpKeep : 0
Effects : Corrupts the targeted magic node, cursing the controller and drawing out 5 mana from the wizard instead of generating more. Once warped, a node can only be returned to normal by a disenchant area or disenchant true spell. Until then the node will continue to draw out magical power.

Return

Map : City Spells

Name : Pestilence (Peste) Rare : Very rare
Casting Cost : 350 UpKeep : 5
Effects : Spreads a deadly plague throughout the affected city killing one population each turn it the current population each turn if the current population exceeds a 1-10 roll.


Name : Dark Rituals (Rites noirs) Rare : Common
Casting Cost : 30 UpKeep : 0
Effects : Generates a frenzy of sacrificing to the gods of death, which doubles the magic power obtained from shrines, temples, parthenons and cathedrals. However, the rituals reduce the city population growth by 25% and increase the level of unrest by one.


Name : Evil Presence (Presence maléfique) Rare : Rare
Casting Cost : 100 UpKeep : 4
Effects : A demonic presence enters the target city, destroying any magic power generated by shrines, temples, parthenons, and cathedrals. The spell has no effect if the city's owner can use death magic.


Name : Cloud of Shadow (Nuage d'ombre) Rare : Rare
Casting Cost : 90 UpKeep : 3
Effects : Summons a great cloud of shadow which surrounds the city as long as the enchantment is in effect. All combats taking place at the city are treated as though a darkness spell has been cast.


Name : Famine (Famine) Rare : Rare
Casting Cost : 120 UpKeep : 5
Effects : Halves the food production of the afflicted city as long as the famine is in effect. If the city has an insufficient food supply, the citizens will begin to starve.


Name : Cursed Lands (Terres maudites) Rare : Rare
Casting Cost : 90 UpKeep : 2
Effects : Halves the production of a city.

Return

Map : Enchantment

Name : Evil Omens (Présages maléfiques) Rare : Very rare
Casting Cost : 1100 UpKeep : 10
Effects : All nature and life spells cost 50% more than normal to cast.


Name : Zombie Mastery (Maitrise zombies) Rare : Rare
Casting Cost : 480 UpKeep : 40
Effects : All normal creatures falling in battle become zombies at the end of the battle under the control of the casting wizard if that wizard is victorious.

Return

Battlefield : Special Spells

Name : Subversion (Subversion) Rare : Uncommon
Casting Cost : 60 UpKeep : 0
Effects : Creates a feeling of contempt for the target wizard in all other wizards, reducing relations by 25 diplomatic points.


Name : Possession (Possession) Rare : Uncommon
Casting Cost : 30 UpKeep : 0
Effects : Attempts to change the allegiance of a normal enemy unit to that of the casting wizard. If the target unit becomess possessed, it fights for the casting wizard until combat ends. Note that fantastic creatures and heroes may not be possessed.

Return

Battlefield : City Spells

Name : Wall of Darkness (Mur d'obscurité) Rare : Uncommon
Casting Cost : 120 UpKeep : 5
Effects : No enemy unit outside a wall of darkness may attack a friendly unit inside with a ranged attack, unless the enemy unit has illusions immunity.

Return

Battlefield : Combat Spells

Name : Word of Death (?) Rare : Very rare
Casting Cost : 0 UpKeep : 0
Effects : Each figure in one unit must save at -5 or be slain instantly.


Name : Weakness (Faiblesse) Rare : Common
Casting Cost : 5 UpKeep : 0
Effects : Saps the strength from a target unit's creatures, who suffer a penalty of 2 to their melee, thrown and ranged attack strentghs, unless the unit resists the spell at a -2 penalty


Name : Black Sleep (Sommeil noir) Rare : Common
Casting Cost : 15 UpKeep : 0
Effects : If the target unit fails to resist at -2, all creatures within are thrust into a deep sleep. The unit is unable to take any actions and any attacks on the unit automatically do maximun damage.


Name : Life Drain (Saignée de vie) Rare : Common
Casting Cost : 10 UpKeep : 0
Effects : Siphons life from a target unit and gives it to a spell caster hero or converts the drained life into mana for a spell caster wizard. Additional mana makes the spell harder to resist. Units destroyed mainly by life drain become undead under the caster's control.

Return

Battlefield : Enchantment

Name : Black Prayer (Prière noire) Rare : Uncommon
Casting Cost : 35 UpKeep : 0
Effects : The attack strength and defense of all enemy units is reduced by 1 and their resistance is reduced by 2.


Name : Warck (Tournenter) Rare : Rare
Casting Cost : 40 UpKeep : 0
Effects : Wracks all enemy non-death creatures with the powers of darkness. Each figure in every enemy unit must resist with a +1 bonus or take 1 point of damage.


Name : Terror (Terreur) Rare : Common
Casting Cost : 20 UpKeep : 0
Effects : Casts a pall of fear on all enemy units. During every combat turn, each enemy unit must attempt (+1 bonus to resistance) to overcome the terror that grips it, or cower in fear. When a unit is cowering it cannot attack; however, the unit can still counterattack when it is defending against melee attacks initiated by the enemy.


Name : Darkness (Obscurité) Rare : Common
Casting Cost : 25 UpKeep : 0
Effects : Drapes a shroud of darkness over the entire battlefield inspiring creatures of death who gain one point each in attack strength (swords), defense (shield) and resistance (crosses). Creatures of life, on the other hand, are dispirited and lose one point each in attack strength, defense and resistance.


Name : Mana Leak (Fuite de mana) Rare : Common
Casting Cost : 10 UpKeep : 0
Effects : All enemy spell casters are drained 5 mana each combat turn. This includes the opponent wizard you are currently battling. Additionally, all units with magical ranged attacks lose one spell shot each turn.

Return

Map and battlefield : Special Spells
None

Return

Map and battlefield : City Spells
None

Return

Map and battlefield : Unit Spells

Name : Cloak of Fear (Manteau de peur) Rare : Common
Casting Cost : 36 UpKeep : 1
Effects : Surrounds the target unit with a fear-inspiring aura. Any time enemy units attempt to engage in melee combat with the cloaked unit they must first try to overcome their fright (on a per figure basis) before they can attack or counterattack.


Name : Wraigh Form (Forme spectrale) Rare : Rare
Casting Cost : 90 UpKeep : 3
Effects : Target unit becomes non-corporeal. Non-corporeal units gain weapon immunity and the ability to move across any terrain at a cost of 1/2 movement point.

Return

Map : Unit Spells

Name : Lycanthropy (Lycanthropie) Rare : Uncommon
Casting Cost : 108 UpKeep : 5
Effects : 'Curses' a normal unit with the effects of lycanthropy, changing them into werewolves with the ability to regenerate and weapon immunity.


Name : Black Channels (Voies noires) Rare : Uncommon
Casting Cost : 60 UpKeep : 1
Effects : Transforms a target creature into a vile undead being with +2 melee attack strength, +1 to missile atttack strength, breath attacks, hit points, resistance and defense. Undead can not be healed or animated, but gain all the immunities of death creatures.


Name : Black Wind (Vent noir) Rare : Rare
Casting Cost : 120 UpKeep : 0
Effects : All figures in each unit within the targeted land must resist at -1 or rot away from a vile degenerative disease that slays almost immediately.

Return

Not classified :

Name : Animate Dead (Maitrise Zombie) Rare : Very rare
Casting Cost : 800 UpKeep : 40
Null
Effects :


Name : Cruel Unminding (Dépossession esprit) Rare : Very rare
Casting Cost : 150 UpKeep : 0
Effects : Target wizard loses 1-10% of spell casting skill permanently.


Name : Death Spell (Sort de mort) Rare : Very rare
Casting Cost : 50 UpKeep : 0
Effects : All figures in each enemy unit must resist at -2 or be struck dead where they stand.


Name : Death Wish (Désir de mort) Rare : Very rare
Casting Cost : 500 UpKeep : 0
Effects : All enemy normal units on both planes must resist or be slain.


Name : Eternal Night (Nuit eternelle) Rare : Very rare
Casting Cost : 1000 UpKeep : 15
Effects : Covers the world in a blanket of darkness. Except for those cities protected by heavenly light, all combats are assumed to be covered by the spell of darkness.

Return