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Spells : Sorcery


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

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

Map : Summoning

Floating Island

Nagas

Storm Giant

Dijnn

Sky Drake
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Floating Island
Floating Island (Ile flotante)
Moves : 02
Coût : 030
UpKeep : 05
Melee : 00
Range : 00
Armor : 00
Resist : 10
Hits : 30

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

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

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Nagas
Nagas (Nagas)
Moves : 01
Coût : 060
UpKeep : 02
Melee : 04
Range : 00
Armor : 03
Resist : 07
Hits : 06

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 + to hit 01   First strike
Each plus increases the unit's chance to hit by 10%. First strike allows the unit to deal its damage before hand-to- hand attacks, but after breath, thrown, and gaze attacks.

 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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Storm Giant
Storm Giant (Géant de l'orage)
Moves : 02
Coût : 300
UpKeep : 10
Melee : 12
Range : 10
Armor : 07
Resist : 09
Hits : 20

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 Spells 04   + 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%.

 Wall crusher  Armor piercing
Wall crusher allows the unit to destroy a section of a stone wall 50% of the time. Armor piercing halves the effectiveness of the defender's defense rating.

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Dijnn
Dijnn (Djin)
Moves : 03
Coût : 390
UpKeep : 17
Melee : 15
Range : 08
Armor : 08
Resist : 10
Hits : 20

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 Plane Shift  Marche sur le vent
Plane shift allows the unit to shift back and forth between the planes at will. Permet a l'unite et à toutes les creatures de son groupe de voler

 Caster 20 
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.

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Sky Drake
Sky Drake (Dragon du ciel)
Moves : 04
Coût : 600
UpKeep : 25
Melee : 20
Range : 00
Armor : 10
Resist : 14
Hits : 25

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 + to hit 03   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 illusion-resistance spells. In addition, the unit can see invisible units.

 Magic immunity  Lightning Breath 20 
Magic immunity makes a unit immune to all forms of magic including ranged magical attacks and all spell effects, regardless of realm. Lightning breath allows an attacking unit to breathe an armor piercing blast of lightning before entering hand-to-hand.

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Combat : Summoning

Phantom Warriors

Phantom Beast

Air Elemental
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Phantom Warriors
Phantom Warriors (Guerriers Fantomes)
Moves : 01
Coût : 10
UpKeep : 00
Melee : 03
Range : 00
Armor : 00
Resist : 06
Hits : 01

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 Non Corporeal  Poison immunity
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 makes the unit immune to all forms of poison attacks.

 Stoning Immunity  Death immunity
Stoning immunity makes the unit immune to all forms of stoning. Death immunity negates all spells which cause death and fear.

 Illusion
Illusionary attack allows the attacking unit to ignore the defender's armor antirely.

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Phantom Beast
Phantom Beast (Bete Fantome)
Moves : 02
Coût : 35
UpKeep : 00
Melee : 18
Range : 00
Armor : 00
Resist : 08
Hits : 20

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 + to hit 01   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  Stoning Immunity
Poison immunity makes the unit immune to all forms of poison attacks. Stoning immunity makes the unit immune to all forms of stoning.

 Death immunity  Illusion
Death immunity negates all spells which cause death and fear. Illusionary attack allows the attacking unit to ignore the defender's armor antirely.

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Air Elemental
Air Elemental (Esprit de l'air)
Moves : 05
Coût : 50
UpKeep : 00
Melee : 15
Range : 00
Armor : 08
Resist : 09
Hits : 10

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 + 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  Stoning Immunity
Poison immunity makes the unit immune to all forms of poison attacks. Stoning immunity makes the unit immune to all forms of stoning.

 Weapon 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.

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Map : Special Spells

Name : Enchant Road (Ensorcelle route) Rare : Uncommon
Casting Cost : 0 UpKeep : 0
Effects : Makes all roads within two map squares of the targeted area cost no movement point


Name : Spell Blast (Contrer le sort) Rare : Uncommon
Casting Cost : 30 UpKeep : 0
Effects : Attempts to counter an enemy wizard's spell as it is being cast. When spell blast takes effect, a wizard must expend as much of his or her own magic power (from mana reserves) as the enemy wizard has spent on the opposing spell to blast that spell out of existence. If a wizard does not have enough mana to match his target, spell blast fails.


Name : Disjunction True (Disjonction P.2) Rare : Rare
Casting Cost : 120 UpKeep : 0
Effects : Equivalent to a very strong version of the arcane magic disjunction, with triple the chance of success. Each mana spent on casting this spell counts as three for the purposes of dispelling the target global enchantment.


Name : Stasis (Stase) Rare : Rare
Casting Cost : 150 UpKeep : 0
Effects : Paralyzes all enemy units in a target map square for a minimun of one turn. After the first turn a unit passes in stasis, it has one opportunity per turn to free itself by successfully resisting (at a penalty of 5 to resistance) the stasis field.


Name : Great Unsummoning (Grd Desinvocation) Rare : Very rare
Casting Cost : 600 UpKeep : 0
Effects : Tries to banish all fantastic creatures (including those bound to the casting wizard) from both Arcanus and Myrror! Creatures suffer a penalty of 2 to their resistance when attempting to oppose this spell.


Name : Time Stop (Arret du temps) Rare : Very rare
Casting Cost : 1500 UpKeep : 200
Effects : Stops the passage of time for all enemy wizards and their troops and spells. Only the casting wizard may move units. He or she must pay maintenance on this spell, but only on this spell.

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Map : City Spells

Name : Spell Ward (Vol de sort) Rare : Very rare
Casting Cost : 600 UpKeep : 0
Effects : Provides total immunity for the city from one specific realm of spells (including combat spells) and prohibits any fantastic creatures of that realm from entering the propected city. Caster must select which realm to ward against: chaos death, life, nature, or sorcery.


Name : Spell Binding (Sort protecteur) Rare : Very rare
Casting Cost : 350 UpKeep : 5
Effects : Steals a global echantment from another wizard. The stolen global spell becomes the property of the casting wizard in terms of maintenance and control.


Name : Flying Fortress (Forteresse volante) Rare : Very rare
Casting Cost : 500 UpKeep : 25
Effects : Suspends a wizard's enchanted fortress far above the earth. Only flying units may enter (or attack) and leave this 'city in the clouds.' The wizard's own foot troops may enter and exit the city overland; during combat, once a foot troop (non-flying unit) leaves the floating city it cannot re-enter until the battle is over.

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Map : Enchantment

Name : Wind Mastery (Maitrise du vent) Rare : Uncommon
Casting Cost : 400 UpKeep : 5
Effects : Doubles the speed of all ships and sky masters controlled by a wizard, and halves the speed of all others.


Name : Aura of Majesty (Aura de majesté) Rare : Uncommon
Casting Cost : 240 UpKeep : 5
Effects : Hoodwinks all enemy wizards into liking the casting wizard. Each turn the spell is in effect, relations are shifted by +1 diplomatic point on a scale of -100 to +100.

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Battlefield : Special Spells

Name : Dispel Magic True (Dissiper magie P.2) Rare : Common
Casting Cost : 10 UpKeep : 0
Effects : A stronger version of the arcane dispel magic. Every point of mana spent on casting this spell counts as three for the purposes of dispelling the target unit's enchantments.


Name : Creature Binding (Soumettre créature) Rare : Very rare
Casting Cost : 70 UpKeep : 0
Effects : Attempts to alter the allegiance of a fantastic (i.e., summoned) creature. If a target creature fails to resist the spell (at a penalty of 2 to its resistance), it is bound to fight for the casting wizard until the end of combat (or until disenchanted). The bound creature disappears after combat ends.

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Battlefield : City Spells
None

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Battlefield : Combat Spells

Name : Vertigo (Vertige) Rare : Uncommon
Casting Cost : 25 UpKeep : 0
Effects : If a targeted unit fails to resist, it suffers a penalty to hit of 2 (i.e, it has a -20% chance to hit) and has more trouble defending than usual (lose 1 shield).


Name : Mind Storm (Tempete cerebrale) Rare : Rare
Casting Cost : 35 UpKeep : 0
Effects : Causes intense mental anguish to the creature(s) in a target enemy unit. Unable to concentrate, the creatures automatically (with non chance to resist) lose 5 to all of their melee, thrown and ranged attack strengths, defense and resistance. This spell does not effect units that have immunity to illusions.


Name : Confusion (Confusion) Rare : Common
Casting Cost : 15 UpKeep : 0
Effects : Attempts to disorient a target unit. A confused unit does not recover (unless disenchanted) until after combat ends. Every turn the confused unit randomly does one of the following: stand around and do nothing, move randomly, attack allies, or attack enemies.


Name : Psionic Blast (Explosion psionique) Rare : Common
Casting Cost : 20 UpKeep : 0
Effects : Targets a unit with an intensely damaging stream of mental energy. This strength 5 non-physical attack can be increased in strength by one per every two extra mana points spent on the spell.

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Battlefield : Enchantment

Name : Blur (Brouillard) Rare : Uncommon
Casting Cost : 10 UpKeep : 0
Effects : Blurs the outline of all friendly units making them more difficult to hit. There is a 10% chance that each point of damage done to the target unit will miss.


Name : Counter Magic (Contre magie) Rare : Common
Casting Cost : 10 UpKeep : 0
Effects : Creates a reserve of counter magic power which resists all spells cast by an opponent wizard as if you had cast an equally-strong dispel magic. Each spell casting attempt by the opposing wizard reduces the strength of the counter magic reserve by five mana.


Name : Mass Invisibility (Invisiblité collective) Rare : Very rare
Casting Cost : 80 UpKeep : 0
Effects : Makes all friendly units invisible to their opponents. While invisible, the units cannot be targeted by ranged weapons and all melee attacks against them suffer a penalty to hit of one (i.e., 10% chance to hit).

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Map and battlefield : Special Spells

Name : Word of Recall (Rappel) Rare : Common
Casting Cost : 12 UpKeep : 0
Effects : Transports a target friendly unit back to a wizard's summoning circle. If there is no space in the city for the recalled unit, one of the units already occupying the city square is displaced to a neighboring land square.


Name : Disenchant True (Desensorcelle P.2) Rare : Uncommon
Casting Cost : 50 UpKeep : 0
Effects : A much stronger version of disenchant area, with triple the chance of removing target enchantments (each point of mana spent casting the spell counts as three for the purposes of dispelling a target enchantment).

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Map and battlefield : City Spells
None

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Map and battlefield : Unit Spells

Name : Resist Magic (Resisté à la magie) Rare : Common
Casting Cost : 15 UpKeep : 1
Effects : Adds 3 to all resistance rolls versus magic.


Name : Guardian Wind (Vent gardien) Rare : Common
Casting Cost : 30 UpKeep : 1
Effects : Surrounds the unit with a magically protective wall of air, making the unit almost totally immune to arrow and sling attacks.


Name : Spell Lock (Bloquer le sort) Rare : Uncommon
Casting Cost : 60 UpKeep : 1
Effects : Prevents a target unit's positive enchantments from being dispelled. If the target unit is a summoned creature, spell lock also protects the bonds that tie it to the controlling wizard. Spell lock must be dispelled (resistance of 150) before any further enchantments can be removed from the creature or unit.


Name : Flight (Voler) Rare : Uncommon
Casting Cost : 75 UpKeep : 3
Effects : Bestows the power of flight upon a target unit.


Name : Invisibility (Invisibilitée) Rare : Rare
Casting Cost : 105 UpKeep : 10
Effects : Renders the unit invisible to all units, except those immune to illusion and those that have true sight. In combat, the unit becomes visible when adjacent to an enemy unit, but still penalizes the to hit roll of enemy units by -1.


Name : Magic Immunity (Immunité la magie) Rare : Rare
Casting Cost : 150 UpKeep : 5
Effects : Makes a target unit completely immune to all magic spells and spell-like effects. It also gives the unit immunity to breath and gaze attacks. Finally, the unit is almost completly immune to all magical ranged attacks.

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Map : Unit Spells

Name : Wind Walking (Marche sur le vent) Rare : Rare
Casting Cost : 150 UpKeep : 10
Effects : Allows the enchanted unit and all units in its stack to fly (with a speed of 3) on the overland map.Does not work in combat.

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Not classified :

Name : Suppress Magic (Supprimer la magie) Rare : Very rare
Casting Cost : 1250 UpKeep : 50
Effects : All overland spells not cast by caster must overcome a 500 mana strength dispel or be eliminated.

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