<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://domwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nadanke</id>
	<title>Domwiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://domwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nadanke"/>
	<link rel="alternate" type="text/html" href="https://domwiki.com/wiki/Special:Contributions/Nadanke"/>
	<updated>2026-05-15T22:09:38Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.3</generator>
	<entry>
		<id>https://domwiki.com/index.php?title=Module:Cost&amp;diff=10353</id>
		<title>Module:Cost</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Module:Cost&amp;diff=10353"/>
		<updated>2026-05-15T20:12:37Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Parse cost amounts with string slicing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local p = {}&lt;br /&gt;
&lt;br /&gt;
local pathNames = {&lt;br /&gt;
	F = &#039;Fire&#039;,&lt;br /&gt;
	A = &#039;Air&#039;,&lt;br /&gt;
	W = &#039;Water&#039;,&lt;br /&gt;
	E = &#039;Earth&#039;,&lt;br /&gt;
	S = &#039;Astral&#039;,&lt;br /&gt;
	D = &#039;Death&#039;,&lt;br /&gt;
	N = &#039;Nature&#039;,&lt;br /&gt;
	G = &#039;Glamour&#039;,&lt;br /&gt;
	B = &#039;Blood&#039;,&lt;br /&gt;
	H = &#039;Holy&#039;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local labelNames = {&lt;br /&gt;
	fatigue = &#039;fatigue&#039;,&lt;br /&gt;
	gems = &#039;gems&#039;,&lt;br /&gt;
	gold = &#039;gold&#039;,&lt;br /&gt;
	res = &#039;resources&#039;,&lt;br /&gt;
	resources = &#039;resources&#039;,&lt;br /&gt;
	rec = &#039;recruitment points&#039;,&lt;br /&gt;
	recruit = &#039;recruitment points&#039;,&lt;br /&gt;
	cmd = &#039;commander points&#039;,&lt;br /&gt;
	commander = &#039;commander points&#039;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local function span(class, title, contents)&lt;br /&gt;
	return tostring(mw.html.create(&#039;span&#039;)&lt;br /&gt;
		:addClass(class)&lt;br /&gt;
		:attr(&#039;title&#039;, title)&lt;br /&gt;
		:node(contents))&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderGem(path, amount, class, size)&lt;br /&gt;
	local name = pathNames[path] or path&lt;br /&gt;
	local file = string.format(&#039;[[File:Gem_%s.png|%s|link=|alt=%s gem]]&#039;, path, size, name)&lt;br /&gt;
	local root = mw.html.create(&#039;span&#039;)&lt;br /&gt;
		:addClass(class)&lt;br /&gt;
		:addClass(class .. &#039;--gem&#039;)&lt;br /&gt;
		:attr(&#039;title&#039;, name .. &#039; gems&#039;)&lt;br /&gt;
		:wikitext(file)&lt;br /&gt;
	root:tag(&#039;span&#039;)&lt;br /&gt;
		:addClass(class .. &#039;__amount&#039;)&lt;br /&gt;
		:node(amount)&lt;br /&gt;
	return tostring(root)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderLabel(kind, amount, class)&lt;br /&gt;
	local label = labelNames[kind] or kind&lt;br /&gt;
	return span(class .. &#039; &#039; .. class .. &#039;--&#039; .. kind, label, amount .. &#039; &#039; .. label)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function isDigits(value)&lt;br /&gt;
	return value ~= &#039;&#039; and value:match(&#039;^%d+$&#039;) ~= nil&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function splitLabelToken(token)&lt;br /&gt;
	local delimiter = token:find(&#039;:&#039;, 1, true) or token:find(&#039;=&#039;, 1, true)&lt;br /&gt;
	if delimiter then&lt;br /&gt;
		local key = token:sub(1, delimiter - 1)&lt;br /&gt;
		local value = token:sub(delimiter + 1)&lt;br /&gt;
		if key:match(&#039;^[%a_]+$&#039;) and isDigits(value) then&lt;br /&gt;
			return key, value&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local key = token:match(&#039;^[%a_]+&#039;)&lt;br /&gt;
	if key then&lt;br /&gt;
		local value = token:sub(#key + 1)&lt;br /&gt;
		if isDigits(value) then&lt;br /&gt;
			return key, value&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return nil, nil&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderRaw(raw, class, size)&lt;br /&gt;
	local output = {}&lt;br /&gt;
&lt;br /&gt;
	raw = mw.text.trim(raw:gsub(&#039;,&#039;, &#039; &#039;))&lt;br /&gt;
	for token in raw:gmatch(&#039;%S+&#039;) do&lt;br /&gt;
		local path = token:sub(1, 1)&lt;br /&gt;
		local amount = token:sub(2)&lt;br /&gt;
		if pathNames[path] and isDigits(amount) then&lt;br /&gt;
			table.insert(output, renderGem(path, amount, class, size))&lt;br /&gt;
		else&lt;br /&gt;
			local key, value = splitLabelToken(token)&lt;br /&gt;
			if key then&lt;br /&gt;
				table.insert(output, renderLabel(key, value, class))&lt;br /&gt;
			else&lt;br /&gt;
				table.insert(output, token)&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return table.concat(output, &#039; &#039;)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.render(frame)&lt;br /&gt;
	local raw = frame.args.raw or frame.args[1] or &#039;&#039;&lt;br /&gt;
	local class = frame.args.class or &#039;domwiki-cost&#039;&lt;br /&gt;
	local size = frame.args.size or &#039;18x18px&#039;&lt;br /&gt;
	return renderRaw(raw, class, size)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.fromParent(frame)&lt;br /&gt;
	local field = frame.args[1] or &#039;cost&#039;&lt;br /&gt;
	local parent = frame:getParent()&lt;br /&gt;
	local raw = parent and parent.args[field] or &#039;&#039;&lt;br /&gt;
	local class = frame.args.class or &#039;domwiki-cost&#039;&lt;br /&gt;
	local size = frame.args.size or &#039;18x18px&#039;&lt;br /&gt;
	return renderRaw(raw, class, size)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.debugParent(frame)&lt;br /&gt;
	local field = frame.args[1] or &#039;cost&#039;&lt;br /&gt;
	local parent = frame:getParent()&lt;br /&gt;
	return parent and parent.args[field] or &#039;&#039;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Module:Cost&amp;diff=10352</id>
		<title>Module:Cost</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Module:Cost&amp;diff=10352"/>
		<updated>2026-05-15T20:11:01Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Use mw.html node for cost text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local p = {}&lt;br /&gt;
&lt;br /&gt;
local pathNames = {&lt;br /&gt;
	F = &#039;Fire&#039;,&lt;br /&gt;
	A = &#039;Air&#039;,&lt;br /&gt;
	W = &#039;Water&#039;,&lt;br /&gt;
	E = &#039;Earth&#039;,&lt;br /&gt;
	S = &#039;Astral&#039;,&lt;br /&gt;
	D = &#039;Death&#039;,&lt;br /&gt;
	N = &#039;Nature&#039;,&lt;br /&gt;
	G = &#039;Glamour&#039;,&lt;br /&gt;
	B = &#039;Blood&#039;,&lt;br /&gt;
	H = &#039;Holy&#039;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local labelNames = {&lt;br /&gt;
	fatigue = &#039;fatigue&#039;,&lt;br /&gt;
	gems = &#039;gems&#039;,&lt;br /&gt;
	gold = &#039;gold&#039;,&lt;br /&gt;
	res = &#039;resources&#039;,&lt;br /&gt;
	resources = &#039;resources&#039;,&lt;br /&gt;
	rec = &#039;recruitment points&#039;,&lt;br /&gt;
	recruit = &#039;recruitment points&#039;,&lt;br /&gt;
	cmd = &#039;commander points&#039;,&lt;br /&gt;
	commander = &#039;commander points&#039;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local function span(class, title, contents)&lt;br /&gt;
	return tostring(mw.html.create(&#039;span&#039;)&lt;br /&gt;
		:addClass(class)&lt;br /&gt;
		:attr(&#039;title&#039;, title)&lt;br /&gt;
		:node(contents))&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderGem(path, amount, class, size)&lt;br /&gt;
	local name = pathNames[path] or path&lt;br /&gt;
	local file = string.format(&#039;[[File:Gem_%s.png|%s|link=|alt=%s gem]]&#039;, path, size, name)&lt;br /&gt;
	local root = mw.html.create(&#039;span&#039;)&lt;br /&gt;
		:addClass(class)&lt;br /&gt;
		:addClass(class .. &#039;--gem&#039;)&lt;br /&gt;
		:attr(&#039;title&#039;, name .. &#039; gems&#039;)&lt;br /&gt;
		:wikitext(file)&lt;br /&gt;
	root:tag(&#039;span&#039;)&lt;br /&gt;
		:addClass(class .. &#039;__amount&#039;)&lt;br /&gt;
		:node(amount)&lt;br /&gt;
	return tostring(root)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderLabel(kind, amount, class)&lt;br /&gt;
	local label = labelNames[kind] or kind&lt;br /&gt;
	return span(class .. &#039; &#039; .. class .. &#039;--&#039; .. kind, label, amount .. &#039; &#039; .. label)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderRaw(raw, class, size)&lt;br /&gt;
	local output = {}&lt;br /&gt;
&lt;br /&gt;
	raw = mw.text.trim(raw:gsub(&#039;,&#039;, &#039; &#039;))&lt;br /&gt;
	for token in raw:gmatch(&#039;%S+&#039;) do&lt;br /&gt;
		local path, amount = token:match(&#039;^([FAWESDNGBH])(%d+)$&#039;)&lt;br /&gt;
		if path then&lt;br /&gt;
			table.insert(output, renderGem(path, amount, class, size))&lt;br /&gt;
		else&lt;br /&gt;
			local key, value = token:match(&#039;^([%a_]+):(%d+)$&#039;)&lt;br /&gt;
			if not key then&lt;br /&gt;
				key, value = token:match(&#039;^([%a_]+)=(%d+)$&#039;)&lt;br /&gt;
			end&lt;br /&gt;
			if not key then&lt;br /&gt;
				key, value = token:match(&#039;^([%a_]+)(%d+)$&#039;)&lt;br /&gt;
			end&lt;br /&gt;
			if key then&lt;br /&gt;
				table.insert(output, renderLabel(key, value, class))&lt;br /&gt;
			else&lt;br /&gt;
				table.insert(output, token)&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return table.concat(output, &#039; &#039;)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.render(frame)&lt;br /&gt;
	local raw = frame.args.raw or frame.args[1] or &#039;&#039;&lt;br /&gt;
	local class = frame.args.class or &#039;domwiki-cost&#039;&lt;br /&gt;
	local size = frame.args.size or &#039;18x18px&#039;&lt;br /&gt;
	return renderRaw(raw, class, size)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.fromParent(frame)&lt;br /&gt;
	local field = frame.args[1] or &#039;cost&#039;&lt;br /&gt;
	local parent = frame:getParent()&lt;br /&gt;
	local raw = parent and parent.args[field] or &#039;&#039;&lt;br /&gt;
	local class = frame.args.class or &#039;domwiki-cost&#039;&lt;br /&gt;
	local size = frame.args.size or &#039;18x18px&#039;&lt;br /&gt;
	return renderRaw(raw, class, size)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.debugParent(frame)&lt;br /&gt;
	local field = frame.args[1] or &#039;cost&#039;&lt;br /&gt;
	local parent = frame:getParent()&lt;br /&gt;
	return parent and parent.args[field] or &#039;&#039;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Module:Cost&amp;diff=10351</id>
		<title>Module:Cost</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Module:Cost&amp;diff=10351"/>
		<updated>2026-05-15T20:09:56Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Emit cost numbers as HTML text nodes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local p = {}&lt;br /&gt;
&lt;br /&gt;
local pathNames = {&lt;br /&gt;
	F = &#039;Fire&#039;,&lt;br /&gt;
	A = &#039;Air&#039;,&lt;br /&gt;
	W = &#039;Water&#039;,&lt;br /&gt;
	E = &#039;Earth&#039;,&lt;br /&gt;
	S = &#039;Astral&#039;,&lt;br /&gt;
	D = &#039;Death&#039;,&lt;br /&gt;
	N = &#039;Nature&#039;,&lt;br /&gt;
	G = &#039;Glamour&#039;,&lt;br /&gt;
	B = &#039;Blood&#039;,&lt;br /&gt;
	H = &#039;Holy&#039;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local labelNames = {&lt;br /&gt;
	fatigue = &#039;fatigue&#039;,&lt;br /&gt;
	gems = &#039;gems&#039;,&lt;br /&gt;
	gold = &#039;gold&#039;,&lt;br /&gt;
	res = &#039;resources&#039;,&lt;br /&gt;
	resources = &#039;resources&#039;,&lt;br /&gt;
	rec = &#039;recruitment points&#039;,&lt;br /&gt;
	recruit = &#039;recruitment points&#039;,&lt;br /&gt;
	cmd = &#039;commander points&#039;,&lt;br /&gt;
	commander = &#039;commander points&#039;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local function span(class, title, contents)&lt;br /&gt;
	return tostring(mw.html.create(&#039;span&#039;)&lt;br /&gt;
		:addClass(class)&lt;br /&gt;
		:attr(&#039;title&#039;, title)&lt;br /&gt;
		:text(contents))&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderGem(path, amount, class, size)&lt;br /&gt;
	local name = pathNames[path] or path&lt;br /&gt;
	local file = string.format(&#039;[[File:Gem_%s.png|%s|link=|alt=%s gem]]&#039;, path, size, name)&lt;br /&gt;
	local root = mw.html.create(&#039;span&#039;)&lt;br /&gt;
		:addClass(class)&lt;br /&gt;
		:addClass(class .. &#039;--gem&#039;)&lt;br /&gt;
		:attr(&#039;title&#039;, name .. &#039; gems&#039;)&lt;br /&gt;
		:wikitext(file)&lt;br /&gt;
	root:tag(&#039;span&#039;)&lt;br /&gt;
		:addClass(class .. &#039;__amount&#039;)&lt;br /&gt;
		:text(amount)&lt;br /&gt;
	return tostring(root)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderLabel(kind, amount, class)&lt;br /&gt;
	local label = labelNames[kind] or kind&lt;br /&gt;
	return span(class .. &#039; &#039; .. class .. &#039;--&#039; .. kind, label, amount .. &#039; &#039; .. label)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderRaw(raw, class, size)&lt;br /&gt;
	local output = {}&lt;br /&gt;
&lt;br /&gt;
	raw = mw.text.trim(raw:gsub(&#039;,&#039;, &#039; &#039;))&lt;br /&gt;
	for token in raw:gmatch(&#039;%S+&#039;) do&lt;br /&gt;
		local path, amount = token:match(&#039;^([FAWESDNGBH])(%d+)$&#039;)&lt;br /&gt;
		if path then&lt;br /&gt;
			table.insert(output, renderGem(path, amount, class, size))&lt;br /&gt;
		else&lt;br /&gt;
			local key, value = token:match(&#039;^([%a_]+):(%d+)$&#039;)&lt;br /&gt;
			if not key then&lt;br /&gt;
				key, value = token:match(&#039;^([%a_]+)=(%d+)$&#039;)&lt;br /&gt;
			end&lt;br /&gt;
			if not key then&lt;br /&gt;
				key, value = token:match(&#039;^([%a_]+)(%d+)$&#039;)&lt;br /&gt;
			end&lt;br /&gt;
			if key then&lt;br /&gt;
				table.insert(output, renderLabel(key, value, class))&lt;br /&gt;
			else&lt;br /&gt;
				table.insert(output, token)&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return table.concat(output, &#039; &#039;)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.render(frame)&lt;br /&gt;
	local raw = frame.args.raw or frame.args[1] or &#039;&#039;&lt;br /&gt;
	local class = frame.args.class or &#039;domwiki-cost&#039;&lt;br /&gt;
	local size = frame.args.size or &#039;18x18px&#039;&lt;br /&gt;
	return renderRaw(raw, class, size)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.fromParent(frame)&lt;br /&gt;
	local field = frame.args[1] or &#039;cost&#039;&lt;br /&gt;
	local parent = frame:getParent()&lt;br /&gt;
	local raw = parent and parent.args[field] or &#039;&#039;&lt;br /&gt;
	local class = frame.args.class or &#039;domwiki-cost&#039;&lt;br /&gt;
	local size = frame.args.size or &#039;18x18px&#039;&lt;br /&gt;
	return renderRaw(raw, class, size)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.debugParent(frame)&lt;br /&gt;
	local field = frame.args[1] or &#039;cost&#039;&lt;br /&gt;
	local parent = frame:getParent()&lt;br /&gt;
	return parent and parent.args[field] or &#039;&#039;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Module:Cost&amp;diff=10350</id>
		<title>Module:Cost</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Module:Cost&amp;diff=10350"/>
		<updated>2026-05-15T20:06:35Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Debug and tighten cost parsing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local p = {}&lt;br /&gt;
&lt;br /&gt;
local pathNames = {&lt;br /&gt;
	F = &#039;Fire&#039;,&lt;br /&gt;
	A = &#039;Air&#039;,&lt;br /&gt;
	W = &#039;Water&#039;,&lt;br /&gt;
	E = &#039;Earth&#039;,&lt;br /&gt;
	S = &#039;Astral&#039;,&lt;br /&gt;
	D = &#039;Death&#039;,&lt;br /&gt;
	N = &#039;Nature&#039;,&lt;br /&gt;
	G = &#039;Glamour&#039;,&lt;br /&gt;
	B = &#039;Blood&#039;,&lt;br /&gt;
	H = &#039;Holy&#039;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local labelNames = {&lt;br /&gt;
	fatigue = &#039;fatigue&#039;,&lt;br /&gt;
	gems = &#039;gems&#039;,&lt;br /&gt;
	gold = &#039;gold&#039;,&lt;br /&gt;
	res = &#039;resources&#039;,&lt;br /&gt;
	resources = &#039;resources&#039;,&lt;br /&gt;
	rec = &#039;recruitment points&#039;,&lt;br /&gt;
	recruit = &#039;recruitment points&#039;,&lt;br /&gt;
	cmd = &#039;commander points&#039;,&lt;br /&gt;
	commander = &#039;commander points&#039;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local function span(class, title, contents)&lt;br /&gt;
	return tostring(mw.html.create(&#039;span&#039;)&lt;br /&gt;
		:addClass(class)&lt;br /&gt;
		:attr(&#039;title&#039;, title)&lt;br /&gt;
		:wikitext(contents))&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderGem(path, amount, class, size)&lt;br /&gt;
	local name = pathNames[path] or path&lt;br /&gt;
	local file = string.format(&#039;[[File:Gem_%s.png|%s|link=|alt=%s gem]]&#039;, path, size, name)&lt;br /&gt;
	local root = mw.html.create(&#039;span&#039;)&lt;br /&gt;
		:addClass(class)&lt;br /&gt;
		:addClass(class .. &#039;--gem&#039;)&lt;br /&gt;
		:attr(&#039;title&#039;, name .. &#039; gems&#039;)&lt;br /&gt;
		:wikitext(file)&lt;br /&gt;
	root:tag(&#039;span&#039;)&lt;br /&gt;
		:addClass(class .. &#039;__amount&#039;)&lt;br /&gt;
		:wikitext(amount)&lt;br /&gt;
	return tostring(root)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderLabel(kind, amount, class)&lt;br /&gt;
	local label = labelNames[kind] or kind&lt;br /&gt;
	return span(class .. &#039; &#039; .. class .. &#039;--&#039; .. kind, label, amount .. &#039; &#039; .. label)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderRaw(raw, class, size)&lt;br /&gt;
	local output = {}&lt;br /&gt;
&lt;br /&gt;
	raw = mw.text.trim(raw:gsub(&#039;,&#039;, &#039; &#039;))&lt;br /&gt;
	for token in raw:gmatch(&#039;%S+&#039;) do&lt;br /&gt;
		local path, amount = token:match(&#039;^([FAWESDNGBH])(%d+)$&#039;)&lt;br /&gt;
		if path then&lt;br /&gt;
			table.insert(output, renderGem(path, amount, class, size))&lt;br /&gt;
		else&lt;br /&gt;
			local key, value = token:match(&#039;^([%a_]+):(%d+)$&#039;)&lt;br /&gt;
			if not key then&lt;br /&gt;
				key, value = token:match(&#039;^([%a_]+)=(%d+)$&#039;)&lt;br /&gt;
			end&lt;br /&gt;
			if not key then&lt;br /&gt;
				key, value = token:match(&#039;^([%a_]+)(%d+)$&#039;)&lt;br /&gt;
			end&lt;br /&gt;
			if key then&lt;br /&gt;
				table.insert(output, renderLabel(key, value, class))&lt;br /&gt;
			else&lt;br /&gt;
				table.insert(output, token)&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return table.concat(output, &#039; &#039;)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.render(frame)&lt;br /&gt;
	local raw = frame.args.raw or frame.args[1] or &#039;&#039;&lt;br /&gt;
	local class = frame.args.class or &#039;domwiki-cost&#039;&lt;br /&gt;
	local size = frame.args.size or &#039;18x18px&#039;&lt;br /&gt;
	return renderRaw(raw, class, size)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.fromParent(frame)&lt;br /&gt;
	local field = frame.args[1] or &#039;cost&#039;&lt;br /&gt;
	local parent = frame:getParent()&lt;br /&gt;
	local raw = parent and parent.args[field] or &#039;&#039;&lt;br /&gt;
	local class = frame.args.class or &#039;domwiki-cost&#039;&lt;br /&gt;
	local size = frame.args.size or &#039;18x18px&#039;&lt;br /&gt;
	return renderRaw(raw, class, size)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.debugParent(frame)&lt;br /&gt;
	local field = frame.args[1] or &#039;cost&#039;&lt;br /&gt;
	local parent = frame:getParent()&lt;br /&gt;
	return parent and parent.args[field] or &#039;&#039;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Spells&amp;diff=10349</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Spells&amp;diff=10349"/>
		<updated>2026-05-15T20:05:00Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Read cost values from parent frame&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;templatestyles src=&amp;quot;Spell/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
{{DISPLAYTITLE:Spells}}&lt;br /&gt;
&lt;br /&gt;
Dominions 6 spells. This table is generated from the Dom6Inspector export in &amp;lt;code&amp;gt;gamedata/spells.csv&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;spell-list-filter domwiki-filter&amp;quot; data-target=&amp;quot;.spell-list&amp;quot; data-filter-fields=&amp;quot;school:School:All schools|research:Research:All levels|path:Path:All paths|type:Type:All types&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable spell-list&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! School&lt;br /&gt;
! Research&lt;br /&gt;
! Paths&lt;br /&gt;
! Type&lt;br /&gt;
! Cost&lt;br /&gt;
! Range&lt;br /&gt;
! Area&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=364&lt;br /&gt;
|name=Call Ephor&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2845&lt;br /&gt;
|description=The humans of Therodos were struck hardest by the cataclysm. Those who survived the initial blast drowned when the land sank underneath the waves. Once dead their shattered souls were barred from entering the underworld and their ghosts remained in the sunken lands they once inhabited, unaware of their undead state of existence. The Ephoroi were once magistrates and leaders of the human population of Therodos. They presided over religious ceremonies where the Meliai were not present. Now they are the leaders of the ghostly realm of the drowned dead, serving the Hekaterides and their Meliai daughters as they did before the fall. The Ephoroi are able to call human spectres to fill the ranks of the ghostly armies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=365&lt;br /&gt;
|name=Call Spectral Philosopher&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D11&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2846&lt;br /&gt;
|description=The humans of Therodos were struck hardest by the cataclysm. Those who survived the initial blast drowned when the land sank underneath the waves. Once dead their shattered souls were barred from entering the underworld and their ghosts remained in the sunken lands they once inhabited, unaware of their undead state of existence. In the blessed lands of the Telkhines there were little hardship for the privileged and some humans were able to spend their days thinking and debating with each other. The ghosts of these men still linger and their voices can be heard in the shattered agoras of ancient Therodos. Their conclusions on the subject of magic will contribute to the research of the nation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=697&lt;br /&gt;
|name=Cave Collapse&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=&lt;br /&gt;
|requirement=&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=10%&lt;br /&gt;
|effect=Damage, value 20&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=291&lt;br /&gt;
|name=Greater Hannya Pact&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Polymorph Caster, value 1432&lt;br /&gt;
|description=The Chunari seals a second and final pact with the Oni Kings, giving up the last shreds of humanity to become a true Hannya. The Hannya gains further powers in death and fire magic. A fiery aura and a serpent tail are also given to her to remind her of who her true masters are.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=290&lt;br /&gt;
|name=Hannya Pact&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Polymorph Caster, value 3070&lt;br /&gt;
|description=The Namanari seals a pact with the Oni Kings, giving up her humanity to become a Chunari. The Chunari gains powers in death and fire magic and a demonic nature. Jealous and greedy for power a Chunari will sooner or later strengthen her pact with her masters losing her humanity altogether.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=385&lt;br /&gt;
|name=Revive Acolyte&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 256&lt;br /&gt;
|description=The necromancer revives an ancient and unholy priest. The Priests of Eldregate were responsible for performing the ceremonies in the Holy City of Eldregate. When the Dusk Elders succumbed to the dark lure of Death magic, the Priests of Eldregate sat silent and watched the Empire fall. As a result, they were cursed more strongly than the rest of the population and are the ones who perform the unholy rites of reanimation. The Priests of Eldregate are surrounded by a wind of numbing cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=387&lt;br /&gt;
|name=Revive Arch Bishop&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D23&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 258&lt;br /&gt;
|description=The necromancer revives an ancient and unholy priest. The Priests of Eldregate were responsible for performing the ceremonies in the Holy City of Eldregate. When the Dusk Elders succumbed to the dark lure of Death magic, the Priests of Eldregate sat silent and watched the Empire fall. As a result, they were cursed more strongly than the rest of the population and are the ones who perform the unholy rites of reanimation. The Priests of Eldregate are surrounded by a wind of numbing cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=386&lt;br /&gt;
|name=Revive Bishop&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D16&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 257&lt;br /&gt;
|description=The necromancer revives an ancient and unholy priest. The Priests of Eldregate were responsible for performing the ceremonies in the Holy City of Eldregate. When the Dusk Elders succumbed to the dark lure of Death magic, the Priests of Eldregate sat silent and watched the Empire fall. As a result, they were cursed more strongly than the rest of the population and are the ones who perform the unholy rites of reanimation. The Priests of Eldregate are surrounded by a wind of numbing cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=384&lt;br /&gt;
|name=Revive Censor&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 260&lt;br /&gt;
|description=The necromancer revives an Ermorian Censor. The Censors were judges in the Old Empire. They are armed as Lictors and share their powers and weaknesses. Censors are commanders, able to lead the dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=389&lt;br /&gt;
|name=Revive Dusk Elder&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 253&lt;br /&gt;
|description=The necromancer revives the spectre of an ancient Ermorian mage. The mages of Ermor were the ones who performed the rituals that corrupted and destroyed the old empire. The mages do not possess solid bodies, but their spirits are connected to the Netherworld and their powers of Death magic are greater than ever before. The touch of these mages will drain the life energy of the target and replenish the power of the mage. They are ethereal and are very difficult to harm without using magic weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=402&lt;br /&gt;
|name=Revive Grand Lemur&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2335&lt;br /&gt;
|description=A Grand Lemur is the spirit of an ancient Scelerian Grand Thaumaturg that has been brought back from the Underworld. The thaumaturgs were the leading mage priests of the empire and the architects of the scelerian death cult. The souls of these powerful Lemures have broken the cycle of death and rebirth and will return from the Land of the Dead if slain in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=400&lt;br /&gt;
|name=Revive Lemur Acolyte&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D11&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2333&lt;br /&gt;
|description=A Lemur Acolyte is the spirit of an ancient Scelerian Acolyte that has been brought back from the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=397&lt;br /&gt;
|name=Revive Lemur Centurion&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 678&lt;br /&gt;
|description=A Lemur Centurion is the spirit of an ancient Scelerian Centurion that has been brought back from the Underworld. The Centurions were commanders of the Scelerian legions before the fall.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=399&lt;br /&gt;
|name=Revive Lemur Consul&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 679&lt;br /&gt;
|description=A Lemur Consul is the spirit of an ancient Scelerian Consul that has been brought back from the Underworld. Able commanders and powerful priests, the Consuls were influential Senators chosen to command the legions of Sceleria. The souls of these powerful Lemures have broken the cycle of death and rebirth and will return from the Land of the Dead if slain in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=398&lt;br /&gt;
|name=Revive Lemur Senator&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 680&lt;br /&gt;
|description=A Lemur Senator is the spirit of an ancient Scelerian Senator that has been brought back from the Underworld. The Senators were the political and religious leaders of Sceleria and they rarely led armies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=401&lt;br /&gt;
|name=Revive Lemur Thaumaturg&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2334&lt;br /&gt;
|description=A Lemur Thaumaturg is the spirit of an ancient Scelerian Thaumaturg that has been brought back from the Underworld. The thaumaturgs were the leading mage priests of the empire and the architects of the scelerian death cult.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=383&lt;br /&gt;
|name=Revive Lictor&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 259&lt;br /&gt;
|description=The necromancer revives an Ermorian Lictor. The Lictors were dignitaries entrusted with keeping the order during the Empire&#039;s glory days. Lictors are corporeal undead of great physical strength. They are armored with rusty plate hauberks and wield great axes formerly used as a sign of their office. Lictors are so closely connected with the Netherworld that they are surrounded by a wind of numbing cold. If revived by a necromancer wearing a Black Laurel, three additional Lictors will reawaken from the dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=396&lt;br /&gt;
|name=Revive Shadow Tribune&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 681&lt;br /&gt;
|description=The spirit of an old Ermorian Tribune is brought back through a Soul Gate. The Tribune was a representative of the people in old times.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=388&lt;br /&gt;
|name=Revive Spectator&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 254&lt;br /&gt;
|description=The necromancer revives the spectre of an ancient Ermorian mage. The mages of Ermor were the ones who performed the rituals that corrupted and destroyed the old empire. The mages do not possess solid bodies, but their spirits are connected to the Netherworld and their powers of Death magic are greater than ever before. The touch of these mages will drain the life energy of the target and replenish the power of the mage. They are ethereal and are very difficult to harm without using magic weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=534&lt;br /&gt;
|name=Call Ancestor&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1363&lt;br /&gt;
|description=The spirit of a deceased ancestor is called to the battle. Ancestors are sacred, but while they can influence fortunes of the living, they have few other powers useful in large battles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=529&lt;br /&gt;
|name=Celestial Servant&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 903&lt;br /&gt;
|description=This spell summons a Celestial Servant who is loyal to the Empire. The Celestial Servant is a gardener or servitor of the Celestial Sphere. It has the appearance of an obese pig-man. Celestial Servants are very strong, but not very skilled as warriors. They arm themselves with rakes and do not carry armor. Celestial Servants do not need food of this world to survive, but they do love to eat, and they have huge appetites. One Celestial Servant will eat as much food as seven ordinary men.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=925&lt;br /&gt;
|name=Shadow Servant&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 434&lt;br /&gt;
|description=The Shadow Servant is a creature made out of solid darkness. It is stealthy and is often used to scout enemy provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=924&lt;br /&gt;
|name=Spirit Curse&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 2&lt;br /&gt;
|description=The caster summons a malign spirit from the underworld and coerces it to curse an enemy. In return, it is set free to wreak havoc on the living. The spirit never joins battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=921&lt;br /&gt;
|name=Summon Animals&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Animals, value 403&lt;br /&gt;
|description=The caster summons several animals and binds them to his service. Different animals answer the call in different terrains.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=919&lt;br /&gt;
|name=Summon Cave Grubs&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2526&lt;br /&gt;
|description=In the deep caverns of the earth strange worms and crawling beasts can be found. The Cave Grubs are huge larvae with highly corrosive saliva able to dig through the earth and stone of the under-earth. Their tunnels are used by the Pale ones and other cave dwellers. Cave Grubs have weak minds and are easy to control and compel with magic, but they need magical leadership. They are sometimes summoned to be used in sieges.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=923&lt;br /&gt;
|name=Summon Crocodiles&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2185&lt;br /&gt;
|description=This ritual summons a few crocodiles and has them assist in battles. Crocodiles are not well suited to fight against humans, but their bite can still be deadly for soldiers who are neither well armored nor fast enough to evade.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=504&lt;br /&gt;
|name=Summon Jaguar Toads&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1359&lt;br /&gt;
|description=Great toads are found in the deep forests of Mictlan. The reddish, spotted Jaguar Toad is highly revered as it wears the coat of the jaguar, the most sacred of all animals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=587&lt;br /&gt;
|name=Summon Kappa&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1482&lt;br /&gt;
|description=The Kappa is a scaled humanoid with a turtle shell on its back. It is a being of water and haunts rivers and wild coasts. The Kappa has a water-filled depression on the top of its head. If this water is spilled, it loses its strength. In battles on dry land, the Kappa will gain fatigue until unconscious. It is also a master of Koppo, the bone breaking technique. The Kappa is also able to mend broken bones if it suffers injury.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=586&lt;br /&gt;
|name=Summon Ko-Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1260&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=922&lt;br /&gt;
|name=Summon Sea Dogs&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1064&lt;br /&gt;
|description=Life underneath the waves corresponds in many ways to that on dry land. The Sea Dog is a dog with webbed feet and fish scales instead of fur. Sea Dogs are amphibious and roam the shorelines at night.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=920&lt;br /&gt;
|name=Tangle Vines&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=Vines will ensnare anyone in the targeted area. The ensnared victims cannot move or attack anyone until they have destroyed the vines holding them. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=933&lt;br /&gt;
|name=Awaken Algae Men&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2976&lt;br /&gt;
|description=The mage awakens some Algae Men and persuades them to serve him. Algae Men are masses of corals, algae and other kinds of seaweed in the general form of a humanoid. Algae Men will return to their slumbering state if left without magic leadership on the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=932&lt;br /&gt;
|name=Awaken Vine Men&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 361&lt;br /&gt;
|description=The mage awakens some Vine Men and persuades them to serve him. Vine Men are masses of roots, vines and moss in the general form of a humanoid. Vine Men will return to their slumbering state if left without magic leadership on the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=584&lt;br /&gt;
|name=Host of Ganas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1764&lt;br /&gt;
|description=Ganas are ghostly warriors serving the Daityas of the Nether Realms. They can be summoned by dark magic and coerced into servitude.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=935&lt;br /&gt;
|name=Pack of Wolves&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 284&lt;br /&gt;
|description=The caster summons a pack of ferocious wolves and binds them to service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=390&lt;br /&gt;
|name=Revive Wailing Lady&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 255&lt;br /&gt;
|description=The necromancer revives the spectre of an Ermorian lady. The Wailing Lady weeps in lamentation over the annihilation of the Empire. The apparition is horrible to behold and her sorrow impossible to bear. Living beings drop dead upon hearing the wail of the spectral Lady. The Wailing Ladies are ethereal and difficult to damage with non-magical weapons. They are sacred and can be blessed by the priests of Ermor. Wailing Ladies can enter the sea.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=315&lt;br /&gt;
|name=Summon Abysian Ancestors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1971&lt;br /&gt;
|description=The Anathemant summons the spirits of ancient Abysian warriors. These spirits are surrounded by ethereal flames and are sacred to the humanbred population.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=588&lt;br /&gt;
|name=Summon Ao-Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1264&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=438&lt;br /&gt;
|name=Summon Black Dogs&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1769&lt;br /&gt;
|description=The caster summons a pack of Black Dogs. Black Dogs are large, black fay hounds that roam desolate highlands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=926&lt;br /&gt;
|name=Summon Fire Ants&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2225&lt;br /&gt;
|description=This ritual summons a bunch of extremely large fire ants. The ants are larger than horses and a lot more dangerous. Unfortunately they are also dumber than horses and need a mage to control them in order to be useful.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=927&lt;br /&gt;
|name=Summon Hawk&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Edge of Battlefield Summon, value 517&lt;br /&gt;
|description=The caster shrieks and soon a Black Hawk will appear on the battlefield. Black Hawks are not very powerful, but they might distract advancing enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=936&lt;br /&gt;
|name=Summon Horned Serpents&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 403&lt;br /&gt;
|description=The mage ventures into a sandy desert to summon and bind several Horned Serpents. The Cerastes are large, venomous serpents that hide beneath the sands in order to surprise their prey.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=589&lt;br /&gt;
|name=Summon Karasu Tengus&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1478&lt;br /&gt;
|description=The Karasu Tengu is a sacred being of the wild and the winds. It has the appearance of a man with the head, wings and feet of a crow. It is a mischievous being and often harasses humans who dare pass beneath its nest. Tengu are masters of swordsmanship and legends tell of heroes who have been trained by Tengu swordmasters. All Tengu have power over the winds and weather and can fly during storms and unleash lightning upon their enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=934&lt;br /&gt;
|name=Summon Killer Mantis&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2226&lt;br /&gt;
|description=This ritual summons a bunch of giant killer mantis. These beasts are as large as fully grown moose and they are well equipped to kill with their amazing speed and sharp claws. In addition to being dangerous, they are also very stupid and need a mage in order to control them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=930&lt;br /&gt;
|name=Summon Ogres&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2135&lt;br /&gt;
|description=The caster summons a group of Ogres and convinces them to serve. Ogres are large, strong and stupid humanoids that find humans delicious.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=931&lt;br /&gt;
|name=Summon Shades&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 676&lt;br /&gt;
|description=The caster summons a group of Shades to serve him. Shades are dark spirits from the Shade Lands between the land of the living and the Underworld. They are ethereal and able to drain the strength of living beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=322&lt;br /&gt;
|name=Summon Simargl&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1947&lt;br /&gt;
|description=The caster summons a Simargl. The Simargl is a strange winged dog from the lands of Rus. It is sometimes summoned by mages to aid in hunts and patrols.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=317&lt;br /&gt;
|name=Summon Spectral Infantry&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1656&lt;br /&gt;
|description=This spell will summon the spirits of a few formidable Abysian warriors who have died in battle. These spirits are called Smoulderghosts and are even fiercer fighters now that they have died.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=928&lt;br /&gt;
|name=Summon Storm Power&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8192&lt;br /&gt;
|description=During a storm, this spell can be used to channel the power of the storm through the mage. This enables the mage to cast more powerful Air magic spells. This spell only works during a storm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=929&lt;br /&gt;
|name=Summon Water Power&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 524288&lt;br /&gt;
|description=The mage gathers power from the surrounding water to enable him to cast more powerful Water magic spells. This spell can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=937&lt;br /&gt;
|name=Tapestry of Dreams&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 138&lt;br /&gt;
|description=The caster conjures the dreams and memories of a distant land and weaves them into a tapestry that reveals what transpires in the province. The tapestry will dissolve over a month, but can be made to last longer if additional gems are used in the casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=957&lt;br /&gt;
|name=Ambush of Tigers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1140&lt;br /&gt;
|description=The caster summons an ambush of Tigers and binds them to service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=622&lt;br /&gt;
|name=Awaken Shard Wights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2509&lt;br /&gt;
|description=Shard Wights are reanimated Pale Ones taken from their final resting places to serve a Ktonian necromancer or an Oracle of the Ancients as guardians or company. Since the Breaking of the Seal it is no longer difficult to coerce the spirits of the dead, and shards of enchanted obsidian can be found near the Chamber of the Broken seal. These shards are crafted into cursed weapons and given to the Shard Wights.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=609&lt;br /&gt;
|name=Barathrus Pact&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3741&lt;br /&gt;
|description=An Agarthan Oracle ventures down to the Roots of the Earth and seals a pact with Barathrus, the King of Deeper Earth. The Oracle is granted a couple of Earth Elementals that will serve him in the surface world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=600&lt;br /&gt;
|name=Bind Penumbral&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2497&lt;br /&gt;
|description=An Oracle of the Dead ventures down to the deeper reaches of Agartha and the Chamber of the Seal to summon and bind a Penumbral. Penumbrals are shadow beings resembling Pale Ones with elongated faces and drooling mouths. Agarthan legends claim that they are the souls of those who sacrificed themselves to seal the Chamber. The disturbing fact that they have become more numerous has led some to believe that the Seal is weakening.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=940&lt;br /&gt;
|name=Bind Scorpion Beast&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 524&lt;br /&gt;
|description=The caster summons and binds a huge scorpion. The Scorpion Beast has a mighty stinger, which is poisonous and can pierce even the thickest armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=536&lt;br /&gt;
|name=Call Cyclops Tribe&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3381&lt;br /&gt;
|description=There are in Ind many strange men. Large men, small men, and men with eyes in the back. There are also Cyclopses living in Magnificent Ind. Groups of these giants can be contacted and convinced to serve the Prester King.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=945&lt;br /&gt;
|name=Call Krakens&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 438&lt;br /&gt;
|description=Summons several huge octopoid beasts to serve the caster. The beasts are aquatic and cannot leave the sea.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=959&lt;br /&gt;
|name=Call of the Wild&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value 284&lt;br /&gt;
|description=Summons a werewolf and a large pack of wolves in a distant land. The werewolf is under the command of its summoner.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=942&lt;br /&gt;
|name=Call of the Winds&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value 517&lt;br /&gt;
|description=Summons a Great Hawk, along with a large flock of Black Hawks, in a province far away. Great Hawks are intelligent and can command troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=963&lt;br /&gt;
|name=Conjure Phantasmal Wolves&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3625&lt;br /&gt;
|description=The caster conjures Phantasmal Wolves to aid him in battle. Phantasmal Wolves are beings of the Dreamwild, made of memories, dreams and legends. They surpass ordinary wolves in every way, but are not real. However, they can interact with creation if conjured with glamour magic. They are insubstantial and difficult to harm with physical weapons. Phantasms cannot hold on to reality for long and will disperse when the battle is over. If cast under water phantasmal sea dogs will appear instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=300&lt;br /&gt;
|name=Contact Bakeneko&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3268&lt;br /&gt;
|description=The caster contacts and makes a deal with a Bakeneko, a ghost cat of Shinuyama. The Bakeneko is a cat that has lived for decades and developed shapeshifting abilities and magical powers. Some are prone to setting things on fire, others reanimate dead corpses to use in their nefarious schemes. Bakeneko are attuned to magic and their powers are greater in lands of magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=325&lt;br /&gt;
|name=Contact Sirin&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1945&lt;br /&gt;
|description=The caster contacts a Sirin and persuades it to aid him. The Sirin is a magical half-woman, half-bird of Rus. It has the head and chest of a woman and the body and lower parts of a dark bird. The Sirin is a most sinister being. It can speak with the voice of saints and entice men, tell them of future fortunes and lure them into lifelong slavery.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=262&lt;br /&gt;
|name=Curse Tablet&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Curse, value 2&lt;br /&gt;
|description=With the emergent interest in the fate of souls in Arcoscephale, necromantic practices have emerged. While most Orphic Mystics try to find the mysteries of a blessed afterlife, some less scrupulous individuals have used the new insights to command the newly dead. With this ritual the necromancer approaches the grave of a newly dead and places a tablet on it. The soul of the dead one is prevented from transmigrating or finding rest until it has performed the curse on the tablet. The spirit will travel to a distant province and curse a commander before finding final rest.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=952&lt;br /&gt;
|name=Dark Knowledge&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 5&lt;br /&gt;
|description=The caster summons a spirit of the Underworld and coerces it to reveal knowledge of sites of Death in a distant province. The spell can not be used to find magic in enemy provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=530&lt;br /&gt;
|name=Heavenly Rivers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 904&lt;br /&gt;
|description=The Demon of Heavenly Rivers is a violent Celestial being sprung from heavenly rivers. It has the appearance of a furious blue-skinned ogre with wild red hair. The demon is armed with a great club and wears an enchanted necklace made from the skulls of men unfortunate enough to try to cross a river guarded by the demon. Demons of Heavenly Rivers are sacred and amphibious.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=958&lt;br /&gt;
|name=Herd of Buffaloes&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3009&lt;br /&gt;
|description=This ritual summons a herd of buffaloes and makes them loyal to the caster. Buffaloes are strong and fierce and can be quite aggressive when they perceive a threat to their herd. Buffaloes are held in high esteem in the ancient lands of Ur, but there are other cultures that also revere their great strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=340&lt;br /&gt;
|name=Herd of Elephants&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2398&lt;br /&gt;
|description=This ritual summons a herd of elephants and makes them loyal to the caster. Elephants are devastating when released upon enemy armies, but if they flee they will trample through the ranks of their own side as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1466&lt;br /&gt;
|name=Herd of Moose&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1084&lt;br /&gt;
|description=The caster summons a herd of Moose and binds them to his service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=391&lt;br /&gt;
|name=Lictorian Guard&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 259&lt;br /&gt;
|description=This spell summons a handful of Lictors. Lictors are sacred and were the peacekeepers of the Old Empire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=938&lt;br /&gt;
|name=Phoenix Power&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 262144&lt;br /&gt;
|description=This spell enables the mage to cast more powerful Fire spells and also grants him resistance to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=951&lt;br /&gt;
|name=Power of the Spheres&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 128&lt;br /&gt;
|description=This spell makes the caster more powerful in the elemental and sorcery paths of magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=956&lt;br /&gt;
|name=Pride of Lions&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 628&lt;br /&gt;
|description=The caster summons a pride of Great Lions and binds them to his service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=954&lt;br /&gt;
|name=Revive Bane&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 185&lt;br /&gt;
|description=With this ritual, the necromancer revives a Bane and binds him to service. The Bane is armed with a Bane Blade. Banes are the generals of the Underworld and are able to lead large numbers of undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=605&lt;br /&gt;
|name=Revive Cavern Wights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1501&lt;br /&gt;
|description=Since the planning of the War under the Sun some Oracles of the Dead have begun experimenting with summoning of the dead. With this ritual an Oracle of the dead summons the souls of a few Pale Ones and makes them repossess their mummified bodies. The corpses of Pale Ones are entombed and well cared for and their souls are generally calm. Reviving them is remarkably difficult and time consuming. So far no one has tried to awaken the soul of an ancient Pale One.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=953&lt;br /&gt;
|name=Revive Wights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 533&lt;br /&gt;
|description=With this ritual, the necromancer revives a small group of Wights and binds them to serve. Wights are armed with horrible Bane Blades that cause mortal flesh to decay and shrivel.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=608&lt;br /&gt;
|name=Rhuax Pact&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 640&lt;br /&gt;
|description=An Oracle of Subterranean Fires ventures down to the Roots of the Earth and seals a pact with Rhuax, the King of Magma. The Oracle is granted a group of Magma Children that will serve him in the surface world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=436&lt;br /&gt;
|name=Sleep Vines&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=Strange vines with purple flowers will emerge from the ground. The vines will ensnare and exhaust anyone in the targeted area. The ensnared victims cannot move or attack anyone until they have destroyed the vines holding them. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=955&lt;br /&gt;
|name=Sloth of Bears&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 694&lt;br /&gt;
|description=The caster summons a sloth of Great Bears and binds them to service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=281&lt;br /&gt;
|name=Sounder of Boars&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1807&lt;br /&gt;
|description=The caster, often a Gutuater, summons a sounder of Great Boars. Great Boars are almost as heavy as an ox and are sacred to the people of Marverni.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=590&lt;br /&gt;
|name=Summon Aka-Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1266&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=943&lt;br /&gt;
|name=Summon Amphiptere&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1412&lt;br /&gt;
|description=The caster summons an Amphiptere. The Amphiptere is a huge winged serpent. It can fly and its breath is poisonous.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=555&lt;br /&gt;
|name=Summon Angiri&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3666&lt;br /&gt;
|description=Angiris are sun-born warriors that left this world ages ago. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer. Angiris are resistant to fires and are blessed with an Aura of Splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=557&lt;br /&gt;
|name=Summon Apsaras&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1332&lt;br /&gt;
|description=Apsaras are divine nymphs that have left this world ages ago. They serve the Celestial Gods as untiring dancers and singers. They are sometimes summoned by the calls of the monkey people living on the sacred mountain where the worlds lie closer. Apsaras are blessed with an aura of splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=321&lt;br /&gt;
|name=Summon Bears&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3003&lt;br /&gt;
|description=The Great Bear is a magnificent and sacred creature. This ritual summons an entire sloth of Great Bears.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=961&lt;br /&gt;
|name=Summon Bog Beasts&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 578&lt;br /&gt;
|description=The mage summons and binds a few Bog Beasts. Bog Beasts are large poison-spitting creatures surrounded by the noxious fumes they breathe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=947&lt;br /&gt;
|name=Summon Cave Cows&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2512&lt;br /&gt;
|description=The mage ventures down into a deep cavern to summon and bind a herd of Cave Cows. Cave Cows are strange beings from the under-earth that feed on fungi and minerals. Its saliva is highly corrosive and can dissolve rocks and minerals. Cave Cows can only be summoned in cave provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=950&lt;br /&gt;
|name=Summon Cave Crab&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2514&lt;br /&gt;
|description=The Cave Crab resembles an ordinary crab, only larger than a horse instead of a lot smaller than one. It has a thick outer skeleton and one enormous claw that is capable of pinching through just about anything. The Cave Crab is usually not aggressive but wise beings leave it alone as it scuttles along sideways in the caverns. The crab feeds mainly on fungi and dead cave beings, but if presented with the opportunity it might very well produce a few extra dead cave beings to feed on later. With this ritual the mage summons one of the giant crabs and makes it ready to be released upon an enemy army.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=474&lt;br /&gt;
|name=Summon Condors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2694&lt;br /&gt;
|description=The Condor is sacred to the people of Nazca. It is considered a messenger of the sun and herald of storms. The sacred bird is sometimes summoned by the Sun Kings to aid armies or to patrol the lands. No other bird can soar at such heights, thus Condor scouts are rarely seen and almost impossible to catch.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=439&lt;br /&gt;
|name=Summon Cu Sidhe&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1770&lt;br /&gt;
|description=The caster summons a pack of Cu Sidhe. Cu Sidhe are huge, dark green fay hounds from the Land of the Ever Young. They are sacred.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=948&lt;br /&gt;
|name=Summon Earthpower&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4096&lt;br /&gt;
|description=The Earth will lend its endurance to the mage. All Earth spells will be less demanding to cast and the mage will be constantly invigorated by the Earth&#039;s power.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=962&lt;br /&gt;
|name=Summon Fay Folk&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -26&lt;br /&gt;
|description=The caster summons a group of Fay Folk. Fay Folk are small fay creatures from the Dreamwild who occasionally appear on the fringes of civilized lands. Few Fay Folk look alike, and many have animal features, but all fay are able to use glamour and their true appearance is rarely what it seems. Like all fay they are vulnerable to iron.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=323&lt;br /&gt;
|name=Summon Firebird&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1946&lt;br /&gt;
|description=The caster summons a Firebird. The Firebird is a legendary bird with a brightly glowing plumage. It lives in the far wilderness of Rus and is often sought by heroes for its ability to bring good fortune.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=495&lt;br /&gt;
|name=Summon Glosos&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D13&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2363&lt;br /&gt;
|description=The caster travels to a graveyard and summons the vile sows known as Glosos and binds them to his service. The Gloso or Glow Sow is a horrible dark boar with glowing eyes and razor sharp bristles on its back. They live in ancient dolmens or graveyards where they sharpen their bristles by scrubbing them against the gravestones. Glosos fight by running at its target and slicing him with the bristles on its back.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=501&lt;br /&gt;
|name=Summon Glosos&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2363&lt;br /&gt;
|description=The caster travels to a graveyard and summons the vile sows known as Glosos and binds them to his service. The Gloso or Glow Sow is a horrible dark boar with glowing eyes and razor sharp bristles on its back. They live in ancient dolmens or graveyards where they sharpen their bristles by scrubbing them against the gravestones. Glosos fight by running at its target and slicing him with the bristles on its back.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=505&lt;br /&gt;
|name=Summon Jaguars&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 859&lt;br /&gt;
|description=The caster summons a pack of Jaguars and binds them to service. Jaguars are feared and revered as the great hunters of the forest. They are sacred to the people and sacred warriors don jaguar hides.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=591&lt;br /&gt;
|name=Summon Konoha Tengus&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1479&lt;br /&gt;
|description=This spell summons a handful of Konoha Tengu, sacred beings of the mountain winds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=941&lt;br /&gt;
|name=Summon Lesser Air Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3727&lt;br /&gt;
|description=The caster summons a Lesser Air Elemental to aid him in battle. Air Elementals can fly and can send enemies flying through the air. They are very difficult to harm. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=949&lt;br /&gt;
|name=Summon Lesser Earth Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3743&lt;br /&gt;
|description=The caster summons a Lesser Earth Elemental to aid him in battle. Earth Elementals are robust and regenerate damage. They can trample enemies or strike with mighty fists. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=939&lt;br /&gt;
|name=Summon Lesser Fire Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3719&lt;br /&gt;
|description=The caster summons a Lesser Fire Elemental to aid him in a battle. Fire Elementals are difficult to harm and dangerous to be near. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=944&lt;br /&gt;
|name=Summon Lesser Water Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3735&lt;br /&gt;
|description=The caster summons a Lesser Water Elemental to aid him in battle. Water Elementals are quick and crush enemies regardless of their armor. Elementals shrink when they are hit by powerful strikes. Water Elementals summoned in cold climates will be composed of ice. Ice Elementals are stronger but slower than Water Elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=358&lt;br /&gt;
|name=Summon Mazzikim&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2072&lt;br /&gt;
|description=The caster summons a group of Mazzikim from the wild. Mazzikim are imps of the wild who terrorize unwary travelers. They are mischievous rather than malign, but can cause some havoc in enough numbers. Since they are of this world, they can be summoned without a sacrifice of blood, even if demonic by nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=556&lt;br /&gt;
|name=Summon Nagas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1319&lt;br /&gt;
|description=Nagas are semi-divine serpent beings of the Nether World of Patala. They are sacred, can see in the dark and breathe under water. They are sprung from the Underworld and are skilled in metalworking and gem crafting. Naga warriors don gilded armor set with gleaming jewels that shine in the dark.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=299&lt;br /&gt;
|name=Summon Okami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3264&lt;br /&gt;
|description=The caster summons a pack of Okami, supernatural wolves of Shinuyama. In the enchanted forests of Mount Shinuyama live animals gifted with supernatural longevity and magic abilities. When an animal gets older and wiser it becomes increasingly more powerful. The Okami is a magical wolf of Shinuyama gifted with longevity and magical strength. Many Okami are benevolent and they sometimes follow travelers and protect them from harm. The Okami is attuned to magic and its powers are greater where magic is strong.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=601&lt;br /&gt;
|name=Summon Penumbrals&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2497&lt;br /&gt;
|description=An Oracle or a Ktonian Necromancer ventures down to the deeper reaches of Agartha and the Chamber of the Broken Seal to summon and bind a Penumbral. Penumbrals are shadow beings resembling Pale Ones with elongated faces and drooling mouths. They are the tortured souls of those who died in the Breaking of the Seal. Penumbrals are not at all as rare as they were before the Breaking and the rituals needed to bind them are more easily performed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=518&lt;br /&gt;
|name=Summon Sacred Scorpion&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2690&lt;br /&gt;
|description=The dark realm of Xibalba is home to many horrors. Among the more numerous are scorpions of all sizes. The largest and most ancient of the creatures are considered sacred and are summoned forth by the Chilan cave priests.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=960&lt;br /&gt;
|name=Summon Sea Lions&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1063&lt;br /&gt;
|description=Life underneath the waves corresponds in many ways to that on dry land. The Sea Lion is a great aquatic lion with a fish tail instead of hind quarters. It is a ferocious predator.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1468&lt;br /&gt;
|name=Summon Unseelie Folk&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -26&lt;br /&gt;
|description=The caster summons a group of Unseelie Fay Folk. Fay Folk are small fay creatures from the Dreamwild who occasionally appear on the fringes of civilized lands. In the frozen forests of the world the Fay reflect the cold and hostile nature of the dreamwild. Few Fay Folk look alike, and many have animal features, but all fay are able to use glamour and their true appearance is rarely what it seems. Like all fay they are vulnerable to iron.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=946&lt;br /&gt;
|name=Summon Yetis&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2231&lt;br /&gt;
|description=The caster summons a group of Yeti from the mountains. The Yeti is a huge ape-like monster of the mountain glaciers. Yetis are gifted with magical strength and are always surrounded by by icy winds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=986&lt;br /&gt;
|name=At the End of the Rainbow&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 7&lt;br /&gt;
|description=The caster conjures dreams from beyond the Gate of Horn to find what lies hidden at the End of the Rainbow. All sites of glamour in the targeted province are revealed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=493&lt;br /&gt;
|name=Awaken Draugar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2190&lt;br /&gt;
|description=The Draug is a corporeal undead van. They are incredibly strong and can change their size at will or if they are wounded. Draugar stink of decay and rotting flesh and are surrounded by ice cold winds. With this ritual a few Draugar are coerced to leave their mounds and kill the enemies of the realm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=497&lt;br /&gt;
|name=Awaken Jotun Draugar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3193&lt;br /&gt;
|description=The Draug is a corporeal undead Jotun Giant. They are incredibly strong and can change their size at will or if they are wounded. Draugar stink of decay and rotting flesh and are surrounded by ice cold winds. With this ritual a few Draugar are coerced to leave their mounds and kill the enemies of the realm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=981&lt;br /&gt;
|name=Awaken Vine Ogres&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 362&lt;br /&gt;
|description=The mage awakens a group of Vine Ogres and persuades them to serve him. The Vine Ogre is a strange creature composed of roots, vines and moss. They have the general form of a large humanoid. Vine Ogres will return to their slumbering state if there are no commanders on the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=496&lt;br /&gt;
|name=Brood of Garm&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1309&lt;br /&gt;
|description=The caster summons a pack of the huge wolves that roam the Jotun forests. The wolves are sacred and their howls can scare even a giant.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=352&lt;br /&gt;
|name=Call Malakh&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2056&lt;br /&gt;
|description=The caster calls down a heavenly messenger from the Celestial Sphere. It appears in human form, winged and dressed in a white robe and surrounded by an aura of divine splendor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=531&lt;br /&gt;
|name=Celestial Hounds&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1338&lt;br /&gt;
|description=This spell summons a pair of hounds from the Celestial Sphere. They have the appearance of lion-maned dogs with huge staring eyes and flaming tails. They can run on the wind and are immune to lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=503&lt;br /&gt;
|name=Command Draugar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2190&lt;br /&gt;
|description=Nidavangr has fought endless battles against the vanir and the jotuns. The Seithberenders of the Crow Clan have discovered that the burial mounds of their enemies hold dark magics to protect them from intruders. With this ritual the Seithberender disturbs the burial mound and binds the Draugar dwelling within to his will. Draugar are corporeal undead vanir. They are incredibly strong and can change their size at will or if they are wounded. Draugar stink of decay and rotting flesh and are surrounded by ice cold winds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=987&lt;br /&gt;
|name=Conjure Phantasmal Warriors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3624&lt;br /&gt;
|description=The caster conjures Phantasmal Warriors to aid him in battle. A Phantasmal Warrior is a being of the Dreamwild, made of memories, dreams and legends. Phantasms are not real, but can interact with creation if conjured with glamour magic. Phantasmal warriors come armed with phantasmal weapons, wearing gossamer weave armors. They are insubstantial and difficult to harm with physical weapons. Phantasms cannot hold on to reality for long and will disperse when the battle is over. If cast under water phantasmal tritons will appear instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=329&lt;br /&gt;
|name=Contact Alkonost&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1943&lt;br /&gt;
|description=The caster contacts a Alkonost and persuades it to aid him. The Alkonost is a magical half-woman, half-bird of Rus. It has the head and chest of a woman and the body and lower parts of a bird. It is a bird of the Paradise gifted with the voice of saints. It is a powerful priest and will inspire men to bravery.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=302&lt;br /&gt;
|name=Contact Jigami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2089&lt;br /&gt;
|description=The Shugenja contacts and strikes a bargain with a Jigami, a kami of the farms and fields. They protect villages and farms in rural areas and have powers over fertility and growth. They are not powerful enough to influence entire provinces, but their presence yield food and supplies in the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=539&lt;br /&gt;
|name=Contact Jinn&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F18&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3353&lt;br /&gt;
|description=Jinnun are spiritual beings born from smokeless flame in a distant past. They replaced the Hinn and Binn during the reign of a previous Pantokrator. They are naturally invisible and ethereal, but can take physical form when they interact with men. Once the Jinnun lived in Ubar, a magic desert kingdom of marvelous riches, but when magic dwindled they scattered and Ubar was forgotten. There are many Jinn races with different abilities and powers, but they are all born from smokeless flame and therefore ethereal and invisible unless they wish to be seen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=561&lt;br /&gt;
|name=Contact Nagini&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1322&lt;br /&gt;
|description=The Nagini is a Naga Princess from the Jeweled City of Patala. She is able to change her shape and wander the land of humans unnoticed. Naginis in human shape are strikingly beautiful and many young men have given up their comfortable lives to follow a Nagini into the Underworld. The Nagini can use their powers of seduction to lure generals from their masters and priests from their god. The Naginis are also skilled Water mages. In their Naga shape, their skill in Water magic is enhanced.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=559&lt;br /&gt;
|name=Contact Yaksha&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1329&lt;br /&gt;
|description=Yakshas are semi-divine beings of the sacred Mount Kailasa. Their time has passed and the most powerful of them have left this world and entered the Celestial Spheres. The few that still linger on are the ones infatuated with the beauty of the wild and the riches of this world. They have bred and led the monkey people into servitude. Yakshas are gifted with celestial splendor that strikes lowly beings with awe. They are sacred to the monkey people. Yakshas are spirits of Nature and the riches of the Earth and are powerful Earth mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=560&lt;br /&gt;
|name=Contact Yakshini&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1330&lt;br /&gt;
|description=Yakshinis are female Yakshas, semi-divine beings of the sacred Mount Kailasa. Their time has passed and the most powerful of them have left this world and entered the Celestial Spheres. The few that still linger on are the ones infatuated with the beauty of the wild and the riches of this world. They have bred and led the monkey people into servitude. Yakshinis are gifted with celestial splendor that strikes lowly beings with awe. They are sacred to the monkey people. Yakshinis often inhabit springs, lakes and rivers and are powerful Water mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=592&lt;br /&gt;
|name=Ghost General&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1256&lt;br /&gt;
|description=This spell summons a Shura, or warrior ghost, from the Underworld. The Shura is the vengeful ghost of a general slain by treason. The Shura appears as a horrible ghostly samurai armed with a sickly green blade that causes living bodies to shrivel and die.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=341&lt;br /&gt;
|name=God Brood&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 888&lt;br /&gt;
|description=The sorcerer enters the God Forest and summons a brood of sacred hunter spiders. Hunter Spiders are stupid and act erratically unless controlled by a skilled rider. However, when summoned and commanded by sorcery they can act according to their master&#039;s wishes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=447&lt;br /&gt;
|name=Herd of Morvarc&#039;h&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3980&lt;br /&gt;
|description=The caster summons a herd of Morvarc&#039;h, legendary black sea-horses with flaming nostrils and burning manes. They are able to gallop on the sea and swim under water. They are sacred to the people of Ys.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=283&lt;br /&gt;
|name=Herd of Unicorns&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3899&lt;br /&gt;
|description=Unicorns are legendary beings of the Dreamwild. They appear as proud white stallions with a single horn of coral. Their hooves are also of coral and they have a golden mane and beard reminiscent of a goat&#039;s. They are sometimes found in wild forests far from civilized men, but are most commonly known to live in the enchanted forest of Avalon where they are trained to be mounts of the fabled Knights of Avalon. The Alicorn, the coral horn of a unicorn, is highly magical and can heal the wounds of its rider as well as grant him some of the unicorn&#039;s resistance to poison and disease. Unicorns are considered sacred in Man.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=975&lt;br /&gt;
|name=Light of the Northern Star&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 40&lt;br /&gt;
|description=This spell makes all wizards on the battlefield more powerful in Astral magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=978&lt;br /&gt;
|name=Maggots&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Poison (HP damage), value 50&lt;br /&gt;
|description=The mage conjures thousands of maggots, which will start to feed upon an undead being. The maggots will slowly but surely consume the undead. Large undead can survive the maggots by removing them after they have become satiated. Ethereal undead are rarely affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=985&lt;br /&gt;
|name=Nest of Asps&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3657&lt;br /&gt;
|description=The caster conjures a nest of Asps, the deadliest of all serpents, whose poison will desiccate and mummify its victim.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=964&lt;br /&gt;
|name=Nest of Salamanders&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3658&lt;br /&gt;
|description=The caster conjures a nest of Salamander Asps. Salamander Asps are small snakes wreathed in flames. They are sometimes found nesting in hearths or ovens. Their poison burns with the heat of the Salamander.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=603&lt;br /&gt;
|name=Olm Conclave&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2527&lt;br /&gt;
|description=The caster contacts the Great Olms of the deeper earth, once allied to the Oracles of Agartha, and persuades them to hold a conclave. More than a dozen Great Olms led by an Olm Sage gather and are coerced into aiding the mage and the awakening God of Agartha.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=339&lt;br /&gt;
|name=Sacred Crocodile&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2186&lt;br /&gt;
|description=All crocodiles are more or less sacred to the populace of C&#039;tis. In the temple marshes some crocodiles are fed slaves and captives. These crocodiles grow to huge proportions. When fed they return into the marshes with their prize and legend has it that they feed their father, a spawn of God, in the depths of the marsh. Blessed by his magic they return to the temples and wait for another sacrifice. This ritual summons a huge blessed crocodile and coerces it to assist in battles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=970&lt;br /&gt;
|name=School of Sharks&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Edge of Battlefield Summon, value 815&lt;br /&gt;
|description=The caster attracts several small sharks and makes them attack the enemies. Sharks are very stupid and not entirely reliable. Powerful mages can attract large numbers of sharks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=326&lt;br /&gt;
|name=Send Vodyanoy&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon Stealthy Commander, value 1953&lt;br /&gt;
|description=The caster summons and sends a Vodyanoy to a distant sea province. This ritual can be cast on land. The Vodyanoy is a water spirit that resembles a man with the lower parts of a fish. It is covered in black fish-scales, algae and mud. Vodyanoy generally dislike humans and can only be coerced into servitude with the aid of magic. They are powerful users of Water magic, but cannot leave the water.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=984&lt;br /&gt;
|name=Strength of Gaia&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1048576&lt;br /&gt;
|description=The caster connects himself with the might of the living Earth. This connection gives him regenerative abilities, increased strength, a rougher skin and increased Nature magic power.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=440&lt;br /&gt;
|name=Summon Barghests&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1768&lt;br /&gt;
|description=The caster summons a pack of Barghests. Barghests are huge, black fay hounds from the Fomorian plains. Some say that they are manifestations of darkness and ill fates. Barghests are sacred.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=974&lt;br /&gt;
|name=Summon Cave Drake&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 522&lt;br /&gt;
|description=The caster summons a Cave Drake and binds it to his service. The Cave Drake is a huge beast with incredibly thick scales.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=989&lt;br /&gt;
|name=Summon Cave Kobolds&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3890&lt;br /&gt;
|description=The caster summons a group of Cave Kobolds that have lived manifest in this world for a while. Kobolds are small fay creatures from the Dreamwild who occasionally appear on the fringes of civilized lands. They are surprisingly strong, are well versed in mining and have exceptional knowledge of where to find veins of metal. If given gold they can aid miners and underground workers. Cave Kobolds are also efficient sappers, should they be used in sieges. Being fay creatures they are sensitive to iron and can use glamour to hide their true appearances. Cave Kobolds use enchanted pick axes to mine or attack perceived threats.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1467&lt;br /&gt;
|name=Summon Fay Archers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 4116&lt;br /&gt;
|description=The caster summons a group of soldiers from the Dreamwild. The Fay mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. Fay Archers are alabaster-skinned soldiers wreathed in illusions. They don shimmering vests adorned with crystals and mother of pearl and their bows are stringed with moonbeams. In the dreamwild the lands are divided between the summer courts and the winter courts. If cast in a cold province Unseelie Archers will appear instead of Fay Archers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=990&lt;br /&gt;
|name=Summon Fay Footfolk&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3903&lt;br /&gt;
|description=The caster summons a group of soldiers from the Dreamwild. The Fay mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. Fay Footmen are alabaster-skinned warriors wreathed in illusions. They don shimmering armors of crystal and mother of pearl and their swords are made of dreamwrought glass. In the dreamwild the lands are divided between the summer courts and the winter courts. If cast in a cold province Unseelie Soldiers will appear instead of Fay Footmen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=965&lt;br /&gt;
|name=Summon Fire Drake&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 523&lt;br /&gt;
|description=The caster summons a Fire Drake and binds it to his service. The Fire Drake is a huge and scaly beast, able to breathe fire like a dragon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=966&lt;br /&gt;
|name=Summon Flame Jellies&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2854&lt;br /&gt;
|description=The caster summons a swarm of Flame Jellies. Flame Jellies are huge Jellyfish sprung from the heat of magma vents. They radiate heat and their tentacle strikes with burning poison. They are strangely resistant to magic and are almost impossible to affect with spells that do not cause physical harm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=969&lt;br /&gt;
|name=Summon Gryphons&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2131&lt;br /&gt;
|description=The caster summons and takes control of a convocation of gryphons. The Gryphon is a mythical beast, part lion, part eagle. It nests in remote mountains and reputedly collects gems to attract a mate.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=972&lt;br /&gt;
|name=Summon Ice Drake&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 579&lt;br /&gt;
|description=The caster summons an Ice Drake and binds it to his service. The Ice Drake is a huge and scaly beast, able to breathe bolts of frost.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=506&lt;br /&gt;
|name=Summon Jade Serpents&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1889&lt;br /&gt;
|description=The Priest summons two Jade Serpents to serve as temple guardians. Jade Serpents are enormous serpents crowned with feathery plumages. They are only found in the forests of Mictlan. It is sacred and can inspire nearby soldiers to great deeds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=983&lt;br /&gt;
|name=Summon Kithaironic Lion&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 514&lt;br /&gt;
|description=The caster summons a Kithaironic Lion and binds it to his service. The Lion is large and has an exceptionally thick hide.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=360&lt;br /&gt;
|name=Summon Kusarikkus&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3068&lt;br /&gt;
|description=The caster summons a pair of Kusarikku, fabled Bull Men of enkidu legends. They have been revered by the enkidus since before the founding of the First City and are known to protect the Ensis and Entus, as well as the entrances to the great temple. The Kusarikku are gifted with the strength of the earth and they wield spears that halt demons in their steps.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=977&lt;br /&gt;
|name=Summon Lammashtas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Call Horror, value 393&lt;br /&gt;
|description=The caster summons two Lammashtas to the battle. A Lammashta is a horrific angelic being that serves the Lord of the Underworld. Ethereal and capable of flight, these female entities wield Wraith Swords, which drain the life from those wounded by their blades. They do not serve the caster but rather the Lord of the Underworld. They will appear at the edge of the battlefield and will probably not attack the caster at the start of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=980&lt;br /&gt;
|name=Summon Leogryphs&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2132&lt;br /&gt;
|description=With this ritual a convocation of Leogryphs is summoned and controlled. The Leogryph is a mythical halfbeast, part lion, part eagle. It is by some scholars considered to be a degenerate form of the gryphon. They are only slightly stronger than lions, but their mythical heritage makes them more resistant to magic effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=328&lt;br /&gt;
|name=Summon Likho&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1952&lt;br /&gt;
|description=The caster summons a crone of misfortune. She appears as an one-eyed old hag in dark robes. Her mere presence will cause ill fortune and misery. Her evil eye will curse those she gazes upon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=303&lt;br /&gt;
|name=Summon Omukade&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3269&lt;br /&gt;
|description=The caster summons an Omukade, a monstrous centipede that lives in the lands of the Bakemono. Its scales are as hard as iron and its poison is strong enough to kill any beast. The Omukade is strong enough to be feared even by the Tatsu. There are even reports of Omukade driving dragons from their homes and settling in the cave.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=593&lt;br /&gt;
|name=Summon Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1272&lt;br /&gt;
|description=This spell summons three Oni. Oni are small ugly demons with wild staring eyes, unkempt red hair and pot-bellies. They have clawed feet, fangs and porcine faces. Oni dress in tiger skins and wield huge swords and carry javelins. Oni don&#039;t need to eat. However, they have tremendous appetites and like to eat and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Their residual spirit form is a ghost and can be banished.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=327&lt;br /&gt;
|name=Summon Rusalka&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W16&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1954&lt;br /&gt;
|description=The caster approaches a river or lake where a young maiden has drowned herself and summons her dead spirit. The Rusalka is the spirit of a young woman that committed suicide by drowning herself after being scorned by her lover. She must now haunt the waterway where she took her life. The Rusalka has the appearance of a young, pale and beautiful naked woman with green eyes and green perpetually wet hair. The Rusalka is not necessarily malevolent, but she likes living men and will come out of the water at night to climb a tree and sit there singing and combing her hair, anticipating unwary wanderers to snare with her songs. Handsome passersby will be invited to join her in singing and dancing and will be brought into the watery abode of the Rusalka. The Rusalka has some skills in Water and Death magic and is able to bring her companions with her under the waves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=973&lt;br /&gt;
|name=Summon Sea Serpent&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 565&lt;br /&gt;
|description=The caster summons a Sea Serpent and binds it to his service. The Serpent is a huge and scaly beast with a deadly bite. It cannot leave the sea.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=976&lt;br /&gt;
|name=Summon Shade Beasts&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 442&lt;br /&gt;
|description=The caster summons several Shade Beasts to serve him. Shade Beasts are black hounds with bared skulls. They are ethereal, but are not as powerful as Spectres or Wights.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=301&lt;br /&gt;
|name=Summon Shikome&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2100&lt;br /&gt;
|description=The shikome are hags of the underworld. They are sent to hunt down those who try to escape the land of the dead. They appear as mad, starving hags with claws and pointy teeth. Their claws are able to harm and incapacitate ghosts and spirits. Shikome are never given food by their cruel lords and they all have an insatiable appetite for the food of the living. They take every opportunity to feast on flesh or fruits unavailable to them in the halls of the underworld. Shikome are the personal servants of the lords of the underworld and are revered by the Oni.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=979&lt;br /&gt;
|name=Summon Spine Frog&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3712&lt;br /&gt;
|description=The caster summons a Spine Frog and binds it to his service. The Spine Frog is a large amphibian beast found in warm swamps and marshlands. Their skin is highly poisonous and they can spit poison when they feel threatened. When hunting they grab their prey with their tongue and often swallow it whole.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=968&lt;br /&gt;
|name=Summon Storm Drake&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3991&lt;br /&gt;
|description=The caster summons a Storm Drake and binds it to his service. Storm Drakes are winged, scaly reptiles capable of breathing lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=982&lt;br /&gt;
|name=Summon Swamp Drake&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2196&lt;br /&gt;
|description=The mage summons a Swamp Drake and binds it to his service. The Swamp Drake is a huge and spined beast, able to breathe toxic gas like a dragon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1470&lt;br /&gt;
|name=Summon Unseelie Archers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 4117&lt;br /&gt;
|description=The caster summons a group of soldiers from the Dreamwild. The Fay mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. In the frozen forests of the world the Fay reflect the cold and hostile nature of the Dreamwild. Unseelie Archers are alabaster-skinned soldiers wreathed in illusions. They don glittering frost-covered vests that tempers in cold lands, and their bows are stringed with beams of starlight. The unseelie are strongly connected to the winter and they are all resistant to cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1469&lt;br /&gt;
|name=Summon Unseelie Soldiers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3906&lt;br /&gt;
|description=The caster summons a group of soldiers from the Dreamwild. The Fay mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. In the frozen forests of the world the Fay reflect the cold and hostile nature of the dreamwild. Unseelie Soldiers are alabaster-skinned warriors wreathed in illusions. They don glittering armors of crystal and ice that tempers in cold lands, and their swords are made of dreamwrought ice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=558&lt;br /&gt;
|name=Summon Vidyadhara&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3668&lt;br /&gt;
|description=Vidyadharas are divine sages that left this world ages ago. They are spiritual beings who can fly without wings. Vidyadharas are known for their wisdom and magical abilities. They are primarily skilled in astral magic, but have some skills in air magic as well. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=988&lt;br /&gt;
|name=Summon Water Kobold&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3911&lt;br /&gt;
|description=The caster summons a water Kobold. Kobolds are small fay creatures from the Dreamwild who occasionally appear on the fringes of civilized lands. Water Kobolds live on ships and are generally merry and friendly. Water Kobolds aren&#039;t very good leaders, but they can bring soldiers with them across the sea. They appear as small and weathered fishermen in yellow clothes and are usually puffing on a tobacco pipe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=967&lt;br /&gt;
|name=Summon Wyverns&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 520&lt;br /&gt;
|description=The caster summons two wyverns and binds them to his service. The wyvern is a large, scaly beast with leathery wings and a poison stinger.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1457&lt;br /&gt;
|name=Tangle Thicket&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:30&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=Vines will ensnare anyone in the targeted area. The ensnared victims cannot move or attack anyone until they have destroyed the vines holding them. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=437&lt;br /&gt;
|name=Vengeful Vines&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=Poisonous vines with dark flowers will emerge from the ground. Anyone in the targeted area is ensnared, poisoned and infected with a carrion seed. If a seed carrier dies during the battle the seed sprouts and reanimates the victim as a manikin serving the Vengeful God.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=971&lt;br /&gt;
|name=Voice of Apsu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 2&lt;br /&gt;
|description=The caster conjures the dreams of Apsu, the Fresh Water Underneath. He has knowledge of all sweet water. The voice of his dreams, when rightly interpreted, reveals sites of Water power located above the surface. The dreams will find their way to everyone living in the targeted province and the magical sites will no longer be hidden.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1012&lt;br /&gt;
|name=Acashic Record&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Acashic Record, value 999&lt;br /&gt;
|description=This spell lets the caster access the acashic records to find out the history for one nation. The spell must be targeted on a capital to give any useful information.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=623&lt;br /&gt;
|name=Awaken Sepulchral&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1500&lt;br /&gt;
|description=A Ktonian Necromancer summons the soul of a dead Seal Guard and makes it repossess its mummified body. Since the Breaking of the Seal the veil between the underworld and the world of the living seems to be shredded and torn, and with their considerable knowledge in necromancy, the Ktonian Necromancers have managed to summon even the most reluctant souls, once sworn to defend the Chamber of the Seal. Sepulchrals are sacred undead and wield magical obsidian glaives.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1024&lt;br /&gt;
|name=Awaken Sleeper&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 559&lt;br /&gt;
|description=The caster locates and awakens an ancient hero from his eternal sleep. The Sleeper is a huge human hero armed with ancient weapons, waiting for the final cataclysmic battle that will decide the fate of the world. The hero is awakened and made to serve the caster until that time. The Sleeper is an exceptionally good general and soldiers under his command will rarely be routed from battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=606&lt;br /&gt;
|name=Bind Umbral&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1490&lt;br /&gt;
|description=An Oracle of the Dead ventures down to the deeper reaches of Agartha and the Chamber of the Seal to summon and bind an Umbral. Umbrals are shadow beings resembling ancient Pale Ones with elongated faces and drooling mouths. Agarthan legends claim that they are the souls of those who sacrificed themselves to seal the Chamber. The disturbing fact that the Umbrals have become more numerous has led some to believe that the Seal is weakening.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=462&lt;br /&gt;
|name=Call Ahurani&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2637&lt;br /&gt;
|description=The Ahuranis are Yazatas of waters, rains, prosperity and health. They were once companions of the great Ahura of the Waters, but when he was banished from this world, they fled creation. Their presence will bring rainfall and they can cure diseases and bring their subjects with them beneath the waves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=467&lt;br /&gt;
|name=Call Daevas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2630&lt;br /&gt;
|description=Once the Caelian peoples were under the rule of divine beings known as Yazatas and Daevas. When these lesser divinities threatened the world with their never-ending war, they were banished by the Pantokrator. With their disappearance from the world the Caelians gained independence and formed a kingdom of their own, but the memory of the old gods remained. With the aid of arcane rituals it is possible to circumvent the ban and summon the demonic entities of old. Daevas are winged demonic beings surrounded by an aura that strikes mortals with fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=468&lt;br /&gt;
|name=Call Jahi&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2631&lt;br /&gt;
|description=The Jahis, &#039;whores&#039;, are thought to be the wives of the Destructive Spirit. They are seducers of men and apostles of Druj, falsehood. The Jahis are sent to lead mortals astray and spread wickedness and evil thoughts to the realms of men.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1021&lt;br /&gt;
|name=Conjure Phantasmal Beast&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3626&lt;br /&gt;
|description=The caster conjures a Phantasmal Beast to aid him in battle. A Phantasmal Beasts is a being of the Dreamwild, made of memories, dreams and legends. Phantasms are not real, but can interact with creation if conjured with glamour magic. They are insubstantial and difficult to harm with physical weapons. Phantasms cannot hold on to reality for long and will disperse when the battle is over.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=477&lt;br /&gt;
|name=Contact Angel of the Host&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3870&lt;br /&gt;
|description=The caster contacts an Angel of the Host and asks for its aid. Angels are divine beings in human form. They are winged and armed with flaming swords that destroy undead beings. They are surrounded by a radiant aura that intimidates cowardly beings. Angels have partial resistance to lightning and fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=282&lt;br /&gt;
|name=Contact Boar of Carnutes&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1809&lt;br /&gt;
|description=The caster summons one of the Great Boars of Carnutes. These magnificent beasts live in the depths of the sacred forest. They occasionally emerge from the depths of the forest to inspect the sacred grove of the Druids. Such appearances are rare and considered important omens. Its mere presence is said to prevent bad events. The Great Boar of Carnutes is the king of all boars and ordinary boars will constantly emerge from the forests to follow the Great Boar of Carnutes. It is sacred to the people of Marverni.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=594&lt;br /&gt;
|name=Contact Dai Tengu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A55&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1480&lt;br /&gt;
|description=The caster ventures into the wild mountains and makes a pact with a Tengu King. The Dai Tengu and a retinue of Tengu will heed the call. The Dai Tengu is a powerful wind crafter and priest.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=998&lt;br /&gt;
|name=Contact Draconians&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 620&lt;br /&gt;
|description=The caster summons a tribe of Draconians and binds them to his service. The Draconians are large beings that resemble both human and dragon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1016&lt;br /&gt;
|name=Contact Forest Trolls&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2219&lt;br /&gt;
|description=The caster contacts a few Forest Trolls and persuades them to serve in exchange for the chance to eat a child or two. Forest Trolls are slightly smaller than ordinary trolls, but they are also more cunning. Trolls are known to regenerate wounds very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=332&lt;br /&gt;
|name=Contact Gamayun&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1944&lt;br /&gt;
|description=The caster contacts a Gamayun and persuades it to aid him. The Gamayun is a magical half-woman, half-bird of Rus. It has the head and chest of a woman and the body and lower parts of a bird. It is a bird of wisdom and prophecy gifted with the knowledge of saints. It has magical skills as well as prophetic ones and is sometimes summoned to reveal magical secrets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=306&lt;br /&gt;
|name=Contact Kaijin&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2106&lt;br /&gt;
|description=The caster contacts a Kaijin and convinces it to serve the Lord. Kaijin are kami of the sea. They appear as noblemen in sea-colored silken robes. They wield mighty yaris and enchanted nets that can trap even the strongest opponents. Kaijin are mighty mages of water, but they lose some of their powers when they leave their watery realms. The Kaijin do not serve the dragon kings and have long fought the Ryujin for dominance of the deeps.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=275&lt;br /&gt;
|name=Contact Lar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N16&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3087&lt;br /&gt;
|description=A priest of the old faith summons and persuades a Lar to join the servants of the empire. Lares are rural spirits and household gods. If treated well they bring prosperity to the farm where they dwell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=304&lt;br /&gt;
|name=Contact Mori-no-kami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N21&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2093&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=307&lt;br /&gt;
|name=Contact Mujina&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N21&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3273&lt;br /&gt;
|description=The caster contacts and makes a deal with a Mujina, a magical badger. In the enchanted forests of Mount Shinuyama live animals gifted with supernatural longevity and magic abilities. When an animal gets older and wiser it becomes increasingly more powerful. The Mujina is a badger several centuries old. Gifted with shapeshifting abilities and magical powers it loves to cause mischief and even harm to travelers and unwary peasants. A favorite guise of many Mujinas is that of a Noppera-bo, a faceless apparition that drives men mad with fear. The Mujina is attuned to magic and its powers are greater where magic is strong.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=564&lt;br /&gt;
|name=Contact Nagaraja&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1320&lt;br /&gt;
|description=Nagarajas, Naga Kings, are the rulers of the Jeweled City of Patala. They are skilled generals and powerful mages and priests. They often take the shape of a Gandharva when leading mundane armies. If killed in Gandharva shape, they revert to their serpent form and fight on. Nagarajas in Naga shape have their skills in Water magic increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1003&lt;br /&gt;
|name=Contact Naiad&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1226&lt;br /&gt;
|description=The caster goes to a river and makes a deal with a Naiad. Naiads are river spirits that manifest themselves as incredibly beautiful women. Few mortals would dream of harming a Naiad. They are connected with their river and slowly die when they leave their home. Naiads are powerful mages of Water and Nature&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=595&lt;br /&gt;
|name=Contact Nushi&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1431&lt;br /&gt;
|description=The Nushi is a swamp spirit. It has the appearance of a withered old crone, but takes the appearance of a beautiful woman when in the company of men. When it strikes, it reverts to the crone form and claws its enemies. All Nushis can change shape into serpents if threatened. The Nushi is attuned to its swamp and will gradually wither and die if it leaves its home.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1001&lt;br /&gt;
|name=Contact Sea Trolls&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 564&lt;br /&gt;
|description=The caster contacts a few Sea Trolls and persuades them to serve in exchange for the chance to eat a child or two. Sea Trolls are robust humanoid creatures of huge size. They are larger than ordinary Trolls, but their skin is softer. Sea Trolls are known to regenerate wounds and can enter the sea.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=308&lt;br /&gt;
|name=Contact Tanuki&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N26&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3266&lt;br /&gt;
|description=The caster contacts and makes a deal with a Tanuki, a magical raccoon dog. In the enchanted forests of Mount Shinuyama live animals gifted with supernatural longevity and magic abilities. When an animal gets older and wiser it becomes increasingly more powerful. The Tanuki is a raccoon dog several centuries old. Gifted with shapeshifting abilities and magical powers it loves to cause mischief and even harm to travelers and unwary peasants. Many Tanuki are fond of strong drinks and often present a rowdy behavior. A favorite guise of many Tanuki is that of an impious monk leading people astray. The Tanuki is attuned to magic and its powers are greater where magic is strong.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1007&lt;br /&gt;
|name=Contact Trolls&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 518&lt;br /&gt;
|description=The caster contacts a few Trolls and persuades them to serve in exchange for the chance to eat a child or two. Trolls are robust humanoid creatures with stonelike skin. Trolls are known to regenerate wounds very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1010&lt;br /&gt;
|name=Corpse Candle&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Edge of Battlefield Summon, value 528&lt;br /&gt;
|description=Some Corpse Candles are summoned to help their summoner in battle. They appear at the edges of the battlefield. A Corpse Candle is a glowing sphere, appearing like the light from a bright green lantern. In combat, its light intensifies and anyone touched by the light will start to age at increased speed. It is very difficult to hit the Corpse Candle in combat due to its great speed and small size.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1009&lt;br /&gt;
|name=Ghost Grip&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fatigue, value 2023&lt;br /&gt;
|description=The caster summons energies from beyond the grave to target some troops on the battlefield. The targeted troops lose some of their life energy and become exhausted. The effect of the Ghost Grip is reduced by heavy armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=532&lt;br /&gt;
|name=Heavenly Fires&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 926&lt;br /&gt;
|description=The Demon of Heavenly Fires is a violent Celestial being sprung from heavenly fires. It has the appearance of a furious man in golden robes. The demon throws flaming wheels and can fly. Demons of Heavenly Fires are sacred and are more powerful in hot, dry lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1014&lt;br /&gt;
|name=Howl&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 88&lt;br /&gt;
|description=The caster summons a pack of wolves to aid him in battle. The wolves will come from all directions and may even attack the enemy from behind.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=392&lt;br /&gt;
|name=Lamentation&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 255&lt;br /&gt;
|description=This spell summons a handful of Wailing Ladies. Wailing Ladies are sacred and their weeping for the annihilated Empire is unbearable to behold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1020&lt;br /&gt;
|name=Messenger Crows&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 120&lt;br /&gt;
|description=The caster sends out a vast murder of crows to scout a distant province. The birds will continue to scout the province until the spell ends or until the province is lost. Enemy scouts and sneaking armies will become aware that crows are present everywhere, glaring suspiciously.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=253&lt;br /&gt;
|name=Monster Boar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 11&lt;br /&gt;
|description=The caster summons a monster boar and sends it to a distant province to ravage the land. The boar is a descendant of the monster boars sent by the Lady of the Hunt to ravage the farmlands of obnoxious peasants. The boar will cause unrest in the province until it is found and slain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1004&lt;br /&gt;
|name=Naiad Warriors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W18&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1227&lt;br /&gt;
|description=The caster summons a contingent of Kydnides, warrior Naiads willing to leave their native river to wreak vengeance upon those who harm the rivers of the world. Kydnides manifest themselves as incredibly beautiful women dressed in gleaming bronze armor. Unlike other Naiads, Kydnides do not die if they leave their home.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=369&lt;br /&gt;
|name=Procession of the Underworld&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D13&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3210&lt;br /&gt;
|description=The caster leads a Lampade procession astray from its travels through the Underworld. Lampades, the nymphs of the Underworld, are joyful beings with a twisted sense of humor, that delight in dancing, revelry and hauntings and they willingly serve their new master, should opportunities of merriment present themselves. Lampades can guide the living and dead through the Underworld if their master can open a Stygian Gate.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=997&lt;br /&gt;
|name=Raven Feast&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Raven Feast, value 100&lt;br /&gt;
|description=The caster summons an unkindness of ravens and sends them into a distant province to feast upon the newly dead. The ravens consume the rotting corpses and return to be slaughtered for the raw death essence they then contain. Provinces struck by plagues or containing recent battlefields can give the caster large amounts of Death gems. All unburied dead in a province are consumed. Enemy provinces can be targeted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1011&lt;br /&gt;
|name=Revive Bane Lord&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 998&lt;br /&gt;
|description=With this ritual, the necromancer revives a Bane Lord, an ancient hero serving the Lord of the Underworld. Bane Lords are mighty warriors and skilled generals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=331&lt;br /&gt;
|name=Send Bukavac&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Temporary units), value 1948&lt;br /&gt;
|description=The caster summons and sends a Bukavac to wreak havoc in a distant sea province. This ritual can be cast on land. The Bukavac is a huge and horrible water being with a frightening call and six tentacle-like legs. It lives in the murky lakes of Rus, but is known to wreak havoc in coastal seas, perhaps guided by malign magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=324&lt;br /&gt;
|name=Send Lady Midday&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon - Assassination, value 1956&lt;br /&gt;
|description=The Lady Midday is a malign spirit of the noon. She appears as a young girl surrounded by whirling dust and armed with a scythe that stinks of disease. Sometimes she will stop people and ask them a question. Failure to answer results in her displeasure and she will use her scythe to disease or chop off the head of the victim. The caster of this ritual will contact the spirit and force it to appear in a suitable province where it will attack and try to slay a commander.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1008&lt;br /&gt;
|name=Spirit Mastery&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 674&lt;br /&gt;
|description=The caster summons spirits of the newly dead and prevents them from entering the Underworld. The spirits are ethereal but quite weak.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1015&lt;br /&gt;
|name=Spirits of the Wood&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 932&lt;br /&gt;
|description=The caster summons several spirits that inhabit ancient trees. These Woodland Spirits are stunningly beautiful, ethereal and regenerate wounds as long as their trees are not destroyed. They never leave the land of their home.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=994&lt;br /&gt;
|name=Summon Air Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3724&lt;br /&gt;
|description=The caster summons an Air Elemental to aid him in battle. Air Elementals can fly and can send enemies flying through the air. They are very difficult to harm. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=441&lt;br /&gt;
|name=Summon Bean Sidhe&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1776&lt;br /&gt;
|description=The Caster summons the spirit of a long dead Sidhe woman. Bean Sidhe are pale and horrible apparitions whose wail predicts the death of men. They can be sent to haunt and slay important enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1022&lt;br /&gt;
|name=Summon Bluecap&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3891&lt;br /&gt;
|description=The caster summons a Cave Kobold from the Dreamwild and prevents the magic of the dreamwild to leave its body. The true shape of a Bluecap that hasn&#039;t lived in this world for too long is a dancing blue flame, but it often takes the shape of a Cave Kobold with a bright blue cap. Normally Bluecaps lose some of their connection with the Dreamwild over time, and with it its magic abilities, turning into a regular Cave Kobold. Bluecaps are skilled in earth and glamour magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1005&lt;br /&gt;
|name=Summon Earth Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3740&lt;br /&gt;
|description=The caster summons an Earth Elemental to aid him in a battle. Earth Elementals are robust and regenerate damage. They can trample enemies or strike with mighty fists. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1013&lt;br /&gt;
|name=Summon Ether Warriors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 736&lt;br /&gt;
|description=The caster opens a rift in space and summons a few Ether Warriors. The Ether Warriors were banished from this world in ancient times. Their wars drained the world of Arcana and they were forced to enter other realms of existence in order to continue their clan wars. The lesser races and their gods sealed the Astral Gates to rid the world of the plague. Ether Warriors are, naturally, ethereal and thus very difficult to harm with non-magical weapons. They use Moon Blades, magical swords that cause additional damage to magical beings. If cast where there is an open Ether Gate two additional Ether Warriors will answer the call.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1006&lt;br /&gt;
|name=Summon Fall Bears&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E13&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 512&lt;br /&gt;
|description=The caster summons and binds five Fall Bears. The Fall Bear is one of the four seasonal spirits. It is a large, ethereal bear. It is a magical, mindless being that must be commanded by a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1023&lt;br /&gt;
|name=Summon Fay Knights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3901&lt;br /&gt;
|description=The caster summons a few mounted knights from the Dreamwild. The fay are beings of the Dreamwild. They mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. Fay Knights wreath themselves in illusions and don shimmering armors of crystal and mother of pearl, and their swords are made of dreamwrought glass. Fay Knights are mounted on Fay horses stronger and swifter than any mount found in human lands. In the dreamwild the lands are divided between the summer courts and the winter courts. If cast in a cold province Unseelie Knights will appear instead of Fay Knights.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=992&lt;br /&gt;
|name=Summon Fire Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3716&lt;br /&gt;
|description=The Caster summons a Fire Elemental to aid him in a battle. Fire Elementals are difficult to harm and dangerous to be near. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=562&lt;br /&gt;
|name=Summon Gandharvas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1335&lt;br /&gt;
|description=Gandharvas are divine warrior-musicians that left this world ages ago. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer. Gandharvas are blessed with an aura of splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=367&lt;br /&gt;
|name=Summon Hekateride&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2834&lt;br /&gt;
|description=When the spectre of Therodos was laid to rest the remaining Daktyloi and Hekaterides sequestered themselves on remote islands. Pelagian mages have tried to contact them ever since. Hekaterides are nymphs of Telkhine ancestry that once ruled the human population of ancient Therodos.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=254&lt;br /&gt;
|name=Summon Hound of Twilight&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3168&lt;br /&gt;
|description=The Hounds of Twilight are stygian monsters spawned by the Mother of Monsters at the dawn of time. The greatest of them was fettered at the Gates of the Underworld to prevent the dead from returning to the land of the living. His siblings were lesser in might and were allowed to reign free. The beasts appear as black, two-headed hounds with serpent tails. They are huge and frightening to behold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=475&lt;br /&gt;
|name=Summon Huacas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2697&lt;br /&gt;
|description=The Huacas, &#039;sacred ones&#039;, were semi-divine beings of an earlier age and the ancestors of the Nazcans. Their power was broken by the previous Pantokrator and most fled to the Celestial Sphere ages ago. With the aid of arcane rituals, the Coyas try to circumvent the ban and summon the ancestral divinities to lead the nation anew. Huacas are winged angelic beings surrounded by auras of divine splendor. If the spell is cast by a mage wearing a Huaca Headdress two additional Huacas will arrive.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=540&lt;br /&gt;
|name=Summon Jinn Warriors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F13&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3354&lt;br /&gt;
|description=Jinnun are spiritual beings born from smokeless flame in a distant past. They replaced the Hinn and Binn during the reign of a previous Pantokrator. They are naturally invisible and ethereal, but can take physical form when they interact with men. Once the Jinnun lived in Ubar, a magic desert kingdom of marvelous riches. The City of Brass fielded armies of Jinnun, wielding magic and armed with enchanted weapons. These Jinn Warriors are sometimes called upon by the Jiniri Queens of Na&#039;Ba. True-blooded Jinnun are sacred in the queendom of Na&#039;Ba.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=563&lt;br /&gt;
|name=Summon Kimpurushas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3665&lt;br /&gt;
|description=Kimpurushas are divine lion-headed warriors that left this world ages ago. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer. Kimpurushas are blessed with an Aura of Splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=596&lt;br /&gt;
|name=Summon Kuro-Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1274&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=359&lt;br /&gt;
|name=Summon Lilot&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2071&lt;br /&gt;
|description=The caster summons a Lilot from the wild. The Lilin are the offspring of Lilith, a demoness of primeval times and the Mother of Demons. Lilin appear as winged women with the lower part of a hind. Their appearance is strangely alluring and they seduce and abduct men of weak morals. Regardless of their ancestry, they are of this world and can be summoned without the sacrifice of blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1018&lt;br /&gt;
|name=Summon Manticores&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2130&lt;br /&gt;
|description=The Manticore, or man-eater, is a horrible half-beast that prowls the wilderness. Sometimes they attack remote villages and devour its inhabitants and livestock. The Manticore have a body and mane of a lion, the head of an imbecile man with three rows of teeth, great flapping wings and the tail of a scorpion. It is horrible to behold and strikes fear in the hearts of men.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=507&lt;br /&gt;
|name=Summon Monster Toad&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1358&lt;br /&gt;
|description=The Monster Toad is a huge toad only found in the forests of Mictlan and the temple marshes of C&#039;tis. It is a horrible being that spews forth noxious vapors and tramples lesser beings. They are sacred and fed with slaves at the temples of both cultures.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=459&lt;br /&gt;
|name=Summon Monster Toads&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1358&lt;br /&gt;
|description=The Monster Toad is a huge toad only found in the forests of Mictlan and the temple marshes of C&#039;tis. It is a horrible being that spews forth noxious vapors and tramples lesser beings. Monster Toads are sacred and fed with slaves at the temples of both cultures.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=498&lt;br /&gt;
|name=Summon Rimvaettir&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3420&lt;br /&gt;
|description=The Skratti summons a group of Rimvaettir, small beings spawned from Glacial Frost in ancient times and reminiscent of the Niefel Giants in all but size.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=995&lt;br /&gt;
|name=Summon Spring Hawks&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A13&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 513&lt;br /&gt;
|description=The caster summons and binds five Spring Hawks. The Spring Hawk is one of the four seasonal spirits. It is a large, ethereal hawk able to discharge lightning bolts. It is a magical, mindless being that must be commanded by a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=993&lt;br /&gt;
|name=Summon Summer Lions&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F13&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 515&lt;br /&gt;
|description=The caster summons and binds five Summer Lions. The Summer Lion is one of the four seasonal spirits. It is a large, ethereal lion, radiating heat like the summer sun. It is a magical, mindless being that must be commanded by a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=476&lt;br /&gt;
|name=Summon Supayas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2700&lt;br /&gt;
|description=The Supaya is the ghost of a Huaca, the semi-divine ancestors of the Nazcans. While their bodies decayed long before the Nazcans had begun to mummify their dead, the spirits of the ancestors can still be called upon by powerful mages. The Huaca ghost has lost its divine splendor, but is still revered as a divine being. Supayas are ethereal and difficult to harm with mundane weapons. If the spell is cast by a mage wearing a Huaca Headdress two additional Supayas will arrive.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=361&lt;br /&gt;
|name=Summon Ugallu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A24&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3095&lt;br /&gt;
|description=The caster summons an Ugallu to smite the demons of evil. Ugallus are lesser storm deities of enkidu legends revered since before the founding of the First City. They appear as lion-headed men with donkey ears and bird feet. They command the weather and carry demon slaying bronze daggers and flint maces that halts demons in their steps.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=305&lt;br /&gt;
|name=Summon Ujigami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2095&lt;br /&gt;
|description=The caster summons an Ujigami from the spirit world. An Ujigami is the ancestral kami of a Jomonese clan. It manifests as a mighty warrior, a great general and a priest of the ancestral spirits. As a manifestation of a clan, Ujigami are closely connected to the welfare of the people and they have a slight chance of preventing bad events. Ujigami lose some of their priestly authority if they leave their ancestral home.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=602&lt;br /&gt;
|name=Summon Umbrals&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1490&lt;br /&gt;
|description=An Oracle or a Ktonian Necromancer ventures down to the deeper reaches of Agartha and the Chamber of the Broken Seal to summon and bind an Umbral. Umbrals are shadow beings resembling ancient Pale Ones with elongated faces and drooling mouths. They are the tortured souls of those who died in the Breaking of the Seal. Umbrals are not at all as rare as they were before the Breaking and the rituals needed to bind them are more easily performed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1471&lt;br /&gt;
|name=Summon Unseelie Knights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3907&lt;br /&gt;
|description=The caster summons a few mounted knights from the Dreamwild. The fay are beings of the Dreamwild. They mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. In the frozen forests of the world the Fay reflect the cold and hostile nature of the Dreamwild. Unseelie Knights wreath themselves in illusions and don glittering armors of crystal and ice that tempers in cold lands, and their swords are made of dreamwrought ice. Unseelie Knights are mounted on Fay horses stronger and swifter than any mount found in human lands. The unseelie are strongly connected to the winter and they are all resistant to cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=585&lt;br /&gt;
|name=Summon Vetalas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1765&lt;br /&gt;
|description=A Vetala is a malicious spirit who haunts graveyards and takes possession of corpses. They are sometimes coerced into servitude by sorcerers. Their touch can drive people mad.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1000&lt;br /&gt;
|name=Summon Water Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3732&lt;br /&gt;
|description=The caster summons a Water Elemental to aid him in battle. Water Elementals are quick and crush enemies regardless of armor. Elementals shrink when they are hit by powerful strikes. Water Elementals summoned in cold climates will be composed of ice. Ice Elementals are stronger but slower than Water Elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1002&lt;br /&gt;
|name=Summon Winter Wolves&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 511&lt;br /&gt;
|description=The caster summons and binds five Winter Wolves. The Winter Wolf is one of the four seasonal spirits. It is a large, ethereal wolf surrounded by an icy wind. It is a magical, mindless being that must be commanded by a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=466&lt;br /&gt;
|name=Summon Yazatas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1607&lt;br /&gt;
|description=Once the Caelian peoples were under the rule of divine beings known as Yazatas and Daevas. When these lesser divinities threatened the world with their never-ending war, they were banished by the Pantokrator. With their disappearance from the world the Caelians gained independence and formed a kingdom of their own, but the memory of the &#039;Adorable Ones&#039; remained. With the aid of arcane rituals, the Seraphs try to circumvent the ban and summon the divinities of old to lead the nation anew. Yazatas are winged angelic beings surrounded by auras of divine splendor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=330&lt;br /&gt;
|name=Summon Zmey&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1940&lt;br /&gt;
|description=The caster summons a Zmey. The Zmey is a three headed dragon capable of breathing flames. It is larger than a wyvern, but smaller than a true dragon. It is indigenous to the lands of Rus and can be summoned by Fire mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1019&lt;br /&gt;
|name=Vermin Feast&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 99&lt;br /&gt;
|description=The caster makes vermin like rats and cockroaches (or shrimps and crabs) attracted to the supply stores of a besieged castle. The vermin will make sure that the supplies do not last very long. The more gems spent in this ritual the longer it will last. Having more than one Vermin Feast ritual active on the same province will not add to the effect and the ritual has no effect on an unbesieged castle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=999&lt;br /&gt;
|name=Voice of Tiamat&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 51&lt;br /&gt;
|description=The caster conjures up the dreams of Tiamat, the Raging Sea. She has knowledge of all that lies underneath the sea. The voice of her dreams, when rightly interpreted, reveals all sites of Elemental power in a sea. The dreams will find their way to everyone living in that province and the magical sites will no longer be secret. This spell can only be cast under water.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=991&lt;br /&gt;
|name=Will o&#039; the Wisp&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Edge of Battlefield Summon, value 527&lt;br /&gt;
|description=Two Will o&#039; the Wisps are summoned to help their summoner in battle. They appear at the edges of the battlefield. A Will o&#039; the Wisp is a glowing sphere, looking like a light from a bright lantern. In combat, it glows with great intensity, burning anyone nearby. It is very difficult to hit a Will o&#039; the Wisp in combat due to its great speed and small size.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=996&lt;br /&gt;
|name=Wind Ride&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Wind Ride, value 100&lt;br /&gt;
|description=The Air mage summons a whirlwind in a province of his choice. The whirlwind will try to find a commander in the province and transport him to where the Air mage is located. This spell is an effective way to rescue cornered commanders, but it can also be a very effective way to get enemy commanders out of the way. Large beings are difficult or impossible to lift and might fall to the ground somewhere along the way, possibly dying upon impact. Powerful Earth mages are likewise difficult to transport.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1017&lt;br /&gt;
|name=Winged Monkeys&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Winged Monkeys, value 1&lt;br /&gt;
|description=The caster summons a troop of winged monkeys and sends them away to fetch a commander from a distant land. The monkeys will try to grab and fly away with the helpless commander, but will attack if the target is too heavy. The monkeys are afraid of mages and will never try to snatch a mage from the ground. The monkeys leave after they have accomplished their mission.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1034&lt;br /&gt;
|name=Acashic Knowledge&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 55&lt;br /&gt;
|description=This spell lets the caster tap information from the memory of the Spheres to reveal the presence of all magical sites in a given province. The spell cannot be used to find magic sites in enemy provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=479&lt;br /&gt;
|name=Angelic Choir&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1367&lt;br /&gt;
|description=The caster contacts an angelic choir and asks for its aid. Three Angels of the Heavenly Choir answer the call. Angels are divine beings in human form. They are winged and dressed in white robes. Angels sing praises to the Lord and will automatically join an arcane chorus as chorus slaves. They are surrounded by a radiant aura that intimidates cowardly beings. Angels have partial resistance to lightning and fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=624&lt;br /&gt;
|name=Awaken Tomb Oracle&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1476&lt;br /&gt;
|description=When one of the ancient Oracles dies, it is mummified and buried in a tomb under the Hall of the Oracles. The dead Oracles can be awakened as living dead with the help of necromantic rituals. These reawakened Oracles are known as Tomb Oracles and are both powerful mages and priests.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=256&lt;br /&gt;
|name=Bind Keres&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3127&lt;br /&gt;
|description=The caster summons and binds three Keres. Keres are daimones of the underworld and servants of the Fates. They rip the souls from those dying on the battlefield and send them to the nether realms. They have a hunger for blood and unless bound by magic they will gladly wreak havoc among men. The Keres are invisible, but to those able to see them they appear as furious, winged women dressed in bloody garments. Their fangs and talons are imbued with the powers of the underworld and will harm the spirits of the dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=533&lt;br /&gt;
|name=Call Celestial Soldiers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 902&lt;br /&gt;
|description=The Celestial Soldier is a being of the Celestial Sphere. It has the appearance of a horse-man in full scale armor, armed with a glaive. Celestial Soldiers are sacred.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=463&lt;br /&gt;
|name=Call Celestial Yazad&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value -16&lt;br /&gt;
|description=Once the Caelian peoples were under the rule of divine beings known as Yazatas and Daevas. When these lesser divinities threatened the world with their never-ending war, they were banished by the Pantokrator. With their disappearance from the world the Caelians gained independence and formed a kingdom of their own, but the memory of the &#039;Adorable Ones&#039; remained. With the aid of arcane rituals, the Seraphs try to circumvent the ban and summon the divinities of old to lead the nation anew. The most powerful of these ancient divinities, the Celestial Yazatas, are servants of the Amesha Spentas and the Ahuras.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=353&lt;br /&gt;
|name=Call Hashmal&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S21&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2057&lt;br /&gt;
|description=The caster calls down a manifestation of heavenly power from the Celestial Sphere. The Hashmalim appear as brilliant clouds of flashing fire, at the center of which is a body of brass with the likeness of a living being with four faces. Their will can be felt as they proclaim the Glory of the reawakening God. The Hashmalim are particularly good at strengthening the faith of the unsure.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=266&lt;br /&gt;
|name=Call Ladon&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon if not dead, value 3167&lt;br /&gt;
|description=The caster summons Ladon, the Hesperian Dragon, and ends its eternal vigil. With the golden apples of immortality no longer guarded by the monster, expeditions to the blessed gardens can be undertaken. Ladon is a many-headed serpent of tremendous size spawned by the Mother of Monsters. The Hesperian Dragon can only be summoned once and when it dies it is gone forever.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=469&lt;br /&gt;
|name=Call Yata&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value -17&lt;br /&gt;
|description=Once the Caelian peoples were under the rule of divine beings known as Yazatas and Daevas. When these lesser divinities threatened the world with their never-ending war, they were banished by the Pantokrator. With their disappearance from the world the Caelians gained independence and formed a kingdom of their own, but the memory of the old gods remained. With the aid of arcane rituals it is possible to circumvent the ban and summon the demonic entities of old. Yatas and Pairikas, the most powerful of these ancient demons, are servants of the Daevic Heptad and the Destructive Spirit.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=537&lt;br /&gt;
|name=Call the Birds of Splendor&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Call the Birds of Splendour, value 3382&lt;br /&gt;
|description=In Magnificent Ind lives the Yllerions, the Birds of Splendor. They are magnificent birds of flaming colors with wings as sharp as razors and claws of burning gold. All birds in creation follow their command and gather to witness their demise and rebirth. Only two such birds exist and should one die the other one is escorted by birds and plunge into the sea, drowning itself. Then two new birds are born from the flaming eggs in their nest.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=333&lt;br /&gt;
|name=Contact Beregina&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1955&lt;br /&gt;
|description=The caster approaches a shore or riverbank and tries to contact a Beregina. The Beregina is a spirit of the shore, where water meets land. Bereginy manifest themselves as incredibly beautiful women. Few mortals would dream of harming a Beregina. They are powerful mages of Water, but are also skilled in magic of the land. The Bereginy are able to bring a few companions with them under the waves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=508&lt;br /&gt;
|name=Contact Couatl&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 525&lt;br /&gt;
|description=The mage contacts a Couatl and persuades it to aid him. The Couatl is a mythic serpent with feathery wings. They are considered to be sacred in most societies and are known to be powerful mages and priests.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1039&lt;br /&gt;
|name=Contact Forest Giants&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2229&lt;br /&gt;
|description=This ritual summons a pair of Giants and forces them to serve. Apart from being large and strong, giants are also very dumb and cruel. Encountering a giant in the wild should be avoided at all costs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=478&lt;br /&gt;
|name=Contact Harbinger&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 464&lt;br /&gt;
|description=The caster contacts a heavenly Harbinger. The Harbinger is a powerful angelic being armed with a heavenly horn that will blast undead beings with divine wrath. The angel is also skilled in Air magic and has priestly powers. The harbinger will automatically join any arcane chorus as a chorus master.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=265&lt;br /&gt;
|name=Contact Hesperide&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3160&lt;br /&gt;
|description=The caster contacts and attracts one of the Hesperides. The Hesperides are the nymphs of the sunset. They tend the gold apple tree in the fabled garden of the setting sun. The garden is hidden in the far reaches of the known world, but it is rumored that it was once visited by Phaeacian explorers. The Daduchoi, the Erytheian mystics of the setting sun, might also have discovered the mythical gardens. Hesperides bring hope and health to the land in which they dwell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1032&lt;br /&gt;
|name=Contact Hill Giant&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2230&lt;br /&gt;
|description=This ritual summons a Giant and forces him to serve. Apart from being large and strong, giants are also very dumb and cruel. Encountering a giant in the wild should be avoided at all costs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=541&lt;br /&gt;
|name=Contact Houri&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A26&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3375&lt;br /&gt;
|description=The Malika contacts a Houri and persuades her to use her skills to infiltrate and seduce the enemies of the awakening Lord. Houris, The Fair Ones, were once concubines and entertainers of the Sultans of Old Ubar chosen for their beauty and exquisite manners. The Houris lived sequestered lives in Jannah, the enchanted garden of Ubar, and were rarely allowed to leave their paradise unless tasked by their Sultans to perform a special mission. When magic dwindled and Ubar lost influence most of them dispersed and fled, but a few Houris remained, clinging to the residual magic of the Garden. Houris are Jiniris and share the traits of pure-blooded Jinnun, such as glamour, invisibility and a strong connection with magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=287&lt;br /&gt;
|name=Contact Huli Jing&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1908&lt;br /&gt;
|description=The Huli Jing is a fox spirit. It has the appearance of a silvery fox with many tails. It is magically powerful and is able to take the appearance of a beautiful woman. The Huli Jing is a trickster and often whimsical or even mischievous in nature. In human guise, it might play pranks on unsuspecting travelers, aid lowborn peasants to greatness or plot the rise or downfall of kingdoms. Huli Jing are stealthy and in human guise have the abilities of a spy. All Huli Jing are powerful mages of Glamour, but most have other magic skills as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=312&lt;br /&gt;
|name=Contact Jorogumo&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N32&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3263&lt;br /&gt;
|description=The caster contacts and makes a deal with a Jorogumo, a supernatural spider. In the enchanted forests of Mount Shinuyama live animals gifted with supernatural longevity and magic abilities. When an animal gets older and wiser it becomes increasingly more powerful. Jorogumos are golden spiders of the enchanted forests of Shinuyama who have reached the age of at least four centuries. At this age the Jorogumo acquires magical powers and the ability to shapeshift. The Jorogumo often takes the appearance of a comely young woman and uses it to lure young men and trap them in their webs. Many Jorogumo live in waterfalls and drag their victims to their deaths in the cascading water. The Jorogumo is attuned to magic and its powers are greater where magic is strong.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=598&lt;br /&gt;
|name=Contact Kitsune&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1434&lt;br /&gt;
|description=The Kitsune is a fox spirit. It has the appearance of a silvery fox with many tails. It is magically powerful and is able to take the appearance of a beautiful woman. The Kitsune is a trickster and often whimsical or even mischievous in nature. In human guise, it might play pranks on unsuspecting travelers, aid lowborn peasants to greatness or plot the rise or downfall of kingdoms. Kitsune are stealthy and in human guise have the abilities of a spy. All Kitsune are powerful mages of Nature, but most have other magic skills as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1043&lt;br /&gt;
|name=Contact Lamia Queen&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 609&lt;br /&gt;
|description=The caster performs the rites necessary to communicate with and persuade a Lamia Queen to aid him. The Lamia Queen is an ancient Lamia sorceress of great power. She carries an oath rod that will destroy the minds of those it strikes. The Lamia Queen has an amazing regenerative ability and when killed, will transform into a black serpent and continue fighting. If she is killed a second time, however, she will remain dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1041&lt;br /&gt;
|name=Contact Lamias&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 394&lt;br /&gt;
|description=The caster performs the rites necessary to summon Lamias, serpent women, to aid him. They have amazing regenerative abilities and when killed, will transform into black serpents and continue fighting. If a Lamia is killed a second time, however, she will remain dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=568&lt;br /&gt;
|name=Contact Nagarishi&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1321&lt;br /&gt;
|description=Nagarishis are sages of considerable power living in the Jeweled City of Patala. They often take the shape of a Yaksha when traveling in the sunlit world. If killed in Yaksha shape, they revert to their serpent form and fight on. Nagarishis in Naga shape have their skills in Water magic increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=309&lt;br /&gt;
|name=Contact Tatsu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E19&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2099&lt;br /&gt;
|description=The shugenja ventures up into a mountainous region and makes contact with a tatsu. The tatsu is a lesser Jomonese dragon. It has a sinuous body and resembles the great Dragons of the sea, but it only has three claws on its feet. It is covered in iridescent scales and spines run along its back. Its head resembles a camel with horns of a stag and the eyes of a demon. Under its chin is a burning pearl that is the source of its power. If they lose the pearl they lose their power of flight. All tatsu have magic skills and each follow one of the Five Paths.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=627&lt;br /&gt;
|name=Contact Void Spectre&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1562&lt;br /&gt;
|description=With this spell an Astral mage can contact a dead Starspawn and call him forth into this world as a Void Spectre. A Void Spectre affects the dreams of entire provinces and can use this to spread insanity in enemy territories.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=347&lt;br /&gt;
|name=Dirge for the Dead&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2045&lt;br /&gt;
|description=The Zamzummite contacts and summons a Ditanu from Sheol. The Ditanim are ancient Rephaite heroes bound in Sheol for their sins. They serve the Malikum, deified kings of the Underworld. Ditanim are huge, ethereal apparitions armed with weaponry enchanted at the dawn of time. They are formidable warriors endowed with magical powers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1035&lt;br /&gt;
|name=Ether Gate&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 117&lt;br /&gt;
|description=This ritual opens a gate to the Astral Plane and summons a clan of Ether Warriors led by an Ether Lord. The Ether Warriors were banished from this world in ancient times. Their wars drained the world of Arcana and they were forced to enter other realms of existence in order to continue their clan wars. The lesser races and their gods sealed the Astral Gates to rid the world of the plague. Ether Warriors are, naturally, ethereal and thus very difficult to harm with non-magical weapons. They use Moon Blades, magical swords that cause additional damage to magical beings. When the gate opens, vast powers are released and the magic level is increased in the province. If cast with additional gems the gate will last for several months and further rituals that summons Ether Warriors will have increased effect.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1038&lt;br /&gt;
|name=Forest Troll Tribe&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N37&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2220&lt;br /&gt;
|description=The caster contacts a Troll Shaman and his retinue of fifteen Forest Trolls. The Troll Shaman is a cunning mage capable of using both death and nature magic. His magic combined with being a large troll make the Shaman a very formidable opponent.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1042&lt;br /&gt;
|name=Locust Swarms&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 8&lt;br /&gt;
|description=The caster unleashes swarms of locusts upon a province. The locusts will cause panic, consume crops and cause the loss of taxes. The swarms will appear as a natural event.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1030&lt;br /&gt;
|name=Sea King&#039;s Court&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W55&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 580&lt;br /&gt;
|description=The caster contacts a Sea King and his retinue of twenty Sea Trolls. The Sea King is a powerful Water mage who may grant humans water-breathing abilities if they accompany him.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=449&lt;br /&gt;
|name=Send Aatxe&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon - Assassination, value 3629&lt;br /&gt;
|description=The Aatxe is a flaming bull spirit and servant of the Mother of Storms. It emerges from its cave abode during storms and bad weather to punish those who have angered their mistress. In ancient times the Sorginak were granted the means to call the Aatxe and send it against those who have wronged them or their mistress.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1029&lt;br /&gt;
|name=Shark Attack&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W3&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 78&lt;br /&gt;
|description=The caster attracts sharks to the smell of blood in the water. For the duration of the battle, there is a chance that a shark will arrive whenever a living being is wounded. The sharks are stupid, but the spell is strong enough to make them attack enemies more often than friends.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1031&lt;br /&gt;
|name=Streams from Hades&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1477&lt;br /&gt;
|description=The caster draws forth water from the Underworld and summons a Kokythiad. Kokythiai are Naiads of Kokytos, a river of the Underworld. They are powerful mages of Water and Death whose aura of fear terrifies most mortals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=553&lt;br /&gt;
|name=Summon Binn&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3476&lt;br /&gt;
|description=The Binn are spiritual beings of an earlier time. They were vanquished by the Jinnun during the reign of an earlier Pantokrator, long before mankind emerged. A few of them still roam the deserts and uninhabitable regions of the world. The Binn were born from stagnant water and blistering winds and are invisible unless they want to be seen. When visible they take the shape of strange dog-headed half-men with burning eyes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1028&lt;br /&gt;
|name=Summon Bishop Fish&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1040&lt;br /&gt;
|description=The caster summons a Bishop Fish. The legendary Bishop Fish is a strange fish with fins resembling priestly robes. It is a powerful priest, but it cannot leave its maritime realm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=368&lt;br /&gt;
|name=Summon Daktyl&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2836&lt;br /&gt;
|description=When the spectre of Therodos was laid to rest the remaining Daktyloi and Hekaterides sequestered themselves on remote islands. Pelagian mages have tried to contact them ever since. Daktyloi are sea daimones of Telkhine ancestry that once ruled the human population of ancient Therodos. They are masterful smiths and crafters.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1044&lt;br /&gt;
|name=Summon Fay Prince&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3904&lt;br /&gt;
|description=The caster summons a Fay Prince from the Dreamwild. The fay are beings of the Dreamwild. They mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. Fay Princes are mighty Fay beings serving their queens with their magic and unparalleled battle prowess. In the dreamwild the lands are divided between the summer courts and the winter courts. If cast in a cold province an Unseelie Prince will appear instead of a Fay Prince.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1025&lt;br /&gt;
|name=Summon Fire Snakes&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 814&lt;br /&gt;
|description=The caster summons and binds several Fire Snakes. Fire Snakes are large serpents with golden skin. Their smoldering bodies can release blazing flames if threatened. Their bite is highly poisonous.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1026&lt;br /&gt;
|name=Summon Flame Spirit&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2626&lt;br /&gt;
|description=This ritual summons a Flame Spirit. Flame Spirits are beings made of pure fire that are highly skilled in fire magic. In combat they are helped by the Will o&#039; the Wisps that surround them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=565&lt;br /&gt;
|name=Summon Garudas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S21&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3664&lt;br /&gt;
|description=Garudas are divine bird-warriors that left this world ages ago. They are eternal enemies of Nagas and serpent-kin and are highly resistant to poison. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer. Garudas are blessed with an Aura of Splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1037&lt;br /&gt;
|name=Summon Ghosts&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 566&lt;br /&gt;
|description=Ghosts are the souls of slain humans summoned from the Underworld. Ghosts are frightening ethereal beings that can drain the life force from living beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1045&lt;br /&gt;
|name=Summon Gnome&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 345&lt;br /&gt;
|description=The caster summons a Gnome to serve him. The Gnome is a small fay creature of the Dreamwild. They usually live in forests or vales far from civilization, where they tend the flora and fauna of the region. All Gnomes are skilled in the magic of the land as well as in glamour magic which they use to hide themselves from pesky humans. They appear as small, gnarled old men with bright, red caps. Gnomes are fay creatures and are vulnerable to iron.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=311&lt;br /&gt;
|name=Summon Gozu Mezu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2091&lt;br /&gt;
|description=The caster opens a gate to the underworld and calls forth a pair of demon jailers and torturers of the dead, Ox-head and Horse-face. They are mighty warriors armed with enchanted pole arms that trap souls.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1027&lt;br /&gt;
|name=Summon Great Eagles&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1381&lt;br /&gt;
|description=Great Eagles are eagles large enough to carry a horse and fierce enough to battle a dragon. They are quite intelligent and can understand human speech. They live in mountain regions far from men, but can be summoned by powerful mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=542&lt;br /&gt;
|name=Summon Hinn&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3367&lt;br /&gt;
|description=The Hinn are spiritual beings of an earlier time. They were vanquished by the Jinnun during the reign of an earlier Pantokrator, long before mankind emerged. A few of them still roam the deserts and uninhabitable regions of the world. The Hinn were born from scorching wind and fire and are invisible unless they want to be seen. When visible they take the shape of strange dogs with burning eyes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=310&lt;br /&gt;
|name=Summon Kenzoku&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2096&lt;br /&gt;
|description=The caster summons a Kenzoku from the spirit world. Kenzoku are noble warrior-kami of great prowess. Once human, they were rewarded with immortality for their deeds. Kenzoku are popular kami among the samurai. They fight with magic swords sprung from their martial essence and are surrounded by a divine aura that intimidates lesser beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=567&lt;br /&gt;
|name=Summon Kinnara&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1331&lt;br /&gt;
|description=The Kinnara is a divine being and musician of the Spheres. It has the appearance of a winged horse-man robed in splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1464&lt;br /&gt;
|name=Summon Lauma&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 4092&lt;br /&gt;
|description=The caster performs a ritual dance to attract a Lauma. The Lauma is a fay being of the Zemaitian woodlands that has been worshiped as a lesser divinity since time immemorial. It has the appearance of a woman with the head and lower parts of a goat with bird claws instead of hooves. They are beings of the wild woodlands and are closely associated with water. They live near lakes, rivers and streams and it is said that their dances will make it rain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=566&lt;br /&gt;
|name=Summon Maruts&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S18&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3667&lt;br /&gt;
|description=Maruts are storm-born divine warriors armed with lightning and demon-slaying swords. While once of this world, they left it for the celestial realms ages ago. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=370&lt;br /&gt;
|name=Summon Monster Fish&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1664&lt;br /&gt;
|description=This spell summons a Monster Fish. This huge fish lives only in the deepest gorges of the ocean. When it is hunting, it will light up its antenna to lure prey closer. When the prey comes close, it will open its enormous mouth and swallow the prey whole. This works best against prey that is smaller than the Monster Fish, but it also has some sharp teeth to use against the really large opponents that can be found in the oceans.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=442&lt;br /&gt;
|name=Summon Morrigan&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1821&lt;br /&gt;
|description=The caster summons one of the Morrigans in an attempt to turn the tide of the battle. The Morrigans are heralds of death, collectors of souls and bringers of strife. They are the fates of the battleground, weaving looms of entrails with arrows for shuttles. Their chant colors the skies red before battle. In the shapes of crows they pick out the eyes of the dead. The Morrigans are horrible beings of death and destruction. They appear as grisly warrior women armed with spears enchanted to kill. They are sacred to the Fomorians.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=597&lt;br /&gt;
|name=Summon Oni General&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1276&lt;br /&gt;
|description=This spell summons a mighty Oni General. Oni of exceptional strength and power are given heavy armor and position as generals by their kings. The Oni General is always guarded by three wolves that will appear as soon as an enemy approaches. Oni don&#039;t need to eat. However, they have tremendous appetites and like to eat and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Their residual spirit form is a ghost and can be banished.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=554&lt;br /&gt;
|name=Summon Si&#039;lat&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A21&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3483&lt;br /&gt;
|description=The Sahir summons a Si&#039;lat and binds it to his service. The Si&#039;lat is a malign Jiniri spirit with shapeshifting abilities. They might be mistaken for Ghulahs, but are closer to the true Jinn and share many of their abilities, such as glamour, although they are not invisible. They are more closely attuned to storms and winds than the pure-blooded jinn born from Smokeless Flame. Si&#039;lat likes to seduce and ensnare men with their powers, but unlike the Ghulahs they do not feed on the flesh of their victims. Just like a Ghulah their shapeshifting is limited and they always retain some animal part, which they try to hide underneath lavish gowns and dresses.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1036&lt;br /&gt;
|name=Summon Spectre&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D22&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 329&lt;br /&gt;
|description=The necromancer summons the Spectre of a dead mage and binds it to his service. The Spectre has some skill in Death magic as well as other paths of magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1040&lt;br /&gt;
|name=Summon Sprites&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 592&lt;br /&gt;
|description=The caster summons six sprites to aid him in battle. Sprites are small faeries with insect wings. They can fire elf shots, which will incapacitate those hit. Sprites are magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1472&lt;br /&gt;
|name=Summon Unseelie Prince&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3909&lt;br /&gt;
|description=The caster summons a Fay Prince from the Dreamwild. The fay are beings of the Dreamwild. They mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. In the frozen forests of the world the Fay reflect the cold and hostile nature of the Dreamwild. Unseelie Princes appear as immaculate knights with alabaster-pale skin and silver locks, wreathed in icy winds and illusions. They are mighty Fay beings serving their queens with their magic and unparalleled battle prowess.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=492&lt;br /&gt;
|name=Summon Valkyries&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 261&lt;br /&gt;
|description=The caster summons a group of Valkyries to aid him in battle. Valkyries are female Vanir and have the ability to fool humans with illusions. The Valkyries were granted the ability to fly in ancient times by a dead god who used them as messengers of death. The Valkyries still possess the power of flight. They come armed and ready for battle when summoned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1033&lt;br /&gt;
|name=Troll King&#039;s Court&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E65&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 519&lt;br /&gt;
|description=The caster contacts a Troll King and his retinue of Trolls. The Troll King is a powerful Earth mage and armed to the teeth. The Troll King is in no way less powerful than his kin.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=480&lt;br /&gt;
|name=Angelic Host&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value 3870&lt;br /&gt;
|description=The caster contacts an Arch Angel and asks for its aid. The Arch Angel is accompanied by a host of six angels and may appear in a distant province. The Arch Angel, armed with a flaming sword, is also a powerful Fire mage and priest.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1055&lt;br /&gt;
|name=Animal Horde&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Animals, value 403&lt;br /&gt;
|description=The caster summons a horde of animals and binds them to his service. Different animals answer the call in different terrains.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1056&lt;br /&gt;
|name=Awaken Ivy King&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 931&lt;br /&gt;
|description=The mage awakens an ancient Ivy King and persuades him to serve him. The Ivy King is an ancient and powerful Vine Ogre skilled in Nature magic. The Ivy Kings are served by Vine Men and they will arrive in greater numbers when called by an Ivy King.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=362&lt;br /&gt;
|name=Call Anzus&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3064&lt;br /&gt;
|description=The caster summons a pair of Anzu bird-monsters. The Anzus were conceived by the pure water and the wide earth in primordial times. They appear as huge lion-headed eagles that breathes fire and water.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=354&lt;br /&gt;
|name=Call Arel&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S39&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2058&lt;br /&gt;
|description=The caster calls down a manifestation of heavenly power from the Celestial Sphere. The Arelim appear as beautiful winged beings. They are the most gentle of all beings of the Celestial Sphere. They nurture nature and are protectors of the weak. They weep for the wounded and follow armies in lamentation of the wars brought by the gifts of the Watchers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=464&lt;br /&gt;
|name=Call Fravashi&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2563&lt;br /&gt;
|description=With the aid of arcane rituals the Seraphs can summon the divinities of old to lead the nation anew. Fravashis are the deified souls of ancient heroes. They are revered and worshiped as messengers of the God.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1060&lt;br /&gt;
|name=Conjure Phantasmal Knight&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3627&lt;br /&gt;
|description=The caster conjures a Phantasmal Knight to aid him in battle. A Phantasmal Knight is a being of the Dreamwild, made of memories, dreams and legends. Phantasms are not real, but can interact with creation if conjured with glamour magic. Phantasmal Knights are manifest dreams of heroic knights armed in shining armor. They are insubstantial and difficult to harm with physical weapons. Phantasms cannot hold on to reality for long and will disperse when the battle is over. When cast under water phantasmal triton knights will appear.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=335&lt;br /&gt;
|name=Contact Cloud Vila&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1941&lt;br /&gt;
|description=The caster travels to a remote mountain top to contact a Vila and persuade her to aid him. The Vila is a powerful female spirit of the wild. The Cloud Vila appears as a naked, winged woman with cloud-like hair. Her beauty is only marred by her hoofed feet and anyone rude enough to mention this fact will be struck down or cursed for the rest of his life. The Cloud Vila can fascinate and lure men into servitude with her spellsongs and otherworldly beauty. She has the power to give and take health, but is also a powerful mage of the Air who wields the lightning and rides the storms. The Cloud Vila is not as skilled in healing as the Mountain Vila.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=460&lt;br /&gt;
|name=Contact Couatl&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 525&lt;br /&gt;
|description=The mage contacts a Couatl and persuades it to aid him. The Couatl is a mythic serpent with feathery wings. They are considered to be sacred in most societies and are known to be powerful mages and priests.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=334&lt;br /&gt;
|name=Contact Mountain Vila&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1942&lt;br /&gt;
|description=The caster travels to a remote mountain to contact a Vila and persuade her to aid him. The Vila is a powerful female spirit of the wild. The Mountain Vila appears as a naked woman mounted on a stag. Her beauty is only marred by her hoofed feet and anyone rude enough to mention this fact will be struck down or cursed for the rest of his life. The Mountain Vila can fascinate and lure men into servitude with her spellsongs and otherworldly beauty. She has the power to give and take health and is a powerful mage of Nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=314&lt;br /&gt;
|name=Contact Yama-no-kami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E28&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2097&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=393&lt;br /&gt;
|name=Great Lamentation&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D33&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 255&lt;br /&gt;
|description=This spell summons a great number of Wailing Ladies. Wailing Ladies are sacred and their weeping for the annihilated Empire is unbearable to behold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1053&lt;br /&gt;
|name=Harvester of Sorrows&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 491&lt;br /&gt;
|description=A Harvester of Sorrows is summoned. The Harvester is a messenger of death and disease. It likes to stalk humans at night, feeding on their fears and pains. A province in which a Harvester of Sorrows has hidden itself will suffer an outbreak of disease and unrest. The Harvester will also stalk and spread disease among any military units in the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=481&lt;br /&gt;
|name=Heavenly Wrath&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1369&lt;br /&gt;
|description=This spell calls down an Angel of Fury from the heavens so he can aid the Pretender God in punishing all false Pretenders.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1059&lt;br /&gt;
|name=Living Castle&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 9&lt;br /&gt;
|description=The caster conjures a castle of living kelp and algae. The castle can only be created in a friendly sea. This spell cannot be cast above the waves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1047&lt;br /&gt;
|name=Living Clouds&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A2&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3725&lt;br /&gt;
|description=The caster releases the power of the winds and calls forth several mid-sized Air Elementals. A powerful mage can summon larger numbers of elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1051&lt;br /&gt;
|name=Living Earth&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E2&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3741&lt;br /&gt;
|description=The caster releases the powers of the Earth and calls forth several mid-sized Earth Elementals. A powerful mage can summon larger numbers of elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1046&lt;br /&gt;
|name=Living Fire&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3717&lt;br /&gt;
|description=The caster releases the powers of Fire and calls forth several mid-sized Fire Elementals. A powerful mage can summon larger numbers of elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1049&lt;br /&gt;
|name=Living Water&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W2&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3733&lt;br /&gt;
|description=The caster releases the powers of Water and calls forth several mid-sized Water Elementals. A powerful mage can summon larger numbers of elementals. Water Elementals summoned in cold climates will be composed of ice. Ice Elementals are stronger but slower than Water Elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1061&lt;br /&gt;
|name=Lore of Legends&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Set Effect Value (2) if lower, value 1086&lt;br /&gt;
|description=The caster taps into the legends of the dreamwild to unearth long forgotten lore. For one month the caster&#039;s magic skills become legendary and his skills in all magic paths are increased. After a month has passed the powers fade and the caster is once more bound by the restrictions of this world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=313&lt;br /&gt;
|name=Summon Araburu-kami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3270&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1048&lt;br /&gt;
|name=Summon Asp Turtle&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1234&lt;br /&gt;
|description=The Asp Turtle is probably the most powerful beast encountered outside the deep gorges in the ocean. The turtle is normally peaceful and lives in relatively shallow waters. With this spell, an Asp Turtle is summoned, bound and turned into a very deadly killing machine. Its huge size and heavy armor make it easy for the turtle to kill smaller beings by trampling them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=527&lt;br /&gt;
|name=Summon Balam&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 17&lt;br /&gt;
|description=The caster summons one of the four Balam. The Balam are powerful jaguar shaped spirits of fertility and servants of the Awakening Lord. There is one spirit for each cardinal direction. The Balam are able to change their shape at will. To the Zotz they often appear as Onaquis or Zotz sorcerers, but in battle they take their true form. The Balam are connected to the four cardinal directions and have corresponding powers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1057&lt;br /&gt;
|name=Summon Calydonian Boar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3684&lt;br /&gt;
|description=The caster summons a Calydonian Boar and binds it to his service. The Calydonian Boar is a horrible monster boar with burning eyes, spear-like bristles of iron and tusks like that of an elephant. Anyone unfortunate enough to come close to the dreadful beast is set ablaze by the scorching heat of its eyes. The boar breathes flames and its tusks crackles with lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1050&lt;br /&gt;
|name=Summon Catoblepas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1290&lt;br /&gt;
|description=The caster ventures into a deep and unwholesome swamp and summons a Catoblepas, a horrible beastly bull that breathes poison and whose gaze is death.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1052&lt;br /&gt;
|name=Summon Mound Fiend&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D28&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 439&lt;br /&gt;
|description=The necromancer summons and binds a Mound Fiend, an apparition able to reanimate the dead and curse humans with its hunger. The Mound Fiend is also a powerful Death mage in his own right.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=569&lt;br /&gt;
|name=Summon Siddha&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1337&lt;br /&gt;
|description=This spell summons a Siddha, a sacred being that has achieved physical as well as spiritual perfection. The Siddha is a powerful priest and mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=509&lt;br /&gt;
|name=Summon Tlaloque&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 13&lt;br /&gt;
|description=The mage-priest summons one of the four Tlaloque. The Tlaloque are powerful rain spirits and high servants of the Awakening Lord. The Tlaloque are the ones who carry and open the jugs of heavenly waters to let the rain fall upon the Terrestrial Sphere and they are always accompanied by rainfalls. There is one spirit for each cardinal direction. The Tlaloque of the East brings a rain of fertility and growth. The Tlaloque of the South brings warm summer rains. The Tlaloque of the West brings rains of fever and pestilence. The Tlaloque of the North brings rain storms and cold winds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1058&lt;br /&gt;
|name=Wild Hunt&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5 N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 75&lt;br /&gt;
|description=The caster unleashes the Wild Hunt upon the world. The Hunt is led by Herne the Lord of the Hunt, an ancient deity of the wild roaming the woodlands in search of those who have offended the wild and its inhabitants. When the Hunt has been called, powerful priests of enemy faiths will be hunted down for as long as the Lord is not slain. Apart from the main hunt led by Herne the Lord of the Hunt, there are also up to four lesser hunts that helps him hunt down less important enemy sacred commanders. Sneaking commanders might fool the lesser hunts, but Herne is extremely skilled and will find anyone eventually.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=535&lt;br /&gt;
|name=Wrath of the Ancestors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1363&lt;br /&gt;
|description=A host of wrathful ancestral spirits is summoned to decide the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=348&lt;br /&gt;
|name=Banquet for the Dead&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D55&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2039&lt;br /&gt;
|description=The Zamzummite holds a banquet for the deified dead. For three days the living and the shades of the dead share tables and meals. At the eastern end of the table is a throne for the living Adon and at the western end is an empty throne. Each night the ghostly shapes in the empty seats and throne become more solid. At the final night the Zamzummite sacrifices himself at the banquet and is devoured by the dead king who can manifest in the land of the living as a reawakened god. The Malik manifests with his host of Ditanim.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=465&lt;br /&gt;
|name=Call Amesha Spenta&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 12&lt;br /&gt;
|description=One of the six Amesha Spentas is summoned from the Stellar Sphere. The Amesha Spentas are divine beings and servants of the Lord of Wisdom. Each Spenta represents an aspect of their Lord. There are Spentas of animals, fire, sky and metals, earth, water and plants. All are powerful beings with magic corresponding to their nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=363&lt;br /&gt;
|name=Call Apkallu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2966&lt;br /&gt;
|description=The Mashmashu contacts the celestial sphere to call upon an Umu-apkallu. The Umu-apkallu are celestial sages blessed by the Wise Waters. They resemble four-winged enkidus of great beauty. They serve as messengers of the celestial sphere and are powerful mages of the stars, the sky and anything beneath it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=471&lt;br /&gt;
|name=Call Greater Daeva&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 16&lt;br /&gt;
|description=One of the Greater Daevas of the Daevic Heptad is summoned. These are six demonic beings of vast power who serve the Lord of Destruction. Each Daeva represents an aspect of their Lord. There are Daevas of Evil Intentions, Frozen Minds, Oppression, Discontent, Destruction and Aging. All are powerful destructive beings with magic corresponding to their nature. Their mere presence will cause turmoil, unrest and maladies where they dwell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=355&lt;br /&gt;
|name=Call Ophan&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S49&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2051&lt;br /&gt;
|description=The caster calls down a manifestation of heavenly power from the Celestial Sphere. The Ophanim, wheels, are angelic beings of unfathomable and otherworldly might. They appear as a brilliance covered by four wings, that when unfolded reveal a wheel intersecting another wheel of gleaming brass. The rim of the wheel is covered by eyes of sparkling chrysolite and the being is surrounded by a blaze like that of the sun. The Ophanim see all that passes under their many eyes and watch the affairs of men from the heavenly spheres.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1054&lt;br /&gt;
|name=Call Wraith Lord&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 181&lt;br /&gt;
|description=The caster summons a Wraith Lord from the Underworld to serve him. The Wraith Lord is the spirit of an ancient lord given physical form. Wraith Lords are immortal and will return from the land of the dead if defeated in battle. The Wraith Lord is a master of Death magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1072&lt;br /&gt;
|name=Call the Eater of the Dead&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4 D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Unit, value 994&lt;br /&gt;
|description=The Death mage uses ancient and unholy rituals to call forth the Eater of the Dead, a dreadful being once banished to the Void by the previous Pantokrator.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=455&lt;br /&gt;
|name=Contact Iron Angel&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5 S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1975&lt;br /&gt;
|description=The caster contacts an Iron Angel to teach the weak to be strong. The Angel is a divine being professing the might of skill and craftsmanship. It teaches men not to trust in sorcery or religion. Only faith in yourself and the weapon you wield will grant you true strength. The Iron Angel is not sacred and will readily hunt down and slay fanatical adherents of other faiths.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=336&lt;br /&gt;
|name=Contact Leshiy&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1949&lt;br /&gt;
|description=The caster enters a deep forest and contacts its spirit ruler and persuades it to aid him. The Leshiy is a guardian of forests. In the heart of its forest it takes the appearance of a huge man with grayish green skin, covered in lichen, grass and vines. A single horn grows from his forehead and his feet are hoofed. If he leaves his forest he will shrink and become smaller and smaller and lose much of his magical powers. While inside a forest, the Leshiy is able to shapeshift into a great bear covered in moss and lichen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=546&lt;br /&gt;
|name=Contact Marid&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3376&lt;br /&gt;
|description=The caster contacts a Marid and persuades it to abandon its rebellious ways and return to serve the awakening Lord. Marids are rebellious Jinnun of vast powers banished from the City of Brass by the Ifrit Sultans. Everywhere they went they caused strife and disorder so the Sultans hunted them until they fled into the ocean depths. They are powerful Jinn born from smokeless flame, but their maritime exile has granted them powers over water as well as the powers of fire, air and earth.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=318&lt;br /&gt;
|name=Contact Scorpion Man&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1649&lt;br /&gt;
|description=The Scorpion Man is the most frightening beast that wanders the desert. It is said that when a scorpion man looks at a mountain, the mountain shivers in fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=443&lt;br /&gt;
|name=Dance of the Morrigans&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5 A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 86&lt;br /&gt;
|description=The caster unleashes the Morrigans on the battlefield, coloring the skies red and wrathful. Wailing and dressed in terror, they arrive in earnest as the ground is soiled with blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=272&lt;br /&gt;
|name=Daughter of Typhon&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Unit, value 1822&lt;br /&gt;
|description=The mage enters the misty swamps of Pythia to find the entrance to the underworld hidden there. Once there the mage will lure and bind the guardian of the gate to his service. The guardian is a beast of might and malice unequaled. She is the daughter of Typhon, Enemy of Gods, and Echidna, Mother of Monsters and her name is Hydra. Like her lesser kin, she has nine heads. However, her central head is blessed by her father and is immortal. Should it be cut off a new body will regrow from the stump within weeks. Hydra is sacred.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1067&lt;br /&gt;
|name=Earth Attack&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon - Assassination, value 3741&lt;br /&gt;
|description=A huge Earth Elemental will appear in a province of the caster&#039;s choice. Here, it will travel under the ground and search for enemy commanders. When it finds one, it will rise out of the ground and strike it down. The Earth Elemental disappears when it has completed this task or if it can&#039;t find an enemy commander. The elemental can only find targets that are grounded, thus floating beings will never be attacked by the elemental.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1075&lt;br /&gt;
|name=Faerie Court&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 627&lt;br /&gt;
|description=The caster summons a Faery Queen and her court from the Dreamwild. Faery Queens are mighty fay beings that sometimes emerge in deep woodland realms where they form courts of fay beings mimicking their human counterparts. Calling themselves Queens they take the appearance of beautiful butterfly-winged females dressed in unimaginable splendour. Faery Queens are skilled mages of the Dreamwild and are adept at Glamour and Nature magic. They also have limited skills in air, water or earth magic. If cast in a frozen forest an unseelie queen and her court will answer the call instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1066&lt;br /&gt;
|name=Guardians of the Deep&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 52&lt;br /&gt;
|description=Sea monsters will help the local militia defend underwater provinces for as long as this spell is in effect. The defending monsters are dependent on the terrain and type of sea. The monsters require some small degree of leadership and guidance, so a small local defence is required for the enchantment to have any effect, but sometimes a group of monsters can emerge and attack enemy provinces under your dominion. The global enchantment will last until it is dispelled or the caster dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=625&lt;br /&gt;
|name=Hall of the Dead&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2509&lt;br /&gt;
|description=A Tomb Oracle or a powerful Ktonian Necromancer releases vast powers and opens a tomb hall to let unquiet spirits animate the entire tomb. A great number of Shard Wights are created.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1071&lt;br /&gt;
|name=King of Banefires&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 9&lt;br /&gt;
|description=The caster calls upon the supernatural forces of Fire itself and summons Anthrax, the King of Banefires. Anthrax was once one of the Kings of Elemental Fire and known as Catharsis. He has since fallen, earning himself a new name and title in the process. The King is a master of Fire and Death magic and is surrounded by a sickly green blaze of banefire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1068&lt;br /&gt;
|name=King of Elemental Earth&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 4&lt;br /&gt;
|description=The caster calls upon the supernatural forces of the Earth itself and summons one of the Kings of Elemental Earth. There were once three such beings, but since Pedoseion was tainted with blood sacrifices, there are but two Kings left. The Kings are masters of Earth magic in addition to being physically powerful.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1062&lt;br /&gt;
|name=King of Elemental Fire&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 8&lt;br /&gt;
|description=The caster calls upon the supernatural forces of Fire itself and summons one of the Kings of Elemental Fire. There were once three such beings, but since the fall of Catharsis, there are but two. The Kings are masters of Fire magic and are surrounded by blazing flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=394&lt;br /&gt;
|name=Lictorian Legion&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 259&lt;br /&gt;
|description=This spell summons an entire legion of Lictors. Lictors are sacred and were the peacekeepers of the Old Empire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1069&lt;br /&gt;
|name=Manifestation&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Manifestation, value 392&lt;br /&gt;
|description=With this spell, an Ashen Angel is summoned with the promise of an opportunity to kill a commander in this realm and to bring his soul back to the Lord of the Netherworld. The Ashen Angel will appear in a province of the mage&#039;s choice and search for a suitable commander. If no suitable commander is found, the Angel will return to the mage and kill him instead. A commander who is horror marked runs a greater risk of being chosen by the Angel.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1064&lt;br /&gt;
|name=Queen of Elemental Air&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 7&lt;br /&gt;
|description=The caster calls on the supernatural forces of the sky itself and summons one of the three Queens of Elemental Air. The Queens are masters of Air magic, can fly and are ethereal in nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1065&lt;br /&gt;
|name=Queen of Elemental Water&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 6&lt;br /&gt;
|description=The caster calls the supernatural forces of the sea itself and summons one of the three Queens of Elemental Water. The Queens are masters of Water magic and difficult to damage when they are underwater. Unless they are completely killed in one combat round, they will heal all their wounds at the end of each round. Only one of the three Queens is able to leave the sea.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=528&lt;br /&gt;
|name=Summon Chaac&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A75&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 18&lt;br /&gt;
|description=The caster summons one of the four Chaac, powerful warrior spirits of thunder and rain. They have strangely elongated noses and blueish skin. They guard the subjects of the Awakening God with their thunderous might. The Chaac are connected to the four cardinal directions and have corresponding powers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=599&lt;br /&gt;
|name=Summon Dai Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D45&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1316&lt;br /&gt;
|description=This spells summons a mighty demon king from the Netherworld. These Dai Oni are huge and command vast magical powers. They rule by fear and swift, arbitrary justice rather than skill and their lands are often torn by civil wars and uprisings. This matters little as Oni are almost immortal. The Dai Oni delight in warfare and are often found in the front ranks of their armies, butchering enemies. Dai Oni are violent and rather thick-headed. While magically powerful, they are not clever enough to be good researchers. Unscrupulous human sorcerers are given gold and magical power in return for their services. Oni don&#039;t need to eat. However, they have tremendous appetites and like to eat and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Their residual spirit form is a ghost and can be banished.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=570&lt;br /&gt;
|name=Summon Devata&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S45&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1336&lt;br /&gt;
|description=This spell summons a Devata, a lesser divinity of the Celestial Sphere. The Devata is a powerful warrior, priest and mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=491&lt;br /&gt;
|name=Summon Dwarf of the Four Directions&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4 E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A62&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value -21&lt;br /&gt;
|description=In every cardinal direction the Sky and the Earth meet, and in each of these places there is a dwarf of vast powers holding the Dome of the Sky in place. Should any of these dwarves be tricked to leave their task the world would start to collapse and storms would ravage the world. It is believed that wicked giants and Seithberenders would try to see the end of this world by removing these dwarves from their eternal task. The dwarves are immortal and should one be slain he would probably resume his task of holding the Sky in its proper place.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=545&lt;br /&gt;
|name=Summon Marid&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4 A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F66&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3374&lt;br /&gt;
|description=The Marids are rebellious Jinnun of vast powers. Banished from the City of Brass by the Ifrit Sultans they fled into the depths of the ocean. When mankind overtook the world and magic was lost, Ubar could no longer keep rebellious Marids at bay and they returned to the world. Marids are attracted to magic and can be lured and bound with powerful sorcery. They are powerful Jinn born from smokeless flame, but their maritime exile has granted them powers over water as well as the powers of fire, air and earth.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=366&lt;br /&gt;
|name=Summon Telkhine&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5 A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W69&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2874&lt;br /&gt;
|description=The caster releases one of the Telkhines from its Tartarian prison. Telkhines are sea-daimones of vast powers. They bring hailstorms and blizzards and cause great devastation. They are also great sages and unparalleled craftsmen. Their dabbling in stygian magic caused their final downfall and imprisonment. Telkhines are able to change their shape. In their demonic form their magic powers over storms and the sea are increased. In human shape their skills in forging are increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1063&lt;br /&gt;
|name=The Kindly Ones&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F6 N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 80&lt;br /&gt;
|description=The caster unleashes the Erinyes upon the world.  The Erinyes are three horrible spirits of vengeance that punish those who slay innocent women. In elder times, they upheld the ban against Blood magic, but they have since returned to the darkness whence they came.  They are sometimes called the Eumenides, the Kindly Ones, but their true names are Avenger of Murder, Grudging Anger and The Unrelenting One.  Sinners will hear the horrible baying of the sisters and madness will strike them unless they are found and most gruesomely slain by the sisters.  The first sister kills those who have killed, the second one hunts those who use blood magic and the third one hunts the enemies of he who summoned her and her sisters.  The Kindly Ones remain in the world until the enchantment is dispelled or the three of them are slain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1070&lt;br /&gt;
|name=Well of Misery&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 33&lt;br /&gt;
|description=This mighty ritual is a blessing to units across the world. Diseases, old age, suffering and pains are all drained of some of their essence. All malign energies are siphoned from the world and concentrated in the Well of Misery, effectively giving the caster a huge income of magical gems of Death. Each month a large amount of death gems are generated and the growth scale is increased in all provinces of the world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1074&lt;br /&gt;
|name=Wild Growth&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:40&lt;br /&gt;
|range=20&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=Vines and roots sprout from the ground, grabbing all enemies within reach. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1081&lt;br /&gt;
|name=Awaken Tarrasque&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 925&lt;br /&gt;
|description=The caster awakens an ancient sleeping dragon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1077&lt;br /&gt;
|name=Call Abomination&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 521&lt;br /&gt;
|description=The caster summons an Abomination from the nether planes. The beast is huge and horrible to behold, capable of shredding the minds of weaker beings with its gaze.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1076&lt;br /&gt;
|name=Call Ancient Presence&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5 N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2251&lt;br /&gt;
|description=In the deepest parts of the most fearsome swamps there is something that devours everything that dares to enter. This is known as the ancient presence. It is very old and grows larger by incorporating the victims that it devours whole. No hero can stand against the ancient presence, it devours and incorporates anyone that gets close and only gets stronger by it. The ritual to call an ancient presence can only be performed in large swamp.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=356&lt;br /&gt;
|name=Call Merkavah&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S7 F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S222&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2052&lt;br /&gt;
|description=With a tremendous sacrifice of power the caster calls down the ultimate manifestation of heavenly power. A Merkavah, a heavenly chariot of vast and unbearable power forms in the skies. In a blaze of otherworldly splendor, four wheels covered by four wings move the Merkavah in four directions. Above the four wheels at the center of the solar glory is a living being with four faces, four wings, four colors and four lives. Above the living being is a sapphire dome of stellar might beyond which the unbearable might of the Celestial Thrones is visible. After the vision of the heavens subsides, the four wheels and the Tetramorph remain to command the faithful and destroy the servants of sin.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1082&lt;br /&gt;
|name=Enchanted Forests&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 24&lt;br /&gt;
|description=All forests will start to whisper the hymns to the pretender that controls this enchantment. This will spread dominion to the places where false pretenders were worshiped. When a forest has the right dominion it will start to attack instead of whispering hymns. Enemies in that province or neighboring provinces will be attacked by creatures of the awakening forest.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1078&lt;br /&gt;
|name=Ghost Riders&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Temporary units), value 189&lt;br /&gt;
|description=This spell summons 75 Longdead Horsemen led by a Wraith Lord of the Netherworld. The horsemen will wreak havoc upon a province of the caster&#039;s choice but are not otherwise under the control of their summoner.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=482&lt;br /&gt;
|name=Heavenly Choir&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S7 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S144&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1368&lt;br /&gt;
|description=This spell calls down a Seraph from the heavens so he can serve the Pretender God. The Seraph is accompanied by a choir of angels.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1079&lt;br /&gt;
|name=Legion of Wights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 533&lt;br /&gt;
|description=The necromancer summons a contingent of Wights from the Underworld to serve him. Wights are powerful undead warriors armed with Bane Blades and heavy armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=571&lt;br /&gt;
|name=Summon Devala&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S55&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1713&lt;br /&gt;
|description=The Devala is a personification of music and lesser god of the Celestial Sphere. The divine tunes of the Devalas once filled this world, but when the Devatas of Kailasa withdrew to the heavens, the Devalas followed and the world was made a duller place. The mere presence of a Devala will cause the divine music to once again permeate the world and increase the magic scale of a province. It is a powerful mage-priest and a formidable warrior. The Devala is sacred.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=572&lt;br /&gt;
|name=Summon Rudra&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S55&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1906&lt;br /&gt;
|description=The caster summons one of the Rudras from the Celestial Spheres. Rudras are raging demigods of destruction armed with enchanted weaponry, thunder and plague. They bring death by arms or sorcery to mortals and demons alike. Their bows strike the targets with plague and their swords are the bane of demons. The Rudras are sprung from hurricanes and are able to fly even during storms. Their sorcerous might is directed towards destruction and they never pause to study or forge items.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1080&lt;br /&gt;
|name=Tartarian Gate&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Tartarian Gate, value 10&lt;br /&gt;
|description=The caster opens a gate to Tartarus and releases a dead Titan or Monstrum imprisoned in that horrible place. The Titans were gods in ancient times, but were defeated and imprisoned in Tartarus aeons ago. The dead Titan once had tremendous powers, but the imprisonment in the realm of perpetual pain might have destroyed the mind of the ancient god.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=245&lt;br /&gt;
|name=Air Shield&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8&lt;br /&gt;
|description=The air shield solidifies the air above the caster to protect him or her from incoming missiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1458&lt;br /&gt;
|name=Carrion Fortress&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N45&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 10&lt;br /&gt;
|description=This ritual forms a fortress of brambles, roots and bones in a matter of weeks, sturdy enough to rival stone walls. Defenders can stand on the walls and fire missiles from the parapets. This ritual can only be cast in forests or shallow seas, where nature has plenty of material to build from.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=337&lt;br /&gt;
|name=Grow Fortress&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 10&lt;br /&gt;
|description=This ritual forces nature to form a complete fortress in a matter of weeks, sturdy enough to rival stone walls. Defenders can stand on the walls and fire missiles from the parapets. This ritual can only be cast in forests or shallow seas, where nature has plenty of material to build from.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=249&lt;br /&gt;
|name=Hand of Dust&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1005&lt;br /&gt;
|description=The caster&#039;s left hand becomes deadly, able to turn anything it touches to ashes. The spell is limited in power but ignores armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=250&lt;br /&gt;
|name=Poison Touch&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:5&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Poison (HP damage), value 5005&lt;br /&gt;
|description=By touching a target, the magician can poison him. A successful attack roll is required to hit the target, but armor offers no protection.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=248&lt;br /&gt;
|name=Twist Fate&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1&lt;br /&gt;
|description=The caster changes his future fate. Twist Fate negates the first successful strike against the one protected by this spell. Any type of caster, including those that are undead or inanimate can use this spell to alter its fate.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=769&lt;br /&gt;
|name=Blurred Body&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4398046511104&lt;br /&gt;
|description=The mage&#039;s body becomes blurred, transparent and difficult to strike in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=766&lt;br /&gt;
|name=Cat Eyes&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 35184372088832&lt;br /&gt;
|description=This spell grants the caster partial darkvision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=760&lt;br /&gt;
|name=Charge Body&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 16384&lt;br /&gt;
|description=When a charged body is struck in melee combat, a powerful jolt of electricity will strike the attacker. However the mage will also receive some shock damage from the discharge, but it will be much less severe. The damage caused by the electrical charge bypasses the protection of armor and is very deadly. Once hit, the mage&#039;s body will become discharged and, if the mage survives, will need to be recharged.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=759&lt;br /&gt;
|name=Distill Gold&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 250&lt;br /&gt;
|description=The alchemist distills gold from minerals. The process is time consuming and requires the alchemist to use fire gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=765&lt;br /&gt;
|name=Eagle Eyes&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4&lt;br /&gt;
|description=This spell grants the mage superior vision and accuracy for both spell casting and archery.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=762&lt;br /&gt;
|name=Earth Grip&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 16384&lt;br /&gt;
|description=The mage orders the earth to swallow a single target. If the target is affected, he will be unable to move unless he succeeds in breaking free.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=761&lt;br /&gt;
|name=Fists of Iron&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 15&lt;br /&gt;
|description=The caster enchants his hands, transforming them into pistons able to strike down even the largest of foes. The assault lasts only one round and the targeted unit must be in reach. The magician attacks the target multiple times with increased skill. The damage of the spell increases with the strength of the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=763&lt;br /&gt;
|name=Hand of Death&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:5&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 5030&lt;br /&gt;
|description=The left hand of the caster becomes deadly and destroys anything it touches. The power of the hand is strong enough to kill giants.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=768&lt;br /&gt;
|name=Personal Barkskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16&lt;br /&gt;
|description=The skin of the caster is transformed into a rough, bark-like hide. This makes the caster less vulnerable to weapons, but more vulnerable to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=767&lt;br /&gt;
|name=Personal Poison Resistance&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 288230376151711744&lt;br /&gt;
|description=This spell makes the caster quite resistant to poison. The spell does not neutralize poison already affecting the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=764&lt;br /&gt;
|name=Skeletal Body&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 274877906944&lt;br /&gt;
|description=The body of the caster dries up and becomes impossibly thin and skeletal. Piercing weapons hitting the caster will cause less damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=778&lt;br /&gt;
|name=Alchemical Transmutation&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 200&lt;br /&gt;
|description=The alchemist transmutes base metals into precious ones. The process is time consuming and requires the alchemist to use earth gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=780&lt;br /&gt;
|name=Armor of Achilles&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage Armor (no effect on magic items), value 10&lt;br /&gt;
|description=Almost totally destroys the target&#039;s armor and shield. Magical armor is likely to resist the effect of this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=785&lt;br /&gt;
|name=Blur&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4398046511104&lt;br /&gt;
|description=A few soldiers becomes blurred, transparent and difficult to strike in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=770&lt;br /&gt;
|name=Burn&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 512&lt;br /&gt;
|description=The targeted enemy is set ablaze. The spell ignores enemy armor, but it is not always strong enough to kill the victim. Also, rain or snow will put the flames out very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=783&lt;br /&gt;
|name=Enlarge&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2147483648&lt;br /&gt;
|description=A few soldiers are magically enlarged for the duration of the battle. Enlarged soldiers get increased size, hit points and strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=781&lt;br /&gt;
|name=Gift of Cheated Fate&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1&lt;br /&gt;
|description=The caster changes the future fates of a few soldiers. Cheat Fate negates the first successful strike against the one protected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=775&lt;br /&gt;
|name=Gooey Water&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 134217728&lt;br /&gt;
|description=The caster turns a patch of water into sticky slime. Units stuck in the slime will move and attack more slowly and have trouble defending themselves. The slime effect will wear off more quickly on targets with high magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=774&lt;br /&gt;
|name=Ice Shield&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 549755813888&lt;br /&gt;
|description=The mage transforms the water around him into a shield of ice that protects him from harm. The shield will randomly block about half of the attacks against his person.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=784&lt;br /&gt;
|name=Mirror Image&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 2000&lt;br /&gt;
|description=This spell creates illusionary images of the caster. A skilled Glamour mage will get more images than a less skilled one. The images will surround the mage and make it harder for enemies to figure out which one to strike.  A strike will have an equal chance of hitting each image and the mage. If an image is hit it will disappear and further attacks are more likely to hit the caster. Unlike some other glamour effects, mirror images are not negated by true sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=776&lt;br /&gt;
|name=Personal Mistform&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 65536&lt;br /&gt;
|description=The mage&#039;s body becomes mist. Striking the mist that makes up the mage&#039;s body causes the mage very little damage. The mistform will end if the mage gets hit exceptionally hard or by a magical weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=779&lt;br /&gt;
|name=Personal Stoneskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 65536&lt;br /&gt;
|description=The skin of the caster is transformed into a rough, stone-like hide. As a side effect the caster will take additional damage from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=773&lt;br /&gt;
|name=Quicken Self&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 262144&lt;br /&gt;
|description=Quickness increases the speed of the caster and enhances his ability to dodge and evade incoming attacks. The quickened one can perform regular combat actions twice every turn, but still cannot cast more than one spell per combat round.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=771&lt;br /&gt;
|name=Resist Cold&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell makes the caster resistant to cold. It also negates the chill effect caused by some undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=772&lt;br /&gt;
|name=Resist Fire&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell makes the caster&#039;s body resistant to fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=777&lt;br /&gt;
|name=Resist Lightning&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell makes the caster highly resistant to thunder and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=782&lt;br /&gt;
|name=Weakness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Weaken, value 3&lt;br /&gt;
|description=The mage damages the life force of the target making it permanently weaker.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=799&lt;br /&gt;
|name=Animate Tree&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=value 361&lt;br /&gt;
|description=This spell will cause a small tree or a couple of large bushes to come alive, uproot themselves and start to fight for the nature mage that awakened them. Bushes are usually slow and not very well suited for fighting, but they are surprisingly strong and they may easily kill a human should they get hold of one.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=798&lt;br /&gt;
|name=Barkskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16&lt;br /&gt;
|description=The skin of a few soldiers are transformed into a rough, bark-like hide. This makes them less vulnerable to weapons, but more vulnerable to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=796&lt;br /&gt;
|name=Body Ethereal&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:30&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 134217728&lt;br /&gt;
|description=The target&#039;s body becomes hazy and transparent. The target can pass through obstacles and non-magical weapons usually just pass through his body without harming it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=791&lt;br /&gt;
|name=Cold Resistance&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell makes a few units resistant to cold. It also reduces the chill effect caused by some undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=802&lt;br /&gt;
|name=Displace Body&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8796093022208&lt;br /&gt;
|description=The mage&#039;s image appears beside his actual location and is very difficult to hit in melee. The first attack against the displaced unit will almost always miss as the enemy will swing straight at the false image.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=795&lt;br /&gt;
|name=Earth Meld&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:60&lt;br /&gt;
|range=25&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Cause Affliction, value 16384&lt;br /&gt;
|description=The targeted soldiers start to sink into the ground. Affected troops must struggle to free themselves from the ground. During the struggle, they are unable to move or attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=786&lt;br /&gt;
|name=Fire Resistance&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell makes a few units&#039; bodies resistant to fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=792&lt;br /&gt;
|name=Freeze&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 268435456&lt;br /&gt;
|description=The caster freezes his enemies. Frozen units are slowed and suffer from fatigue each turn. The spell only lowers the temperature of the soldiers themselves. There is no lingering cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=261&lt;br /&gt;
|name=From Death Comes Life&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 94&lt;br /&gt;
|description=The Panageis uses sacred carcasses from a Megara Chasm to complete the cycle of death and rebirth and procure fertility in the province. The growth scale of the province is increased by two. The ritual lasts longer if more gems are used.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=797&lt;br /&gt;
|name=Gift of Cat Eyes&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 35184372088832&lt;br /&gt;
|description=This spell grants a few soldiers partial darkvision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=803&lt;br /&gt;
|name=Group Blur&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:40&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4398046511104&lt;br /&gt;
|description=Several soldiers becomes blurred, transparent and difficult to strike in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=787&lt;br /&gt;
|name=Immolation&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=7&lt;br /&gt;
|effect=Damage, value 1010&lt;br /&gt;
|description=The caster bursts into white-hot flames, badly burning everyone within range. Armor offers little protection against the flames. The spell will consume the caster if he is unprotected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=788&lt;br /&gt;
|name=Inner Sun&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 67108864&lt;br /&gt;
|description=This spell provides the mage with a way to retaliate when attacked by undead warriors. When the mage is slain, a shower of light will shoot forth from the body and burn all undead beings in the vicinity. The Inner Sun spell is a ritual and will last until the mage is killed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=793&lt;br /&gt;
|name=Lightning Resistance&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell makes units resistant to the damage and stun effects caused by lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=790&lt;br /&gt;
|name=Mist&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 71&lt;br /&gt;
|description=The caster creates a dense magical mist across the battlefield that makes it difficult to see far and prevents any cloud effects from dissipating properly. The mist will limit the precision of all spells and missiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=801&lt;br /&gt;
|name=Mossbody&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8&lt;br /&gt;
|description=The caster covers the body of a small number of troops in a moist magical moss. The moss has a large chance of providing an extra layer of protection against any attack as well as giving a certain protection against fire. If the moss is struck it has a chance of bursting in a cloud of poison and after that the protective effect will be over. The harder the hit the greater the chance of the moss bursting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=794&lt;br /&gt;
|name=Personal Ironskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268435456&lt;br /&gt;
|description=The skin of the caster is transformed into a hard, metallic hide. As a side effect the caster will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=789&lt;br /&gt;
|name=Protective Winds&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8&lt;br /&gt;
|description=Powerful winds will protect a group of friendly units from enemy projectiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=800&lt;br /&gt;
|name=Torpor&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=35&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Fatigue, value 5010&lt;br /&gt;
|description=This spell targets the metabolism and bodily functions of a few units. The targets become unnaturally tired.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=487&lt;br /&gt;
|name=Amalgamation of Air and Flesh&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3865&lt;br /&gt;
|description=The alchemists of Marignon have, with the possible aid of infernal tutors, devised means to fuse human bodies with elemental essence creating living amalgams of flesh and air. The amalgam retains his mind and soul so early experiments with prisoners have been discarded and now only able and willing soldiers are used in the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=489&lt;br /&gt;
|name=Amalgamation of Earth and Flesh&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3867&lt;br /&gt;
|description=The alchemists of Marignon have, with the possible aid of infernal tutors, devised means to fuse human bodies with elemental essence creating living amalgams of flesh and earth. The amalgam retains his mind and soul so early experiments with prisoners have been discarded and now only able and willing soldiers are used in the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=486&lt;br /&gt;
|name=Amalgamation of Fire and Flesh&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3864&lt;br /&gt;
|description=The alchemists of Marignon have, with the possible aid of infernal tutors, devised means to fuse human bodies with elemental essence creating living amalgams of flesh and fire. The amalgam retains his mind and soul so early experiments with prisoners have been discarded and now only able and willing soldiers are used in the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=488&lt;br /&gt;
|name=Amalgamation of Water and Flesh&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3866&lt;br /&gt;
|description=The alchemists of Marignon have, with the possible aid of infernal tutors, devised means to fuse human bodies with elemental essence creating living amalgams of flesh and water. The amalgam retains his mind and soul so early experiments with prisoners have been discarded and now only able and willing soldiers are used in the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=817&lt;br /&gt;
|name=Arouse Hunger&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value -4&lt;br /&gt;
|description=The necromancer curses about forty beings in a far away province with undeath, more for skillful death mages. The victims will become ghouls that serve the necromancer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=816&lt;br /&gt;
|name=Blight&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 9&lt;br /&gt;
|description=The caster unleashes a blight upon a distant province. Five percent of the population will die, unrest increases and one hundred and twenty pounds of gold must be used to feed the starving.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=804&lt;br /&gt;
|name=Combustion&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 512&lt;br /&gt;
|description=A few enemies are set ablaze. The spell ignores enemy armor, but it is not always strong enough to kill the victim. Also, rain or snow will put the flames out very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=815&lt;br /&gt;
|name=Curse of Stones&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 32&lt;br /&gt;
|description=The caster curses the enemy army with the weight of earth and stones. Affected enemy units are severely burdened and moving will be slow and exhausting. Attack speed will not be affected, but fighting will be extra exhausting and can prove disastrous even for lightly armed soldiers. The curse will last until the battle is over.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=814&lt;br /&gt;
|name=Destruction&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:40&lt;br /&gt;
|range=30&lt;br /&gt;
|area=6&lt;br /&gt;
|effect=Damage Armor (no effect on magic items), value 5&lt;br /&gt;
|description=The armor of several soldiers is destroyed and falls to the ground in useless heaps. Magical armor is much less likely to be affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=818&lt;br /&gt;
|name=Elemental Fortitude&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 7168&lt;br /&gt;
|description=Increases resistance to fire, cold and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=809&lt;br /&gt;
|name=Encase in Ice&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Add To Effect Value (10), value 299&lt;br /&gt;
|description=The caster transforms the water surrounding some enemies into ice. The encased targets are protected from strikes, but must break free to be able to move or defend themselves. While encased they will become chilled and numbed and suffer fatigue.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=819&lt;br /&gt;
|name=Group Barkskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16&lt;br /&gt;
|description=The skin of several soldiers are transformed into a rough, bark-like hide. This makes them less vulnerable to weapons, but more vulnerable to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=805&lt;br /&gt;
|name=Lacerating Winds&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Damage, value 1003&lt;br /&gt;
|description=The caster makes the very winds themselves attack his enemies by hardening and sharpening the air itself. The winds will slash and bruise unprotected enemies in a large area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=806&lt;br /&gt;
|name=Liquid Body&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2680059592704&lt;br /&gt;
|description=The caster transforms himself into a semi-liquid being. He becomes very difficult to harm by physical means and wounds will rarely become permanent afflictions. As a by-effect the caster will lose some strength and movement speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=811&lt;br /&gt;
|name=Mistform&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 65536&lt;br /&gt;
|description=The bodies of a few soldiers becomes mist. Striking the mist that makes up the mage&#039;s body causes the mage very little damage. The mistform will end if the mage gets hit exceptionally hard or by a magical weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=807&lt;br /&gt;
|name=Quickness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 262144&lt;br /&gt;
|description=Quickness increases the speed of a small number of units and enhances their ability to dodge and evade incoming attacks. The quickened ones can act twice every turn, but quickened spell casters still cannot cast more than one spell per combat round.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=822&lt;br /&gt;
|name=Shrink&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=16+2/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 4294967296&lt;br /&gt;
|description=A few soldiers are shrunk for the rest of their lives. Shrunk beings have reduced size, strength and hit points. As a side effect defence is increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=808&lt;br /&gt;
|name=Slow&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 68719476736&lt;br /&gt;
|description=This spell will slow down a small group of enemies. The slowed units will require twice as long time to move, attack or cast spells. The effect will last for the entire battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=812&lt;br /&gt;
|name=Stoneskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 65536&lt;br /&gt;
|description=The skin of a few soldiers are transformed into a rough, stone-like hide. As a side effect the targets will take additional damage from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=821&lt;br /&gt;
|name=Stygian Skin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 17179869184&lt;br /&gt;
|description=The caster drenches his skin in stygian water, making him almost impervious to physical damage. Only living beings are affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=820&lt;br /&gt;
|name=Swarm&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -9&lt;br /&gt;
|description=The caster summons and transforms several insects, bugs and reptiles. The enlarged bugs aren&#039;t very dangerous, but will surely disturb those they attack. If cast under water shrimps and small fish will appear instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=813&lt;br /&gt;
|name=Temper Flesh&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 481036338176&lt;br /&gt;
|description=The flesh of the caster is tempered with earth magic and made highly resistant to physical damage as well as fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=824&lt;br /&gt;
|name=Twilight&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 115&lt;br /&gt;
|description=The caster shrouds the battlefield in twilight. Vision is slightly hampered and it is difficult to discern details. That which is small seems large and that which is close seems far away. Appearances are deceiving and it is difficult to separate dreams from reality. All glamour mages have their glamour skills empowered as long as the twilight remains. The twilight cannot be cast in darkness, and it is dispelled by battlefield lights as well as darkness.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=810&lt;br /&gt;
|name=Wolven Winter&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 3&lt;br /&gt;
|description=The caster curses a distant province with a dramatic fall in temperature. The mage can target any province of his choice and those affected will not know who has cast this spell upon them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=829&lt;br /&gt;
|name=Arrow Ward&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8&lt;br /&gt;
|description=The air itself will protect a large number of friendly units from enemy projectiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=840&lt;br /&gt;
|name=Baleful Star&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 5&lt;br /&gt;
|description=The caster invokes the great Maleficent and forces the evil star to take a conjunctive position in the heavens above one province, causing unfortunate events and evil deeds to occur. Anyone exposed to the evil star risks getting cursed for the rest of his life.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=844&lt;br /&gt;
|name=Blood Poisoning&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Poison (HP damage), value 2011&lt;br /&gt;
|description=The blood of the target is turned into poison. Even poison resistant beings are likely to suffer and die from their own blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=834&lt;br /&gt;
|name=Bone Melter&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=When affected by this spell, the targets will melt, dissolving instantly, resulting in a quick and certain death. Ethereal units are nearly immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=845&lt;br /&gt;
|name=Cat-eyed Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 35184372088832&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=826&lt;br /&gt;
|name=Cold Resistant Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell makes several units resistant to cold. It also reduces the chill effect caused by some undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=843&lt;br /&gt;
|name=Drain Life&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Drain Life, value 1010&lt;br /&gt;
|description=The caster drains life force from the target, adding it to his own health and endurance.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=841&lt;br /&gt;
|name=Enfeeble&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=25&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Weaken, value 2&lt;br /&gt;
|description=The mage damages the life force of the targets making them permanently weaker.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=833&lt;br /&gt;
|name=Fire Resistant Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell makes units&#039; bodies resistant to fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=338&lt;br /&gt;
|name=Fort of the Ancients&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 10&lt;br /&gt;
|description=In ancient times, Pangaea made its forts not from mud and mortar but bramble and birch. This ritual forces nature to form a complete fortress in a matter of weeks, sturdy enough to rival stone walls. The ritual can only be cast in forests or shallow seas, where an appropriate amount of vegetation can be found.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=831&lt;br /&gt;
|name=Gift of Formlessness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:40&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2680059592704&lt;br /&gt;
|description=The caster transforms a handful of soldiers into semi-liquid beings. The transformed soldiers become very difficult to harm by physical means and wounds will rarely become permanent afflictions. As a by-effect the affected soldiers will lose some strength and movement speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=835&lt;br /&gt;
|name=Group Stoneskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 65536&lt;br /&gt;
|description=The skin of a group of soldiers are transformed into a rough, stone-like hide. As a side effect the targets will take additional damage from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=827&lt;br /&gt;
|name=Incinerate&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 2012&lt;br /&gt;
|description=A single target is consumed by flames from the inside. Armor does not protect against this spell. It can target victims over long distances and it is one of the very few Fire spells that can be used underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=289&lt;br /&gt;
|name=Internal Alchemy&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Internal Alchemy, value 15&lt;br /&gt;
|description=The mystics and hermits of T&#039;ien Ch&#039;i have always been obsessed with longevity. Internal Alchemy is a method to transmute the inner self instead of external substances. Meditation, severe asceticism and breathing techniques are used to access the inner cinnabar fields in an attempt to alter them. Often the alchemist feeds on cinnabar, transmuted quicksilver, the most highly regarded alchemical substance, during the process. The transformative nature of the cinnabar might also transmute the mind of the hermit.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=842&lt;br /&gt;
|name=Invulnerability&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 2&lt;br /&gt;
|description=The flesh of the caster is made almost invulnerable from normal weapons. Only magic weapons or strikes from mighty giants will be able to harm the invulnerable one.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=626&lt;br /&gt;
|name=Iron Marionettes&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=30&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=This spell is primarily used to boost the power of the Agarthan Iron Corpses, but the spell works on other undead units as well. Any undead affected by this spell will move with great speed and fight with relentless fervor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=838&lt;br /&gt;
|name=Ironskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:40&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268435456&lt;br /&gt;
|description=The skins of a few soldiers are transformed into a hard, metallic hide. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=836&lt;br /&gt;
|name=Lightning Resistant Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell makes several units resistant to the damage and stun effects caused by lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=837&lt;br /&gt;
|name=Maws of the Earth&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=4+1/lvl&lt;br /&gt;
|effect=Damage, value 1012&lt;br /&gt;
|description=The earth cringes and heaves and a great maw with teeth of rock opens and swallows those unfortunate to be standing in the area. Those who survive will be partially buried in the ground and immobilized.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=846&lt;br /&gt;
|name=Mother Oak&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 46&lt;br /&gt;
|description=The oldest and mightiest of all oaks in the realm is enchanted to become the greatest oak there ever was. The Mother Oak produces magical acorns that can be harvested and made into Nature gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=847&lt;br /&gt;
|name=Nightfall&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 97&lt;br /&gt;
|description=The caster shrouds the battlefield in darkness. The spell can only be cast if the spell Twilight is already active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=848&lt;br /&gt;
|name=Shadow Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=20&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4398046511104&lt;br /&gt;
|description=A large group of soldiers becomes blurred, transparent and difficult to strike in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=839&lt;br /&gt;
|name=Shatter&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Shatter, value 5020&lt;br /&gt;
|description=This spell shatters metal and stone, wood and bone. Constructs and other inanimate beings targeted by the spell will take tremendous damage, but it has no effect against living beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=828&lt;br /&gt;
|name=Solar Eclipse&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 97&lt;br /&gt;
|description=The spell will blot out the sun, but only for a little while and in a limited area. It is enough to make a battlefield as dark as the night and will impair all units without darkvision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=830&lt;br /&gt;
|name=Storm&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 1&lt;br /&gt;
|description=The caster controls the weather and conjures a mighty storm on the battlefield. In cold provinces the storm will turn into a blizzard. The storm makes all cloud effect dissipate much faster, it also makes flying impossible and shooting very difficult. A rain storm will also make it more difficult to use Fire magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=825&lt;br /&gt;
|name=Transmute Fire&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 350&lt;br /&gt;
|description=The alchemist transmutes fire gems into gold. Every gem spent gives the alchemist several pounds of gold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=832&lt;br /&gt;
|name=Winter&#039;s Chill&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 268435456&lt;br /&gt;
|description=The caster freezes several enemy soldiers. Frozen units are slowed and suffer from fatigue each turn. The spell only lowers the temperature of the soldiers themselves. There is no lingering cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=849&lt;br /&gt;
|name=Blindness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 4096&lt;br /&gt;
|description=A very bright light flashes in the target&#039;s eyes. The target will be permanently blinded unless the spell is resisted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=852&lt;br /&gt;
|name=Blizzard&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4 W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 81&lt;br /&gt;
|description=The caster conjures an unexpected blizzard. The blizzard spell can only be cast in regions of neutral or slight heat. When cast the temperature drops suddenly and a snowstorm covers the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=851&lt;br /&gt;
|name=Boil&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1006&lt;br /&gt;
|description=This spell heats up a large underwater area to the point of boiling. This spell can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=861&lt;br /&gt;
|name=Control&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster alters the magical bonds of a magical being, making it serve him instead of its creator.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=902&lt;br /&gt;
|name=Crumble&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Crumble, value -50150&lt;br /&gt;
|description=The caster unleashes great power upon a besieged castle. The walls of the castle will fall apart and debris will crash down upon the unwary defenders.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=864&lt;br /&gt;
|name=Darkness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 77&lt;br /&gt;
|description=The battlefield is covered in a blanket of darkness that even renders torches useless. Most ordinary beings will stumble and have great difficulty fighting or shooting in the darkness. The darkness ends if the caster dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=823&lt;br /&gt;
|name=Eagle-eyed Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=856&lt;br /&gt;
|name=Earth Gem Alchemy&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 300&lt;br /&gt;
|description=The alchemist transmutes earth gems into precious metals. Every gem spent gives the alchemist several pounds of gold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=293&lt;br /&gt;
|name=End of Weakness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 17179869184&lt;br /&gt;
|description=All Oni on the battlefield are enchanted with the strength of the Underworld and their skin becomes almost impervious to non magical weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=853&lt;br /&gt;
|name=Frozen Heart&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 2008&lt;br /&gt;
|description=The victim&#039;s heart is instantly frozen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=867&lt;br /&gt;
|name=Giant Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2147483648&lt;br /&gt;
|description=A large group of soldiers are magically enlarged for the duration of the battle. Enlarged soldiers get increased size, hit points and strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=869&lt;br /&gt;
|name=Gift of Displacement&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8796093022208&lt;br /&gt;
|description=The target&#039;s images appear beside their actual location and are very difficult to hit in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=855&lt;br /&gt;
|name=Group Ironskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:60&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268435456&lt;br /&gt;
|description=The skins of a group of soldiers are transformed into a hard, metallic hide. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=850&lt;br /&gt;
|name=Hellscape&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 16&lt;br /&gt;
|description=The caster calls on the fires of Rhuax to curse a distant province with blistering heat. Smoke and wildfires will erupt as the very ground will burn with unnatural heat. The Hellscape will appear as an unnatural event, but those affected will not know who has cast the curse upon them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=870&lt;br /&gt;
|name=Invisibility&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1073741824&lt;br /&gt;
|description=The caster becomes invisible and will be almost impossible to hit in melee. The invisibility ends if the caster is wounded.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=857&lt;br /&gt;
|name=Iron Bane&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 2199023255552&lt;br /&gt;
|description=The armor of all soldiers on the battlefield will rust and become weakened. Weakened armor can be destroyed by a hard blow from a weapon. Magical armor is not affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=859&lt;br /&gt;
|name=Iron Pigs&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 924&lt;br /&gt;
|description=The caster transforms seven ordinary boars into beings of flesh and steel. People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies. Pigs, on the other hand, are not bothered, or at least they don&#039;t complain. Pigs are also preferred to dogs, as they have the size and strength to trample human-sized opponents. The transformation does not make the pigs braver.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=854&lt;br /&gt;
|name=Manifest Vitriol&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1983&lt;br /&gt;
|description=The alchemist conjures a manifestation of the alchemical principle of vitriol. It appears as a large, green, ethereal lion, whose breath will destroy all metals but gold. It is a magical, mindless being that must be commanded by a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=872&lt;br /&gt;
|name=Mirage&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 139&lt;br /&gt;
|description=The mage creates an illusory castle in a distant province to fool neighboring nations. Only upon besieging the castle will the truth be revealed to an advancing army. The enchantment lasts longer the more gems the caster invests.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=858&lt;br /&gt;
|name=Petrify&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:40&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Petrify, value 999&lt;br /&gt;
|description=The caster transforms some targets into stone. The target might end up dead when the petrification ends.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=860&lt;br /&gt;
|name=Rewrite Fate&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1&lt;br /&gt;
|description=The caster alters the fate of a large group of soldiers. Rewrite Fate negates the first successful strike against the ones protected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=862&lt;br /&gt;
|name=Skeletal Legion&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 274877906944&lt;br /&gt;
|description=The caster transforms an entire army into skeletal beings, making them highly resistant to piercing attacks. The transformation can be harmful and the transformed soldiers might get diseased by the spell. High magic resistance will protect the affected soldiers from the disease. The caster is exempt from the effects of the spell&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=863&lt;br /&gt;
|name=Soul Vortex&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 2048&lt;br /&gt;
|description=Anyone close to the necromancer will have his life force drained from him. The life force will be used by the necromancer to restore his own health and endurance. The necromancer and his mount if any are not drained by the soul vortex.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=866&lt;br /&gt;
|name=Transformation&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Transformation, value 1&lt;br /&gt;
|description=The caster is transformed into a random monster or animal. Some monsters, such as fire drakes, are closely attuned to an element or other magical path. If the caster successfully transforms into such a being he might gain magic power. Also the caster&#039;s new body is young and healthy. The transformation is not without risk, however, as the caster&#039;s mind and body may be damaged in the process. Sometimes a failed transformation can result in the form of a mindless being and usually mind and magic abilities are lost as a result. But sometimes a being with powerful magic can retain his magic ability as the magic is too strong to let the absence of a mind stop it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=868&lt;br /&gt;
|name=Venomous Death&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Poison (HP damage), value 3019&lt;br /&gt;
|description=The caster emulates the horrible bite of the Asp, the most deadly of snakes. The target is poisoned and his flesh will shrivel and his blood dry up.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=865&lt;br /&gt;
|name=Wooden Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16&lt;br /&gt;
|description=This spell gives Barkskin to a large group of soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=890&lt;br /&gt;
|name=Army of Shades&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4398046511104&lt;br /&gt;
|description=The entire army becomes blurred, transparent and difficult to strike in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=874&lt;br /&gt;
|name=Arrow Fend&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8&lt;br /&gt;
|description=The air itself will protect all friendly units from enemy projectiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=886&lt;br /&gt;
|name=Bone Grinding&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D7&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Damage, value 3&lt;br /&gt;
|description=With a horrible grinding noise, all units on the battlefield fall to the ground as their bones crack and break. Strong victims might get away with a broken bone, more unfortunate ones will become crippled for life. Ethereal beings are rarely hurt by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=877&lt;br /&gt;
|name=Crawl&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 68719476736&lt;br /&gt;
|description=This spell will slow down a large group of enemies. The slowed units will require twice as long time to move, attack or cast spells. The effect will last for the entire battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=888&lt;br /&gt;
|name=Creeping Doom&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -9&lt;br /&gt;
|description=This spell enlarges a huge number of insects to enormous proportions. The insects will aid the caster by attacking or at least disturb his enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=887&lt;br /&gt;
|name=Curse of the Frog Prince&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Polymorph, value 2222&lt;br /&gt;
|description=The victim is cursed with the form of a frog for the rest of his life.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=883&lt;br /&gt;
|name=Doom&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 2&lt;br /&gt;
|description=This spell curses all enemy units on the battlefield. Cursed units have bad luck in combat. A curse can never be removed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=885&lt;br /&gt;
|name=Enchanted Walls&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 142&lt;br /&gt;
|description=By enchanting the walls of a castle they will become slightly more difficult to breach, but more importantly ethereal beings will not be able to pass through the walls. The enchantment lasts for at least 6 months, longer if extra pearls are used for the ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=875&lt;br /&gt;
|name=Fog Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 65536&lt;br /&gt;
|description=The bodies of a large group of friendly troops become misty and almost impossible to damage. A unit&#039;s mistform will end if it is hit by an exceptionally hard blow or by a magic weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=879&lt;br /&gt;
|name=Ice Walls&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 129&lt;br /&gt;
|description=The caster strengthens the walls of a castle by covering them in ice, making the walls very difficult to breach. The ice walls get thicker the colder the province is and will disappear if the province should become non-cold. The alteration lasts as long as the caster remains alive, the province is cold and the fort is not conquered. The enchantment will not help an already breached wall.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=891&lt;br /&gt;
|name=Immaculate Fort&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 130&lt;br /&gt;
|description=With the help of glamour a fortification and everything in it is made perfect, at least that is how it seems. The air is cleaner, the food tastes better, the streets are always clean and all the buildings are in better shape than when they were just built. The fortification also looks perfectly fine, no matter how much damage it sustains. This makes it very difficult to figure out how to breach the walls, but when they are finally breached the opening will be seen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=882&lt;br /&gt;
|name=Iron Walls&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 113&lt;br /&gt;
|description=The caster transforms the stone walls of a castle into iron walls, making it almost impregnable. The alteration lasts for at least 6 months, longer if additional gems are used in the ritual, but will end prematurely if the caster should be killed. The enchantment will not help an already breached wall.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=881&lt;br /&gt;
|name=Marble Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 65536&lt;br /&gt;
|description=The caster transforms the skin of a large group of soldiers into a hard marble-like hide. The warriors become marble white and difficult to damage. As a side effect the targets will take additional damage from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=889&lt;br /&gt;
|name=Oaken Army&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16&lt;br /&gt;
|description=This spell gives Barkskin to all friendly units on the entire battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=873&lt;br /&gt;
|name=Phoenix Pyre&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 134217728&lt;br /&gt;
|description=This spell gives the mage limited immortality. When the mage is slain, he will explode in a cloud of fire and reappear somewhere else on the battlefield. The spell lasts for the entire battle, no matter how many times the mage is killed. However, being killed is exhausting and the spell will not work while the mage is unconscious.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=876&lt;br /&gt;
|name=Prison of Sedna&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Add To Effect Value (10), value 299&lt;br /&gt;
|description=The caster transforms the water surrounding the enemies into ice. The encased targets are protected from strikes, but must break free to be able to move or defend themselves. While encased they will become chilled and numbed and suffer fatigue.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=880&lt;br /&gt;
|name=Sea of Ice&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 28&lt;br /&gt;
|description=All lakes, seas and rivers in the world are frozen by this powerful enchantment. This makes travel between land and sea impossible, except by magical means such as teleportation. The frozen seas also stop Vanheim and other seafaring nations from sailing.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=878&lt;br /&gt;
|name=Wave Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2680059592704&lt;br /&gt;
|description=The caster transforms a large group of soldiers into semi-liquid beings. The transformed soldiers become very difficult to harm by physical means and wounds will rarely become permanent afflictions. As a by-effect the affected soldiers will lose some strength and movement speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=884&lt;br /&gt;
|name=Will of the Fates&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1&lt;br /&gt;
|description=The caster alters the fate of an entire battle. Will of the Fates negates the first successful strike against the ones protected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=894&lt;br /&gt;
|name=All-consuming Pyre&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=&lt;br /&gt;
|area=40&lt;br /&gt;
|effect=Damage, value 2010&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=904&lt;br /&gt;
|name=Arcane Domination&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S7&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S7&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster alters the magical bonds of all magical beings on the battlefield, making them serve him instead of their creators.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=907&lt;br /&gt;
|name=Army of Giants&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2147483648&lt;br /&gt;
|description=An entire army is magically enlarged for the duration of the battle. Enlarged soldiers get increased size, hit points and strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=895&lt;br /&gt;
|name=Army of Mist&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 65536&lt;br /&gt;
|description=The entire army becomes misty and almost impossible to damage. A unit&#039;s mistform will end if it is hit by an exceptionally hard blow or by a magic weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=892&lt;br /&gt;
|name=Conflagration&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Cause Affliction, value 512&lt;br /&gt;
|description=Many enemies are set ablaze. The spell ignores enemy armor, but it is not always strong enough to kill the victims. Also, rain or snow will put the flames out very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=905&lt;br /&gt;
|name=Disintegrate&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Disintegrate, value 999&lt;br /&gt;
|description=The necromancer points a bony finger at a target, who instantly turns to dust.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=909&lt;br /&gt;
|name=Displaced Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8796093022208&lt;br /&gt;
|description=A large group of soldiers get their images displaced to appear beside their actual location. Displaced warriors are very difficult to hit in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=908&lt;br /&gt;
|name=Eternal Twilight&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 118&lt;br /&gt;
|description=The entire world is stuck in between the day and the night, an eternal twilight. Vision is hampered and it is difficult to discern details. That which is small seems large and that which is close seems far away. Appearances are deceiving and it is difficult to separate dreams from reality. The caster&#039;s dominion will protect friendly provinces from any adverse effects, but outside people will struggle in their daily labor. Hostile units must be constantly suspicious of what they see, or they will wander off a cliff or maybe into the sea. This enchantment requires the presence of a single sun in order to function properly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=893&lt;br /&gt;
|name=Flameflesh Army&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell transforms the caster&#039;s entire army into a legion of red-hued apparitions. All beings in the army become hot to the touch and highly resistant to cold. The transformation also protects from the chill effects of some creatures, such as Wights and Winter Wolves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=898&lt;br /&gt;
|name=Frostflesh Army&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell transforms the caster&#039;s entire army into a legion of half-frozen apparitions. All beings in the army become pale and cold to the touch. The half-frozen warriors are highly resistant to heat and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=903&lt;br /&gt;
|name=Ground Army&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell makes the entire army highly resistant to lightning and thunder.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=899&lt;br /&gt;
|name=Iron Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E2&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268435456&lt;br /&gt;
|description=The skins of a large group of soldiers are transformed into hard, metallic hides. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=897&lt;br /&gt;
|name=Liquify&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=The targets are turned into pools of liquid flesh, causing instant death. If a target resists the spell he is only partially liquified and will probably become permanently crippled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=900&lt;br /&gt;
|name=Marble Army&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 65536&lt;br /&gt;
|description=The caster transforms the skin of the entire army into a hard marble-like hide. The warriors become marble white and difficult to damage. As a side effect the targets will take additional damage from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=906&lt;br /&gt;
|name=Polymorph&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=25&lt;br /&gt;
|area=4+2/lvl&lt;br /&gt;
|effect=Polymorph, value 549&lt;br /&gt;
|description=The caster transforms his enemies into swine.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=896&lt;br /&gt;
|name=Quickening&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=20&lt;br /&gt;
|area=7+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 262144&lt;br /&gt;
|description=This spells grants quickness to a large number of units. Quickness increases the speed and ability to dodge of the quickened one. A quickened person can act twice every turn, but quickened spell casters still cannot cast more than one spell per combat round.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=607&lt;br /&gt;
|name=Unleash Imprisoned Ones&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E6 D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E100&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Swallow if Smaller, value 1&lt;br /&gt;
|description=Since before the founding of Agartha there has been a forbidden chamber under the Roots of the Earth. Agarthan legends tell of three dark gods of an earlier age imprisoned with the help of the first Pale Ones. The Seal was strengthened with the souls of thousands of Pale Ones who gave their lives to protect the world from the Imprisoned Ones. Now the Seal seems to be weakening and there are rumors of a crack in the Seal. Some Oracles of the Dead have heard silent whispers in their dreams. Whispers of promise. A promise to spare the Agarthan people if the Imprisoned Ones are released. The oldest and most influential of the Oracles of the Dead has spoken against it, but desperate times need desperate measures, and the whispered promise has not been forgotten.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=901&lt;br /&gt;
|name=Wizard&#039;s Tower&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 24&lt;br /&gt;
|description=The caster raises a tall impregnable stone tower from the ground in any friendly province within range. It is very difficult to break down the walls of this tower, but the administrative facilities are not to the same high standard.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=913&lt;br /&gt;
|name=Arcane Decree&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 126&lt;br /&gt;
|description=This decree forbids anyone but the rightful Pretender God from manipulating the global enchantments. Any hostile mage trying to cast or dispel a global enchantment must first overcome the arcane decree, which will weaken the manipulation attempt even if it should manage to get through. This also applies to any dispel attempt against the arcane decree.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=910&lt;br /&gt;
|name=Army of Bronze&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E6&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268435584&lt;br /&gt;
|description=An entire army is physically altered into beings with bronze skin. The warriors can withstand severe punishment and become incredibly strong. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=911&lt;br /&gt;
|name=Army of Gold&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268436480&lt;br /&gt;
|description=An entire army is physically altered into beings with golden skin. The golden warriors can withstand severe punishment and are resistant to heat and flames. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=912&lt;br /&gt;
|name=Army of Lead&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 335544320&lt;br /&gt;
|description=An entire army is physically altered into beings with leaden skin. The leaden warriors can withstand severe punishment and are very difficult to affect with magic. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=917&lt;br /&gt;
|name=Army of Rats&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N4&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 4297064448&lt;br /&gt;
|description=The entire enemy army takes on the aspect of the rat and becomes small and nervous for the rest of their lives. Those affected have their size, strength, hit points and morale reduced. As a side effect defence is increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=918&lt;br /&gt;
|name=Awaken Forest&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=50%&lt;br /&gt;
|effect=value 361&lt;br /&gt;
|description=This spell will awaken all the bushes and small trees on the battlefield. The awakened trees and bushes will uproot themselves and start to fight for the nature mage that awakened them. Bushes are usually slow and not very well suited for fighting, but they are surprisingly strong and they may easily kill a human should they get hold of one.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=914&lt;br /&gt;
|name=Time Stop&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S6&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Time Stop, value 104&lt;br /&gt;
|description=This powerful alteration will slow down time to almost a standstill for everyone but the caster. Any ongoing effects like regeneration or heat clouds will also be slowed down, regardless if they affect the caster or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=916&lt;br /&gt;
|name=Utterdark&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D9&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D100&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 56&lt;br /&gt;
|description=The world is covered by a blanket of utter darkness. All living beings must use torches to see even a few feet in front of themselves. During the perpetual night, forces of darkness and roaming shades will attack enemy provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=915&lt;br /&gt;
|name=Wish&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S9&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S100&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=&lt;br /&gt;
|description=This ritual taps the primal powers from beyond the Spheres. By projection of his own will upon the Principle of Beginning, the caster can affect the very processes of creation and receive an answer to his wish. There are many things to wish for, but the outcome is not always good. If you want something good and safe, you can try wishing for an artifact or magic gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=244&lt;br /&gt;
|name=Fire Flies&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=0&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 8&lt;br /&gt;
|description=Six burning sparks shoot forth from the wizard&#039;s hand. The sparks have very limited armor penetration and will be ineffective against armored troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=247&lt;br /&gt;
|name=Flying Shards&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=0&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:30&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1006&lt;br /&gt;
|description=The caster hurls several stones towards enemy units. The shards are not very powerful, but can severely injure lightly armored units. The number of shards hurled depends on the skill of the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=246&lt;br /&gt;
|name=Freezing Touch&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=0&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1008&lt;br /&gt;
|description=The mage touches an enemy who will suffer from severe freezing damage, possibly even die from it. This is an effective spell because armor offers no protection against this quite potent attack. On the other hand, it might be very hard to actually touch an enemy in the heat of battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=642&lt;br /&gt;
|name=Acid Spray&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=2&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The mage extends his hands, spraying acid at his enemies. The acid sprays over quite a large area and the mage might also be hit if he is not careful.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=645&lt;br /&gt;
|name=Arcane Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1008&lt;br /&gt;
|description=The caster fires a bolt of arcane energies that is deadly for magic beings but harmless for humans.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=643&lt;br /&gt;
|name=Astral Projection&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 37&lt;br /&gt;
|description=The caster&#039;s mind is separated from his body and travels the Astral Planes in search of military information. His mind and body are connected with a silvery cord, which can be detected by unfriendly Astral mages. Once detected, the cord of the mage can be severed - a traumatic experience indeed. Each casting of this ritual allows the mage to scry on one province. The use of extra astral pearls increases the duration of the ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=647&lt;br /&gt;
|name=Bewitching Lights&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Stun/Fascinate, value 100&lt;br /&gt;
|description=The caster creates a bewitching display of dancing lights. Anyone in the area stares blankly at the lights, momentarily forgetting the battle raging around them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=633&lt;br /&gt;
|name=Burning Hands&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:5&lt;br /&gt;
|range=1&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1014&lt;br /&gt;
|description=Flames will issue forth from the mage&#039;s hands, killing anyone in front of him.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=640&lt;br /&gt;
|name=Cold Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=40+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1011&lt;br /&gt;
|description=A bolt of intense cold issues forth from the caster&#039;s hands. It can be hurled over very long distances.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=634&lt;br /&gt;
|name=Fire Darts&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=With this spell, a mage can fire many burning missiles towards his enemies. A powerful Fire mage can fire the darts in rapid succession over long range. The spell is quite useless against heavily armored men and is best used to eliminate or scare away more poorly armored troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=635&lt;br /&gt;
|name=Flame Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=35+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2011&lt;br /&gt;
|description=With this spell, a mage can send a powerful bolt of flame towards a target.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=641&lt;br /&gt;
|name=Geyser&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage, value 1005&lt;br /&gt;
|description=A steaming-hot bolt of water rushes from the caster&#039;s hands. The water splashes upon impact and affects everyone in a small area. Armor offers protection from the boiling water.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=637&lt;br /&gt;
|name=Gust of Winds&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=2&lt;br /&gt;
|effect=Stun/Fascinate, value 2013&lt;br /&gt;
|description=Creates a wind gust strong enough to knock soldiers prone. Large beings are rarely affected by the spell and titans and other huge beings will ignore the winds entirely.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=636&lt;br /&gt;
|name=Shocking Grasp&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:3&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 3015&lt;br /&gt;
|description=Shocking Grasp causes a target to spasm violently as energies pass at close range from the caster&#039;s hands through his body. Shocking Grasp can cause considerable harm. Armor offers no protection.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=638&lt;br /&gt;
|name=Slime&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 134217728&lt;br /&gt;
|description=The caster hurls a ball of sticky goo at his enemies. Units stuck in the slime will move and attack more slowly and have trouble defending themselves. The slime effect will wear off more quickly on targets with high magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=644&lt;br /&gt;
|name=Star Fires&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=35&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1004&lt;br /&gt;
|description=The caster focuses the lights of several stellar bodies and projects them onto his enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=646&lt;br /&gt;
|name=Vine Arrow&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1013&lt;br /&gt;
|description=The caster shoots an enchanted arrow of vines against his enemies. The arrow will come alive and entangle the target if it hits.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=639&lt;br /&gt;
|name=Water Strike&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2011&lt;br /&gt;
|description=This spell creates a torrent of Water magic that can rip flesh from bone. It can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=651&lt;br /&gt;
|name=Cold Blast&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=5+1/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage, value 2008&lt;br /&gt;
|description=A powerful blast of cold strikes a small area close to the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=657&lt;br /&gt;
|name=Ephemeral Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1002&lt;br /&gt;
|description=The caster projects a bolt of ephemeral power against his enemies. Drawn from the Dreamwild the bolt causes the target to imagine himself being wounded regardless of his armor and suffering great pain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=648&lt;br /&gt;
|name=Fire Blast&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=5+1/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage, value 2011&lt;br /&gt;
|description=A powerful blast of fiery energies strikes a small area close to the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=649&lt;br /&gt;
|name=Flare&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:50&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2016&lt;br /&gt;
|description=With this spell, a mage can send a ball of flame towards his enemies. The flare can hit several targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=652&lt;br /&gt;
|name=Lightning Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1012&lt;br /&gt;
|description=The mage hurls a bolt of lightning towards an enemy. The lightning bolt can be hurled quite accurately over long distances and is very useful for eliminating heavily armored targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=654&lt;br /&gt;
|name=Rust Mist&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:30&lt;br /&gt;
|range=30&lt;br /&gt;
|area=7+1/lvl&lt;br /&gt;
|effect=value 32768&lt;br /&gt;
|description=Highly corrosive mists appear on the battlefield. Troops passing through the mist will see their armor and weapons corrode and weaken.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=653&lt;br /&gt;
|name=Shock Wave&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=2&lt;br /&gt;
|area=6&lt;br /&gt;
|effect=Damage, value 1007&lt;br /&gt;
|description=An electric shock wave will hit a large area in front of the caster. This is a very dangerous spell to cast, as an unlucky caster might also be killed by the electric shock.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=655&lt;br /&gt;
|name=Solar Rays&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1012&lt;br /&gt;
|description=This spell calls down rays of fire from the sun that set undead targets ablaze.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=650&lt;br /&gt;
|name=Sulphur Haze&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=value 4096&lt;br /&gt;
|description=This spell creates several clouds of toxic mist that remain on the battlefield. Units passing through these mists will suffer from sore throats and poisoning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=658&lt;br /&gt;
|name=Warrior Illusion&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 297&lt;br /&gt;
|description=The illusionist creates a Warrior Illusion who attacks the enemy. Illusions inflict false damage that is eventually made real by the presence of glamour mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=656&lt;br /&gt;
|name=Web&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=23+2/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Cause Affliction, value 536870912&lt;br /&gt;
|description=The mage projects a mass of sticky webs that will trap a small number of enemies. Very large or strong beings will not be hindered by the web.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=663&lt;br /&gt;
|name=Acid Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:30&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1014&lt;br /&gt;
|description=A gush of highly corrosive fluid flows from the mouth of the caster. The acid burns the armor of the target as well as his, her or its flesh.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=665&lt;br /&gt;
|name=Arcane Probing&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 4&lt;br /&gt;
|description=The caster projects his astral self in an attempt to locate sites of Astral power. This spell can only be used to search for magic in friendly provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=673&lt;br /&gt;
|name=Cloud of Dreamless Slumber&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Lingering Cloud, value 2097152&lt;br /&gt;
|description=This spell creates a cloud that will cause those passing through to fall asleep in a dreamless slumber unless strong of mind. Undead and mindless units do not sleep and are not affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=672&lt;br /&gt;
|name=Dance of Ephemeral Swords&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 72057594037927936&lt;br /&gt;
|description=The caster is surrounded by ephemeral dancing swords. The swords are only illusions, but they will attack, harass and harm enemies unless they perceive the illusions for what they are.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=671&lt;br /&gt;
|name=Elf Shot&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fatigue, value 100&lt;br /&gt;
|description=This spell mimics the abilities used by sprites to strike humans down without harming them. The target is struck unconscious unless the magic is resisted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=670&lt;br /&gt;
|name=False Fire&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2012&lt;br /&gt;
|description=This spell resembles the normal fireball, but the fire is not real and has a purple tone to it. While not a real fire, being burned by it will feel real enough to kill those without the mental discipline required to resist the imaginary fire. As the fire is not real, there will not be any lingering heat left afterwards, but the illusion is so intense that there will be a small cloud of shimmering colors left instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=659&lt;br /&gt;
|name=Fireball&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2012&lt;br /&gt;
|description=The hallmark of Fire magic, this spell allows the mage to throw a ball of flame toward his enemies. The ball is quite difficult to aim, but does considerable damage wherever it lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=662&lt;br /&gt;
|name=Freezing Mist&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=7+1/lvl&lt;br /&gt;
|effect=Lingering Cloud, value 1&lt;br /&gt;
|description=This spell creates a large cloud of numbing cold that remains on the battlefield. Units passing through these mists will be badly hurt by the cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=667&lt;br /&gt;
|name=Healing Light&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1 N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Heal, value 15&lt;br /&gt;
|description=A cascade of warm and wonderful light showers the targets. Wounds close in the light and pains ease. The spell doesn&#039;t affect undead or inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=453&lt;br /&gt;
|name=Iron Darts&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=40&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage (x2 vs Magic Beings), value 13&lt;br /&gt;
|description=The Black Priest throws darts of cold iron against his enemies. The iron and the antimagic theurgy of the darts will severely hurt magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=666&lt;br /&gt;
|name=Magic Duel&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Magic Duel, value 999&lt;br /&gt;
|description=By use of this spell, one Astral mage challenges another Astral mage to a mental duel. At most one of the mages can survive this duel. The most powerful Astral mage is also the most likely winner. This spell cannot be used by or against mindless beings and it can only be used against Astral mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=664&lt;br /&gt;
|name=Magma Bolts&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 2023&lt;br /&gt;
|description=Five bolts of magma shoot towards the enemy at high speed. Anyone struck by a bolt will most likely die unless protected by very heavy armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=669&lt;br /&gt;
|name=Poison Darts&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Capped Damage, value 9&lt;br /&gt;
|description=The caster shoots a handful of enchanted darts against his enemies. The darts will not cause serious damage, but are coated in serpent venom that can hurt and possibly kill a human.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=661&lt;br /&gt;
|name=Rain&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 7&lt;br /&gt;
|description=This spell creates a heavy rain upon the battlefield. This makes it harder to fly, fires will be put out quicker and any cloud effects will dissipate faster than usual. Fire magic is more difficult to use during heavy rain. If it is cold the rain will become snow instead. Snow does not increase the fatigue for fire spells, but it still puts out fires and dissipates clouds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=668&lt;br /&gt;
|name=Shadow Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1005&lt;br /&gt;
|description=The necromancer hurls a bolt of dark energies against his enemies. The bolt ignores all armor and can paralyze the target. The undead are immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=660&lt;br /&gt;
|name=Storm Wind&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=4+2/lvl&lt;br /&gt;
|effect=Stun/Fascinate, value 2013&lt;br /&gt;
|description=Creates winds strong enough to knock soldiers prone. Large beings are rarely affected by the spell and titans and other huge beings will ignore the winds entirely.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=679&lt;br /&gt;
|name=Acid Rain&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:30&lt;br /&gt;
|range=30&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Damage, value 12&lt;br /&gt;
|description=Highly acidic fluids pour down from the sky, showering a limited area with corrosive bile. Both the armor and flesh of those hit will suffer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=683&lt;br /&gt;
|name=Bane Fire Dart&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 2013&lt;br /&gt;
|description=The caster projects a dart of Bane Fire against his enemies. The Bane Fire is a sickly greenish flame said to burn in the braziers of the Underworld. The green flame consumes the life force of those burnt by it, even after the flames themselves have subsided. Everyone close to the initial target of the spell may be affected by the decaying effects of the Bane Fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=680&lt;br /&gt;
|name=Blade Wind&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:80&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 14&lt;br /&gt;
|description=The caster throws a huge swarm of whirling blades towards his enemies. The blade wind is an excellent spell against lightly-armored troops, but almost useless against heavily armored ones.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=682&lt;br /&gt;
|name=Bolt of Unlife&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=28+1/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Unlife Damage, value 1013&lt;br /&gt;
|description=This bolt passes straight through armor and damages the target&#039;s soul directly. If the target is slain he will be filled by the energies from this spell and rise as a soulless warrior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=676&lt;br /&gt;
|name=Breath of the Desert&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 13&lt;br /&gt;
|description=The caster curses a distant province with a dramatic rise in temperature. The mage can target any province of his choice and those affected will not know who has cast this spell upon them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=684&lt;br /&gt;
|name=Breath of the Dragon&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=10+5/lvl&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=Poison (HP damage), value 2003&lt;br /&gt;
|description=The caster opens his mouth to let bile stream against his enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=685&lt;br /&gt;
|name=Ephemeral Blast&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Damage, value 2001&lt;br /&gt;
|description=The caster projects a blast of ephemeral power against his enemies. Drawn from the Dreamwild the blast causes the targets to imagine themselves being wounded regardless of their armor and suffering great pain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=675&lt;br /&gt;
|name=Fate of Oedipus&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F75&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fate of Oedipus&lt;br /&gt;
|description=The caster punishes a mage for having claimed the Eyes of God. The mage&#039;s eyes are blasted by brilliance, his eye sockets emptied forever, and the Eyes of God no longer observe the world. This spell can only be cast if the Eyes of God enchantment is active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=674&lt;br /&gt;
|name=Fire Cloud&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=5+1/lvl&lt;br /&gt;
|effect=Lingering Cloud, value 8&lt;br /&gt;
|description=This spell creates a large cloud of fire and smoke that remain on the battlefield. Units passing through this cloud will be severely burned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=686&lt;br /&gt;
|name=Ghost Wolves&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 298&lt;br /&gt;
|description=The illusionist creates two illusory wolves that attack the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=448&lt;br /&gt;
|name=Holy Pyre&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=3+10/lvl&lt;br /&gt;
|effect=Damage (x3 vs Undead/Demon), value 1005&lt;br /&gt;
|description=The Holy Pyre burns living targets and consumes undead ones. Undead beings and demons take increased damage from the Holy Pyre.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=678&lt;br /&gt;
|name=Hurricane&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 7&lt;br /&gt;
|description=The caster unleashes a violent hurricane upon a province, devastating the countryside. The hurricane will appear as a natural event. Unrest will increase and part of the population will die.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=681&lt;br /&gt;
|name=Nether Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:15&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1019&lt;br /&gt;
|description=The mage fires a bolt of dark energies towards his enemies. Those who survive the bolt may become feebleminded by the strange energies it releases.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=547&lt;br /&gt;
|name=Scorching Wind&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:30&lt;br /&gt;
|range=40&lt;br /&gt;
|area=4+1/lvl&lt;br /&gt;
|effect=Set Effect Value (2) if lower, value 250&lt;br /&gt;
|description=The Scorching Wind is the primordial wind from which the Hinn were spawned. It is unbearably dry and hot and will dehydrate living beings within minutes. The spell has no effect on living beings resistant to heat or with wasteland survival abilities.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=345&lt;br /&gt;
|name=Strange Fire&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage (x3 vs Undead/Demon), value 1006&lt;br /&gt;
|description=The caster unleashes otherworldly fire to smite his enemies. The Strange Fire is of the Celestial Sphere and will destroy demons and other beings abominable to the world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=677&lt;br /&gt;
|name=Thunder Strike&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:50&lt;br /&gt;
|range=100&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2020&lt;br /&gt;
|description=A thunderbolt strikes the battlefield. The mage can make the thunderbolt strike very far away. Even if it misses, the shock wave is powerful enough to severely stun and damage anyone nearby.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=700&lt;br /&gt;
|name=Astral Geyser&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=35+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Add To Effect Value (2), value 261&lt;br /&gt;
|description=Tiny holes are blasted into the astral space. For a short time rays of astral energy will blast out of the holes and anyone hit will be severely horror marked. Anyone in the vicinity of the astral energy rays will get hit by deadly residual magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=286&lt;br /&gt;
|name=Celestial Chastisement&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1005&lt;br /&gt;
|description=The mage invokes the laws of the Celestial Bureaucracy and chastises a magical being for serving a false god. The target is wounded, regardless of armor and magic resistance and is compelled to switch sides. Powerful beings often disregard the compulsion.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=696&lt;br /&gt;
|name=Earthquake&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Damage, value 8&lt;br /&gt;
|description=With a thundering boom, the ground heaves and erupts, throwing soldiers into crevices that close after a few seconds. If cast in a cave province the effects are devastating.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=687&lt;br /&gt;
|name=Falling Fires&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=50&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Damage, value 15&lt;br /&gt;
|description=This spell calls down a rain of searing flames on the enemy. The spell can strike targets far away, but takes longer time to cast then most other evocations.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=694&lt;br /&gt;
|name=Falling Frost&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=50&lt;br /&gt;
|area=7+1/lvl&lt;br /&gt;
|effect=Damage, value 1007&lt;br /&gt;
|description=Bolts of breathtaking frost bombard an area. Cold resistance and armor will protect the targets from damage. The spell can strike targets far away, but takes longer time to cast then most other evocations.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=688&lt;br /&gt;
|name=Fires from Afar&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fires from Afar, value 2012&lt;br /&gt;
|description=The mage fires a row of flame bolts towards an enemy army camp located in a province far away. The more units present in the camp, the greater the chance of hitting a target. The spell can also be used to harass a besieging force or the defenders of a castle. A scout or a scrying spell will be required to see whether the spell was successful or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=698&lt;br /&gt;
|name=Gifts from Heaven&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:50&lt;br /&gt;
|range=100&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 150&lt;br /&gt;
|description=A strange whizzing sound emanates from the heavens. Soon, three meteors, glowing with astral fire, plummet from the Stellar Sphere onto the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=692&lt;br /&gt;
|name=Hidden Flame&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 3016&lt;br /&gt;
|description=The caster unleashes the Hidden Flame upon the enemies of this world. Initially created by the Arch Wizards of the Hidden Flame to combat the Horrors of the Void, it is equally effective against other otherworldly and magical beings. The Hidden Flame burns with an intense blueish flame that consumes magic essence and destroys magical beings. Anyone standing close to the Flame will risk getting soul burns.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=704&lt;br /&gt;
|name=Illusory Army&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 297&lt;br /&gt;
|description=The illusionist creates a whole contingent of illusory warriors. The illusions attack the enemy, inflicting false damage as they strike.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=690&lt;br /&gt;
|name=Liquid Flames of Rhuax&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2018&lt;br /&gt;
|description=This deadly spell hurls a ball of molten metal at the enemies. The molten metal will splash out and anyone nearby will be hit by the hot liquid and the area will remain extremely hot for a long while.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=695&lt;br /&gt;
|name=Orb Lightning&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Chaining Damage, value 5&lt;br /&gt;
|description=The mage hurls an orb of pure lightning towards the enemies. Where the orb lands a lightning will strike a nearby unit and continue to travel to other nearby units until it eventually dissipates.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=702&lt;br /&gt;
|name=Poison Arrows&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1013&lt;br /&gt;
|description=The caster shoots a few enchanted arrows against his enemies. The arrows are coated in serpent venom and anyone surviving the initial shot will become poisoned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=703&lt;br /&gt;
|name=Poison Cloud&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Lingering Cloud, value 64&lt;br /&gt;
|description=The caster creates a cloud of noxious spores dangerous to men. The cloud remains on the battlefield for some time and everyone entering the cloud will be affected by its poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=705&lt;br /&gt;
|name=Project Self&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 10&lt;br /&gt;
|description=The caster sends a projection of himself to a distant land.  The projection is an ethereal replica of the caster with the same magical skills as the caster.  Items are not projected, gems and blood slaves cannot be used, but any path boosting magic items will still have effect.  The projection is shortlived and will only last enough for one battle.  It can only be used against hostile provinces as the projection won&#039;t last long enough to wait for any enemies to arrive in still friendly provinces. It cannot be used on your own forts when they are under siege.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=701&lt;br /&gt;
|name=Shadow Blast&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=7+1/lvl&lt;br /&gt;
|effect=Damage, value 1006&lt;br /&gt;
|description=The necromancer hurls a blast of dark energies against his enemies. The blast ignores all armor and can paralyze those wounded by the spell. The undead are immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=699&lt;br /&gt;
|name=Stellar Cascades&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=35&lt;br /&gt;
|area=7&lt;br /&gt;
|effect=Fatigue, value 25&lt;br /&gt;
|description=Light from a stellar body will shower down upon a group of enemies. Everyone caught in the shower of light will become exhausted as the light sucks energy through their skin.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=712&lt;br /&gt;
|name=Astral Fires&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=Astral fires consume the essence of materials as ordinary fires consume wood. Even stones will burn with the hazy blue flames characteristic of these otherworldly fires. This is the only fire that will burn underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=715&lt;br /&gt;
|name=Bane Fire&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1052&lt;br /&gt;
|description=The Bane Fire is a sickly greenish flame said to burn in the braziers of the Underworld. The green flame consumes the life force of those burnt by it, even after the flames themselves have subsided. Everyone close to the initial eruption may be affected by the decaying effects of the Bane Fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=714&lt;br /&gt;
|name=Blast of Unlife&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=27+1/lvl&lt;br /&gt;
|area=2&lt;br /&gt;
|effect=Unlife Damage, value 1017&lt;br /&gt;
|description=This blast passes straight through armor and damages the targets&#039; souls directly. If a target is slain he will be filled by the energies from this spell and rise as a soulless warrior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=709&lt;br /&gt;
|name=Cleansing Water&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Damage, value 1003&lt;br /&gt;
|description=The caster projects a torrent of water against undead enemies. The cleansing water will damage undead beings and demons, but not other magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=717&lt;br /&gt;
|name=False Horror&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 448&lt;br /&gt;
|description=The illusionist creates a frightening illusion of a Horror. Ordinary men will surely falter at the sight of a Horror, but those brave enough to fight the apparition will find it quite vulnerable.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=706&lt;br /&gt;
|name=Flame Eruption&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:30&lt;br /&gt;
|range=5+1/lvl&lt;br /&gt;
|area=15&lt;br /&gt;
|effect=Damage, value 1011&lt;br /&gt;
|description=This spell works like the Burning Hands spell except that the flames cover a much larger area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=454&lt;br /&gt;
|name=Iron Blizzard&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:50&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage (x2 vs Magic Beings), value 10&lt;br /&gt;
|description=The Black Priest throws a swarm of cold iron darts against his enemies. The iron and the antimagic theurgy of the darts will severely hurt magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=710&lt;br /&gt;
|name=Magma Eruption&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:50&lt;br /&gt;
|range=30&lt;br /&gt;
|area=4+1/lvl&lt;br /&gt;
|effect=Damage, value 1020&lt;br /&gt;
|description=A shower of magma and rocks shoots out from the ground. Anyone standing near the eruption will find himself struck by the full force of the spell and only very heavy armor can help him survive it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=711&lt;br /&gt;
|name=Mind Hunt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Mind Hunt, value 999&lt;br /&gt;
|description=The caster&#039;s mind is separated from his body and travels the astral planes in search of enemy commanders&#039; minds. His mind and body are connected with a silvery cord, which can be detected by unfriendly Astral mages. Once detected, the cord of the mage can be severed - a traumatic experience indeed. Each casting of this ritual allows the mage to find and attack one enemy commander in a specific province. The attack will be either a Mind Burn or Soul Slay spell, depending on which spell the caster knows. There will be no attack if he doesn&#039;t know either of those spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=708&lt;br /&gt;
|name=Perpetual Storm&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 16&lt;br /&gt;
|description=An enormous storm will rage constantly over the entire world. This will reduce the income of all land provinces. Supplies are scarce, as transportation is difficult and sailing and flying is impossible. All mountain passes are unusable during the perpetual storm and shooting in battle is very difficult. Evocations cast upon distant provinces might fail as the magical gale pushes the projectiles out of their trajectory.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=548&lt;br /&gt;
|name=Smokeless Flame&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:30&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1042&lt;br /&gt;
|description=The Smokeless Flame is the primordial fire from which the Jinn were spawned. It is a pure green and yellow flame that burns with supernatural heat. Those hit, even if resistant to heat, will suffer badly. Everyone close to the eruption might be set ablaze by the heat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=716&lt;br /&gt;
|name=Stream of Life&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Stream of Life, value 5025&lt;br /&gt;
|description=The caster pours life into the bodies of his enemies in an attempt to overload the body systems of the targets. If targets fail to resist the spell, they will either die or become stronger, healed and overcome by berserker rage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=713&lt;br /&gt;
|name=The Wrath of God&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5 A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 14&lt;br /&gt;
|description=With this enchantment, lighting will strike the enemies of the God, no matter where they are. However, the lightning bolts strike most powerfully in provinces where the God has a strong Dominion. In provinces with a high turmoil scale more thunderbolts strike. Enemies under water or inside caves are not affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=707&lt;br /&gt;
|name=Wrathful Skies&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 34&lt;br /&gt;
|description=The sky turns dark and lightning strikes all over the battlefield. This spell is most effective during a storm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=726&lt;br /&gt;
|name=Acid Storm&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 11&lt;br /&gt;
|description=The whole battlefield is showered in highly corrosive fluids pouring down from the heavens.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=730&lt;br /&gt;
|name=Cloud of Death&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=7+2/lvl&lt;br /&gt;
|effect=Cloud, value 262144&lt;br /&gt;
|description=A deadly grey cloud will form upon the battlefield. Anyone standing in the cloud will wither and die unless able to leave it. The cloud will remain on the battlefield for some time before dissolving.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=727&lt;br /&gt;
|name=Elemental Opposition of Air&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Elemental Opposition, value 1&lt;br /&gt;
|description=The caster channels vast amounts of Earth arcana against all active Global Air Enchantments to simultaneously dispel them. The gems spent, in excess of the cost to cast the spell, is compared to the gems used to overcast each of the Global Enchantments. If the Opposition matches any of the Globals, that Global is dispelled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=722&lt;br /&gt;
|name=Elemental Opposition of Earth&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Elemental Opposition, value 3&lt;br /&gt;
|description=The caster channels vast amounts of Air Arcana against all active Global Earth Enchantments to simultaneously dispel them. The gems spent, in excess of the cost to cast the spell, is compared to the gems used to overcast each of the Global Enchantments. If the Opposition matches any of the Globals, that Global is dispelled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=725&lt;br /&gt;
|name=Elemental Opposition of Fire&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Elemental Opposition&lt;br /&gt;
|description=The caster channels vast amounts of Water Arcana against all active Global Fire Enchantments to simultaneously dispel them. The gems spent, in excess of the cost to cast the spell, is compared to the gems used to overcast each of the Global Enchantments. If the Opposition matches any of the Globals, that Global is dispelled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=719&lt;br /&gt;
|name=Elemental Opposition of Water&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Elemental Opposition, value 2&lt;br /&gt;
|description=The caster channels vast amounts of Fire Arcana against all active Global Water Enchantments to simultaneously dispel them. The gems spent, in excess of the cost to cast the spell, is compared to the gems used to overcast each of the Global Enchantments. If the Opposition matches any of the Globals, that Global is dispelled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=718&lt;br /&gt;
|name=Fire Storm&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 25&lt;br /&gt;
|description=A massive storm of fire is unleashed on the battlefield. Everyone on the battlefield will be burned to cinders within minutes. The storm lasts for the duration of the battle or until the fire mage dies. The fire storm will also shroud the entire battlefield in brightness, reducing the effect of night and certain spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=723&lt;br /&gt;
|name=Ice Strike&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 18&lt;br /&gt;
|description=The caster hurls a ball of ice at his enemies. When the ball strikes, it explodes into thousands of ice shards. Cold resistance offers no protection against this spell, but heavy armor does.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=737&lt;br /&gt;
|name=Illusory Attack&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Temporary units), value 297&lt;br /&gt;
|description=The mage projects an illusionary army at a province far away. The mage is able to guide the army into killing any enemies located there. The illusionary army will dissolve once the attack has been completed or if there are no enemies in the targeted province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=735&lt;br /&gt;
|name=Miasma&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fires from Afar, value 1001&lt;br /&gt;
|description=With this ritual a nature mage will try to poison an entire enemy army camp by releasing the poisonous gases that are trapped under the ground. This ritual will only work against armies that are located in swamps or drip caves as only these terrains have these gases trapped beneath them. The nature mage will be able to view the release of the gases through the ritual and observe the effects on the enemy army.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=724&lt;br /&gt;
|name=Murdering Winter&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Half of Army in Province, value 8&lt;br /&gt;
|description=A sudden, furious blizzard will strike an enemy army camp in a province of the mage&#039;s choice. The blizzard is very powerful and will kill most normal men unless they are located in a hot province. The spell will be extremely powerful if it is cast in a very cold province and almost useless if cast in a very hot province. The spell has a very large area of effect and most of the enemy army is likely to be affected. Commanders have access to the good tents and will take reduced damage from the cold. The ritual can target cave provinces, but the effect will be much reduced there.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=729&lt;br /&gt;
|name=Nether Darts&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:15&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1014&lt;br /&gt;
|description=The mage fires dark energies towards his enemies. Those who survive the darts may become feebleminded by the strange energies they release. Even weak mages can fire a large number of the otherworldly darts.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=734&lt;br /&gt;
|name=Poison Mist&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:40&lt;br /&gt;
|range=30&lt;br /&gt;
|area=6+3/lvl&lt;br /&gt;
|effect=Cloud, value 64&lt;br /&gt;
|description=The caster creates a large cloud of noxious spores dangerous to men. The cloud remains on the battlefield for some time and everyone entering the cloud will be affected by its poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=728&lt;br /&gt;
|name=Rain of Stones&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 102&lt;br /&gt;
|description=The sky blackens and rumbling sounds echo over the battlefield. Stones and small rocks begin to fall from the heavens, striking down soldiers. Shields and other things that protect vs arrows will also protect soldiers from getting hit by the rocks. Most of the falling stones will result in head hits.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=738&lt;br /&gt;
|name=Shimmering Fields&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B2&lt;br /&gt;
|range=25&lt;br /&gt;
|area=50&lt;br /&gt;
|effect=Damage, value 1004&lt;br /&gt;
|description=The caster projects a storm of ephemeral power against his enemies.  Whilst the damage from the ephemeral power is not real, the presence of glamour mages will make it real enough to kill.  The Shimmering Field is not selective and can destroy friends as well as enemies if not used carefully.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=733&lt;br /&gt;
|name=Storm of Thorns&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1013&lt;br /&gt;
|description=The caster shoots a storm of enchanted Vine Arrows against his enemies. The arrows will come alive and entangle anyone who is hit.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=732&lt;br /&gt;
|name=Stygian Rains&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 17179869184&lt;br /&gt;
|description=The caster channels the forces of the underworld and releases a torrent of stygian rains upon the battlefield. The stygian water transforms the skin of all living entities making them almost impervious to physical damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=720&lt;br /&gt;
|name=Thunderstorm&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fires from Afar, value 2020&lt;br /&gt;
|description=The caster unleashes a devastating thunderstorm upon an enemy army. Lightning strikes randomly hit the army, killing and maiming many. The storm is localized and doesn&#039;t affect the civilian population of the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=739&lt;br /&gt;
|name=Wailing Winds&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 12&lt;br /&gt;
|description=The mage releases a wind of horrible screams and sighs. All enemies hearing the wailing will feel their spirits sink and have their hearts gripped with fear. The spell affects the whole battlefield until the battle is over or the caster is killed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=731&lt;br /&gt;
|name=Wind of Death&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 256&lt;br /&gt;
|description=With this horrible spell, the necromancer releases a wind thick with the stench of open graves. The ice-cold wind is silent as it rends the flesh of living beings. With an effect similar to leprosy, the flesh of those affected turns pale and cracks open, leaving bare bones. Only death will stop the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=745&lt;br /&gt;
|name=Astral Tempest&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 3&lt;br /&gt;
|description=The caster unleashes an astral storm upon the battlefield. The storm is physically undetectable, but every unit that is not mindless takes damage as the storm rips the very souls from their bodies. Spellcasting is extra difficult during the astral tempest and all non mindless magic users will have trouble casting spells unless they have very high magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=747&lt;br /&gt;
|name=Aurora Borealis&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B2&lt;br /&gt;
|range=1&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 122&lt;br /&gt;
|description=The caster drapes the night skies in dancing curtains of otherworldly lights. For the remainder of the battle those weak of mind will occasionally stop in their tracks and stare at the otherworldly splendor, regardless of the battles raging around them. The spell can only be cast under an open sky when the sun is obscured or not present.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=743&lt;br /&gt;
|name=Chain Lightning&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:30&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Chaining Damage, value 1003&lt;br /&gt;
|description=The mage hurls an orb of pure lightning towards the enemies. Where the orb lands lightning will strike a nearby unit and then continue to bounce between nearby units until it eventually dissipates.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=742&lt;br /&gt;
|name=Maelstrom&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 47&lt;br /&gt;
|description=A huge magical maelstrom is created in a sea. The maelstrom constantly sucks in huge amounts of water and filters out its magical essence. This results in a huge amount of magic gems for the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=744&lt;br /&gt;
|name=Meteor Shower&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5 S4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 103&lt;br /&gt;
|description=This spell should only be cast as a last resort as it will likely kill the friendly forces as well as the enemy ones. After being cast strange whizzing sound will emanate from the heavens and soon nothing but the loud impacts from meteors will be heard.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=740&lt;br /&gt;
|name=Pillar of Fire&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=100&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 3029&lt;br /&gt;
|description=This spell creates a huge column of fire that strikes from the sky. It will kill those who are hit and set fire to anyone who is standing nearby.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=741&lt;br /&gt;
|name=Second Sun&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 41&lt;br /&gt;
|description=The caster creates a huge ball of fire in the sky. This Second Sun will always shine, day and night, resulting in severe effects across the entire world. Provinces will become hotter and drier every turn until the Second Sun is destroyed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=754&lt;br /&gt;
|name=Tidal Wave&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 10&lt;br /&gt;
|description=The caster unleashes a huge tidal wave upon a distant province, destroying the lands and killing the people.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=746&lt;br /&gt;
|name=Vortex of Unlife&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=20+2/lvl&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Unlife Damage, value 1011&lt;br /&gt;
|description=This vortex affects a large area and passes straight through armor and damages the targets&#039; souls directly. If a target is slain he will be filled by the energies from this spell and rise as a soulless warrior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1083&lt;br /&gt;
|name=Celestial Rainbow&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B7 W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 90&lt;br /&gt;
|description=This ritual creates a rainbow large enough to be seen from everywhere in the world. The mage can direct where he wants the rainbow to appear and by doing this huge amounts of gold can easily be collected at the base of the rainbow. While the rainbow is in place luck will increase in all the caster&#039;s provinces. Once the luck is positive in a province the luck of the rainbow will protect it from hostile spells. The more luck in a province, the greater chance of hostile spells failing.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=750&lt;br /&gt;
|name=Flame Storm&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=50&lt;br /&gt;
|effect=Damage, value 2005&lt;br /&gt;
|description=A shower of fire shoots out from the caster&#039;s hands and strikes the enemy ranks. The flame storm is extremely powerful and can annihilate entire armies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=748&lt;br /&gt;
|name=Flames from the Sky&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F30&lt;br /&gt;
|range=&lt;br /&gt;
|area=10%&lt;br /&gt;
|effect=Fires from Afar, value 1015&lt;br /&gt;
|description=With this spell, the mage hurls a maelstrom of flaming spheres towards an enemy province. The flame storm will strike an enemy army camp within the province with enormous force. Most likely, the majority of the units present will die from this powerful attack, but units resistant to fire or more sturdy than ordinary humans have a good chance of surviving. Through this ritual, the fire mage will also be able to see exactly what is happening as the flaming spheres strike the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=752&lt;br /&gt;
|name=Lightning Field&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A6&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=30&lt;br /&gt;
|area=100&lt;br /&gt;
|effect=Chaining Damage, value 1&lt;br /&gt;
|description=This very powerful spell charges a large area with the power of air and thunder. Bolts of lightning will soon start to bounce between any targets in the area and destroy everything.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=755&lt;br /&gt;
|name=Lost Land&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E6 W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E100&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 20&lt;br /&gt;
|description=This most powerful ritual will cause an entire province to slowly sink until it has become lost far under the surface of the sea. While the land sinks slowly it will still be difficult for the population to escape and those who live too far away from safety are likely to drown. Military units in the land are likely to escape if they are fast moving. If they can fly or float they are guaranteed to make it away safely if possible.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=753&lt;br /&gt;
|name=Niefel Flames&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=50+5/lvl&lt;br /&gt;
|effect=Damage, value 1007&lt;br /&gt;
|description=A shower of blue flames shoots out from the caster&#039;s hands and flies towards the enemy ranks. The blue Niefel Flames are extremely cold and this spell can easily freeze an entire enemy army to death.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=757&lt;br /&gt;
|name=Stellar Strike&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5 E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fires from Afar, value 150&lt;br /&gt;
|description=By reading the stars carefully the astral mage will be able to foresee the perfect opportunity to inflict maximum damage on the enemy. When it is time a large swarm of meteors will be coaxed to fall down from the sky just as they pass above an enemy army camp in a faraway province. The astral mage will be able to observe the event as the meteors hit.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=756&lt;br /&gt;
|name=Strands of Arcane Power&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 79&lt;br /&gt;
|description=This mighty enchantment enables the caster to project his mind to many distant places at once, via strands of arcane power. While projected, the caster will only be able to sense and affect magic, but this still makes it possible to search for magic sites and enemy mages. The caster will be able to project himself into all provinces that have a friendly Dominion.&lt;br /&gt;
&lt;br /&gt;
Magic sites are more elusive when searching in this way and a very powerful mage is required to find those that are well hidden. Mages are usually able to stay hidden from the projected mind if they have a good magic resistance value. If an Astral mage is found, a battle of the minds will ensue. Only one will leave it with their mind intact. Non-astral mages cannot try to retaliate, but neither do they risk losing their sanity in the process. However, they will be subjected to a minor Mind Burn attack if they are found. If the caster becomes feebleminded the enchantment will dissipate.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=751&lt;br /&gt;
|name=Volcanic Eruption&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4 E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 4&lt;br /&gt;
|description=The caster unleashes a volcanic eruption upon a distant province, destroying the lands and killing one third of the population.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1085&lt;br /&gt;
|name=Clockwork Soldiers&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2321&lt;br /&gt;
|description=This spell creates a few soldiers driven by magic clockwork. The clockwork allows for great speed for short periods, after which it must be rewound.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1087&lt;br /&gt;
|name=Construct Manikin&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 313&lt;br /&gt;
|description=This ritual lets vines and roots animate human skeletons. The beings thus created are known as Manikins. Manikins are undead and will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1084&lt;br /&gt;
|name=Corpse Man Construction&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 534&lt;br /&gt;
|description=A stream of lightning is channeled into a body composed of several human corpses, reawakening it. The reawakened corpse is mindless and obeys its creator as best it can. A mage equipped with a lightning rod can reawaken additional corpses.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1086&lt;br /&gt;
|name=Temper Armors&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:30&lt;br /&gt;
|range=15&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 64&lt;br /&gt;
|description=The armor of several soldiers is tempered with magic, making it more durable.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1088&lt;br /&gt;
|name=Clockwork Horrors&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 982&lt;br /&gt;
|description=This spell recreates the work of the infamous watchmaker, Dr. Scheuer, who, in an attempt to increase the crop of prime Hoburg weed, designed a Hoburg-sized clockwork-driven automated harvester. Unfortunately, tragedy ensued when the harvesters used their piston-driven scythe arms not just on the crop but also on the hapless inhabitants of Hoburg. The inexplicable ferocity of the clockwork harvesters have since made them popular in more warlike circumstances.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1092&lt;br /&gt;
|name=Construct Mandragora&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 314&lt;br /&gt;
|description=This ritual lets vines and roots animate human corpses. The Wight-like beings thus created are known as Mandragoras. Powerful mages can make more of the beasts with each casting of the spell. Mandragoras are undead and will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1089&lt;br /&gt;
|name=Crusher Construction&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 475&lt;br /&gt;
|description=Creates one Crusher. A Crusher is a magically animated rock construction of immense strength. It is almost invulnerable and strikes with stony fists. The Crusher is a magical construct and will fall apart if left on the battlefield without magical leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=267&lt;br /&gt;
|name=Dogs of Gold and Silver&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3169&lt;br /&gt;
|description=The opulent halls of the Orichalcum Palace are known for its guardian dogs of gold and silver. The caster crafts a pair of dogs automatas, one of gold and one of silver. The dogs of silver are better at finding sneaking spies and assassins whilst the dogs of gold are stronger and better personal guardians. They both have exceptional senses and can detect even invisible trespassers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1090&lt;br /&gt;
|name=Soldiers of Steel&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:60&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 64&lt;br /&gt;
|description=The armor of a large group of soldiers is tempered with magic, making it more durable.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=288&lt;br /&gt;
|name=Thousand Year Ginseng&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Age Caster, value -5&lt;br /&gt;
|description=The mystics and hermits of T&#039;ien Ch&#039;i have always been obsessed with longevity. During the Time of the Bureaucracy and the prevalence of herbal medicine, one means to this end was found. The Thousand Year Ginseng will give the imbiber longevity and good health and is the closest to immortality one can come without practicing Internal Alchemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1091&lt;br /&gt;
|name=Wooden Construction&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 476&lt;br /&gt;
|description=Creates Lumber Constructs. A Lumber Construct is a magically animated wooden construction resembling a human. These constructs will fall apart if left on the battlefield without magical leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=269&lt;br /&gt;
|name=Craft Keledone&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3164&lt;br /&gt;
|description=The caster crafts a Keledone, a wondrous statue of gold, and gives it the ability to sing heavenly songs. The songs of the Keledones are attuned to the music of the spheres and they are constantly joined in an arcane communion. They have the form of beautiful women cast of pure gold. They are too heavy to be moved and cannot move on their own accord.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=270&lt;br /&gt;
|name=Forge Brass Bull&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3171&lt;br /&gt;
|description=The caster forges one of the fabled Khalkotauroi, huge automatas appearing as fire breathing Brass Bulls.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1095&lt;br /&gt;
|name=Forge of the Ancients&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 20&lt;br /&gt;
|description=The ancient forge of the Great One&#039;s servants is reconstructed. The magic of the forge will reduce the need for magic essence when forging magic items. It also enables mages to create more powerful items.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1097&lt;br /&gt;
|name=Golem Construction&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 471&lt;br /&gt;
|description=The Golem is a clay construction that is given life by the divine names inscribed on its surface. The Golem is physically strong and skilled in Astral magic. The Golem cannot command troops, however. It will never retreat from battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1093&lt;br /&gt;
|name=Iron Gryphon&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3831&lt;br /&gt;
|description=The mage casts an iron statue in the form of a gryphon and infuses it with fiery magic. It can unleash cones of flames upon enemies in its vicinity. The Iron Gryphon is immobile and often placed in a defensible position in a fort or army camp where it can impress onlookers as well as blast would be attackers with fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1094&lt;br /&gt;
|name=Legions of Steel&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 64&lt;br /&gt;
|description=The armor of all soldiers on the battlefield is tempered with magic, making it more durable. This spell will not affect units that only have natural protection and no worn armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1096&lt;br /&gt;
|name=Mechanical Men&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 532&lt;br /&gt;
|description=The caster makes a group of Mechanical Men to serve him. The fragile skeletal structure of the construct is covered with full plate armor and the construct is given a metal shield and a sword. The iron men are not affected by heat, cold, shock or poison. They are mindless, magical beings that will cease to function when left without magical leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1099&lt;br /&gt;
|name=Iron Dragon&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 531&lt;br /&gt;
|description=The caster makes a mechanical dragon covered with thick iron plates. The iron dragon is tremendously large, almost invulnerable and unaffected by heat, cold, shock and poison. They are able to fly and can trample smaller beings. In its iron belly a furnace of magic flames waits to be released upon its enemies. Should the dragon be destroyed the magical furnace will explode and kill everyone near the iron monstrosity. Iron Dragons are mindless, magical beings and will cease to function when left without magical leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1101&lt;br /&gt;
|name=Juggernaut Construction&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 781&lt;br /&gt;
|description=The Juggernaut is a colossal structure made out of religious idols and two pairs of enormous wheels. The machine is powered by Astral magic and will require magic leadership in order to make it move. A construction like this has to be almost as holy as the God itself and, rightfully, it does spread the Dominion of its God just like a Prophet. To make it complete, the Juggernaut is covered by a layer of gold to make it look even more religiously important.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1100&lt;br /&gt;
|name=Mechanical Militia&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 51&lt;br /&gt;
|description=Mechanical Men will help the local militia defend their provinces as long as this spell is in effect. The constructs require leadership and guidance, so a small local defence is required for the enchantment to have any effect. The global enchantment will last until it is dispelled or the caster dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1102&lt;br /&gt;
|name=Poison Golem&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1099&lt;br /&gt;
|description=The mage creates a Poison Golem, a metal giant made of dark alloys from the Underworld. The Poison Golem is made for a single purpose, destruction, and its mere presence is harmful to the living. The very land in which it stays will slowly wither and die. The construct is always surrounded by the sickly green flames of the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1098&lt;br /&gt;
|name=Siege Golem&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 760&lt;br /&gt;
|description=The mage creates a Siege Golem, a metal giant able to destroy walls with its enchanted fists. The Siege Golem is even larger than the Iron Dragon, but not as powerful in regular combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=263&lt;br /&gt;
|name=Blessing of the God-slayer&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Set Effect Value (12) if lower, value 654&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=427&lt;br /&gt;
|name=Carrion Centaur&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 714&lt;br /&gt;
|description=The Panic Apostate gives unholy life and powers to the carcass of a rotting Centaur. The priestly powers of the former Centaur are corrupted. Instead, the Carrion Centaur has unholy powers over the dead and is able to create Manikins by animating vines, roots and the bones of dead beasts.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=434&lt;br /&gt;
|name=Carrion Growth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 536870912&lt;br /&gt;
|description=An unholy prayer that makes the animating vines of most Manikins on the battlefield regrow at incredible speed. Damage sustained by a regrowing Manikin will quickly heal. Magically powerful Mandragoras are not always affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=428&lt;br /&gt;
|name=Carrion Lady&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N16&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 711&lt;br /&gt;
|description=The Panic Apostate gives unholy life and powers to the carcass of a rotting Dryad. The Carrion Lady still has some skills in the use of Nature magic, but her priestly powers are corrupted. She has unholy powers over the dead and is able to create Manikins by animating vines, roots and the bones of dead beasts.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=429&lt;br /&gt;
|name=Carrion Lord&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 710&lt;br /&gt;
|description=The Panic Apostate gives unholy life and powers to the carcass of a rotting Pan. The Carrion Lord is a powerful wielder of Nature magic, but is also given unholy powers over the dead. The Carrion Lord can create Manikins by animating vines, roots and the bones of dead beasts.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=432&lt;br /&gt;
|name=Mend the Dead&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Heal, value 10020&lt;br /&gt;
|description=An unholy prayer that instantly mends the bones, vines and roots of a Manikin or carrion beast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=433&lt;br /&gt;
|name=Puppet Mastery&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4&lt;br /&gt;
|description=An unholy prayer that quickens the vines reanimating Manikins. Puppet Mastery affects most Manikin on the entire battlefield, but magically powerful Mandragoras are sometimes not affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=430&lt;br /&gt;
|name=Quick Roots&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4&lt;br /&gt;
|description=An unholy prayer that quickens the vines reanimating Manikins.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=431&lt;br /&gt;
|name=Regrowth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 536870912&lt;br /&gt;
|description=An unholy prayer that makes the animating vines of the Manikin regrow at incredible speed. Damage sustained by a regrowing Manikin will quickly heal.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=415&lt;br /&gt;
|name=Revive Grave Consort&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 690&lt;br /&gt;
|description=The mummified corpse of a Hierodule is brought from the tomb of a High Priest and given life through dark rites of rebirth.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=417&lt;br /&gt;
|name=Revive Tomb King&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D23&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 692&lt;br /&gt;
|description=The mummified corpse of an ancient Lizard King is brought from his sacred tomb and given life through dark rites of rebirth.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=416&lt;br /&gt;
|name=Revive Tomb Priest&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D16&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 691&lt;br /&gt;
|description=The mummified corpse of a High Priest is brought from his tomb and given life through dark rites of rebirth.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=426&lt;br /&gt;
|name=Tune of Dancing Death&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:5&lt;br /&gt;
|range=&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Fatigue, value 1030&lt;br /&gt;
|description=Nearby enemies start to jerk and move in an uncontrolled manner. They will become exhausted and will eventually fall unconscious unless the musician stops playing.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=424&lt;br /&gt;
|name=Tune of Fear&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:5&lt;br /&gt;
|range=&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Cause Fear (Type I), value 3&lt;br /&gt;
|description=This sinister tune frightens nearby enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=425&lt;br /&gt;
|name=Tune of Growth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:5&lt;br /&gt;
|range=&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=This tune makes roots and vines grow from the ground, entangling nearby enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1112&lt;br /&gt;
|name=Animate Dead&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -3&lt;br /&gt;
|description=The necromancer animates a lifeless corpse to unholy service. The resulting Soulless will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1111&lt;br /&gt;
|name=Animate Skeleton&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:30&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -2&lt;br /&gt;
|description=The necromancer enchants the bones of a fallen warrior, giving it false life. Skeletons will fall apart if left on the battlefield without a commander.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=611&lt;br /&gt;
|name=Attentive Statues&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1497&lt;br /&gt;
|description=The ancient statues of old Agartha are sacred and rare. Human ones are not treated with the same respect as statues of the Ancients, but are quite common. Enlivened by the Golem Crafters, these statues are placed near gates to stand watch and wait for trespassers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1117&lt;br /&gt;
|name=False Fetters&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 131072&lt;br /&gt;
|description=Illusionary fetters form around the ankles of a limited number of units. The victims will not be able to move or fight until they have overcome the fetters&#039; magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1115&lt;br /&gt;
|name=Healing Touch&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=1&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Heal, value 10020&lt;br /&gt;
|description=This spell heals a few targets within reach of the caster. The spell doesn&#039;t affect inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1104&lt;br /&gt;
|name=Levitate&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4503599627370496&lt;br /&gt;
|description=Grants the caster the ability to float a few inches above the ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1108&lt;br /&gt;
|name=Protection from Cold&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 144115188075855872&lt;br /&gt;
|description=This spell protects the caster from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1103&lt;br /&gt;
|name=Protection from Fire&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 36028797018963968&lt;br /&gt;
|description=This spell partially protects the caster from fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1107&lt;br /&gt;
|name=Protection from Lightning&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 72057594037927936&lt;br /&gt;
|description=This spell protects the caster from thunder and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1114&lt;br /&gt;
|name=Protection from Poison&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4611686018427387904&lt;br /&gt;
|description=This spell protects the caster from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1113&lt;br /&gt;
|name=Reanimation&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -2&lt;br /&gt;
|description=The necromancer enchants ten well-prepared corpses and gives them false life. Skeletons are undead and will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1110&lt;br /&gt;
|name=Resist Magic&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=The caster of this spell will have his magic resistance increased for the duration of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1109&lt;br /&gt;
|name=Strength of Giants&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=5&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 128&lt;br /&gt;
|description=Gives a few nearby soldiers increased strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1116&lt;br /&gt;
|name=True Sight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 70368744177664&lt;br /&gt;
|description=The caster gains the ability to discern illusions and see the unseen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1105&lt;br /&gt;
|name=Trueshot&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:5&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4&lt;br /&gt;
|description=A few soldiers get increased Precision. This increases the chance of hitting with missile weapons and spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1106&lt;br /&gt;
|name=Windrunner&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4&lt;br /&gt;
|description=With this spell the caster will be aided by the wind when he is running.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1121&lt;br /&gt;
|name=Breath of Winter&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8192&lt;br /&gt;
|description=The caster is surrounded by extreme cold. Anyone close to the caster will suffer severe fatigue damage from the cold. The caster becomes resistant to all cold effects when casting this spell. The Breath of Winter works best in cold provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1127&lt;br /&gt;
|name=Envenom Arrows&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1125899906842624&lt;br /&gt;
|description=The mage enchants the arrows of a few archers. The arrows become coated in serpent venom. Those wounded by the arrows take additional poison damage. The spell will not affect magical weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=473&lt;br /&gt;
|name=Eyes of the Condors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 36&lt;br /&gt;
|description=The Condor is sacred to the people of Nazca. It is considered a messenger of the sun and herald of storms. No other bird can soar at such heights, thus Condor scouts are rarely seen and almost impossible to catch. With this ritual the caster borrows the all perceiving eyes of the Condors and send the sacred birds to a distant province to scry.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1122&lt;br /&gt;
|name=Flying Shield&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 549755813888&lt;br /&gt;
|description=The mage animates a shield to protect himself from incoming attacks. The shield will randomly block about half of the attacks against his person.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1125&lt;br /&gt;
|name=Gift of the Hare&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4&lt;br /&gt;
|description=Some soldiers are given quick feet.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=273&lt;br /&gt;
|name=Gift of the Sacred Swamp&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=3+2/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 288230376151711744&lt;br /&gt;
|description=The serpent priest grants some soldiers protection from the noxious fumes of the Sacred Swamp.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1128&lt;br /&gt;
|name=Gift of the Serpent&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 288230376151711744&lt;br /&gt;
|description=This spell protects some soldiers from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1118&lt;br /&gt;
|name=Ignite Arrows&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8388608&lt;br /&gt;
|description=The mage enchants the arrows of a few archers on the battlefield. The arrows burst into flame as they are fired, doing considerable damage to their targets. The spell will not affect magical weapons. The fire damage of the arrow is magic and will affect ethereal and invulnerable creatures even if the arrow itself doesn&#039;t.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=618&lt;br /&gt;
|name=Iron Corpse Reanimation&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1439&lt;br /&gt;
|description=The Ktonian Necromancers of Agartha use the dead in many ways. Soulless bodies toil and fight for their masters. Corpses are strengthened with iron parts and armed with short blades. These Iron Corpses are quite robust, but lack the skills of living soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1119&lt;br /&gt;
|name=Personal Flight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 131072&lt;br /&gt;
|description=Grants the caster the ability to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1126&lt;br /&gt;
|name=Personal Regeneration&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=Gives the caster regenerative powers. However inanimate mages are not affected by regeneration spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1124&lt;br /&gt;
|name=Proud Steed&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 536870912&lt;br /&gt;
|description=The caster enchants an animal mount giving it increased intelligence and defensive prowess.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=619&lt;br /&gt;
|name=Reanimate Ancestor&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1440&lt;br /&gt;
|description=An Iron Ancestor is a reanimated and iron-forged dead body possessed by a ghost. They resemble Iron Corpses, but are aware and skilled warriors. They are used as commanders of the Ktonian legions.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1123&lt;br /&gt;
|name=Revive King&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 188&lt;br /&gt;
|description=The king is dead, long live the king! With this ritual, the necromancer revives a Mound King and binds him to his service. The King is intelligent and shares his master&#039;s motives.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1129&lt;br /&gt;
|name=Shroud of Splendor&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 36028797018963968&lt;br /&gt;
|description=The caster is wreathed in fiery splendor. Attackers are awestruck and only brave soldiers will attempt to strike the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1120&lt;br /&gt;
|name=Water Shield&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 32&lt;br /&gt;
|description=The caster is surrounded by strong currents, making him very difficult to hit in combat. The spell can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1132&lt;br /&gt;
|name=Arrow of the Western Wind&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=40+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1018&lt;br /&gt;
|description=With a few swift words the caster enchants an arrow with the power of the Western Wind, the strongest of the four winds, and sends it towards an enemy. It strikes with great force and precision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1140&lt;br /&gt;
|name=Astral Shield&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 268435456&lt;br /&gt;
|description=A shield of Astral energies forms around the mage. Anyone trying to strike through the shield will have their mind blasted unconscious by the force of the shield. Magic resistance may negate the effect of the shield and allow enemies to strike the mage. The power of the Astral Shield is greater for mages who are highly skilled in Astral magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=280&lt;br /&gt;
|name=Awaken Tattoos&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=18+2/lvl&lt;br /&gt;
|area=3+2/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 549755813888&lt;br /&gt;
|description=The caster activates the dormant powers of enchanted tattoos. The unit gains limited invulnerability and increased stats depending on tattoo type. Horse tattoos grant increased defence skill and speed, bear tattoos grant increased strength, boar tattoos grant increased invulnerability, wolf tattoos grant increased attack skill and snake tattoos grant magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1138&lt;br /&gt;
|name=Claymen&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 817&lt;br /&gt;
|description=The caster forms several clay figures and gives them enchanted life. The Claymen are stronger than humans, never rout and regenerate damage. The Claymen are given hammers to fight with. Powerful mages can create more Claymen with each casting of the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1143&lt;br /&gt;
|name=Create Revenant&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 396&lt;br /&gt;
|description=The necromancer summons a spirit from the Underworld and makes it possess a human corpse. The revenant thus created has some knowledge of Death magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=612&lt;br /&gt;
|name=Enliven Sentinel&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1496&lt;br /&gt;
|description=Everything left by the Ancient Ones has become subject to worship by the humans of Agartha. Statues left in the halls underneath the earth are adored and worshiped, enchanted and given magical life by the Golem Crafters. Statues of the Pale Ones stand guard ever watching and waiting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=277&lt;br /&gt;
|name=Epopteia&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Enchant Province - Gem Duration, value 94&lt;br /&gt;
|description=Mystics of the Great Mother gather in the spring and perform the Epopteia, Greater Mystery, in order to bless the land with one year of fertility. The Greater Mystery is a ceremony of a foreign faith and will reduce belief in the True God.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1133&lt;br /&gt;
|name=Farflight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 562949953421312&lt;br /&gt;
|description=The caster enchants the arrows and bolts of a small group of soldiers, making the arrows fly swift and far. Range for all missile weapons are greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1131&lt;br /&gt;
|name=Fire Shield&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 32768&lt;br /&gt;
|description=A wall of fire surrounds the mage. Anyone trying to strike the mage in melee combat will be burned by the Fire Shield immediately after attacking. Attackers with long weapons such as spears and pikes will not suffer as severe burns as an attacker with a shortsword or a dagger.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1134&lt;br /&gt;
|name=Gift of Flight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 131072&lt;br /&gt;
|description=Grants a few units the ability to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1139&lt;br /&gt;
|name=Gift of Giant Strength&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 128&lt;br /&gt;
|description=Gives a group of soldiers increased strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1146&lt;br /&gt;
|name=Gift of True Sight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 70368744177664&lt;br /&gt;
|description=A few soldiers are granted the ability to discern illusions and see the unseen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1145&lt;br /&gt;
|name=Heal&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Heal, value 10020&lt;br /&gt;
|description=This spell can heal up to three human-sized targets within close range. The spell doesn&#039;t affect inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1148&lt;br /&gt;
|name=Horrible Visage&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 16&lt;br /&gt;
|description=The caster is wreathed in terror and his face becomes horrible to behold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=276&lt;br /&gt;
|name=Katabasis&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 2199023255552&lt;br /&gt;
|description=A mystic of the Sacred River of Death and Rebirth descends into the underworld through the Sacred River and prepares a path for an eventual return from the underworld. If the Renatus or Renata is slain, he or she returns from the underworld to the province where the ritual was cast. They will be soaked in stygian waters and possibly gaining dark insights in the process. For the ritual to work, the province it was cast in must be in friendly hands when the mystic dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1130&lt;br /&gt;
|name=Lesser Flame Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell partially protects a few units from fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1135&lt;br /&gt;
|name=Lesser Thunder Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell protects a few units from the damage and stun effects caused by lightning and thunder.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1137&lt;br /&gt;
|name=Lesser Winter Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell protects several units from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1142&lt;br /&gt;
|name=Raise Skeletons&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:40&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -2&lt;br /&gt;
|description=The necromancer enchants the bones of a handful warriors, giving them false life. Skeletons will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1144&lt;br /&gt;
|name=Regeneration&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=This spell gives a small number of targets regenerative powers. It does not work on inanimate targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1141&lt;br /&gt;
|name=Second Sight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 137438953472&lt;br /&gt;
|description=The caster opens his third eye and observes the spirit world. The caster gains Spirit Sight for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1136&lt;br /&gt;
|name=Seeking Arrow&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Seeking Arrow, value 8&lt;br /&gt;
|description=The caster sends an enchanted arrow across the world to find a suitable heart to penetrate. The arrow will target one leader in a province of the caster&#039;s choice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1147&lt;br /&gt;
|name=Shroud of Bewilderment&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 16777216&lt;br /&gt;
|description=The caster and his surroundings shift and change. Faces of friends and foes are swapped, images are altered, and colors and sounds shift and change. Enemies trying to attack the shrouded one will not know friend from foe and will randomly attack anyone in their vicinity.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1157&lt;br /&gt;
|name=Astral Healing&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Heal, value 2&lt;br /&gt;
|description=The mage summons Astral power to activate the healing energies inherent in the souls of all living beings. The spell only affects friendly units and only light wounds will be fully healed. The spell doesn&#039;t affect inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1160&lt;br /&gt;
|name=Behemoth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 452&lt;br /&gt;
|description=With this enchantment, the necromancer has mastered a dark ritual enabling him to reanimate the largest of all animals. The former elephant is preserved in a state of perpetual decay by a revenant mage who rides the Behemoth, constantly fueling it with energies from the Underworld. The most important part of the reanimation ritual is the binding of the revenant mage&#039;s spirit to the Behemoth. This direct spiritual control of the Behemoth gives it high magic resistance. As all of the revenant mage&#039;s energies are used in controlling and preserving the beast, he or she is unable to cast spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1152&lt;br /&gt;
|name=Cloud Trapeze&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cloud Trapeze, value 1&lt;br /&gt;
|description=The caster swings himself up and away with incredible speed, landing in a province far away. Although much faster than normal flying, the caster does not really teleport and can have the path blocked by impassable mountains ranges or the Sea of Ice global enchantment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=435&lt;br /&gt;
|name=Dark Slumber&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 17&lt;br /&gt;
|description=The Caster calls on the wrath of the forest to engulf a village in a distant province. The villagers succumb to an enchanted sleep and walk into the woods to die a dreamless death. Vines and roots begin to grow and reanimate the corpses. Within days an army of manikin emerges from the woods to claim the province from the living.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1153&lt;br /&gt;
|name=Earth Shatter Hammers&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2251799813685248&lt;br /&gt;
|description=The weapons of a few soldiers are enchanted with the power of the earth, making them stun those hit. This enchantment does not work on piercing weapons, weapons that are already magic or missile weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=620&lt;br /&gt;
|name=Flame Corpse Construction&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1441&lt;br /&gt;
|description=First, the major part of the corpse&#039;s midsection is removed and a wooden barrel is inserted in its place. The barrel is filled with Cave Fire, a magic substance discovered by the Alchemists, and the corpse is strengthened with iron parts and reanimated. The resulting Flame Corpse uses the magic fire for extra power and is stronger than an ordinary Soulless. If the Flame Corpse is slain, the fire barrel will instantly explode, which is what makes it so feared by its enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1166&lt;br /&gt;
|name=Gift of Splendor&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 36028797018963968&lt;br /&gt;
|description=A few soldiers are wreathed in fiery splendor. Attackers are awestruck and only brave soldiers will attempt to attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=457&lt;br /&gt;
|name=Gift of the Moon&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1099511627776&lt;br /&gt;
|description=The caster calls on the powers of the moon and enchants his wolven companions with invulnerability. Magic weapons and spells will still harm the wolves. The spell can only target wolves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1162&lt;br /&gt;
|name=Haste&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4&lt;br /&gt;
|description=A large number of soldiers are given quick feet.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1161&lt;br /&gt;
|name=Immaculate Mounts&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 536870912&lt;br /&gt;
|description=The caster enchants animal mounts giving them increased intelligence and defensive prowess.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1150&lt;br /&gt;
|name=Levitate Soldiers&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4503599627370496&lt;br /&gt;
|description=Several soldiers are granted the ability to float a few inches above the ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1163&lt;br /&gt;
|name=Poison Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 288230376151711744&lt;br /&gt;
|description=This spell protects several units from natural poisons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1158&lt;br /&gt;
|name=Raise Dead&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:40&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -3&lt;br /&gt;
|description=The necromancer animates several corpses to unholy service. The spell is more effective if there are unburied dead on the battlefield. There will be fewer unburied dead in the province after the battle when this spell is used. Soulless will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1164&lt;br /&gt;
|name=Serpent Fang Arrows&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1125899906842624&lt;br /&gt;
|description=The mage enchants the arrows of a large number of archers. The arrows become coated in serpent venom. Those wounded by the arrows take additional poison damage. The spell will not affect magical weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1154&lt;br /&gt;
|name=Shroud of Flying Shards&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 18014398509481984&lt;br /&gt;
|description=The caster is surrounded by whirling winds and obsidian shards. The shards will harass and slash enemies in melee as well as knock incoming missiles out of the air.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1165&lt;br /&gt;
|name=Simulacrum&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 9007199254740992&lt;br /&gt;
|description=The caster creates a replica of himself and enchants it with glamour magic to give it false life. The simulacrum will be controlled by the original owner&#039;s soul and the simulacrum also inherits all the magic powers of its creator. In turn the creator&#039;s body is placed in a state of deep torpor that only ends when the simulacrum dies. However, there is a chance that the caster&#039;s soul will fail to return and become trapped and lost in the dreamwild, possibly until his soul withers away and dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1156&lt;br /&gt;
|name=Spell Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=The mage seals the minds of a large group of friendly units against malign spells. The units will receive increased magic resistance for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1149&lt;br /&gt;
|name=Terracotta Army&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2134&lt;br /&gt;
|description=The caster crafts an army of terracotta soldiers and imbues them with false life. Terracotta Soldiers are highly resistant to fire, but are somewhat brittle if struck by blunt weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1151&lt;br /&gt;
|name=Trueshot Warriors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4&lt;br /&gt;
|description=A large group of soldiers get increased Precision. This increases the chance of hitting with missile weapons and spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1159&lt;br /&gt;
|name=Twiceborn&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4194304&lt;br /&gt;
|description=With this ritual, the necromancer enchants his own body to protect himself from death. If the necromancer is slain, he is revived as a Wight Mage in the province where the ritual was cast, possibly gaining dark insights in the process. For the ritual to work, the province it was cast in must be in friendly hands when the necromancer dies. This spell requires more power to affect large beings and the cost of casting the ritual is increased with the caster&#039;s size. Undead, demons, plants, inanimates, pretender gods as well as most monsters that aren&#039;t even remotely humanoid (e.g. hydras and sea serpents) cannot be twiceborned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1155&lt;br /&gt;
|name=Vile Water&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2159&lt;br /&gt;
|description=The alchemist creates a bath of water and vitriol. The vitriolic water is given form and purpose through powerful alchemical rituals. The alchemical entity is known as a Gelatinous Cube. It slowly slides forward and swallows anything it passes over. Swallowed beings quickly dissolve in the vitriol, unless the cube is destroyed and its magic unraveled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=274&lt;br /&gt;
|name=Awaken Hamadryad&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3066&lt;br /&gt;
|description=Hamadryads are tree-nymphs. They are wise and skilled in nature magic and protect the forests they inhabit. However seeking advice from a Hamadryad can be quite difficult as there is usually a flock of loud chattering harpies nesting among the branches of the Hamadryad.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1465&lt;br /&gt;
|name=Awaken the Dreamwild&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B18&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 145&lt;br /&gt;
|description=The caster enters the heart of a forest and performs a ritual to awaken the slumbering powers of the Dreamwild. Soon strange magic will permeate the woodland and what was once certain becomes vague and undefined like a dream or legend. In this enchanted land Fay Folk thrive.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1180&lt;br /&gt;
|name=Dispel&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Dispel, value 1&lt;br /&gt;
|description=This enchantment enables a mage to destroy an active global enchantment. The power of global enchantments is often boosted with the use of additional gems. This number of gems must be matched in order for the dispel to work.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1187&lt;br /&gt;
|name=Dreamwild Demesne&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 140&lt;br /&gt;
|description=The caster enchants an entire province with the magic of the Dreamwild, creating a land of hope and peace free from misery and woe. As long as the enchantment is active unrest will decrease and few bad events will disturb the peace. The enchantment is broken if the land is conquered by hostile forces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1178&lt;br /&gt;
|name=Enliven Gargoyles&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2368&lt;br /&gt;
|description=A group of grotesque, winged statues are given false life by this powerful enchantment. Gargoyles can fly and are difficult to destroy, but will revert to an inanimate state if there are no mages left on the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=613&lt;br /&gt;
|name=Enliven Granite Guard&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1498&lt;br /&gt;
|description=Everything left by the Ancient Ones has become subject to worship by the humans of Agartha. Statues left in halls underneath the earth are adored and worshiped, enchanted and given magical life by the Golem Crafters. The great statues of ancient Seal Guards are the foremost of these living statues: sacred guardians ever watching and waiting. This spell will make one of these statues come to life.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1186&lt;br /&gt;
|name=Faery Trod&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Faery Trod, value 1&lt;br /&gt;
|description=The mage leads his army into a magic forest to find a Faery Trod. The army follows this strange path through faerie lands and will finally arrive in a distant forest. Both the source and destination provinces must be forests for this spell to work. Navigating on the faerie paths is a tricky adventure and it might be that you won&#039;t emerge exactly where you planned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1169&lt;br /&gt;
|name=Farflight Arrows&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 562949953421312&lt;br /&gt;
|description=The caster enchants the arrows and bolts of a large group of soldiers, making the arrows fly swift and far. Range for all missile weapons are greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1168&lt;br /&gt;
|name=Flame Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell partially protects several units from fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1167&lt;br /&gt;
|name=Flaming Arrows&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8388608&lt;br /&gt;
|description=The mage enchants the arrows of a large number of friendly archers. The arrows burst into flame as they are fired, doing considerable damage to their targets. The spell will not affect magical weapons. The fire damage of the arrow is magic and will affect ethereal and invulnerable creatures even if the arrow itself doesn&#039;t.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1174&lt;br /&gt;
|name=Friendly Currents&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 2&lt;br /&gt;
|description=This spell makes the water currents aid the caster and all his allies. Those aided by this spell can move further every turn and are less exhausted by fighting. This spell can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=472&lt;br /&gt;
|name=Geoglyphs&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S18&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 100&lt;br /&gt;
|description=The Coyas of Nazca, daughters of the Moon, are accomplished students of the stellar bodies and their connection with the earth. They have discovered means to amplify the influence of the planets on the terrestrial sphere through vast geoglyphs inscribed on the bare ground. As long as the enchantment of the geoglyph is active magic in the province is increased as are the ranges of rituals. Enemies fighting in a province with an active geoglyph are more easily affected by magic and have their magic resistance reduced. It is only possible to cast the ritual if you can see the land from above. Thus only flying mages can cast the spell. For the enchantment to be effective the geoglyphs must be exposed to stellar lights, so it is only castable in barren lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1176&lt;br /&gt;
|name=Giant Strength Warriors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 128&lt;br /&gt;
|description=Gives a large group of soldiers increased strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1182&lt;br /&gt;
|name=Gift of Spirit Sight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 137438953472&lt;br /&gt;
|description=This spell grants a few soldiers spirit sight, making it possible to see invisible units and spirits.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1185&lt;br /&gt;
|name=Group Regeneration&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:60&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=This spell gives a group of targets regenerative powers. It does not work on inanimate targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1184&lt;br /&gt;
|name=Horde of Skeletons&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:40&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -2&lt;br /&gt;
|description=The necromancer enchants the bones of the dead and calls forth a horde of Longdead Warriors.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=319&lt;br /&gt;
|name=Inner Furnace&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16384&lt;br /&gt;
|description=The caster invokes the power of Rhuax to strengthen the heat burning in every Abysian. All soldiers on the battlefield have the area of their heat effect increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=616&lt;br /&gt;
|name=Living Mercury&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W6&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3762&lt;br /&gt;
|description=Independent of each other the Oracles of the deeper earth and the alchemists of T&#039;ien Ch&#039;i have discovered the means to distill and animate the liquid silver of the deeps. Mercury is an inherently magical substance associated with change, fluidity and perfection. It is quite easy to enchant the liquid metal once the proper rituals are discovered. The Living Mercury shrinks when damaged. It is surrounded by fumes detrimental to living beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=346&lt;br /&gt;
|name=Memories of Stone&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1998&lt;br /&gt;
|description=In a barren desert the Yeddeoni have found the fossilized remains of Rephaim armed with archaic weapons. With the ancient magic of the Grigori, these fossils are endowed with memories of old and forced to once again move and fight for the descendants of the Fallen Angels. The spell can only be cast in wastelands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=617&lt;br /&gt;
|name=Nightmare Construction&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2520&lt;br /&gt;
|description=Not only human dead are crafted into servants of the necromancers. Beasts of burden are rare in the caverns, so the horses Agartha can get their hold on are used and reused in work and in war. Dead horses are quicker than humans, and can carry more. The Ktonian Necromancers have created horrible iron reinforced skeletal horses with Cave Fire barrels placed inside their chests. The nightmares are not very good at combat, but as carriers of the alchemical load they are superior to humans.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1183&lt;br /&gt;
|name=Pale Riders&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 189&lt;br /&gt;
|description=The necromancer enchants the bones of dead warriors and their horses, giving them false life. Powerful mages can reanimate larger numbers of these horsemen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1175&lt;br /&gt;
|name=Quagmire&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 85&lt;br /&gt;
|description=Water will start to seep from the ground that will quickly become soft and difficult to traverse. The battleground is turned into a swamp and most units will get penalized for fighting there. The enchantment lasts for the entire battle or until the caster dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=316&lt;br /&gt;
|name=Reawaken Fossil&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1977&lt;br /&gt;
|description=Abysian mages have recently discovered a gorge near the borders of Gath, where ancient magic has been uncovered by eroding winds and a mighty earthquake. Huge bones were found protruding from the very stone. Legends of the glorious victory against the Rephaim were remembered and soon the Abysian mages were trying to reawaken the fossilized giants once defeated by fire in the valley of Megiddo.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1179&lt;br /&gt;
|name=Ritual of Returning&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8388608&lt;br /&gt;
|description=The mage will return to the home citadel at once if he is wounded. The spell lasts until the mage actually has been wounded and returned home. This ritual will result in swift death for a mage if the home citadel has been conquered by the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=371&lt;br /&gt;
|name=Send Tupilak&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon - Assassination, value 1624&lt;br /&gt;
|description=The Tupilak is an artificial animal made from various animal cadavers. It is able to take the appearance and attributes of any of its composite parts. Most Tupilaks are made from bears, ravens, seals and reindeer. This gives the Tupilak battle prowess and the ability of flight. After it has been created, it is given the task of hunting down and killing a specific enemy commander. Then the Tupilak will fly, run and swim across the world in order to find its prey and kill it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1181&lt;br /&gt;
|name=The Eyes of God&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 15&lt;br /&gt;
|description=This enchantment enables the mage to see all provinces in the world. Dominions can be seen in great detail and so can discovered magic sites, but income cannot be determined exactly. Inside the God&#039;s own Dominion income as well as any troop movements and battles can be seen in great detail. This includes the detection of any glamoured or invisible troops that are not stealthing. Patrolling units inside friendly dominion will find it much easier to detect enemy scouts and to quell unrest. The historic records for all nations can be accessed and everyone on the Hall of Fame can be inspected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1170&lt;br /&gt;
|name=Thunder Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell protects several units from the damage and stun effects caused by lightning and thunder.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1172&lt;br /&gt;
|name=Trade Wind&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 95&lt;br /&gt;
|description=The caster creates a perpetual stable wind in a coastal province that enables merchants to quickly sail to and from the province. The trade wind will greatly increase the income from the province. The spell lasts longer for every gem spent on the ritual. The enchantment will dissipate if the province is lost.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1171&lt;br /&gt;
|name=Watcher&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 768&lt;br /&gt;
|description=The mage creates a stone statue and gives it awareness and magical powers. The Watcher is placed on a tower or at a place with a view over the surrounding landscape and given the task of guarding a province from prying eyes. Watchers have incredible vision and will easily detect enemy scouts and spies. They are charged with air magic and can blast enemies with lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1177&lt;br /&gt;
|name=Weapons of Sharpness&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 524288&lt;br /&gt;
|description=A few friendly units are gifted with weapons so sharp that they can cut through armor and flesh with equal ease. This enchantment does not work on blunt or missile weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=343&lt;br /&gt;
|name=Weavers of the Wood&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 119&lt;br /&gt;
|description=The caster makes spiders large and small weave a giant web covering an entire forest province. Anyone trying to sneak through the forest is highly likely to be detected as the caster monitors the webs. The caster of the ritual will be able to direct both the local patrolling forces and spiders from the woods in order to attack any trespassers. The ritual will break if the caster leaves the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1173&lt;br /&gt;
|name=Winter Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell protects several units from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1213&lt;br /&gt;
|name=Aura of Splendor&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 36028797018963968&lt;br /&gt;
|description=Several soldiers are wreathed in fiery splendor. Attackers are awestruck and only brave soldiers will attempt to attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1204&lt;br /&gt;
|name=Dome of Arcane Warding&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 64&lt;br /&gt;
|description=An astral dome is created over the entire province that the mage is located in. The dome will protect the province from many spells that originate from outside the warded province. The more magic gems put into the spell, the longer it will last. If the mage dies, the dome dissolves instantly. The dome has a 50 percent chance of stopping each spell that tries to pass through it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1214&lt;br /&gt;
|name=Dome of Misdirection&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 67&lt;br /&gt;
|description=The entire province the mage is in is protected by a dome of glamour and illusions. The dome will fool enemy mages and protect the warded province from spells that originate outside the dome and make them target a neighboring province instead. The more magic gems put into the spell, the longer it will last.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1193&lt;br /&gt;
|name=Dome of Solid Air&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 61&lt;br /&gt;
|description=A dome made out of air is created over the entire province the mage is in. The dome will protect the province from many spells that originate outside the warded province. While undisturbed, the spell will last indefinitely, but if a spell passes through the dome, or if the mage who cast the dome dies, it will shatter instantly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1198&lt;br /&gt;
|name=Earthquake Warriors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2251799813685248&lt;br /&gt;
|description=The weapons of a large group of soldiers are enchanted with the power of the earth, making them stun those hit. This enchantment does not work on pierce or missile weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=614&lt;br /&gt;
|name=Enliven Marble Oracle&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1499&lt;br /&gt;
|description=Everything left by the Ancient Ones has become subject to worship by the humans of Agartha. Statues left in the halls underneath the earth are adored and worshiped, enchanted and given magical life by the Golem Crafters. The greatest of these statues are the ones of Ancient Oracles. Some remnant of an Ancient Oracle&#039;s memory gives the Marble Oracle a will and a mind. These telestic animates lumber to and fro in the underground city of Agartha looking for faithless humans. Sometimes they stop and raise their hands in the air in a gesture of worship. Marble Oracles have priestly powers and are sacred. They cannot lead armies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1200&lt;br /&gt;
|name=Enliven Statues&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 474&lt;br /&gt;
|description=Ten or more statues are given false life by this powerful enchantment. Powerful mages can enchant more than fifteen statues with one casting of this spell. The statues are difficult to destroy but will revert to an inanimate state if there are no mages left on the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=395&lt;br /&gt;
|name=Ermorian Legion&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 187&lt;br /&gt;
|description=This spell reanimates an entire legion of dead soldiers from the Old Empire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1188&lt;br /&gt;
|name=Eternal Pyre&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 17&lt;br /&gt;
|description=A huge blazing pyre lights up the landscape. It never burns out and the embers of the pyre will absorb the heat and can be harvested as magical gems imbued with the fiery power of the pyre. The Eternal Pyre causes the temperature to rise to unbearable levels in the province where it is cast. Once the eternal pyre has started burning, it will be impossible to extinguish without the use of magic. Even putting it underwater would only reduce its heat a little.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=871&lt;br /&gt;
|name=Fay-eyed Warriors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 70368744177664&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1210&lt;br /&gt;
|name=Forest Dome&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 66&lt;br /&gt;
|description=Vegetation will grow into a dome that covers the entire province where the spell is cast. The dome will protect the province from many spells that originate outside the warded province. If left undisturbed, the forest dome will last forever. However, if a Fire spell is absorbed by the dome, it may catch fire and be destroyed. If the caster dies, the dome will wither and die.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1211&lt;br /&gt;
|name=Foul Vapors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 45&lt;br /&gt;
|description=Poisonous gas will begin to seep from the ground shortly after this spell is cast. The gas will rise over a large area, covering the entire battlefield, and will continue to seep for the duration of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1196&lt;br /&gt;
|name=Frost Dome&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 62&lt;br /&gt;
|description=A frost dome is created over the entire province where the spell is cast. Any spells cast into this dome will trigger the deadly trap. A powerful frost blast will find its way to the enemy mage and freeze him to death. Every spell cast into the dome has a 30 percent chance of being destroyed by the frost dome. The more magic gems put into the spell, the longer it will last. If the mage who cast the dome dies, it will dissolve instantly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1192&lt;br /&gt;
|name=Greater Farflight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 562949953421312&lt;br /&gt;
|description=The caster enchants the arrows and bolts of all friendly soldiers on the battlefield, making the arrows fly swift and far. Range for all missile weapons are greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1195&lt;br /&gt;
|name=Grip of Winter&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 9&lt;br /&gt;
|description=The entire battlefield is harrowed by enormous cold. This cold quickly renders all units on the battlefield unconscious, after which death is certain. The Grip of Winter is most effective in cold provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1208&lt;br /&gt;
|name=Hail of Serpent Fangs&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1125899906842624&lt;br /&gt;
|description=The mage enchants the arrows of all friendly archers on the battlefield. The arrows become coated in serpent venom. Those wounded by the arrows take additional poison damage. The spell will not affect magical weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1189&lt;br /&gt;
|name=Heat from Hell&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 6&lt;br /&gt;
|description=The entire battlefield is struck by heat worse than that of the hottest of deserts. This heat soon renders all units on the battlefield unconscious, after which death is certain. This spell is most effective in warm provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1202&lt;br /&gt;
|name=Hidden Underneath&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E65&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Terrain-Specific Ritual Summon, value 3&lt;br /&gt;
|description=This spell can only be cast in a cave province. In the beginning of time there was a war among gods, and a previous Pantokrator defeated and imprisoned three mighty gods and their servants in the depths of the earth. The caster locates such a sealed chamber of the under-earth and releases its entombed prisoners. The released ones&#039; souls were imprisoned along with their bodies and could not escape to the underworld when they died. For millennia their spirits have remained trapped in their fossilizing bodies. When they are released they once more follow their former kings and sages to answer the call of the caster. Their Sages are skilled in earth, death and sometimes astral magic. If cast in a province of fortune or magic, a king with more sages is likely to be found.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1201&lt;br /&gt;
|name=Hidden in Sand&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E65&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Terrain-Specific Ritual Summon, value 2&lt;br /&gt;
|description=This spell can only be cast in a wasteland. The caster locates and releases a Dust King and his entombed servants hidden underneath layer upon layer of desert sands. In the beginning of time the first humans lived in scattered tribes. But with the influence of supernatural powers, civilization dawned upon mankind. Small kingdoms formed and order was established. These kingdoms and their rulers emerged and disappeared in quick succession. Driven by fear of being dead and forgotten, the kings built tomb palaces to create resting places where they could live on eternally. But with time came dust. The palaces were covered with sand and their memories forgotten. Inside the tombs the ancient kings and their soldiers still live on. If cast in a province of order a king with more warriors will be released. If cast in a province of fortune or magic, a king with more priests is likely to be found.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1197&lt;br /&gt;
|name=Hidden in Snow&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W65&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Terrain-Specific Ritual Summon, value 1&lt;br /&gt;
|description=This spell can only be cast where there are high mountains nearby. The caster locates and releases a tribe of ancient undead warriors from their glacial prison. A full tribe of Unfrozen is freed. The Unfrozen are led by a chieftain and a mage. If cast in a province of turmoil a warlike tribe with greater amounts of warriors will answer the call. If cast in a province of fortune or magic, a tribe with more mages is likely to answer the call.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=621&lt;br /&gt;
|name=Ktonian Legion&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1439&lt;br /&gt;
|description=The Ktonian Necromancers of Agartha use the dead in many ways. Soulless bodies toil and fight for their masters. Corpses are strengthened with iron parts and armed with short blades. These Iron Corpses are quite robust, but lack the skills of living soldiers. This spell creates a legion of these living Iron Corpses.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1203&lt;br /&gt;
|name=Opposition&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=The caster creates a supernatural force diametrically opposed to a target magical being. If the spell is powerful enough, the magical being will be disenchanted and cease to exist.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1206&lt;br /&gt;
|name=Reanimate Archers&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 535&lt;br /&gt;
|description=The necromancer enchants ten well-prepared corpses and gives them false life. The skeletons are then equipped with magic bows fueled by the power of the Underworld. Arrows fired from these bows will burst into the green flames of banefire. Flesh exposed to banefire will start to fester and decay. Skeletons are undead and will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1209&lt;br /&gt;
|name=Relief&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 84&lt;br /&gt;
|description=This battle enchantment reduces the fatigue of all friendly units on the battlefield. It lasts until the battle ends or the caster is killed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1199&lt;br /&gt;
|name=Riches from Beneath&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 35&lt;br /&gt;
|description=This enchantment transforms mining from something harsh and dangerous to a really uplifting experience. The miners can carve out gold and iron with their knives and the stone is extra soft where the valuable ore veins are as if the mountain is trying to guide them. The enchantment only works within friendly dominion and a higher dominion score will make it more effective. The enchantment gives a major boost to resource production and a minor boost to gold production, both increases depend on the resource value of the province. Also all magic sites that are income yielding mines will have their income up to doubled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1205&lt;br /&gt;
|name=Rigor Mortis&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 4&lt;br /&gt;
|description=The necromancer causes the joints of both friends and enemies to stiffen as their bodies suffer the fate of the newly dead. There is no immediate cure for the spell, but it ends after the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=255&lt;br /&gt;
|name=Sow Dragon Teeth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3119&lt;br /&gt;
|description=The caster sows a handful of dragon teeth and enchants them with powerful spells. Soon Spartoi, sown men, will emerge from the ground fully armed and ready for battle. The sown men are skeletal in appearance, but are not truly undead. They are armed in gleaming armaments and wield magical spears. The Spartoi will dissolve if left without magical leadership or when the battle is over.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1212&lt;br /&gt;
|name=Steal Sight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 4096&lt;br /&gt;
|description=The caster renders an enemy bereft of sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1190&lt;br /&gt;
|name=Vafur Flames&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 73&lt;br /&gt;
|description=This spell recreates the legendary enchantment of Asgård. The fortress is surrounded by a ring wall of enchanted flames. The flames are able to read the intentions of those who approach and will let friends pass safely through. Flying beings that pass over the flames will still be put on fire, but the damage will be less severe than for those walking through.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1194&lt;br /&gt;
|name=Water Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Bless/Buff (Type II), value 32&lt;br /&gt;
|description=Many soldiers become surrounded by strong currents, making them very difficult to hit in combat. The spell can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1191&lt;br /&gt;
|name=Wind Guide&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 256&lt;br /&gt;
|description=Makes all friendly units shoot more accurately and reduces the problem of firing during Storm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1207&lt;br /&gt;
|name=Ziz&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1388&lt;br /&gt;
|description=The Ziz is a dead, rotting Great Eagle given false life by a necromancer. The beast is possessed by a spirit from the Underworld. It is enchanted with Air magic and can fly even during storms and it is surrounded by an icy wind that freezes the flesh of those nearby.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1223&lt;br /&gt;
|name=Antimagic&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=The mage seals the minds of all friendly units against malign spells. The units will receive increased magic resistance for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1463&lt;br /&gt;
|name=Army of Immaculate Mounts&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 536870912&lt;br /&gt;
|description=The caster enchants all friendly animal mounts on the battlefield, giving them increased intelligence and defensive prowess.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1235&lt;br /&gt;
|name=Aura of Bewilderment&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 16777216&lt;br /&gt;
|description=A group of soldiers are enchanted with glamour making their surroundings shift and change. Faces of friends and foes are swapped, images are altered, and colors and sounds shift and change. Attackers will not know friend from foe and will randomly attack anyone in his vicinity.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1233&lt;br /&gt;
|name=Awaken Treelord&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Awaken Treelord, value 11&lt;br /&gt;
|description=The Treelords are ancient living trees that were once vibrant and very powerful. Now they are dormant, becoming slower in mind and body with every passing year. These decaying Treelords can be reawakened by the use of Nature magic. A reawakened Treelord will serve its awakener until it dies. Treelords have very long lifespans.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1227&lt;br /&gt;
|name=Carrion Reanimation&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value -3&lt;br /&gt;
|description=During a dark and stormy night, the unburied dead stir as the necromancer unleashes the vast powers of his art. Up to two hundred unburied bodies in a province controlled by the caster will be reanimated as Soulless.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=444&lt;br /&gt;
|name=Curse of Balor&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=20&lt;br /&gt;
|area=8+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 4096&lt;br /&gt;
|description=The caster strikes his enemies with blindness.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1226&lt;br /&gt;
|name=Disenchantment&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 1&lt;br /&gt;
|description=This ritual is a more powerful Dispel. If cast at sufficient power it will destroy an active global enchantment, but if it fails it will still reduce the power of the targeted enchantment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1216&lt;br /&gt;
|name=Dome of Flaming Death&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 60&lt;br /&gt;
|description=An invisible web of Fire magic is created over the entire province where this spell is cast. Any spells cast into the protected province will trigger the deadly trap. A powerful blast of fire will find its way to the casting mage and burn him and possibly also the laboratory to cinders. The more magic gems put into the spell, the longer the dome lasts. If the mage who cast the dome dies, the dome dissolves instantly. The dome does not stop spells that pass through it, but it may stop the offending mage from ever casting spells again.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1222&lt;br /&gt;
|name=Earth Blood Deep Well&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 48&lt;br /&gt;
|description=A well, deeper than any other, is created. This well does not bring water, but rather blood from the Earth itself. This Earth Blood is then made into magical Earth gems that can be used for magic rituals. The well will work more effectively if it is created in a cave that is already deep down and thus closer to the earth blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1462&lt;br /&gt;
|name=Featherweight Army&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4503599627370496&lt;br /&gt;
|description=All soldiers on the battlefield are granted the ability to float a few inches above the ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1219&lt;br /&gt;
|name=Ghost Ship Armada&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5 D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 43&lt;br /&gt;
|description=This spell will awaken the dead Admiral Torgrin and make him fight for your cause. The Admiral will attack random coastal provinces controlled by your enemies and plunder it. The gold will be returned to the caster of the enchantment and the dead will be used to build up the armada. Once enough people have been killed the Admiral will create a new ghost armada. If the main armada with Admiral Torgrin is defeated no new armadas will be created. Once all armadas are defeated the enchantment will dissipate.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1234&lt;br /&gt;
|name=Gift of Health&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 30&lt;br /&gt;
|description=This gift grants excellent health to all loyal subjects inside the God&#039;s Dominion. The gifted ones receive extra hit points, grow old more slowly and may even heal permanent afflictions. Just like most healing effects, lifeless, undead and spiritform beings are not affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1215&lt;br /&gt;
|name=Hail of Burning Embers&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8388608&lt;br /&gt;
|description=The mage enchants the arrows of all friendly archers on the battlefield. The arrows burst into flame as they are fired, doing considerable damage to their targets. The spell will not affect magical weapons. The fire damage of the arrow is magic and will affect ethereal and invulnerable creatures even if the arrow itself doesn&#039;t.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1239&lt;br /&gt;
|name=Land of the Ever Young&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 141&lt;br /&gt;
|description=With this enchantment in place everyone in the province will grow old much much slower than usual, only aging one year in four winters. It is a very sought after enchantment for old mages who have much magic research left to do, but not enough time to do it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1230&lt;br /&gt;
|name=Leviathan&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1235&lt;br /&gt;
|description=The Leviathan is a dead, rotting Asp Turtle given false life by a necromancer. The beast is possessed by a spirit from the Underworld. It can only be created in the sea, but it can crawl up on dry land.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1228&lt;br /&gt;
|name=Life after Death&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D4&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2097152&lt;br /&gt;
|description=This spell gives all friendly units a second chance to fight after dying in the battle. An affected unit that is killed will rise again as an undead being and continue to fight. As soon as the battle ends they will collapse and return to the realm of the dead where they belong. Pretenders, undead, spiritform and inanimate beings are not affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1221&lt;br /&gt;
|name=Lion Sentinels&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 105&lt;br /&gt;
|description=The caster sculpts eleven statues of lions and enchants them with powerful magic. Ten of them are placed outside the castle walls and the eleventh on the courtyard. Order and prosperity flowers as the lions sentinels protect the inhabitants and guard them from harm. Should the castle be attacked the lions will come to life and attack the besieging army. The lions are magical beings and require magical leadership. Should the lion in the courtyard be destroyed the lions will crumble, unless a mage can take command over the remaining lions.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1217&lt;br /&gt;
|name=Mass Flight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 131072&lt;br /&gt;
|description=The caster grants a large number of soldiers the ability to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1231&lt;br /&gt;
|name=Mass Regeneration&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=Gives regenerative powers to a large group of units. Does not work on inanimate targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1237&lt;br /&gt;
|name=Nightmare Masks&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 16&lt;br /&gt;
|description=A few soldiers are wreathed in terror and their faces becomes horrible to behold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1229&lt;br /&gt;
|name=Ritual of Rebirth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual of Rebirth, value 398&lt;br /&gt;
|description=The caster of this spell revives a previously slain hero via the ancient Ritual of Rebirth. The ritual mummifies the dead hero before bringing him or her back to life. Only great heroes from the Hall of Fame can be resurrected by this ritual. The ritual can be performed multiple times on a single hero, should he have died again, as long as remains in the Hall of Fame. Inanimate, undead (except mummies) and spiritform beings are not affected by this spell&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1232&lt;br /&gt;
|name=Serpent&#039;s Blessing&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16777216&lt;br /&gt;
|description=This spell makes all friendly units on the battlefield resistant to natural poisons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1224&lt;br /&gt;
|name=Solar Brilliance&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 21&lt;br /&gt;
|description=The sun starts to shine with a brilliance that destroys the retinas of all soldiers on the battlefield and burns all undead and demonic units to cinders.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1220&lt;br /&gt;
|name=Steel Slice Warriors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 524288&lt;br /&gt;
|description=A large number of friendly units are gifted with weapons so sharp that they can cut through armor and flesh with equal ease. This enchantment does not work on blunt or missile weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1225&lt;br /&gt;
|name=Stellar Focus&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 54&lt;br /&gt;
|description=This spell focuses the light of the night sky into a crystal sphere, depriving the entire world of some of its splendor. The entire world is drained of arcana while magic flows freely in the province where the ritual was cast. The light of the sphere can be distilled into pearls of arcane power.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1218&lt;br /&gt;
|name=Thetis&#039; Blessing&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 59&lt;br /&gt;
|description=Allows all troops in the world to enter the sea and breathe under water. Fighting below the surface will still be a little awkward for those not used to it, but at least it will be doable.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1236&lt;br /&gt;
|name=Veil of Perpetual Mists&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 114&lt;br /&gt;
|description=The caster shrouds an entire province in mists alive with whispers, screams and harrowing shapes. Anyone trying to enter the province without the consent of the caster will find themselves led astray and leave the province from whence they came. Troops with strong morale will follow their commander, but if he is weak of mind and succumbs to the enchantment they will follow him when he leaves the province. The more magic gems put into the spell, the longer it will last.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1238&lt;br /&gt;
|name=Warriors of the Dawn&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=20&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 36028797018963968&lt;br /&gt;
|description=A large group of soldiers are wreathed in fiery splendor. Attackers are awestruck and only brave soldiers will attempt to attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1249&lt;br /&gt;
|name=Army Regeneration&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=Gives regenerative powers to all friendly units on the battlefield. Does not work on inanimate targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1073&lt;br /&gt;
|name=Dragon Master&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1073741824&lt;br /&gt;
|description=The caster claims lordship over all serpentkin. Every time the caster summons a Drake, Wyvern or Sea Serpent, two additional beasts will heed the call.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1251&lt;br /&gt;
|name=Fata Morgana&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 53&lt;br /&gt;
|description=Under the fata morgana life seems much easier and everyone is happy. Phantasmal Warriors will assist the local defence in defending the province against invaders.  If the entire province should not be hidden from the enemy, enemy scouts will still be tricked by the illusions and likely give incorrect reports about armies present. All provinces in friendly dominion will be affected by the fata morgana.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1246&lt;br /&gt;
|name=Fields of the Dead&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5 E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 96&lt;br /&gt;
|description=The necromancer releases the powers of the underworld and reanimates bodies and bones across the entire battlefield. Ever more walking dead will emerge from the ground. Recently killed soldiers might reawaken and do battle against their former friends.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1240&lt;br /&gt;
|name=Fire Fend&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell partially protects the entire army from fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1241&lt;br /&gt;
|name=Frost Fend&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell protects the entire army from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=604&lt;br /&gt;
|name=Hall of Statues&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1496&lt;br /&gt;
|description=Some halls underneath the earth contain entire rows of the sacred status of the pale ones from before. With this ritual a large group of statues are given life. The amount of statues brought to life are highly dependent on the skill of mage performing the ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1250&lt;br /&gt;
|name=Haunted Forest&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 55&lt;br /&gt;
|description=Vines will merge with anyone killed in the God&#039;s Dominion, creating an undead Manikin. The Manikin will fight any enemies of the God for a short while before it is totally dissolved by the vines. Undead or inanimate beings are not affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1252&lt;br /&gt;
|name=Mists of Deception&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 72&lt;br /&gt;
|description=This powerful enchantment creates a magic mist on the battlefield. From this mist, illusory soldiers and beings will emerge to battle nearby enemies. More illusions will appear if the caster is very powerful. Just like a normal mist it will also limit sight and the dissipation of cloud effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1242&lt;br /&gt;
|name=Soaring Army&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 131072&lt;br /&gt;
|description=The caster grants all friendly soldiers on the battlefield the ability to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=517&lt;br /&gt;
|name=Theft of the Sun&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D6 F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 101&lt;br /&gt;
|description=Since the disappearance of the Sun, the Zotz have longed for the warmth and reputed splendor of the celestial entity. With this spell the sorcerer lures the Sun from its heavenly abode to once more travel through Xibalba during the night. But the intent is a malicious one, for once the Sun has entered the labyrinthine caverns of Xibalba it is led astray and trapped in the Cavern of the Sun, giving its splendor to the Sun Guides and its fiery magic to the Ah K&#039;in. With only the moon and the stars lighting the sky, the world is plunged into darkness.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1243&lt;br /&gt;
|name=Thunder Fend&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell protects the entire army from damage and stun effects caused by lightning and thunder.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1248&lt;br /&gt;
|name=Unraveling&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S6&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S6&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 256&lt;br /&gt;
|description=The caster unravels the enchantments that bind magic beings together. All magic beings on the battlefield, including your own, start to fall apart and dissolve. Mages may lose their minds and spell casting abilities.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1247&lt;br /&gt;
|name=Void Pattern Labyrinth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4 B3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 69&lt;br /&gt;
|description=A void pattern dome is created over the province that the mage is located in.  This pattern is invisible to human perception, but horrors will see the strange pattern and get confused and led astray when trying to pass.  The dome will protect the province from any horrors trying to attack from the outside, including against those drawn to horror marks.  The more magic gems put into the spell, the longer it will last.  If the mage dies, the void pattern labyrinth dissolves instantly.  The chance of warding off a Doom Horror is lower than for normal horrors.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1244&lt;br /&gt;
|name=Wrath of the Sea&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 18&lt;br /&gt;
|description=The sea will rise and flood all coastal provinces within just a few months. Provinces that are struck by the flood will have their income and population growth reduced. Once the enchantment is gone the flooded provinces will slowly start to return to normal.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1256&lt;br /&gt;
|name=Arcane Nexus&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S150&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 19&lt;br /&gt;
|description=This mighty enchantment absorbs magical energies worldwide to replenish the caster&#039;s magical resources. Half of all magic gems used to cast spells and to create magic items will be absorbed into the Arcane Nexus and converted into astral pearls at a two to one ratio. The purity of Astral and Blood magic makes it impossible for the Nexus to absorb any magic when these types of spells are cast, but all other types of magic will have some of their power absorbed by the Nexus. Even when no spells are cast or no items are forged, the Nexus will absorb some ambient magic energy from the world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1257&lt;br /&gt;
|name=Army of the Dead&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value -2&lt;br /&gt;
|description=Animates an entire army of skeletal Longdead Warriors in a distant province. Up to one hundred and fifty Soulless will join the attack if there are unburied bodies present. The undead summoned will be subservient to the necromancer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1254&lt;br /&gt;
|name=Demon Cleansing&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 83&lt;br /&gt;
|description=This spell is the bane of demons. When this enchantment is active, all demons will take double damage from all attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1255&lt;br /&gt;
|name=Dome of Seven Seals&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4 E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S14&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 132&lt;br /&gt;
|description=A magic dome is created over the entire province. The dome offers perfect protection against hostile magic targeted at the province, while allowing friendly mages to temporarily deactivate the seals and have their spells pass through. All friendly astral mages will know how to get through the seals safely. Each time a spell is stopped by the dome, one of the seven seals will crack. Once all seals are cracked or the caster dies the dome will dissolve.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1253&lt;br /&gt;
|name=Earth Shatter Army&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2251799813685248&lt;br /&gt;
|description=The weapons of all friendly soldiers are enchanted with the power of the earth, making them stun those hit. This enchantment does not work on pierce or missile weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1258&lt;br /&gt;
|name=Gaia&#039;s Blessing&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5 E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16784384&lt;br /&gt;
|description=This powerful enchantment protects an entire army from the power of the elements. The units become resistant to flames, frost, lightning and poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1259&lt;br /&gt;
|name=Gift of Nature&#039;s Bounty&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 27&lt;br /&gt;
|description=All life in the God&#039;s Dominion is blessed. Grain grows more quickly, the mustard tastes better, the ducks are fatter and all living creatures mate and give birth to young. The income of lands under the God&#039;s Dominion is greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1245&lt;br /&gt;
|name=Lichcraft&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 178&lt;br /&gt;
|description=With knowledge of this ritual, the Death mage has discovered the means to remove his own viscera and place it in a jar, killing himself, only to return as an immortal undead being of great power. By dying and returning from the dead the Lich gains insights and powers in the path of death magic. Furthermore, the body of the Lich becomes almost impossible to harm with mundane weapons. Should the body of the Lich be physically destroyed, a new one is formed from the dust of the dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=251&lt;br /&gt;
|name=Sleep Ray&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=0&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=1&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 1024&lt;br /&gt;
|description=The caster projects a ray that will affect a small number of nearby enemies. Those who fail to resist will instantly fall into an enchanted slumber.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1262&lt;br /&gt;
|name=Blink&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Blink, value 30&lt;br /&gt;
|description=The caster creates an instability in space that transports him to another position on the battlefield. The mount if any will also be blinked away together with the mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=284&lt;br /&gt;
|name=Chorus Master&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 2305843009213693952&lt;br /&gt;
|description=The witches and bards of Man have developed the spell singing techniques of the Tuatha further. Through communal chanting they are able to strengthen the arcane harmonies of their spell songs. Chorus masters decide what spellsongs the chorus will chant. The fatigue that comes from casting spells will be distributed among all chorus members and the chorus master will also be able to cast more powerful spells than she could alone. While in a communal chorus, all spells that only affect the caster will affect all the chorus slaves as well. A chorus with two slaves will grant all masters one extra level in all their paths, four slaves will grant two levels, eight slaves will grant three levels, and so on. Only spell singers can cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=285&lt;br /&gt;
|name=Chorus Slave&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4611686018427387904&lt;br /&gt;
|description=The witches and bards of Man have developed the spell singing techniques of the Tuatha further. Through communal chanting they are able to strengthen the arcane harmonies of their spell songs. Chorus slaves only follow the chant of the Chorus Masters and are inactive during the battle. If a chorus slave loses consciousness they leave the communal chant. Only spell singers can cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1263&lt;br /&gt;
|name=Communion Master&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 144115188075855872&lt;br /&gt;
|description=The mage who has cast this spell can use the magic power of the mages who have cast Communion Slave. The fatigue that comes from casting spells will be distributed among all communion members and the communion master will also be able to cast more powerful spells than he could alone. While in communion, all spells that only affect the caster will also affect all the communion slaves. A communion with two communion slaves will grant all masters one extra level in all their paths, four slaves will grant two levels, eight slaves will grant three levels, and so on. Casting spells while in a communion is complicated however and the casting time for all spells is increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1264&lt;br /&gt;
|name=Communion Slave&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 288230376151711744&lt;br /&gt;
|description=The caster opens his mind to allow other mages to guide his magic power. Mages who want to take advantage of the communion must cast the spell Communion Master (or carry an appropriate magic item). Being a communion slave can be dangerous if there are multiple communion masters or if the master is more skilled than the slave. The communion master can continue to drain energy from the communion slaves even if they become unconscious. This can be fatal.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1272&lt;br /&gt;
|name=Curse&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:30&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 2&lt;br /&gt;
|description=The mage curses the target with bad luck. The spell has long range and always hits the chosen target. There is no protection against being cursed and it can never be removed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1267&lt;br /&gt;
|name=Decay&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 256&lt;br /&gt;
|description=This spell makes the victim age, wither and die at an incredibly fast rate. Victims with high magic resistance and many years left to live might be able to survive the effects of this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1260&lt;br /&gt;
|name=Desiccation&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Set Effect Value (1) if lower, value 250&lt;br /&gt;
|description=This spell will affect a small number of targets with severe dehydration. The dehydrated targets will become more and more exhausted and may eventually lose consciousness. The duration of the dehydration depends on the magic resistance of the targets. Undead beings and constructs are not affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1266&lt;br /&gt;
|name=Dust to Dust&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2020&lt;br /&gt;
|description=The mage destroys undead beings by unraveling the magic that holds them together. The spell affects all undead in a small area. Armor offers no protection from this spell, but magic resistance can reduce the damage somewhat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1261&lt;br /&gt;
|name=Farstrike&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:5&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1015&lt;br /&gt;
|description=The caster opens a rift in space and strikes through it with a fist as hard as steel. The strength of the caster adds to the damage of the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1270&lt;br /&gt;
|name=Fascination&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Stun/Fascinate, value 100&lt;br /&gt;
|description=The caster tries to project images and scents in an enemy&#039;s consciousness. Should it succeed the enemy will be distracted for a short while and hopefully enable someone to strike the enemy down.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1268&lt;br /&gt;
|name=Frighten&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:5&lt;br /&gt;
|range=50&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Fear (Type II), value 5&lt;br /&gt;
|description=The spell fills the targeted unit with fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1265&lt;br /&gt;
|name=Horror Mark&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Add To Effect Value (1), value 261&lt;br /&gt;
|description=The Horror Mark is an astral beacon only perceivable by Horrors. Horrors, powerful astral beings, primarily attack marked people. This spell is the only way to direct Horrors and avoid disaster should one be summoned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1271&lt;br /&gt;
|name=Personal Luck&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The caster merges reality with the Dreamwild, where everything is possible. In dreams, even Fate itself can be tricked. He will have very good chance of escaping blows or magic that would otherwise have killed him.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1269&lt;br /&gt;
|name=Seven Year Fever&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:30&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 1&lt;br /&gt;
|description=The caster curses some targets with a horrible fever that never ends. The victims will not be severely affected during combat, but their wounds will never heal and the victim will slowly die in the following years.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1274&lt;br /&gt;
|name=Battle Fury&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of men with righteous fury. A few soldiers get increased morale and attack skill.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1280&lt;br /&gt;
|name=Beast Fury&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of beasts with fury. A few animals get increased morale and attack skill. If cast on mounted units only the animal mount will be affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1273&lt;br /&gt;
|name=Bonds of Fire&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 65536&lt;br /&gt;
|description=Shackles of fire will trap the victim of this spell. If the victim tries to escape, the shackles become exceedingly hot. Otherwise, the heat stays bearable. A high morale is required to fight the heat and escape. Trying to escape may very well kill a weaker man.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=522&lt;br /&gt;
|name=Break the Fourth Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 2&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell damages the soul of shadow, permanently cursing the target with bad luck. Ethereal beings do not cast shadows and are rarely affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=520&lt;br /&gt;
|name=Break the Second Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 262144&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell damages the soul of bone, making the target permanently limp. Ethereal beings have no bone soul and are rarely affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=521&lt;br /&gt;
|name=Break the Third Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fatigue, value 5015&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell damages the soul of breath making the target fatigued.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1276&lt;br /&gt;
|name=Calm Emotions&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 36028797018963968&lt;br /&gt;
|description=The caster afflicts the target with phlegmatic humors quenching his raging emotions. If cast on a berserker, the target will calm down and eventually lose his berserker rage. If cast on a less aggressive unit, it will simply become a bit less inclined to continue fighting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1279&lt;br /&gt;
|name=Mind Burn&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1010&lt;br /&gt;
|description=The caster tries to overload the mind of the target. If successful, the target experiences overwhelming pain as his mind is damaged. The spell is very accurate and always finds its intended target.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1278&lt;br /&gt;
|name=Returning&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Return Home, value 1&lt;br /&gt;
|description=The caster creates a rift in space that sucks him through, sweeping him back to the home citadel. It is a very fast but dangerous way of teleporting. If the caster is unlucky he might get lost in time and might return later, not at all or completely insane. The spell will not work on other planes or if the home citadel is controlled by the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1277&lt;br /&gt;
|name=Scrying Pool&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 36&lt;br /&gt;
|description=The mage will enchant a pool of water to provide images of a province far away. The more magic gems spent on the scrying pool, the longer it will last. The information gained by scrying is much more accurate than a normal scout can provide.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1281&lt;br /&gt;
|name=Sleep&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=35&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 1024&lt;br /&gt;
|description=The caster makes the target fall into an enchanted slumber.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1275&lt;br /&gt;
|name=Steal Breath&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fatigue, value 5035&lt;br /&gt;
|description=The victim of this spell will have his breath stolen from him. Recovering the breath will require quite an effort and the leave the victim exhausted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1283&lt;br /&gt;
|name=Augury&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search&lt;br /&gt;
|description=The caster pours oil on a pile of soil from a distant province and sets it ablaze. The flickering flames will reveal all hidden sites of fiery power in the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1284&lt;br /&gt;
|name=Carrier Birds&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Transport gems, value 15&lt;br /&gt;
|description=This ritual summons a large flock of birds that will quickly transport the mage&#039;s magic gems to a commander in another province. A maximum of 15 magic gems can be transported and blood slaves are too heavy to be carried at all. The commander who receives the gems cannot belong to another nation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1285&lt;br /&gt;
|name=Carrier Eagle&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Transport heavy item, value 1&lt;br /&gt;
|description=This ritual summons a large eagle that will quickly transport a magic item to a commander in another province. Heavy items cannot be transported by this ritual. The commander who receives the magic item cannot belong to another nation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1293&lt;br /&gt;
|name=Despair&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=30&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Cause Fear (Type II), value 4&lt;br /&gt;
|description=The enemies are overcome with despair and will be more likely to rout when they start taking casualties.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1294&lt;br /&gt;
|name=Geas&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 18014398509481984&lt;br /&gt;
|description=The caster places a geas on an enemy. The target is compelled to attack his friends and will act irrationally. The target may decide to act against the geas, which will then end and permanently curse the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=526&lt;br /&gt;
|name=Gift of the Fourth Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell strengthens the shadow soul of the target, giving him luck in battles. Ethereal beings do not cast shadows and are rarely affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=524&lt;br /&gt;
|name=Gift of the Second Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 137438953472&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell strengthens the bone soul of the target, making him less vulnerable to blunt damage. Ethereal beings have no bone soul and are rarely affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=525&lt;br /&gt;
|name=Gift of the Third Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 68719476736&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell strengthens the soul of breath, making the target shake off exhaustion and fatigue quicker.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1289&lt;br /&gt;
|name=Haruspex&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 6&lt;br /&gt;
|description=The caster opens the bellies of newly slaughtered animals and observes their livers. The state of the livers reveals distant locations of Nature power.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1287&lt;br /&gt;
|name=Iron Will&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=The caster strengthens the minds of some soldiers. Their ability to resist magic is increased for the duration of the battle. This spell cannot be cast on mindless beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1292&lt;br /&gt;
|name=Luck&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The caster merges reality with the Dreamwild, where everything is possible. In dreams, even Fate itself can be tricked. A small group of soldiers are granted unnatural luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=628&lt;br /&gt;
|name=Mind Vessel&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S15&lt;br /&gt;
|range=&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Mind Vessel, value 100&lt;br /&gt;
|description=This ritual puts a part of the Aboleth&#039;s mind in the humanlike vessel that has been bred for this purpose. After the ritual the vessel will have little left of its own mind and the Aboleth part will have to guide it along. After the merging of minds the vessel will be able to use its old magic knowledge as well as the astral knowledge of the Aboleth. The state of the Aboleth is constantly influencing its vessel and should the Aboleth die the vessel will not survive for more than a few days at the most. An Aboleth can not share his mind with more than one vessel at a time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1290&lt;br /&gt;
|name=Panic&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1+2/lvl&lt;br /&gt;
|effect=Cause Fear (Type II), value 1&lt;br /&gt;
|description=This spell will cause panic to spread among the enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1282&lt;br /&gt;
|name=Rage&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 128&lt;br /&gt;
|description=The spell fills the heart of a man with furious anger. The raging unit will attack anything nearby, even friends.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=257&lt;br /&gt;
|name=Rhapsody of Life&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=10+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Heal, value 1009&lt;br /&gt;
|description=The Rhapsodies are mystical spellsongs and elegies associated with the cycles of life and death. The Rhapsody of Life reinvigorates and heals a living being.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=259&lt;br /&gt;
|name=Rhapsody of the Dead&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=10+5/lvl&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Damage, value 1003&lt;br /&gt;
|description=The Rhapsodies are mystical spellsongs and elegies associated with the cycles of life and death. The Rhapsody of the Dead pushes a dead soul towards rebirth in a new body. Undead beings with a soul are wounded by the song and are compelled to flee the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1286&lt;br /&gt;
|name=Sailors&#039; Death&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 3005&lt;br /&gt;
|description=The lungs of a small number of targets are filled with water. Any target that cannot breathe water will take severe damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=278&lt;br /&gt;
|name=Taurobolium&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Set Effect Value (12) if lower, value 651&lt;br /&gt;
|description=The Heliodromus performs a ritual slaying of a sacred bull. The Heliodromus takes his place in a trench underneath a plate of copper pierced with holes. The sacred bull is slain by the participants and its blood pour down upon the Heliodromus. Baptized in blood the Heliodromus is purified and endowed with the power of the Solar Bull. For one year the reborn Heliodromus is worshiped by his fellows as an incarnate God. The Heliodromus receives increased magical understanding and false prophet status. There can only be one elevated Heliodromus.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1288&lt;br /&gt;
|name=Teleport Gems&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Transport gems, value 10&lt;br /&gt;
|description=This ritual can be used by an astral mage to teleport all his magic gems to a commander in a province far away. A maximum of 10 magic gems can be transported and blood slaves are not affected by this ritual. The commander who receives the gems cannot belong to another nation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1291&lt;br /&gt;
|name=Whispers of the Wild&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 36&lt;br /&gt;
|description=The caster taps into the minds and perceptions of the animals of a distant forest province to gain insight into what transpires in the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1302&lt;br /&gt;
|name=Astral Window&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 36&lt;br /&gt;
|description=The caster opens an arcane rift through which he can observe distant lands. The rift closes after a while, but the duration can be prolonged if extra magic gems are used in the casting. Each casting of this ritual allows the mage to scry on one province. The information gained by this spell is much more accurate than a normal scout can provide.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1297&lt;br /&gt;
|name=Auspex&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 1&lt;br /&gt;
|description=The caster listens to the winds and observes the flight of birds. The winds will carry legends of magical places and ancient storms. If the winds are correctly interpreted, the caster gains knowledge of sites of Air power in a distant province. This spell cannot be cast at an enemy province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1310&lt;br /&gt;
|name=Cure Disease&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cure Affliction on Others, value 1&lt;br /&gt;
|description=This ritual cures a unit from disease, an affliction that otherwise is certain to result in a quick and early death. The target unit must be in the same province as the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1298&lt;br /&gt;
|name=Curse of the Desert&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:30&lt;br /&gt;
|range=30&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Set Effect Value (1) if lower, value 250&lt;br /&gt;
|description=This spell will affect several targets with severe dehydration. The dehydrated targets will become more and more exhausted and may eventually lose consciousness. The duration of the dehydration depends on the magic resistance of the targets. Undead beings and constructs are not affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1306&lt;br /&gt;
|name=Ferocity&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of beasts with fury. A group of animals get increased morale and attack skill. If cast on mounted units only the animal mounts will be affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1296&lt;br /&gt;
|name=Furious Warriors&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of men with righteous fury. Several soldiers get increased morale and attack skill.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1299&lt;br /&gt;
|name=Gnome Lore&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 3&lt;br /&gt;
|description=The caster bestows the knowledge of the gnomes upon himself and uses it to find places of Earth power. The spell will find all magic Earth sites in a friendly province of the caster&#039;s choice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1312&lt;br /&gt;
|name=Mind Blank&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 140737488355328&lt;br /&gt;
|description=The caster of this spell will shroud his mind with arcane energies. The next time he is targeted by a mind affecting spell the Mind Blank will disappear and most likely also negate the mind affecting effect. The Mind Blank can also help resist being targeted by Magic Duel.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=490&lt;br /&gt;
|name=Mirror Walk&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Teleport, value 1&lt;br /&gt;
|description=With the help of two large flawless and perfectly aligned mirrors, the mirror mage can step into one mirror and then exit through the other regardless of the distance between. The mirror mages make sure that all laboratories are setup with this perfect mirror in order to make it possible for the mages to easily travel between the labs. The mirror walk ritual takes some time to perform, but it consumes very few magic resources.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=610&lt;br /&gt;
|name=Mirror of Earth&#039;s Memories&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 5760&lt;br /&gt;
|description=An Agarthan Oracle ventures down to the Womb of the Earth and gazes into the reflections of the First Pool to gain knowledge of subterranean sources of magic. The spell reveals all magic sites of earth, fire, water and death in a distant cave province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1300&lt;br /&gt;
|name=Paralyze&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Paralyze, value 9042&lt;br /&gt;
|description=The caster overloads the target&#039;s mind and effectively paralyzes the target for a very long time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1295&lt;br /&gt;
|name=Prison of Fire&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:30&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 65536&lt;br /&gt;
|description=Shackles of fire will trap a group of enemies. If the victims tries to escape, the shackles become exceedingly hot. Otherwise, the heat stays bearable. A high morale is required to fight the heat and escape. Trying to escape may very well kill a weaker man.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1308&lt;br /&gt;
|name=Rage of the Cornered Rat&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 256&lt;br /&gt;
|description=A group of animals are provoked into a berserker rage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1311&lt;br /&gt;
|name=Slumber&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=35&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 1024&lt;br /&gt;
|description=The caster makes several targets fall into an enchanted slumber.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1303&lt;br /&gt;
|name=Teleport&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Teleport, value 1&lt;br /&gt;
|description=With this spell, the mage can transport himself to almost any province in the world, only those very very far away are out of range for this ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1301&lt;br /&gt;
|name=Telestic Animation&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 473&lt;br /&gt;
|description=The mage crafts a statue and places a golden plate inscribed with divine names within its head. The statue is thus animated by divine power and will speak the will of the Pretender God. The statue is imbued with great priestly powers, but is immobile.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1305&lt;br /&gt;
|name=Terror&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=Cause Fear (Type I), value 3&lt;br /&gt;
|description=A connection is created between living soldiers and the dead harrowed in the Netherworld. The targets are overwhelmed by fear and despair. Friendly troops are not exempt from the effect, should they stand in the way.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1307&lt;br /&gt;
|name=Touch of Madness&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:30&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 256&lt;br /&gt;
|description=A small group of soldiers are forced to go berserk. Berserkers never rout, get increased fighting skills, but do not care much for their own safety.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1304&lt;br /&gt;
|name=Vengeance of the Dead&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Vengeance of the Dead, value 999&lt;br /&gt;
|description=The mage will contact the dead souls of all the people or creatures that the target has slain. These dead souls will then be guided to the dreams of the target, where they can attack him in a horrible nightmare. The mage will ensure that the target is pulled strongly into the nightmare, so that he stays dead if the dead souls are successful in killing him. This spell does not work on mindless beings or those who never sleep and the target must have slain units in combat for the spell to work. One province is chosen for the spell and the greatest butcher of all enemy commanders in that province will be targeted for the nightmare.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1313&lt;br /&gt;
|name=Visions of Death&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 5010&lt;br /&gt;
|description=The target of this spell will see a vision of himself dying a violent death. This lifelike vision will feel real enough to instantly kill lesser men.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1309&lt;br /&gt;
|name=Wildness&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 17179869184&lt;br /&gt;
|description=Animals in the enemy army become wild, unpredictable and difficult to control.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=550&lt;br /&gt;
|name=Awaken Jinn Block&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3389&lt;br /&gt;
|description=The Karib awakens the Jinn inhabiting a stone idol. The Jinn Block has limited powers and is immobile, but will defend its lands from intruders. The Jinn Block is sacred to the Nabaean desert tribes and has some priestly powers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1324&lt;br /&gt;
|name=Charm Animal&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=An animal is charmed by the mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1328&lt;br /&gt;
|name=Confusion&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 17179869184&lt;br /&gt;
|description=The spell will confuse the minds of a group of soldiers for the remainder of the battle. The confused units can easily attack friends instead of enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1323&lt;br /&gt;
|name=Control the Dead&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster takes control over some undead beings. Powerful undead will be able to resist the necromancer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1319&lt;br /&gt;
|name=Earth Sense&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 121&lt;br /&gt;
|description=The caster attunes himself with the earth itself to sense who treads upon it. Enemies trying to sneak around in the province will be detected and traced, even if invisible. The spell is broken if the caster leaves the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=629&lt;br /&gt;
|name=Enslave Sea Trolls&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1529&lt;br /&gt;
|description=An Aboleth Mind Lord extends his mind to locate and attract a group of Sea Troll Warriors. The trolls leave their king in the belief that they will gain fame and glory. When they arrive at the domains of the Aboleths the Mind Lord invades their minds and binds them into permanent servitude. Slave trolls were once guardians at their Sea King&#039;s court and come equipped with armaments of shells and corals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1327&lt;br /&gt;
|name=Gift of Reason&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Gift of Reason, value 1&lt;br /&gt;
|description=This gift grants commander status and a sharp intellect to any one being. The target unit must be in the same province as the caster. Mindless units cannot be affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1314&lt;br /&gt;
|name=Gift of the Furies&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of men with righteous fury. A large group of soldiers get increased morale and attack skill.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1329&lt;br /&gt;
|name=Group Luck&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The caster merges reality with the Dreamwild, where everything is possible. In dreams, even Fate itself can be tricked. Several soldiers are granted unnatural luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1322&lt;br /&gt;
|name=Leeching Darkness&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cloud, value 134217728&lt;br /&gt;
|description=A deadly cloud of darkness will form upon the battlefield. Anyone standing in the cloud will be wounded and permanently weakened. The cloud will remain on the battlefield for some time before dissolving.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1325&lt;br /&gt;
|name=Pack Ferocity&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of beasts with fury. A large group of animals get increased morale and attack skill. If cast on mounted units only the animal mounts will be affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1315&lt;br /&gt;
|name=Pyre of Catharsis&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cure Affliction on Self, value 1&lt;br /&gt;
|description=Catharsis was once the spirit of the Purifying Flames. He would cleanse bodily sicknesses of those who exposed themselves to his flames. Since his corruption by the Daevas and the wicked Mainyus he no longer controls the Purifying Flames and any powerful fire mage can wield his flames. With this ritual the caster sets himself ablaze on a pyre of Purifying Flames. The flames burns away any diseases he carries, but the caster is likely to suffer terribly from the flames unless properly protected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1317&lt;br /&gt;
|name=Raging Hearts&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 2&lt;br /&gt;
|description=Fury will start to grow in the hearts of all people in an entire province. Those affected will soon start to plunder and kill their fellow citizens. A mage can target any province of his choice and those affected will not know who has cast this spell on them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=494&lt;br /&gt;
|name=Seith Curse&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Curse, value 2&lt;br /&gt;
|description=Seith is an ancient form of sorcery, reputedly invented by Angerboda. It has been practiced by females of the nation through the ages. Gygjor, vaetti hags and human Seithkonur all have some knowledge of the Seith, but it is the Seithkonur of Utgård that have mastered the art. Seith can be used to spell doom upon a distant target. When cast, a single enemy commander in a faraway province is cursed for the rest of his life. However, the price is high, and the Fates will keep the balance. Someone close to the caster will also suffer a curse.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1318&lt;br /&gt;
|name=Serenity&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 36028797018963968&lt;br /&gt;
|description=The caster afflicts the targets with phlegmatic humors quenching their raging emotions. The targets calm down and lose their berserker rage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1321&lt;br /&gt;
|name=Soul Slay&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=The caster attempts to rip the target&#039;s mind from his body. If successful, the spell will slay the target. Immortal beings killed by this spell will stay dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1320&lt;br /&gt;
|name=Teleport Item&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Transport heavy item, value 1&lt;br /&gt;
|description=This ritual can be used by an astral mage to teleport a single magic item to a commander in a province far away. Heavy items cannot be transported by this ritual. The commander who receives the magic item cannot belong to another nation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=456&lt;br /&gt;
|name=Tempering the Will&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=The forces of Ulm have their strength of mind enhanced by magic. Soldiers and beings with high magic resistance are rarely affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1326&lt;br /&gt;
|name=The Ravenous Swarm&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 92&lt;br /&gt;
|description=This spell is sometimes used by nature mages to combat the undead. It is part of the natural order that the living finds sustenance from the dead, and with this spell the nature mage utilizes that and imbues a swarm of bugs with frenzied power and appetite to devour the walking dead. The swarm will consume the undead one after each other until the battle ends. Should the swarm fail to locate the dead it will start to eat the living instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1343&lt;br /&gt;
|name=Beckoning&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Beckoning, value 999&lt;br /&gt;
|description=The caster awakens the forces of the wild, which call out to lure the unwary. Those who fall prey vanish into the woodlands, never to be seen again. The Beckoning will only work in forests and forest beings are immune to the call. Those who are strong of mind or duty will resist the call.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=573&lt;br /&gt;
|name=Celestial Music&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 262144&lt;br /&gt;
|description=The caster begins playing the music of the Celestial Spheres. All celestial dancers (Apsaras, Gandharvas and Yakshas) become enthralled by the divine music and perform a celestial battle dance that gives them quickness.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1330&lt;br /&gt;
|name=Choleria&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 134&lt;br /&gt;
|description=The caster affects a friendly province with the humor of fire, choleria. The populace becomes energetic and productive, but also easy to anger. Production and income are increased, but quarrels are common and unrest will gradually increase.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=538&lt;br /&gt;
|name=Deceive the Decree of the Lost&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B45&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3879&lt;br /&gt;
|description=In Magnificent Ind there was a wasteland inhabited by six-fingered giants with skin as pale as death. In ancient times these giants were immensely large and powerful enough to threaten the gods themselves. They were bound to their land by a divine decree, lest they overtake the world. After the fall of Ind the Sage-Queens of Feminie have found the means to circumvent the ancient decree and unleash the Giants upon the world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=630&lt;br /&gt;
|name=Dreams of R&#039;lyeh&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Dreams of R&#039;lyeh, value 2052&lt;br /&gt;
|description=This spell can target the dreams of an enemy commander anywhere in the world. It will pull his dream through the Void Gate in R&#039;lyeh and into the other world. Here the caster will manifest himself in the dream and kill the bewildered target. The spell does not work on mindless beings or those who never sleep.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=292&lt;br /&gt;
|name=End of Culture&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F60&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 106&lt;br /&gt;
|description=This is the End of Culture for the entire world as chaos will increase worldwide. Spawn rate of Oni, both from temples under friendly dominion and from Oni generals will be greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1334&lt;br /&gt;
|name=Enslave Mind&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster enslaves the body and mind of one target. The victim loses his will, along with his ability to command and cast magic. All the Pretender Gods are immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1345&lt;br /&gt;
|name=Forgotten Palace&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 111&lt;br /&gt;
|description=The caster casts a spell on a fortress in a nearby province and makes it disappear from everyone&#039;s memories. People are able to see and interact with the fortification, but once they leave they will forget about it. Scouts will forget to report about the palace and neighboring provinces will not know about it. Mages who scry upon the province will be able to see the fortification however. The spell is broken if the fortification is besieged. The ritual can also be used to hide the construction of the fortification.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1339&lt;br /&gt;
|name=Foul Air&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D75&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 10&lt;br /&gt;
|description=The air will become polluted by a deadly disease when this enchantment is cast. Anyone who is wounded will instantly become diseased due to the foul air. This enchantment affects all land provinces in the entire world and will last until dispelled or the caster dies. Unrest will increase worldwide while the enchantment is active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1336&lt;br /&gt;
|name=Gateway&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Astral Travel, value 1&lt;br /&gt;
|description=The caster creates a rift in the fabric of space, allowing him to step through with all troops under his command and enter a distant laboratory that has been prepared for the gateway. The gateway can only lead to a lab controlled by the same nation, and it closes as soon as the troops have passed through.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1340&lt;br /&gt;
|name=Growing Fury&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 13&lt;br /&gt;
|description=A growing fury will affect all friendly units on the battlefield. They will find themselves becoming more and more ferocious and will go berserk at the slightest provocation, even if they are not usually able to do so.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1335&lt;br /&gt;
|name=Imprint Souls&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Imprint Souls, value 2052&lt;br /&gt;
|description=The people of a small village in a remote province will have their minds gradually broken down. When they are entirely lobotomized, their minds will be imprinted with religious zeal towards the rightful Pretender God. When the conversion is complete, they will attack the province in an attempt to conquer it and serve their God to the best of their abilities. This is a very dangerous process, many people die and most of the survivors are not fully restored with the proper religious zeal. A skillful mage and extra penetration skill from magic items will help in successful conversion of the villagers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1338&lt;br /&gt;
|name=Leprosy&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Leprosy, value 1&lt;br /&gt;
|description=The mage conjures forth a wasting disease upon an enemy army in a distant province. Diseased targets will never regain any lost hit points and will take damage every season they are alive. Undead, demons and inanimate beings are not affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1333&lt;br /&gt;
|name=Melancholia&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Single Turn, value 137&lt;br /&gt;
|description=The caster curses a province with the humor of earth, melancholia. The populace becomes depressed, cynical and listless. Peasants don&#039;t care about harvesting and let their livestock wander. Craftsmen only work when they feel like it and soldiers tend to desert unless whipped into obedience. Even the temples are left untended. The Dominion of the local god will decrease.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1341&lt;br /&gt;
|name=Mirror Mind&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 140737488355328&lt;br /&gt;
|description=The caster of this spell will shroud the minds of a few soldiers with arcane energies. The next mind affecting spell against a shrouded one is almost certain to fail.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=461&lt;br /&gt;
|name=Parting of the Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:40&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Paralyze, value 5010&lt;br /&gt;
|description=Since the pollution of the Cleansing Flame, funerary pyres are strictly forbidden in Caelum. Instead, dead bodies are placed in roofless Towers of Silence where birds of prey tear the impure flesh from the bones of the dead. When the bones are bare, the soul is free to meet with its Daena, the manifestation of the inner self. This spell mimics the migration of the soul after death. First the soul is ripped from the body, rendering the body unable to move. Then birds of prey descend from the skies to feast on the flesh of the soulrent body. Since the body is not yet dead, the soul will return to its body unless the birds have killed it while the soul was gone. Birds of prey will attack the target, regardless of the success of the soulrending.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1332&lt;br /&gt;
|name=Phlegmatia&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Single Turn, value 136&lt;br /&gt;
|description=The caster curses a province with the humor of water, phlegmatia. The population becomes passive, quiet and unproductive. Work as well as religious duties are ignored and soldiers in the province are likely to desert.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1344&lt;br /&gt;
|name=Sandman&#039;s Blessing&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Cause Affliction, value 1024&lt;br /&gt;
|description=A large number of soldiers are touched by the Sandman and will fall asleep. Those strong of mind can resist the effect. The Sandman is indiscriminate and the spells targets friend and foe in a large area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1331&lt;br /&gt;
|name=Sanguinia&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 135&lt;br /&gt;
|description=The caster affects a friendly province with the humor of air, sanguinia. Sanguine people are enthusiastic, social and active. The province will become a place of merriment, festivities and good spirits. Unrest will continuously decrease in the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1342&lt;br /&gt;
|name=Unending Nightmare&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=35&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 17179870208&lt;br /&gt;
|description=The target falls asleep in a fitful slumber haunted by nightmares. If the targets wakes up the nightmares remain and he is unable to tell friend from foe for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1337&lt;br /&gt;
|name=Wither Bones&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:50&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 2010&lt;br /&gt;
|description=This spell is the nightmare of necromancers. The spell destroys undead beings by unraveling the magic that holds them together. The spell affects all undead in a large area. Armor offer no protection from this spell, but magic resistance can reduce the damage somewhat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1352&lt;br /&gt;
|name=Burden of Time&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 29&lt;br /&gt;
|description=This evil enchantment will make everyone in the world age at a highly accelerated rate. Unrest will increase in the entire world and soldiers will soon become crippled and useless. While this enchantment is active, the world will become more and more desolate until everyone dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=470&lt;br /&gt;
|name=Call of the Drugvant&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 15&lt;br /&gt;
|description=The Drugvant are the People of the Lie, those under the influence of evil intentions. With this ritual the caster lets loose the will of the Destructive Spirit upon a remote land. Falsehood, wickedness and violence will spread in the province and in its wake Daevas will come. Unrest is greatly increased and the province is attacked by bandits and a host of Daevas.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1354&lt;br /&gt;
|name=Charm&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:30&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The victim of a Charm spell will become totally loyal to the caster of the spell. A charmed commander will retain all his special skills and magic items and use them for the benefit of his new master. All Pretender Gods are immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1347&lt;br /&gt;
|name=Dark Skies&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 32&lt;br /&gt;
|description=Black clouds billow forth and cover the lands of your Dominion. All enemies under your Dominion will perceive the heavens as dark and oppressing. The stronger the Dominion is, the more fearful the skies. The dark skies severely lower the morale of those affected. The darkness also gives slightly lowered attack and defense skills to units without darkvision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1349&lt;br /&gt;
|name=Divine Name&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Gift of Reason, value 1&lt;br /&gt;
|description=The caster inscribes a divine name on a piece of paper and places it in the head of a mindless being. The being is gifted with an artificial mind and commanding abilities. The caster can also inscribe the name on the forehead of a willing target, increasing his mental faculties and making him a commander.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1353&lt;br /&gt;
|name=Fury of the Wild&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of beasts with fury. All animals on the battlefield get increased morale and attack skill. If cast on mounted units only the animal mount will be affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1356&lt;br /&gt;
|name=Gates of Horn and Ivory&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 116&lt;br /&gt;
|description=The caster erects two gates into the Dreamwild. Through the first comes fulfillment and true dreams that tell of the future, from the other comes dreams of deception or despair. Rituals cast at the Gates of Horn and Ivory will have their reach extended greatly. Also a huge amount of Glamour gems can be harvested from the gates each month.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=264&lt;br /&gt;
|name=Gigantomachia&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4 F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E60&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 107&lt;br /&gt;
|description=The war upon the gods is declared. Trembling and cowering in fear, false gods sense the rattling of spears forged for the armies of the giants. The will of false pretenders withdraw from the might of the giants who gather in ever greater numbers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1355&lt;br /&gt;
|name=Mass Confusion&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:10&lt;br /&gt;
|range=30&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 17179869184&lt;br /&gt;
|description=The spell will confuse the minds of a large group of soldiers for the remainder of the battle. The confused units can easily attack friends instead of enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1351&lt;br /&gt;
|name=Plague&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 8&lt;br /&gt;
|description=With this spell, the mage will bring a magic plague on some victims. The magic plague kills and spreads at an enormous rate. It does not take long to catch the disease from an infected friend, nor does it take long to die once you are infected. Undead beings and demons are not affected by this magic plague.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1346&lt;br /&gt;
|name=Purgatory&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 26&lt;br /&gt;
|description=Holy fire will strike undead enemy creatures in the God&#039;s Dominion. The more powerful the Dominion, the more undead will be killed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1348&lt;br /&gt;
|name=Vengeful Water&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 93&lt;br /&gt;
|description=The caster chains the seven pillars of water to his god&#039;s command. Wherever the pretender god has influence water will rise up and strike down any heathens that plot against him.  Water in friendly dominion will animate and try to kill enemy commanders whenever possible. The elemental is stronger in provinces with a rich water supply than in dry provinces. A waste with no access to water will never get any attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1350&lt;br /&gt;
|name=Vortex of Returning&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Return Home, value 1&lt;br /&gt;
|description=The caster creates a rift in space that carries the entire army back to the home province on astral currents. The same restrictions and dangers as the Returning ritual applies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1361&lt;br /&gt;
|name=Astral Travel&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Astral Travel, value 1&lt;br /&gt;
|description=The caster creates a rift in the fabric of space, allowing him to step through with all troops under his command and enter a distant province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1367&lt;br /&gt;
|name=Battle Fortune&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B2&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The caster merges reality with the Dreamwild and tricks fate itself to grant a large number of soldiers unnatural luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1364&lt;br /&gt;
|name=Black Death&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 1&lt;br /&gt;
|description=The necromancer curses a province with the Black Death. This plague will kill thousands upon thousands of people. The spell is targeted at the general population and will probably not affect the military units in the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1366&lt;br /&gt;
|name=Call the Worm That Walks&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2217&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1359&lt;br /&gt;
|name=Gale Gate&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 49&lt;br /&gt;
|description=The caster opens a rift in space creating a gate into a realm of storms. Huge amounts of aerial magic are effectively channeled through this gate, producing twenty Air gems each turn. Also air elementals summoned anywhere in the world will be extra powerful while the gale gate is open. Not all of the powers of the Gale Gate can be harnessed though. Hurricanes and storms will be randomly unleashed and hit a province somewhere in the world. The caster will be able to direct hurricanes and have them strike provinces that are controlled by the enemies. A high skill in air magic makes it more likely to successfully steer the hurricanes away.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1357&lt;br /&gt;
|name=Hydrophobia&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=30&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Cause Affliction, value 128&lt;br /&gt;
|description=The spell afflicts enemies with rabies. Affected units become rabid and will attack anything nearby, even friends. Only living targets can be affected by the disease.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1360&lt;br /&gt;
|name=Lure of the Deep&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 50&lt;br /&gt;
|description=Sirens will start to emerge from the deeps when this powerful enchantment is cast. The Sirens will sing to enemy troops and lure them down to certain death in the deeps. The lure is most persuasive in coastal and sea provinces with strong friendly Dominion. Inland provinces are not affected at all. Nations that can recruit Sirens will find that this is cheaper while this enchantment is in effect. This global enchantment can only be cast in an underwater laboratory.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1358&lt;br /&gt;
|name=Ordeal by Fire&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F6 S6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 131&lt;br /&gt;
|description=This enchantment sets the magical ether ablaze by utilizing a huge amount of magic fire gems. As long as the ether is ablaze it will be difficult to manipulate any kind of magic without also taking fire damage from the heat. It is still possible to perform rituals and forge magic items, but if not properly protected the chance of burning to death is high. Performing simple spells in combat is possible without risk as long as they don&#039;t require any magic gems. Blood magic is unaffected by this ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1362&lt;br /&gt;
|name=Soul Drain&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5 D5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 5&lt;br /&gt;
|description=The caster creates a well of unlife on the battlefield and opens a channel between himself and the well. Every soul on the battlefield takes damage as their psychic energies rush from their bodies into the well to heal and reinvigorate the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1363&lt;br /&gt;
|name=Stygian Paths&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Stygian Paths, value 1&lt;br /&gt;
|description=All lands are connected to the Underworld and every location in the Underworld corresponds to a location in the lands of the living, but time passes differently in the Underworld. By traveling in the Underworld, great distances can be covered in a short period of time. When this ritual is cast, a gateway into the realm of the dead is opened. The necromancer then leads his followers on dark paths through the Underworld to emerge in a faraway province. The journey, however, is not free from risk: no one is allowed to leave the lands of the dead. Everyone using the Stygian paths risks injury or even death by poisoning, spirit attacks or fates even worse. Stealthy units are less likely to be detected by the guardians of the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1365&lt;br /&gt;
|name=Undead Mastery&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D7&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D7&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster takes control over all undead beings on the entire battlefield. Powerful undead will be able to resist the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1370&lt;br /&gt;
|name=Arcane Analysis&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 1&lt;br /&gt;
|description=With this ritual a skillful astral mage can send a thaumaturgical probe into the ether in order to examine the strength and weaknesses of a global enchantment. The mage chooses a single global enchantment to examine and he will get a fairly accurate measure of the number of astral pearls worth of overcast that would be required to dispel it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1371&lt;br /&gt;
|name=Astral Disruption&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 1&lt;br /&gt;
|description=The mage manipulates the astral plane, creating ripples that overload the world with magic. This magic overload will dispel all enchantments in the entire world if done with enough strength. However manipulating the astral world in such a great way always comes with a certain risk, both to the world and the mage performing the ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1375&lt;br /&gt;
|name=Beast Mastery&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N6&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N4&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=All animals on the battlefield are bound to the will of the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1378&lt;br /&gt;
|name=Dreams of the Awakening God&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 125&lt;br /&gt;
|description=Everywhere where it is not yet worshiped, people will start dreaming of the rightful Pretender God. Maybe just a glimpse of its wonderful promises, maybe an excruciating nightmare showing what can befall its enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1376&lt;br /&gt;
|name=Dreamwild Legion&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B4&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The caster conjures the memories and dreams of battles of the Dreamwild, where soldiers never die, and merges them with the reality of the physical world. Dreamwild Legion grants an entire army unnatural luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1369&lt;br /&gt;
|name=Elemental Dampening&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E7 S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 123&lt;br /&gt;
|description=This ritual dampens any attempt at manipulating the elemental powers. All combat spells of primarily the elemental paths will be much slower to cast. Any elemental beings summoned will be slightly weaker than usual. This dampening will also make it more difficult to perform elemental rituals and forging magic items that are mainly elemental in nature, additional gems are required when performing these activities.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1377&lt;br /&gt;
|name=Legion&#039;s Demise&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B7&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 143&lt;br /&gt;
|description=When this enchantment is active the enemies will experience relentless attacks on themselves and all their allies. Arrows will come hailing down, twisted hands will emerge from the ground and scratch them, swords will appear out of thin air and strike at them. The damage is not real, but with the help of glamour magic it will be deadly as soon as it has become severe enough.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1372&lt;br /&gt;
|name=Master Enslave&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S8&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S8&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster unleashes vast arcane powers, ripping the free will from his foes and turning them into loyal thralls. The thralls will aid the caster until they die. There is no way to break free once enslaved by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1373&lt;br /&gt;
|name=Nexus Gate&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5 E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 1&lt;br /&gt;
|description=The caster enscribes and enchants a great stone archway, creating an arcane portal to Nexus, a place between places. Armies may hereafter use the portal to enter Nexus. Nexus is connected to all active Nexus Gates and individuals and armies in Nexus may leave through any gate, even those created by other Pretenders. The Nexus Gate is permanent and once created it cannot be dispelled. Dwelling in Nexus for longer than necessary is not recommended, as it is located in the Void where horrors thrive.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1374&lt;br /&gt;
|name=Remnants in the Depths&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D6 W4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 124&lt;br /&gt;
|description=Massive amounts of death and disease have always been safely locked away at the bottom of the oceans. Maybe the world once had too much disease and the old pantokrator stashed away most of it there as a gesture of generosity. No one knows for sure, but many wise old people seem to remember tales of a god saving the world from a horrible plague. With this enchantment the lock will be opened, just a little, to let the death and disease out into the oceans. All seas will start to get increased death scales until they reach the maximum, at which point everyone will start to get diseased and population will die completely in just a few years time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1368&lt;br /&gt;
|name=Winds of Arcane Drought&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A7 S6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 133&lt;br /&gt;
|description=The caster creates an enormous whirlwind that originates in the province where the ritual is performed.  With the help of astral magic the whirlwind will be sucked dry of any magical energies and then when it sweeps out over the world it will absorb elemental magic to replenish itself.  The absorbed magic is then distilled into pure air gems at the origin.  All elemental gem producing sites within range will have their output severely reduced as their magic is absorbed by the wind instead.  Air being light is most affected, leaving nothing left and earth being heavy is least affected.  Sites and rituals that extend the range of air rituals from a province will help the winds reach further.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=252&lt;br /&gt;
|name=Bleed&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=0&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 8192&lt;br /&gt;
|description=The Bleed spell causes blood to pour out of the victim&#039;s nose, ears and mouth. The effect is a prolonged and painful death. Magic resistance can negate the effect.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=458&lt;br /&gt;
|name=Sanguine Heritage&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=0&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H44&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 19&lt;br /&gt;
|description=During the Malediction, evil was let loose in the kingdom. The Hunger that was aroused resulted in cannibalism and practices even worse. Some of the warring nobles succumbed and became Vampires thirsting for human blood. Most of them have disappeared or fallen into perpetual sleep since then, but if enough blood is sacrificed, they might well awaken and serve the Dark God of Ulm. This ritual uses 44 blood slaves to awaken one of the sleeping nobles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=451&lt;br /&gt;
|name=Summon Incubus&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=0&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H66&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 4053&lt;br /&gt;
|description=Since the Red Mistress was first summoned by a bishop centuries ago, the secrets of contacting demon lovers have spread throughout the higher echelons of the church. Incubi have the appearance of handsome naked men with leathery bat-wings. They are able to enter the dreams of women to seduce and corrupt their souls. An Incubus that successfully seduces an enemy commander will take her from her bed and fly her home to his master where she will serve until she dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=452&lt;br /&gt;
|name=Summon Succubus&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=0&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H66&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 811&lt;br /&gt;
|description=Since the Red Mistress was first summoned by a bishop centuries ago, the secrets of contacting demon lovers have spread throughout the higher echelons of the church. Succubi have the appearance of beautiful naked women with leathery bat-wings. They are able to enter the dreams of men to seduce and corrupt their souls. A Succubus that successfully seduces an enemy commander will take him from his bed and fly him home to her master where he will serve until he dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1386&lt;br /&gt;
|name=Bind Fiery Imps&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2286&lt;br /&gt;
|description=The caster sacrifices blood slaves to summon and bind a few fiery imps. Imps are small and weak devils, but this kind is surrounded by hot flames and can throw darts of fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=483&lt;br /&gt;
|name=Bind Harlequin&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1000&lt;br /&gt;
|description=The Diabolist summons and binds a Demon Jester. Demon Jesters are lowly winged devils with distorted bodies. Unlike other devils, they are not fire resistant.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1384&lt;br /&gt;
|name=Bind Shadow Imp&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2287&lt;br /&gt;
|description=The caster sacrifices blood slaves to summon and bind imp familiar. The familiar retains most of its free will and can be used as a scout.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1387&lt;br /&gt;
|name=Blood Boil&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:50&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1010&lt;br /&gt;
|description=The spell boils the blood of the chosen victim. This spell uses much power from the Path of Fire and is one of the few Blood magic spells that doesn&#039;t require huge amounts of sacrificial blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1379&lt;br /&gt;
|name=Blood Burst&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H2&lt;br /&gt;
|range=35&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1010&lt;br /&gt;
|description=The Blood Burst causes the victims&#039; blood to explode. Neither armor nor magic resistance can protect the targets. The spell demands large quantities of sacrificial blood and will exhaust even the most powerful of mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1380&lt;br /&gt;
|name=Blood Heal&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Heal, value 50&lt;br /&gt;
|description=The mage spills the blood of a blood slave and is healed in return. The spell doesn&#039;t affect inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=271&lt;br /&gt;
|name=Orgy&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1881&lt;br /&gt;
|description=The reveler organizes a wild orgy in the woods with the sacrifice of a virgin as the climactic finale. The orgy will attract a satyr intent on uninhibited fornication. During the orgy six women will be struck by the madness of the wild, shedding all clothes and civilized manners and turning to the wild as raging maenads. The satyr will remain after the orgy to lure more women into the wild.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1383&lt;br /&gt;
|name=Reinvigoration&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remove Fatigue (?), value 200&lt;br /&gt;
|description=By sacrificing one blood slave, the mage will remove all of his fatigue.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1381&lt;br /&gt;
|name=Sabbath Master&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 576460752303423488&lt;br /&gt;
|description=By casting this spell, the mage can take command of a Sabbath and add the power of other mages who have cast Sabbath Slave. The fatigue that comes from casting spells will be distributed among all sabbath members and the communion master will also be able to cast more powerful spells than he could alone. While in a sabbath, all spells that only affect the caster will also affect all the sabbath slaves. A sabbath with two slaves will grant all masters one extra level in all their paths, four slaves will grant two levels, eight slaves will grant three levels, and so on.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1382&lt;br /&gt;
|name=Sabbath Slave&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1152921504606846976&lt;br /&gt;
|description=By casting this spell, the mage allows his magic powers to be guided by a Sabbath master. The caster opens his mind to allow other mages to guide his magic power. Mages who want to take advantage of the sabbath must cast the spell Sabbath Master (or carry an appropriate magic item). Being a sabbath slave can be dangerous if there are multiple sabbath masters or if the master is more skilled than the slave. The sabbath master can continue to drain energy from the sabbath slaves even if they become unconscious. This can be fatal.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1385&lt;br /&gt;
|name=Summon Imps&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 303&lt;br /&gt;
|description=The caster summons some Imps to aid him in the battle. Imps are lowly devils summoned from the Inferno with blood sacrifice. Born in infernal fires, they are fire resistant but do not radiate the infernal heat of more powerful devils. Imps can fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=574&lt;br /&gt;
|name=Summon Rakshasas&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1736&lt;br /&gt;
|description=Rakshasas are black-skinned demon ogres of the wild forests. They feast on the flesh of monkeys and men and are greatly feared. Rakshasas have ravenous appetites and are best kept well fed. Most Rakshasas are found in the demon kingdom of Lanka, but some are summoned by unscrupulous monkey sorcerers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1389&lt;br /&gt;
|name=Agony&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=40&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1&lt;br /&gt;
|description=The mage kills one or more blood slaves in an extremely painful way and transfers their pain onto a large number of enemies. Being struck by this pain is unbearable and has a truly devastating effect on morale. Undead units are not affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1390&lt;br /&gt;
|name=Banish Demon&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=The caster banishes one demon back to Hell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=510&lt;br /&gt;
|name=Bind Beast Bats&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1357&lt;br /&gt;
|description=Beast Bats are sacred bat fiends of the Mictlan forests. They are summoned and bound by human sacrifice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1393&lt;br /&gt;
|name=Bind Bone Fiends&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 433&lt;br /&gt;
|description=The caster sacrifices several blood slaves to summon and bind several Bone Fiends from the realms of the dead. Bone Fiends are strange skeletal demons believed to be the remains of dead Devils.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1392&lt;br /&gt;
|name=Bind Fiend&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H3&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 88&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Fiend of Darkness. Fiends of Darkness are coal-black demons summoned from the Abyss. They fight with venomous claws and have bat-like wings. Fiends of Darkness are able to hide in the night and are stealthy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1391&lt;br /&gt;
|name=Bind Spine Devil&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 638&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Spine Devil. Spine Devils are spine-covered, wingless demons that fight with two venomous claws. The spines covering their bodies are poisonous and anyone attacking them with short weapons may get poisoned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1388&lt;br /&gt;
|name=Bowl of Blood&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 8&lt;br /&gt;
|description=The caster fills a bowl with blood, mixes it with soil from a distant land and observes the five signs. The signs will reveal all sites of blood power in that province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=519&lt;br /&gt;
|name=Break the First Soul&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 8192&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell damages the soul of blood, making the target bleed profusely from bodily orifices and possibly causing the soul of the blood to permanently die and the target to waste away and die over the next couple of months. Undead and inanimate beings have no blood and are not affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=575&lt;br /&gt;
|name=Feast of Flesh&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1742&lt;br /&gt;
|description=For this ritual, the Blood mage requires a huge banquet of food, drink and young girls. Praghasas are fat demon ogres of huge appetites and after they have eaten all the girls they are bound to serve the Blood mage forever. These demons are known as the gluttons and in combat they rely mostly on their great strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1394&lt;br /&gt;
|name=Hell Power&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 131072&lt;br /&gt;
|description=By sacrificing a large number of blood slaves, the caster attracts attention from the Netherworld. Fiends from beyond grant the caster tremendous physical and magical power for one battle. The price for this power is unwanted attention from other Horrors. For every minute the battle lasts, there is a chance that a Horror will materialize in the vicinity of the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1398&lt;br /&gt;
|name=Bind Devil&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 304&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Devil. Devils are infernal beings of great strength. They are born in the fires of the Inferno and are impervious to heat and flame. Their glowing bodies radiate heat and bat-like wings grow from their shoulders. Devils are armed with a trident and their barbed tails can sting opponents in close combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1399&lt;br /&gt;
|name=Bind Frost Fiend&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 449&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Frost Fiend. Frost Fiends are devils from Kokytos, the icy realms of the Inferno. In the constant wars of their native plane, the Frost Fiends are feared by all fiery devils. Frost Fiends wear robes of woven ice and are constantly surrounded by an icy wind. They wield ice rods and can unleash blasts of infernal cold upon their enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1401&lt;br /&gt;
|name=Blood Feast&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Blood Feast, value 50&lt;br /&gt;
|description=The caster has learned the recuperative secrets of cannibalism. In a gruesome ritual lasting a month he consumes the blood and feast of ritually purified sacrifices. The blood feast requires copious amounts of flesh and blood of unpurified victims as well however, so the populace in the province where the caster resides is slaughtered in great quantities. The flesh and blood of the victims rejuvenates the caster, healing him of all or at least most afflictions. Bloodmages who partake too often in blood feasts often develop uncontrollable cravings for human flesh. The ritual does not work on inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1400&lt;br /&gt;
|name=Cross Breeding&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cross Breeding, value 1&lt;br /&gt;
|description=Hundreds of different creatures from mice to humans are magically cross-bred and grown in an effort to produce a powerful monster. Most offspring die early, but some survive and are bound to serve their creator. Luck is required to breed the more powerful creatures.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=523&lt;br /&gt;
|name=Gift of the First Soul&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell strengthens the blood soul of the target, making him regenerate wounds. Undead and inanimate beings have no blood and are not affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=320&lt;br /&gt;
|name=Infernal Breeding&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Infernal Breeding, value 1&lt;br /&gt;
|description=The Warlocks of Abysia have experimented with crossbreeding since they first discovered blood magic. Under the influence of infernal magic Abysians, humans and giants are crossbred with demons, salamanders and other beasts. In the early days most of the experiments were conducted on Abysians, but the wars with Hinnom made the blood of giants occasionally available. In later times humans and humanbreds have dominated the breeding stock and abysian crossbreds are rarer. Due to the creation process many Hell Spawn suffer from various afflictions and early aging.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1397&lt;br /&gt;
|name=Infernal Circle&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 89&lt;br /&gt;
|description=The caster creates a circle with infernal symbols drawn in the blood of virgins. Blood rituals cast from the circle with have their range increased. The circle will dissipate eventually, but the more blood slaves used for the circle, the longer it will last.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1395&lt;br /&gt;
|name=Leeching Touch&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Drain Life, value 1014&lt;br /&gt;
|description=The mage tries to touch a target and will drain some of the target&#039;s life force if successful. The life force drained will be used to heal and reinvigorate the mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1396&lt;br /&gt;
|name=Pain Transfer&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 512&lt;br /&gt;
|description=Wounds taken by the mage will be transferred to blood slaves that are nearby. Damage absorbed by the slaves will be half of the damage that was inflicted on the blood mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=349&lt;br /&gt;
|name=Scapegoats&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2074&lt;br /&gt;
|description=With a sacrifice of blood, the caster prepares two goats and presents them with the sins of the people. One goat is for the Lord and one for Azazel. The scapegoats are then sent into the desert carrying the sins of the people. Soon two Se&#039;irim, goat-demons spawned by Azazel, return from the desert to serve the priest. The Se&#039;irim were sacred to the Hinnomites that influenced the Berytian priests and they call the Se&#039;irim sacred as well. The spell can only be cast in wastelands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=576&lt;br /&gt;
|name=Summon Asrapas&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1741&lt;br /&gt;
|description=Asrapas, or Blood Drinkers, are female demonesses dancing into battle to feast on the blood of monkeys and men. They are red-skinned horrors with magical athames that feed their users&#039; lust for blood and life. Asrapas become enraged at the loss of their own blood and rarely rout in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=350&lt;br /&gt;
|name=Summon Se&#039;irim&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H23&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2074&lt;br /&gt;
|description=With a sacrifice of blood, the caster summons five Se&#039;irim from the desert. The Se&#039;irim are goat-demons begotten by Azazel, Bringer and Taker of Civilization. The Se&#039;irim are sacred to Avvim and the Horim have encountered them in the desert and mistakenly worship them as lords of the wild. The spell can only be cast in wastelands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=511&lt;br /&gt;
|name=Bind Jaguar Fiends&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H16&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1356&lt;br /&gt;
|description=The Ozelotl is a sacred jaguar fiend of the Mictlan forests. It is summoned and bound by human sacrifice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1402&lt;br /&gt;
|name=Bind Serpent Fiends&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 526&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a few Serpent Fiends. Serpent Fiends are bat-winged, serpent-like demons summoned from the Abyss. Their bite is highly venomous.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1406&lt;br /&gt;
|name=Bind Storm Demon&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 632&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Storm Demon. Storm Demons are devils of the tempest realm. The bodies of the Storm Demons consist partly of storm clouds. They are ethereal and can unleash blasts of infernal lightning upon their enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1408&lt;br /&gt;
|name=Blood Fecundity&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 94&lt;br /&gt;
|description=The mage performs a great blood ceremony in order to increase the fertility of the land. The growth scale of the province will be increased for as long as the ritual lasts. The spell lasts longer if more slaves are sacrificed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1403&lt;br /&gt;
|name=Blood Lust&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 128&lt;br /&gt;
|description=By sacrificing blood, the mage awakens the blood lust of demons, giving them increased strength during battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1407&lt;br /&gt;
|name=Call Lesser Horror&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H2&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Call Horror, value -6&lt;br /&gt;
|description=The caster sacrifices human blood to attract a few Lesser Horrors. Horrors will feed off the fear and suffering of dying soldiers and will continue to attack until everyone is slain. The horror will appear at the edge of the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=551&lt;br /&gt;
|name=Feast for Ghuls&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H16&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3479&lt;br /&gt;
|description=Sorcerers skilled in blood magic can invite demonic beings of the desert to join him in a grisly feast. A number of Ghuls are summoned and bound to servitude. Ghuls are monstrous beings related to the Jinnun of the deserts. They haunt graveyards and remote deserts where they waylay travelers and feed upon their flesh. Ghuls are spiritual beings with hyena heads and ass&#039;s hooves. They are able to change their shape and take physical form, although they can never change their hooves. Ghuls are almost unkillable, and only if you strike it down in one blow will it die permanently. If it is not killed outright it will revert to its spiritual hyena-headed form. Ghuls are demonic in nature and can be banished by servants of the Divine.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1404&lt;br /&gt;
|name=Hell Ride&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cloud Trapeze, value 1&lt;br /&gt;
|description=The caster summons a swarm of imps and commands them to carry him to a distant province with haste. Although supernaturally fast the imps are not very strong and can&#039;t lift anything heavier than a human. While the imps are faster than normal fliers they cannot teleport and can have the path blocked by impassable mountains, cave walls or the Sea of Ice global enchantment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1405&lt;br /&gt;
|name=Hellfire&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage, value 1008&lt;br /&gt;
|description=The caster opens a channel to the Inferno through which the dark flames of the sulphur lake pour. Those burned by the hellish flames will suffer infernal pains.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=577&lt;br /&gt;
|name=Summon Rakshasa Warriors&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H21&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1737&lt;br /&gt;
|description=Rakshasas are black-skinned demon ogres of the wild forests. They feast on the flesh of monkeys and men and are greatly feared. Rakshasas have ravenous appetites and are best kept well fed. Most Rakshasas are found in the demon kingdom of Lanka, but some are summoned by unscrupulous monkey sorcerers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=351&lt;br /&gt;
|name=Summon Shedim&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H28&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2073&lt;br /&gt;
|description=With a sacrifice of blood, the caster summons three Shedim from the desert. The Shedim are winged, ox-headed storm demons and possibly servants of Pazuzu roaming the wastelands. The spell can only be cast in wastelands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1415&lt;br /&gt;
|name=Awaken Dark Vines&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 330&lt;br /&gt;
|description=The caster spills sacrificial blood in the depths of dark forests to awaken forces that have slept since the coming of man. Dark Vines are huge beasts composed of roots, vines and blood-drenched moss.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1414&lt;br /&gt;
|name=Bind Demon Knight&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 489&lt;br /&gt;
|description=The caster sacrifices several blood slaves to summon and bind a Demon Knight to his service. The Demon Knight is an armored demon riding a demonic steed with glowing red eyes. Demon Knights are horrible to behold and their mere presence will cause panic among weaker troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1459&lt;br /&gt;
|name=Bind Incubus&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H66&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 4053&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind an Incubus, or demon lover. Incubi have the appearance of handsome naked men with leathery bat-wings. They are able to enter the dreams of women to seduce and corrupt their souls. An Incubus that successfully seduces an enemy commander will take her from her bed and fly her home to his master where she will serve until she dies. The victim of the seduction might give birth to a Cambion Progeny.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1412&lt;br /&gt;
|name=Bind Succubus&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H66&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 811&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Succubus, or demon lover. Succubi have the appearance of beautiful naked women with leathery bat-wings. They are able to enter the dreams of men to seduce and corrupt their souls. A Succubus that successfully seduces an enemy commander will take him from his bed and fly him home to her master where he will serve until he dies. The Succubus will collect the semen of her victim to engender a Cambion Progeny.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1411&lt;br /&gt;
|name=Bloodletting&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H4&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Drain Life, value 1&lt;br /&gt;
|description=With this arduous spell, the mage tries to drain blood from everyone on the battlefield. All drained blood will be added to the mage&#039;s life force.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=512&lt;br /&gt;
|name=Contact Civateteo&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H36&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1422&lt;br /&gt;
|description=The mage-priest sits at a crossroads or in a graveyard for a week. After seven days, a Civateteo will appear. The mage persuades her to serve the Hungry God. Civateteo are noblewomen who died in childbirth and are called back to haunt the living. They are dressed in dark tattered robes and their faces and arms are covered with white chalk. They are shriveled and terrible to behold. They have priestly powers as well as skills in the dark arts.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1409&lt;br /&gt;
|name=Hellbind Heart&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The caster binds an enemy soul to his service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1410&lt;br /&gt;
|name=Horde from Hell&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H44&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value 303&lt;br /&gt;
|description=The caster sends a horde of Imps led by a Devil to a distant province. The horde remains after battle and may continue to wreak havoc in neighboring provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1418&lt;br /&gt;
|name=Rain of Toads&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 6&lt;br /&gt;
|description=The caster creates a horrible omen, turning the falling rain in a target province into toads. The target province will suffer from unrest and misfortune. Soldiers stationed in the province will risk becoming diseased when dead toads fester in the wells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1416&lt;br /&gt;
|name=Send Lesser Horror&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H14&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Temporary units), value -6&lt;br /&gt;
|description=The caster contacts and forces one or a few Lesser Horrors to attack a distant province. The Lesser Horrors will try to annihilate any army not hiding inside a fortress before disappearing. Dealing with horrors is not without risk however and the caster of this ritual might attract some unwanted attention.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=552&lt;br /&gt;
|name=Summon Ghulah&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H31&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3481&lt;br /&gt;
|description=The caster summons and binds a Ghulah to his service. The Ghulah is a female ghul. They share the traits and appetites of male ghuls, but they are also skilled sorcerers and are by far more feared than their male counterparts. Ghulahs use their shapeshifting tricks to come close to and kill unsuspecting men and feast upon their flesh. Although they are skilled shapeshifters they cannot alter the shape of their ass&#039;s hooves and they hide their feet with long white gowns. When they are wounded they revert to their hyena-headed beastly form, dressed in tattered rags.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=543&lt;br /&gt;
|name=Summon Ifrit&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H58&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3372&lt;br /&gt;
|description=Afarit are powerful Jinnun born from smokeless flame. Endowed with exceptional physical and magical might they are arrogant and cruel and might be perceived as outright evil. Once rulers of the magical kingdom of Ubar the Afarit were scattered and lost when the magic of the world dwindled and died. Now, with magic scarce, the Afarit are drawn to the smell of sacrificial blood. Afarit are spiritual beings and are invisible until they manifest. When wounded they reveal their true form, ablaze with smokeless flame, a pure green and yellow fire of incredible heat. Afarit are attuned to magic and are stronger in provinces where magic is strong.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1417&lt;br /&gt;
|name=Summon Illearth&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H2&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3756&lt;br /&gt;
|description=The caster summons an Earth Elemental to aid him in a battle. The earth elemental will be corrupted by the use of blood to summon it and the result is known as an illearth elemental. Illearth elementals are just as strong as real earth elementals and the blood gives them power to regenerate wounds even faster. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=578&lt;br /&gt;
|name=Summon Sandhyabalas&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1743&lt;br /&gt;
|description=The Sandhyabalas, Strong-in-Twilight, are demon ogres of the night. They can only be summoned at dusk and their powers are greatest in darkness. Sandhyabalas are demon warriors of great renown, but they are even more vulnerable to fire than other Rakshasas. They wield magical moon blades that cause additional harm to magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1413&lt;br /&gt;
|name=Wrath of Pazuzu&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 14&lt;br /&gt;
|description=The caster unleashes an infernal tempest from the realm of Pazuzu upon a province. The storm is anything but natural and Shedim, servants of Pazuzu, can be heard bellowing in the gale. The storm causes unrest and devastation upon a province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1424&lt;br /&gt;
|name=Bind Ice Devil&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H88&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 1&lt;br /&gt;
|description=The Blood mage sacrifices several blood slaves to contact and bind one of the six Ice Devils. Each Ice Devil is the ruler of one of the six icy realms of Kokytos, the cold lands of the Inferno. Their large bodies are composed of ice and they are constantly surrounded by a wind of infernal cold. Ice Devils are powerful mages of Water, but it is their physical might that sets them apart as generals of the Infernal wars.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=513&lt;br /&gt;
|name=Bind Tzitzimitl&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1483&lt;br /&gt;
|description=Tzitzimitl are demons of the Stellar Spheres. Once they rebelled against the Celestial Divinities and were thrown down to the Terrestrial Sphere. Here, they found worshipers in the people of Mictlan. With the awakening of the Bloodthirsty Lord, the Star Demons became sacred messengers and servants. Tzitzimitl are glowing blue man-scorpions with crowns and girdles that radiate stellar light. They have feathered arms that let them fly. In battle, the Star Demons unleash bolts of stellar power that kill those with tender souls.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1421&lt;br /&gt;
|name=Blood Rain&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 112&lt;br /&gt;
|description=Blood pours down over the battlefield, lowering everyone&#039;s morale.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1425&lt;br /&gt;
|name=Blood Rite&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H11&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 405&lt;br /&gt;
|description=The caster curses a human thrall with vampirism. The vampire is invulnerable to mundane weapons. It is also immortal and will be reborn in its master&#039;s citadel, should it be killed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1426&lt;br /&gt;
|name=Call Horror&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H3&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Call Horror, value -7&lt;br /&gt;
|description=The caster sacrifices human blood to attract a Horror. The being will feed on the fear and suffering of dying soldiers and will continue to attack everyone on the battlefield until all are dead. The horror will appear at the edge of the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=344&lt;br /&gt;
|name=Call Melqart&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H99&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2267&lt;br /&gt;
|description=The Melqart is a Rephaite king of a city. Once the Rephaim all lived in Hinnom, but when the Berytians founded colonies near Ashdod, they were influenced by Rephaites and began to worship the Rephaite kings as gods. Now most Berytian colonies have a great temple to a Melqart god, praying for its eventual arrival. With this ritual the Blood mage will summon a Melqart to help the empire of Berytos.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=514&lt;br /&gt;
|name=Contact Tlahuelpuchi&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H42&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1558&lt;br /&gt;
|description=The mage-priest collects a newborn child and ventures into the woods to attract a Tlahuelpuchi and propose a pact. Tlahuelpuchi are bloodsucking witches who are able to take animal shape. In animal form, they stalk villages and wait for newborn babies, their favorite food, to be left alone. When a Tlahuelpuchi finds such a child, she transforms back to human shape and gorges on the blood of the newborn. Tlahuelpuchi can be persuaded to use their skills to get close to men of influence and assassinate them. They can perform a strange ritual in which they remove their feet and start flying. They use this ability to travel swiftly and far. Tlahuelpuchi are creatures of the night and have perfect darkvision. In animal shape, their stealth is unsurpassed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1419&lt;br /&gt;
|name=Harm&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1000&lt;br /&gt;
|description=This spell causes severe damage to the victims&#039; chests and stomachs. The unfortunate victims will start to cough up blood and will most likely never fully recover from the harm done to them. Inanimate beings are immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=500&lt;br /&gt;
|name=Illwinter&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5 W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H120&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 44&lt;br /&gt;
|description=The caster sacrifices the blood of innocent virgins in an attempt to revive the old Rimtursar, ancient giants of terrible might and the ancestors of the Jotun. The giants are slow to awaken but their presence will cause blizzards, wolf attacks and severe cold all over the world. The Illwinter is the most feared of all omens and unrest will increase worldwide.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1422&lt;br /&gt;
|name=Infernal Disease&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon - Assassination, value 1662&lt;br /&gt;
|description=This ritual starts with a month of scribing complex magic symbols and eventually culminates with the sacrifice of five young girls. When the ritual is finished, a Disease Demon is bound and ordered to attack an enemy commander wherever in the world the caster chooses. The demon is very deadly and should be a sure way to kill an enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1420&lt;br /&gt;
|name=Rejuvenate&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Age Caster, value -10&lt;br /&gt;
|description=The mage drenches himself in the blood of ten young girls in an attempt to become younger. Each offered girl will make the caster one year younger.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1423&lt;br /&gt;
|name=Ritual of Five Gates&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H33&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 88&lt;br /&gt;
|description=The demonologist inscribes a pentagram on the floor of his summoning chamber and opens a gate in each point of the star. Fiends from five infernal realms enter this world simultaneously in an attempt to prevent forces from the other gates from emerging. Trapped by the pentagram, all five are bound by the demonologist for a lifetime and a day.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1460&lt;br /&gt;
|name=Soul Transaction&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The caster tries to buy the soul and servitude of the target with the promise to protect him from his former masters. If the persuasion is successful the target is granted invisibility by infernal forces as he tries to leave the battle. If he successfully leaves the battle he will join his new master. The spell is difficult to resist magically, but those of strong morals are rarely affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=579&lt;br /&gt;
|name=Summon Dakini&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H81&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1714&lt;br /&gt;
|description=The Dakini is a bloodthirsty apparition of vengeance from the Nether Realms. It is a sky dancer and divine messenger banished to the Nether Realms in ages past for serving as a divine acolyte of a bloodthirsty Pretender. Dakinis share their old mistress&#039; appetites and can be summoned by the sacrifice of innocents. Their flaying daggers are enchanted to drain the life of their victims. The Dakini is a powerful Blood mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=544&lt;br /&gt;
|name=Summon Shaytan&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H73&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3373&lt;br /&gt;
|description=The Shayatin are malign Jinnun, spiritual beings born from smokeless flame. Once they served the Sultans of Ubar with their silver tongues and crafty lies. As masters of manipulation they led the enemies of Ubar astray. When magic started to drain from the world they blamed mankind and convinced their Sultans to wage war upon humanity. When the magic of Ubar dwindled and the Jinnun were forgotten they scattered and hid in remote areas where they seek vengeance upon men. Shayatin are masters of lies and can corrupt and lead the most loyal servant away from his master. Shayatin are pure-blooded Jinnun and share their traits, such as invisibility, glamour and a strong connection with magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=499&lt;br /&gt;
|name=Winter&#039;s Call&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H86&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 844&lt;br /&gt;
|description=The caster sacrifices blood to summon a Herald of the Eternal Winter. A Niefel Jarl, a frost giant of an earlier era, is drawn into this world to serve the maker of the Illwinter. This ritual is only castable if the global enchantment Illwinter is active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1429&lt;br /&gt;
|name=Bind Arch Devil&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H99&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 2&lt;br /&gt;
|description=The Blood mage sacrifices several blood slaves to contact and bind one of the five Arch Devils to serve him. Arch Devils are the lords of the fiery regions of the Inferno. Winged and powerful, they lead the armies of the Inferno. They wield terrible weapons and can use their barbed tails to lash out at enemies, but it is their skill with Fire magic that makes them truly fearsome. Arch Devils radiate heat and are impervious to flames. Once an Arch Devil dies, it returns whence it came and can be summoned once again.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1433&lt;br /&gt;
|name=Blood Moon&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H7 S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 128&lt;br /&gt;
|description=By making an enormous blood sacrifice when both the stars and the moon are right, it is possible to imbue the moon with the power of the blood. The moon will turn red as blood and as long as it is visible in the night sky, performing blood magic during the night will be much easier. The moon turning red is a powerful sign of misfortune and that will be felt in the entire world. All blood mages will start to perform their rituals under the moon at night and have their power increased for rituals and blood hunting. The moon will not have any effect in caves, underwater or if there is no night, e.g. in the presence of two suns.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=515&lt;br /&gt;
|name=Contact Onaqui&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H101&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1360&lt;br /&gt;
|description=The priest ventures into the depths of the Mictlan forests and makes a pact with an Onaqui. The Onaqui is a beast, half-man and half-animal, which feeds on human hearts. Onaqui are powerful Blood mages and dark sorcerers. They are accompanied by a swarm of Beast Bats that grows in the Dominion of the Dark Lord.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1432&lt;br /&gt;
|name=Dome of Corruption&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 68&lt;br /&gt;
|description=The caster seals a pact with Horrors. The Horrors create a dome that protects the province from most spells that originate from outside the warded province. Trying to cast a spell through this dome is very dangerous and might drive the casting mage insane. A good side effect of the dome is that it exudes magic and will raise the magic scales of the province considerably, making it easy for mages to do their research. The pact has a downside too, which will become apparent to mages living under the dome. The creators of the dome will occasionally attack and consume a mage. The dome will dissolve instantly if the caster of this ritual dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1430&lt;br /&gt;
|name=Father Illearth&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H105&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 5&lt;br /&gt;
|description=The Blood mage spills sacrificial blood on the ground to awaken Pedoseion, the fallen King of Elemental Earth. The spirit is horribly tainted by the blood and has lost some of its connection with the Earth. In return, however, Pedoseion has gained knowledge of the power and cravings of Blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1427&lt;br /&gt;
|name=Leech&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Drain Life, value 1024&lt;br /&gt;
|description=The mage drains the life force of a small group of enemies. The life force drained will be used to heal and reinvigorate the mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1428&lt;br /&gt;
|name=Plague of Locusts&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H88&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value 2794&lt;br /&gt;
|description=After sacrificing eight and eighty slaves a chasm smoking with sulfur opens in a distant land. From the infernal pit demon locusts swarm forth to bring destruction and heresy. Demonic Locusts appear as giant locusts with crowned human heads and scales of brass and iron. Their shrill angelic voices can be heard for miles and their words are those of false prophets and rebellious demagogues. A swarm of Demonic Locusts will quickly decrease dominion in a province unless dealt with.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1434&lt;br /&gt;
|name=Purify Blood&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 288230376151711744&lt;br /&gt;
|description=The entire army is purified and protected from poisons for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=485&lt;br /&gt;
|name=Reascendance&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H88&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 626&lt;br /&gt;
|description=By sacrificing enough blood, the caster shatters the infernal prison of a Fallen Angel, allowing it to reascend to the Earthly Spheres. The Fallen Angel will gladly serve its liberator and will use all its powers to further his goals. The Angel was a powerful user of Fire magic before its fall from grace. Now it has learned to use Blood magic as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1431&lt;br /&gt;
|name=Send Dream Horror&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 12&lt;br /&gt;
|description=The caster sends a Defiler of Dreams to attack a distant province. The Dream Horror will project nightmares and feed on the emotional distress of its victims. Unrest will increase in the province until the Horror is found and slain. Dealing with horrors is not without risk however and the caster of this ritual might attract some unwanted attention.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=580&lt;br /&gt;
|name=Summon Samanishada&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1744&lt;br /&gt;
|description=The Samanishadas, Night Walkers, are demon assassins of great renown. They can only be summoned at dusk and their powers are greatest in darkness. They wield magical moon blades and duskdaggers that will cut through all armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1438&lt;br /&gt;
|name=Bind Heliophagus&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H111&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 3&lt;br /&gt;
|description=The Blood mage sacrifices several blood slaves to contact and bind one of the four Heliophagii to serve him. Winged and powerful, the Heliophagii lead the armies of the Abyss. They are composed of darkness, but their claws and horns are golden and enchanted. Their ability to become invisible in shadows makes them truly horrible. Heliophagii are skilled in Blood magic. Once a Heliophagus dies, it returns to the Abyss and can be summoned once again.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1440&lt;br /&gt;
|name=Blood Vortex&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H166&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 87&lt;br /&gt;
|description=This horrifying ritual creates the blood vortex. A churning pool of polluted blood that roars horrible yet terribly alluring songs. The song of the vortex is heard by all mortals in the world, whispering sweet melodies of death and carnage, beckoning all people to come bask in its crimson presence. Its song is especially strongly felt by those whose blood is suitable for blood rituals, summoning them to the site of the ritual. The mortals that enter its presence stare dumbfounded on the waves and swirls in the vortex, or throw themselves heedlessly to drown in the bloody swirls. The master of the ritual then collects suitable victims to use in other rituals. Eventually, when no life is left in the world around the vortex, it dries out and dies. Provinces with strong influences of order will be less affected by the beckoning and those with strong turmoil influences will be more drawn to the vortex.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1442&lt;br /&gt;
|name=Claws of Kokytos&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H2&lt;br /&gt;
|range=35&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Planeshift Other, value -13&lt;br /&gt;
|description=A gate is opened and the target is instantly thrown into Kokytos, the icy realm of Devils. This effect cannot be resisted by any means and being sent to Kokytos means certain death for most mortals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1444&lt;br /&gt;
|name=Curse of Blood&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H96&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 404&lt;br /&gt;
|description=The caster creates a Vampire Lord by cursing the blood of a suitable human servant. The Vampire Lord is an immortal being of great magic power able to enslave humans with their powerful presence.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1435&lt;br /&gt;
|name=Damage Reversal&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Set Effect Value (1) if lower, value 1064&lt;br /&gt;
|description=This spell will bring the ultimate protection for a mage in battle. Whenever the mage is wounded, the damage is transferred to the one who tried to wound him. Magic resistance might prevent this from taking effect, so the mage is not fully invulnerable. This method of protection is also rumored to be used by some of the most powerful and magically attuned beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1443&lt;br /&gt;
|name=Horror Seed&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Horror Seed, value 9&lt;br /&gt;
|description=A Horror is sent to possess a far away enemy. The Horror hides its true self and spreads its evil ways, marking and cursing soldiers in the province. The most horrible ability of the possessing Horror is to infect living soldiers with Parasitic Horrors. These Parasitic Horrors sooner or later break the mind and body of their host, transforming them into full fledged Horrors. Should the host of the Master Horror be slain, the true Horror will manifest and attack everything alive.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1445&lt;br /&gt;
|name=Improved Cross Breeding&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cross Breeding, value 1&lt;br /&gt;
|description=Hundreds of different creatures from mice to humans are magically cross-bred and grown in an effort to produce a powerful monster. Most offspring die early, but some survive and are bound to serve their creator. Luck is required to breed the more powerful creatures.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1441&lt;br /&gt;
|name=Infernal Prison&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H2&lt;br /&gt;
|range=35&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Planeshift Other, value -12&lt;br /&gt;
|description=A gate is opened and the target is instantly thrown into the Inferno, the realm of Devils. This effect cannot be resisted by any means and being sent to the Inferno means certain death for most mortals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1437&lt;br /&gt;
|name=Life for a Life&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:99, H1&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 5025&lt;br /&gt;
|description=The Blood mage sacrifices a virgin and in exchange one of his foes on the battlefield is slain. Inanimate beings are immune to this spell, everyone else will take severe and irresistible damage from it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=516&lt;br /&gt;
|name=Rain of Jaguars&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H6 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1356&lt;br /&gt;
|description=The Ozelotl is a sacred jaguar fiend of the Mictlan forests. This spell summons and binds a number of jaguar fiends by using a formidable human sacrifice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1436&lt;br /&gt;
|name=Rush of Strength&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 128&lt;br /&gt;
|description=By sacrificing a blood slave, all friendly units receive increased physical strength for the duration of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=583&lt;br /&gt;
|name=Summon Daitya&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H45&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3663&lt;br /&gt;
|description=Daityas are handsome demon-titans of ancient times. Together with the Danavas they led the Rakshasas in a great war against the Devatas and Gandharvas of Kailasa. The demon armies were defeated and the Daityas and Davanas were banished to the Nether Realms where they made themselves lords and kings. With this ritual they can be summoned to serve a new God on its path to ascendancy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=582&lt;br /&gt;
|name=Summon Danavas&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1767&lt;br /&gt;
|description=Danavas are demon titans of ancient times. After the great wars with the Devatas of Kailasa, they were banished to the Nether Realms, where they made themselves kings. With this ritual they can be summoned to serve a new God on its path to ascendancy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=581&lt;br /&gt;
|name=Summon Mandeha&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H133&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 20&lt;br /&gt;
|description=The Mandehas are three huge and horrible Rakshasa brothers intent on one goal and one goal only: To gobble up the sun and plunge the world into eternal slumber. As eternal enemies of the sun, they are surrounded by perpetual darkness, for the rays of the sun fear them. The Mandehas are huge, monstrous beings with great wings, horns and burning red eyes. Their hatred for the sun comes with a price. All fires recognize them for what they are and will burn them severely. Anyone fighting with the Mandeha will soon suffer from its will to plunge the world into slumber and fall asleep.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1439&lt;br /&gt;
|name=Three Red Seconds&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H120&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 25&lt;br /&gt;
|description=The caster summons a horde of Imps and commands them to raise a fortress. In three red seconds, a mighty citadel is built in a province of the caster&#039;s choice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1456&lt;br /&gt;
|name=Astral Corruption&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H6 S6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H166&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 57&lt;br /&gt;
|description=This horrible ritual is the cause of Blood magic being banned in ancient times. With an awesome sacrifice, the fabric of astral space becomes tainted with blood. All spell casting uses the tainted Arcana and attracts the attention of Horrors. Every time a non-Blood magic ritual is cast, a magic item is forged or a mage is empowering himself, there is a chance that a Horror will follow the arcane flow and attack the mage. The more gems spent the greater the chance of attracting a horror.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1450&lt;br /&gt;
|name=Bind Demon Lord&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H150&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 10&lt;br /&gt;
|description=The Blood mage performs a beastly ritual, sacrificing vast numbers of slaves in an attempt to contact and bind one of the Demon Lords. There are but a few of these infernal rulers and their powers are shrouded in mystery.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1448&lt;br /&gt;
|name=Forces of Darkness&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 88&lt;br /&gt;
|description=The caster summons and binds several Fiends of Darkness. Fiends of Darkness are coal-black demons summoned from the Abyss with human sacrifices. They fight with venomous claws and have bat-like wings. Fiends of Darkness are stealthy and able to hide in the night.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1453&lt;br /&gt;
|name=Forces of Ice&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 449&lt;br /&gt;
|description=The caster summons and binds several Frost Fiends. Frost Fiends are devils of Kokytos, the icy realms of the Inferno. In the constant wars of their home plane, the Frost Fiends are feared by all fiery devils. Frost Fiends wear robes of woven ice and are constantly surrounded by an icy wind. They wield ice rods and can unleash blasts of infernal cold upon their enemies. Frost Fiends are more powerful in cold provinces and weaker in hot lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1454&lt;br /&gt;
|name=Infernal Crusade&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 489&lt;br /&gt;
|description=The caster summons and binds several Demon Knights. Demon Knights are armored demons riding demonic steeds with glowing red eyes. Demon Knights are horrible to behold and their mere presence will cause panic among weaker troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1451&lt;br /&gt;
|name=Infernal Forces&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 304&lt;br /&gt;
|description=The caster summons and binds several Devils and twenty Imps. Devils are infernal beings of great strength. They are born in the fires of the Inferno and are impervious to heat and flame. Their glowing bodies radiate heat and bat-like wings grow from their shoulders. They are armed with a trident and their barbed tail can sting opponents in close combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1446&lt;br /&gt;
|name=Infernal Fumes&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H40&lt;br /&gt;
|range=&lt;br /&gt;
|area=50%&lt;br /&gt;
|effect=Fires from Afar, value 1006&lt;br /&gt;
|description=This ritual opens up a way for the hot infernal gases trapped under the depths, to make their way into the sea. The blood and earth mage casting the ritual will guide the fumes to just where the enemy forces are camping. The gases are blisteringly hot and deadly poisonous to most living beings. The mage will also get a vision of the effect taking place.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1452&lt;br /&gt;
|name=Infernal Tempest&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5 A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 632&lt;br /&gt;
|description=The caster unleashes an infernal tempest. With the gale come several Storm Demons bent on wreaking havoc. The caster binds them to his service before they can destroy his laboratory. Storm Demons are devils of the tempest realm. The bodies of the Storm Demons consist partly of storm clouds. They are ethereal and can unleash blasts of infernal lightning upon their enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=357&lt;br /&gt;
|name=Release Lord of Civilization&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H177&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 14&lt;br /&gt;
|description=The caster performs a vast sacrifice of blood to release one of the six Grigori from their infernal prison. The Grigori, or Watchers, were angelic beings who taught the forbidden lore of civilization, warcraft and magic to the Avvim at the dawn of time. The Grigori are still worshiped by the Avvim as bringers of civilization and fathers of the Nephilim.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1455&lt;br /&gt;
|name=Send Horror&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Temporary units), value -7&lt;br /&gt;
|description=The caster contacts and forces a Horror to attack a distant province. The Horror will annihilate any army that is not hiding inside a fortress before disappearing. Dealing with horrors is not without risk however and the caster of this ritual might attract some unwanted attention.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1449&lt;br /&gt;
|name=The Looming Hell&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H150&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 42&lt;br /&gt;
|description=Devils will appear in the dreams of some unfortunate enemies whenever they try to sleep. These Devils, through various threats, will try to persuade their victims to sell their souls and join in the killing of their own commander. The strength of the threats depends on the strength of the God&#039;s Dominion, but extreme courage is always required to defy the Devils. The Devils are totally powerless if they are unable to persuade any victims, which may well happen should the enemy commander be more feared than they are.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=407&lt;br /&gt;
|name=Anathema&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=50&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 2&lt;br /&gt;
|description=The unholy priest curses an enemy priest or a small group of holy enemy units. The cursed ones have a greatly increased chance of obtaining permanent afflictions if they are wounded.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=378&lt;br /&gt;
|name=Apostasy&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The unholy priest corrupts the faith of an enemy priest or sacred soldier. The apostate will join forces with the caster and his priestly powers will be tainted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=410&lt;br /&gt;
|name=Apostasy&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The unholy priest corrupts the faith of an enemy priest or sacred soldier. The apostate will join forces with the caster and his priestly powers will be tainted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=202&lt;br /&gt;
|name=Ashes to Ashes&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Damage, value 3001&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=201&lt;br /&gt;
|name=Banishment&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Damage, value 3001&lt;br /&gt;
|description=With this prayer the priest smites undead beings with the power of his God. The undead will take damage unless they manage to resist the banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=200&lt;br /&gt;
|name=Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=5+10/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer can be used to bless the priest or a group of sacred warriors. Blessed units receive increased morale and additional powers if their God is powerful enough to claim a divine title.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=240&lt;br /&gt;
|name=Claim Life&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 20&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. Anyone affected but surviving this smite will have a chest wound for the rest of their life.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=210&lt;br /&gt;
|name=Decree of the Underworld&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Damage, value 3001&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest targets undead beings with the power of his God. A large number of undead beings will take damage unless they manage to resist the banishment. Undead beings with their minds intact may find themselves unable to resist the decree and act erratically.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=220&lt;br /&gt;
|name=Divine Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This is the same as the Blessing prayer, except that it affects all holy units on the entire battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=243&lt;br /&gt;
|name=Divine Channeling&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue:90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 91&lt;br /&gt;
|description=The priest channels the divine might of his God onto the battlefield. All friendly priests of low power have their priest skill increased for the duration of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=297&lt;br /&gt;
|name=Earth-touching Sign&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1 E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=242&lt;br /&gt;
|name=Fanaticism&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Temporary Morale Boost, value 1&lt;br /&gt;
|description=This prayer has the same effect as Sermon of Courage, but it affects all friendly units on the entire battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=295&lt;br /&gt;
|name=Fear-not Sign&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32776&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=209&lt;br /&gt;
|name=Final Rest&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest calls upon the life-giving powers of his God to restore the natural order and destroy undead beings. The prayer will destroy undead beings outright unless they manage to resist the banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=222&lt;br /&gt;
|name=Heavenly Fire&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=228&lt;br /&gt;
|name=Heavenly Strike&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=219&lt;br /&gt;
|name=Holy Avenger&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4194304&lt;br /&gt;
|description=Any harm done to the casting priest will result in a divine bolt striking in the midst of the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=218&lt;br /&gt;
|name=Holy Word&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Stun/Fascinate, value 100&lt;br /&gt;
|description=With a holy word from the next true God the priest is able to stun a sacred warrior of a false pretender.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=298&lt;br /&gt;
|name=Meditation Sign&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remove Fatigue (?), value 15&lt;br /&gt;
|description=The monks of Jomon have for centuries used five hand gestures representing the five peaceful aspects of the Lord. The meditation sign allows the monk to focus his mind on the divine principle and purify his spirit from weariness.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=419&lt;br /&gt;
|name=Power of the Grave&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=423&lt;br /&gt;
|name=Power of the Reborn King&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=The Tomb King fills all his subjects with ancient power. The effect is identical to Power of the Grave but this prayer affects all undead beings in the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=382&lt;br /&gt;
|name=Power of the Sepulchre&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=The Ermorian priest makes his undead subjects dance and twitch with the power of the Unholy Sepulchre. All undead beings on the battlefield will get increased movement speed and attack skill.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=414&lt;br /&gt;
|name=Power of the Shadelands&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=The Lemurian priest infuses the undead with the power of the shadelands. All undead beings on the battlefield get increased movement speed and attack skill.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=418&lt;br /&gt;
|name=Protection of the Grave&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=420&lt;br /&gt;
|name=Protection of the Grave&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=381&lt;br /&gt;
|name=Protection of the Sepulchre&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to most undead beings on the battlefield. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=413&lt;br /&gt;
|name=Protection of the Shadelands&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, a Lemurian priest grants magic resistance to most undead beings on the battlefield. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=206&lt;br /&gt;
|name=Pull from the Grave&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Damage, value 3001&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest targets undead beings with the Chthonian power of his God. A large number of undead beings will take damage unless they manage to resist the banishment. They might also be pulled into the ground and buried.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=204&lt;br /&gt;
|name=Purifying Water&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=3+3/lvl&lt;br /&gt;
|effect=Damage, value 1001&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest smites undead beings with the purifying power of his God. A large number of undead beings will take severe damage unless they manage to resist the banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=214&lt;br /&gt;
|name=Return of the Past&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=4+4/lvl&lt;br /&gt;
|effect=Damage, value 1001&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest releases the memories of life upon undead beings. A large number of undead beings will take damage unless they manage to resist the banishment. Undead beings with their minds intact are haunted by the memories of their previous lives and their souls are shredded.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=421&lt;br /&gt;
|name=Royal Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=The Tomb King fills all his subjects with ancient power. The effect is identical to Power of the Grave but this prayer affects several undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=422&lt;br /&gt;
|name=Royal Protection&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, a Tomb King grants magic resistance to most of his undead subjects. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=208&lt;br /&gt;
|name=Sacred Wind&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=10+5/lvl&lt;br /&gt;
|effect=Damage, value 1&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest unleashes a wind that is harmful to undead beings. The wind will cover a large area and any undead within it will take damage unless they manage to resist the banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=216&lt;br /&gt;
|name=Sermon of Courage&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Temporary Morale Boost, value 1&lt;br /&gt;
|description=Soldiers&#039; morale is increased with the help of this prayer. This prayer can also reduce the negative morale effects from spells and monsters that cause fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=221&lt;br /&gt;
|name=Smite&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=217&lt;br /&gt;
|name=Smite Demon&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 5005&lt;br /&gt;
|description=This prayer will make a divine bolt strike down from the sky and deliver massive damage to a demon who fails to resist the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=212&lt;br /&gt;
|name=Stellar Decree&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=4+4/lvl&lt;br /&gt;
|effect=Damage, value 1001&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest smites undead beings with the power of his celestial God. A large number of undead beings will take damage and stop in their tracks unless they manage to resist the banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=232&lt;br /&gt;
|name=Syllable of Death&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. This prayer is imbued with death and anyone affected will die instantly or at least be fatigued from resisting the death.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=294&lt;br /&gt;
|name=Teaching Sign&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1 N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 128&lt;br /&gt;
|description=The monks of Jomon have for centuries used five hand gestures representing the five peaceful aspects of the Lord. The teaching sign allows the monk to use the pure knowledge of the divine principle, increasing his esoteric skills.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=374&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=377&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=380&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=405&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=409&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=412&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=372&lt;br /&gt;
|name=Unholy Command&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=An unholy priest commands an enemy undead being to serve him.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=403&lt;br /&gt;
|name=Unholy Command&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=An unholy priest commands an enemy undead being to serve him.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=375&lt;br /&gt;
|name=Unholy Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=379&lt;br /&gt;
|name=Unholy Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=406&lt;br /&gt;
|name=Unholy Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=411&lt;br /&gt;
|name=Unholy Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=373&lt;br /&gt;
|name=Unholy Protection&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=376&lt;br /&gt;
|name=Unholy Protection&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=404&lt;br /&gt;
|name=Unholy Protection&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=408&lt;br /&gt;
|name=Unholy Protection&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=224&lt;br /&gt;
|name=Watery Death&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=296&lt;br /&gt;
|name=Welcome Sign&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The monks of Jomon have for centuries used five hand gestures representing the five peaceful aspects of the Lord. The welcoming sign allows the monk to reach out to the unwary with the comfort of the divine hearth. Enemies that perceive the gesture abandon their misdirected allegiances and turn their efforts to the true Lord.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=238&lt;br /&gt;
|name=Word of Bewilderment&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. Anyone surviving this smite will risk being confused for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=230&lt;br /&gt;
|name=Word of Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. Anyone surviving this smite will still risk being paralyzed for a long time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=226&lt;br /&gt;
|name=Word of Stone&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. Anyone surviving this smite will risk being petrified as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=235&lt;br /&gt;
|name=Word of Thorns&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 5&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. This prayer is imbued with nature and vines will rise from the ground and drag the target with its sharp thorns, causing severe bleeding in the process.&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Template:Spell&amp;diff=10348</id>
		<title>Template:Spell</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Template:Spell&amp;diff=10348"/>
		<updated>2026-05-15T20:04:59Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Read cost values from parent frame&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{#cargo_declare:_table=Spells&lt;br /&gt;
|SpellId=Integer&lt;br /&gt;
|Name=String&lt;br /&gt;
|School=String&lt;br /&gt;
|Research=Integer&lt;br /&gt;
|Path=String&lt;br /&gt;
|Requirement=String&lt;br /&gt;
|Type=String&lt;br /&gt;
|Cost=String&lt;br /&gt;
|Range=String&lt;br /&gt;
|Area=String&lt;br /&gt;
|Effect=Text&lt;br /&gt;
|Description=Text&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{{#cargo_store:_table=Spells&lt;br /&gt;
|SpellId={{{id|}}}&lt;br /&gt;
|Name={{{name|}}}&lt;br /&gt;
|School={{{school|}}}&lt;br /&gt;
|Research={{{research|}}}&lt;br /&gt;
|Path={{{path|}}}&lt;br /&gt;
|Requirement={{{requirement|}}}&lt;br /&gt;
|Type={{{type|}}}&lt;br /&gt;
|Cost={{{cost|}}}&lt;br /&gt;
|Range={{{range|}}}&lt;br /&gt;
|Area={{{area|}}}&lt;br /&gt;
|Effect={{{effect|}}}&lt;br /&gt;
|Description={{{description|}}}&lt;br /&gt;
}}&lt;br /&gt;
|- class=&amp;quot;spell-list__row&amp;quot; data-school=&amp;quot;{{{school|}}}&amp;quot; data-research=&amp;quot;{{{research|}}}&amp;quot; data-path=&amp;quot;{{{path|}}}&amp;quot; data-type=&amp;quot;{{{type|}}}&amp;quot;&lt;br /&gt;
| data-sort-value=&amp;quot;{{{name|}}}&amp;quot; | &#039;&#039;&#039;{{{name|}}}&#039;&#039;&#039;&lt;br /&gt;
| {{{school|}}}&lt;br /&gt;
| {{{research|}}}&lt;br /&gt;
| data-sort-value=&amp;quot;{{{requirement|}}}&amp;quot; | {{#invoke:Path|requirement|{{{requirement|}}}|class=spell-list__path}}&lt;br /&gt;
| {{{type|}}}&lt;br /&gt;
| data-sort-value=&amp;quot;{{{cost|}}}&amp;quot; | {{#invoke:Cost|fromParent|cost|class=spell-list__cost}}&lt;br /&gt;
| {{{range|}}}&lt;br /&gt;
| {{{area|}}}&lt;br /&gt;
| {{{effect|}}}&lt;br /&gt;
| class=&amp;quot;spell-list__description&amp;quot; | {{{description|}}}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Module:Cost&amp;diff=10347</id>
		<title>Module:Cost</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Module:Cost&amp;diff=10347"/>
		<updated>2026-05-15T20:04:56Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Read cost values from parent frame&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local p = {}&lt;br /&gt;
&lt;br /&gt;
local pathNames = {&lt;br /&gt;
	F = &#039;Fire&#039;,&lt;br /&gt;
	A = &#039;Air&#039;,&lt;br /&gt;
	W = &#039;Water&#039;,&lt;br /&gt;
	E = &#039;Earth&#039;,&lt;br /&gt;
	S = &#039;Astral&#039;,&lt;br /&gt;
	D = &#039;Death&#039;,&lt;br /&gt;
	N = &#039;Nature&#039;,&lt;br /&gt;
	G = &#039;Glamour&#039;,&lt;br /&gt;
	B = &#039;Blood&#039;,&lt;br /&gt;
	H = &#039;Holy&#039;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local labelNames = {&lt;br /&gt;
	fatigue = &#039;fatigue&#039;,&lt;br /&gt;
	gems = &#039;gems&#039;,&lt;br /&gt;
	gold = &#039;gold&#039;,&lt;br /&gt;
	res = &#039;resources&#039;,&lt;br /&gt;
	resources = &#039;resources&#039;,&lt;br /&gt;
	rec = &#039;recruitment points&#039;,&lt;br /&gt;
	recruit = &#039;recruitment points&#039;,&lt;br /&gt;
	cmd = &#039;commander points&#039;,&lt;br /&gt;
	commander = &#039;commander points&#039;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local function span(class, title, contents)&lt;br /&gt;
	return tostring(mw.html.create(&#039;span&#039;)&lt;br /&gt;
		:addClass(class)&lt;br /&gt;
		:attr(&#039;title&#039;, title)&lt;br /&gt;
		:wikitext(contents))&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderGem(path, amount, class, size)&lt;br /&gt;
	local name = pathNames[path] or path&lt;br /&gt;
	local file = string.format(&#039;[[File:Gem_%s.png|%s|link=|alt=%s gem]]&#039;, path, size, name)&lt;br /&gt;
	local root = mw.html.create(&#039;span&#039;)&lt;br /&gt;
		:addClass(class)&lt;br /&gt;
		:addClass(class .. &#039;--gem&#039;)&lt;br /&gt;
		:attr(&#039;title&#039;, name .. &#039; gems&#039;)&lt;br /&gt;
		:wikitext(file)&lt;br /&gt;
	root:tag(&#039;span&#039;)&lt;br /&gt;
		:addClass(class .. &#039;__amount&#039;)&lt;br /&gt;
		:wikitext(amount)&lt;br /&gt;
	return tostring(root)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderLabel(kind, amount, class)&lt;br /&gt;
	local label = labelNames[kind] or kind&lt;br /&gt;
	return span(class .. &#039; &#039; .. class .. &#039;--&#039; .. kind, label, amount .. &#039; &#039; .. label)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderRaw(raw, class, size)&lt;br /&gt;
	local output = {}&lt;br /&gt;
&lt;br /&gt;
	raw = mw.text.trim(raw:gsub(&#039;,&#039;, &#039; &#039;))&lt;br /&gt;
	for token in raw:gmatch(&#039;%S+&#039;) do&lt;br /&gt;
		local path, amount = token:match(&#039;^([FAWESDNGBH])(%d+)$&#039;)&lt;br /&gt;
		if path then&lt;br /&gt;
			table.insert(output, renderGem(path, amount, class, size))&lt;br /&gt;
		else&lt;br /&gt;
			local key, value = token:match(&#039;^([%a_]+):(%-?%d+)$&#039;)&lt;br /&gt;
			if not key then&lt;br /&gt;
				key, value = token:match(&#039;^([%a_]+)=(%-?%d+)$&#039;)&lt;br /&gt;
			end&lt;br /&gt;
			if not key then&lt;br /&gt;
				key, value = token:match(&#039;^([%a_]+)(%d+)$&#039;)&lt;br /&gt;
			end&lt;br /&gt;
			if key then&lt;br /&gt;
				table.insert(output, renderLabel(key, value, class))&lt;br /&gt;
			else&lt;br /&gt;
				table.insert(output, token)&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return table.concat(output, &#039; &#039;)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.render(frame)&lt;br /&gt;
	local raw = frame.args.raw or frame.args[1] or &#039;&#039;&lt;br /&gt;
	local class = frame.args.class or &#039;domwiki-cost&#039;&lt;br /&gt;
	local size = frame.args.size or &#039;18x18px&#039;&lt;br /&gt;
	return renderRaw(raw, class, size)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.fromParent(frame)&lt;br /&gt;
	local field = frame.args[1] or &#039;cost&#039;&lt;br /&gt;
	local parent = frame:getParent()&lt;br /&gt;
	local raw = parent and parent.args[field] or &#039;&#039;&lt;br /&gt;
	local class = frame.args.class or &#039;domwiki-cost&#039;&lt;br /&gt;
	local size = frame.args.size or &#039;18x18px&#039;&lt;br /&gt;
	return renderRaw(raw, class, size)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Template:Spell&amp;diff=10346</id>
		<title>Template:Spell</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Template:Spell&amp;diff=10346"/>
		<updated>2026-05-15T20:02:51Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Pass cost module input as named raw argument&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{#cargo_declare:_table=Spells&lt;br /&gt;
|SpellId=Integer&lt;br /&gt;
|Name=String&lt;br /&gt;
|School=String&lt;br /&gt;
|Research=Integer&lt;br /&gt;
|Path=String&lt;br /&gt;
|Requirement=String&lt;br /&gt;
|Type=String&lt;br /&gt;
|Cost=String&lt;br /&gt;
|Range=String&lt;br /&gt;
|Area=String&lt;br /&gt;
|Effect=Text&lt;br /&gt;
|Description=Text&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{{#cargo_store:_table=Spells&lt;br /&gt;
|SpellId={{{id|}}}&lt;br /&gt;
|Name={{{name|}}}&lt;br /&gt;
|School={{{school|}}}&lt;br /&gt;
|Research={{{research|}}}&lt;br /&gt;
|Path={{{path|}}}&lt;br /&gt;
|Requirement={{{requirement|}}}&lt;br /&gt;
|Type={{{type|}}}&lt;br /&gt;
|Cost={{{cost|}}}&lt;br /&gt;
|Range={{{range|}}}&lt;br /&gt;
|Area={{{area|}}}&lt;br /&gt;
|Effect={{{effect|}}}&lt;br /&gt;
|Description={{{description|}}}&lt;br /&gt;
}}&lt;br /&gt;
|- class=&amp;quot;spell-list__row&amp;quot; data-school=&amp;quot;{{{school|}}}&amp;quot; data-research=&amp;quot;{{{research|}}}&amp;quot; data-path=&amp;quot;{{{path|}}}&amp;quot; data-type=&amp;quot;{{{type|}}}&amp;quot;&lt;br /&gt;
| data-sort-value=&amp;quot;{{{name|}}}&amp;quot; | &#039;&#039;&#039;{{{name|}}}&#039;&#039;&#039;&lt;br /&gt;
| {{{school|}}}&lt;br /&gt;
| {{{research|}}}&lt;br /&gt;
| data-sort-value=&amp;quot;{{{requirement|}}}&amp;quot; | {{#invoke:Path|requirement|{{{requirement|}}}|class=spell-list__path}}&lt;br /&gt;
| {{{type|}}}&lt;br /&gt;
| data-sort-value=&amp;quot;{{{cost|}}}&amp;quot; | {{#invoke:Cost|render|raw={{{cost|}}}|class=spell-list__cost}}&lt;br /&gt;
| {{{range|}}}&lt;br /&gt;
| {{{area|}}}&lt;br /&gt;
| {{{effect|}}}&lt;br /&gt;
| class=&amp;quot;spell-list__description&amp;quot; | {{{description|}}}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Module:Cost&amp;diff=10345</id>
		<title>Module:Cost</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Module:Cost&amp;diff=10345"/>
		<updated>2026-05-15T20:02:47Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Pass cost module input as named raw argument&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local p = {}&lt;br /&gt;
&lt;br /&gt;
local pathNames = {&lt;br /&gt;
	F = &#039;Fire&#039;,&lt;br /&gt;
	A = &#039;Air&#039;,&lt;br /&gt;
	W = &#039;Water&#039;,&lt;br /&gt;
	E = &#039;Earth&#039;,&lt;br /&gt;
	S = &#039;Astral&#039;,&lt;br /&gt;
	D = &#039;Death&#039;,&lt;br /&gt;
	N = &#039;Nature&#039;,&lt;br /&gt;
	G = &#039;Glamour&#039;,&lt;br /&gt;
	B = &#039;Blood&#039;,&lt;br /&gt;
	H = &#039;Holy&#039;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local labelNames = {&lt;br /&gt;
	fatigue = &#039;fatigue&#039;,&lt;br /&gt;
	gems = &#039;gems&#039;,&lt;br /&gt;
	gold = &#039;gold&#039;,&lt;br /&gt;
	res = &#039;resources&#039;,&lt;br /&gt;
	resources = &#039;resources&#039;,&lt;br /&gt;
	rec = &#039;recruitment points&#039;,&lt;br /&gt;
	recruit = &#039;recruitment points&#039;,&lt;br /&gt;
	cmd = &#039;commander points&#039;,&lt;br /&gt;
	commander = &#039;commander points&#039;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local function span(class, title, contents)&lt;br /&gt;
	return tostring(mw.html.create(&#039;span&#039;)&lt;br /&gt;
		:addClass(class)&lt;br /&gt;
		:attr(&#039;title&#039;, title)&lt;br /&gt;
		:wikitext(contents))&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderGem(path, amount, class, size)&lt;br /&gt;
	local name = pathNames[path] or path&lt;br /&gt;
	local file = string.format(&#039;[[File:Gem_%s.png|%s|link=|alt=%s gem]]&#039;, path, size, name)&lt;br /&gt;
	local root = mw.html.create(&#039;span&#039;)&lt;br /&gt;
		:addClass(class)&lt;br /&gt;
		:addClass(class .. &#039;--gem&#039;)&lt;br /&gt;
		:attr(&#039;title&#039;, name .. &#039; gems&#039;)&lt;br /&gt;
		:wikitext(file)&lt;br /&gt;
	root:tag(&#039;span&#039;)&lt;br /&gt;
		:addClass(class .. &#039;__amount&#039;)&lt;br /&gt;
		:wikitext(amount)&lt;br /&gt;
	return tostring(root)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderLabel(kind, amount, class)&lt;br /&gt;
	local label = labelNames[kind] or kind&lt;br /&gt;
	return span(class .. &#039; &#039; .. class .. &#039;--&#039; .. kind, label, amount .. &#039; &#039; .. label)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.render(frame)&lt;br /&gt;
	local raw = frame.args.raw or frame.args[1] or &#039;&#039;&lt;br /&gt;
	local class = frame.args.class or &#039;domwiki-cost&#039;&lt;br /&gt;
	local size = frame.args.size or &#039;18x18px&#039;&lt;br /&gt;
	local output = {}&lt;br /&gt;
&lt;br /&gt;
	raw = mw.text.trim(raw:gsub(&#039;,&#039;, &#039; &#039;))&lt;br /&gt;
	for token in raw:gmatch(&#039;%S+&#039;) do&lt;br /&gt;
		local path, amount = token:match(&#039;^([FAWESDNGBH])(%d+)$&#039;)&lt;br /&gt;
		if path then&lt;br /&gt;
			table.insert(output, renderGem(path, amount, class, size))&lt;br /&gt;
		else&lt;br /&gt;
			local key, value = token:match(&#039;^([%a_]+)=(%-?%d+)$&#039;)&lt;br /&gt;
			if not key then&lt;br /&gt;
				key, value = token:match(&#039;^([%a_]+)(%-?%d+)$&#039;)&lt;br /&gt;
			end&lt;br /&gt;
			if key then&lt;br /&gt;
				table.insert(output, renderLabel(key, value, class))&lt;br /&gt;
			else&lt;br /&gt;
				table.insert(output, token)&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return table.concat(output, &#039; &#039;)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Spells&amp;diff=10344</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Spells&amp;diff=10344"/>
		<updated>2026-05-15T19:47:00Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Fix cost rendering for multi-digit values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;templatestyles src=&amp;quot;Spell/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
{{DISPLAYTITLE:Spells}}&lt;br /&gt;
&lt;br /&gt;
Dominions 6 spells. This table is generated from the Dom6Inspector export in &amp;lt;code&amp;gt;gamedata/spells.csv&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;spell-list-filter domwiki-filter&amp;quot; data-target=&amp;quot;.spell-list&amp;quot; data-filter-fields=&amp;quot;school:School:All schools|research:Research:All levels|path:Path:All paths|type:Type:All types&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable spell-list&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! School&lt;br /&gt;
! Research&lt;br /&gt;
! Paths&lt;br /&gt;
! Type&lt;br /&gt;
! Cost&lt;br /&gt;
! Range&lt;br /&gt;
! Area&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=364&lt;br /&gt;
|name=Call Ephor&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2845&lt;br /&gt;
|description=The humans of Therodos were struck hardest by the cataclysm. Those who survived the initial blast drowned when the land sank underneath the waves. Once dead their shattered souls were barred from entering the underworld and their ghosts remained in the sunken lands they once inhabited, unaware of their undead state of existence. The Ephoroi were once magistrates and leaders of the human population of Therodos. They presided over religious ceremonies where the Meliai were not present. Now they are the leaders of the ghostly realm of the drowned dead, serving the Hekaterides and their Meliai daughters as they did before the fall. The Ephoroi are able to call human spectres to fill the ranks of the ghostly armies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=365&lt;br /&gt;
|name=Call Spectral Philosopher&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D11&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2846&lt;br /&gt;
|description=The humans of Therodos were struck hardest by the cataclysm. Those who survived the initial blast drowned when the land sank underneath the waves. Once dead their shattered souls were barred from entering the underworld and their ghosts remained in the sunken lands they once inhabited, unaware of their undead state of existence. In the blessed lands of the Telkhines there were little hardship for the privileged and some humans were able to spend their days thinking and debating with each other. The ghosts of these men still linger and their voices can be heard in the shattered agoras of ancient Therodos. Their conclusions on the subject of magic will contribute to the research of the nation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=697&lt;br /&gt;
|name=Cave Collapse&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=&lt;br /&gt;
|requirement=&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=10%&lt;br /&gt;
|effect=Damage, value 20&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=291&lt;br /&gt;
|name=Greater Hannya Pact&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Polymorph Caster, value 1432&lt;br /&gt;
|description=The Chunari seals a second and final pact with the Oni Kings, giving up the last shreds of humanity to become a true Hannya. The Hannya gains further powers in death and fire magic. A fiery aura and a serpent tail are also given to her to remind her of who her true masters are.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=290&lt;br /&gt;
|name=Hannya Pact&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Polymorph Caster, value 3070&lt;br /&gt;
|description=The Namanari seals a pact with the Oni Kings, giving up her humanity to become a Chunari. The Chunari gains powers in death and fire magic and a demonic nature. Jealous and greedy for power a Chunari will sooner or later strengthen her pact with her masters losing her humanity altogether.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=385&lt;br /&gt;
|name=Revive Acolyte&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 256&lt;br /&gt;
|description=The necromancer revives an ancient and unholy priest. The Priests of Eldregate were responsible for performing the ceremonies in the Holy City of Eldregate. When the Dusk Elders succumbed to the dark lure of Death magic, the Priests of Eldregate sat silent and watched the Empire fall. As a result, they were cursed more strongly than the rest of the population and are the ones who perform the unholy rites of reanimation. The Priests of Eldregate are surrounded by a wind of numbing cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=387&lt;br /&gt;
|name=Revive Arch Bishop&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D23&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 258&lt;br /&gt;
|description=The necromancer revives an ancient and unholy priest. The Priests of Eldregate were responsible for performing the ceremonies in the Holy City of Eldregate. When the Dusk Elders succumbed to the dark lure of Death magic, the Priests of Eldregate sat silent and watched the Empire fall. As a result, they were cursed more strongly than the rest of the population and are the ones who perform the unholy rites of reanimation. The Priests of Eldregate are surrounded by a wind of numbing cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=386&lt;br /&gt;
|name=Revive Bishop&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D16&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 257&lt;br /&gt;
|description=The necromancer revives an ancient and unholy priest. The Priests of Eldregate were responsible for performing the ceremonies in the Holy City of Eldregate. When the Dusk Elders succumbed to the dark lure of Death magic, the Priests of Eldregate sat silent and watched the Empire fall. As a result, they were cursed more strongly than the rest of the population and are the ones who perform the unholy rites of reanimation. The Priests of Eldregate are surrounded by a wind of numbing cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=384&lt;br /&gt;
|name=Revive Censor&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 260&lt;br /&gt;
|description=The necromancer revives an Ermorian Censor. The Censors were judges in the Old Empire. They are armed as Lictors and share their powers and weaknesses. Censors are commanders, able to lead the dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=389&lt;br /&gt;
|name=Revive Dusk Elder&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 253&lt;br /&gt;
|description=The necromancer revives the spectre of an ancient Ermorian mage. The mages of Ermor were the ones who performed the rituals that corrupted and destroyed the old empire. The mages do not possess solid bodies, but their spirits are connected to the Netherworld and their powers of Death magic are greater than ever before. The touch of these mages will drain the life energy of the target and replenish the power of the mage. They are ethereal and are very difficult to harm without using magic weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=402&lt;br /&gt;
|name=Revive Grand Lemur&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2335&lt;br /&gt;
|description=A Grand Lemur is the spirit of an ancient Scelerian Grand Thaumaturg that has been brought back from the Underworld. The thaumaturgs were the leading mage priests of the empire and the architects of the scelerian death cult. The souls of these powerful Lemures have broken the cycle of death and rebirth and will return from the Land of the Dead if slain in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=400&lt;br /&gt;
|name=Revive Lemur Acolyte&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D11&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2333&lt;br /&gt;
|description=A Lemur Acolyte is the spirit of an ancient Scelerian Acolyte that has been brought back from the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=397&lt;br /&gt;
|name=Revive Lemur Centurion&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 678&lt;br /&gt;
|description=A Lemur Centurion is the spirit of an ancient Scelerian Centurion that has been brought back from the Underworld. The Centurions were commanders of the Scelerian legions before the fall.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=399&lt;br /&gt;
|name=Revive Lemur Consul&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 679&lt;br /&gt;
|description=A Lemur Consul is the spirit of an ancient Scelerian Consul that has been brought back from the Underworld. Able commanders and powerful priests, the Consuls were influential Senators chosen to command the legions of Sceleria. The souls of these powerful Lemures have broken the cycle of death and rebirth and will return from the Land of the Dead if slain in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=398&lt;br /&gt;
|name=Revive Lemur Senator&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 680&lt;br /&gt;
|description=A Lemur Senator is the spirit of an ancient Scelerian Senator that has been brought back from the Underworld. The Senators were the political and religious leaders of Sceleria and they rarely led armies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=401&lt;br /&gt;
|name=Revive Lemur Thaumaturg&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2334&lt;br /&gt;
|description=A Lemur Thaumaturg is the spirit of an ancient Scelerian Thaumaturg that has been brought back from the Underworld. The thaumaturgs were the leading mage priests of the empire and the architects of the scelerian death cult.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=383&lt;br /&gt;
|name=Revive Lictor&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 259&lt;br /&gt;
|description=The necromancer revives an Ermorian Lictor. The Lictors were dignitaries entrusted with keeping the order during the Empire&#039;s glory days. Lictors are corporeal undead of great physical strength. They are armored with rusty plate hauberks and wield great axes formerly used as a sign of their office. Lictors are so closely connected with the Netherworld that they are surrounded by a wind of numbing cold. If revived by a necromancer wearing a Black Laurel, three additional Lictors will reawaken from the dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=396&lt;br /&gt;
|name=Revive Shadow Tribune&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 681&lt;br /&gt;
|description=The spirit of an old Ermorian Tribune is brought back through a Soul Gate. The Tribune was a representative of the people in old times.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=388&lt;br /&gt;
|name=Revive Spectator&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 254&lt;br /&gt;
|description=The necromancer revives the spectre of an ancient Ermorian mage. The mages of Ermor were the ones who performed the rituals that corrupted and destroyed the old empire. The mages do not possess solid bodies, but their spirits are connected to the Netherworld and their powers of Death magic are greater than ever before. The touch of these mages will drain the life energy of the target and replenish the power of the mage. They are ethereal and are very difficult to harm without using magic weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=534&lt;br /&gt;
|name=Call Ancestor&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1363&lt;br /&gt;
|description=The spirit of a deceased ancestor is called to the battle. Ancestors are sacred, but while they can influence fortunes of the living, they have few other powers useful in large battles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=529&lt;br /&gt;
|name=Celestial Servant&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 903&lt;br /&gt;
|description=This spell summons a Celestial Servant who is loyal to the Empire. The Celestial Servant is a gardener or servitor of the Celestial Sphere. It has the appearance of an obese pig-man. Celestial Servants are very strong, but not very skilled as warriors. They arm themselves with rakes and do not carry armor. Celestial Servants do not need food of this world to survive, but they do love to eat, and they have huge appetites. One Celestial Servant will eat as much food as seven ordinary men.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=925&lt;br /&gt;
|name=Shadow Servant&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 434&lt;br /&gt;
|description=The Shadow Servant is a creature made out of solid darkness. It is stealthy and is often used to scout enemy provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=924&lt;br /&gt;
|name=Spirit Curse&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 2&lt;br /&gt;
|description=The caster summons a malign spirit from the underworld and coerces it to curse an enemy. In return, it is set free to wreak havoc on the living. The spirit never joins battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=921&lt;br /&gt;
|name=Summon Animals&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Animals, value 403&lt;br /&gt;
|description=The caster summons several animals and binds them to his service. Different animals answer the call in different terrains.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=919&lt;br /&gt;
|name=Summon Cave Grubs&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2526&lt;br /&gt;
|description=In the deep caverns of the earth strange worms and crawling beasts can be found. The Cave Grubs are huge larvae with highly corrosive saliva able to dig through the earth and stone of the under-earth. Their tunnels are used by the Pale ones and other cave dwellers. Cave Grubs have weak minds and are easy to control and compel with magic, but they need magical leadership. They are sometimes summoned to be used in sieges.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=923&lt;br /&gt;
|name=Summon Crocodiles&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2185&lt;br /&gt;
|description=This ritual summons a few crocodiles and has them assist in battles. Crocodiles are not well suited to fight against humans, but their bite can still be deadly for soldiers who are neither well armored nor fast enough to evade.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=504&lt;br /&gt;
|name=Summon Jaguar Toads&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1359&lt;br /&gt;
|description=Great toads are found in the deep forests of Mictlan. The reddish, spotted Jaguar Toad is highly revered as it wears the coat of the jaguar, the most sacred of all animals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=587&lt;br /&gt;
|name=Summon Kappa&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1482&lt;br /&gt;
|description=The Kappa is a scaled humanoid with a turtle shell on its back. It is a being of water and haunts rivers and wild coasts. The Kappa has a water-filled depression on the top of its head. If this water is spilled, it loses its strength. In battles on dry land, the Kappa will gain fatigue until unconscious. It is also a master of Koppo, the bone breaking technique. The Kappa is also able to mend broken bones if it suffers injury.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=586&lt;br /&gt;
|name=Summon Ko-Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1260&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=922&lt;br /&gt;
|name=Summon Sea Dogs&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1064&lt;br /&gt;
|description=Life underneath the waves corresponds in many ways to that on dry land. The Sea Dog is a dog with webbed feet and fish scales instead of fur. Sea Dogs are amphibious and roam the shorelines at night.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=920&lt;br /&gt;
|name=Tangle Vines&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=Vines will ensnare anyone in the targeted area. The ensnared victims cannot move or attack anyone until they have destroyed the vines holding them. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=933&lt;br /&gt;
|name=Awaken Algae Men&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2976&lt;br /&gt;
|description=The mage awakens some Algae Men and persuades them to serve him. Algae Men are masses of corals, algae and other kinds of seaweed in the general form of a humanoid. Algae Men will return to their slumbering state if left without magic leadership on the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=932&lt;br /&gt;
|name=Awaken Vine Men&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 361&lt;br /&gt;
|description=The mage awakens some Vine Men and persuades them to serve him. Vine Men are masses of roots, vines and moss in the general form of a humanoid. Vine Men will return to their slumbering state if left without magic leadership on the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=584&lt;br /&gt;
|name=Host of Ganas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1764&lt;br /&gt;
|description=Ganas are ghostly warriors serving the Daityas of the Nether Realms. They can be summoned by dark magic and coerced into servitude.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=935&lt;br /&gt;
|name=Pack of Wolves&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 284&lt;br /&gt;
|description=The caster summons a pack of ferocious wolves and binds them to service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=390&lt;br /&gt;
|name=Revive Wailing Lady&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 255&lt;br /&gt;
|description=The necromancer revives the spectre of an Ermorian lady. The Wailing Lady weeps in lamentation over the annihilation of the Empire. The apparition is horrible to behold and her sorrow impossible to bear. Living beings drop dead upon hearing the wail of the spectral Lady. The Wailing Ladies are ethereal and difficult to damage with non-magical weapons. They are sacred and can be blessed by the priests of Ermor. Wailing Ladies can enter the sea.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=315&lt;br /&gt;
|name=Summon Abysian Ancestors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1971&lt;br /&gt;
|description=The Anathemant summons the spirits of ancient Abysian warriors. These spirits are surrounded by ethereal flames and are sacred to the humanbred population.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=588&lt;br /&gt;
|name=Summon Ao-Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1264&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=438&lt;br /&gt;
|name=Summon Black Dogs&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1769&lt;br /&gt;
|description=The caster summons a pack of Black Dogs. Black Dogs are large, black fay hounds that roam desolate highlands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=926&lt;br /&gt;
|name=Summon Fire Ants&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2225&lt;br /&gt;
|description=This ritual summons a bunch of extremely large fire ants. The ants are larger than horses and a lot more dangerous. Unfortunately they are also dumber than horses and need a mage to control them in order to be useful.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=927&lt;br /&gt;
|name=Summon Hawk&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Edge of Battlefield Summon, value 517&lt;br /&gt;
|description=The caster shrieks and soon a Black Hawk will appear on the battlefield. Black Hawks are not very powerful, but they might distract advancing enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=936&lt;br /&gt;
|name=Summon Horned Serpents&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 403&lt;br /&gt;
|description=The mage ventures into a sandy desert to summon and bind several Horned Serpents. The Cerastes are large, venomous serpents that hide beneath the sands in order to surprise their prey.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=589&lt;br /&gt;
|name=Summon Karasu Tengus&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1478&lt;br /&gt;
|description=The Karasu Tengu is a sacred being of the wild and the winds. It has the appearance of a man with the head, wings and feet of a crow. It is a mischievous being and often harasses humans who dare pass beneath its nest. Tengu are masters of swordsmanship and legends tell of heroes who have been trained by Tengu swordmasters. All Tengu have power over the winds and weather and can fly during storms and unleash lightning upon their enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=934&lt;br /&gt;
|name=Summon Killer Mantis&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2226&lt;br /&gt;
|description=This ritual summons a bunch of giant killer mantis. These beasts are as large as fully grown moose and they are well equipped to kill with their amazing speed and sharp claws. In addition to being dangerous, they are also very stupid and need a mage in order to control them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=930&lt;br /&gt;
|name=Summon Ogres&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2135&lt;br /&gt;
|description=The caster summons a group of Ogres and convinces them to serve. Ogres are large, strong and stupid humanoids that find humans delicious.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=931&lt;br /&gt;
|name=Summon Shades&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 676&lt;br /&gt;
|description=The caster summons a group of Shades to serve him. Shades are dark spirits from the Shade Lands between the land of the living and the Underworld. They are ethereal and able to drain the strength of living beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=322&lt;br /&gt;
|name=Summon Simargl&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1947&lt;br /&gt;
|description=The caster summons a Simargl. The Simargl is a strange winged dog from the lands of Rus. It is sometimes summoned by mages to aid in hunts and patrols.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=317&lt;br /&gt;
|name=Summon Spectral Infantry&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1656&lt;br /&gt;
|description=This spell will summon the spirits of a few formidable Abysian warriors who have died in battle. These spirits are called Smoulderghosts and are even fiercer fighters now that they have died.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=928&lt;br /&gt;
|name=Summon Storm Power&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8192&lt;br /&gt;
|description=During a storm, this spell can be used to channel the power of the storm through the mage. This enables the mage to cast more powerful Air magic spells. This spell only works during a storm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=929&lt;br /&gt;
|name=Summon Water Power&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 524288&lt;br /&gt;
|description=The mage gathers power from the surrounding water to enable him to cast more powerful Water magic spells. This spell can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=937&lt;br /&gt;
|name=Tapestry of Dreams&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 138&lt;br /&gt;
|description=The caster conjures the dreams and memories of a distant land and weaves them into a tapestry that reveals what transpires in the province. The tapestry will dissolve over a month, but can be made to last longer if additional gems are used in the casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=957&lt;br /&gt;
|name=Ambush of Tigers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1140&lt;br /&gt;
|description=The caster summons an ambush of Tigers and binds them to service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=622&lt;br /&gt;
|name=Awaken Shard Wights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2509&lt;br /&gt;
|description=Shard Wights are reanimated Pale Ones taken from their final resting places to serve a Ktonian necromancer or an Oracle of the Ancients as guardians or company. Since the Breaking of the Seal it is no longer difficult to coerce the spirits of the dead, and shards of enchanted obsidian can be found near the Chamber of the Broken seal. These shards are crafted into cursed weapons and given to the Shard Wights.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=609&lt;br /&gt;
|name=Barathrus Pact&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3741&lt;br /&gt;
|description=An Agarthan Oracle ventures down to the Roots of the Earth and seals a pact with Barathrus, the King of Deeper Earth. The Oracle is granted a couple of Earth Elementals that will serve him in the surface world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=600&lt;br /&gt;
|name=Bind Penumbral&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2497&lt;br /&gt;
|description=An Oracle of the Dead ventures down to the deeper reaches of Agartha and the Chamber of the Seal to summon and bind a Penumbral. Penumbrals are shadow beings resembling Pale Ones with elongated faces and drooling mouths. Agarthan legends claim that they are the souls of those who sacrificed themselves to seal the Chamber. The disturbing fact that they have become more numerous has led some to believe that the Seal is weakening.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=940&lt;br /&gt;
|name=Bind Scorpion Beast&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 524&lt;br /&gt;
|description=The caster summons and binds a huge scorpion. The Scorpion Beast has a mighty stinger, which is poisonous and can pierce even the thickest armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=536&lt;br /&gt;
|name=Call Cyclops Tribe&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3381&lt;br /&gt;
|description=There are in Ind many strange men. Large men, small men, and men with eyes in the back. There are also Cyclopses living in Magnificent Ind. Groups of these giants can be contacted and convinced to serve the Prester King.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=945&lt;br /&gt;
|name=Call Krakens&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 438&lt;br /&gt;
|description=Summons several huge octopoid beasts to serve the caster. The beasts are aquatic and cannot leave the sea.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=959&lt;br /&gt;
|name=Call of the Wild&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value 284&lt;br /&gt;
|description=Summons a werewolf and a large pack of wolves in a distant land. The werewolf is under the command of its summoner.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=942&lt;br /&gt;
|name=Call of the Winds&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value 517&lt;br /&gt;
|description=Summons a Great Hawk, along with a large flock of Black Hawks, in a province far away. Great Hawks are intelligent and can command troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=963&lt;br /&gt;
|name=Conjure Phantasmal Wolves&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3625&lt;br /&gt;
|description=The caster conjures Phantasmal Wolves to aid him in battle. Phantasmal Wolves are beings of the Dreamwild, made of memories, dreams and legends. They surpass ordinary wolves in every way, but are not real. However, they can interact with creation if conjured with glamour magic. They are insubstantial and difficult to harm with physical weapons. Phantasms cannot hold on to reality for long and will disperse when the battle is over. If cast under water phantasmal sea dogs will appear instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=300&lt;br /&gt;
|name=Contact Bakeneko&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3268&lt;br /&gt;
|description=The caster contacts and makes a deal with a Bakeneko, a ghost cat of Shinuyama. The Bakeneko is a cat that has lived for decades and developed shapeshifting abilities and magical powers. Some are prone to setting things on fire, others reanimate dead corpses to use in their nefarious schemes. Bakeneko are attuned to magic and their powers are greater in lands of magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=325&lt;br /&gt;
|name=Contact Sirin&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1945&lt;br /&gt;
|description=The caster contacts a Sirin and persuades it to aid him. The Sirin is a magical half-woman, half-bird of Rus. It has the head and chest of a woman and the body and lower parts of a dark bird. The Sirin is a most sinister being. It can speak with the voice of saints and entice men, tell them of future fortunes and lure them into lifelong slavery.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=262&lt;br /&gt;
|name=Curse Tablet&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Curse, value 2&lt;br /&gt;
|description=With the emergent interest in the fate of souls in Arcoscephale, necromantic practices have emerged. While most Orphic Mystics try to find the mysteries of a blessed afterlife, some less scrupulous individuals have used the new insights to command the newly dead. With this ritual the necromancer approaches the grave of a newly dead and places a tablet on it. The soul of the dead one is prevented from transmigrating or finding rest until it has performed the curse on the tablet. The spirit will travel to a distant province and curse a commander before finding final rest.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=952&lt;br /&gt;
|name=Dark Knowledge&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 5&lt;br /&gt;
|description=The caster summons a spirit of the Underworld and coerces it to reveal knowledge of sites of Death in a distant province. The spell can not be used to find magic in enemy provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=530&lt;br /&gt;
|name=Heavenly Rivers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 904&lt;br /&gt;
|description=The Demon of Heavenly Rivers is a violent Celestial being sprung from heavenly rivers. It has the appearance of a furious blue-skinned ogre with wild red hair. The demon is armed with a great club and wears an enchanted necklace made from the skulls of men unfortunate enough to try to cross a river guarded by the demon. Demons of Heavenly Rivers are sacred and amphibious.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=958&lt;br /&gt;
|name=Herd of Buffaloes&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3009&lt;br /&gt;
|description=This ritual summons a herd of buffaloes and makes them loyal to the caster. Buffaloes are strong and fierce and can be quite aggressive when they perceive a threat to their herd. Buffaloes are held in high esteem in the ancient lands of Ur, but there are other cultures that also revere their great strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=340&lt;br /&gt;
|name=Herd of Elephants&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2398&lt;br /&gt;
|description=This ritual summons a herd of elephants and makes them loyal to the caster. Elephants are devastating when released upon enemy armies, but if they flee they will trample through the ranks of their own side as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1466&lt;br /&gt;
|name=Herd of Moose&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1084&lt;br /&gt;
|description=The caster summons a herd of Moose and binds them to his service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=391&lt;br /&gt;
|name=Lictorian Guard&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 259&lt;br /&gt;
|description=This spell summons a handful of Lictors. Lictors are sacred and were the peacekeepers of the Old Empire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=938&lt;br /&gt;
|name=Phoenix Power&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 262144&lt;br /&gt;
|description=This spell enables the mage to cast more powerful Fire spells and also grants him resistance to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=951&lt;br /&gt;
|name=Power of the Spheres&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 128&lt;br /&gt;
|description=This spell makes the caster more powerful in the elemental and sorcery paths of magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=956&lt;br /&gt;
|name=Pride of Lions&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 628&lt;br /&gt;
|description=The caster summons a pride of Great Lions and binds them to his service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=954&lt;br /&gt;
|name=Revive Bane&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 185&lt;br /&gt;
|description=With this ritual, the necromancer revives a Bane and binds him to service. The Bane is armed with a Bane Blade. Banes are the generals of the Underworld and are able to lead large numbers of undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=605&lt;br /&gt;
|name=Revive Cavern Wights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1501&lt;br /&gt;
|description=Since the planning of the War under the Sun some Oracles of the Dead have begun experimenting with summoning of the dead. With this ritual an Oracle of the dead summons the souls of a few Pale Ones and makes them repossess their mummified bodies. The corpses of Pale Ones are entombed and well cared for and their souls are generally calm. Reviving them is remarkably difficult and time consuming. So far no one has tried to awaken the soul of an ancient Pale One.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=953&lt;br /&gt;
|name=Revive Wights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 533&lt;br /&gt;
|description=With this ritual, the necromancer revives a small group of Wights and binds them to serve. Wights are armed with horrible Bane Blades that cause mortal flesh to decay and shrivel.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=608&lt;br /&gt;
|name=Rhuax Pact&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 640&lt;br /&gt;
|description=An Oracle of Subterranean Fires ventures down to the Roots of the Earth and seals a pact with Rhuax, the King of Magma. The Oracle is granted a group of Magma Children that will serve him in the surface world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=436&lt;br /&gt;
|name=Sleep Vines&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=Strange vines with purple flowers will emerge from the ground. The vines will ensnare and exhaust anyone in the targeted area. The ensnared victims cannot move or attack anyone until they have destroyed the vines holding them. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=955&lt;br /&gt;
|name=Sloth of Bears&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 694&lt;br /&gt;
|description=The caster summons a sloth of Great Bears and binds them to service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=281&lt;br /&gt;
|name=Sounder of Boars&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1807&lt;br /&gt;
|description=The caster, often a Gutuater, summons a sounder of Great Boars. Great Boars are almost as heavy as an ox and are sacred to the people of Marverni.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=590&lt;br /&gt;
|name=Summon Aka-Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1266&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=943&lt;br /&gt;
|name=Summon Amphiptere&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1412&lt;br /&gt;
|description=The caster summons an Amphiptere. The Amphiptere is a huge winged serpent. It can fly and its breath is poisonous.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=555&lt;br /&gt;
|name=Summon Angiri&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3666&lt;br /&gt;
|description=Angiris are sun-born warriors that left this world ages ago. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer. Angiris are resistant to fires and are blessed with an Aura of Splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=557&lt;br /&gt;
|name=Summon Apsaras&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1332&lt;br /&gt;
|description=Apsaras are divine nymphs that have left this world ages ago. They serve the Celestial Gods as untiring dancers and singers. They are sometimes summoned by the calls of the monkey people living on the sacred mountain where the worlds lie closer. Apsaras are blessed with an aura of splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=321&lt;br /&gt;
|name=Summon Bears&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3003&lt;br /&gt;
|description=The Great Bear is a magnificent and sacred creature. This ritual summons an entire sloth of Great Bears.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=961&lt;br /&gt;
|name=Summon Bog Beasts&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 578&lt;br /&gt;
|description=The mage summons and binds a few Bog Beasts. Bog Beasts are large poison-spitting creatures surrounded by the noxious fumes they breathe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=947&lt;br /&gt;
|name=Summon Cave Cows&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2512&lt;br /&gt;
|description=The mage ventures down into a deep cavern to summon and bind a herd of Cave Cows. Cave Cows are strange beings from the under-earth that feed on fungi and minerals. Its saliva is highly corrosive and can dissolve rocks and minerals. Cave Cows can only be summoned in cave provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=950&lt;br /&gt;
|name=Summon Cave Crab&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2514&lt;br /&gt;
|description=The Cave Crab resembles an ordinary crab, only larger than a horse instead of a lot smaller than one. It has a thick outer skeleton and one enormous claw that is capable of pinching through just about anything. The Cave Crab is usually not aggressive but wise beings leave it alone as it scuttles along sideways in the caverns. The crab feeds mainly on fungi and dead cave beings, but if presented with the opportunity it might very well produce a few extra dead cave beings to feed on later. With this ritual the mage summons one of the giant crabs and makes it ready to be released upon an enemy army.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=474&lt;br /&gt;
|name=Summon Condors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2694&lt;br /&gt;
|description=The Condor is sacred to the people of Nazca. It is considered a messenger of the sun and herald of storms. The sacred bird is sometimes summoned by the Sun Kings to aid armies or to patrol the lands. No other bird can soar at such heights, thus Condor scouts are rarely seen and almost impossible to catch.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=439&lt;br /&gt;
|name=Summon Cu Sidhe&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1770&lt;br /&gt;
|description=The caster summons a pack of Cu Sidhe. Cu Sidhe are huge, dark green fay hounds from the Land of the Ever Young. They are sacred.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=948&lt;br /&gt;
|name=Summon Earthpower&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4096&lt;br /&gt;
|description=The Earth will lend its endurance to the mage. All Earth spells will be less demanding to cast and the mage will be constantly invigorated by the Earth&#039;s power.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=962&lt;br /&gt;
|name=Summon Fay Folk&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -26&lt;br /&gt;
|description=The caster summons a group of Fay Folk. Fay Folk are small fay creatures from the Dreamwild who occasionally appear on the fringes of civilized lands. Few Fay Folk look alike, and many have animal features, but all fay are able to use glamour and their true appearance is rarely what it seems. Like all fay they are vulnerable to iron.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=323&lt;br /&gt;
|name=Summon Firebird&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1946&lt;br /&gt;
|description=The caster summons a Firebird. The Firebird is a legendary bird with a brightly glowing plumage. It lives in the far wilderness of Rus and is often sought by heroes for its ability to bring good fortune.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=495&lt;br /&gt;
|name=Summon Glosos&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D13&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2363&lt;br /&gt;
|description=The caster travels to a graveyard and summons the vile sows known as Glosos and binds them to his service. The Gloso or Glow Sow is a horrible dark boar with glowing eyes and razor sharp bristles on its back. They live in ancient dolmens or graveyards where they sharpen their bristles by scrubbing them against the gravestones. Glosos fight by running at its target and slicing him with the bristles on its back.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=501&lt;br /&gt;
|name=Summon Glosos&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2363&lt;br /&gt;
|description=The caster travels to a graveyard and summons the vile sows known as Glosos and binds them to his service. The Gloso or Glow Sow is a horrible dark boar with glowing eyes and razor sharp bristles on its back. They live in ancient dolmens or graveyards where they sharpen their bristles by scrubbing them against the gravestones. Glosos fight by running at its target and slicing him with the bristles on its back.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=505&lt;br /&gt;
|name=Summon Jaguars&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 859&lt;br /&gt;
|description=The caster summons a pack of Jaguars and binds them to service. Jaguars are feared and revered as the great hunters of the forest. They are sacred to the people and sacred warriors don jaguar hides.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=591&lt;br /&gt;
|name=Summon Konoha Tengus&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1479&lt;br /&gt;
|description=This spell summons a handful of Konoha Tengu, sacred beings of the mountain winds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=941&lt;br /&gt;
|name=Summon Lesser Air Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3727&lt;br /&gt;
|description=The caster summons a Lesser Air Elemental to aid him in battle. Air Elementals can fly and can send enemies flying through the air. They are very difficult to harm. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=949&lt;br /&gt;
|name=Summon Lesser Earth Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3743&lt;br /&gt;
|description=The caster summons a Lesser Earth Elemental to aid him in battle. Earth Elementals are robust and regenerate damage. They can trample enemies or strike with mighty fists. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=939&lt;br /&gt;
|name=Summon Lesser Fire Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3719&lt;br /&gt;
|description=The caster summons a Lesser Fire Elemental to aid him in a battle. Fire Elementals are difficult to harm and dangerous to be near. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=944&lt;br /&gt;
|name=Summon Lesser Water Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3735&lt;br /&gt;
|description=The caster summons a Lesser Water Elemental to aid him in battle. Water Elementals are quick and crush enemies regardless of their armor. Elementals shrink when they are hit by powerful strikes. Water Elementals summoned in cold climates will be composed of ice. Ice Elementals are stronger but slower than Water Elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=358&lt;br /&gt;
|name=Summon Mazzikim&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2072&lt;br /&gt;
|description=The caster summons a group of Mazzikim from the wild. Mazzikim are imps of the wild who terrorize unwary travelers. They are mischievous rather than malign, but can cause some havoc in enough numbers. Since they are of this world, they can be summoned without a sacrifice of blood, even if demonic by nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=556&lt;br /&gt;
|name=Summon Nagas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1319&lt;br /&gt;
|description=Nagas are semi-divine serpent beings of the Nether World of Patala. They are sacred, can see in the dark and breathe under water. They are sprung from the Underworld and are skilled in metalworking and gem crafting. Naga warriors don gilded armor set with gleaming jewels that shine in the dark.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=299&lt;br /&gt;
|name=Summon Okami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3264&lt;br /&gt;
|description=The caster summons a pack of Okami, supernatural wolves of Shinuyama. In the enchanted forests of Mount Shinuyama live animals gifted with supernatural longevity and magic abilities. When an animal gets older and wiser it becomes increasingly more powerful. The Okami is a magical wolf of Shinuyama gifted with longevity and magical strength. Many Okami are benevolent and they sometimes follow travelers and protect them from harm. The Okami is attuned to magic and its powers are greater where magic is strong.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=601&lt;br /&gt;
|name=Summon Penumbrals&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2497&lt;br /&gt;
|description=An Oracle or a Ktonian Necromancer ventures down to the deeper reaches of Agartha and the Chamber of the Broken Seal to summon and bind a Penumbral. Penumbrals are shadow beings resembling Pale Ones with elongated faces and drooling mouths. They are the tortured souls of those who died in the Breaking of the Seal. Penumbrals are not at all as rare as they were before the Breaking and the rituals needed to bind them are more easily performed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=518&lt;br /&gt;
|name=Summon Sacred Scorpion&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2690&lt;br /&gt;
|description=The dark realm of Xibalba is home to many horrors. Among the more numerous are scorpions of all sizes. The largest and most ancient of the creatures are considered sacred and are summoned forth by the Chilan cave priests.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=960&lt;br /&gt;
|name=Summon Sea Lions&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1063&lt;br /&gt;
|description=Life underneath the waves corresponds in many ways to that on dry land. The Sea Lion is a great aquatic lion with a fish tail instead of hind quarters. It is a ferocious predator.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1468&lt;br /&gt;
|name=Summon Unseelie Folk&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -26&lt;br /&gt;
|description=The caster summons a group of Unseelie Fay Folk. Fay Folk are small fay creatures from the Dreamwild who occasionally appear on the fringes of civilized lands. In the frozen forests of the world the Fay reflect the cold and hostile nature of the dreamwild. Few Fay Folk look alike, and many have animal features, but all fay are able to use glamour and their true appearance is rarely what it seems. Like all fay they are vulnerable to iron.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=946&lt;br /&gt;
|name=Summon Yetis&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2231&lt;br /&gt;
|description=The caster summons a group of Yeti from the mountains. The Yeti is a huge ape-like monster of the mountain glaciers. Yetis are gifted with magical strength and are always surrounded by by icy winds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=986&lt;br /&gt;
|name=At the End of the Rainbow&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 7&lt;br /&gt;
|description=The caster conjures dreams from beyond the Gate of Horn to find what lies hidden at the End of the Rainbow. All sites of glamour in the targeted province are revealed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=493&lt;br /&gt;
|name=Awaken Draugar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2190&lt;br /&gt;
|description=The Draug is a corporeal undead van. They are incredibly strong and can change their size at will or if they are wounded. Draugar stink of decay and rotting flesh and are surrounded by ice cold winds. With this ritual a few Draugar are coerced to leave their mounds and kill the enemies of the realm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=497&lt;br /&gt;
|name=Awaken Jotun Draugar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3193&lt;br /&gt;
|description=The Draug is a corporeal undead Jotun Giant. They are incredibly strong and can change their size at will or if they are wounded. Draugar stink of decay and rotting flesh and are surrounded by ice cold winds. With this ritual a few Draugar are coerced to leave their mounds and kill the enemies of the realm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=981&lt;br /&gt;
|name=Awaken Vine Ogres&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 362&lt;br /&gt;
|description=The mage awakens a group of Vine Ogres and persuades them to serve him. The Vine Ogre is a strange creature composed of roots, vines and moss. They have the general form of a large humanoid. Vine Ogres will return to their slumbering state if there are no commanders on the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=496&lt;br /&gt;
|name=Brood of Garm&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1309&lt;br /&gt;
|description=The caster summons a pack of the huge wolves that roam the Jotun forests. The wolves are sacred and their howls can scare even a giant.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=352&lt;br /&gt;
|name=Call Malakh&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2056&lt;br /&gt;
|description=The caster calls down a heavenly messenger from the Celestial Sphere. It appears in human form, winged and dressed in a white robe and surrounded by an aura of divine splendor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=531&lt;br /&gt;
|name=Celestial Hounds&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1338&lt;br /&gt;
|description=This spell summons a pair of hounds from the Celestial Sphere. They have the appearance of lion-maned dogs with huge staring eyes and flaming tails. They can run on the wind and are immune to lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=503&lt;br /&gt;
|name=Command Draugar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2190&lt;br /&gt;
|description=Nidavangr has fought endless battles against the vanir and the jotuns. The Seithberenders of the Crow Clan have discovered that the burial mounds of their enemies hold dark magics to protect them from intruders. With this ritual the Seithberender disturbs the burial mound and binds the Draugar dwelling within to his will. Draugar are corporeal undead vanir. They are incredibly strong and can change their size at will or if they are wounded. Draugar stink of decay and rotting flesh and are surrounded by ice cold winds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=987&lt;br /&gt;
|name=Conjure Phantasmal Warriors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3624&lt;br /&gt;
|description=The caster conjures Phantasmal Warriors to aid him in battle. A Phantasmal Warrior is a being of the Dreamwild, made of memories, dreams and legends. Phantasms are not real, but can interact with creation if conjured with glamour magic. Phantasmal warriors come armed with phantasmal weapons, wearing gossamer weave armors. They are insubstantial and difficult to harm with physical weapons. Phantasms cannot hold on to reality for long and will disperse when the battle is over. If cast under water phantasmal tritons will appear instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=329&lt;br /&gt;
|name=Contact Alkonost&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1943&lt;br /&gt;
|description=The caster contacts a Alkonost and persuades it to aid him. The Alkonost is a magical half-woman, half-bird of Rus. It has the head and chest of a woman and the body and lower parts of a bird. It is a bird of the Paradise gifted with the voice of saints. It is a powerful priest and will inspire men to bravery.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=302&lt;br /&gt;
|name=Contact Jigami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2089&lt;br /&gt;
|description=The Shugenja contacts and strikes a bargain with a Jigami, a kami of the farms and fields. They protect villages and farms in rural areas and have powers over fertility and growth. They are not powerful enough to influence entire provinces, but their presence yield food and supplies in the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=539&lt;br /&gt;
|name=Contact Jinn&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F18&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3353&lt;br /&gt;
|description=Jinnun are spiritual beings born from smokeless flame in a distant past. They replaced the Hinn and Binn during the reign of a previous Pantokrator. They are naturally invisible and ethereal, but can take physical form when they interact with men. Once the Jinnun lived in Ubar, a magic desert kingdom of marvelous riches, but when magic dwindled they scattered and Ubar was forgotten. There are many Jinn races with different abilities and powers, but they are all born from smokeless flame and therefore ethereal and invisible unless they wish to be seen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=561&lt;br /&gt;
|name=Contact Nagini&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1322&lt;br /&gt;
|description=The Nagini is a Naga Princess from the Jeweled City of Patala. She is able to change her shape and wander the land of humans unnoticed. Naginis in human shape are strikingly beautiful and many young men have given up their comfortable lives to follow a Nagini into the Underworld. The Nagini can use their powers of seduction to lure generals from their masters and priests from their god. The Naginis are also skilled Water mages. In their Naga shape, their skill in Water magic is enhanced.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=559&lt;br /&gt;
|name=Contact Yaksha&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1329&lt;br /&gt;
|description=Yakshas are semi-divine beings of the sacred Mount Kailasa. Their time has passed and the most powerful of them have left this world and entered the Celestial Spheres. The few that still linger on are the ones infatuated with the beauty of the wild and the riches of this world. They have bred and led the monkey people into servitude. Yakshas are gifted with celestial splendor that strikes lowly beings with awe. They are sacred to the monkey people. Yakshas are spirits of Nature and the riches of the Earth and are powerful Earth mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=560&lt;br /&gt;
|name=Contact Yakshini&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1330&lt;br /&gt;
|description=Yakshinis are female Yakshas, semi-divine beings of the sacred Mount Kailasa. Their time has passed and the most powerful of them have left this world and entered the Celestial Spheres. The few that still linger on are the ones infatuated with the beauty of the wild and the riches of this world. They have bred and led the monkey people into servitude. Yakshinis are gifted with celestial splendor that strikes lowly beings with awe. They are sacred to the monkey people. Yakshinis often inhabit springs, lakes and rivers and are powerful Water mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=592&lt;br /&gt;
|name=Ghost General&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1256&lt;br /&gt;
|description=This spell summons a Shura, or warrior ghost, from the Underworld. The Shura is the vengeful ghost of a general slain by treason. The Shura appears as a horrible ghostly samurai armed with a sickly green blade that causes living bodies to shrivel and die.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=341&lt;br /&gt;
|name=God Brood&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 888&lt;br /&gt;
|description=The sorcerer enters the God Forest and summons a brood of sacred hunter spiders. Hunter Spiders are stupid and act erratically unless controlled by a skilled rider. However, when summoned and commanded by sorcery they can act according to their master&#039;s wishes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=447&lt;br /&gt;
|name=Herd of Morvarc&#039;h&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3980&lt;br /&gt;
|description=The caster summons a herd of Morvarc&#039;h, legendary black sea-horses with flaming nostrils and burning manes. They are able to gallop on the sea and swim under water. They are sacred to the people of Ys.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=283&lt;br /&gt;
|name=Herd of Unicorns&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3899&lt;br /&gt;
|description=Unicorns are legendary beings of the Dreamwild. They appear as proud white stallions with a single horn of coral. Their hooves are also of coral and they have a golden mane and beard reminiscent of a goat&#039;s. They are sometimes found in wild forests far from civilized men, but are most commonly known to live in the enchanted forest of Avalon where they are trained to be mounts of the fabled Knights of Avalon. The Alicorn, the coral horn of a unicorn, is highly magical and can heal the wounds of its rider as well as grant him some of the unicorn&#039;s resistance to poison and disease. Unicorns are considered sacred in Man.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=975&lt;br /&gt;
|name=Light of the Northern Star&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 40&lt;br /&gt;
|description=This spell makes all wizards on the battlefield more powerful in Astral magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=978&lt;br /&gt;
|name=Maggots&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Poison (HP damage), value 50&lt;br /&gt;
|description=The mage conjures thousands of maggots, which will start to feed upon an undead being. The maggots will slowly but surely consume the undead. Large undead can survive the maggots by removing them after they have become satiated. Ethereal undead are rarely affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=985&lt;br /&gt;
|name=Nest of Asps&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3657&lt;br /&gt;
|description=The caster conjures a nest of Asps, the deadliest of all serpents, whose poison will desiccate and mummify its victim.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=964&lt;br /&gt;
|name=Nest of Salamanders&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3658&lt;br /&gt;
|description=The caster conjures a nest of Salamander Asps. Salamander Asps are small snakes wreathed in flames. They are sometimes found nesting in hearths or ovens. Their poison burns with the heat of the Salamander.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=603&lt;br /&gt;
|name=Olm Conclave&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2527&lt;br /&gt;
|description=The caster contacts the Great Olms of the deeper earth, once allied to the Oracles of Agartha, and persuades them to hold a conclave. More than a dozen Great Olms led by an Olm Sage gather and are coerced into aiding the mage and the awakening God of Agartha.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=339&lt;br /&gt;
|name=Sacred Crocodile&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2186&lt;br /&gt;
|description=All crocodiles are more or less sacred to the populace of C&#039;tis. In the temple marshes some crocodiles are fed slaves and captives. These crocodiles grow to huge proportions. When fed they return into the marshes with their prize and legend has it that they feed their father, a spawn of God, in the depths of the marsh. Blessed by his magic they return to the temples and wait for another sacrifice. This ritual summons a huge blessed crocodile and coerces it to assist in battles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=970&lt;br /&gt;
|name=School of Sharks&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Edge of Battlefield Summon, value 815&lt;br /&gt;
|description=The caster attracts several small sharks and makes them attack the enemies. Sharks are very stupid and not entirely reliable. Powerful mages can attract large numbers of sharks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=326&lt;br /&gt;
|name=Send Vodyanoy&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon Stealthy Commander, value 1953&lt;br /&gt;
|description=The caster summons and sends a Vodyanoy to a distant sea province. This ritual can be cast on land. The Vodyanoy is a water spirit that resembles a man with the lower parts of a fish. It is covered in black fish-scales, algae and mud. Vodyanoy generally dislike humans and can only be coerced into servitude with the aid of magic. They are powerful users of Water magic, but cannot leave the water.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=984&lt;br /&gt;
|name=Strength of Gaia&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1048576&lt;br /&gt;
|description=The caster connects himself with the might of the living Earth. This connection gives him regenerative abilities, increased strength, a rougher skin and increased Nature magic power.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=440&lt;br /&gt;
|name=Summon Barghests&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1768&lt;br /&gt;
|description=The caster summons a pack of Barghests. Barghests are huge, black fay hounds from the Fomorian plains. Some say that they are manifestations of darkness and ill fates. Barghests are sacred.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=974&lt;br /&gt;
|name=Summon Cave Drake&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 522&lt;br /&gt;
|description=The caster summons a Cave Drake and binds it to his service. The Cave Drake is a huge beast with incredibly thick scales.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=989&lt;br /&gt;
|name=Summon Cave Kobolds&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3890&lt;br /&gt;
|description=The caster summons a group of Cave Kobolds that have lived manifest in this world for a while. Kobolds are small fay creatures from the Dreamwild who occasionally appear on the fringes of civilized lands. They are surprisingly strong, are well versed in mining and have exceptional knowledge of where to find veins of metal. If given gold they can aid miners and underground workers. Cave Kobolds are also efficient sappers, should they be used in sieges. Being fay creatures they are sensitive to iron and can use glamour to hide their true appearances. Cave Kobolds use enchanted pick axes to mine or attack perceived threats.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1467&lt;br /&gt;
|name=Summon Fay Archers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 4116&lt;br /&gt;
|description=The caster summons a group of soldiers from the Dreamwild. The Fay mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. Fay Archers are alabaster-skinned soldiers wreathed in illusions. They don shimmering vests adorned with crystals and mother of pearl and their bows are stringed with moonbeams. In the dreamwild the lands are divided between the summer courts and the winter courts. If cast in a cold province Unseelie Archers will appear instead of Fay Archers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=990&lt;br /&gt;
|name=Summon Fay Footfolk&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3903&lt;br /&gt;
|description=The caster summons a group of soldiers from the Dreamwild. The Fay mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. Fay Footmen are alabaster-skinned warriors wreathed in illusions. They don shimmering armors of crystal and mother of pearl and their swords are made of dreamwrought glass. In the dreamwild the lands are divided between the summer courts and the winter courts. If cast in a cold province Unseelie Soldiers will appear instead of Fay Footmen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=965&lt;br /&gt;
|name=Summon Fire Drake&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 523&lt;br /&gt;
|description=The caster summons a Fire Drake and binds it to his service. The Fire Drake is a huge and scaly beast, able to breathe fire like a dragon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=966&lt;br /&gt;
|name=Summon Flame Jellies&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2854&lt;br /&gt;
|description=The caster summons a swarm of Flame Jellies. Flame Jellies are huge Jellyfish sprung from the heat of magma vents. They radiate heat and their tentacle strikes with burning poison. They are strangely resistant to magic and are almost impossible to affect with spells that do not cause physical harm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=969&lt;br /&gt;
|name=Summon Gryphons&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2131&lt;br /&gt;
|description=The caster summons and takes control of a convocation of gryphons. The Gryphon is a mythical beast, part lion, part eagle. It nests in remote mountains and reputedly collects gems to attract a mate.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=972&lt;br /&gt;
|name=Summon Ice Drake&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 579&lt;br /&gt;
|description=The caster summons an Ice Drake and binds it to his service. The Ice Drake is a huge and scaly beast, able to breathe bolts of frost.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=506&lt;br /&gt;
|name=Summon Jade Serpents&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1889&lt;br /&gt;
|description=The Priest summons two Jade Serpents to serve as temple guardians. Jade Serpents are enormous serpents crowned with feathery plumages. They are only found in the forests of Mictlan. It is sacred and can inspire nearby soldiers to great deeds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=983&lt;br /&gt;
|name=Summon Kithaironic Lion&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 514&lt;br /&gt;
|description=The caster summons a Kithaironic Lion and binds it to his service. The Lion is large and has an exceptionally thick hide.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=360&lt;br /&gt;
|name=Summon Kusarikkus&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3068&lt;br /&gt;
|description=The caster summons a pair of Kusarikku, fabled Bull Men of enkidu legends. They have been revered by the enkidus since before the founding of the First City and are known to protect the Ensis and Entus, as well as the entrances to the great temple. The Kusarikku are gifted with the strength of the earth and they wield spears that halt demons in their steps.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=977&lt;br /&gt;
|name=Summon Lammashtas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Call Horror, value 393&lt;br /&gt;
|description=The caster summons two Lammashtas to the battle. A Lammashta is a horrific angelic being that serves the Lord of the Underworld. Ethereal and capable of flight, these female entities wield Wraith Swords, which drain the life from those wounded by their blades. They do not serve the caster but rather the Lord of the Underworld. They will appear at the edge of the battlefield and will probably not attack the caster at the start of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=980&lt;br /&gt;
|name=Summon Leogryphs&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2132&lt;br /&gt;
|description=With this ritual a convocation of Leogryphs is summoned and controlled. The Leogryph is a mythical halfbeast, part lion, part eagle. It is by some scholars considered to be a degenerate form of the gryphon. They are only slightly stronger than lions, but their mythical heritage makes them more resistant to magic effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=328&lt;br /&gt;
|name=Summon Likho&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1952&lt;br /&gt;
|description=The caster summons a crone of misfortune. She appears as an one-eyed old hag in dark robes. Her mere presence will cause ill fortune and misery. Her evil eye will curse those she gazes upon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=303&lt;br /&gt;
|name=Summon Omukade&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3269&lt;br /&gt;
|description=The caster summons an Omukade, a monstrous centipede that lives in the lands of the Bakemono. Its scales are as hard as iron and its poison is strong enough to kill any beast. The Omukade is strong enough to be feared even by the Tatsu. There are even reports of Omukade driving dragons from their homes and settling in the cave.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=593&lt;br /&gt;
|name=Summon Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1272&lt;br /&gt;
|description=This spell summons three Oni. Oni are small ugly demons with wild staring eyes, unkempt red hair and pot-bellies. They have clawed feet, fangs and porcine faces. Oni dress in tiger skins and wield huge swords and carry javelins. Oni don&#039;t need to eat. However, they have tremendous appetites and like to eat and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Their residual spirit form is a ghost and can be banished.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=327&lt;br /&gt;
|name=Summon Rusalka&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W16&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1954&lt;br /&gt;
|description=The caster approaches a river or lake where a young maiden has drowned herself and summons her dead spirit. The Rusalka is the spirit of a young woman that committed suicide by drowning herself after being scorned by her lover. She must now haunt the waterway where she took her life. The Rusalka has the appearance of a young, pale and beautiful naked woman with green eyes and green perpetually wet hair. The Rusalka is not necessarily malevolent, but she likes living men and will come out of the water at night to climb a tree and sit there singing and combing her hair, anticipating unwary wanderers to snare with her songs. Handsome passersby will be invited to join her in singing and dancing and will be brought into the watery abode of the Rusalka. The Rusalka has some skills in Water and Death magic and is able to bring her companions with her under the waves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=973&lt;br /&gt;
|name=Summon Sea Serpent&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 565&lt;br /&gt;
|description=The caster summons a Sea Serpent and binds it to his service. The Serpent is a huge and scaly beast with a deadly bite. It cannot leave the sea.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=976&lt;br /&gt;
|name=Summon Shade Beasts&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 442&lt;br /&gt;
|description=The caster summons several Shade Beasts to serve him. Shade Beasts are black hounds with bared skulls. They are ethereal, but are not as powerful as Spectres or Wights.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=301&lt;br /&gt;
|name=Summon Shikome&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2100&lt;br /&gt;
|description=The shikome are hags of the underworld. They are sent to hunt down those who try to escape the land of the dead. They appear as mad, starving hags with claws and pointy teeth. Their claws are able to harm and incapacitate ghosts and spirits. Shikome are never given food by their cruel lords and they all have an insatiable appetite for the food of the living. They take every opportunity to feast on flesh or fruits unavailable to them in the halls of the underworld. Shikome are the personal servants of the lords of the underworld and are revered by the Oni.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=979&lt;br /&gt;
|name=Summon Spine Frog&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3712&lt;br /&gt;
|description=The caster summons a Spine Frog and binds it to his service. The Spine Frog is a large amphibian beast found in warm swamps and marshlands. Their skin is highly poisonous and they can spit poison when they feel threatened. When hunting they grab their prey with their tongue and often swallow it whole.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=968&lt;br /&gt;
|name=Summon Storm Drake&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3991&lt;br /&gt;
|description=The caster summons a Storm Drake and binds it to his service. Storm Drakes are winged, scaly reptiles capable of breathing lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=982&lt;br /&gt;
|name=Summon Swamp Drake&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2196&lt;br /&gt;
|description=The mage summons a Swamp Drake and binds it to his service. The Swamp Drake is a huge and spined beast, able to breathe toxic gas like a dragon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1470&lt;br /&gt;
|name=Summon Unseelie Archers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 4117&lt;br /&gt;
|description=The caster summons a group of soldiers from the Dreamwild. The Fay mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. In the frozen forests of the world the Fay reflect the cold and hostile nature of the Dreamwild. Unseelie Archers are alabaster-skinned soldiers wreathed in illusions. They don glittering frost-covered vests that tempers in cold lands, and their bows are stringed with beams of starlight. The unseelie are strongly connected to the winter and they are all resistant to cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1469&lt;br /&gt;
|name=Summon Unseelie Soldiers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3906&lt;br /&gt;
|description=The caster summons a group of soldiers from the Dreamwild. The Fay mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. In the frozen forests of the world the Fay reflect the cold and hostile nature of the dreamwild. Unseelie Soldiers are alabaster-skinned warriors wreathed in illusions. They don glittering armors of crystal and ice that tempers in cold lands, and their swords are made of dreamwrought ice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=558&lt;br /&gt;
|name=Summon Vidyadhara&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3668&lt;br /&gt;
|description=Vidyadharas are divine sages that left this world ages ago. They are spiritual beings who can fly without wings. Vidyadharas are known for their wisdom and magical abilities. They are primarily skilled in astral magic, but have some skills in air magic as well. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=988&lt;br /&gt;
|name=Summon Water Kobold&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3911&lt;br /&gt;
|description=The caster summons a water Kobold. Kobolds are small fay creatures from the Dreamwild who occasionally appear on the fringes of civilized lands. Water Kobolds live on ships and are generally merry and friendly. Water Kobolds aren&#039;t very good leaders, but they can bring soldiers with them across the sea. They appear as small and weathered fishermen in yellow clothes and are usually puffing on a tobacco pipe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=967&lt;br /&gt;
|name=Summon Wyverns&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 520&lt;br /&gt;
|description=The caster summons two wyverns and binds them to his service. The wyvern is a large, scaly beast with leathery wings and a poison stinger.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1457&lt;br /&gt;
|name=Tangle Thicket&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue30&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=Vines will ensnare anyone in the targeted area. The ensnared victims cannot move or attack anyone until they have destroyed the vines holding them. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=437&lt;br /&gt;
|name=Vengeful Vines&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=Poisonous vines with dark flowers will emerge from the ground. Anyone in the targeted area is ensnared, poisoned and infected with a carrion seed. If a seed carrier dies during the battle the seed sprouts and reanimates the victim as a manikin serving the Vengeful God.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=971&lt;br /&gt;
|name=Voice of Apsu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 2&lt;br /&gt;
|description=The caster conjures the dreams of Apsu, the Fresh Water Underneath. He has knowledge of all sweet water. The voice of his dreams, when rightly interpreted, reveals sites of Water power located above the surface. The dreams will find their way to everyone living in the targeted province and the magical sites will no longer be hidden.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1012&lt;br /&gt;
|name=Acashic Record&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Acashic Record, value 999&lt;br /&gt;
|description=This spell lets the caster access the acashic records to find out the history for one nation. The spell must be targeted on a capital to give any useful information.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=623&lt;br /&gt;
|name=Awaken Sepulchral&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1500&lt;br /&gt;
|description=A Ktonian Necromancer summons the soul of a dead Seal Guard and makes it repossess its mummified body. Since the Breaking of the Seal the veil between the underworld and the world of the living seems to be shredded and torn, and with their considerable knowledge in necromancy, the Ktonian Necromancers have managed to summon even the most reluctant souls, once sworn to defend the Chamber of the Seal. Sepulchrals are sacred undead and wield magical obsidian glaives.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1024&lt;br /&gt;
|name=Awaken Sleeper&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 559&lt;br /&gt;
|description=The caster locates and awakens an ancient hero from his eternal sleep. The Sleeper is a huge human hero armed with ancient weapons, waiting for the final cataclysmic battle that will decide the fate of the world. The hero is awakened and made to serve the caster until that time. The Sleeper is an exceptionally good general and soldiers under his command will rarely be routed from battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=606&lt;br /&gt;
|name=Bind Umbral&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1490&lt;br /&gt;
|description=An Oracle of the Dead ventures down to the deeper reaches of Agartha and the Chamber of the Seal to summon and bind an Umbral. Umbrals are shadow beings resembling ancient Pale Ones with elongated faces and drooling mouths. Agarthan legends claim that they are the souls of those who sacrificed themselves to seal the Chamber. The disturbing fact that the Umbrals have become more numerous has led some to believe that the Seal is weakening.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=462&lt;br /&gt;
|name=Call Ahurani&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2637&lt;br /&gt;
|description=The Ahuranis are Yazatas of waters, rains, prosperity and health. They were once companions of the great Ahura of the Waters, but when he was banished from this world, they fled creation. Their presence will bring rainfall and they can cure diseases and bring their subjects with them beneath the waves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=467&lt;br /&gt;
|name=Call Daevas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2630&lt;br /&gt;
|description=Once the Caelian peoples were under the rule of divine beings known as Yazatas and Daevas. When these lesser divinities threatened the world with their never-ending war, they were banished by the Pantokrator. With their disappearance from the world the Caelians gained independence and formed a kingdom of their own, but the memory of the old gods remained. With the aid of arcane rituals it is possible to circumvent the ban and summon the demonic entities of old. Daevas are winged demonic beings surrounded by an aura that strikes mortals with fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=468&lt;br /&gt;
|name=Call Jahi&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2631&lt;br /&gt;
|description=The Jahis, &#039;whores&#039;, are thought to be the wives of the Destructive Spirit. They are seducers of men and apostles of Druj, falsehood. The Jahis are sent to lead mortals astray and spread wickedness and evil thoughts to the realms of men.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1021&lt;br /&gt;
|name=Conjure Phantasmal Beast&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3626&lt;br /&gt;
|description=The caster conjures a Phantasmal Beast to aid him in battle. A Phantasmal Beasts is a being of the Dreamwild, made of memories, dreams and legends. Phantasms are not real, but can interact with creation if conjured with glamour magic. They are insubstantial and difficult to harm with physical weapons. Phantasms cannot hold on to reality for long and will disperse when the battle is over.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=477&lt;br /&gt;
|name=Contact Angel of the Host&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3870&lt;br /&gt;
|description=The caster contacts an Angel of the Host and asks for its aid. Angels are divine beings in human form. They are winged and armed with flaming swords that destroy undead beings. They are surrounded by a radiant aura that intimidates cowardly beings. Angels have partial resistance to lightning and fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=282&lt;br /&gt;
|name=Contact Boar of Carnutes&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1809&lt;br /&gt;
|description=The caster summons one of the Great Boars of Carnutes. These magnificent beasts live in the depths of the sacred forest. They occasionally emerge from the depths of the forest to inspect the sacred grove of the Druids. Such appearances are rare and considered important omens. Its mere presence is said to prevent bad events. The Great Boar of Carnutes is the king of all boars and ordinary boars will constantly emerge from the forests to follow the Great Boar of Carnutes. It is sacred to the people of Marverni.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=594&lt;br /&gt;
|name=Contact Dai Tengu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A55&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1480&lt;br /&gt;
|description=The caster ventures into the wild mountains and makes a pact with a Tengu King. The Dai Tengu and a retinue of Tengu will heed the call. The Dai Tengu is a powerful wind crafter and priest.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=998&lt;br /&gt;
|name=Contact Draconians&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 620&lt;br /&gt;
|description=The caster summons a tribe of Draconians and binds them to his service. The Draconians are large beings that resemble both human and dragon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1016&lt;br /&gt;
|name=Contact Forest Trolls&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2219&lt;br /&gt;
|description=The caster contacts a few Forest Trolls and persuades them to serve in exchange for the chance to eat a child or two. Forest Trolls are slightly smaller than ordinary trolls, but they are also more cunning. Trolls are known to regenerate wounds very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=332&lt;br /&gt;
|name=Contact Gamayun&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1944&lt;br /&gt;
|description=The caster contacts a Gamayun and persuades it to aid him. The Gamayun is a magical half-woman, half-bird of Rus. It has the head and chest of a woman and the body and lower parts of a bird. It is a bird of wisdom and prophecy gifted with the knowledge of saints. It has magical skills as well as prophetic ones and is sometimes summoned to reveal magical secrets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=306&lt;br /&gt;
|name=Contact Kaijin&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2106&lt;br /&gt;
|description=The caster contacts a Kaijin and convinces it to serve the Lord. Kaijin are kami of the sea. They appear as noblemen in sea-colored silken robes. They wield mighty yaris and enchanted nets that can trap even the strongest opponents. Kaijin are mighty mages of water, but they lose some of their powers when they leave their watery realms. The Kaijin do not serve the dragon kings and have long fought the Ryujin for dominance of the deeps.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=275&lt;br /&gt;
|name=Contact Lar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N16&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3087&lt;br /&gt;
|description=A priest of the old faith summons and persuades a Lar to join the servants of the empire. Lares are rural spirits and household gods. If treated well they bring prosperity to the farm where they dwell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=304&lt;br /&gt;
|name=Contact Mori-no-kami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N21&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2093&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=307&lt;br /&gt;
|name=Contact Mujina&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N21&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3273&lt;br /&gt;
|description=The caster contacts and makes a deal with a Mujina, a magical badger. In the enchanted forests of Mount Shinuyama live animals gifted with supernatural longevity and magic abilities. When an animal gets older and wiser it becomes increasingly more powerful. The Mujina is a badger several centuries old. Gifted with shapeshifting abilities and magical powers it loves to cause mischief and even harm to travelers and unwary peasants. A favorite guise of many Mujinas is that of a Noppera-bo, a faceless apparition that drives men mad with fear. The Mujina is attuned to magic and its powers are greater where magic is strong.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=564&lt;br /&gt;
|name=Contact Nagaraja&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1320&lt;br /&gt;
|description=Nagarajas, Naga Kings, are the rulers of the Jeweled City of Patala. They are skilled generals and powerful mages and priests. They often take the shape of a Gandharva when leading mundane armies. If killed in Gandharva shape, they revert to their serpent form and fight on. Nagarajas in Naga shape have their skills in Water magic increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1003&lt;br /&gt;
|name=Contact Naiad&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1226&lt;br /&gt;
|description=The caster goes to a river and makes a deal with a Naiad. Naiads are river spirits that manifest themselves as incredibly beautiful women. Few mortals would dream of harming a Naiad. They are connected with their river and slowly die when they leave their home. Naiads are powerful mages of Water and Nature&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=595&lt;br /&gt;
|name=Contact Nushi&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1431&lt;br /&gt;
|description=The Nushi is a swamp spirit. It has the appearance of a withered old crone, but takes the appearance of a beautiful woman when in the company of men. When it strikes, it reverts to the crone form and claws its enemies. All Nushis can change shape into serpents if threatened. The Nushi is attuned to its swamp and will gradually wither and die if it leaves its home.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1001&lt;br /&gt;
|name=Contact Sea Trolls&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 564&lt;br /&gt;
|description=The caster contacts a few Sea Trolls and persuades them to serve in exchange for the chance to eat a child or two. Sea Trolls are robust humanoid creatures of huge size. They are larger than ordinary Trolls, but their skin is softer. Sea Trolls are known to regenerate wounds and can enter the sea.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=308&lt;br /&gt;
|name=Contact Tanuki&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N26&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3266&lt;br /&gt;
|description=The caster contacts and makes a deal with a Tanuki, a magical raccoon dog. In the enchanted forests of Mount Shinuyama live animals gifted with supernatural longevity and magic abilities. When an animal gets older and wiser it becomes increasingly more powerful. The Tanuki is a raccoon dog several centuries old. Gifted with shapeshifting abilities and magical powers it loves to cause mischief and even harm to travelers and unwary peasants. Many Tanuki are fond of strong drinks and often present a rowdy behavior. A favorite guise of many Tanuki is that of an impious monk leading people astray. The Tanuki is attuned to magic and its powers are greater where magic is strong.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1007&lt;br /&gt;
|name=Contact Trolls&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 518&lt;br /&gt;
|description=The caster contacts a few Trolls and persuades them to serve in exchange for the chance to eat a child or two. Trolls are robust humanoid creatures with stonelike skin. Trolls are known to regenerate wounds very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1010&lt;br /&gt;
|name=Corpse Candle&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Edge of Battlefield Summon, value 528&lt;br /&gt;
|description=Some Corpse Candles are summoned to help their summoner in battle. They appear at the edges of the battlefield. A Corpse Candle is a glowing sphere, appearing like the light from a bright green lantern. In combat, its light intensifies and anyone touched by the light will start to age at increased speed. It is very difficult to hit the Corpse Candle in combat due to its great speed and small size.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1009&lt;br /&gt;
|name=Ghost Grip&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fatigue, value 2023&lt;br /&gt;
|description=The caster summons energies from beyond the grave to target some troops on the battlefield. The targeted troops lose some of their life energy and become exhausted. The effect of the Ghost Grip is reduced by heavy armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=532&lt;br /&gt;
|name=Heavenly Fires&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 926&lt;br /&gt;
|description=The Demon of Heavenly Fires is a violent Celestial being sprung from heavenly fires. It has the appearance of a furious man in golden robes. The demon throws flaming wheels and can fly. Demons of Heavenly Fires are sacred and are more powerful in hot, dry lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1014&lt;br /&gt;
|name=Howl&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 88&lt;br /&gt;
|description=The caster summons a pack of wolves to aid him in battle. The wolves will come from all directions and may even attack the enemy from behind.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=392&lt;br /&gt;
|name=Lamentation&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 255&lt;br /&gt;
|description=This spell summons a handful of Wailing Ladies. Wailing Ladies are sacred and their weeping for the annihilated Empire is unbearable to behold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1020&lt;br /&gt;
|name=Messenger Crows&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 120&lt;br /&gt;
|description=The caster sends out a vast murder of crows to scout a distant province. The birds will continue to scout the province until the spell ends or until the province is lost. Enemy scouts and sneaking armies will become aware that crows are present everywhere, glaring suspiciously.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=253&lt;br /&gt;
|name=Monster Boar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 11&lt;br /&gt;
|description=The caster summons a monster boar and sends it to a distant province to ravage the land. The boar is a descendant of the monster boars sent by the Lady of the Hunt to ravage the farmlands of obnoxious peasants. The boar will cause unrest in the province until it is found and slain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1004&lt;br /&gt;
|name=Naiad Warriors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W18&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1227&lt;br /&gt;
|description=The caster summons a contingent of Kydnides, warrior Naiads willing to leave their native river to wreak vengeance upon those who harm the rivers of the world. Kydnides manifest themselves as incredibly beautiful women dressed in gleaming bronze armor. Unlike other Naiads, Kydnides do not die if they leave their home.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=369&lt;br /&gt;
|name=Procession of the Underworld&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D13&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3210&lt;br /&gt;
|description=The caster leads a Lampade procession astray from its travels through the Underworld. Lampades, the nymphs of the Underworld, are joyful beings with a twisted sense of humor, that delight in dancing, revelry and hauntings and they willingly serve their new master, should opportunities of merriment present themselves. Lampades can guide the living and dead through the Underworld if their master can open a Stygian Gate.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=997&lt;br /&gt;
|name=Raven Feast&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Raven Feast, value 100&lt;br /&gt;
|description=The caster summons an unkindness of ravens and sends them into a distant province to feast upon the newly dead. The ravens consume the rotting corpses and return to be slaughtered for the raw death essence they then contain. Provinces struck by plagues or containing recent battlefields can give the caster large amounts of Death gems. All unburied dead in a province are consumed. Enemy provinces can be targeted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1011&lt;br /&gt;
|name=Revive Bane Lord&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 998&lt;br /&gt;
|description=With this ritual, the necromancer revives a Bane Lord, an ancient hero serving the Lord of the Underworld. Bane Lords are mighty warriors and skilled generals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=331&lt;br /&gt;
|name=Send Bukavac&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Temporary units), value 1948&lt;br /&gt;
|description=The caster summons and sends a Bukavac to wreak havoc in a distant sea province. This ritual can be cast on land. The Bukavac is a huge and horrible water being with a frightening call and six tentacle-like legs. It lives in the murky lakes of Rus, but is known to wreak havoc in coastal seas, perhaps guided by malign magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=324&lt;br /&gt;
|name=Send Lady Midday&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon - Assassination, value 1956&lt;br /&gt;
|description=The Lady Midday is a malign spirit of the noon. She appears as a young girl surrounded by whirling dust and armed with a scythe that stinks of disease. Sometimes she will stop people and ask them a question. Failure to answer results in her displeasure and she will use her scythe to disease or chop off the head of the victim. The caster of this ritual will contact the spirit and force it to appear in a suitable province where it will attack and try to slay a commander.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1008&lt;br /&gt;
|name=Spirit Mastery&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 674&lt;br /&gt;
|description=The caster summons spirits of the newly dead and prevents them from entering the Underworld. The spirits are ethereal but quite weak.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1015&lt;br /&gt;
|name=Spirits of the Wood&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 932&lt;br /&gt;
|description=The caster summons several spirits that inhabit ancient trees. These Woodland Spirits are stunningly beautiful, ethereal and regenerate wounds as long as their trees are not destroyed. They never leave the land of their home.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=994&lt;br /&gt;
|name=Summon Air Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3724&lt;br /&gt;
|description=The caster summons an Air Elemental to aid him in battle. Air Elementals can fly and can send enemies flying through the air. They are very difficult to harm. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=441&lt;br /&gt;
|name=Summon Bean Sidhe&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1776&lt;br /&gt;
|description=The Caster summons the spirit of a long dead Sidhe woman. Bean Sidhe are pale and horrible apparitions whose wail predicts the death of men. They can be sent to haunt and slay important enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1022&lt;br /&gt;
|name=Summon Bluecap&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3891&lt;br /&gt;
|description=The caster summons a Cave Kobold from the Dreamwild and prevents the magic of the dreamwild to leave its body. The true shape of a Bluecap that hasn&#039;t lived in this world for too long is a dancing blue flame, but it often takes the shape of a Cave Kobold with a bright blue cap. Normally Bluecaps lose some of their connection with the Dreamwild over time, and with it its magic abilities, turning into a regular Cave Kobold. Bluecaps are skilled in earth and glamour magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1005&lt;br /&gt;
|name=Summon Earth Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3740&lt;br /&gt;
|description=The caster summons an Earth Elemental to aid him in a battle. Earth Elementals are robust and regenerate damage. They can trample enemies or strike with mighty fists. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1013&lt;br /&gt;
|name=Summon Ether Warriors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 736&lt;br /&gt;
|description=The caster opens a rift in space and summons a few Ether Warriors. The Ether Warriors were banished from this world in ancient times. Their wars drained the world of Arcana and they were forced to enter other realms of existence in order to continue their clan wars. The lesser races and their gods sealed the Astral Gates to rid the world of the plague. Ether Warriors are, naturally, ethereal and thus very difficult to harm with non-magical weapons. They use Moon Blades, magical swords that cause additional damage to magical beings. If cast where there is an open Ether Gate two additional Ether Warriors will answer the call.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1006&lt;br /&gt;
|name=Summon Fall Bears&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E13&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 512&lt;br /&gt;
|description=The caster summons and binds five Fall Bears. The Fall Bear is one of the four seasonal spirits. It is a large, ethereal bear. It is a magical, mindless being that must be commanded by a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1023&lt;br /&gt;
|name=Summon Fay Knights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3901&lt;br /&gt;
|description=The caster summons a few mounted knights from the Dreamwild. The fay are beings of the Dreamwild. They mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. Fay Knights wreath themselves in illusions and don shimmering armors of crystal and mother of pearl, and their swords are made of dreamwrought glass. Fay Knights are mounted on Fay horses stronger and swifter than any mount found in human lands. In the dreamwild the lands are divided between the summer courts and the winter courts. If cast in a cold province Unseelie Knights will appear instead of Fay Knights.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=992&lt;br /&gt;
|name=Summon Fire Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3716&lt;br /&gt;
|description=The Caster summons a Fire Elemental to aid him in a battle. Fire Elementals are difficult to harm and dangerous to be near. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=562&lt;br /&gt;
|name=Summon Gandharvas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1335&lt;br /&gt;
|description=Gandharvas are divine warrior-musicians that left this world ages ago. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer. Gandharvas are blessed with an aura of splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=367&lt;br /&gt;
|name=Summon Hekateride&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2834&lt;br /&gt;
|description=When the spectre of Therodos was laid to rest the remaining Daktyloi and Hekaterides sequestered themselves on remote islands. Pelagian mages have tried to contact them ever since. Hekaterides are nymphs of Telkhine ancestry that once ruled the human population of ancient Therodos.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=254&lt;br /&gt;
|name=Summon Hound of Twilight&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3168&lt;br /&gt;
|description=The Hounds of Twilight are stygian monsters spawned by the Mother of Monsters at the dawn of time. The greatest of them was fettered at the Gates of the Underworld to prevent the dead from returning to the land of the living. His siblings were lesser in might and were allowed to reign free. The beasts appear as black, two-headed hounds with serpent tails. They are huge and frightening to behold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=475&lt;br /&gt;
|name=Summon Huacas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2697&lt;br /&gt;
|description=The Huacas, &#039;sacred ones&#039;, were semi-divine beings of an earlier age and the ancestors of the Nazcans. Their power was broken by the previous Pantokrator and most fled to the Celestial Sphere ages ago. With the aid of arcane rituals, the Coyas try to circumvent the ban and summon the ancestral divinities to lead the nation anew. Huacas are winged angelic beings surrounded by auras of divine splendor. If the spell is cast by a mage wearing a Huaca Headdress two additional Huacas will arrive.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=540&lt;br /&gt;
|name=Summon Jinn Warriors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F13&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3354&lt;br /&gt;
|description=Jinnun are spiritual beings born from smokeless flame in a distant past. They replaced the Hinn and Binn during the reign of a previous Pantokrator. They are naturally invisible and ethereal, but can take physical form when they interact with men. Once the Jinnun lived in Ubar, a magic desert kingdom of marvelous riches. The City of Brass fielded armies of Jinnun, wielding magic and armed with enchanted weapons. These Jinn Warriors are sometimes called upon by the Jiniri Queens of Na&#039;Ba. True-blooded Jinnun are sacred in the queendom of Na&#039;Ba.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=563&lt;br /&gt;
|name=Summon Kimpurushas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3665&lt;br /&gt;
|description=Kimpurushas are divine lion-headed warriors that left this world ages ago. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer. Kimpurushas are blessed with an Aura of Splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=596&lt;br /&gt;
|name=Summon Kuro-Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1274&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=359&lt;br /&gt;
|name=Summon Lilot&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2071&lt;br /&gt;
|description=The caster summons a Lilot from the wild. The Lilin are the offspring of Lilith, a demoness of primeval times and the Mother of Demons. Lilin appear as winged women with the lower part of a hind. Their appearance is strangely alluring and they seduce and abduct men of weak morals. Regardless of their ancestry, they are of this world and can be summoned without the sacrifice of blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1018&lt;br /&gt;
|name=Summon Manticores&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2130&lt;br /&gt;
|description=The Manticore, or man-eater, is a horrible half-beast that prowls the wilderness. Sometimes they attack remote villages and devour its inhabitants and livestock. The Manticore have a body and mane of a lion, the head of an imbecile man with three rows of teeth, great flapping wings and the tail of a scorpion. It is horrible to behold and strikes fear in the hearts of men.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=507&lt;br /&gt;
|name=Summon Monster Toad&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1358&lt;br /&gt;
|description=The Monster Toad is a huge toad only found in the forests of Mictlan and the temple marshes of C&#039;tis. It is a horrible being that spews forth noxious vapors and tramples lesser beings. They are sacred and fed with slaves at the temples of both cultures.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=459&lt;br /&gt;
|name=Summon Monster Toads&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1358&lt;br /&gt;
|description=The Monster Toad is a huge toad only found in the forests of Mictlan and the temple marshes of C&#039;tis. It is a horrible being that spews forth noxious vapors and tramples lesser beings. Monster Toads are sacred and fed with slaves at the temples of both cultures.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=498&lt;br /&gt;
|name=Summon Rimvaettir&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3420&lt;br /&gt;
|description=The Skratti summons a group of Rimvaettir, small beings spawned from Glacial Frost in ancient times and reminiscent of the Niefel Giants in all but size.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=995&lt;br /&gt;
|name=Summon Spring Hawks&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A13&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 513&lt;br /&gt;
|description=The caster summons and binds five Spring Hawks. The Spring Hawk is one of the four seasonal spirits. It is a large, ethereal hawk able to discharge lightning bolts. It is a magical, mindless being that must be commanded by a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=993&lt;br /&gt;
|name=Summon Summer Lions&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F13&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 515&lt;br /&gt;
|description=The caster summons and binds five Summer Lions. The Summer Lion is one of the four seasonal spirits. It is a large, ethereal lion, radiating heat like the summer sun. It is a magical, mindless being that must be commanded by a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=476&lt;br /&gt;
|name=Summon Supayas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2700&lt;br /&gt;
|description=The Supaya is the ghost of a Huaca, the semi-divine ancestors of the Nazcans. While their bodies decayed long before the Nazcans had begun to mummify their dead, the spirits of the ancestors can still be called upon by powerful mages. The Huaca ghost has lost its divine splendor, but is still revered as a divine being. Supayas are ethereal and difficult to harm with mundane weapons. If the spell is cast by a mage wearing a Huaca Headdress two additional Supayas will arrive.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=361&lt;br /&gt;
|name=Summon Ugallu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A24&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3095&lt;br /&gt;
|description=The caster summons an Ugallu to smite the demons of evil. Ugallus are lesser storm deities of enkidu legends revered since before the founding of the First City. They appear as lion-headed men with donkey ears and bird feet. They command the weather and carry demon slaying bronze daggers and flint maces that halts demons in their steps.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=305&lt;br /&gt;
|name=Summon Ujigami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2095&lt;br /&gt;
|description=The caster summons an Ujigami from the spirit world. An Ujigami is the ancestral kami of a Jomonese clan. It manifests as a mighty warrior, a great general and a priest of the ancestral spirits. As a manifestation of a clan, Ujigami are closely connected to the welfare of the people and they have a slight chance of preventing bad events. Ujigami lose some of their priestly authority if they leave their ancestral home.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=602&lt;br /&gt;
|name=Summon Umbrals&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1490&lt;br /&gt;
|description=An Oracle or a Ktonian Necromancer ventures down to the deeper reaches of Agartha and the Chamber of the Broken Seal to summon and bind an Umbral. Umbrals are shadow beings resembling ancient Pale Ones with elongated faces and drooling mouths. They are the tortured souls of those who died in the Breaking of the Seal. Umbrals are not at all as rare as they were before the Breaking and the rituals needed to bind them are more easily performed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1471&lt;br /&gt;
|name=Summon Unseelie Knights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3907&lt;br /&gt;
|description=The caster summons a few mounted knights from the Dreamwild. The fay are beings of the Dreamwild. They mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. In the frozen forests of the world the Fay reflect the cold and hostile nature of the Dreamwild. Unseelie Knights wreath themselves in illusions and don glittering armors of crystal and ice that tempers in cold lands, and their swords are made of dreamwrought ice. Unseelie Knights are mounted on Fay horses stronger and swifter than any mount found in human lands. The unseelie are strongly connected to the winter and they are all resistant to cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=585&lt;br /&gt;
|name=Summon Vetalas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1765&lt;br /&gt;
|description=A Vetala is a malicious spirit who haunts graveyards and takes possession of corpses. They are sometimes coerced into servitude by sorcerers. Their touch can drive people mad.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1000&lt;br /&gt;
|name=Summon Water Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3732&lt;br /&gt;
|description=The caster summons a Water Elemental to aid him in battle. Water Elementals are quick and crush enemies regardless of armor. Elementals shrink when they are hit by powerful strikes. Water Elementals summoned in cold climates will be composed of ice. Ice Elementals are stronger but slower than Water Elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1002&lt;br /&gt;
|name=Summon Winter Wolves&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 511&lt;br /&gt;
|description=The caster summons and binds five Winter Wolves. The Winter Wolf is one of the four seasonal spirits. It is a large, ethereal wolf surrounded by an icy wind. It is a magical, mindless being that must be commanded by a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=466&lt;br /&gt;
|name=Summon Yazatas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1607&lt;br /&gt;
|description=Once the Caelian peoples were under the rule of divine beings known as Yazatas and Daevas. When these lesser divinities threatened the world with their never-ending war, they were banished by the Pantokrator. With their disappearance from the world the Caelians gained independence and formed a kingdom of their own, but the memory of the &#039;Adorable Ones&#039; remained. With the aid of arcane rituals, the Seraphs try to circumvent the ban and summon the divinities of old to lead the nation anew. Yazatas are winged angelic beings surrounded by auras of divine splendor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=330&lt;br /&gt;
|name=Summon Zmey&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1940&lt;br /&gt;
|description=The caster summons a Zmey. The Zmey is a three headed dragon capable of breathing flames. It is larger than a wyvern, but smaller than a true dragon. It is indigenous to the lands of Rus and can be summoned by Fire mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1019&lt;br /&gt;
|name=Vermin Feast&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 99&lt;br /&gt;
|description=The caster makes vermin like rats and cockroaches (or shrimps and crabs) attracted to the supply stores of a besieged castle. The vermin will make sure that the supplies do not last very long. The more gems spent in this ritual the longer it will last. Having more than one Vermin Feast ritual active on the same province will not add to the effect and the ritual has no effect on an unbesieged castle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=999&lt;br /&gt;
|name=Voice of Tiamat&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 51&lt;br /&gt;
|description=The caster conjures up the dreams of Tiamat, the Raging Sea. She has knowledge of all that lies underneath the sea. The voice of her dreams, when rightly interpreted, reveals all sites of Elemental power in a sea. The dreams will find their way to everyone living in that province and the magical sites will no longer be secret. This spell can only be cast under water.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=991&lt;br /&gt;
|name=Will o&#039; the Wisp&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Edge of Battlefield Summon, value 527&lt;br /&gt;
|description=Two Will o&#039; the Wisps are summoned to help their summoner in battle. They appear at the edges of the battlefield. A Will o&#039; the Wisp is a glowing sphere, looking like a light from a bright lantern. In combat, it glows with great intensity, burning anyone nearby. It is very difficult to hit a Will o&#039; the Wisp in combat due to its great speed and small size.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=996&lt;br /&gt;
|name=Wind Ride&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Wind Ride, value 100&lt;br /&gt;
|description=The Air mage summons a whirlwind in a province of his choice. The whirlwind will try to find a commander in the province and transport him to where the Air mage is located. This spell is an effective way to rescue cornered commanders, but it can also be a very effective way to get enemy commanders out of the way. Large beings are difficult or impossible to lift and might fall to the ground somewhere along the way, possibly dying upon impact. Powerful Earth mages are likewise difficult to transport.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1017&lt;br /&gt;
|name=Winged Monkeys&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Winged Monkeys, value 1&lt;br /&gt;
|description=The caster summons a troop of winged monkeys and sends them away to fetch a commander from a distant land. The monkeys will try to grab and fly away with the helpless commander, but will attack if the target is too heavy. The monkeys are afraid of mages and will never try to snatch a mage from the ground. The monkeys leave after they have accomplished their mission.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1034&lt;br /&gt;
|name=Acashic Knowledge&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 55&lt;br /&gt;
|description=This spell lets the caster tap information from the memory of the Spheres to reveal the presence of all magical sites in a given province. The spell cannot be used to find magic sites in enemy provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=479&lt;br /&gt;
|name=Angelic Choir&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1367&lt;br /&gt;
|description=The caster contacts an angelic choir and asks for its aid. Three Angels of the Heavenly Choir answer the call. Angels are divine beings in human form. They are winged and dressed in white robes. Angels sing praises to the Lord and will automatically join an arcane chorus as chorus slaves. They are surrounded by a radiant aura that intimidates cowardly beings. Angels have partial resistance to lightning and fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=624&lt;br /&gt;
|name=Awaken Tomb Oracle&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1476&lt;br /&gt;
|description=When one of the ancient Oracles dies, it is mummified and buried in a tomb under the Hall of the Oracles. The dead Oracles can be awakened as living dead with the help of necromantic rituals. These reawakened Oracles are known as Tomb Oracles and are both powerful mages and priests.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=256&lt;br /&gt;
|name=Bind Keres&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3127&lt;br /&gt;
|description=The caster summons and binds three Keres. Keres are daimones of the underworld and servants of the Fates. They rip the souls from those dying on the battlefield and send them to the nether realms. They have a hunger for blood and unless bound by magic they will gladly wreak havoc among men. The Keres are invisible, but to those able to see them they appear as furious, winged women dressed in bloody garments. Their fangs and talons are imbued with the powers of the underworld and will harm the spirits of the dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=533&lt;br /&gt;
|name=Call Celestial Soldiers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 902&lt;br /&gt;
|description=The Celestial Soldier is a being of the Celestial Sphere. It has the appearance of a horse-man in full scale armor, armed with a glaive. Celestial Soldiers are sacred.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=463&lt;br /&gt;
|name=Call Celestial Yazad&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value -16&lt;br /&gt;
|description=Once the Caelian peoples were under the rule of divine beings known as Yazatas and Daevas. When these lesser divinities threatened the world with their never-ending war, they were banished by the Pantokrator. With their disappearance from the world the Caelians gained independence and formed a kingdom of their own, but the memory of the &#039;Adorable Ones&#039; remained. With the aid of arcane rituals, the Seraphs try to circumvent the ban and summon the divinities of old to lead the nation anew. The most powerful of these ancient divinities, the Celestial Yazatas, are servants of the Amesha Spentas and the Ahuras.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=353&lt;br /&gt;
|name=Call Hashmal&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S21&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2057&lt;br /&gt;
|description=The caster calls down a manifestation of heavenly power from the Celestial Sphere. The Hashmalim appear as brilliant clouds of flashing fire, at the center of which is a body of brass with the likeness of a living being with four faces. Their will can be felt as they proclaim the Glory of the reawakening God. The Hashmalim are particularly good at strengthening the faith of the unsure.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=266&lt;br /&gt;
|name=Call Ladon&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon if not dead, value 3167&lt;br /&gt;
|description=The caster summons Ladon, the Hesperian Dragon, and ends its eternal vigil. With the golden apples of immortality no longer guarded by the monster, expeditions to the blessed gardens can be undertaken. Ladon is a many-headed serpent of tremendous size spawned by the Mother of Monsters. The Hesperian Dragon can only be summoned once and when it dies it is gone forever.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=469&lt;br /&gt;
|name=Call Yata&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value -17&lt;br /&gt;
|description=Once the Caelian peoples were under the rule of divine beings known as Yazatas and Daevas. When these lesser divinities threatened the world with their never-ending war, they were banished by the Pantokrator. With their disappearance from the world the Caelians gained independence and formed a kingdom of their own, but the memory of the old gods remained. With the aid of arcane rituals it is possible to circumvent the ban and summon the demonic entities of old. Yatas and Pairikas, the most powerful of these ancient demons, are servants of the Daevic Heptad and the Destructive Spirit.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=537&lt;br /&gt;
|name=Call the Birds of Splendor&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Call the Birds of Splendour, value 3382&lt;br /&gt;
|description=In Magnificent Ind lives the Yllerions, the Birds of Splendor. They are magnificent birds of flaming colors with wings as sharp as razors and claws of burning gold. All birds in creation follow their command and gather to witness their demise and rebirth. Only two such birds exist and should one die the other one is escorted by birds and plunge into the sea, drowning itself. Then two new birds are born from the flaming eggs in their nest.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=333&lt;br /&gt;
|name=Contact Beregina&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1955&lt;br /&gt;
|description=The caster approaches a shore or riverbank and tries to contact a Beregina. The Beregina is a spirit of the shore, where water meets land. Bereginy manifest themselves as incredibly beautiful women. Few mortals would dream of harming a Beregina. They are powerful mages of Water, but are also skilled in magic of the land. The Bereginy are able to bring a few companions with them under the waves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=508&lt;br /&gt;
|name=Contact Couatl&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 525&lt;br /&gt;
|description=The mage contacts a Couatl and persuades it to aid him. The Couatl is a mythic serpent with feathery wings. They are considered to be sacred in most societies and are known to be powerful mages and priests.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1039&lt;br /&gt;
|name=Contact Forest Giants&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2229&lt;br /&gt;
|description=This ritual summons a pair of Giants and forces them to serve. Apart from being large and strong, giants are also very dumb and cruel. Encountering a giant in the wild should be avoided at all costs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=478&lt;br /&gt;
|name=Contact Harbinger&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 464&lt;br /&gt;
|description=The caster contacts a heavenly Harbinger. The Harbinger is a powerful angelic being armed with a heavenly horn that will blast undead beings with divine wrath. The angel is also skilled in Air magic and has priestly powers. The harbinger will automatically join any arcane chorus as a chorus master.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=265&lt;br /&gt;
|name=Contact Hesperide&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3160&lt;br /&gt;
|description=The caster contacts and attracts one of the Hesperides. The Hesperides are the nymphs of the sunset. They tend the gold apple tree in the fabled garden of the setting sun. The garden is hidden in the far reaches of the known world, but it is rumored that it was once visited by Phaeacian explorers. The Daduchoi, the Erytheian mystics of the setting sun, might also have discovered the mythical gardens. Hesperides bring hope and health to the land in which they dwell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1032&lt;br /&gt;
|name=Contact Hill Giant&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2230&lt;br /&gt;
|description=This ritual summons a Giant and forces him to serve. Apart from being large and strong, giants are also very dumb and cruel. Encountering a giant in the wild should be avoided at all costs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=541&lt;br /&gt;
|name=Contact Houri&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A26&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3375&lt;br /&gt;
|description=The Malika contacts a Houri and persuades her to use her skills to infiltrate and seduce the enemies of the awakening Lord. Houris, The Fair Ones, were once concubines and entertainers of the Sultans of Old Ubar chosen for their beauty and exquisite manners. The Houris lived sequestered lives in Jannah, the enchanted garden of Ubar, and were rarely allowed to leave their paradise unless tasked by their Sultans to perform a special mission. When magic dwindled and Ubar lost influence most of them dispersed and fled, but a few Houris remained, clinging to the residual magic of the Garden. Houris are Jiniris and share the traits of pure-blooded Jinnun, such as glamour, invisibility and a strong connection with magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=287&lt;br /&gt;
|name=Contact Huli Jing&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1908&lt;br /&gt;
|description=The Huli Jing is a fox spirit. It has the appearance of a silvery fox with many tails. It is magically powerful and is able to take the appearance of a beautiful woman. The Huli Jing is a trickster and often whimsical or even mischievous in nature. In human guise, it might play pranks on unsuspecting travelers, aid lowborn peasants to greatness or plot the rise or downfall of kingdoms. Huli Jing are stealthy and in human guise have the abilities of a spy. All Huli Jing are powerful mages of Glamour, but most have other magic skills as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=312&lt;br /&gt;
|name=Contact Jorogumo&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N32&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3263&lt;br /&gt;
|description=The caster contacts and makes a deal with a Jorogumo, a supernatural spider. In the enchanted forests of Mount Shinuyama live animals gifted with supernatural longevity and magic abilities. When an animal gets older and wiser it becomes increasingly more powerful. Jorogumos are golden spiders of the enchanted forests of Shinuyama who have reached the age of at least four centuries. At this age the Jorogumo acquires magical powers and the ability to shapeshift. The Jorogumo often takes the appearance of a comely young woman and uses it to lure young men and trap them in their webs. Many Jorogumo live in waterfalls and drag their victims to their deaths in the cascading water. The Jorogumo is attuned to magic and its powers are greater where magic is strong.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=598&lt;br /&gt;
|name=Contact Kitsune&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1434&lt;br /&gt;
|description=The Kitsune is a fox spirit. It has the appearance of a silvery fox with many tails. It is magically powerful and is able to take the appearance of a beautiful woman. The Kitsune is a trickster and often whimsical or even mischievous in nature. In human guise, it might play pranks on unsuspecting travelers, aid lowborn peasants to greatness or plot the rise or downfall of kingdoms. Kitsune are stealthy and in human guise have the abilities of a spy. All Kitsune are powerful mages of Nature, but most have other magic skills as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1043&lt;br /&gt;
|name=Contact Lamia Queen&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 609&lt;br /&gt;
|description=The caster performs the rites necessary to communicate with and persuade a Lamia Queen to aid him. The Lamia Queen is an ancient Lamia sorceress of great power. She carries an oath rod that will destroy the minds of those it strikes. The Lamia Queen has an amazing regenerative ability and when killed, will transform into a black serpent and continue fighting. If she is killed a second time, however, she will remain dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1041&lt;br /&gt;
|name=Contact Lamias&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 394&lt;br /&gt;
|description=The caster performs the rites necessary to summon Lamias, serpent women, to aid him. They have amazing regenerative abilities and when killed, will transform into black serpents and continue fighting. If a Lamia is killed a second time, however, she will remain dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=568&lt;br /&gt;
|name=Contact Nagarishi&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1321&lt;br /&gt;
|description=Nagarishis are sages of considerable power living in the Jeweled City of Patala. They often take the shape of a Yaksha when traveling in the sunlit world. If killed in Yaksha shape, they revert to their serpent form and fight on. Nagarishis in Naga shape have their skills in Water magic increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=309&lt;br /&gt;
|name=Contact Tatsu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E19&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2099&lt;br /&gt;
|description=The shugenja ventures up into a mountainous region and makes contact with a tatsu. The tatsu is a lesser Jomonese dragon. It has a sinuous body and resembles the great Dragons of the sea, but it only has three claws on its feet. It is covered in iridescent scales and spines run along its back. Its head resembles a camel with horns of a stag and the eyes of a demon. Under its chin is a burning pearl that is the source of its power. If they lose the pearl they lose their power of flight. All tatsu have magic skills and each follow one of the Five Paths.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=627&lt;br /&gt;
|name=Contact Void Spectre&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1562&lt;br /&gt;
|description=With this spell an Astral mage can contact a dead Starspawn and call him forth into this world as a Void Spectre. A Void Spectre affects the dreams of entire provinces and can use this to spread insanity in enemy territories.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=347&lt;br /&gt;
|name=Dirge for the Dead&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2045&lt;br /&gt;
|description=The Zamzummite contacts and summons a Ditanu from Sheol. The Ditanim are ancient Rephaite heroes bound in Sheol for their sins. They serve the Malikum, deified kings of the Underworld. Ditanim are huge, ethereal apparitions armed with weaponry enchanted at the dawn of time. They are formidable warriors endowed with magical powers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1035&lt;br /&gt;
|name=Ether Gate&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 117&lt;br /&gt;
|description=This ritual opens a gate to the Astral Plane and summons a clan of Ether Warriors led by an Ether Lord. The Ether Warriors were banished from this world in ancient times. Their wars drained the world of Arcana and they were forced to enter other realms of existence in order to continue their clan wars. The lesser races and their gods sealed the Astral Gates to rid the world of the plague. Ether Warriors are, naturally, ethereal and thus very difficult to harm with non-magical weapons. They use Moon Blades, magical swords that cause additional damage to magical beings. When the gate opens, vast powers are released and the magic level is increased in the province. If cast with additional gems the gate will last for several months and further rituals that summons Ether Warriors will have increased effect.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1038&lt;br /&gt;
|name=Forest Troll Tribe&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N37&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2220&lt;br /&gt;
|description=The caster contacts a Troll Shaman and his retinue of fifteen Forest Trolls. The Troll Shaman is a cunning mage capable of using both death and nature magic. His magic combined with being a large troll make the Shaman a very formidable opponent.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1042&lt;br /&gt;
|name=Locust Swarms&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 8&lt;br /&gt;
|description=The caster unleashes swarms of locusts upon a province. The locusts will cause panic, consume crops and cause the loss of taxes. The swarms will appear as a natural event.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1030&lt;br /&gt;
|name=Sea King&#039;s Court&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W55&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 580&lt;br /&gt;
|description=The caster contacts a Sea King and his retinue of twenty Sea Trolls. The Sea King is a powerful Water mage who may grant humans water-breathing abilities if they accompany him.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=449&lt;br /&gt;
|name=Send Aatxe&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon - Assassination, value 3629&lt;br /&gt;
|description=The Aatxe is a flaming bull spirit and servant of the Mother of Storms. It emerges from its cave abode during storms and bad weather to punish those who have angered their mistress. In ancient times the Sorginak were granted the means to call the Aatxe and send it against those who have wronged them or their mistress.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1029&lt;br /&gt;
|name=Shark Attack&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W3&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 78&lt;br /&gt;
|description=The caster attracts sharks to the smell of blood in the water. For the duration of the battle, there is a chance that a shark will arrive whenever a living being is wounded. The sharks are stupid, but the spell is strong enough to make them attack enemies more often than friends.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1031&lt;br /&gt;
|name=Streams from Hades&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1477&lt;br /&gt;
|description=The caster draws forth water from the Underworld and summons a Kokythiad. Kokythiai are Naiads of Kokytos, a river of the Underworld. They are powerful mages of Water and Death whose aura of fear terrifies most mortals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=553&lt;br /&gt;
|name=Summon Binn&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3476&lt;br /&gt;
|description=The Binn are spiritual beings of an earlier time. They were vanquished by the Jinnun during the reign of an earlier Pantokrator, long before mankind emerged. A few of them still roam the deserts and uninhabitable regions of the world. The Binn were born from stagnant water and blistering winds and are invisible unless they want to be seen. When visible they take the shape of strange dog-headed half-men with burning eyes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1028&lt;br /&gt;
|name=Summon Bishop Fish&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1040&lt;br /&gt;
|description=The caster summons a Bishop Fish. The legendary Bishop Fish is a strange fish with fins resembling priestly robes. It is a powerful priest, but it cannot leave its maritime realm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=368&lt;br /&gt;
|name=Summon Daktyl&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2836&lt;br /&gt;
|description=When the spectre of Therodos was laid to rest the remaining Daktyloi and Hekaterides sequestered themselves on remote islands. Pelagian mages have tried to contact them ever since. Daktyloi are sea daimones of Telkhine ancestry that once ruled the human population of ancient Therodos. They are masterful smiths and crafters.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1044&lt;br /&gt;
|name=Summon Fay Prince&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3904&lt;br /&gt;
|description=The caster summons a Fay Prince from the Dreamwild. The fay are beings of the Dreamwild. They mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. Fay Princes are mighty Fay beings serving their queens with their magic and unparalleled battle prowess. In the dreamwild the lands are divided between the summer courts and the winter courts. If cast in a cold province an Unseelie Prince will appear instead of a Fay Prince.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1025&lt;br /&gt;
|name=Summon Fire Snakes&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 814&lt;br /&gt;
|description=The caster summons and binds several Fire Snakes. Fire Snakes are large serpents with golden skin. Their smoldering bodies can release blazing flames if threatened. Their bite is highly poisonous.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1026&lt;br /&gt;
|name=Summon Flame Spirit&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2626&lt;br /&gt;
|description=This ritual summons a Flame Spirit. Flame Spirits are beings made of pure fire that are highly skilled in fire magic. In combat they are helped by the Will o&#039; the Wisps that surround them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=565&lt;br /&gt;
|name=Summon Garudas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S21&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3664&lt;br /&gt;
|description=Garudas are divine bird-warriors that left this world ages ago. They are eternal enemies of Nagas and serpent-kin and are highly resistant to poison. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer. Garudas are blessed with an Aura of Splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1037&lt;br /&gt;
|name=Summon Ghosts&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 566&lt;br /&gt;
|description=Ghosts are the souls of slain humans summoned from the Underworld. Ghosts are frightening ethereal beings that can drain the life force from living beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1045&lt;br /&gt;
|name=Summon Gnome&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 345&lt;br /&gt;
|description=The caster summons a Gnome to serve him. The Gnome is a small fay creature of the Dreamwild. They usually live in forests or vales far from civilization, where they tend the flora and fauna of the region. All Gnomes are skilled in the magic of the land as well as in glamour magic which they use to hide themselves from pesky humans. They appear as small, gnarled old men with bright, red caps. Gnomes are fay creatures and are vulnerable to iron.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=311&lt;br /&gt;
|name=Summon Gozu Mezu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2091&lt;br /&gt;
|description=The caster opens a gate to the underworld and calls forth a pair of demon jailers and torturers of the dead, Ox-head and Horse-face. They are mighty warriors armed with enchanted pole arms that trap souls.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1027&lt;br /&gt;
|name=Summon Great Eagles&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1381&lt;br /&gt;
|description=Great Eagles are eagles large enough to carry a horse and fierce enough to battle a dragon. They are quite intelligent and can understand human speech. They live in mountain regions far from men, but can be summoned by powerful mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=542&lt;br /&gt;
|name=Summon Hinn&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3367&lt;br /&gt;
|description=The Hinn are spiritual beings of an earlier time. They were vanquished by the Jinnun during the reign of an earlier Pantokrator, long before mankind emerged. A few of them still roam the deserts and uninhabitable regions of the world. The Hinn were born from scorching wind and fire and are invisible unless they want to be seen. When visible they take the shape of strange dogs with burning eyes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=310&lt;br /&gt;
|name=Summon Kenzoku&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2096&lt;br /&gt;
|description=The caster summons a Kenzoku from the spirit world. Kenzoku are noble warrior-kami of great prowess. Once human, they were rewarded with immortality for their deeds. Kenzoku are popular kami among the samurai. They fight with magic swords sprung from their martial essence and are surrounded by a divine aura that intimidates lesser beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=567&lt;br /&gt;
|name=Summon Kinnara&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1331&lt;br /&gt;
|description=The Kinnara is a divine being and musician of the Spheres. It has the appearance of a winged horse-man robed in splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1464&lt;br /&gt;
|name=Summon Lauma&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 4092&lt;br /&gt;
|description=The caster performs a ritual dance to attract a Lauma. The Lauma is a fay being of the Zemaitian woodlands that has been worshiped as a lesser divinity since time immemorial. It has the appearance of a woman with the head and lower parts of a goat with bird claws instead of hooves. They are beings of the wild woodlands and are closely associated with water. They live near lakes, rivers and streams and it is said that their dances will make it rain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=566&lt;br /&gt;
|name=Summon Maruts&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S18&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3667&lt;br /&gt;
|description=Maruts are storm-born divine warriors armed with lightning and demon-slaying swords. While once of this world, they left it for the celestial realms ages ago. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=370&lt;br /&gt;
|name=Summon Monster Fish&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1664&lt;br /&gt;
|description=This spell summons a Monster Fish. This huge fish lives only in the deepest gorges of the ocean. When it is hunting, it will light up its antenna to lure prey closer. When the prey comes close, it will open its enormous mouth and swallow the prey whole. This works best against prey that is smaller than the Monster Fish, but it also has some sharp teeth to use against the really large opponents that can be found in the oceans.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=442&lt;br /&gt;
|name=Summon Morrigan&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1821&lt;br /&gt;
|description=The caster summons one of the Morrigans in an attempt to turn the tide of the battle. The Morrigans are heralds of death, collectors of souls and bringers of strife. They are the fates of the battleground, weaving looms of entrails with arrows for shuttles. Their chant colors the skies red before battle. In the shapes of crows they pick out the eyes of the dead. The Morrigans are horrible beings of death and destruction. They appear as grisly warrior women armed with spears enchanted to kill. They are sacred to the Fomorians.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=597&lt;br /&gt;
|name=Summon Oni General&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1276&lt;br /&gt;
|description=This spell summons a mighty Oni General. Oni of exceptional strength and power are given heavy armor and position as generals by their kings. The Oni General is always guarded by three wolves that will appear as soon as an enemy approaches. Oni don&#039;t need to eat. However, they have tremendous appetites and like to eat and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Their residual spirit form is a ghost and can be banished.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=554&lt;br /&gt;
|name=Summon Si&#039;lat&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A21&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3483&lt;br /&gt;
|description=The Sahir summons a Si&#039;lat and binds it to his service. The Si&#039;lat is a malign Jiniri spirit with shapeshifting abilities. They might be mistaken for Ghulahs, but are closer to the true Jinn and share many of their abilities, such as glamour, although they are not invisible. They are more closely attuned to storms and winds than the pure-blooded jinn born from Smokeless Flame. Si&#039;lat likes to seduce and ensnare men with their powers, but unlike the Ghulahs they do not feed on the flesh of their victims. Just like a Ghulah their shapeshifting is limited and they always retain some animal part, which they try to hide underneath lavish gowns and dresses.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1036&lt;br /&gt;
|name=Summon Spectre&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D22&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 329&lt;br /&gt;
|description=The necromancer summons the Spectre of a dead mage and binds it to his service. The Spectre has some skill in Death magic as well as other paths of magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1040&lt;br /&gt;
|name=Summon Sprites&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 592&lt;br /&gt;
|description=The caster summons six sprites to aid him in battle. Sprites are small faeries with insect wings. They can fire elf shots, which will incapacitate those hit. Sprites are magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1472&lt;br /&gt;
|name=Summon Unseelie Prince&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3909&lt;br /&gt;
|description=The caster summons a Fay Prince from the Dreamwild. The fay are beings of the Dreamwild. They mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. In the frozen forests of the world the Fay reflect the cold and hostile nature of the Dreamwild. Unseelie Princes appear as immaculate knights with alabaster-pale skin and silver locks, wreathed in icy winds and illusions. They are mighty Fay beings serving their queens with their magic and unparalleled battle prowess.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=492&lt;br /&gt;
|name=Summon Valkyries&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 261&lt;br /&gt;
|description=The caster summons a group of Valkyries to aid him in battle. Valkyries are female Vanir and have the ability to fool humans with illusions. The Valkyries were granted the ability to fly in ancient times by a dead god who used them as messengers of death. The Valkyries still possess the power of flight. They come armed and ready for battle when summoned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1033&lt;br /&gt;
|name=Troll King&#039;s Court&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E65&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 519&lt;br /&gt;
|description=The caster contacts a Troll King and his retinue of Trolls. The Troll King is a powerful Earth mage and armed to the teeth. The Troll King is in no way less powerful than his kin.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=480&lt;br /&gt;
|name=Angelic Host&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value 3870&lt;br /&gt;
|description=The caster contacts an Arch Angel and asks for its aid. The Arch Angel is accompanied by a host of six angels and may appear in a distant province. The Arch Angel, armed with a flaming sword, is also a powerful Fire mage and priest.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1055&lt;br /&gt;
|name=Animal Horde&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Animals, value 403&lt;br /&gt;
|description=The caster summons a horde of animals and binds them to his service. Different animals answer the call in different terrains.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1056&lt;br /&gt;
|name=Awaken Ivy King&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 931&lt;br /&gt;
|description=The mage awakens an ancient Ivy King and persuades him to serve him. The Ivy King is an ancient and powerful Vine Ogre skilled in Nature magic. The Ivy Kings are served by Vine Men and they will arrive in greater numbers when called by an Ivy King.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=362&lt;br /&gt;
|name=Call Anzus&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3064&lt;br /&gt;
|description=The caster summons a pair of Anzu bird-monsters. The Anzus were conceived by the pure water and the wide earth in primordial times. They appear as huge lion-headed eagles that breathes fire and water.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=354&lt;br /&gt;
|name=Call Arel&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S39&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2058&lt;br /&gt;
|description=The caster calls down a manifestation of heavenly power from the Celestial Sphere. The Arelim appear as beautiful winged beings. They are the most gentle of all beings of the Celestial Sphere. They nurture nature and are protectors of the weak. They weep for the wounded and follow armies in lamentation of the wars brought by the gifts of the Watchers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=464&lt;br /&gt;
|name=Call Fravashi&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2563&lt;br /&gt;
|description=With the aid of arcane rituals the Seraphs can summon the divinities of old to lead the nation anew. Fravashis are the deified souls of ancient heroes. They are revered and worshiped as messengers of the God.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1060&lt;br /&gt;
|name=Conjure Phantasmal Knight&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3627&lt;br /&gt;
|description=The caster conjures a Phantasmal Knight to aid him in battle. A Phantasmal Knight is a being of the Dreamwild, made of memories, dreams and legends. Phantasms are not real, but can interact with creation if conjured with glamour magic. Phantasmal Knights are manifest dreams of heroic knights armed in shining armor. They are insubstantial and difficult to harm with physical weapons. Phantasms cannot hold on to reality for long and will disperse when the battle is over. When cast under water phantasmal triton knights will appear.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=335&lt;br /&gt;
|name=Contact Cloud Vila&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1941&lt;br /&gt;
|description=The caster travels to a remote mountain top to contact a Vila and persuade her to aid him. The Vila is a powerful female spirit of the wild. The Cloud Vila appears as a naked, winged woman with cloud-like hair. Her beauty is only marred by her hoofed feet and anyone rude enough to mention this fact will be struck down or cursed for the rest of his life. The Cloud Vila can fascinate and lure men into servitude with her spellsongs and otherworldly beauty. She has the power to give and take health, but is also a powerful mage of the Air who wields the lightning and rides the storms. The Cloud Vila is not as skilled in healing as the Mountain Vila.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=460&lt;br /&gt;
|name=Contact Couatl&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 525&lt;br /&gt;
|description=The mage contacts a Couatl and persuades it to aid him. The Couatl is a mythic serpent with feathery wings. They are considered to be sacred in most societies and are known to be powerful mages and priests.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=334&lt;br /&gt;
|name=Contact Mountain Vila&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1942&lt;br /&gt;
|description=The caster travels to a remote mountain to contact a Vila and persuade her to aid him. The Vila is a powerful female spirit of the wild. The Mountain Vila appears as a naked woman mounted on a stag. Her beauty is only marred by her hoofed feet and anyone rude enough to mention this fact will be struck down or cursed for the rest of his life. The Mountain Vila can fascinate and lure men into servitude with her spellsongs and otherworldly beauty. She has the power to give and take health and is a powerful mage of Nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=314&lt;br /&gt;
|name=Contact Yama-no-kami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E28&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2097&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=393&lt;br /&gt;
|name=Great Lamentation&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D33&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 255&lt;br /&gt;
|description=This spell summons a great number of Wailing Ladies. Wailing Ladies are sacred and their weeping for the annihilated Empire is unbearable to behold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1053&lt;br /&gt;
|name=Harvester of Sorrows&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 491&lt;br /&gt;
|description=A Harvester of Sorrows is summoned. The Harvester is a messenger of death and disease. It likes to stalk humans at night, feeding on their fears and pains. A province in which a Harvester of Sorrows has hidden itself will suffer an outbreak of disease and unrest. The Harvester will also stalk and spread disease among any military units in the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=481&lt;br /&gt;
|name=Heavenly Wrath&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1369&lt;br /&gt;
|description=This spell calls down an Angel of Fury from the heavens so he can aid the Pretender God in punishing all false Pretenders.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1059&lt;br /&gt;
|name=Living Castle&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 9&lt;br /&gt;
|description=The caster conjures a castle of living kelp and algae. The castle can only be created in a friendly sea. This spell cannot be cast above the waves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1047&lt;br /&gt;
|name=Living Clouds&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A2&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3725&lt;br /&gt;
|description=The caster releases the power of the winds and calls forth several mid-sized Air Elementals. A powerful mage can summon larger numbers of elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1051&lt;br /&gt;
|name=Living Earth&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E2&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3741&lt;br /&gt;
|description=The caster releases the powers of the Earth and calls forth several mid-sized Earth Elementals. A powerful mage can summon larger numbers of elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1046&lt;br /&gt;
|name=Living Fire&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3717&lt;br /&gt;
|description=The caster releases the powers of Fire and calls forth several mid-sized Fire Elementals. A powerful mage can summon larger numbers of elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1049&lt;br /&gt;
|name=Living Water&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W2&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3733&lt;br /&gt;
|description=The caster releases the powers of Water and calls forth several mid-sized Water Elementals. A powerful mage can summon larger numbers of elementals. Water Elementals summoned in cold climates will be composed of ice. Ice Elementals are stronger but slower than Water Elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1061&lt;br /&gt;
|name=Lore of Legends&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Set Effect Value (2) if lower, value 1086&lt;br /&gt;
|description=The caster taps into the legends of the dreamwild to unearth long forgotten lore. For one month the caster&#039;s magic skills become legendary and his skills in all magic paths are increased. After a month has passed the powers fade and the caster is once more bound by the restrictions of this world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=313&lt;br /&gt;
|name=Summon Araburu-kami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3270&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1048&lt;br /&gt;
|name=Summon Asp Turtle&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1234&lt;br /&gt;
|description=The Asp Turtle is probably the most powerful beast encountered outside the deep gorges in the ocean. The turtle is normally peaceful and lives in relatively shallow waters. With this spell, an Asp Turtle is summoned, bound and turned into a very deadly killing machine. Its huge size and heavy armor make it easy for the turtle to kill smaller beings by trampling them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=527&lt;br /&gt;
|name=Summon Balam&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 17&lt;br /&gt;
|description=The caster summons one of the four Balam. The Balam are powerful jaguar shaped spirits of fertility and servants of the Awakening Lord. There is one spirit for each cardinal direction. The Balam are able to change their shape at will. To the Zotz they often appear as Onaquis or Zotz sorcerers, but in battle they take their true form. The Balam are connected to the four cardinal directions and have corresponding powers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1057&lt;br /&gt;
|name=Summon Calydonian Boar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3684&lt;br /&gt;
|description=The caster summons a Calydonian Boar and binds it to his service. The Calydonian Boar is a horrible monster boar with burning eyes, spear-like bristles of iron and tusks like that of an elephant. Anyone unfortunate enough to come close to the dreadful beast is set ablaze by the scorching heat of its eyes. The boar breathes flames and its tusks crackles with lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1050&lt;br /&gt;
|name=Summon Catoblepas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1290&lt;br /&gt;
|description=The caster ventures into a deep and unwholesome swamp and summons a Catoblepas, a horrible beastly bull that breathes poison and whose gaze is death.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1052&lt;br /&gt;
|name=Summon Mound Fiend&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D28&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 439&lt;br /&gt;
|description=The necromancer summons and binds a Mound Fiend, an apparition able to reanimate the dead and curse humans with its hunger. The Mound Fiend is also a powerful Death mage in his own right.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=569&lt;br /&gt;
|name=Summon Siddha&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1337&lt;br /&gt;
|description=This spell summons a Siddha, a sacred being that has achieved physical as well as spiritual perfection. The Siddha is a powerful priest and mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=509&lt;br /&gt;
|name=Summon Tlaloque&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 13&lt;br /&gt;
|description=The mage-priest summons one of the four Tlaloque. The Tlaloque are powerful rain spirits and high servants of the Awakening Lord. The Tlaloque are the ones who carry and open the jugs of heavenly waters to let the rain fall upon the Terrestrial Sphere and they are always accompanied by rainfalls. There is one spirit for each cardinal direction. The Tlaloque of the East brings a rain of fertility and growth. The Tlaloque of the South brings warm summer rains. The Tlaloque of the West brings rains of fever and pestilence. The Tlaloque of the North brings rain storms and cold winds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1058&lt;br /&gt;
|name=Wild Hunt&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5 N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 75&lt;br /&gt;
|description=The caster unleashes the Wild Hunt upon the world. The Hunt is led by Herne the Lord of the Hunt, an ancient deity of the wild roaming the woodlands in search of those who have offended the wild and its inhabitants. When the Hunt has been called, powerful priests of enemy faiths will be hunted down for as long as the Lord is not slain. Apart from the main hunt led by Herne the Lord of the Hunt, there are also up to four lesser hunts that helps him hunt down less important enemy sacred commanders. Sneaking commanders might fool the lesser hunts, but Herne is extremely skilled and will find anyone eventually.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=535&lt;br /&gt;
|name=Wrath of the Ancestors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1363&lt;br /&gt;
|description=A host of wrathful ancestral spirits is summoned to decide the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=348&lt;br /&gt;
|name=Banquet for the Dead&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D55&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2039&lt;br /&gt;
|description=The Zamzummite holds a banquet for the deified dead. For three days the living and the shades of the dead share tables and meals. At the eastern end of the table is a throne for the living Adon and at the western end is an empty throne. Each night the ghostly shapes in the empty seats and throne become more solid. At the final night the Zamzummite sacrifices himself at the banquet and is devoured by the dead king who can manifest in the land of the living as a reawakened god. The Malik manifests with his host of Ditanim.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=465&lt;br /&gt;
|name=Call Amesha Spenta&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 12&lt;br /&gt;
|description=One of the six Amesha Spentas is summoned from the Stellar Sphere. The Amesha Spentas are divine beings and servants of the Lord of Wisdom. Each Spenta represents an aspect of their Lord. There are Spentas of animals, fire, sky and metals, earth, water and plants. All are powerful beings with magic corresponding to their nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=363&lt;br /&gt;
|name=Call Apkallu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2966&lt;br /&gt;
|description=The Mashmashu contacts the celestial sphere to call upon an Umu-apkallu. The Umu-apkallu are celestial sages blessed by the Wise Waters. They resemble four-winged enkidus of great beauty. They serve as messengers of the celestial sphere and are powerful mages of the stars, the sky and anything beneath it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=471&lt;br /&gt;
|name=Call Greater Daeva&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 16&lt;br /&gt;
|description=One of the Greater Daevas of the Daevic Heptad is summoned. These are six demonic beings of vast power who serve the Lord of Destruction. Each Daeva represents an aspect of their Lord. There are Daevas of Evil Intentions, Frozen Minds, Oppression, Discontent, Destruction and Aging. All are powerful destructive beings with magic corresponding to their nature. Their mere presence will cause turmoil, unrest and maladies where they dwell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=355&lt;br /&gt;
|name=Call Ophan&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S49&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2051&lt;br /&gt;
|description=The caster calls down a manifestation of heavenly power from the Celestial Sphere. The Ophanim, wheels, are angelic beings of unfathomable and otherworldly might. They appear as a brilliance covered by four wings, that when unfolded reveal a wheel intersecting another wheel of gleaming brass. The rim of the wheel is covered by eyes of sparkling chrysolite and the being is surrounded by a blaze like that of the sun. The Ophanim see all that passes under their many eyes and watch the affairs of men from the heavenly spheres.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1054&lt;br /&gt;
|name=Call Wraith Lord&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 181&lt;br /&gt;
|description=The caster summons a Wraith Lord from the Underworld to serve him. The Wraith Lord is the spirit of an ancient lord given physical form. Wraith Lords are immortal and will return from the land of the dead if defeated in battle. The Wraith Lord is a master of Death magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1072&lt;br /&gt;
|name=Call the Eater of the Dead&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4 D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Unit, value 994&lt;br /&gt;
|description=The Death mage uses ancient and unholy rituals to call forth the Eater of the Dead, a dreadful being once banished to the Void by the previous Pantokrator.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=455&lt;br /&gt;
|name=Contact Iron Angel&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5 S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1975&lt;br /&gt;
|description=The caster contacts an Iron Angel to teach the weak to be strong. The Angel is a divine being professing the might of skill and craftsmanship. It teaches men not to trust in sorcery or religion. Only faith in yourself and the weapon you wield will grant you true strength. The Iron Angel is not sacred and will readily hunt down and slay fanatical adherents of other faiths.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=336&lt;br /&gt;
|name=Contact Leshiy&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1949&lt;br /&gt;
|description=The caster enters a deep forest and contacts its spirit ruler and persuades it to aid him. The Leshiy is a guardian of forests. In the heart of its forest it takes the appearance of a huge man with grayish green skin, covered in lichen, grass and vines. A single horn grows from his forehead and his feet are hoofed. If he leaves his forest he will shrink and become smaller and smaller and lose much of his magical powers. While inside a forest, the Leshiy is able to shapeshift into a great bear covered in moss and lichen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=546&lt;br /&gt;
|name=Contact Marid&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3376&lt;br /&gt;
|description=The caster contacts a Marid and persuades it to abandon its rebellious ways and return to serve the awakening Lord. Marids are rebellious Jinnun of vast powers banished from the City of Brass by the Ifrit Sultans. Everywhere they went they caused strife and disorder so the Sultans hunted them until they fled into the ocean depths. They are powerful Jinn born from smokeless flame, but their maritime exile has granted them powers over water as well as the powers of fire, air and earth.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=318&lt;br /&gt;
|name=Contact Scorpion Man&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1649&lt;br /&gt;
|description=The Scorpion Man is the most frightening beast that wanders the desert. It is said that when a scorpion man looks at a mountain, the mountain shivers in fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=443&lt;br /&gt;
|name=Dance of the Morrigans&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5 A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 86&lt;br /&gt;
|description=The caster unleashes the Morrigans on the battlefield, coloring the skies red and wrathful. Wailing and dressed in terror, they arrive in earnest as the ground is soiled with blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=272&lt;br /&gt;
|name=Daughter of Typhon&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Unit, value 1822&lt;br /&gt;
|description=The mage enters the misty swamps of Pythia to find the entrance to the underworld hidden there. Once there the mage will lure and bind the guardian of the gate to his service. The guardian is a beast of might and malice unequaled. She is the daughter of Typhon, Enemy of Gods, and Echidna, Mother of Monsters and her name is Hydra. Like her lesser kin, she has nine heads. However, her central head is blessed by her father and is immortal. Should it be cut off a new body will regrow from the stump within weeks. Hydra is sacred.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1067&lt;br /&gt;
|name=Earth Attack&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon - Assassination, value 3741&lt;br /&gt;
|description=A huge Earth Elemental will appear in a province of the caster&#039;s choice. Here, it will travel under the ground and search for enemy commanders. When it finds one, it will rise out of the ground and strike it down. The Earth Elemental disappears when it has completed this task or if it can&#039;t find an enemy commander. The elemental can only find targets that are grounded, thus floating beings will never be attacked by the elemental.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1075&lt;br /&gt;
|name=Faerie Court&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 627&lt;br /&gt;
|description=The caster summons a Faery Queen and her court from the Dreamwild. Faery Queens are mighty fay beings that sometimes emerge in deep woodland realms where they form courts of fay beings mimicking their human counterparts. Calling themselves Queens they take the appearance of beautiful butterfly-winged females dressed in unimaginable splendour. Faery Queens are skilled mages of the Dreamwild and are adept at Glamour and Nature magic. They also have limited skills in air, water or earth magic. If cast in a frozen forest an unseelie queen and her court will answer the call instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1066&lt;br /&gt;
|name=Guardians of the Deep&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 52&lt;br /&gt;
|description=Sea monsters will help the local militia defend underwater provinces for as long as this spell is in effect. The defending monsters are dependent on the terrain and type of sea. The monsters require some small degree of leadership and guidance, so a small local defence is required for the enchantment to have any effect, but sometimes a group of monsters can emerge and attack enemy provinces under your dominion. The global enchantment will last until it is dispelled or the caster dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=625&lt;br /&gt;
|name=Hall of the Dead&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2509&lt;br /&gt;
|description=A Tomb Oracle or a powerful Ktonian Necromancer releases vast powers and opens a tomb hall to let unquiet spirits animate the entire tomb. A great number of Shard Wights are created.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1071&lt;br /&gt;
|name=King of Banefires&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 9&lt;br /&gt;
|description=The caster calls upon the supernatural forces of Fire itself and summons Anthrax, the King of Banefires. Anthrax was once one of the Kings of Elemental Fire and known as Catharsis. He has since fallen, earning himself a new name and title in the process. The King is a master of Fire and Death magic and is surrounded by a sickly green blaze of banefire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1068&lt;br /&gt;
|name=King of Elemental Earth&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 4&lt;br /&gt;
|description=The caster calls upon the supernatural forces of the Earth itself and summons one of the Kings of Elemental Earth. There were once three such beings, but since Pedoseion was tainted with blood sacrifices, there are but two Kings left. The Kings are masters of Earth magic in addition to being physically powerful.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1062&lt;br /&gt;
|name=King of Elemental Fire&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 8&lt;br /&gt;
|description=The caster calls upon the supernatural forces of Fire itself and summons one of the Kings of Elemental Fire. There were once three such beings, but since the fall of Catharsis, there are but two. The Kings are masters of Fire magic and are surrounded by blazing flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=394&lt;br /&gt;
|name=Lictorian Legion&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 259&lt;br /&gt;
|description=This spell summons an entire legion of Lictors. Lictors are sacred and were the peacekeepers of the Old Empire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1069&lt;br /&gt;
|name=Manifestation&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Manifestation, value 392&lt;br /&gt;
|description=With this spell, an Ashen Angel is summoned with the promise of an opportunity to kill a commander in this realm and to bring his soul back to the Lord of the Netherworld. The Ashen Angel will appear in a province of the mage&#039;s choice and search for a suitable commander. If no suitable commander is found, the Angel will return to the mage and kill him instead. A commander who is horror marked runs a greater risk of being chosen by the Angel.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1064&lt;br /&gt;
|name=Queen of Elemental Air&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 7&lt;br /&gt;
|description=The caster calls on the supernatural forces of the sky itself and summons one of the three Queens of Elemental Air. The Queens are masters of Air magic, can fly and are ethereal in nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1065&lt;br /&gt;
|name=Queen of Elemental Water&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 6&lt;br /&gt;
|description=The caster calls the supernatural forces of the sea itself and summons one of the three Queens of Elemental Water. The Queens are masters of Water magic and difficult to damage when they are underwater. Unless they are completely killed in one combat round, they will heal all their wounds at the end of each round. Only one of the three Queens is able to leave the sea.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=528&lt;br /&gt;
|name=Summon Chaac&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A75&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 18&lt;br /&gt;
|description=The caster summons one of the four Chaac, powerful warrior spirits of thunder and rain. They have strangely elongated noses and blueish skin. They guard the subjects of the Awakening God with their thunderous might. The Chaac are connected to the four cardinal directions and have corresponding powers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=599&lt;br /&gt;
|name=Summon Dai Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D45&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1316&lt;br /&gt;
|description=This spells summons a mighty demon king from the Netherworld. These Dai Oni are huge and command vast magical powers. They rule by fear and swift, arbitrary justice rather than skill and their lands are often torn by civil wars and uprisings. This matters little as Oni are almost immortal. The Dai Oni delight in warfare and are often found in the front ranks of their armies, butchering enemies. Dai Oni are violent and rather thick-headed. While magically powerful, they are not clever enough to be good researchers. Unscrupulous human sorcerers are given gold and magical power in return for their services. Oni don&#039;t need to eat. However, they have tremendous appetites and like to eat and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Their residual spirit form is a ghost and can be banished.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=570&lt;br /&gt;
|name=Summon Devata&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S45&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1336&lt;br /&gt;
|description=This spell summons a Devata, a lesser divinity of the Celestial Sphere. The Devata is a powerful warrior, priest and mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=491&lt;br /&gt;
|name=Summon Dwarf of the Four Directions&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4 E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A62&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value -21&lt;br /&gt;
|description=In every cardinal direction the Sky and the Earth meet, and in each of these places there is a dwarf of vast powers holding the Dome of the Sky in place. Should any of these dwarves be tricked to leave their task the world would start to collapse and storms would ravage the world. It is believed that wicked giants and Seithberenders would try to see the end of this world by removing these dwarves from their eternal task. The dwarves are immortal and should one be slain he would probably resume his task of holding the Sky in its proper place.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=545&lt;br /&gt;
|name=Summon Marid&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4 A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F66&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3374&lt;br /&gt;
|description=The Marids are rebellious Jinnun of vast powers. Banished from the City of Brass by the Ifrit Sultans they fled into the depths of the ocean. When mankind overtook the world and magic was lost, Ubar could no longer keep rebellious Marids at bay and they returned to the world. Marids are attracted to magic and can be lured and bound with powerful sorcery. They are powerful Jinn born from smokeless flame, but their maritime exile has granted them powers over water as well as the powers of fire, air and earth.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=366&lt;br /&gt;
|name=Summon Telkhine&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5 A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W69&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2874&lt;br /&gt;
|description=The caster releases one of the Telkhines from its Tartarian prison. Telkhines are sea-daimones of vast powers. They bring hailstorms and blizzards and cause great devastation. They are also great sages and unparalleled craftsmen. Their dabbling in stygian magic caused their final downfall and imprisonment. Telkhines are able to change their shape. In their demonic form their magic powers over storms and the sea are increased. In human shape their skills in forging are increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1063&lt;br /&gt;
|name=The Kindly Ones&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F6 N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 80&lt;br /&gt;
|description=The caster unleashes the Erinyes upon the world.  The Erinyes are three horrible spirits of vengeance that punish those who slay innocent women. In elder times, they upheld the ban against Blood magic, but they have since returned to the darkness whence they came.  They are sometimes called the Eumenides, the Kindly Ones, but their true names are Avenger of Murder, Grudging Anger and The Unrelenting One.  Sinners will hear the horrible baying of the sisters and madness will strike them unless they are found and most gruesomely slain by the sisters.  The first sister kills those who have killed, the second one hunts those who use blood magic and the third one hunts the enemies of he who summoned her and her sisters.  The Kindly Ones remain in the world until the enchantment is dispelled or the three of them are slain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1070&lt;br /&gt;
|name=Well of Misery&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 33&lt;br /&gt;
|description=This mighty ritual is a blessing to units across the world. Diseases, old age, suffering and pains are all drained of some of their essence. All malign energies are siphoned from the world and concentrated in the Well of Misery, effectively giving the caster a huge income of magical gems of Death. Each month a large amount of death gems are generated and the growth scale is increased in all provinces of the world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1074&lt;br /&gt;
|name=Wild Growth&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue40&lt;br /&gt;
|range=20&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=Vines and roots sprout from the ground, grabbing all enemies within reach. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1081&lt;br /&gt;
|name=Awaken Tarrasque&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 925&lt;br /&gt;
|description=The caster awakens an ancient sleeping dragon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1077&lt;br /&gt;
|name=Call Abomination&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 521&lt;br /&gt;
|description=The caster summons an Abomination from the nether planes. The beast is huge and horrible to behold, capable of shredding the minds of weaker beings with its gaze.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1076&lt;br /&gt;
|name=Call Ancient Presence&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5 N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2251&lt;br /&gt;
|description=In the deepest parts of the most fearsome swamps there is something that devours everything that dares to enter. This is known as the ancient presence. It is very old and grows larger by incorporating the victims that it devours whole. No hero can stand against the ancient presence, it devours and incorporates anyone that gets close and only gets stronger by it. The ritual to call an ancient presence can only be performed in large swamp.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=356&lt;br /&gt;
|name=Call Merkavah&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S7 F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S222&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2052&lt;br /&gt;
|description=With a tremendous sacrifice of power the caster calls down the ultimate manifestation of heavenly power. A Merkavah, a heavenly chariot of vast and unbearable power forms in the skies. In a blaze of otherworldly splendor, four wheels covered by four wings move the Merkavah in four directions. Above the four wheels at the center of the solar glory is a living being with four faces, four wings, four colors and four lives. Above the living being is a sapphire dome of stellar might beyond which the unbearable might of the Celestial Thrones is visible. After the vision of the heavens subsides, the four wheels and the Tetramorph remain to command the faithful and destroy the servants of sin.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1082&lt;br /&gt;
|name=Enchanted Forests&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 24&lt;br /&gt;
|description=All forests will start to whisper the hymns to the pretender that controls this enchantment. This will spread dominion to the places where false pretenders were worshiped. When a forest has the right dominion it will start to attack instead of whispering hymns. Enemies in that province or neighboring provinces will be attacked by creatures of the awakening forest.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1078&lt;br /&gt;
|name=Ghost Riders&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Temporary units), value 189&lt;br /&gt;
|description=This spell summons 75 Longdead Horsemen led by a Wraith Lord of the Netherworld. The horsemen will wreak havoc upon a province of the caster&#039;s choice but are not otherwise under the control of their summoner.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=482&lt;br /&gt;
|name=Heavenly Choir&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S7 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S144&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1368&lt;br /&gt;
|description=This spell calls down a Seraph from the heavens so he can serve the Pretender God. The Seraph is accompanied by a choir of angels.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1079&lt;br /&gt;
|name=Legion of Wights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 533&lt;br /&gt;
|description=The necromancer summons a contingent of Wights from the Underworld to serve him. Wights are powerful undead warriors armed with Bane Blades and heavy armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=571&lt;br /&gt;
|name=Summon Devala&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S55&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1713&lt;br /&gt;
|description=The Devala is a personification of music and lesser god of the Celestial Sphere. The divine tunes of the Devalas once filled this world, but when the Devatas of Kailasa withdrew to the heavens, the Devalas followed and the world was made a duller place. The mere presence of a Devala will cause the divine music to once again permeate the world and increase the magic scale of a province. It is a powerful mage-priest and a formidable warrior. The Devala is sacred.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=572&lt;br /&gt;
|name=Summon Rudra&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S55&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1906&lt;br /&gt;
|description=The caster summons one of the Rudras from the Celestial Spheres. Rudras are raging demigods of destruction armed with enchanted weaponry, thunder and plague. They bring death by arms or sorcery to mortals and demons alike. Their bows strike the targets with plague and their swords are the bane of demons. The Rudras are sprung from hurricanes and are able to fly even during storms. Their sorcerous might is directed towards destruction and they never pause to study or forge items.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1080&lt;br /&gt;
|name=Tartarian Gate&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Tartarian Gate, value 10&lt;br /&gt;
|description=The caster opens a gate to Tartarus and releases a dead Titan or Monstrum imprisoned in that horrible place. The Titans were gods in ancient times, but were defeated and imprisoned in Tartarus aeons ago. The dead Titan once had tremendous powers, but the imprisonment in the realm of perpetual pain might have destroyed the mind of the ancient god.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=245&lt;br /&gt;
|name=Air Shield&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8&lt;br /&gt;
|description=The air shield solidifies the air above the caster to protect him or her from incoming missiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1458&lt;br /&gt;
|name=Carrion Fortress&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N45&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 10&lt;br /&gt;
|description=This ritual forms a fortress of brambles, roots and bones in a matter of weeks, sturdy enough to rival stone walls. Defenders can stand on the walls and fire missiles from the parapets. This ritual can only be cast in forests or shallow seas, where nature has plenty of material to build from.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=337&lt;br /&gt;
|name=Grow Fortress&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 10&lt;br /&gt;
|description=This ritual forces nature to form a complete fortress in a matter of weeks, sturdy enough to rival stone walls. Defenders can stand on the walls and fire missiles from the parapets. This ritual can only be cast in forests or shallow seas, where nature has plenty of material to build from.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=249&lt;br /&gt;
|name=Hand of Dust&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1005&lt;br /&gt;
|description=The caster&#039;s left hand becomes deadly, able to turn anything it touches to ashes. The spell is limited in power but ignores armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=250&lt;br /&gt;
|name=Poison Touch&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue5&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Poison (HP damage), value 5005&lt;br /&gt;
|description=By touching a target, the magician can poison him. A successful attack roll is required to hit the target, but armor offers no protection.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=248&lt;br /&gt;
|name=Twist Fate&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1&lt;br /&gt;
|description=The caster changes his future fate. Twist Fate negates the first successful strike against the one protected by this spell. Any type of caster, including those that are undead or inanimate can use this spell to alter its fate.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=769&lt;br /&gt;
|name=Blurred Body&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4398046511104&lt;br /&gt;
|description=The mage&#039;s body becomes blurred, transparent and difficult to strike in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=766&lt;br /&gt;
|name=Cat Eyes&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 35184372088832&lt;br /&gt;
|description=This spell grants the caster partial darkvision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=760&lt;br /&gt;
|name=Charge Body&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 16384&lt;br /&gt;
|description=When a charged body is struck in melee combat, a powerful jolt of electricity will strike the attacker. However the mage will also receive some shock damage from the discharge, but it will be much less severe. The damage caused by the electrical charge bypasses the protection of armor and is very deadly. Once hit, the mage&#039;s body will become discharged and, if the mage survives, will need to be recharged.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=759&lt;br /&gt;
|name=Distill Gold&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 250&lt;br /&gt;
|description=The alchemist distills gold from minerals. The process is time consuming and requires the alchemist to use fire gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=765&lt;br /&gt;
|name=Eagle Eyes&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4&lt;br /&gt;
|description=This spell grants the mage superior vision and accuracy for both spell casting and archery.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=762&lt;br /&gt;
|name=Earth Grip&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 16384&lt;br /&gt;
|description=The mage orders the earth to swallow a single target. If the target is affected, he will be unable to move unless he succeeds in breaking free.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=761&lt;br /&gt;
|name=Fists of Iron&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 15&lt;br /&gt;
|description=The caster enchants his hands, transforming them into pistons able to strike down even the largest of foes. The assault lasts only one round and the targeted unit must be in reach. The magician attacks the target multiple times with increased skill. The damage of the spell increases with the strength of the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=763&lt;br /&gt;
|name=Hand of Death&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue5&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 5030&lt;br /&gt;
|description=The left hand of the caster becomes deadly and destroys anything it touches. The power of the hand is strong enough to kill giants.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=768&lt;br /&gt;
|name=Personal Barkskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16&lt;br /&gt;
|description=The skin of the caster is transformed into a rough, bark-like hide. This makes the caster less vulnerable to weapons, but more vulnerable to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=767&lt;br /&gt;
|name=Personal Poison Resistance&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 288230376151711744&lt;br /&gt;
|description=This spell makes the caster quite resistant to poison. The spell does not neutralize poison already affecting the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=764&lt;br /&gt;
|name=Skeletal Body&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 274877906944&lt;br /&gt;
|description=The body of the caster dries up and becomes impossibly thin and skeletal. Piercing weapons hitting the caster will cause less damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=778&lt;br /&gt;
|name=Alchemical Transmutation&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 200&lt;br /&gt;
|description=The alchemist transmutes base metals into precious ones. The process is time consuming and requires the alchemist to use earth gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=780&lt;br /&gt;
|name=Armor of Achilles&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage Armor (no effect on magic items), value 10&lt;br /&gt;
|description=Almost totally destroys the target&#039;s armor and shield. Magical armor is likely to resist the effect of this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=785&lt;br /&gt;
|name=Blur&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4398046511104&lt;br /&gt;
|description=A few soldiers becomes blurred, transparent and difficult to strike in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=770&lt;br /&gt;
|name=Burn&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 512&lt;br /&gt;
|description=The targeted enemy is set ablaze. The spell ignores enemy armor, but it is not always strong enough to kill the victim. Also, rain or snow will put the flames out very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=783&lt;br /&gt;
|name=Enlarge&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2147483648&lt;br /&gt;
|description=A few soldiers are magically enlarged for the duration of the battle. Enlarged soldiers get increased size, hit points and strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=781&lt;br /&gt;
|name=Gift of Cheated Fate&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1&lt;br /&gt;
|description=The caster changes the future fates of a few soldiers. Cheat Fate negates the first successful strike against the one protected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=775&lt;br /&gt;
|name=Gooey Water&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 134217728&lt;br /&gt;
|description=The caster turns a patch of water into sticky slime. Units stuck in the slime will move and attack more slowly and have trouble defending themselves. The slime effect will wear off more quickly on targets with high magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=774&lt;br /&gt;
|name=Ice Shield&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 549755813888&lt;br /&gt;
|description=The mage transforms the water around him into a shield of ice that protects him from harm. The shield will randomly block about half of the attacks against his person.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=784&lt;br /&gt;
|name=Mirror Image&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 2000&lt;br /&gt;
|description=This spell creates illusionary images of the caster. A skilled Glamour mage will get more images than a less skilled one. The images will surround the mage and make it harder for enemies to figure out which one to strike.  A strike will have an equal chance of hitting each image and the mage. If an image is hit it will disappear and further attacks are more likely to hit the caster. Unlike some other glamour effects, mirror images are not negated by true sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=776&lt;br /&gt;
|name=Personal Mistform&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 65536&lt;br /&gt;
|description=The mage&#039;s body becomes mist. Striking the mist that makes up the mage&#039;s body causes the mage very little damage. The mistform will end if the mage gets hit exceptionally hard or by a magical weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=779&lt;br /&gt;
|name=Personal Stoneskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 65536&lt;br /&gt;
|description=The skin of the caster is transformed into a rough, stone-like hide. As a side effect the caster will take additional damage from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=773&lt;br /&gt;
|name=Quicken Self&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 262144&lt;br /&gt;
|description=Quickness increases the speed of the caster and enhances his ability to dodge and evade incoming attacks. The quickened one can perform regular combat actions twice every turn, but still cannot cast more than one spell per combat round.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=771&lt;br /&gt;
|name=Resist Cold&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell makes the caster resistant to cold. It also negates the chill effect caused by some undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=772&lt;br /&gt;
|name=Resist Fire&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell makes the caster&#039;s body resistant to fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=777&lt;br /&gt;
|name=Resist Lightning&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell makes the caster highly resistant to thunder and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=782&lt;br /&gt;
|name=Weakness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Weaken, value 3&lt;br /&gt;
|description=The mage damages the life force of the target making it permanently weaker.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=799&lt;br /&gt;
|name=Animate Tree&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=value 361&lt;br /&gt;
|description=This spell will cause a small tree or a couple of large bushes to come alive, uproot themselves and start to fight for the nature mage that awakened them. Bushes are usually slow and not very well suited for fighting, but they are surprisingly strong and they may easily kill a human should they get hold of one.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=798&lt;br /&gt;
|name=Barkskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16&lt;br /&gt;
|description=The skin of a few soldiers are transformed into a rough, bark-like hide. This makes them less vulnerable to weapons, but more vulnerable to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=796&lt;br /&gt;
|name=Body Ethereal&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue30&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 134217728&lt;br /&gt;
|description=The target&#039;s body becomes hazy and transparent. The target can pass through obstacles and non-magical weapons usually just pass through his body without harming it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=791&lt;br /&gt;
|name=Cold Resistance&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell makes a few units resistant to cold. It also reduces the chill effect caused by some undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=802&lt;br /&gt;
|name=Displace Body&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8796093022208&lt;br /&gt;
|description=The mage&#039;s image appears beside his actual location and is very difficult to hit in melee. The first attack against the displaced unit will almost always miss as the enemy will swing straight at the false image.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=795&lt;br /&gt;
|name=Earth Meld&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue60&lt;br /&gt;
|range=25&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Cause Affliction, value 16384&lt;br /&gt;
|description=The targeted soldiers start to sink into the ground. Affected troops must struggle to free themselves from the ground. During the struggle, they are unable to move or attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=786&lt;br /&gt;
|name=Fire Resistance&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell makes a few units&#039; bodies resistant to fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=792&lt;br /&gt;
|name=Freeze&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 268435456&lt;br /&gt;
|description=The caster freezes his enemies. Frozen units are slowed and suffer from fatigue each turn. The spell only lowers the temperature of the soldiers themselves. There is no lingering cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=261&lt;br /&gt;
|name=From Death Comes Life&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 94&lt;br /&gt;
|description=The Panageis uses sacred carcasses from a Megara Chasm to complete the cycle of death and rebirth and procure fertility in the province. The growth scale of the province is increased by two. The ritual lasts longer if more gems are used.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=797&lt;br /&gt;
|name=Gift of Cat Eyes&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 35184372088832&lt;br /&gt;
|description=This spell grants a few soldiers partial darkvision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=803&lt;br /&gt;
|name=Group Blur&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue40&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4398046511104&lt;br /&gt;
|description=Several soldiers becomes blurred, transparent and difficult to strike in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=787&lt;br /&gt;
|name=Immolation&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=7&lt;br /&gt;
|effect=Damage, value 1010&lt;br /&gt;
|description=The caster bursts into white-hot flames, badly burning everyone within range. Armor offers little protection against the flames. The spell will consume the caster if he is unprotected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=788&lt;br /&gt;
|name=Inner Sun&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 67108864&lt;br /&gt;
|description=This spell provides the mage with a way to retaliate when attacked by undead warriors. When the mage is slain, a shower of light will shoot forth from the body and burn all undead beings in the vicinity. The Inner Sun spell is a ritual and will last until the mage is killed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=793&lt;br /&gt;
|name=Lightning Resistance&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell makes units resistant to the damage and stun effects caused by lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=790&lt;br /&gt;
|name=Mist&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 71&lt;br /&gt;
|description=The caster creates a dense magical mist across the battlefield that makes it difficult to see far and prevents any cloud effects from dissipating properly. The mist will limit the precision of all spells and missiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=801&lt;br /&gt;
|name=Mossbody&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8&lt;br /&gt;
|description=The caster covers the body of a small number of troops in a moist magical moss. The moss has a large chance of providing an extra layer of protection against any attack as well as giving a certain protection against fire. If the moss is struck it has a chance of bursting in a cloud of poison and after that the protective effect will be over. The harder the hit the greater the chance of the moss bursting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=794&lt;br /&gt;
|name=Personal Ironskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268435456&lt;br /&gt;
|description=The skin of the caster is transformed into a hard, metallic hide. As a side effect the caster will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=789&lt;br /&gt;
|name=Protective Winds&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8&lt;br /&gt;
|description=Powerful winds will protect a group of friendly units from enemy projectiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=800&lt;br /&gt;
|name=Torpor&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=35&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Fatigue, value 5010&lt;br /&gt;
|description=This spell targets the metabolism and bodily functions of a few units. The targets become unnaturally tired.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=487&lt;br /&gt;
|name=Amalgamation of Air and Flesh&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3865&lt;br /&gt;
|description=The alchemists of Marignon have, with the possible aid of infernal tutors, devised means to fuse human bodies with elemental essence creating living amalgams of flesh and air. The amalgam retains his mind and soul so early experiments with prisoners have been discarded and now only able and willing soldiers are used in the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=489&lt;br /&gt;
|name=Amalgamation of Earth and Flesh&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3867&lt;br /&gt;
|description=The alchemists of Marignon have, with the possible aid of infernal tutors, devised means to fuse human bodies with elemental essence creating living amalgams of flesh and earth. The amalgam retains his mind and soul so early experiments with prisoners have been discarded and now only able and willing soldiers are used in the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=486&lt;br /&gt;
|name=Amalgamation of Fire and Flesh&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3864&lt;br /&gt;
|description=The alchemists of Marignon have, with the possible aid of infernal tutors, devised means to fuse human bodies with elemental essence creating living amalgams of flesh and fire. The amalgam retains his mind and soul so early experiments with prisoners have been discarded and now only able and willing soldiers are used in the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=488&lt;br /&gt;
|name=Amalgamation of Water and Flesh&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3866&lt;br /&gt;
|description=The alchemists of Marignon have, with the possible aid of infernal tutors, devised means to fuse human bodies with elemental essence creating living amalgams of flesh and water. The amalgam retains his mind and soul so early experiments with prisoners have been discarded and now only able and willing soldiers are used in the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=817&lt;br /&gt;
|name=Arouse Hunger&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value -4&lt;br /&gt;
|description=The necromancer curses about forty beings in a far away province with undeath, more for skillful death mages. The victims will become ghouls that serve the necromancer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=816&lt;br /&gt;
|name=Blight&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 9&lt;br /&gt;
|description=The caster unleashes a blight upon a distant province. Five percent of the population will die, unrest increases and one hundred and twenty pounds of gold must be used to feed the starving.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=804&lt;br /&gt;
|name=Combustion&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 512&lt;br /&gt;
|description=A few enemies are set ablaze. The spell ignores enemy armor, but it is not always strong enough to kill the victim. Also, rain or snow will put the flames out very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=815&lt;br /&gt;
|name=Curse of Stones&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 32&lt;br /&gt;
|description=The caster curses the enemy army with the weight of earth and stones. Affected enemy units are severely burdened and moving will be slow and exhausting. Attack speed will not be affected, but fighting will be extra exhausting and can prove disastrous even for lightly armed soldiers. The curse will last until the battle is over.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=814&lt;br /&gt;
|name=Destruction&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue40&lt;br /&gt;
|range=30&lt;br /&gt;
|area=6&lt;br /&gt;
|effect=Damage Armor (no effect on magic items), value 5&lt;br /&gt;
|description=The armor of several soldiers is destroyed and falls to the ground in useless heaps. Magical armor is much less likely to be affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=818&lt;br /&gt;
|name=Elemental Fortitude&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 7168&lt;br /&gt;
|description=Increases resistance to fire, cold and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=809&lt;br /&gt;
|name=Encase in Ice&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Add To Effect Value (10), value 299&lt;br /&gt;
|description=The caster transforms the water surrounding some enemies into ice. The encased targets are protected from strikes, but must break free to be able to move or defend themselves. While encased they will become chilled and numbed and suffer fatigue.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=819&lt;br /&gt;
|name=Group Barkskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16&lt;br /&gt;
|description=The skin of several soldiers are transformed into a rough, bark-like hide. This makes them less vulnerable to weapons, but more vulnerable to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=805&lt;br /&gt;
|name=Lacerating Winds&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Damage, value 1003&lt;br /&gt;
|description=The caster makes the very winds themselves attack his enemies by hardening and sharpening the air itself. The winds will slash and bruise unprotected enemies in a large area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=806&lt;br /&gt;
|name=Liquid Body&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2680059592704&lt;br /&gt;
|description=The caster transforms himself into a semi-liquid being. He becomes very difficult to harm by physical means and wounds will rarely become permanent afflictions. As a by-effect the caster will lose some strength and movement speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=811&lt;br /&gt;
|name=Mistform&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 65536&lt;br /&gt;
|description=The bodies of a few soldiers becomes mist. Striking the mist that makes up the mage&#039;s body causes the mage very little damage. The mistform will end if the mage gets hit exceptionally hard or by a magical weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=807&lt;br /&gt;
|name=Quickness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 262144&lt;br /&gt;
|description=Quickness increases the speed of a small number of units and enhances their ability to dodge and evade incoming attacks. The quickened ones can act twice every turn, but quickened spell casters still cannot cast more than one spell per combat round.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=822&lt;br /&gt;
|name=Shrink&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=16+2/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 4294967296&lt;br /&gt;
|description=A few soldiers are shrunk for the rest of their lives. Shrunk beings have reduced size, strength and hit points. As a side effect defence is increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=808&lt;br /&gt;
|name=Slow&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 68719476736&lt;br /&gt;
|description=This spell will slow down a small group of enemies. The slowed units will require twice as long time to move, attack or cast spells. The effect will last for the entire battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=812&lt;br /&gt;
|name=Stoneskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 65536&lt;br /&gt;
|description=The skin of a few soldiers are transformed into a rough, stone-like hide. As a side effect the targets will take additional damage from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=821&lt;br /&gt;
|name=Stygian Skin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 17179869184&lt;br /&gt;
|description=The caster drenches his skin in stygian water, making him almost impervious to physical damage. Only living beings are affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=820&lt;br /&gt;
|name=Swarm&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -9&lt;br /&gt;
|description=The caster summons and transforms several insects, bugs and reptiles. The enlarged bugs aren&#039;t very dangerous, but will surely disturb those they attack. If cast under water shrimps and small fish will appear instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=813&lt;br /&gt;
|name=Temper Flesh&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 481036338176&lt;br /&gt;
|description=The flesh of the caster is tempered with earth magic and made highly resistant to physical damage as well as fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=824&lt;br /&gt;
|name=Twilight&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 115&lt;br /&gt;
|description=The caster shrouds the battlefield in twilight. Vision is slightly hampered and it is difficult to discern details. That which is small seems large and that which is close seems far away. Appearances are deceiving and it is difficult to separate dreams from reality. All glamour mages have their glamour skills empowered as long as the twilight remains. The twilight cannot be cast in darkness, and it is dispelled by battlefield lights as well as darkness.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=810&lt;br /&gt;
|name=Wolven Winter&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 3&lt;br /&gt;
|description=The caster curses a distant province with a dramatic fall in temperature. The mage can target any province of his choice and those affected will not know who has cast this spell upon them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=829&lt;br /&gt;
|name=Arrow Ward&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8&lt;br /&gt;
|description=The air itself will protect a large number of friendly units from enemy projectiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=840&lt;br /&gt;
|name=Baleful Star&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 5&lt;br /&gt;
|description=The caster invokes the great Maleficent and forces the evil star to take a conjunctive position in the heavens above one province, causing unfortunate events and evil deeds to occur. Anyone exposed to the evil star risks getting cursed for the rest of his life.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=844&lt;br /&gt;
|name=Blood Poisoning&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Poison (HP damage), value 2011&lt;br /&gt;
|description=The blood of the target is turned into poison. Even poison resistant beings are likely to suffer and die from their own blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=834&lt;br /&gt;
|name=Bone Melter&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=When affected by this spell, the targets will melt, dissolving instantly, resulting in a quick and certain death. Ethereal units are nearly immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=845&lt;br /&gt;
|name=Cat-eyed Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 35184372088832&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=826&lt;br /&gt;
|name=Cold Resistant Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell makes several units resistant to cold. It also reduces the chill effect caused by some undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=843&lt;br /&gt;
|name=Drain Life&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Drain Life, value 1010&lt;br /&gt;
|description=The caster drains life force from the target, adding it to his own health and endurance.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=841&lt;br /&gt;
|name=Enfeeble&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=25&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Weaken, value 2&lt;br /&gt;
|description=The mage damages the life force of the targets making them permanently weaker.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=833&lt;br /&gt;
|name=Fire Resistant Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell makes units&#039; bodies resistant to fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=338&lt;br /&gt;
|name=Fort of the Ancients&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 10&lt;br /&gt;
|description=In ancient times, Pangaea made its forts not from mud and mortar but bramble and birch. This ritual forces nature to form a complete fortress in a matter of weeks, sturdy enough to rival stone walls. The ritual can only be cast in forests or shallow seas, where an appropriate amount of vegetation can be found.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=831&lt;br /&gt;
|name=Gift of Formlessness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue40&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2680059592704&lt;br /&gt;
|description=The caster transforms a handful of soldiers into semi-liquid beings. The transformed soldiers become very difficult to harm by physical means and wounds will rarely become permanent afflictions. As a by-effect the affected soldiers will lose some strength and movement speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=835&lt;br /&gt;
|name=Group Stoneskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 65536&lt;br /&gt;
|description=The skin of a group of soldiers are transformed into a rough, stone-like hide. As a side effect the targets will take additional damage from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=827&lt;br /&gt;
|name=Incinerate&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 2012&lt;br /&gt;
|description=A single target is consumed by flames from the inside. Armor does not protect against this spell. It can target victims over long distances and it is one of the very few Fire spells that can be used underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=289&lt;br /&gt;
|name=Internal Alchemy&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Internal Alchemy, value 15&lt;br /&gt;
|description=The mystics and hermits of T&#039;ien Ch&#039;i have always been obsessed with longevity. Internal Alchemy is a method to transmute the inner self instead of external substances. Meditation, severe asceticism and breathing techniques are used to access the inner cinnabar fields in an attempt to alter them. Often the alchemist feeds on cinnabar, transmuted quicksilver, the most highly regarded alchemical substance, during the process. The transformative nature of the cinnabar might also transmute the mind of the hermit.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=842&lt;br /&gt;
|name=Invulnerability&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 2&lt;br /&gt;
|description=The flesh of the caster is made almost invulnerable from normal weapons. Only magic weapons or strikes from mighty giants will be able to harm the invulnerable one.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=626&lt;br /&gt;
|name=Iron Marionettes&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=30&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=This spell is primarily used to boost the power of the Agarthan Iron Corpses, but the spell works on other undead units as well. Any undead affected by this spell will move with great speed and fight with relentless fervor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=838&lt;br /&gt;
|name=Ironskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue40&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268435456&lt;br /&gt;
|description=The skins of a few soldiers are transformed into a hard, metallic hide. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=836&lt;br /&gt;
|name=Lightning Resistant Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell makes several units resistant to the damage and stun effects caused by lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=837&lt;br /&gt;
|name=Maws of the Earth&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=4+1/lvl&lt;br /&gt;
|effect=Damage, value 1012&lt;br /&gt;
|description=The earth cringes and heaves and a great maw with teeth of rock opens and swallows those unfortunate to be standing in the area. Those who survive will be partially buried in the ground and immobilized.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=846&lt;br /&gt;
|name=Mother Oak&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 46&lt;br /&gt;
|description=The oldest and mightiest of all oaks in the realm is enchanted to become the greatest oak there ever was. The Mother Oak produces magical acorns that can be harvested and made into Nature gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=847&lt;br /&gt;
|name=Nightfall&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 97&lt;br /&gt;
|description=The caster shrouds the battlefield in darkness. The spell can only be cast if the spell Twilight is already active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=848&lt;br /&gt;
|name=Shadow Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=20&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4398046511104&lt;br /&gt;
|description=A large group of soldiers becomes blurred, transparent and difficult to strike in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=839&lt;br /&gt;
|name=Shatter&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Shatter, value 5020&lt;br /&gt;
|description=This spell shatters metal and stone, wood and bone. Constructs and other inanimate beings targeted by the spell will take tremendous damage, but it has no effect against living beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=828&lt;br /&gt;
|name=Solar Eclipse&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 97&lt;br /&gt;
|description=The spell will blot out the sun, but only for a little while and in a limited area. It is enough to make a battlefield as dark as the night and will impair all units without darkvision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=830&lt;br /&gt;
|name=Storm&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 1&lt;br /&gt;
|description=The caster controls the weather and conjures a mighty storm on the battlefield. In cold provinces the storm will turn into a blizzard. The storm makes all cloud effect dissipate much faster, it also makes flying impossible and shooting very difficult. A rain storm will also make it more difficult to use Fire magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=825&lt;br /&gt;
|name=Transmute Fire&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 350&lt;br /&gt;
|description=The alchemist transmutes fire gems into gold. Every gem spent gives the alchemist several pounds of gold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=832&lt;br /&gt;
|name=Winter&#039;s Chill&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 268435456&lt;br /&gt;
|description=The caster freezes several enemy soldiers. Frozen units are slowed and suffer from fatigue each turn. The spell only lowers the temperature of the soldiers themselves. There is no lingering cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=849&lt;br /&gt;
|name=Blindness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 4096&lt;br /&gt;
|description=A very bright light flashes in the target&#039;s eyes. The target will be permanently blinded unless the spell is resisted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=852&lt;br /&gt;
|name=Blizzard&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4 W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 81&lt;br /&gt;
|description=The caster conjures an unexpected blizzard. The blizzard spell can only be cast in regions of neutral or slight heat. When cast the temperature drops suddenly and a snowstorm covers the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=851&lt;br /&gt;
|name=Boil&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1006&lt;br /&gt;
|description=This spell heats up a large underwater area to the point of boiling. This spell can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=861&lt;br /&gt;
|name=Control&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster alters the magical bonds of a magical being, making it serve him instead of its creator.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=902&lt;br /&gt;
|name=Crumble&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Crumble, value -50150&lt;br /&gt;
|description=The caster unleashes great power upon a besieged castle. The walls of the castle will fall apart and debris will crash down upon the unwary defenders.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=864&lt;br /&gt;
|name=Darkness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 77&lt;br /&gt;
|description=The battlefield is covered in a blanket of darkness that even renders torches useless. Most ordinary beings will stumble and have great difficulty fighting or shooting in the darkness. The darkness ends if the caster dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=823&lt;br /&gt;
|name=Eagle-eyed Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=856&lt;br /&gt;
|name=Earth Gem Alchemy&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 300&lt;br /&gt;
|description=The alchemist transmutes earth gems into precious metals. Every gem spent gives the alchemist several pounds of gold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=293&lt;br /&gt;
|name=End of Weakness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 17179869184&lt;br /&gt;
|description=All Oni on the battlefield are enchanted with the strength of the Underworld and their skin becomes almost impervious to non magical weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=853&lt;br /&gt;
|name=Frozen Heart&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 2008&lt;br /&gt;
|description=The victim&#039;s heart is instantly frozen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=867&lt;br /&gt;
|name=Giant Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2147483648&lt;br /&gt;
|description=A large group of soldiers are magically enlarged for the duration of the battle. Enlarged soldiers get increased size, hit points and strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=869&lt;br /&gt;
|name=Gift of Displacement&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8796093022208&lt;br /&gt;
|description=The target&#039;s images appear beside their actual location and are very difficult to hit in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=855&lt;br /&gt;
|name=Group Ironskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue60&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268435456&lt;br /&gt;
|description=The skins of a group of soldiers are transformed into a hard, metallic hide. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=850&lt;br /&gt;
|name=Hellscape&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 16&lt;br /&gt;
|description=The caster calls on the fires of Rhuax to curse a distant province with blistering heat. Smoke and wildfires will erupt as the very ground will burn with unnatural heat. The Hellscape will appear as an unnatural event, but those affected will not know who has cast the curse upon them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=870&lt;br /&gt;
|name=Invisibility&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1073741824&lt;br /&gt;
|description=The caster becomes invisible and will be almost impossible to hit in melee. The invisibility ends if the caster is wounded.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=857&lt;br /&gt;
|name=Iron Bane&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 2199023255552&lt;br /&gt;
|description=The armor of all soldiers on the battlefield will rust and become weakened. Weakened armor can be destroyed by a hard blow from a weapon. Magical armor is not affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=859&lt;br /&gt;
|name=Iron Pigs&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 924&lt;br /&gt;
|description=The caster transforms seven ordinary boars into beings of flesh and steel. People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies. Pigs, on the other hand, are not bothered, or at least they don&#039;t complain. Pigs are also preferred to dogs, as they have the size and strength to trample human-sized opponents. The transformation does not make the pigs braver.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=854&lt;br /&gt;
|name=Manifest Vitriol&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1983&lt;br /&gt;
|description=The alchemist conjures a manifestation of the alchemical principle of vitriol. It appears as a large, green, ethereal lion, whose breath will destroy all metals but gold. It is a magical, mindless being that must be commanded by a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=872&lt;br /&gt;
|name=Mirage&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 139&lt;br /&gt;
|description=The mage creates an illusory castle in a distant province to fool neighboring nations. Only upon besieging the castle will the truth be revealed to an advancing army. The enchantment lasts longer the more gems the caster invests.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=858&lt;br /&gt;
|name=Petrify&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue40&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Petrify, value 999&lt;br /&gt;
|description=The caster transforms some targets into stone. The target might end up dead when the petrification ends.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=860&lt;br /&gt;
|name=Rewrite Fate&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1&lt;br /&gt;
|description=The caster alters the fate of a large group of soldiers. Rewrite Fate negates the first successful strike against the ones protected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=862&lt;br /&gt;
|name=Skeletal Legion&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 274877906944&lt;br /&gt;
|description=The caster transforms an entire army into skeletal beings, making them highly resistant to piercing attacks. The transformation can be harmful and the transformed soldiers might get diseased by the spell. High magic resistance will protect the affected soldiers from the disease. The caster is exempt from the effects of the spell&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=863&lt;br /&gt;
|name=Soul Vortex&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 2048&lt;br /&gt;
|description=Anyone close to the necromancer will have his life force drained from him. The life force will be used by the necromancer to restore his own health and endurance. The necromancer and his mount if any are not drained by the soul vortex.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=866&lt;br /&gt;
|name=Transformation&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Transformation, value 1&lt;br /&gt;
|description=The caster is transformed into a random monster or animal. Some monsters, such as fire drakes, are closely attuned to an element or other magical path. If the caster successfully transforms into such a being he might gain magic power. Also the caster&#039;s new body is young and healthy. The transformation is not without risk, however, as the caster&#039;s mind and body may be damaged in the process. Sometimes a failed transformation can result in the form of a mindless being and usually mind and magic abilities are lost as a result. But sometimes a being with powerful magic can retain his magic ability as the magic is too strong to let the absence of a mind stop it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=868&lt;br /&gt;
|name=Venomous Death&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Poison (HP damage), value 3019&lt;br /&gt;
|description=The caster emulates the horrible bite of the Asp, the most deadly of snakes. The target is poisoned and his flesh will shrivel and his blood dry up.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=865&lt;br /&gt;
|name=Wooden Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16&lt;br /&gt;
|description=This spell gives Barkskin to a large group of soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=890&lt;br /&gt;
|name=Army of Shades&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4398046511104&lt;br /&gt;
|description=The entire army becomes blurred, transparent and difficult to strike in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=874&lt;br /&gt;
|name=Arrow Fend&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8&lt;br /&gt;
|description=The air itself will protect all friendly units from enemy projectiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=886&lt;br /&gt;
|name=Bone Grinding&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D7&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Damage, value 3&lt;br /&gt;
|description=With a horrible grinding noise, all units on the battlefield fall to the ground as their bones crack and break. Strong victims might get away with a broken bone, more unfortunate ones will become crippled for life. Ethereal beings are rarely hurt by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=877&lt;br /&gt;
|name=Crawl&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 68719476736&lt;br /&gt;
|description=This spell will slow down a large group of enemies. The slowed units will require twice as long time to move, attack or cast spells. The effect will last for the entire battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=888&lt;br /&gt;
|name=Creeping Doom&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -9&lt;br /&gt;
|description=This spell enlarges a huge number of insects to enormous proportions. The insects will aid the caster by attacking or at least disturb his enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=887&lt;br /&gt;
|name=Curse of the Frog Prince&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Polymorph, value 2222&lt;br /&gt;
|description=The victim is cursed with the form of a frog for the rest of his life.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=883&lt;br /&gt;
|name=Doom&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 2&lt;br /&gt;
|description=This spell curses all enemy units on the battlefield. Cursed units have bad luck in combat. A curse can never be removed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=885&lt;br /&gt;
|name=Enchanted Walls&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 142&lt;br /&gt;
|description=By enchanting the walls of a castle they will become slightly more difficult to breach, but more importantly ethereal beings will not be able to pass through the walls. The enchantment lasts for at least 6 months, longer if extra pearls are used for the ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=875&lt;br /&gt;
|name=Fog Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 65536&lt;br /&gt;
|description=The bodies of a large group of friendly troops become misty and almost impossible to damage. A unit&#039;s mistform will end if it is hit by an exceptionally hard blow or by a magic weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=879&lt;br /&gt;
|name=Ice Walls&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 129&lt;br /&gt;
|description=The caster strengthens the walls of a castle by covering them in ice, making the walls very difficult to breach. The ice walls get thicker the colder the province is and will disappear if the province should become non-cold. The alteration lasts as long as the caster remains alive, the province is cold and the fort is not conquered. The enchantment will not help an already breached wall.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=891&lt;br /&gt;
|name=Immaculate Fort&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 130&lt;br /&gt;
|description=With the help of glamour a fortification and everything in it is made perfect, at least that is how it seems. The air is cleaner, the food tastes better, the streets are always clean and all the buildings are in better shape than when they were just built. The fortification also looks perfectly fine, no matter how much damage it sustains. This makes it very difficult to figure out how to breach the walls, but when they are finally breached the opening will be seen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=882&lt;br /&gt;
|name=Iron Walls&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 113&lt;br /&gt;
|description=The caster transforms the stone walls of a castle into iron walls, making it almost impregnable. The alteration lasts for at least 6 months, longer if additional gems are used in the ritual, but will end prematurely if the caster should be killed. The enchantment will not help an already breached wall.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=881&lt;br /&gt;
|name=Marble Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 65536&lt;br /&gt;
|description=The caster transforms the skin of a large group of soldiers into a hard marble-like hide. The warriors become marble white and difficult to damage. As a side effect the targets will take additional damage from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=889&lt;br /&gt;
|name=Oaken Army&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16&lt;br /&gt;
|description=This spell gives Barkskin to all friendly units on the entire battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=873&lt;br /&gt;
|name=Phoenix Pyre&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 134217728&lt;br /&gt;
|description=This spell gives the mage limited immortality. When the mage is slain, he will explode in a cloud of fire and reappear somewhere else on the battlefield. The spell lasts for the entire battle, no matter how many times the mage is killed. However, being killed is exhausting and the spell will not work while the mage is unconscious.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=876&lt;br /&gt;
|name=Prison of Sedna&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Add To Effect Value (10), value 299&lt;br /&gt;
|description=The caster transforms the water surrounding the enemies into ice. The encased targets are protected from strikes, but must break free to be able to move or defend themselves. While encased they will become chilled and numbed and suffer fatigue.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=880&lt;br /&gt;
|name=Sea of Ice&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 28&lt;br /&gt;
|description=All lakes, seas and rivers in the world are frozen by this powerful enchantment. This makes travel between land and sea impossible, except by magical means such as teleportation. The frozen seas also stop Vanheim and other seafaring nations from sailing.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=878&lt;br /&gt;
|name=Wave Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2680059592704&lt;br /&gt;
|description=The caster transforms a large group of soldiers into semi-liquid beings. The transformed soldiers become very difficult to harm by physical means and wounds will rarely become permanent afflictions. As a by-effect the affected soldiers will lose some strength and movement speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=884&lt;br /&gt;
|name=Will of the Fates&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1&lt;br /&gt;
|description=The caster alters the fate of an entire battle. Will of the Fates negates the first successful strike against the ones protected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=894&lt;br /&gt;
|name=All-consuming Pyre&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=&lt;br /&gt;
|area=40&lt;br /&gt;
|effect=Damage, value 2010&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=904&lt;br /&gt;
|name=Arcane Domination&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S7&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S7&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster alters the magical bonds of all magical beings on the battlefield, making them serve him instead of their creators.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=907&lt;br /&gt;
|name=Army of Giants&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2147483648&lt;br /&gt;
|description=An entire army is magically enlarged for the duration of the battle. Enlarged soldiers get increased size, hit points and strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=895&lt;br /&gt;
|name=Army of Mist&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 65536&lt;br /&gt;
|description=The entire army becomes misty and almost impossible to damage. A unit&#039;s mistform will end if it is hit by an exceptionally hard blow or by a magic weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=892&lt;br /&gt;
|name=Conflagration&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Cause Affliction, value 512&lt;br /&gt;
|description=Many enemies are set ablaze. The spell ignores enemy armor, but it is not always strong enough to kill the victims. Also, rain or snow will put the flames out very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=905&lt;br /&gt;
|name=Disintegrate&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Disintegrate, value 999&lt;br /&gt;
|description=The necromancer points a bony finger at a target, who instantly turns to dust.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=909&lt;br /&gt;
|name=Displaced Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8796093022208&lt;br /&gt;
|description=A large group of soldiers get their images displaced to appear beside their actual location. Displaced warriors are very difficult to hit in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=908&lt;br /&gt;
|name=Eternal Twilight&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 118&lt;br /&gt;
|description=The entire world is stuck in between the day and the night, an eternal twilight. Vision is hampered and it is difficult to discern details. That which is small seems large and that which is close seems far away. Appearances are deceiving and it is difficult to separate dreams from reality. The caster&#039;s dominion will protect friendly provinces from any adverse effects, but outside people will struggle in their daily labor. Hostile units must be constantly suspicious of what they see, or they will wander off a cliff or maybe into the sea. This enchantment requires the presence of a single sun in order to function properly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=893&lt;br /&gt;
|name=Flameflesh Army&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell transforms the caster&#039;s entire army into a legion of red-hued apparitions. All beings in the army become hot to the touch and highly resistant to cold. The transformation also protects from the chill effects of some creatures, such as Wights and Winter Wolves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=898&lt;br /&gt;
|name=Frostflesh Army&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell transforms the caster&#039;s entire army into a legion of half-frozen apparitions. All beings in the army become pale and cold to the touch. The half-frozen warriors are highly resistant to heat and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=903&lt;br /&gt;
|name=Ground Army&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell makes the entire army highly resistant to lightning and thunder.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=899&lt;br /&gt;
|name=Iron Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E2&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268435456&lt;br /&gt;
|description=The skins of a large group of soldiers are transformed into hard, metallic hides. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=897&lt;br /&gt;
|name=Liquify&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=The targets are turned into pools of liquid flesh, causing instant death. If a target resists the spell he is only partially liquified and will probably become permanently crippled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=900&lt;br /&gt;
|name=Marble Army&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 65536&lt;br /&gt;
|description=The caster transforms the skin of the entire army into a hard marble-like hide. The warriors become marble white and difficult to damage. As a side effect the targets will take additional damage from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=906&lt;br /&gt;
|name=Polymorph&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=25&lt;br /&gt;
|area=4+2/lvl&lt;br /&gt;
|effect=Polymorph, value 549&lt;br /&gt;
|description=The caster transforms his enemies into swine.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=896&lt;br /&gt;
|name=Quickening&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=20&lt;br /&gt;
|area=7+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 262144&lt;br /&gt;
|description=This spells grants quickness to a large number of units. Quickness increases the speed and ability to dodge of the quickened one. A quickened person can act twice every turn, but quickened spell casters still cannot cast more than one spell per combat round.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=607&lt;br /&gt;
|name=Unleash Imprisoned Ones&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E6 D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E100&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Swallow if Smaller, value 1&lt;br /&gt;
|description=Since before the founding of Agartha there has been a forbidden chamber under the Roots of the Earth. Agarthan legends tell of three dark gods of an earlier age imprisoned with the help of the first Pale Ones. The Seal was strengthened with the souls of thousands of Pale Ones who gave their lives to protect the world from the Imprisoned Ones. Now the Seal seems to be weakening and there are rumors of a crack in the Seal. Some Oracles of the Dead have heard silent whispers in their dreams. Whispers of promise. A promise to spare the Agarthan people if the Imprisoned Ones are released. The oldest and most influential of the Oracles of the Dead has spoken against it, but desperate times need desperate measures, and the whispered promise has not been forgotten.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=901&lt;br /&gt;
|name=Wizard&#039;s Tower&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 24&lt;br /&gt;
|description=The caster raises a tall impregnable stone tower from the ground in any friendly province within range. It is very difficult to break down the walls of this tower, but the administrative facilities are not to the same high standard.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=913&lt;br /&gt;
|name=Arcane Decree&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 126&lt;br /&gt;
|description=This decree forbids anyone but the rightful Pretender God from manipulating the global enchantments. Any hostile mage trying to cast or dispel a global enchantment must first overcome the arcane decree, which will weaken the manipulation attempt even if it should manage to get through. This also applies to any dispel attempt against the arcane decree.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=910&lt;br /&gt;
|name=Army of Bronze&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E6&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268435584&lt;br /&gt;
|description=An entire army is physically altered into beings with bronze skin. The warriors can withstand severe punishment and become incredibly strong. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=911&lt;br /&gt;
|name=Army of Gold&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268436480&lt;br /&gt;
|description=An entire army is physically altered into beings with golden skin. The golden warriors can withstand severe punishment and are resistant to heat and flames. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=912&lt;br /&gt;
|name=Army of Lead&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 335544320&lt;br /&gt;
|description=An entire army is physically altered into beings with leaden skin. The leaden warriors can withstand severe punishment and are very difficult to affect with magic. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=917&lt;br /&gt;
|name=Army of Rats&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N4&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 4297064448&lt;br /&gt;
|description=The entire enemy army takes on the aspect of the rat and becomes small and nervous for the rest of their lives. Those affected have their size, strength, hit points and morale reduced. As a side effect defence is increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=918&lt;br /&gt;
|name=Awaken Forest&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=50%&lt;br /&gt;
|effect=value 361&lt;br /&gt;
|description=This spell will awaken all the bushes and small trees on the battlefield. The awakened trees and bushes will uproot themselves and start to fight for the nature mage that awakened them. Bushes are usually slow and not very well suited for fighting, but they are surprisingly strong and they may easily kill a human should they get hold of one.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=914&lt;br /&gt;
|name=Time Stop&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S6&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Time Stop, value 104&lt;br /&gt;
|description=This powerful alteration will slow down time to almost a standstill for everyone but the caster. Any ongoing effects like regeneration or heat clouds will also be slowed down, regardless if they affect the caster or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=916&lt;br /&gt;
|name=Utterdark&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D9&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D100&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 56&lt;br /&gt;
|description=The world is covered by a blanket of utter darkness. All living beings must use torches to see even a few feet in front of themselves. During the perpetual night, forces of darkness and roaming shades will attack enemy provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=915&lt;br /&gt;
|name=Wish&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S9&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S100&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=&lt;br /&gt;
|description=This ritual taps the primal powers from beyond the Spheres. By projection of his own will upon the Principle of Beginning, the caster can affect the very processes of creation and receive an answer to his wish. There are many things to wish for, but the outcome is not always good. If you want something good and safe, you can try wishing for an artifact or magic gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=244&lt;br /&gt;
|name=Fire Flies&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=0&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 8&lt;br /&gt;
|description=Six burning sparks shoot forth from the wizard&#039;s hand. The sparks have very limited armor penetration and will be ineffective against armored troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=247&lt;br /&gt;
|name=Flying Shards&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=0&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue30&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1006&lt;br /&gt;
|description=The caster hurls several stones towards enemy units. The shards are not very powerful, but can severely injure lightly armored units. The number of shards hurled depends on the skill of the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=246&lt;br /&gt;
|name=Freezing Touch&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=0&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1008&lt;br /&gt;
|description=The mage touches an enemy who will suffer from severe freezing damage, possibly even die from it. This is an effective spell because armor offers no protection against this quite potent attack. On the other hand, it might be very hard to actually touch an enemy in the heat of battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=642&lt;br /&gt;
|name=Acid Spray&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=2&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The mage extends his hands, spraying acid at his enemies. The acid sprays over quite a large area and the mage might also be hit if he is not careful.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=645&lt;br /&gt;
|name=Arcane Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1008&lt;br /&gt;
|description=The caster fires a bolt of arcane energies that is deadly for magic beings but harmless for humans.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=643&lt;br /&gt;
|name=Astral Projection&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 37&lt;br /&gt;
|description=The caster&#039;s mind is separated from his body and travels the Astral Planes in search of military information. His mind and body are connected with a silvery cord, which can be detected by unfriendly Astral mages. Once detected, the cord of the mage can be severed - a traumatic experience indeed. Each casting of this ritual allows the mage to scry on one province. The use of extra astral pearls increases the duration of the ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=647&lt;br /&gt;
|name=Bewitching Lights&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Stun/Fascinate, value 100&lt;br /&gt;
|description=The caster creates a bewitching display of dancing lights. Anyone in the area stares blankly at the lights, momentarily forgetting the battle raging around them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=633&lt;br /&gt;
|name=Burning Hands&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue5&lt;br /&gt;
|range=1&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1014&lt;br /&gt;
|description=Flames will issue forth from the mage&#039;s hands, killing anyone in front of him.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=640&lt;br /&gt;
|name=Cold Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=40+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1011&lt;br /&gt;
|description=A bolt of intense cold issues forth from the caster&#039;s hands. It can be hurled over very long distances.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=634&lt;br /&gt;
|name=Fire Darts&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=With this spell, a mage can fire many burning missiles towards his enemies. A powerful Fire mage can fire the darts in rapid succession over long range. The spell is quite useless against heavily armored men and is best used to eliminate or scare away more poorly armored troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=635&lt;br /&gt;
|name=Flame Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=35+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2011&lt;br /&gt;
|description=With this spell, a mage can send a powerful bolt of flame towards a target.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=641&lt;br /&gt;
|name=Geyser&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage, value 1005&lt;br /&gt;
|description=A steaming-hot bolt of water rushes from the caster&#039;s hands. The water splashes upon impact and affects everyone in a small area. Armor offers protection from the boiling water.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=637&lt;br /&gt;
|name=Gust of Winds&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=2&lt;br /&gt;
|effect=Stun/Fascinate, value 2013&lt;br /&gt;
|description=Creates a wind gust strong enough to knock soldiers prone. Large beings are rarely affected by the spell and titans and other huge beings will ignore the winds entirely.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=636&lt;br /&gt;
|name=Shocking Grasp&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue3&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 3015&lt;br /&gt;
|description=Shocking Grasp causes a target to spasm violently as energies pass at close range from the caster&#039;s hands through his body. Shocking Grasp can cause considerable harm. Armor offers no protection.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=638&lt;br /&gt;
|name=Slime&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 134217728&lt;br /&gt;
|description=The caster hurls a ball of sticky goo at his enemies. Units stuck in the slime will move and attack more slowly and have trouble defending themselves. The slime effect will wear off more quickly on targets with high magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=644&lt;br /&gt;
|name=Star Fires&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=35&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1004&lt;br /&gt;
|description=The caster focuses the lights of several stellar bodies and projects them onto his enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=646&lt;br /&gt;
|name=Vine Arrow&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1013&lt;br /&gt;
|description=The caster shoots an enchanted arrow of vines against his enemies. The arrow will come alive and entangle the target if it hits.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=639&lt;br /&gt;
|name=Water Strike&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2011&lt;br /&gt;
|description=This spell creates a torrent of Water magic that can rip flesh from bone. It can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=651&lt;br /&gt;
|name=Cold Blast&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=5+1/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage, value 2008&lt;br /&gt;
|description=A powerful blast of cold strikes a small area close to the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=657&lt;br /&gt;
|name=Ephemeral Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1002&lt;br /&gt;
|description=The caster projects a bolt of ephemeral power against his enemies. Drawn from the Dreamwild the bolt causes the target to imagine himself being wounded regardless of his armor and suffering great pain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=648&lt;br /&gt;
|name=Fire Blast&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=5+1/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage, value 2011&lt;br /&gt;
|description=A powerful blast of fiery energies strikes a small area close to the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=649&lt;br /&gt;
|name=Flare&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue50&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2016&lt;br /&gt;
|description=With this spell, a mage can send a ball of flame towards his enemies. The flare can hit several targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=652&lt;br /&gt;
|name=Lightning Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1012&lt;br /&gt;
|description=The mage hurls a bolt of lightning towards an enemy. The lightning bolt can be hurled quite accurately over long distances and is very useful for eliminating heavily armored targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=654&lt;br /&gt;
|name=Rust Mist&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue30&lt;br /&gt;
|range=30&lt;br /&gt;
|area=7+1/lvl&lt;br /&gt;
|effect=value 32768&lt;br /&gt;
|description=Highly corrosive mists appear on the battlefield. Troops passing through the mist will see their armor and weapons corrode and weaken.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=653&lt;br /&gt;
|name=Shock Wave&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=2&lt;br /&gt;
|area=6&lt;br /&gt;
|effect=Damage, value 1007&lt;br /&gt;
|description=An electric shock wave will hit a large area in front of the caster. This is a very dangerous spell to cast, as an unlucky caster might also be killed by the electric shock.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=655&lt;br /&gt;
|name=Solar Rays&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1012&lt;br /&gt;
|description=This spell calls down rays of fire from the sun that set undead targets ablaze.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=650&lt;br /&gt;
|name=Sulphur Haze&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=value 4096&lt;br /&gt;
|description=This spell creates several clouds of toxic mist that remain on the battlefield. Units passing through these mists will suffer from sore throats and poisoning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=658&lt;br /&gt;
|name=Warrior Illusion&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 297&lt;br /&gt;
|description=The illusionist creates a Warrior Illusion who attacks the enemy. Illusions inflict false damage that is eventually made real by the presence of glamour mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=656&lt;br /&gt;
|name=Web&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=23+2/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Cause Affliction, value 536870912&lt;br /&gt;
|description=The mage projects a mass of sticky webs that will trap a small number of enemies. Very large or strong beings will not be hindered by the web.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=663&lt;br /&gt;
|name=Acid Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue30&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1014&lt;br /&gt;
|description=A gush of highly corrosive fluid flows from the mouth of the caster. The acid burns the armor of the target as well as his, her or its flesh.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=665&lt;br /&gt;
|name=Arcane Probing&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 4&lt;br /&gt;
|description=The caster projects his astral self in an attempt to locate sites of Astral power. This spell can only be used to search for magic in friendly provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=673&lt;br /&gt;
|name=Cloud of Dreamless Slumber&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Lingering Cloud, value 2097152&lt;br /&gt;
|description=This spell creates a cloud that will cause those passing through to fall asleep in a dreamless slumber unless strong of mind. Undead and mindless units do not sleep and are not affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=672&lt;br /&gt;
|name=Dance of Ephemeral Swords&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 72057594037927936&lt;br /&gt;
|description=The caster is surrounded by ephemeral dancing swords. The swords are only illusions, but they will attack, harass and harm enemies unless they perceive the illusions for what they are.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=671&lt;br /&gt;
|name=Elf Shot&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fatigue, value 100&lt;br /&gt;
|description=This spell mimics the abilities used by sprites to strike humans down without harming them. The target is struck unconscious unless the magic is resisted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=670&lt;br /&gt;
|name=False Fire&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2012&lt;br /&gt;
|description=This spell resembles the normal fireball, but the fire is not real and has a purple tone to it. While not a real fire, being burned by it will feel real enough to kill those without the mental discipline required to resist the imaginary fire. As the fire is not real, there will not be any lingering heat left afterwards, but the illusion is so intense that there will be a small cloud of shimmering colors left instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=659&lt;br /&gt;
|name=Fireball&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2012&lt;br /&gt;
|description=The hallmark of Fire magic, this spell allows the mage to throw a ball of flame toward his enemies. The ball is quite difficult to aim, but does considerable damage wherever it lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=662&lt;br /&gt;
|name=Freezing Mist&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=7+1/lvl&lt;br /&gt;
|effect=Lingering Cloud, value 1&lt;br /&gt;
|description=This spell creates a large cloud of numbing cold that remains on the battlefield. Units passing through these mists will be badly hurt by the cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=667&lt;br /&gt;
|name=Healing Light&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1 N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Heal, value 15&lt;br /&gt;
|description=A cascade of warm and wonderful light showers the targets. Wounds close in the light and pains ease. The spell doesn&#039;t affect undead or inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=453&lt;br /&gt;
|name=Iron Darts&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=40&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage (x2 vs Magic Beings), value 13&lt;br /&gt;
|description=The Black Priest throws darts of cold iron against his enemies. The iron and the antimagic theurgy of the darts will severely hurt magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=666&lt;br /&gt;
|name=Magic Duel&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Magic Duel, value 999&lt;br /&gt;
|description=By use of this spell, one Astral mage challenges another Astral mage to a mental duel. At most one of the mages can survive this duel. The most powerful Astral mage is also the most likely winner. This spell cannot be used by or against mindless beings and it can only be used against Astral mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=664&lt;br /&gt;
|name=Magma Bolts&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 2023&lt;br /&gt;
|description=Five bolts of magma shoot towards the enemy at high speed. Anyone struck by a bolt will most likely die unless protected by very heavy armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=669&lt;br /&gt;
|name=Poison Darts&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Capped Damage, value 9&lt;br /&gt;
|description=The caster shoots a handful of enchanted darts against his enemies. The darts will not cause serious damage, but are coated in serpent venom that can hurt and possibly kill a human.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=661&lt;br /&gt;
|name=Rain&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 7&lt;br /&gt;
|description=This spell creates a heavy rain upon the battlefield. This makes it harder to fly, fires will be put out quicker and any cloud effects will dissipate faster than usual. Fire magic is more difficult to use during heavy rain. If it is cold the rain will become snow instead. Snow does not increase the fatigue for fire spells, but it still puts out fires and dissipates clouds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=668&lt;br /&gt;
|name=Shadow Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1005&lt;br /&gt;
|description=The necromancer hurls a bolt of dark energies against his enemies. The bolt ignores all armor and can paralyze the target. The undead are immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=660&lt;br /&gt;
|name=Storm Wind&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=4+2/lvl&lt;br /&gt;
|effect=Stun/Fascinate, value 2013&lt;br /&gt;
|description=Creates winds strong enough to knock soldiers prone. Large beings are rarely affected by the spell and titans and other huge beings will ignore the winds entirely.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=679&lt;br /&gt;
|name=Acid Rain&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue30&lt;br /&gt;
|range=30&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Damage, value 12&lt;br /&gt;
|description=Highly acidic fluids pour down from the sky, showering a limited area with corrosive bile. Both the armor and flesh of those hit will suffer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=683&lt;br /&gt;
|name=Bane Fire Dart&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 2013&lt;br /&gt;
|description=The caster projects a dart of Bane Fire against his enemies. The Bane Fire is a sickly greenish flame said to burn in the braziers of the Underworld. The green flame consumes the life force of those burnt by it, even after the flames themselves have subsided. Everyone close to the initial target of the spell may be affected by the decaying effects of the Bane Fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=680&lt;br /&gt;
|name=Blade Wind&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue80&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 14&lt;br /&gt;
|description=The caster throws a huge swarm of whirling blades towards his enemies. The blade wind is an excellent spell against lightly-armored troops, but almost useless against heavily armored ones.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=682&lt;br /&gt;
|name=Bolt of Unlife&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=28+1/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Unlife Damage, value 1013&lt;br /&gt;
|description=This bolt passes straight through armor and damages the target&#039;s soul directly. If the target is slain he will be filled by the energies from this spell and rise as a soulless warrior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=676&lt;br /&gt;
|name=Breath of the Desert&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 13&lt;br /&gt;
|description=The caster curses a distant province with a dramatic rise in temperature. The mage can target any province of his choice and those affected will not know who has cast this spell upon them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=684&lt;br /&gt;
|name=Breath of the Dragon&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=10+5/lvl&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=Poison (HP damage), value 2003&lt;br /&gt;
|description=The caster opens his mouth to let bile stream against his enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=685&lt;br /&gt;
|name=Ephemeral Blast&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Damage, value 2001&lt;br /&gt;
|description=The caster projects a blast of ephemeral power against his enemies. Drawn from the Dreamwild the blast causes the targets to imagine themselves being wounded regardless of their armor and suffering great pain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=675&lt;br /&gt;
|name=Fate of Oedipus&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F75&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fate of Oedipus&lt;br /&gt;
|description=The caster punishes a mage for having claimed the Eyes of God. The mage&#039;s eyes are blasted by brilliance, his eye sockets emptied forever, and the Eyes of God no longer observe the world. This spell can only be cast if the Eyes of God enchantment is active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=674&lt;br /&gt;
|name=Fire Cloud&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=5+1/lvl&lt;br /&gt;
|effect=Lingering Cloud, value 8&lt;br /&gt;
|description=This spell creates a large cloud of fire and smoke that remain on the battlefield. Units passing through this cloud will be severely burned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=686&lt;br /&gt;
|name=Ghost Wolves&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 298&lt;br /&gt;
|description=The illusionist creates two illusory wolves that attack the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=448&lt;br /&gt;
|name=Holy Pyre&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=3+10/lvl&lt;br /&gt;
|effect=Damage (x3 vs Undead/Demon), value 1005&lt;br /&gt;
|description=The Holy Pyre burns living targets and consumes undead ones. Undead beings and demons take increased damage from the Holy Pyre.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=678&lt;br /&gt;
|name=Hurricane&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 7&lt;br /&gt;
|description=The caster unleashes a violent hurricane upon a province, devastating the countryside. The hurricane will appear as a natural event. Unrest will increase and part of the population will die.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=681&lt;br /&gt;
|name=Nether Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue15&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1019&lt;br /&gt;
|description=The mage fires a bolt of dark energies towards his enemies. Those who survive the bolt may become feebleminded by the strange energies it releases.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=547&lt;br /&gt;
|name=Scorching Wind&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue30&lt;br /&gt;
|range=40&lt;br /&gt;
|area=4+1/lvl&lt;br /&gt;
|effect=Set Effect Value (2) if lower, value 250&lt;br /&gt;
|description=The Scorching Wind is the primordial wind from which the Hinn were spawned. It is unbearably dry and hot and will dehydrate living beings within minutes. The spell has no effect on living beings resistant to heat or with wasteland survival abilities.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=345&lt;br /&gt;
|name=Strange Fire&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage (x3 vs Undead/Demon), value 1006&lt;br /&gt;
|description=The caster unleashes otherworldly fire to smite his enemies. The Strange Fire is of the Celestial Sphere and will destroy demons and other beings abominable to the world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=677&lt;br /&gt;
|name=Thunder Strike&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue50&lt;br /&gt;
|range=100&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2020&lt;br /&gt;
|description=A thunderbolt strikes the battlefield. The mage can make the thunderbolt strike very far away. Even if it misses, the shock wave is powerful enough to severely stun and damage anyone nearby.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=700&lt;br /&gt;
|name=Astral Geyser&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=35+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Add To Effect Value (2), value 261&lt;br /&gt;
|description=Tiny holes are blasted into the astral space. For a short time rays of astral energy will blast out of the holes and anyone hit will be severely horror marked. Anyone in the vicinity of the astral energy rays will get hit by deadly residual magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=286&lt;br /&gt;
|name=Celestial Chastisement&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1005&lt;br /&gt;
|description=The mage invokes the laws of the Celestial Bureaucracy and chastises a magical being for serving a false god. The target is wounded, regardless of armor and magic resistance and is compelled to switch sides. Powerful beings often disregard the compulsion.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=696&lt;br /&gt;
|name=Earthquake&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Damage, value 8&lt;br /&gt;
|description=With a thundering boom, the ground heaves and erupts, throwing soldiers into crevices that close after a few seconds. If cast in a cave province the effects are devastating.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=687&lt;br /&gt;
|name=Falling Fires&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=50&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Damage, value 15&lt;br /&gt;
|description=This spell calls down a rain of searing flames on the enemy. The spell can strike targets far away, but takes longer time to cast then most other evocations.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=694&lt;br /&gt;
|name=Falling Frost&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=50&lt;br /&gt;
|area=7+1/lvl&lt;br /&gt;
|effect=Damage, value 1007&lt;br /&gt;
|description=Bolts of breathtaking frost bombard an area. Cold resistance and armor will protect the targets from damage. The spell can strike targets far away, but takes longer time to cast then most other evocations.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=688&lt;br /&gt;
|name=Fires from Afar&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fires from Afar, value 2012&lt;br /&gt;
|description=The mage fires a row of flame bolts towards an enemy army camp located in a province far away. The more units present in the camp, the greater the chance of hitting a target. The spell can also be used to harass a besieging force or the defenders of a castle. A scout or a scrying spell will be required to see whether the spell was successful or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=698&lt;br /&gt;
|name=Gifts from Heaven&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue50&lt;br /&gt;
|range=100&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 150&lt;br /&gt;
|description=A strange whizzing sound emanates from the heavens. Soon, three meteors, glowing with astral fire, plummet from the Stellar Sphere onto the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=692&lt;br /&gt;
|name=Hidden Flame&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 3016&lt;br /&gt;
|description=The caster unleashes the Hidden Flame upon the enemies of this world. Initially created by the Arch Wizards of the Hidden Flame to combat the Horrors of the Void, it is equally effective against other otherworldly and magical beings. The Hidden Flame burns with an intense blueish flame that consumes magic essence and destroys magical beings. Anyone standing close to the Flame will risk getting soul burns.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=704&lt;br /&gt;
|name=Illusory Army&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 297&lt;br /&gt;
|description=The illusionist creates a whole contingent of illusory warriors. The illusions attack the enemy, inflicting false damage as they strike.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=690&lt;br /&gt;
|name=Liquid Flames of Rhuax&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2018&lt;br /&gt;
|description=This deadly spell hurls a ball of molten metal at the enemies. The molten metal will splash out and anyone nearby will be hit by the hot liquid and the area will remain extremely hot for a long while.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=695&lt;br /&gt;
|name=Orb Lightning&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Chaining Damage, value 5&lt;br /&gt;
|description=The mage hurls an orb of pure lightning towards the enemies. Where the orb lands a lightning will strike a nearby unit and continue to travel to other nearby units until it eventually dissipates.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=702&lt;br /&gt;
|name=Poison Arrows&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1013&lt;br /&gt;
|description=The caster shoots a few enchanted arrows against his enemies. The arrows are coated in serpent venom and anyone surviving the initial shot will become poisoned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=703&lt;br /&gt;
|name=Poison Cloud&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Lingering Cloud, value 64&lt;br /&gt;
|description=The caster creates a cloud of noxious spores dangerous to men. The cloud remains on the battlefield for some time and everyone entering the cloud will be affected by its poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=705&lt;br /&gt;
|name=Project Self&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 10&lt;br /&gt;
|description=The caster sends a projection of himself to a distant land.  The projection is an ethereal replica of the caster with the same magical skills as the caster.  Items are not projected, gems and blood slaves cannot be used, but any path boosting magic items will still have effect.  The projection is shortlived and will only last enough for one battle.  It can only be used against hostile provinces as the projection won&#039;t last long enough to wait for any enemies to arrive in still friendly provinces. It cannot be used on your own forts when they are under siege.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=701&lt;br /&gt;
|name=Shadow Blast&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=7+1/lvl&lt;br /&gt;
|effect=Damage, value 1006&lt;br /&gt;
|description=The necromancer hurls a blast of dark energies against his enemies. The blast ignores all armor and can paralyze those wounded by the spell. The undead are immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=699&lt;br /&gt;
|name=Stellar Cascades&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=35&lt;br /&gt;
|area=7&lt;br /&gt;
|effect=Fatigue, value 25&lt;br /&gt;
|description=Light from a stellar body will shower down upon a group of enemies. Everyone caught in the shower of light will become exhausted as the light sucks energy through their skin.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=712&lt;br /&gt;
|name=Astral Fires&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=Astral fires consume the essence of materials as ordinary fires consume wood. Even stones will burn with the hazy blue flames characteristic of these otherworldly fires. This is the only fire that will burn underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=715&lt;br /&gt;
|name=Bane Fire&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1052&lt;br /&gt;
|description=The Bane Fire is a sickly greenish flame said to burn in the braziers of the Underworld. The green flame consumes the life force of those burnt by it, even after the flames themselves have subsided. Everyone close to the initial eruption may be affected by the decaying effects of the Bane Fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=714&lt;br /&gt;
|name=Blast of Unlife&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=27+1/lvl&lt;br /&gt;
|area=2&lt;br /&gt;
|effect=Unlife Damage, value 1017&lt;br /&gt;
|description=This blast passes straight through armor and damages the targets&#039; souls directly. If a target is slain he will be filled by the energies from this spell and rise as a soulless warrior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=709&lt;br /&gt;
|name=Cleansing Water&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Damage, value 1003&lt;br /&gt;
|description=The caster projects a torrent of water against undead enemies. The cleansing water will damage undead beings and demons, but not other magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=717&lt;br /&gt;
|name=False Horror&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 448&lt;br /&gt;
|description=The illusionist creates a frightening illusion of a Horror. Ordinary men will surely falter at the sight of a Horror, but those brave enough to fight the apparition will find it quite vulnerable.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=706&lt;br /&gt;
|name=Flame Eruption&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue30&lt;br /&gt;
|range=5+1/lvl&lt;br /&gt;
|area=15&lt;br /&gt;
|effect=Damage, value 1011&lt;br /&gt;
|description=This spell works like the Burning Hands spell except that the flames cover a much larger area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=454&lt;br /&gt;
|name=Iron Blizzard&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue50&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage (x2 vs Magic Beings), value 10&lt;br /&gt;
|description=The Black Priest throws a swarm of cold iron darts against his enemies. The iron and the antimagic theurgy of the darts will severely hurt magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=710&lt;br /&gt;
|name=Magma Eruption&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue50&lt;br /&gt;
|range=30&lt;br /&gt;
|area=4+1/lvl&lt;br /&gt;
|effect=Damage, value 1020&lt;br /&gt;
|description=A shower of magma and rocks shoots out from the ground. Anyone standing near the eruption will find himself struck by the full force of the spell and only very heavy armor can help him survive it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=711&lt;br /&gt;
|name=Mind Hunt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Mind Hunt, value 999&lt;br /&gt;
|description=The caster&#039;s mind is separated from his body and travels the astral planes in search of enemy commanders&#039; minds. His mind and body are connected with a silvery cord, which can be detected by unfriendly Astral mages. Once detected, the cord of the mage can be severed - a traumatic experience indeed. Each casting of this ritual allows the mage to find and attack one enemy commander in a specific province. The attack will be either a Mind Burn or Soul Slay spell, depending on which spell the caster knows. There will be no attack if he doesn&#039;t know either of those spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=708&lt;br /&gt;
|name=Perpetual Storm&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 16&lt;br /&gt;
|description=An enormous storm will rage constantly over the entire world. This will reduce the income of all land provinces. Supplies are scarce, as transportation is difficult and sailing and flying is impossible. All mountain passes are unusable during the perpetual storm and shooting in battle is very difficult. Evocations cast upon distant provinces might fail as the magical gale pushes the projectiles out of their trajectory.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=548&lt;br /&gt;
|name=Smokeless Flame&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue30&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1042&lt;br /&gt;
|description=The Smokeless Flame is the primordial fire from which the Jinn were spawned. It is a pure green and yellow flame that burns with supernatural heat. Those hit, even if resistant to heat, will suffer badly. Everyone close to the eruption might be set ablaze by the heat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=716&lt;br /&gt;
|name=Stream of Life&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Stream of Life, value 5025&lt;br /&gt;
|description=The caster pours life into the bodies of his enemies in an attempt to overload the body systems of the targets. If targets fail to resist the spell, they will either die or become stronger, healed and overcome by berserker rage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=713&lt;br /&gt;
|name=The Wrath of God&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5 A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 14&lt;br /&gt;
|description=With this enchantment, lighting will strike the enemies of the God, no matter where they are. However, the lightning bolts strike most powerfully in provinces where the God has a strong Dominion. In provinces with a high turmoil scale more thunderbolts strike. Enemies under water or inside caves are not affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=707&lt;br /&gt;
|name=Wrathful Skies&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 34&lt;br /&gt;
|description=The sky turns dark and lightning strikes all over the battlefield. This spell is most effective during a storm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=726&lt;br /&gt;
|name=Acid Storm&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 11&lt;br /&gt;
|description=The whole battlefield is showered in highly corrosive fluids pouring down from the heavens.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=730&lt;br /&gt;
|name=Cloud of Death&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=7+2/lvl&lt;br /&gt;
|effect=Cloud, value 262144&lt;br /&gt;
|description=A deadly grey cloud will form upon the battlefield. Anyone standing in the cloud will wither and die unless able to leave it. The cloud will remain on the battlefield for some time before dissolving.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=727&lt;br /&gt;
|name=Elemental Opposition of Air&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Elemental Opposition, value 1&lt;br /&gt;
|description=The caster channels vast amounts of Earth arcana against all active Global Air Enchantments to simultaneously dispel them. The gems spent, in excess of the cost to cast the spell, is compared to the gems used to overcast each of the Global Enchantments. If the Opposition matches any of the Globals, that Global is dispelled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=722&lt;br /&gt;
|name=Elemental Opposition of Earth&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Elemental Opposition, value 3&lt;br /&gt;
|description=The caster channels vast amounts of Air Arcana against all active Global Earth Enchantments to simultaneously dispel them. The gems spent, in excess of the cost to cast the spell, is compared to the gems used to overcast each of the Global Enchantments. If the Opposition matches any of the Globals, that Global is dispelled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=725&lt;br /&gt;
|name=Elemental Opposition of Fire&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Elemental Opposition&lt;br /&gt;
|description=The caster channels vast amounts of Water Arcana against all active Global Fire Enchantments to simultaneously dispel them. The gems spent, in excess of the cost to cast the spell, is compared to the gems used to overcast each of the Global Enchantments. If the Opposition matches any of the Globals, that Global is dispelled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=719&lt;br /&gt;
|name=Elemental Opposition of Water&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Elemental Opposition, value 2&lt;br /&gt;
|description=The caster channels vast amounts of Fire Arcana against all active Global Water Enchantments to simultaneously dispel them. The gems spent, in excess of the cost to cast the spell, is compared to the gems used to overcast each of the Global Enchantments. If the Opposition matches any of the Globals, that Global is dispelled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=718&lt;br /&gt;
|name=Fire Storm&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 25&lt;br /&gt;
|description=A massive storm of fire is unleashed on the battlefield. Everyone on the battlefield will be burned to cinders within minutes. The storm lasts for the duration of the battle or until the fire mage dies. The fire storm will also shroud the entire battlefield in brightness, reducing the effect of night and certain spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=723&lt;br /&gt;
|name=Ice Strike&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 18&lt;br /&gt;
|description=The caster hurls a ball of ice at his enemies. When the ball strikes, it explodes into thousands of ice shards. Cold resistance offers no protection against this spell, but heavy armor does.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=737&lt;br /&gt;
|name=Illusory Attack&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Temporary units), value 297&lt;br /&gt;
|description=The mage projects an illusionary army at a province far away. The mage is able to guide the army into killing any enemies located there. The illusionary army will dissolve once the attack has been completed or if there are no enemies in the targeted province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=735&lt;br /&gt;
|name=Miasma&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fires from Afar, value 1001&lt;br /&gt;
|description=With this ritual a nature mage will try to poison an entire enemy army camp by releasing the poisonous gases that are trapped under the ground. This ritual will only work against armies that are located in swamps or drip caves as only these terrains have these gases trapped beneath them. The nature mage will be able to view the release of the gases through the ritual and observe the effects on the enemy army.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=724&lt;br /&gt;
|name=Murdering Winter&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Half of Army in Province, value 8&lt;br /&gt;
|description=A sudden, furious blizzard will strike an enemy army camp in a province of the mage&#039;s choice. The blizzard is very powerful and will kill most normal men unless they are located in a hot province. The spell will be extremely powerful if it is cast in a very cold province and almost useless if cast in a very hot province. The spell has a very large area of effect and most of the enemy army is likely to be affected. Commanders have access to the good tents and will take reduced damage from the cold. The ritual can target cave provinces, but the effect will be much reduced there.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=729&lt;br /&gt;
|name=Nether Darts&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue15&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1014&lt;br /&gt;
|description=The mage fires dark energies towards his enemies. Those who survive the darts may become feebleminded by the strange energies they release. Even weak mages can fire a large number of the otherworldly darts.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=734&lt;br /&gt;
|name=Poison Mist&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue40&lt;br /&gt;
|range=30&lt;br /&gt;
|area=6+3/lvl&lt;br /&gt;
|effect=Cloud, value 64&lt;br /&gt;
|description=The caster creates a large cloud of noxious spores dangerous to men. The cloud remains on the battlefield for some time and everyone entering the cloud will be affected by its poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=728&lt;br /&gt;
|name=Rain of Stones&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 102&lt;br /&gt;
|description=The sky blackens and rumbling sounds echo over the battlefield. Stones and small rocks begin to fall from the heavens, striking down soldiers. Shields and other things that protect vs arrows will also protect soldiers from getting hit by the rocks. Most of the falling stones will result in head hits.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=738&lt;br /&gt;
|name=Shimmering Fields&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B2&lt;br /&gt;
|range=25&lt;br /&gt;
|area=50&lt;br /&gt;
|effect=Damage, value 1004&lt;br /&gt;
|description=The caster projects a storm of ephemeral power against his enemies.  Whilst the damage from the ephemeral power is not real, the presence of glamour mages will make it real enough to kill.  The Shimmering Field is not selective and can destroy friends as well as enemies if not used carefully.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=733&lt;br /&gt;
|name=Storm of Thorns&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1013&lt;br /&gt;
|description=The caster shoots a storm of enchanted Vine Arrows against his enemies. The arrows will come alive and entangle anyone who is hit.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=732&lt;br /&gt;
|name=Stygian Rains&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 17179869184&lt;br /&gt;
|description=The caster channels the forces of the underworld and releases a torrent of stygian rains upon the battlefield. The stygian water transforms the skin of all living entities making them almost impervious to physical damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=720&lt;br /&gt;
|name=Thunderstorm&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fires from Afar, value 2020&lt;br /&gt;
|description=The caster unleashes a devastating thunderstorm upon an enemy army. Lightning strikes randomly hit the army, killing and maiming many. The storm is localized and doesn&#039;t affect the civilian population of the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=739&lt;br /&gt;
|name=Wailing Winds&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 12&lt;br /&gt;
|description=The mage releases a wind of horrible screams and sighs. All enemies hearing the wailing will feel their spirits sink and have their hearts gripped with fear. The spell affects the whole battlefield until the battle is over or the caster is killed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=731&lt;br /&gt;
|name=Wind of Death&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 256&lt;br /&gt;
|description=With this horrible spell, the necromancer releases a wind thick with the stench of open graves. The ice-cold wind is silent as it rends the flesh of living beings. With an effect similar to leprosy, the flesh of those affected turns pale and cracks open, leaving bare bones. Only death will stop the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=745&lt;br /&gt;
|name=Astral Tempest&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 3&lt;br /&gt;
|description=The caster unleashes an astral storm upon the battlefield. The storm is physically undetectable, but every unit that is not mindless takes damage as the storm rips the very souls from their bodies. Spellcasting is extra difficult during the astral tempest and all non mindless magic users will have trouble casting spells unless they have very high magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=747&lt;br /&gt;
|name=Aurora Borealis&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B2&lt;br /&gt;
|range=1&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 122&lt;br /&gt;
|description=The caster drapes the night skies in dancing curtains of otherworldly lights. For the remainder of the battle those weak of mind will occasionally stop in their tracks and stare at the otherworldly splendor, regardless of the battles raging around them. The spell can only be cast under an open sky when the sun is obscured or not present.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=743&lt;br /&gt;
|name=Chain Lightning&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue30&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Chaining Damage, value 1003&lt;br /&gt;
|description=The mage hurls an orb of pure lightning towards the enemies. Where the orb lands lightning will strike a nearby unit and then continue to bounce between nearby units until it eventually dissipates.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=742&lt;br /&gt;
|name=Maelstrom&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 47&lt;br /&gt;
|description=A huge magical maelstrom is created in a sea. The maelstrom constantly sucks in huge amounts of water and filters out its magical essence. This results in a huge amount of magic gems for the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=744&lt;br /&gt;
|name=Meteor Shower&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5 S4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 103&lt;br /&gt;
|description=This spell should only be cast as a last resort as it will likely kill the friendly forces as well as the enemy ones. After being cast strange whizzing sound will emanate from the heavens and soon nothing but the loud impacts from meteors will be heard.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=740&lt;br /&gt;
|name=Pillar of Fire&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=100&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 3029&lt;br /&gt;
|description=This spell creates a huge column of fire that strikes from the sky. It will kill those who are hit and set fire to anyone who is standing nearby.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=741&lt;br /&gt;
|name=Second Sun&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 41&lt;br /&gt;
|description=The caster creates a huge ball of fire in the sky. This Second Sun will always shine, day and night, resulting in severe effects across the entire world. Provinces will become hotter and drier every turn until the Second Sun is destroyed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=754&lt;br /&gt;
|name=Tidal Wave&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 10&lt;br /&gt;
|description=The caster unleashes a huge tidal wave upon a distant province, destroying the lands and killing the people.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=746&lt;br /&gt;
|name=Vortex of Unlife&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=20+2/lvl&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Unlife Damage, value 1011&lt;br /&gt;
|description=This vortex affects a large area and passes straight through armor and damages the targets&#039; souls directly. If a target is slain he will be filled by the energies from this spell and rise as a soulless warrior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1083&lt;br /&gt;
|name=Celestial Rainbow&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B7 W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 90&lt;br /&gt;
|description=This ritual creates a rainbow large enough to be seen from everywhere in the world. The mage can direct where he wants the rainbow to appear and by doing this huge amounts of gold can easily be collected at the base of the rainbow. While the rainbow is in place luck will increase in all the caster&#039;s provinces. Once the luck is positive in a province the luck of the rainbow will protect it from hostile spells. The more luck in a province, the greater chance of hostile spells failing.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=750&lt;br /&gt;
|name=Flame Storm&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=50&lt;br /&gt;
|effect=Damage, value 2005&lt;br /&gt;
|description=A shower of fire shoots out from the caster&#039;s hands and strikes the enemy ranks. The flame storm is extremely powerful and can annihilate entire armies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=748&lt;br /&gt;
|name=Flames from the Sky&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F30&lt;br /&gt;
|range=&lt;br /&gt;
|area=10%&lt;br /&gt;
|effect=Fires from Afar, value 1015&lt;br /&gt;
|description=With this spell, the mage hurls a maelstrom of flaming spheres towards an enemy province. The flame storm will strike an enemy army camp within the province with enormous force. Most likely, the majority of the units present will die from this powerful attack, but units resistant to fire or more sturdy than ordinary humans have a good chance of surviving. Through this ritual, the fire mage will also be able to see exactly what is happening as the flaming spheres strike the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=752&lt;br /&gt;
|name=Lightning Field&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A6&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=30&lt;br /&gt;
|area=100&lt;br /&gt;
|effect=Chaining Damage, value 1&lt;br /&gt;
|description=This very powerful spell charges a large area with the power of air and thunder. Bolts of lightning will soon start to bounce between any targets in the area and destroy everything.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=755&lt;br /&gt;
|name=Lost Land&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E6 W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E100&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 20&lt;br /&gt;
|description=This most powerful ritual will cause an entire province to slowly sink until it has become lost far under the surface of the sea. While the land sinks slowly it will still be difficult for the population to escape and those who live too far away from safety are likely to drown. Military units in the land are likely to escape if they are fast moving. If they can fly or float they are guaranteed to make it away safely if possible.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=753&lt;br /&gt;
|name=Niefel Flames&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=50+5/lvl&lt;br /&gt;
|effect=Damage, value 1007&lt;br /&gt;
|description=A shower of blue flames shoots out from the caster&#039;s hands and flies towards the enemy ranks. The blue Niefel Flames are extremely cold and this spell can easily freeze an entire enemy army to death.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=757&lt;br /&gt;
|name=Stellar Strike&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5 E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fires from Afar, value 150&lt;br /&gt;
|description=By reading the stars carefully the astral mage will be able to foresee the perfect opportunity to inflict maximum damage on the enemy. When it is time a large swarm of meteors will be coaxed to fall down from the sky just as they pass above an enemy army camp in a faraway province. The astral mage will be able to observe the event as the meteors hit.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=756&lt;br /&gt;
|name=Strands of Arcane Power&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 79&lt;br /&gt;
|description=This mighty enchantment enables the caster to project his mind to many distant places at once, via strands of arcane power. While projected, the caster will only be able to sense and affect magic, but this still makes it possible to search for magic sites and enemy mages. The caster will be able to project himself into all provinces that have a friendly Dominion.&lt;br /&gt;
&lt;br /&gt;
Magic sites are more elusive when searching in this way and a very powerful mage is required to find those that are well hidden. Mages are usually able to stay hidden from the projected mind if they have a good magic resistance value. If an Astral mage is found, a battle of the minds will ensue. Only one will leave it with their mind intact. Non-astral mages cannot try to retaliate, but neither do they risk losing their sanity in the process. However, they will be subjected to a minor Mind Burn attack if they are found. If the caster becomes feebleminded the enchantment will dissipate.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=751&lt;br /&gt;
|name=Volcanic Eruption&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4 E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 4&lt;br /&gt;
|description=The caster unleashes a volcanic eruption upon a distant province, destroying the lands and killing one third of the population.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1085&lt;br /&gt;
|name=Clockwork Soldiers&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2321&lt;br /&gt;
|description=This spell creates a few soldiers driven by magic clockwork. The clockwork allows for great speed for short periods, after which it must be rewound.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1087&lt;br /&gt;
|name=Construct Manikin&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 313&lt;br /&gt;
|description=This ritual lets vines and roots animate human skeletons. The beings thus created are known as Manikins. Manikins are undead and will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1084&lt;br /&gt;
|name=Corpse Man Construction&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 534&lt;br /&gt;
|description=A stream of lightning is channeled into a body composed of several human corpses, reawakening it. The reawakened corpse is mindless and obeys its creator as best it can. A mage equipped with a lightning rod can reawaken additional corpses.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1086&lt;br /&gt;
|name=Temper Armors&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue30&lt;br /&gt;
|range=15&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 64&lt;br /&gt;
|description=The armor of several soldiers is tempered with magic, making it more durable.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1088&lt;br /&gt;
|name=Clockwork Horrors&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 982&lt;br /&gt;
|description=This spell recreates the work of the infamous watchmaker, Dr. Scheuer, who, in an attempt to increase the crop of prime Hoburg weed, designed a Hoburg-sized clockwork-driven automated harvester. Unfortunately, tragedy ensued when the harvesters used their piston-driven scythe arms not just on the crop but also on the hapless inhabitants of Hoburg. The inexplicable ferocity of the clockwork harvesters have since made them popular in more warlike circumstances.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1092&lt;br /&gt;
|name=Construct Mandragora&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 314&lt;br /&gt;
|description=This ritual lets vines and roots animate human corpses. The Wight-like beings thus created are known as Mandragoras. Powerful mages can make more of the beasts with each casting of the spell. Mandragoras are undead and will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1089&lt;br /&gt;
|name=Crusher Construction&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 475&lt;br /&gt;
|description=Creates one Crusher. A Crusher is a magically animated rock construction of immense strength. It is almost invulnerable and strikes with stony fists. The Crusher is a magical construct and will fall apart if left on the battlefield without magical leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=267&lt;br /&gt;
|name=Dogs of Gold and Silver&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3169&lt;br /&gt;
|description=The opulent halls of the Orichalcum Palace are known for its guardian dogs of gold and silver. The caster crafts a pair of dogs automatas, one of gold and one of silver. The dogs of silver are better at finding sneaking spies and assassins whilst the dogs of gold are stronger and better personal guardians. They both have exceptional senses and can detect even invisible trespassers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1090&lt;br /&gt;
|name=Soldiers of Steel&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue60&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 64&lt;br /&gt;
|description=The armor of a large group of soldiers is tempered with magic, making it more durable.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=288&lt;br /&gt;
|name=Thousand Year Ginseng&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Age Caster, value -5&lt;br /&gt;
|description=The mystics and hermits of T&#039;ien Ch&#039;i have always been obsessed with longevity. During the Time of the Bureaucracy and the prevalence of herbal medicine, one means to this end was found. The Thousand Year Ginseng will give the imbiber longevity and good health and is the closest to immortality one can come without practicing Internal Alchemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1091&lt;br /&gt;
|name=Wooden Construction&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 476&lt;br /&gt;
|description=Creates Lumber Constructs. A Lumber Construct is a magically animated wooden construction resembling a human. These constructs will fall apart if left on the battlefield without magical leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=269&lt;br /&gt;
|name=Craft Keledone&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3164&lt;br /&gt;
|description=The caster crafts a Keledone, a wondrous statue of gold, and gives it the ability to sing heavenly songs. The songs of the Keledones are attuned to the music of the spheres and they are constantly joined in an arcane communion. They have the form of beautiful women cast of pure gold. They are too heavy to be moved and cannot move on their own accord.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=270&lt;br /&gt;
|name=Forge Brass Bull&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3171&lt;br /&gt;
|description=The caster forges one of the fabled Khalkotauroi, huge automatas appearing as fire breathing Brass Bulls.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1095&lt;br /&gt;
|name=Forge of the Ancients&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 20&lt;br /&gt;
|description=The ancient forge of the Great One&#039;s servants is reconstructed. The magic of the forge will reduce the need for magic essence when forging magic items. It also enables mages to create more powerful items.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1097&lt;br /&gt;
|name=Golem Construction&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 471&lt;br /&gt;
|description=The Golem is a clay construction that is given life by the divine names inscribed on its surface. The Golem is physically strong and skilled in Astral magic. The Golem cannot command troops, however. It will never retreat from battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1093&lt;br /&gt;
|name=Iron Gryphon&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3831&lt;br /&gt;
|description=The mage casts an iron statue in the form of a gryphon and infuses it with fiery magic. It can unleash cones of flames upon enemies in its vicinity. The Iron Gryphon is immobile and often placed in a defensible position in a fort or army camp where it can impress onlookers as well as blast would be attackers with fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1094&lt;br /&gt;
|name=Legions of Steel&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 64&lt;br /&gt;
|description=The armor of all soldiers on the battlefield is tempered with magic, making it more durable. This spell will not affect units that only have natural protection and no worn armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1096&lt;br /&gt;
|name=Mechanical Men&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 532&lt;br /&gt;
|description=The caster makes a group of Mechanical Men to serve him. The fragile skeletal structure of the construct is covered with full plate armor and the construct is given a metal shield and a sword. The iron men are not affected by heat, cold, shock or poison. They are mindless, magical beings that will cease to function when left without magical leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1099&lt;br /&gt;
|name=Iron Dragon&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 531&lt;br /&gt;
|description=The caster makes a mechanical dragon covered with thick iron plates. The iron dragon is tremendously large, almost invulnerable and unaffected by heat, cold, shock and poison. They are able to fly and can trample smaller beings. In its iron belly a furnace of magic flames waits to be released upon its enemies. Should the dragon be destroyed the magical furnace will explode and kill everyone near the iron monstrosity. Iron Dragons are mindless, magical beings and will cease to function when left without magical leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1101&lt;br /&gt;
|name=Juggernaut Construction&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 781&lt;br /&gt;
|description=The Juggernaut is a colossal structure made out of religious idols and two pairs of enormous wheels. The machine is powered by Astral magic and will require magic leadership in order to make it move. A construction like this has to be almost as holy as the God itself and, rightfully, it does spread the Dominion of its God just like a Prophet. To make it complete, the Juggernaut is covered by a layer of gold to make it look even more religiously important.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1100&lt;br /&gt;
|name=Mechanical Militia&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 51&lt;br /&gt;
|description=Mechanical Men will help the local militia defend their provinces as long as this spell is in effect. The constructs require leadership and guidance, so a small local defence is required for the enchantment to have any effect. The global enchantment will last until it is dispelled or the caster dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1102&lt;br /&gt;
|name=Poison Golem&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1099&lt;br /&gt;
|description=The mage creates a Poison Golem, a metal giant made of dark alloys from the Underworld. The Poison Golem is made for a single purpose, destruction, and its mere presence is harmful to the living. The very land in which it stays will slowly wither and die. The construct is always surrounded by the sickly green flames of the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1098&lt;br /&gt;
|name=Siege Golem&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 760&lt;br /&gt;
|description=The mage creates a Siege Golem, a metal giant able to destroy walls with its enchanted fists. The Siege Golem is even larger than the Iron Dragon, but not as powerful in regular combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=263&lt;br /&gt;
|name=Blessing of the God-slayer&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Set Effect Value (12) if lower, value 654&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=427&lt;br /&gt;
|name=Carrion Centaur&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 714&lt;br /&gt;
|description=The Panic Apostate gives unholy life and powers to the carcass of a rotting Centaur. The priestly powers of the former Centaur are corrupted. Instead, the Carrion Centaur has unholy powers over the dead and is able to create Manikins by animating vines, roots and the bones of dead beasts.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=434&lt;br /&gt;
|name=Carrion Growth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 536870912&lt;br /&gt;
|description=An unholy prayer that makes the animating vines of most Manikins on the battlefield regrow at incredible speed. Damage sustained by a regrowing Manikin will quickly heal. Magically powerful Mandragoras are not always affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=428&lt;br /&gt;
|name=Carrion Lady&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N16&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 711&lt;br /&gt;
|description=The Panic Apostate gives unholy life and powers to the carcass of a rotting Dryad. The Carrion Lady still has some skills in the use of Nature magic, but her priestly powers are corrupted. She has unholy powers over the dead and is able to create Manikins by animating vines, roots and the bones of dead beasts.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=429&lt;br /&gt;
|name=Carrion Lord&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 710&lt;br /&gt;
|description=The Panic Apostate gives unholy life and powers to the carcass of a rotting Pan. The Carrion Lord is a powerful wielder of Nature magic, but is also given unholy powers over the dead. The Carrion Lord can create Manikins by animating vines, roots and the bones of dead beasts.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=432&lt;br /&gt;
|name=Mend the Dead&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Heal, value 10020&lt;br /&gt;
|description=An unholy prayer that instantly mends the bones, vines and roots of a Manikin or carrion beast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=433&lt;br /&gt;
|name=Puppet Mastery&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4&lt;br /&gt;
|description=An unholy prayer that quickens the vines reanimating Manikins. Puppet Mastery affects most Manikin on the entire battlefield, but magically powerful Mandragoras are sometimes not affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=430&lt;br /&gt;
|name=Quick Roots&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4&lt;br /&gt;
|description=An unholy prayer that quickens the vines reanimating Manikins.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=431&lt;br /&gt;
|name=Regrowth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 536870912&lt;br /&gt;
|description=An unholy prayer that makes the animating vines of the Manikin regrow at incredible speed. Damage sustained by a regrowing Manikin will quickly heal.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=415&lt;br /&gt;
|name=Revive Grave Consort&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 690&lt;br /&gt;
|description=The mummified corpse of a Hierodule is brought from the tomb of a High Priest and given life through dark rites of rebirth.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=417&lt;br /&gt;
|name=Revive Tomb King&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D23&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 692&lt;br /&gt;
|description=The mummified corpse of an ancient Lizard King is brought from his sacred tomb and given life through dark rites of rebirth.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=416&lt;br /&gt;
|name=Revive Tomb Priest&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D16&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 691&lt;br /&gt;
|description=The mummified corpse of a High Priest is brought from his tomb and given life through dark rites of rebirth.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=426&lt;br /&gt;
|name=Tune of Dancing Death&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue5&lt;br /&gt;
|range=&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Fatigue, value 1030&lt;br /&gt;
|description=Nearby enemies start to jerk and move in an uncontrolled manner. They will become exhausted and will eventually fall unconscious unless the musician stops playing.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=424&lt;br /&gt;
|name=Tune of Fear&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue5&lt;br /&gt;
|range=&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Cause Fear (Type I), value 3&lt;br /&gt;
|description=This sinister tune frightens nearby enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=425&lt;br /&gt;
|name=Tune of Growth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue5&lt;br /&gt;
|range=&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=This tune makes roots and vines grow from the ground, entangling nearby enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1112&lt;br /&gt;
|name=Animate Dead&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -3&lt;br /&gt;
|description=The necromancer animates a lifeless corpse to unholy service. The resulting Soulless will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1111&lt;br /&gt;
|name=Animate Skeleton&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue30&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -2&lt;br /&gt;
|description=The necromancer enchants the bones of a fallen warrior, giving it false life. Skeletons will fall apart if left on the battlefield without a commander.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=611&lt;br /&gt;
|name=Attentive Statues&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1497&lt;br /&gt;
|description=The ancient statues of old Agartha are sacred and rare. Human ones are not treated with the same respect as statues of the Ancients, but are quite common. Enlivened by the Golem Crafters, these statues are placed near gates to stand watch and wait for trespassers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1117&lt;br /&gt;
|name=False Fetters&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 131072&lt;br /&gt;
|description=Illusionary fetters form around the ankles of a limited number of units. The victims will not be able to move or fight until they have overcome the fetters&#039; magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1115&lt;br /&gt;
|name=Healing Touch&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=1&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Heal, value 10020&lt;br /&gt;
|description=This spell heals a few targets within reach of the caster. The spell doesn&#039;t affect inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1104&lt;br /&gt;
|name=Levitate&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4503599627370496&lt;br /&gt;
|description=Grants the caster the ability to float a few inches above the ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1108&lt;br /&gt;
|name=Protection from Cold&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 144115188075855872&lt;br /&gt;
|description=This spell protects the caster from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1103&lt;br /&gt;
|name=Protection from Fire&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 36028797018963968&lt;br /&gt;
|description=This spell partially protects the caster from fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1107&lt;br /&gt;
|name=Protection from Lightning&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 72057594037927936&lt;br /&gt;
|description=This spell protects the caster from thunder and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1114&lt;br /&gt;
|name=Protection from Poison&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4611686018427387904&lt;br /&gt;
|description=This spell protects the caster from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1113&lt;br /&gt;
|name=Reanimation&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -2&lt;br /&gt;
|description=The necromancer enchants ten well-prepared corpses and gives them false life. Skeletons are undead and will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1110&lt;br /&gt;
|name=Resist Magic&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=The caster of this spell will have his magic resistance increased for the duration of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1109&lt;br /&gt;
|name=Strength of Giants&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=5&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 128&lt;br /&gt;
|description=Gives a few nearby soldiers increased strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1116&lt;br /&gt;
|name=True Sight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 70368744177664&lt;br /&gt;
|description=The caster gains the ability to discern illusions and see the unseen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1105&lt;br /&gt;
|name=Trueshot&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue5&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4&lt;br /&gt;
|description=A few soldiers get increased Precision. This increases the chance of hitting with missile weapons and spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1106&lt;br /&gt;
|name=Windrunner&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4&lt;br /&gt;
|description=With this spell the caster will be aided by the wind when he is running.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1121&lt;br /&gt;
|name=Breath of Winter&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8192&lt;br /&gt;
|description=The caster is surrounded by extreme cold. Anyone close to the caster will suffer severe fatigue damage from the cold. The caster becomes resistant to all cold effects when casting this spell. The Breath of Winter works best in cold provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1127&lt;br /&gt;
|name=Envenom Arrows&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1125899906842624&lt;br /&gt;
|description=The mage enchants the arrows of a few archers. The arrows become coated in serpent venom. Those wounded by the arrows take additional poison damage. The spell will not affect magical weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=473&lt;br /&gt;
|name=Eyes of the Condors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 36&lt;br /&gt;
|description=The Condor is sacred to the people of Nazca. It is considered a messenger of the sun and herald of storms. No other bird can soar at such heights, thus Condor scouts are rarely seen and almost impossible to catch. With this ritual the caster borrows the all perceiving eyes of the Condors and send the sacred birds to a distant province to scry.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1122&lt;br /&gt;
|name=Flying Shield&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 549755813888&lt;br /&gt;
|description=The mage animates a shield to protect himself from incoming attacks. The shield will randomly block about half of the attacks against his person.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1125&lt;br /&gt;
|name=Gift of the Hare&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4&lt;br /&gt;
|description=Some soldiers are given quick feet.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=273&lt;br /&gt;
|name=Gift of the Sacred Swamp&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=3+2/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 288230376151711744&lt;br /&gt;
|description=The serpent priest grants some soldiers protection from the noxious fumes of the Sacred Swamp.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1128&lt;br /&gt;
|name=Gift of the Serpent&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 288230376151711744&lt;br /&gt;
|description=This spell protects some soldiers from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1118&lt;br /&gt;
|name=Ignite Arrows&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8388608&lt;br /&gt;
|description=The mage enchants the arrows of a few archers on the battlefield. The arrows burst into flame as they are fired, doing considerable damage to their targets. The spell will not affect magical weapons. The fire damage of the arrow is magic and will affect ethereal and invulnerable creatures even if the arrow itself doesn&#039;t.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=618&lt;br /&gt;
|name=Iron Corpse Reanimation&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1439&lt;br /&gt;
|description=The Ktonian Necromancers of Agartha use the dead in many ways. Soulless bodies toil and fight for their masters. Corpses are strengthened with iron parts and armed with short blades. These Iron Corpses are quite robust, but lack the skills of living soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1119&lt;br /&gt;
|name=Personal Flight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 131072&lt;br /&gt;
|description=Grants the caster the ability to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1126&lt;br /&gt;
|name=Personal Regeneration&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=Gives the caster regenerative powers. However inanimate mages are not affected by regeneration spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1124&lt;br /&gt;
|name=Proud Steed&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 536870912&lt;br /&gt;
|description=The caster enchants an animal mount giving it increased intelligence and defensive prowess.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=619&lt;br /&gt;
|name=Reanimate Ancestor&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1440&lt;br /&gt;
|description=An Iron Ancestor is a reanimated and iron-forged dead body possessed by a ghost. They resemble Iron Corpses, but are aware and skilled warriors. They are used as commanders of the Ktonian legions.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1123&lt;br /&gt;
|name=Revive King&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 188&lt;br /&gt;
|description=The king is dead, long live the king! With this ritual, the necromancer revives a Mound King and binds him to his service. The King is intelligent and shares his master&#039;s motives.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1129&lt;br /&gt;
|name=Shroud of Splendor&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 36028797018963968&lt;br /&gt;
|description=The caster is wreathed in fiery splendor. Attackers are awestruck and only brave soldiers will attempt to strike the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1120&lt;br /&gt;
|name=Water Shield&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 32&lt;br /&gt;
|description=The caster is surrounded by strong currents, making him very difficult to hit in combat. The spell can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1132&lt;br /&gt;
|name=Arrow of the Western Wind&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=40+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1018&lt;br /&gt;
|description=With a few swift words the caster enchants an arrow with the power of the Western Wind, the strongest of the four winds, and sends it towards an enemy. It strikes with great force and precision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1140&lt;br /&gt;
|name=Astral Shield&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 268435456&lt;br /&gt;
|description=A shield of Astral energies forms around the mage. Anyone trying to strike through the shield will have their mind blasted unconscious by the force of the shield. Magic resistance may negate the effect of the shield and allow enemies to strike the mage. The power of the Astral Shield is greater for mages who are highly skilled in Astral magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=280&lt;br /&gt;
|name=Awaken Tattoos&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=18+2/lvl&lt;br /&gt;
|area=3+2/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 549755813888&lt;br /&gt;
|description=The caster activates the dormant powers of enchanted tattoos. The unit gains limited invulnerability and increased stats depending on tattoo type. Horse tattoos grant increased defence skill and speed, bear tattoos grant increased strength, boar tattoos grant increased invulnerability, wolf tattoos grant increased attack skill and snake tattoos grant magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1138&lt;br /&gt;
|name=Claymen&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 817&lt;br /&gt;
|description=The caster forms several clay figures and gives them enchanted life. The Claymen are stronger than humans, never rout and regenerate damage. The Claymen are given hammers to fight with. Powerful mages can create more Claymen with each casting of the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1143&lt;br /&gt;
|name=Create Revenant&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 396&lt;br /&gt;
|description=The necromancer summons a spirit from the Underworld and makes it possess a human corpse. The revenant thus created has some knowledge of Death magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=612&lt;br /&gt;
|name=Enliven Sentinel&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1496&lt;br /&gt;
|description=Everything left by the Ancient Ones has become subject to worship by the humans of Agartha. Statues left in the halls underneath the earth are adored and worshiped, enchanted and given magical life by the Golem Crafters. Statues of the Pale Ones stand guard ever watching and waiting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=277&lt;br /&gt;
|name=Epopteia&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Enchant Province - Gem Duration, value 94&lt;br /&gt;
|description=Mystics of the Great Mother gather in the spring and perform the Epopteia, Greater Mystery, in order to bless the land with one year of fertility. The Greater Mystery is a ceremony of a foreign faith and will reduce belief in the True God.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1133&lt;br /&gt;
|name=Farflight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 562949953421312&lt;br /&gt;
|description=The caster enchants the arrows and bolts of a small group of soldiers, making the arrows fly swift and far. Range for all missile weapons are greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1131&lt;br /&gt;
|name=Fire Shield&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 32768&lt;br /&gt;
|description=A wall of fire surrounds the mage. Anyone trying to strike the mage in melee combat will be burned by the Fire Shield immediately after attacking. Attackers with long weapons such as spears and pikes will not suffer as severe burns as an attacker with a shortsword or a dagger.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1134&lt;br /&gt;
|name=Gift of Flight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 131072&lt;br /&gt;
|description=Grants a few units the ability to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1139&lt;br /&gt;
|name=Gift of Giant Strength&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 128&lt;br /&gt;
|description=Gives a group of soldiers increased strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1146&lt;br /&gt;
|name=Gift of True Sight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 70368744177664&lt;br /&gt;
|description=A few soldiers are granted the ability to discern illusions and see the unseen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1145&lt;br /&gt;
|name=Heal&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Heal, value 10020&lt;br /&gt;
|description=This spell can heal up to three human-sized targets within close range. The spell doesn&#039;t affect inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1148&lt;br /&gt;
|name=Horrible Visage&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 16&lt;br /&gt;
|description=The caster is wreathed in terror and his face becomes horrible to behold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=276&lt;br /&gt;
|name=Katabasis&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 2199023255552&lt;br /&gt;
|description=A mystic of the Sacred River of Death and Rebirth descends into the underworld through the Sacred River and prepares a path for an eventual return from the underworld. If the Renatus or Renata is slain, he or she returns from the underworld to the province where the ritual was cast. They will be soaked in stygian waters and possibly gaining dark insights in the process. For the ritual to work, the province it was cast in must be in friendly hands when the mystic dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1130&lt;br /&gt;
|name=Lesser Flame Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell partially protects a few units from fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1135&lt;br /&gt;
|name=Lesser Thunder Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell protects a few units from the damage and stun effects caused by lightning and thunder.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1137&lt;br /&gt;
|name=Lesser Winter Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell protects several units from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1142&lt;br /&gt;
|name=Raise Skeletons&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue40&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -2&lt;br /&gt;
|description=The necromancer enchants the bones of a handful warriors, giving them false life. Skeletons will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1144&lt;br /&gt;
|name=Regeneration&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=This spell gives a small number of targets regenerative powers. It does not work on inanimate targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1141&lt;br /&gt;
|name=Second Sight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 137438953472&lt;br /&gt;
|description=The caster opens his third eye and observes the spirit world. The caster gains Spirit Sight for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1136&lt;br /&gt;
|name=Seeking Arrow&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Seeking Arrow, value 8&lt;br /&gt;
|description=The caster sends an enchanted arrow across the world to find a suitable heart to penetrate. The arrow will target one leader in a province of the caster&#039;s choice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1147&lt;br /&gt;
|name=Shroud of Bewilderment&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 16777216&lt;br /&gt;
|description=The caster and his surroundings shift and change. Faces of friends and foes are swapped, images are altered, and colors and sounds shift and change. Enemies trying to attack the shrouded one will not know friend from foe and will randomly attack anyone in their vicinity.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1157&lt;br /&gt;
|name=Astral Healing&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Heal, value 2&lt;br /&gt;
|description=The mage summons Astral power to activate the healing energies inherent in the souls of all living beings. The spell only affects friendly units and only light wounds will be fully healed. The spell doesn&#039;t affect inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1160&lt;br /&gt;
|name=Behemoth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 452&lt;br /&gt;
|description=With this enchantment, the necromancer has mastered a dark ritual enabling him to reanimate the largest of all animals. The former elephant is preserved in a state of perpetual decay by a revenant mage who rides the Behemoth, constantly fueling it with energies from the Underworld. The most important part of the reanimation ritual is the binding of the revenant mage&#039;s spirit to the Behemoth. This direct spiritual control of the Behemoth gives it high magic resistance. As all of the revenant mage&#039;s energies are used in controlling and preserving the beast, he or she is unable to cast spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1152&lt;br /&gt;
|name=Cloud Trapeze&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cloud Trapeze, value 1&lt;br /&gt;
|description=The caster swings himself up and away with incredible speed, landing in a province far away. Although much faster than normal flying, the caster does not really teleport and can have the path blocked by impassable mountains ranges or the Sea of Ice global enchantment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=435&lt;br /&gt;
|name=Dark Slumber&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 17&lt;br /&gt;
|description=The Caster calls on the wrath of the forest to engulf a village in a distant province. The villagers succumb to an enchanted sleep and walk into the woods to die a dreamless death. Vines and roots begin to grow and reanimate the corpses. Within days an army of manikin emerges from the woods to claim the province from the living.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1153&lt;br /&gt;
|name=Earth Shatter Hammers&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2251799813685248&lt;br /&gt;
|description=The weapons of a few soldiers are enchanted with the power of the earth, making them stun those hit. This enchantment does not work on piercing weapons, weapons that are already magic or missile weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=620&lt;br /&gt;
|name=Flame Corpse Construction&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1441&lt;br /&gt;
|description=First, the major part of the corpse&#039;s midsection is removed and a wooden barrel is inserted in its place. The barrel is filled with Cave Fire, a magic substance discovered by the Alchemists, and the corpse is strengthened with iron parts and reanimated. The resulting Flame Corpse uses the magic fire for extra power and is stronger than an ordinary Soulless. If the Flame Corpse is slain, the fire barrel will instantly explode, which is what makes it so feared by its enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1166&lt;br /&gt;
|name=Gift of Splendor&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 36028797018963968&lt;br /&gt;
|description=A few soldiers are wreathed in fiery splendor. Attackers are awestruck and only brave soldiers will attempt to attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=457&lt;br /&gt;
|name=Gift of the Moon&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1099511627776&lt;br /&gt;
|description=The caster calls on the powers of the moon and enchants his wolven companions with invulnerability. Magic weapons and spells will still harm the wolves. The spell can only target wolves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1162&lt;br /&gt;
|name=Haste&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4&lt;br /&gt;
|description=A large number of soldiers are given quick feet.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1161&lt;br /&gt;
|name=Immaculate Mounts&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 536870912&lt;br /&gt;
|description=The caster enchants animal mounts giving them increased intelligence and defensive prowess.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1150&lt;br /&gt;
|name=Levitate Soldiers&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4503599627370496&lt;br /&gt;
|description=Several soldiers are granted the ability to float a few inches above the ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1163&lt;br /&gt;
|name=Poison Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 288230376151711744&lt;br /&gt;
|description=This spell protects several units from natural poisons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1158&lt;br /&gt;
|name=Raise Dead&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue40&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -3&lt;br /&gt;
|description=The necromancer animates several corpses to unholy service. The spell is more effective if there are unburied dead on the battlefield. There will be fewer unburied dead in the province after the battle when this spell is used. Soulless will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1164&lt;br /&gt;
|name=Serpent Fang Arrows&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1125899906842624&lt;br /&gt;
|description=The mage enchants the arrows of a large number of archers. The arrows become coated in serpent venom. Those wounded by the arrows take additional poison damage. The spell will not affect magical weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1154&lt;br /&gt;
|name=Shroud of Flying Shards&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 18014398509481984&lt;br /&gt;
|description=The caster is surrounded by whirling winds and obsidian shards. The shards will harass and slash enemies in melee as well as knock incoming missiles out of the air.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1165&lt;br /&gt;
|name=Simulacrum&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 9007199254740992&lt;br /&gt;
|description=The caster creates a replica of himself and enchants it with glamour magic to give it false life. The simulacrum will be controlled by the original owner&#039;s soul and the simulacrum also inherits all the magic powers of its creator. In turn the creator&#039;s body is placed in a state of deep torpor that only ends when the simulacrum dies. However, there is a chance that the caster&#039;s soul will fail to return and become trapped and lost in the dreamwild, possibly until his soul withers away and dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1156&lt;br /&gt;
|name=Spell Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=The mage seals the minds of a large group of friendly units against malign spells. The units will receive increased magic resistance for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1149&lt;br /&gt;
|name=Terracotta Army&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2134&lt;br /&gt;
|description=The caster crafts an army of terracotta soldiers and imbues them with false life. Terracotta Soldiers are highly resistant to fire, but are somewhat brittle if struck by blunt weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1151&lt;br /&gt;
|name=Trueshot Warriors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4&lt;br /&gt;
|description=A large group of soldiers get increased Precision. This increases the chance of hitting with missile weapons and spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1159&lt;br /&gt;
|name=Twiceborn&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4194304&lt;br /&gt;
|description=With this ritual, the necromancer enchants his own body to protect himself from death. If the necromancer is slain, he is revived as a Wight Mage in the province where the ritual was cast, possibly gaining dark insights in the process. For the ritual to work, the province it was cast in must be in friendly hands when the necromancer dies. This spell requires more power to affect large beings and the cost of casting the ritual is increased with the caster&#039;s size. Undead, demons, plants, inanimates, pretender gods as well as most monsters that aren&#039;t even remotely humanoid (e.g. hydras and sea serpents) cannot be twiceborned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1155&lt;br /&gt;
|name=Vile Water&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2159&lt;br /&gt;
|description=The alchemist creates a bath of water and vitriol. The vitriolic water is given form and purpose through powerful alchemical rituals. The alchemical entity is known as a Gelatinous Cube. It slowly slides forward and swallows anything it passes over. Swallowed beings quickly dissolve in the vitriol, unless the cube is destroyed and its magic unraveled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=274&lt;br /&gt;
|name=Awaken Hamadryad&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3066&lt;br /&gt;
|description=Hamadryads are tree-nymphs. They are wise and skilled in nature magic and protect the forests they inhabit. However seeking advice from a Hamadryad can be quite difficult as there is usually a flock of loud chattering harpies nesting among the branches of the Hamadryad.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1465&lt;br /&gt;
|name=Awaken the Dreamwild&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B18&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 145&lt;br /&gt;
|description=The caster enters the heart of a forest and performs a ritual to awaken the slumbering powers of the Dreamwild. Soon strange magic will permeate the woodland and what was once certain becomes vague and undefined like a dream or legend. In this enchanted land Fay Folk thrive.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1180&lt;br /&gt;
|name=Dispel&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Dispel, value 1&lt;br /&gt;
|description=This enchantment enables a mage to destroy an active global enchantment. The power of global enchantments is often boosted with the use of additional gems. This number of gems must be matched in order for the dispel to work.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1187&lt;br /&gt;
|name=Dreamwild Demesne&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 140&lt;br /&gt;
|description=The caster enchants an entire province with the magic of the Dreamwild, creating a land of hope and peace free from misery and woe. As long as the enchantment is active unrest will decrease and few bad events will disturb the peace. The enchantment is broken if the land is conquered by hostile forces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1178&lt;br /&gt;
|name=Enliven Gargoyles&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2368&lt;br /&gt;
|description=A group of grotesque, winged statues are given false life by this powerful enchantment. Gargoyles can fly and are difficult to destroy, but will revert to an inanimate state if there are no mages left on the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=613&lt;br /&gt;
|name=Enliven Granite Guard&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1498&lt;br /&gt;
|description=Everything left by the Ancient Ones has become subject to worship by the humans of Agartha. Statues left in halls underneath the earth are adored and worshiped, enchanted and given magical life by the Golem Crafters. The great statues of ancient Seal Guards are the foremost of these living statues: sacred guardians ever watching and waiting. This spell will make one of these statues come to life.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1186&lt;br /&gt;
|name=Faery Trod&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Faery Trod, value 1&lt;br /&gt;
|description=The mage leads his army into a magic forest to find a Faery Trod. The army follows this strange path through faerie lands and will finally arrive in a distant forest. Both the source and destination provinces must be forests for this spell to work. Navigating on the faerie paths is a tricky adventure and it might be that you won&#039;t emerge exactly where you planned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1169&lt;br /&gt;
|name=Farflight Arrows&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 562949953421312&lt;br /&gt;
|description=The caster enchants the arrows and bolts of a large group of soldiers, making the arrows fly swift and far. Range for all missile weapons are greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1168&lt;br /&gt;
|name=Flame Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell partially protects several units from fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1167&lt;br /&gt;
|name=Flaming Arrows&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8388608&lt;br /&gt;
|description=The mage enchants the arrows of a large number of friendly archers. The arrows burst into flame as they are fired, doing considerable damage to their targets. The spell will not affect magical weapons. The fire damage of the arrow is magic and will affect ethereal and invulnerable creatures even if the arrow itself doesn&#039;t.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1174&lt;br /&gt;
|name=Friendly Currents&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 2&lt;br /&gt;
|description=This spell makes the water currents aid the caster and all his allies. Those aided by this spell can move further every turn and are less exhausted by fighting. This spell can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=472&lt;br /&gt;
|name=Geoglyphs&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S18&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 100&lt;br /&gt;
|description=The Coyas of Nazca, daughters of the Moon, are accomplished students of the stellar bodies and their connection with the earth. They have discovered means to amplify the influence of the planets on the terrestrial sphere through vast geoglyphs inscribed on the bare ground. As long as the enchantment of the geoglyph is active magic in the province is increased as are the ranges of rituals. Enemies fighting in a province with an active geoglyph are more easily affected by magic and have their magic resistance reduced. It is only possible to cast the ritual if you can see the land from above. Thus only flying mages can cast the spell. For the enchantment to be effective the geoglyphs must be exposed to stellar lights, so it is only castable in barren lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1176&lt;br /&gt;
|name=Giant Strength Warriors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 128&lt;br /&gt;
|description=Gives a large group of soldiers increased strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1182&lt;br /&gt;
|name=Gift of Spirit Sight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 137438953472&lt;br /&gt;
|description=This spell grants a few soldiers spirit sight, making it possible to see invisible units and spirits.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1185&lt;br /&gt;
|name=Group Regeneration&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue60&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=This spell gives a group of targets regenerative powers. It does not work on inanimate targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1184&lt;br /&gt;
|name=Horde of Skeletons&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue40&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -2&lt;br /&gt;
|description=The necromancer enchants the bones of the dead and calls forth a horde of Longdead Warriors.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=319&lt;br /&gt;
|name=Inner Furnace&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16384&lt;br /&gt;
|description=The caster invokes the power of Rhuax to strengthen the heat burning in every Abysian. All soldiers on the battlefield have the area of their heat effect increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=616&lt;br /&gt;
|name=Living Mercury&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W6&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3762&lt;br /&gt;
|description=Independent of each other the Oracles of the deeper earth and the alchemists of T&#039;ien Ch&#039;i have discovered the means to distill and animate the liquid silver of the deeps. Mercury is an inherently magical substance associated with change, fluidity and perfection. It is quite easy to enchant the liquid metal once the proper rituals are discovered. The Living Mercury shrinks when damaged. It is surrounded by fumes detrimental to living beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=346&lt;br /&gt;
|name=Memories of Stone&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1998&lt;br /&gt;
|description=In a barren desert the Yeddeoni have found the fossilized remains of Rephaim armed with archaic weapons. With the ancient magic of the Grigori, these fossils are endowed with memories of old and forced to once again move and fight for the descendants of the Fallen Angels. The spell can only be cast in wastelands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=617&lt;br /&gt;
|name=Nightmare Construction&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2520&lt;br /&gt;
|description=Not only human dead are crafted into servants of the necromancers. Beasts of burden are rare in the caverns, so the horses Agartha can get their hold on are used and reused in work and in war. Dead horses are quicker than humans, and can carry more. The Ktonian Necromancers have created horrible iron reinforced skeletal horses with Cave Fire barrels placed inside their chests. The nightmares are not very good at combat, but as carriers of the alchemical load they are superior to humans.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1183&lt;br /&gt;
|name=Pale Riders&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 189&lt;br /&gt;
|description=The necromancer enchants the bones of dead warriors and their horses, giving them false life. Powerful mages can reanimate larger numbers of these horsemen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1175&lt;br /&gt;
|name=Quagmire&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 85&lt;br /&gt;
|description=Water will start to seep from the ground that will quickly become soft and difficult to traverse. The battleground is turned into a swamp and most units will get penalized for fighting there. The enchantment lasts for the entire battle or until the caster dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=316&lt;br /&gt;
|name=Reawaken Fossil&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1977&lt;br /&gt;
|description=Abysian mages have recently discovered a gorge near the borders of Gath, where ancient magic has been uncovered by eroding winds and a mighty earthquake. Huge bones were found protruding from the very stone. Legends of the glorious victory against the Rephaim were remembered and soon the Abysian mages were trying to reawaken the fossilized giants once defeated by fire in the valley of Megiddo.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1179&lt;br /&gt;
|name=Ritual of Returning&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8388608&lt;br /&gt;
|description=The mage will return to the home citadel at once if he is wounded. The spell lasts until the mage actually has been wounded and returned home. This ritual will result in swift death for a mage if the home citadel has been conquered by the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=371&lt;br /&gt;
|name=Send Tupilak&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon - Assassination, value 1624&lt;br /&gt;
|description=The Tupilak is an artificial animal made from various animal cadavers. It is able to take the appearance and attributes of any of its composite parts. Most Tupilaks are made from bears, ravens, seals and reindeer. This gives the Tupilak battle prowess and the ability of flight. After it has been created, it is given the task of hunting down and killing a specific enemy commander. Then the Tupilak will fly, run and swim across the world in order to find its prey and kill it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1181&lt;br /&gt;
|name=The Eyes of God&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 15&lt;br /&gt;
|description=This enchantment enables the mage to see all provinces in the world. Dominions can be seen in great detail and so can discovered magic sites, but income cannot be determined exactly. Inside the God&#039;s own Dominion income as well as any troop movements and battles can be seen in great detail. This includes the detection of any glamoured or invisible troops that are not stealthing. Patrolling units inside friendly dominion will find it much easier to detect enemy scouts and to quell unrest. The historic records for all nations can be accessed and everyone on the Hall of Fame can be inspected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1170&lt;br /&gt;
|name=Thunder Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell protects several units from the damage and stun effects caused by lightning and thunder.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1172&lt;br /&gt;
|name=Trade Wind&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 95&lt;br /&gt;
|description=The caster creates a perpetual stable wind in a coastal province that enables merchants to quickly sail to and from the province. The trade wind will greatly increase the income from the province. The spell lasts longer for every gem spent on the ritual. The enchantment will dissipate if the province is lost.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1171&lt;br /&gt;
|name=Watcher&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 768&lt;br /&gt;
|description=The mage creates a stone statue and gives it awareness and magical powers. The Watcher is placed on a tower or at a place with a view over the surrounding landscape and given the task of guarding a province from prying eyes. Watchers have incredible vision and will easily detect enemy scouts and spies. They are charged with air magic and can blast enemies with lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1177&lt;br /&gt;
|name=Weapons of Sharpness&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 524288&lt;br /&gt;
|description=A few friendly units are gifted with weapons so sharp that they can cut through armor and flesh with equal ease. This enchantment does not work on blunt or missile weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=343&lt;br /&gt;
|name=Weavers of the Wood&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 119&lt;br /&gt;
|description=The caster makes spiders large and small weave a giant web covering an entire forest province. Anyone trying to sneak through the forest is highly likely to be detected as the caster monitors the webs. The caster of the ritual will be able to direct both the local patrolling forces and spiders from the woods in order to attack any trespassers. The ritual will break if the caster leaves the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1173&lt;br /&gt;
|name=Winter Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell protects several units from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1213&lt;br /&gt;
|name=Aura of Splendor&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 36028797018963968&lt;br /&gt;
|description=Several soldiers are wreathed in fiery splendor. Attackers are awestruck and only brave soldiers will attempt to attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1204&lt;br /&gt;
|name=Dome of Arcane Warding&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 64&lt;br /&gt;
|description=An astral dome is created over the entire province that the mage is located in. The dome will protect the province from many spells that originate from outside the warded province. The more magic gems put into the spell, the longer it will last. If the mage dies, the dome dissolves instantly. The dome has a 50 percent chance of stopping each spell that tries to pass through it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1214&lt;br /&gt;
|name=Dome of Misdirection&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 67&lt;br /&gt;
|description=The entire province the mage is in is protected by a dome of glamour and illusions. The dome will fool enemy mages and protect the warded province from spells that originate outside the dome and make them target a neighboring province instead. The more magic gems put into the spell, the longer it will last.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1193&lt;br /&gt;
|name=Dome of Solid Air&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 61&lt;br /&gt;
|description=A dome made out of air is created over the entire province the mage is in. The dome will protect the province from many spells that originate outside the warded province. While undisturbed, the spell will last indefinitely, but if a spell passes through the dome, or if the mage who cast the dome dies, it will shatter instantly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1198&lt;br /&gt;
|name=Earthquake Warriors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2251799813685248&lt;br /&gt;
|description=The weapons of a large group of soldiers are enchanted with the power of the earth, making them stun those hit. This enchantment does not work on pierce or missile weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=614&lt;br /&gt;
|name=Enliven Marble Oracle&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1499&lt;br /&gt;
|description=Everything left by the Ancient Ones has become subject to worship by the humans of Agartha. Statues left in the halls underneath the earth are adored and worshiped, enchanted and given magical life by the Golem Crafters. The greatest of these statues are the ones of Ancient Oracles. Some remnant of an Ancient Oracle&#039;s memory gives the Marble Oracle a will and a mind. These telestic animates lumber to and fro in the underground city of Agartha looking for faithless humans. Sometimes they stop and raise their hands in the air in a gesture of worship. Marble Oracles have priestly powers and are sacred. They cannot lead armies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1200&lt;br /&gt;
|name=Enliven Statues&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 474&lt;br /&gt;
|description=Ten or more statues are given false life by this powerful enchantment. Powerful mages can enchant more than fifteen statues with one casting of this spell. The statues are difficult to destroy but will revert to an inanimate state if there are no mages left on the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=395&lt;br /&gt;
|name=Ermorian Legion&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 187&lt;br /&gt;
|description=This spell reanimates an entire legion of dead soldiers from the Old Empire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1188&lt;br /&gt;
|name=Eternal Pyre&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 17&lt;br /&gt;
|description=A huge blazing pyre lights up the landscape. It never burns out and the embers of the pyre will absorb the heat and can be harvested as magical gems imbued with the fiery power of the pyre. The Eternal Pyre causes the temperature to rise to unbearable levels in the province where it is cast. Once the eternal pyre has started burning, it will be impossible to extinguish without the use of magic. Even putting it underwater would only reduce its heat a little.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=871&lt;br /&gt;
|name=Fay-eyed Warriors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 70368744177664&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1210&lt;br /&gt;
|name=Forest Dome&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 66&lt;br /&gt;
|description=Vegetation will grow into a dome that covers the entire province where the spell is cast. The dome will protect the province from many spells that originate outside the warded province. If left undisturbed, the forest dome will last forever. However, if a Fire spell is absorbed by the dome, it may catch fire and be destroyed. If the caster dies, the dome will wither and die.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1211&lt;br /&gt;
|name=Foul Vapors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 45&lt;br /&gt;
|description=Poisonous gas will begin to seep from the ground shortly after this spell is cast. The gas will rise over a large area, covering the entire battlefield, and will continue to seep for the duration of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1196&lt;br /&gt;
|name=Frost Dome&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 62&lt;br /&gt;
|description=A frost dome is created over the entire province where the spell is cast. Any spells cast into this dome will trigger the deadly trap. A powerful frost blast will find its way to the enemy mage and freeze him to death. Every spell cast into the dome has a 30 percent chance of being destroyed by the frost dome. The more magic gems put into the spell, the longer it will last. If the mage who cast the dome dies, it will dissolve instantly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1192&lt;br /&gt;
|name=Greater Farflight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 562949953421312&lt;br /&gt;
|description=The caster enchants the arrows and bolts of all friendly soldiers on the battlefield, making the arrows fly swift and far. Range for all missile weapons are greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1195&lt;br /&gt;
|name=Grip of Winter&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 9&lt;br /&gt;
|description=The entire battlefield is harrowed by enormous cold. This cold quickly renders all units on the battlefield unconscious, after which death is certain. The Grip of Winter is most effective in cold provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1208&lt;br /&gt;
|name=Hail of Serpent Fangs&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1125899906842624&lt;br /&gt;
|description=The mage enchants the arrows of all friendly archers on the battlefield. The arrows become coated in serpent venom. Those wounded by the arrows take additional poison damage. The spell will not affect magical weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1189&lt;br /&gt;
|name=Heat from Hell&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 6&lt;br /&gt;
|description=The entire battlefield is struck by heat worse than that of the hottest of deserts. This heat soon renders all units on the battlefield unconscious, after which death is certain. This spell is most effective in warm provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1202&lt;br /&gt;
|name=Hidden Underneath&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E65&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Terrain-Specific Ritual Summon, value 3&lt;br /&gt;
|description=This spell can only be cast in a cave province. In the beginning of time there was a war among gods, and a previous Pantokrator defeated and imprisoned three mighty gods and their servants in the depths of the earth. The caster locates such a sealed chamber of the under-earth and releases its entombed prisoners. The released ones&#039; souls were imprisoned along with their bodies and could not escape to the underworld when they died. For millennia their spirits have remained trapped in their fossilizing bodies. When they are released they once more follow their former kings and sages to answer the call of the caster. Their Sages are skilled in earth, death and sometimes astral magic. If cast in a province of fortune or magic, a king with more sages is likely to be found.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1201&lt;br /&gt;
|name=Hidden in Sand&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E65&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Terrain-Specific Ritual Summon, value 2&lt;br /&gt;
|description=This spell can only be cast in a wasteland. The caster locates and releases a Dust King and his entombed servants hidden underneath layer upon layer of desert sands. In the beginning of time the first humans lived in scattered tribes. But with the influence of supernatural powers, civilization dawned upon mankind. Small kingdoms formed and order was established. These kingdoms and their rulers emerged and disappeared in quick succession. Driven by fear of being dead and forgotten, the kings built tomb palaces to create resting places where they could live on eternally. But with time came dust. The palaces were covered with sand and their memories forgotten. Inside the tombs the ancient kings and their soldiers still live on. If cast in a province of order a king with more warriors will be released. If cast in a province of fortune or magic, a king with more priests is likely to be found.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1197&lt;br /&gt;
|name=Hidden in Snow&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W65&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Terrain-Specific Ritual Summon, value 1&lt;br /&gt;
|description=This spell can only be cast where there are high mountains nearby. The caster locates and releases a tribe of ancient undead warriors from their glacial prison. A full tribe of Unfrozen is freed. The Unfrozen are led by a chieftain and a mage. If cast in a province of turmoil a warlike tribe with greater amounts of warriors will answer the call. If cast in a province of fortune or magic, a tribe with more mages is likely to answer the call.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=621&lt;br /&gt;
|name=Ktonian Legion&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1439&lt;br /&gt;
|description=The Ktonian Necromancers of Agartha use the dead in many ways. Soulless bodies toil and fight for their masters. Corpses are strengthened with iron parts and armed with short blades. These Iron Corpses are quite robust, but lack the skills of living soldiers. This spell creates a legion of these living Iron Corpses.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1203&lt;br /&gt;
|name=Opposition&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=The caster creates a supernatural force diametrically opposed to a target magical being. If the spell is powerful enough, the magical being will be disenchanted and cease to exist.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1206&lt;br /&gt;
|name=Reanimate Archers&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 535&lt;br /&gt;
|description=The necromancer enchants ten well-prepared corpses and gives them false life. The skeletons are then equipped with magic bows fueled by the power of the Underworld. Arrows fired from these bows will burst into the green flames of banefire. Flesh exposed to banefire will start to fester and decay. Skeletons are undead and will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1209&lt;br /&gt;
|name=Relief&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 84&lt;br /&gt;
|description=This battle enchantment reduces the fatigue of all friendly units on the battlefield. It lasts until the battle ends or the caster is killed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1199&lt;br /&gt;
|name=Riches from Beneath&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 35&lt;br /&gt;
|description=This enchantment transforms mining from something harsh and dangerous to a really uplifting experience. The miners can carve out gold and iron with their knives and the stone is extra soft where the valuable ore veins are as if the mountain is trying to guide them. The enchantment only works within friendly dominion and a higher dominion score will make it more effective. The enchantment gives a major boost to resource production and a minor boost to gold production, both increases depend on the resource value of the province. Also all magic sites that are income yielding mines will have their income up to doubled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1205&lt;br /&gt;
|name=Rigor Mortis&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 4&lt;br /&gt;
|description=The necromancer causes the joints of both friends and enemies to stiffen as their bodies suffer the fate of the newly dead. There is no immediate cure for the spell, but it ends after the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=255&lt;br /&gt;
|name=Sow Dragon Teeth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3119&lt;br /&gt;
|description=The caster sows a handful of dragon teeth and enchants them with powerful spells. Soon Spartoi, sown men, will emerge from the ground fully armed and ready for battle. The sown men are skeletal in appearance, but are not truly undead. They are armed in gleaming armaments and wield magical spears. The Spartoi will dissolve if left without magical leadership or when the battle is over.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1212&lt;br /&gt;
|name=Steal Sight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 4096&lt;br /&gt;
|description=The caster renders an enemy bereft of sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1190&lt;br /&gt;
|name=Vafur Flames&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 73&lt;br /&gt;
|description=This spell recreates the legendary enchantment of Asgård. The fortress is surrounded by a ring wall of enchanted flames. The flames are able to read the intentions of those who approach and will let friends pass safely through. Flying beings that pass over the flames will still be put on fire, but the damage will be less severe than for those walking through.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1194&lt;br /&gt;
|name=Water Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Bless/Buff (Type II), value 32&lt;br /&gt;
|description=Many soldiers become surrounded by strong currents, making them very difficult to hit in combat. The spell can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1191&lt;br /&gt;
|name=Wind Guide&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 256&lt;br /&gt;
|description=Makes all friendly units shoot more accurately and reduces the problem of firing during Storm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1207&lt;br /&gt;
|name=Ziz&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1388&lt;br /&gt;
|description=The Ziz is a dead, rotting Great Eagle given false life by a necromancer. The beast is possessed by a spirit from the Underworld. It is enchanted with Air magic and can fly even during storms and it is surrounded by an icy wind that freezes the flesh of those nearby.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1223&lt;br /&gt;
|name=Antimagic&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=The mage seals the minds of all friendly units against malign spells. The units will receive increased magic resistance for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1463&lt;br /&gt;
|name=Army of Immaculate Mounts&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 536870912&lt;br /&gt;
|description=The caster enchants all friendly animal mounts on the battlefield, giving them increased intelligence and defensive prowess.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1235&lt;br /&gt;
|name=Aura of Bewilderment&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 16777216&lt;br /&gt;
|description=A group of soldiers are enchanted with glamour making their surroundings shift and change. Faces of friends and foes are swapped, images are altered, and colors and sounds shift and change. Attackers will not know friend from foe and will randomly attack anyone in his vicinity.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1233&lt;br /&gt;
|name=Awaken Treelord&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Awaken Treelord, value 11&lt;br /&gt;
|description=The Treelords are ancient living trees that were once vibrant and very powerful. Now they are dormant, becoming slower in mind and body with every passing year. These decaying Treelords can be reawakened by the use of Nature magic. A reawakened Treelord will serve its awakener until it dies. Treelords have very long lifespans.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1227&lt;br /&gt;
|name=Carrion Reanimation&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value -3&lt;br /&gt;
|description=During a dark and stormy night, the unburied dead stir as the necromancer unleashes the vast powers of his art. Up to two hundred unburied bodies in a province controlled by the caster will be reanimated as Soulless.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=444&lt;br /&gt;
|name=Curse of Balor&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=20&lt;br /&gt;
|area=8+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 4096&lt;br /&gt;
|description=The caster strikes his enemies with blindness.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1226&lt;br /&gt;
|name=Disenchantment&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 1&lt;br /&gt;
|description=This ritual is a more powerful Dispel. If cast at sufficient power it will destroy an active global enchantment, but if it fails it will still reduce the power of the targeted enchantment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1216&lt;br /&gt;
|name=Dome of Flaming Death&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 60&lt;br /&gt;
|description=An invisible web of Fire magic is created over the entire province where this spell is cast. Any spells cast into the protected province will trigger the deadly trap. A powerful blast of fire will find its way to the casting mage and burn him and possibly also the laboratory to cinders. The more magic gems put into the spell, the longer the dome lasts. If the mage who cast the dome dies, the dome dissolves instantly. The dome does not stop spells that pass through it, but it may stop the offending mage from ever casting spells again.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1222&lt;br /&gt;
|name=Earth Blood Deep Well&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 48&lt;br /&gt;
|description=A well, deeper than any other, is created. This well does not bring water, but rather blood from the Earth itself. This Earth Blood is then made into magical Earth gems that can be used for magic rituals. The well will work more effectively if it is created in a cave that is already deep down and thus closer to the earth blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1462&lt;br /&gt;
|name=Featherweight Army&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4503599627370496&lt;br /&gt;
|description=All soldiers on the battlefield are granted the ability to float a few inches above the ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1219&lt;br /&gt;
|name=Ghost Ship Armada&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5 D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 43&lt;br /&gt;
|description=This spell will awaken the dead Admiral Torgrin and make him fight for your cause. The Admiral will attack random coastal provinces controlled by your enemies and plunder it. The gold will be returned to the caster of the enchantment and the dead will be used to build up the armada. Once enough people have been killed the Admiral will create a new ghost armada. If the main armada with Admiral Torgrin is defeated no new armadas will be created. Once all armadas are defeated the enchantment will dissipate.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1234&lt;br /&gt;
|name=Gift of Health&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 30&lt;br /&gt;
|description=This gift grants excellent health to all loyal subjects inside the God&#039;s Dominion. The gifted ones receive extra hit points, grow old more slowly and may even heal permanent afflictions. Just like most healing effects, lifeless, undead and spiritform beings are not affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1215&lt;br /&gt;
|name=Hail of Burning Embers&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8388608&lt;br /&gt;
|description=The mage enchants the arrows of all friendly archers on the battlefield. The arrows burst into flame as they are fired, doing considerable damage to their targets. The spell will not affect magical weapons. The fire damage of the arrow is magic and will affect ethereal and invulnerable creatures even if the arrow itself doesn&#039;t.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1239&lt;br /&gt;
|name=Land of the Ever Young&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 141&lt;br /&gt;
|description=With this enchantment in place everyone in the province will grow old much much slower than usual, only aging one year in four winters. It is a very sought after enchantment for old mages who have much magic research left to do, but not enough time to do it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1230&lt;br /&gt;
|name=Leviathan&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1235&lt;br /&gt;
|description=The Leviathan is a dead, rotting Asp Turtle given false life by a necromancer. The beast is possessed by a spirit from the Underworld. It can only be created in the sea, but it can crawl up on dry land.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1228&lt;br /&gt;
|name=Life after Death&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D4&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2097152&lt;br /&gt;
|description=This spell gives all friendly units a second chance to fight after dying in the battle. An affected unit that is killed will rise again as an undead being and continue to fight. As soon as the battle ends they will collapse and return to the realm of the dead where they belong. Pretenders, undead, spiritform and inanimate beings are not affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1221&lt;br /&gt;
|name=Lion Sentinels&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 105&lt;br /&gt;
|description=The caster sculpts eleven statues of lions and enchants them with powerful magic. Ten of them are placed outside the castle walls and the eleventh on the courtyard. Order and prosperity flowers as the lions sentinels protect the inhabitants and guard them from harm. Should the castle be attacked the lions will come to life and attack the besieging army. The lions are magical beings and require magical leadership. Should the lion in the courtyard be destroyed the lions will crumble, unless a mage can take command over the remaining lions.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1217&lt;br /&gt;
|name=Mass Flight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 131072&lt;br /&gt;
|description=The caster grants a large number of soldiers the ability to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1231&lt;br /&gt;
|name=Mass Regeneration&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=Gives regenerative powers to a large group of units. Does not work on inanimate targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1237&lt;br /&gt;
|name=Nightmare Masks&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 16&lt;br /&gt;
|description=A few soldiers are wreathed in terror and their faces becomes horrible to behold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1229&lt;br /&gt;
|name=Ritual of Rebirth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual of Rebirth, value 398&lt;br /&gt;
|description=The caster of this spell revives a previously slain hero via the ancient Ritual of Rebirth. The ritual mummifies the dead hero before bringing him or her back to life. Only great heroes from the Hall of Fame can be resurrected by this ritual. The ritual can be performed multiple times on a single hero, should he have died again, as long as remains in the Hall of Fame. Inanimate, undead (except mummies) and spiritform beings are not affected by this spell&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1232&lt;br /&gt;
|name=Serpent&#039;s Blessing&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16777216&lt;br /&gt;
|description=This spell makes all friendly units on the battlefield resistant to natural poisons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1224&lt;br /&gt;
|name=Solar Brilliance&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 21&lt;br /&gt;
|description=The sun starts to shine with a brilliance that destroys the retinas of all soldiers on the battlefield and burns all undead and demonic units to cinders.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1220&lt;br /&gt;
|name=Steel Slice Warriors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 524288&lt;br /&gt;
|description=A large number of friendly units are gifted with weapons so sharp that they can cut through armor and flesh with equal ease. This enchantment does not work on blunt or missile weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1225&lt;br /&gt;
|name=Stellar Focus&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 54&lt;br /&gt;
|description=This spell focuses the light of the night sky into a crystal sphere, depriving the entire world of some of its splendor. The entire world is drained of arcana while magic flows freely in the province where the ritual was cast. The light of the sphere can be distilled into pearls of arcane power.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1218&lt;br /&gt;
|name=Thetis&#039; Blessing&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 59&lt;br /&gt;
|description=Allows all troops in the world to enter the sea and breathe under water. Fighting below the surface will still be a little awkward for those not used to it, but at least it will be doable.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1236&lt;br /&gt;
|name=Veil of Perpetual Mists&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 114&lt;br /&gt;
|description=The caster shrouds an entire province in mists alive with whispers, screams and harrowing shapes. Anyone trying to enter the province without the consent of the caster will find themselves led astray and leave the province from whence they came. Troops with strong morale will follow their commander, but if he is weak of mind and succumbs to the enchantment they will follow him when he leaves the province. The more magic gems put into the spell, the longer it will last.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1238&lt;br /&gt;
|name=Warriors of the Dawn&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=20&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 36028797018963968&lt;br /&gt;
|description=A large group of soldiers are wreathed in fiery splendor. Attackers are awestruck and only brave soldiers will attempt to attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1249&lt;br /&gt;
|name=Army Regeneration&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=Gives regenerative powers to all friendly units on the battlefield. Does not work on inanimate targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1073&lt;br /&gt;
|name=Dragon Master&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1073741824&lt;br /&gt;
|description=The caster claims lordship over all serpentkin. Every time the caster summons a Drake, Wyvern or Sea Serpent, two additional beasts will heed the call.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1251&lt;br /&gt;
|name=Fata Morgana&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 53&lt;br /&gt;
|description=Under the fata morgana life seems much easier and everyone is happy. Phantasmal Warriors will assist the local defence in defending the province against invaders.  If the entire province should not be hidden from the enemy, enemy scouts will still be tricked by the illusions and likely give incorrect reports about armies present. All provinces in friendly dominion will be affected by the fata morgana.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1246&lt;br /&gt;
|name=Fields of the Dead&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5 E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 96&lt;br /&gt;
|description=The necromancer releases the powers of the underworld and reanimates bodies and bones across the entire battlefield. Ever more walking dead will emerge from the ground. Recently killed soldiers might reawaken and do battle against their former friends.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1240&lt;br /&gt;
|name=Fire Fend&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell partially protects the entire army from fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1241&lt;br /&gt;
|name=Frost Fend&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell protects the entire army from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=604&lt;br /&gt;
|name=Hall of Statues&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1496&lt;br /&gt;
|description=Some halls underneath the earth contain entire rows of the sacred status of the pale ones from before. With this ritual a large group of statues are given life. The amount of statues brought to life are highly dependent on the skill of mage performing the ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1250&lt;br /&gt;
|name=Haunted Forest&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 55&lt;br /&gt;
|description=Vines will merge with anyone killed in the God&#039;s Dominion, creating an undead Manikin. The Manikin will fight any enemies of the God for a short while before it is totally dissolved by the vines. Undead or inanimate beings are not affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1252&lt;br /&gt;
|name=Mists of Deception&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 72&lt;br /&gt;
|description=This powerful enchantment creates a magic mist on the battlefield. From this mist, illusory soldiers and beings will emerge to battle nearby enemies. More illusions will appear if the caster is very powerful. Just like a normal mist it will also limit sight and the dissipation of cloud effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1242&lt;br /&gt;
|name=Soaring Army&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 131072&lt;br /&gt;
|description=The caster grants all friendly soldiers on the battlefield the ability to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=517&lt;br /&gt;
|name=Theft of the Sun&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D6 F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 101&lt;br /&gt;
|description=Since the disappearance of the Sun, the Zotz have longed for the warmth and reputed splendor of the celestial entity. With this spell the sorcerer lures the Sun from its heavenly abode to once more travel through Xibalba during the night. But the intent is a malicious one, for once the Sun has entered the labyrinthine caverns of Xibalba it is led astray and trapped in the Cavern of the Sun, giving its splendor to the Sun Guides and its fiery magic to the Ah K&#039;in. With only the moon and the stars lighting the sky, the world is plunged into darkness.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1243&lt;br /&gt;
|name=Thunder Fend&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell protects the entire army from damage and stun effects caused by lightning and thunder.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1248&lt;br /&gt;
|name=Unraveling&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S6&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S6&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 256&lt;br /&gt;
|description=The caster unravels the enchantments that bind magic beings together. All magic beings on the battlefield, including your own, start to fall apart and dissolve. Mages may lose their minds and spell casting abilities.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1247&lt;br /&gt;
|name=Void Pattern Labyrinth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4 B3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 69&lt;br /&gt;
|description=A void pattern dome is created over the province that the mage is located in.  This pattern is invisible to human perception, but horrors will see the strange pattern and get confused and led astray when trying to pass.  The dome will protect the province from any horrors trying to attack from the outside, including against those drawn to horror marks.  The more magic gems put into the spell, the longer it will last.  If the mage dies, the void pattern labyrinth dissolves instantly.  The chance of warding off a Doom Horror is lower than for normal horrors.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1244&lt;br /&gt;
|name=Wrath of the Sea&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 18&lt;br /&gt;
|description=The sea will rise and flood all coastal provinces within just a few months. Provinces that are struck by the flood will have their income and population growth reduced. Once the enchantment is gone the flooded provinces will slowly start to return to normal.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1256&lt;br /&gt;
|name=Arcane Nexus&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S150&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 19&lt;br /&gt;
|description=This mighty enchantment absorbs magical energies worldwide to replenish the caster&#039;s magical resources. Half of all magic gems used to cast spells and to create magic items will be absorbed into the Arcane Nexus and converted into astral pearls at a two to one ratio. The purity of Astral and Blood magic makes it impossible for the Nexus to absorb any magic when these types of spells are cast, but all other types of magic will have some of their power absorbed by the Nexus. Even when no spells are cast or no items are forged, the Nexus will absorb some ambient magic energy from the world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1257&lt;br /&gt;
|name=Army of the Dead&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value -2&lt;br /&gt;
|description=Animates an entire army of skeletal Longdead Warriors in a distant province. Up to one hundred and fifty Soulless will join the attack if there are unburied bodies present. The undead summoned will be subservient to the necromancer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1254&lt;br /&gt;
|name=Demon Cleansing&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 83&lt;br /&gt;
|description=This spell is the bane of demons. When this enchantment is active, all demons will take double damage from all attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1255&lt;br /&gt;
|name=Dome of Seven Seals&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4 E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S14&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 132&lt;br /&gt;
|description=A magic dome is created over the entire province. The dome offers perfect protection against hostile magic targeted at the province, while allowing friendly mages to temporarily deactivate the seals and have their spells pass through. All friendly astral mages will know how to get through the seals safely. Each time a spell is stopped by the dome, one of the seven seals will crack. Once all seals are cracked or the caster dies the dome will dissolve.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1253&lt;br /&gt;
|name=Earth Shatter Army&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2251799813685248&lt;br /&gt;
|description=The weapons of all friendly soldiers are enchanted with the power of the earth, making them stun those hit. This enchantment does not work on pierce or missile weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1258&lt;br /&gt;
|name=Gaia&#039;s Blessing&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5 E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16784384&lt;br /&gt;
|description=This powerful enchantment protects an entire army from the power of the elements. The units become resistant to flames, frost, lightning and poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1259&lt;br /&gt;
|name=Gift of Nature&#039;s Bounty&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 27&lt;br /&gt;
|description=All life in the God&#039;s Dominion is blessed. Grain grows more quickly, the mustard tastes better, the ducks are fatter and all living creatures mate and give birth to young. The income of lands under the God&#039;s Dominion is greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1245&lt;br /&gt;
|name=Lichcraft&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 178&lt;br /&gt;
|description=With knowledge of this ritual, the Death mage has discovered the means to remove his own viscera and place it in a jar, killing himself, only to return as an immortal undead being of great power. By dying and returning from the dead the Lich gains insights and powers in the path of death magic. Furthermore, the body of the Lich becomes almost impossible to harm with mundane weapons. Should the body of the Lich be physically destroyed, a new one is formed from the dust of the dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=251&lt;br /&gt;
|name=Sleep Ray&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=0&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=1&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 1024&lt;br /&gt;
|description=The caster projects a ray that will affect a small number of nearby enemies. Those who fail to resist will instantly fall into an enchanted slumber.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1262&lt;br /&gt;
|name=Blink&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Blink, value 30&lt;br /&gt;
|description=The caster creates an instability in space that transports him to another position on the battlefield. The mount if any will also be blinked away together with the mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=284&lt;br /&gt;
|name=Chorus Master&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 2305843009213693952&lt;br /&gt;
|description=The witches and bards of Man have developed the spell singing techniques of the Tuatha further. Through communal chanting they are able to strengthen the arcane harmonies of their spell songs. Chorus masters decide what spellsongs the chorus will chant. The fatigue that comes from casting spells will be distributed among all chorus members and the chorus master will also be able to cast more powerful spells than she could alone. While in a communal chorus, all spells that only affect the caster will affect all the chorus slaves as well. A chorus with two slaves will grant all masters one extra level in all their paths, four slaves will grant two levels, eight slaves will grant three levels, and so on. Only spell singers can cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=285&lt;br /&gt;
|name=Chorus Slave&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4611686018427387904&lt;br /&gt;
|description=The witches and bards of Man have developed the spell singing techniques of the Tuatha further. Through communal chanting they are able to strengthen the arcane harmonies of their spell songs. Chorus slaves only follow the chant of the Chorus Masters and are inactive during the battle. If a chorus slave loses consciousness they leave the communal chant. Only spell singers can cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1263&lt;br /&gt;
|name=Communion Master&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 144115188075855872&lt;br /&gt;
|description=The mage who has cast this spell can use the magic power of the mages who have cast Communion Slave. The fatigue that comes from casting spells will be distributed among all communion members and the communion master will also be able to cast more powerful spells than he could alone. While in communion, all spells that only affect the caster will also affect all the communion slaves. A communion with two communion slaves will grant all masters one extra level in all their paths, four slaves will grant two levels, eight slaves will grant three levels, and so on. Casting spells while in a communion is complicated however and the casting time for all spells is increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1264&lt;br /&gt;
|name=Communion Slave&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 288230376151711744&lt;br /&gt;
|description=The caster opens his mind to allow other mages to guide his magic power. Mages who want to take advantage of the communion must cast the spell Communion Master (or carry an appropriate magic item). Being a communion slave can be dangerous if there are multiple communion masters or if the master is more skilled than the slave. The communion master can continue to drain energy from the communion slaves even if they become unconscious. This can be fatal.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1272&lt;br /&gt;
|name=Curse&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue30&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 2&lt;br /&gt;
|description=The mage curses the target with bad luck. The spell has long range and always hits the chosen target. There is no protection against being cursed and it can never be removed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1267&lt;br /&gt;
|name=Decay&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 256&lt;br /&gt;
|description=This spell makes the victim age, wither and die at an incredibly fast rate. Victims with high magic resistance and many years left to live might be able to survive the effects of this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1260&lt;br /&gt;
|name=Desiccation&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Set Effect Value (1) if lower, value 250&lt;br /&gt;
|description=This spell will affect a small number of targets with severe dehydration. The dehydrated targets will become more and more exhausted and may eventually lose consciousness. The duration of the dehydration depends on the magic resistance of the targets. Undead beings and constructs are not affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1266&lt;br /&gt;
|name=Dust to Dust&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2020&lt;br /&gt;
|description=The mage destroys undead beings by unraveling the magic that holds them together. The spell affects all undead in a small area. Armor offers no protection from this spell, but magic resistance can reduce the damage somewhat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1261&lt;br /&gt;
|name=Farstrike&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue5&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1015&lt;br /&gt;
|description=The caster opens a rift in space and strikes through it with a fist as hard as steel. The strength of the caster adds to the damage of the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1270&lt;br /&gt;
|name=Fascination&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Stun/Fascinate, value 100&lt;br /&gt;
|description=The caster tries to project images and scents in an enemy&#039;s consciousness. Should it succeed the enemy will be distracted for a short while and hopefully enable someone to strike the enemy down.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1268&lt;br /&gt;
|name=Frighten&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue5&lt;br /&gt;
|range=50&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Fear (Type II), value 5&lt;br /&gt;
|description=The spell fills the targeted unit with fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1265&lt;br /&gt;
|name=Horror Mark&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Add To Effect Value (1), value 261&lt;br /&gt;
|description=The Horror Mark is an astral beacon only perceivable by Horrors. Horrors, powerful astral beings, primarily attack marked people. This spell is the only way to direct Horrors and avoid disaster should one be summoned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1271&lt;br /&gt;
|name=Personal Luck&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The caster merges reality with the Dreamwild, where everything is possible. In dreams, even Fate itself can be tricked. He will have very good chance of escaping blows or magic that would otherwise have killed him.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1269&lt;br /&gt;
|name=Seven Year Fever&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue30&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 1&lt;br /&gt;
|description=The caster curses some targets with a horrible fever that never ends. The victims will not be severely affected during combat, but their wounds will never heal and the victim will slowly die in the following years.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1274&lt;br /&gt;
|name=Battle Fury&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of men with righteous fury. A few soldiers get increased morale and attack skill.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1280&lt;br /&gt;
|name=Beast Fury&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of beasts with fury. A few animals get increased morale and attack skill. If cast on mounted units only the animal mount will be affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1273&lt;br /&gt;
|name=Bonds of Fire&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 65536&lt;br /&gt;
|description=Shackles of fire will trap the victim of this spell. If the victim tries to escape, the shackles become exceedingly hot. Otherwise, the heat stays bearable. A high morale is required to fight the heat and escape. Trying to escape may very well kill a weaker man.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=522&lt;br /&gt;
|name=Break the Fourth Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 2&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell damages the soul of shadow, permanently cursing the target with bad luck. Ethereal beings do not cast shadows and are rarely affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=520&lt;br /&gt;
|name=Break the Second Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 262144&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell damages the soul of bone, making the target permanently limp. Ethereal beings have no bone soul and are rarely affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=521&lt;br /&gt;
|name=Break the Third Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fatigue, value 5015&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell damages the soul of breath making the target fatigued.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1276&lt;br /&gt;
|name=Calm Emotions&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 36028797018963968&lt;br /&gt;
|description=The caster afflicts the target with phlegmatic humors quenching his raging emotions. If cast on a berserker, the target will calm down and eventually lose his berserker rage. If cast on a less aggressive unit, it will simply become a bit less inclined to continue fighting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1279&lt;br /&gt;
|name=Mind Burn&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1010&lt;br /&gt;
|description=The caster tries to overload the mind of the target. If successful, the target experiences overwhelming pain as his mind is damaged. The spell is very accurate and always finds its intended target.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1278&lt;br /&gt;
|name=Returning&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Return Home, value 1&lt;br /&gt;
|description=The caster creates a rift in space that sucks him through, sweeping him back to the home citadel. It is a very fast but dangerous way of teleporting. If the caster is unlucky he might get lost in time and might return later, not at all or completely insane. The spell will not work on other planes or if the home citadel is controlled by the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1277&lt;br /&gt;
|name=Scrying Pool&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 36&lt;br /&gt;
|description=The mage will enchant a pool of water to provide images of a province far away. The more magic gems spent on the scrying pool, the longer it will last. The information gained by scrying is much more accurate than a normal scout can provide.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1281&lt;br /&gt;
|name=Sleep&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=35&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 1024&lt;br /&gt;
|description=The caster makes the target fall into an enchanted slumber.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1275&lt;br /&gt;
|name=Steal Breath&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fatigue, value 5035&lt;br /&gt;
|description=The victim of this spell will have his breath stolen from him. Recovering the breath will require quite an effort and the leave the victim exhausted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1283&lt;br /&gt;
|name=Augury&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search&lt;br /&gt;
|description=The caster pours oil on a pile of soil from a distant province and sets it ablaze. The flickering flames will reveal all hidden sites of fiery power in the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1284&lt;br /&gt;
|name=Carrier Birds&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Transport gems, value 15&lt;br /&gt;
|description=This ritual summons a large flock of birds that will quickly transport the mage&#039;s magic gems to a commander in another province. A maximum of 15 magic gems can be transported and blood slaves are too heavy to be carried at all. The commander who receives the gems cannot belong to another nation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1285&lt;br /&gt;
|name=Carrier Eagle&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Transport heavy item, value 1&lt;br /&gt;
|description=This ritual summons a large eagle that will quickly transport a magic item to a commander in another province. Heavy items cannot be transported by this ritual. The commander who receives the magic item cannot belong to another nation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1293&lt;br /&gt;
|name=Despair&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=30&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Cause Fear (Type II), value 4&lt;br /&gt;
|description=The enemies are overcome with despair and will be more likely to rout when they start taking casualties.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1294&lt;br /&gt;
|name=Geas&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 18014398509481984&lt;br /&gt;
|description=The caster places a geas on an enemy. The target is compelled to attack his friends and will act irrationally. The target may decide to act against the geas, which will then end and permanently curse the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=526&lt;br /&gt;
|name=Gift of the Fourth Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell strengthens the shadow soul of the target, giving him luck in battles. Ethereal beings do not cast shadows and are rarely affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=524&lt;br /&gt;
|name=Gift of the Second Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 137438953472&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell strengthens the bone soul of the target, making him less vulnerable to blunt damage. Ethereal beings have no bone soul and are rarely affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=525&lt;br /&gt;
|name=Gift of the Third Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 68719476736&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell strengthens the soul of breath, making the target shake off exhaustion and fatigue quicker.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1289&lt;br /&gt;
|name=Haruspex&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 6&lt;br /&gt;
|description=The caster opens the bellies of newly slaughtered animals and observes their livers. The state of the livers reveals distant locations of Nature power.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1287&lt;br /&gt;
|name=Iron Will&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=The caster strengthens the minds of some soldiers. Their ability to resist magic is increased for the duration of the battle. This spell cannot be cast on mindless beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1292&lt;br /&gt;
|name=Luck&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The caster merges reality with the Dreamwild, where everything is possible. In dreams, even Fate itself can be tricked. A small group of soldiers are granted unnatural luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=628&lt;br /&gt;
|name=Mind Vessel&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S15&lt;br /&gt;
|range=&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Mind Vessel, value 100&lt;br /&gt;
|description=This ritual puts a part of the Aboleth&#039;s mind in the humanlike vessel that has been bred for this purpose. After the ritual the vessel will have little left of its own mind and the Aboleth part will have to guide it along. After the merging of minds the vessel will be able to use its old magic knowledge as well as the astral knowledge of the Aboleth. The state of the Aboleth is constantly influencing its vessel and should the Aboleth die the vessel will not survive for more than a few days at the most. An Aboleth can not share his mind with more than one vessel at a time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1290&lt;br /&gt;
|name=Panic&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1+2/lvl&lt;br /&gt;
|effect=Cause Fear (Type II), value 1&lt;br /&gt;
|description=This spell will cause panic to spread among the enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1282&lt;br /&gt;
|name=Rage&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 128&lt;br /&gt;
|description=The spell fills the heart of a man with furious anger. The raging unit will attack anything nearby, even friends.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=257&lt;br /&gt;
|name=Rhapsody of Life&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=10+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Heal, value 1009&lt;br /&gt;
|description=The Rhapsodies are mystical spellsongs and elegies associated with the cycles of life and death. The Rhapsody of Life reinvigorates and heals a living being.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=259&lt;br /&gt;
|name=Rhapsody of the Dead&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=10+5/lvl&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Damage, value 1003&lt;br /&gt;
|description=The Rhapsodies are mystical spellsongs and elegies associated with the cycles of life and death. The Rhapsody of the Dead pushes a dead soul towards rebirth in a new body. Undead beings with a soul are wounded by the song and are compelled to flee the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1286&lt;br /&gt;
|name=Sailors&#039; Death&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 3005&lt;br /&gt;
|description=The lungs of a small number of targets are filled with water. Any target that cannot breathe water will take severe damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=278&lt;br /&gt;
|name=Taurobolium&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Set Effect Value (12) if lower, value 651&lt;br /&gt;
|description=The Heliodromus performs a ritual slaying of a sacred bull. The Heliodromus takes his place in a trench underneath a plate of copper pierced with holes. The sacred bull is slain by the participants and its blood pour down upon the Heliodromus. Baptized in blood the Heliodromus is purified and endowed with the power of the Solar Bull. For one year the reborn Heliodromus is worshiped by his fellows as an incarnate God. The Heliodromus receives increased magical understanding and false prophet status. There can only be one elevated Heliodromus.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1288&lt;br /&gt;
|name=Teleport Gems&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Transport gems, value 10&lt;br /&gt;
|description=This ritual can be used by an astral mage to teleport all his magic gems to a commander in a province far away. A maximum of 10 magic gems can be transported and blood slaves are not affected by this ritual. The commander who receives the gems cannot belong to another nation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1291&lt;br /&gt;
|name=Whispers of the Wild&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 36&lt;br /&gt;
|description=The caster taps into the minds and perceptions of the animals of a distant forest province to gain insight into what transpires in the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1302&lt;br /&gt;
|name=Astral Window&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 36&lt;br /&gt;
|description=The caster opens an arcane rift through which he can observe distant lands. The rift closes after a while, but the duration can be prolonged if extra magic gems are used in the casting. Each casting of this ritual allows the mage to scry on one province. The information gained by this spell is much more accurate than a normal scout can provide.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1297&lt;br /&gt;
|name=Auspex&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 1&lt;br /&gt;
|description=The caster listens to the winds and observes the flight of birds. The winds will carry legends of magical places and ancient storms. If the winds are correctly interpreted, the caster gains knowledge of sites of Air power in a distant province. This spell cannot be cast at an enemy province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1310&lt;br /&gt;
|name=Cure Disease&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cure Affliction on Others, value 1&lt;br /&gt;
|description=This ritual cures a unit from disease, an affliction that otherwise is certain to result in a quick and early death. The target unit must be in the same province as the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1298&lt;br /&gt;
|name=Curse of the Desert&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue30&lt;br /&gt;
|range=30&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Set Effect Value (1) if lower, value 250&lt;br /&gt;
|description=This spell will affect several targets with severe dehydration. The dehydrated targets will become more and more exhausted and may eventually lose consciousness. The duration of the dehydration depends on the magic resistance of the targets. Undead beings and constructs are not affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1306&lt;br /&gt;
|name=Ferocity&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of beasts with fury. A group of animals get increased morale and attack skill. If cast on mounted units only the animal mounts will be affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1296&lt;br /&gt;
|name=Furious Warriors&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of men with righteous fury. Several soldiers get increased morale and attack skill.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1299&lt;br /&gt;
|name=Gnome Lore&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 3&lt;br /&gt;
|description=The caster bestows the knowledge of the gnomes upon himself and uses it to find places of Earth power. The spell will find all magic Earth sites in a friendly province of the caster&#039;s choice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1312&lt;br /&gt;
|name=Mind Blank&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 140737488355328&lt;br /&gt;
|description=The caster of this spell will shroud his mind with arcane energies. The next time he is targeted by a mind affecting spell the Mind Blank will disappear and most likely also negate the mind affecting effect. The Mind Blank can also help resist being targeted by Magic Duel.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=490&lt;br /&gt;
|name=Mirror Walk&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Teleport, value 1&lt;br /&gt;
|description=With the help of two large flawless and perfectly aligned mirrors, the mirror mage can step into one mirror and then exit through the other regardless of the distance between. The mirror mages make sure that all laboratories are setup with this perfect mirror in order to make it possible for the mages to easily travel between the labs. The mirror walk ritual takes some time to perform, but it consumes very few magic resources.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=610&lt;br /&gt;
|name=Mirror of Earth&#039;s Memories&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 5760&lt;br /&gt;
|description=An Agarthan Oracle ventures down to the Womb of the Earth and gazes into the reflections of the First Pool to gain knowledge of subterranean sources of magic. The spell reveals all magic sites of earth, fire, water and death in a distant cave province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1300&lt;br /&gt;
|name=Paralyze&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Paralyze, value 9042&lt;br /&gt;
|description=The caster overloads the target&#039;s mind and effectively paralyzes the target for a very long time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1295&lt;br /&gt;
|name=Prison of Fire&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue30&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 65536&lt;br /&gt;
|description=Shackles of fire will trap a group of enemies. If the victims tries to escape, the shackles become exceedingly hot. Otherwise, the heat stays bearable. A high morale is required to fight the heat and escape. Trying to escape may very well kill a weaker man.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1308&lt;br /&gt;
|name=Rage of the Cornered Rat&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 256&lt;br /&gt;
|description=A group of animals are provoked into a berserker rage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1311&lt;br /&gt;
|name=Slumber&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=35&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 1024&lt;br /&gt;
|description=The caster makes several targets fall into an enchanted slumber.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1303&lt;br /&gt;
|name=Teleport&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Teleport, value 1&lt;br /&gt;
|description=With this spell, the mage can transport himself to almost any province in the world, only those very very far away are out of range for this ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1301&lt;br /&gt;
|name=Telestic Animation&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 473&lt;br /&gt;
|description=The mage crafts a statue and places a golden plate inscribed with divine names within its head. The statue is thus animated by divine power and will speak the will of the Pretender God. The statue is imbued with great priestly powers, but is immobile.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1305&lt;br /&gt;
|name=Terror&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=Cause Fear (Type I), value 3&lt;br /&gt;
|description=A connection is created between living soldiers and the dead harrowed in the Netherworld. The targets are overwhelmed by fear and despair. Friendly troops are not exempt from the effect, should they stand in the way.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1307&lt;br /&gt;
|name=Touch of Madness&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue30&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 256&lt;br /&gt;
|description=A small group of soldiers are forced to go berserk. Berserkers never rout, get increased fighting skills, but do not care much for their own safety.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1304&lt;br /&gt;
|name=Vengeance of the Dead&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Vengeance of the Dead, value 999&lt;br /&gt;
|description=The mage will contact the dead souls of all the people or creatures that the target has slain. These dead souls will then be guided to the dreams of the target, where they can attack him in a horrible nightmare. The mage will ensure that the target is pulled strongly into the nightmare, so that he stays dead if the dead souls are successful in killing him. This spell does not work on mindless beings or those who never sleep and the target must have slain units in combat for the spell to work. One province is chosen for the spell and the greatest butcher of all enemy commanders in that province will be targeted for the nightmare.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1313&lt;br /&gt;
|name=Visions of Death&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 5010&lt;br /&gt;
|description=The target of this spell will see a vision of himself dying a violent death. This lifelike vision will feel real enough to instantly kill lesser men.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1309&lt;br /&gt;
|name=Wildness&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 17179869184&lt;br /&gt;
|description=Animals in the enemy army become wild, unpredictable and difficult to control.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=550&lt;br /&gt;
|name=Awaken Jinn Block&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3389&lt;br /&gt;
|description=The Karib awakens the Jinn inhabiting a stone idol. The Jinn Block has limited powers and is immobile, but will defend its lands from intruders. The Jinn Block is sacred to the Nabaean desert tribes and has some priestly powers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1324&lt;br /&gt;
|name=Charm Animal&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=An animal is charmed by the mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1328&lt;br /&gt;
|name=Confusion&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 17179869184&lt;br /&gt;
|description=The spell will confuse the minds of a group of soldiers for the remainder of the battle. The confused units can easily attack friends instead of enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1323&lt;br /&gt;
|name=Control the Dead&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster takes control over some undead beings. Powerful undead will be able to resist the necromancer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1319&lt;br /&gt;
|name=Earth Sense&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 121&lt;br /&gt;
|description=The caster attunes himself with the earth itself to sense who treads upon it. Enemies trying to sneak around in the province will be detected and traced, even if invisible. The spell is broken if the caster leaves the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=629&lt;br /&gt;
|name=Enslave Sea Trolls&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1529&lt;br /&gt;
|description=An Aboleth Mind Lord extends his mind to locate and attract a group of Sea Troll Warriors. The trolls leave their king in the belief that they will gain fame and glory. When they arrive at the domains of the Aboleths the Mind Lord invades their minds and binds them into permanent servitude. Slave trolls were once guardians at their Sea King&#039;s court and come equipped with armaments of shells and corals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1327&lt;br /&gt;
|name=Gift of Reason&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Gift of Reason, value 1&lt;br /&gt;
|description=This gift grants commander status and a sharp intellect to any one being. The target unit must be in the same province as the caster. Mindless units cannot be affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1314&lt;br /&gt;
|name=Gift of the Furies&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of men with righteous fury. A large group of soldiers get increased morale and attack skill.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1329&lt;br /&gt;
|name=Group Luck&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The caster merges reality with the Dreamwild, where everything is possible. In dreams, even Fate itself can be tricked. Several soldiers are granted unnatural luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1322&lt;br /&gt;
|name=Leeching Darkness&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cloud, value 134217728&lt;br /&gt;
|description=A deadly cloud of darkness will form upon the battlefield. Anyone standing in the cloud will be wounded and permanently weakened. The cloud will remain on the battlefield for some time before dissolving.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1325&lt;br /&gt;
|name=Pack Ferocity&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of beasts with fury. A large group of animals get increased morale and attack skill. If cast on mounted units only the animal mounts will be affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1315&lt;br /&gt;
|name=Pyre of Catharsis&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cure Affliction on Self, value 1&lt;br /&gt;
|description=Catharsis was once the spirit of the Purifying Flames. He would cleanse bodily sicknesses of those who exposed themselves to his flames. Since his corruption by the Daevas and the wicked Mainyus he no longer controls the Purifying Flames and any powerful fire mage can wield his flames. With this ritual the caster sets himself ablaze on a pyre of Purifying Flames. The flames burns away any diseases he carries, but the caster is likely to suffer terribly from the flames unless properly protected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1317&lt;br /&gt;
|name=Raging Hearts&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 2&lt;br /&gt;
|description=Fury will start to grow in the hearts of all people in an entire province. Those affected will soon start to plunder and kill their fellow citizens. A mage can target any province of his choice and those affected will not know who has cast this spell on them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=494&lt;br /&gt;
|name=Seith Curse&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Curse, value 2&lt;br /&gt;
|description=Seith is an ancient form of sorcery, reputedly invented by Angerboda. It has been practiced by females of the nation through the ages. Gygjor, vaetti hags and human Seithkonur all have some knowledge of the Seith, but it is the Seithkonur of Utgård that have mastered the art. Seith can be used to spell doom upon a distant target. When cast, a single enemy commander in a faraway province is cursed for the rest of his life. However, the price is high, and the Fates will keep the balance. Someone close to the caster will also suffer a curse.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1318&lt;br /&gt;
|name=Serenity&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 36028797018963968&lt;br /&gt;
|description=The caster afflicts the targets with phlegmatic humors quenching their raging emotions. The targets calm down and lose their berserker rage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1321&lt;br /&gt;
|name=Soul Slay&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=The caster attempts to rip the target&#039;s mind from his body. If successful, the spell will slay the target. Immortal beings killed by this spell will stay dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1320&lt;br /&gt;
|name=Teleport Item&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Transport heavy item, value 1&lt;br /&gt;
|description=This ritual can be used by an astral mage to teleport a single magic item to a commander in a province far away. Heavy items cannot be transported by this ritual. The commander who receives the magic item cannot belong to another nation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=456&lt;br /&gt;
|name=Tempering the Will&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=The forces of Ulm have their strength of mind enhanced by magic. Soldiers and beings with high magic resistance are rarely affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1326&lt;br /&gt;
|name=The Ravenous Swarm&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 92&lt;br /&gt;
|description=This spell is sometimes used by nature mages to combat the undead. It is part of the natural order that the living finds sustenance from the dead, and with this spell the nature mage utilizes that and imbues a swarm of bugs with frenzied power and appetite to devour the walking dead. The swarm will consume the undead one after each other until the battle ends. Should the swarm fail to locate the dead it will start to eat the living instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1343&lt;br /&gt;
|name=Beckoning&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Beckoning, value 999&lt;br /&gt;
|description=The caster awakens the forces of the wild, which call out to lure the unwary. Those who fall prey vanish into the woodlands, never to be seen again. The Beckoning will only work in forests and forest beings are immune to the call. Those who are strong of mind or duty will resist the call.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=573&lt;br /&gt;
|name=Celestial Music&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 262144&lt;br /&gt;
|description=The caster begins playing the music of the Celestial Spheres. All celestial dancers (Apsaras, Gandharvas and Yakshas) become enthralled by the divine music and perform a celestial battle dance that gives them quickness.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1330&lt;br /&gt;
|name=Choleria&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 134&lt;br /&gt;
|description=The caster affects a friendly province with the humor of fire, choleria. The populace becomes energetic and productive, but also easy to anger. Production and income are increased, but quarrels are common and unrest will gradually increase.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=538&lt;br /&gt;
|name=Deceive the Decree of the Lost&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B45&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3879&lt;br /&gt;
|description=In Magnificent Ind there was a wasteland inhabited by six-fingered giants with skin as pale as death. In ancient times these giants were immensely large and powerful enough to threaten the gods themselves. They were bound to their land by a divine decree, lest they overtake the world. After the fall of Ind the Sage-Queens of Feminie have found the means to circumvent the ancient decree and unleash the Giants upon the world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=630&lt;br /&gt;
|name=Dreams of R&#039;lyeh&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Dreams of R&#039;lyeh, value 2052&lt;br /&gt;
|description=This spell can target the dreams of an enemy commander anywhere in the world. It will pull his dream through the Void Gate in R&#039;lyeh and into the other world. Here the caster will manifest himself in the dream and kill the bewildered target. The spell does not work on mindless beings or those who never sleep.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=292&lt;br /&gt;
|name=End of Culture&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F60&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 106&lt;br /&gt;
|description=This is the End of Culture for the entire world as chaos will increase worldwide. Spawn rate of Oni, both from temples under friendly dominion and from Oni generals will be greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1334&lt;br /&gt;
|name=Enslave Mind&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster enslaves the body and mind of one target. The victim loses his will, along with his ability to command and cast magic. All the Pretender Gods are immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1345&lt;br /&gt;
|name=Forgotten Palace&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 111&lt;br /&gt;
|description=The caster casts a spell on a fortress in a nearby province and makes it disappear from everyone&#039;s memories. People are able to see and interact with the fortification, but once they leave they will forget about it. Scouts will forget to report about the palace and neighboring provinces will not know about it. Mages who scry upon the province will be able to see the fortification however. The spell is broken if the fortification is besieged. The ritual can also be used to hide the construction of the fortification.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1339&lt;br /&gt;
|name=Foul Air&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D75&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 10&lt;br /&gt;
|description=The air will become polluted by a deadly disease when this enchantment is cast. Anyone who is wounded will instantly become diseased due to the foul air. This enchantment affects all land provinces in the entire world and will last until dispelled or the caster dies. Unrest will increase worldwide while the enchantment is active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1336&lt;br /&gt;
|name=Gateway&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Astral Travel, value 1&lt;br /&gt;
|description=The caster creates a rift in the fabric of space, allowing him to step through with all troops under his command and enter a distant laboratory that has been prepared for the gateway. The gateway can only lead to a lab controlled by the same nation, and it closes as soon as the troops have passed through.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1340&lt;br /&gt;
|name=Growing Fury&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 13&lt;br /&gt;
|description=A growing fury will affect all friendly units on the battlefield. They will find themselves becoming more and more ferocious and will go berserk at the slightest provocation, even if they are not usually able to do so.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1335&lt;br /&gt;
|name=Imprint Souls&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Imprint Souls, value 2052&lt;br /&gt;
|description=The people of a small village in a remote province will have their minds gradually broken down. When they are entirely lobotomized, their minds will be imprinted with religious zeal towards the rightful Pretender God. When the conversion is complete, they will attack the province in an attempt to conquer it and serve their God to the best of their abilities. This is a very dangerous process, many people die and most of the survivors are not fully restored with the proper religious zeal. A skillful mage and extra penetration skill from magic items will help in successful conversion of the villagers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1338&lt;br /&gt;
|name=Leprosy&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Leprosy, value 1&lt;br /&gt;
|description=The mage conjures forth a wasting disease upon an enemy army in a distant province. Diseased targets will never regain any lost hit points and will take damage every season they are alive. Undead, demons and inanimate beings are not affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1333&lt;br /&gt;
|name=Melancholia&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Single Turn, value 137&lt;br /&gt;
|description=The caster curses a province with the humor of earth, melancholia. The populace becomes depressed, cynical and listless. Peasants don&#039;t care about harvesting and let their livestock wander. Craftsmen only work when they feel like it and soldiers tend to desert unless whipped into obedience. Even the temples are left untended. The Dominion of the local god will decrease.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1341&lt;br /&gt;
|name=Mirror Mind&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 140737488355328&lt;br /&gt;
|description=The caster of this spell will shroud the minds of a few soldiers with arcane energies. The next mind affecting spell against a shrouded one is almost certain to fail.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=461&lt;br /&gt;
|name=Parting of the Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue40&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Paralyze, value 5010&lt;br /&gt;
|description=Since the pollution of the Cleansing Flame, funerary pyres are strictly forbidden in Caelum. Instead, dead bodies are placed in roofless Towers of Silence where birds of prey tear the impure flesh from the bones of the dead. When the bones are bare, the soul is free to meet with its Daena, the manifestation of the inner self. This spell mimics the migration of the soul after death. First the soul is ripped from the body, rendering the body unable to move. Then birds of prey descend from the skies to feast on the flesh of the soulrent body. Since the body is not yet dead, the soul will return to its body unless the birds have killed it while the soul was gone. Birds of prey will attack the target, regardless of the success of the soulrending.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1332&lt;br /&gt;
|name=Phlegmatia&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Single Turn, value 136&lt;br /&gt;
|description=The caster curses a province with the humor of water, phlegmatia. The population becomes passive, quiet and unproductive. Work as well as religious duties are ignored and soldiers in the province are likely to desert.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1344&lt;br /&gt;
|name=Sandman&#039;s Blessing&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Cause Affliction, value 1024&lt;br /&gt;
|description=A large number of soldiers are touched by the Sandman and will fall asleep. Those strong of mind can resist the effect. The Sandman is indiscriminate and the spells targets friend and foe in a large area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1331&lt;br /&gt;
|name=Sanguinia&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 135&lt;br /&gt;
|description=The caster affects a friendly province with the humor of air, sanguinia. Sanguine people are enthusiastic, social and active. The province will become a place of merriment, festivities and good spirits. Unrest will continuously decrease in the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1342&lt;br /&gt;
|name=Unending Nightmare&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=35&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 17179870208&lt;br /&gt;
|description=The target falls asleep in a fitful slumber haunted by nightmares. If the targets wakes up the nightmares remain and he is unable to tell friend from foe for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1337&lt;br /&gt;
|name=Wither Bones&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue50&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 2010&lt;br /&gt;
|description=This spell is the nightmare of necromancers. The spell destroys undead beings by unraveling the magic that holds them together. The spell affects all undead in a large area. Armor offer no protection from this spell, but magic resistance can reduce the damage somewhat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1352&lt;br /&gt;
|name=Burden of Time&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 29&lt;br /&gt;
|description=This evil enchantment will make everyone in the world age at a highly accelerated rate. Unrest will increase in the entire world and soldiers will soon become crippled and useless. While this enchantment is active, the world will become more and more desolate until everyone dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=470&lt;br /&gt;
|name=Call of the Drugvant&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 15&lt;br /&gt;
|description=The Drugvant are the People of the Lie, those under the influence of evil intentions. With this ritual the caster lets loose the will of the Destructive Spirit upon a remote land. Falsehood, wickedness and violence will spread in the province and in its wake Daevas will come. Unrest is greatly increased and the province is attacked by bandits and a host of Daevas.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1354&lt;br /&gt;
|name=Charm&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue30&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The victim of a Charm spell will become totally loyal to the caster of the spell. A charmed commander will retain all his special skills and magic items and use them for the benefit of his new master. All Pretender Gods are immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1347&lt;br /&gt;
|name=Dark Skies&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 32&lt;br /&gt;
|description=Black clouds billow forth and cover the lands of your Dominion. All enemies under your Dominion will perceive the heavens as dark and oppressing. The stronger the Dominion is, the more fearful the skies. The dark skies severely lower the morale of those affected. The darkness also gives slightly lowered attack and defense skills to units without darkvision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1349&lt;br /&gt;
|name=Divine Name&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Gift of Reason, value 1&lt;br /&gt;
|description=The caster inscribes a divine name on a piece of paper and places it in the head of a mindless being. The being is gifted with an artificial mind and commanding abilities. The caster can also inscribe the name on the forehead of a willing target, increasing his mental faculties and making him a commander.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1353&lt;br /&gt;
|name=Fury of the Wild&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of beasts with fury. All animals on the battlefield get increased morale and attack skill. If cast on mounted units only the animal mount will be affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1356&lt;br /&gt;
|name=Gates of Horn and Ivory&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 116&lt;br /&gt;
|description=The caster erects two gates into the Dreamwild. Through the first comes fulfillment and true dreams that tell of the future, from the other comes dreams of deception or despair. Rituals cast at the Gates of Horn and Ivory will have their reach extended greatly. Also a huge amount of Glamour gems can be harvested from the gates each month.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=264&lt;br /&gt;
|name=Gigantomachia&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4 F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E60&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 107&lt;br /&gt;
|description=The war upon the gods is declared. Trembling and cowering in fear, false gods sense the rattling of spears forged for the armies of the giants. The will of false pretenders withdraw from the might of the giants who gather in ever greater numbers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1355&lt;br /&gt;
|name=Mass Confusion&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue10&lt;br /&gt;
|range=30&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 17179869184&lt;br /&gt;
|description=The spell will confuse the minds of a large group of soldiers for the remainder of the battle. The confused units can easily attack friends instead of enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1351&lt;br /&gt;
|name=Plague&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 8&lt;br /&gt;
|description=With this spell, the mage will bring a magic plague on some victims. The magic plague kills and spreads at an enormous rate. It does not take long to catch the disease from an infected friend, nor does it take long to die once you are infected. Undead beings and demons are not affected by this magic plague.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1346&lt;br /&gt;
|name=Purgatory&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 26&lt;br /&gt;
|description=Holy fire will strike undead enemy creatures in the God&#039;s Dominion. The more powerful the Dominion, the more undead will be killed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1348&lt;br /&gt;
|name=Vengeful Water&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 93&lt;br /&gt;
|description=The caster chains the seven pillars of water to his god&#039;s command. Wherever the pretender god has influence water will rise up and strike down any heathens that plot against him.  Water in friendly dominion will animate and try to kill enemy commanders whenever possible. The elemental is stronger in provinces with a rich water supply than in dry provinces. A waste with no access to water will never get any attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1350&lt;br /&gt;
|name=Vortex of Returning&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Return Home, value 1&lt;br /&gt;
|description=The caster creates a rift in space that carries the entire army back to the home province on astral currents. The same restrictions and dangers as the Returning ritual applies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1361&lt;br /&gt;
|name=Astral Travel&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Astral Travel, value 1&lt;br /&gt;
|description=The caster creates a rift in the fabric of space, allowing him to step through with all troops under his command and enter a distant province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1367&lt;br /&gt;
|name=Battle Fortune&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B2&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The caster merges reality with the Dreamwild and tricks fate itself to grant a large number of soldiers unnatural luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1364&lt;br /&gt;
|name=Black Death&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 1&lt;br /&gt;
|description=The necromancer curses a province with the Black Death. This plague will kill thousands upon thousands of people. The spell is targeted at the general population and will probably not affect the military units in the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1366&lt;br /&gt;
|name=Call the Worm That Walks&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2217&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1359&lt;br /&gt;
|name=Gale Gate&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 49&lt;br /&gt;
|description=The caster opens a rift in space creating a gate into a realm of storms. Huge amounts of aerial magic are effectively channeled through this gate, producing twenty Air gems each turn. Also air elementals summoned anywhere in the world will be extra powerful while the gale gate is open. Not all of the powers of the Gale Gate can be harnessed though. Hurricanes and storms will be randomly unleashed and hit a province somewhere in the world. The caster will be able to direct hurricanes and have them strike provinces that are controlled by the enemies. A high skill in air magic makes it more likely to successfully steer the hurricanes away.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1357&lt;br /&gt;
|name=Hydrophobia&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=30&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Cause Affliction, value 128&lt;br /&gt;
|description=The spell afflicts enemies with rabies. Affected units become rabid and will attack anything nearby, even friends. Only living targets can be affected by the disease.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1360&lt;br /&gt;
|name=Lure of the Deep&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 50&lt;br /&gt;
|description=Sirens will start to emerge from the deeps when this powerful enchantment is cast. The Sirens will sing to enemy troops and lure them down to certain death in the deeps. The lure is most persuasive in coastal and sea provinces with strong friendly Dominion. Inland provinces are not affected at all. Nations that can recruit Sirens will find that this is cheaper while this enchantment is in effect. This global enchantment can only be cast in an underwater laboratory.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1358&lt;br /&gt;
|name=Ordeal by Fire&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F6 S6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 131&lt;br /&gt;
|description=This enchantment sets the magical ether ablaze by utilizing a huge amount of magic fire gems. As long as the ether is ablaze it will be difficult to manipulate any kind of magic without also taking fire damage from the heat. It is still possible to perform rituals and forge magic items, but if not properly protected the chance of burning to death is high. Performing simple spells in combat is possible without risk as long as they don&#039;t require any magic gems. Blood magic is unaffected by this ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1362&lt;br /&gt;
|name=Soul Drain&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5 D5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 5&lt;br /&gt;
|description=The caster creates a well of unlife on the battlefield and opens a channel between himself and the well. Every soul on the battlefield takes damage as their psychic energies rush from their bodies into the well to heal and reinvigorate the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1363&lt;br /&gt;
|name=Stygian Paths&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Stygian Paths, value 1&lt;br /&gt;
|description=All lands are connected to the Underworld and every location in the Underworld corresponds to a location in the lands of the living, but time passes differently in the Underworld. By traveling in the Underworld, great distances can be covered in a short period of time. When this ritual is cast, a gateway into the realm of the dead is opened. The necromancer then leads his followers on dark paths through the Underworld to emerge in a faraway province. The journey, however, is not free from risk: no one is allowed to leave the lands of the dead. Everyone using the Stygian paths risks injury or even death by poisoning, spirit attacks or fates even worse. Stealthy units are less likely to be detected by the guardians of the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1365&lt;br /&gt;
|name=Undead Mastery&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D7&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D7&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster takes control over all undead beings on the entire battlefield. Powerful undead will be able to resist the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1370&lt;br /&gt;
|name=Arcane Analysis&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 1&lt;br /&gt;
|description=With this ritual a skillful astral mage can send a thaumaturgical probe into the ether in order to examine the strength and weaknesses of a global enchantment. The mage chooses a single global enchantment to examine and he will get a fairly accurate measure of the number of astral pearls worth of overcast that would be required to dispel it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1371&lt;br /&gt;
|name=Astral Disruption&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 1&lt;br /&gt;
|description=The mage manipulates the astral plane, creating ripples that overload the world with magic. This magic overload will dispel all enchantments in the entire world if done with enough strength. However manipulating the astral world in such a great way always comes with a certain risk, both to the world and the mage performing the ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1375&lt;br /&gt;
|name=Beast Mastery&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N6&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N4&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=All animals on the battlefield are bound to the will of the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1378&lt;br /&gt;
|name=Dreams of the Awakening God&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 125&lt;br /&gt;
|description=Everywhere where it is not yet worshiped, people will start dreaming of the rightful Pretender God. Maybe just a glimpse of its wonderful promises, maybe an excruciating nightmare showing what can befall its enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1376&lt;br /&gt;
|name=Dreamwild Legion&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B4&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The caster conjures the memories and dreams of battles of the Dreamwild, where soldiers never die, and merges them with the reality of the physical world. Dreamwild Legion grants an entire army unnatural luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1369&lt;br /&gt;
|name=Elemental Dampening&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E7 S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 123&lt;br /&gt;
|description=This ritual dampens any attempt at manipulating the elemental powers. All combat spells of primarily the elemental paths will be much slower to cast. Any elemental beings summoned will be slightly weaker than usual. This dampening will also make it more difficult to perform elemental rituals and forging magic items that are mainly elemental in nature, additional gems are required when performing these activities.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1377&lt;br /&gt;
|name=Legion&#039;s Demise&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B7&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 143&lt;br /&gt;
|description=When this enchantment is active the enemies will experience relentless attacks on themselves and all their allies. Arrows will come hailing down, twisted hands will emerge from the ground and scratch them, swords will appear out of thin air and strike at them. The damage is not real, but with the help of glamour magic it will be deadly as soon as it has become severe enough.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1372&lt;br /&gt;
|name=Master Enslave&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S8&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S8&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster unleashes vast arcane powers, ripping the free will from his foes and turning them into loyal thralls. The thralls will aid the caster until they die. There is no way to break free once enslaved by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1373&lt;br /&gt;
|name=Nexus Gate&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5 E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 1&lt;br /&gt;
|description=The caster enscribes and enchants a great stone archway, creating an arcane portal to Nexus, a place between places. Armies may hereafter use the portal to enter Nexus. Nexus is connected to all active Nexus Gates and individuals and armies in Nexus may leave through any gate, even those created by other Pretenders. The Nexus Gate is permanent and once created it cannot be dispelled. Dwelling in Nexus for longer than necessary is not recommended, as it is located in the Void where horrors thrive.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1374&lt;br /&gt;
|name=Remnants in the Depths&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D6 W4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 124&lt;br /&gt;
|description=Massive amounts of death and disease have always been safely locked away at the bottom of the oceans. Maybe the world once had too much disease and the old pantokrator stashed away most of it there as a gesture of generosity. No one knows for sure, but many wise old people seem to remember tales of a god saving the world from a horrible plague. With this enchantment the lock will be opened, just a little, to let the death and disease out into the oceans. All seas will start to get increased death scales until they reach the maximum, at which point everyone will start to get diseased and population will die completely in just a few years time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1368&lt;br /&gt;
|name=Winds of Arcane Drought&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A7 S6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 133&lt;br /&gt;
|description=The caster creates an enormous whirlwind that originates in the province where the ritual is performed.  With the help of astral magic the whirlwind will be sucked dry of any magical energies and then when it sweeps out over the world it will absorb elemental magic to replenish itself.  The absorbed magic is then distilled into pure air gems at the origin.  All elemental gem producing sites within range will have their output severely reduced as their magic is absorbed by the wind instead.  Air being light is most affected, leaving nothing left and earth being heavy is least affected.  Sites and rituals that extend the range of air rituals from a province will help the winds reach further.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=252&lt;br /&gt;
|name=Bleed&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=0&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 8192&lt;br /&gt;
|description=The Bleed spell causes blood to pour out of the victim&#039;s nose, ears and mouth. The effect is a prolonged and painful death. Magic resistance can negate the effect.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=458&lt;br /&gt;
|name=Sanguine Heritage&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=0&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H44&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 19&lt;br /&gt;
|description=During the Malediction, evil was let loose in the kingdom. The Hunger that was aroused resulted in cannibalism and practices even worse. Some of the warring nobles succumbed and became Vampires thirsting for human blood. Most of them have disappeared or fallen into perpetual sleep since then, but if enough blood is sacrificed, they might well awaken and serve the Dark God of Ulm. This ritual uses 44 blood slaves to awaken one of the sleeping nobles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=451&lt;br /&gt;
|name=Summon Incubus&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=0&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H66&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 4053&lt;br /&gt;
|description=Since the Red Mistress was first summoned by a bishop centuries ago, the secrets of contacting demon lovers have spread throughout the higher echelons of the church. Incubi have the appearance of handsome naked men with leathery bat-wings. They are able to enter the dreams of women to seduce and corrupt their souls. An Incubus that successfully seduces an enemy commander will take her from her bed and fly her home to his master where she will serve until she dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=452&lt;br /&gt;
|name=Summon Succubus&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=0&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H66&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 811&lt;br /&gt;
|description=Since the Red Mistress was first summoned by a bishop centuries ago, the secrets of contacting demon lovers have spread throughout the higher echelons of the church. Succubi have the appearance of beautiful naked women with leathery bat-wings. They are able to enter the dreams of men to seduce and corrupt their souls. A Succubus that successfully seduces an enemy commander will take him from his bed and fly him home to her master where he will serve until he dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1386&lt;br /&gt;
|name=Bind Fiery Imps&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2286&lt;br /&gt;
|description=The caster sacrifices blood slaves to summon and bind a few fiery imps. Imps are small and weak devils, but this kind is surrounded by hot flames and can throw darts of fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=483&lt;br /&gt;
|name=Bind Harlequin&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1000&lt;br /&gt;
|description=The Diabolist summons and binds a Demon Jester. Demon Jesters are lowly winged devils with distorted bodies. Unlike other devils, they are not fire resistant.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1384&lt;br /&gt;
|name=Bind Shadow Imp&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2287&lt;br /&gt;
|description=The caster sacrifices blood slaves to summon and bind imp familiar. The familiar retains most of its free will and can be used as a scout.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1387&lt;br /&gt;
|name=Blood Boil&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue50&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1010&lt;br /&gt;
|description=The spell boils the blood of the chosen victim. This spell uses much power from the Path of Fire and is one of the few Blood magic spells that doesn&#039;t require huge amounts of sacrificial blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1379&lt;br /&gt;
|name=Blood Burst&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H2&lt;br /&gt;
|range=35&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1010&lt;br /&gt;
|description=The Blood Burst causes the victims&#039; blood to explode. Neither armor nor magic resistance can protect the targets. The spell demands large quantities of sacrificial blood and will exhaust even the most powerful of mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1380&lt;br /&gt;
|name=Blood Heal&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Heal, value 50&lt;br /&gt;
|description=The mage spills the blood of a blood slave and is healed in return. The spell doesn&#039;t affect inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=271&lt;br /&gt;
|name=Orgy&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1881&lt;br /&gt;
|description=The reveler organizes a wild orgy in the woods with the sacrifice of a virgin as the climactic finale. The orgy will attract a satyr intent on uninhibited fornication. During the orgy six women will be struck by the madness of the wild, shedding all clothes and civilized manners and turning to the wild as raging maenads. The satyr will remain after the orgy to lure more women into the wild.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1383&lt;br /&gt;
|name=Reinvigoration&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remove Fatigue (?), value 200&lt;br /&gt;
|description=By sacrificing one blood slave, the mage will remove all of his fatigue.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1381&lt;br /&gt;
|name=Sabbath Master&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 576460752303423488&lt;br /&gt;
|description=By casting this spell, the mage can take command of a Sabbath and add the power of other mages who have cast Sabbath Slave. The fatigue that comes from casting spells will be distributed among all sabbath members and the communion master will also be able to cast more powerful spells than he could alone. While in a sabbath, all spells that only affect the caster will also affect all the sabbath slaves. A sabbath with two slaves will grant all masters one extra level in all their paths, four slaves will grant two levels, eight slaves will grant three levels, and so on.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1382&lt;br /&gt;
|name=Sabbath Slave&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1152921504606846976&lt;br /&gt;
|description=By casting this spell, the mage allows his magic powers to be guided by a Sabbath master. The caster opens his mind to allow other mages to guide his magic power. Mages who want to take advantage of the sabbath must cast the spell Sabbath Master (or carry an appropriate magic item). Being a sabbath slave can be dangerous if there are multiple sabbath masters or if the master is more skilled than the slave. The sabbath master can continue to drain energy from the sabbath slaves even if they become unconscious. This can be fatal.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1385&lt;br /&gt;
|name=Summon Imps&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 303&lt;br /&gt;
|description=The caster summons some Imps to aid him in the battle. Imps are lowly devils summoned from the Inferno with blood sacrifice. Born in infernal fires, they are fire resistant but do not radiate the infernal heat of more powerful devils. Imps can fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=574&lt;br /&gt;
|name=Summon Rakshasas&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1736&lt;br /&gt;
|description=Rakshasas are black-skinned demon ogres of the wild forests. They feast on the flesh of monkeys and men and are greatly feared. Rakshasas have ravenous appetites and are best kept well fed. Most Rakshasas are found in the demon kingdom of Lanka, but some are summoned by unscrupulous monkey sorcerers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1389&lt;br /&gt;
|name=Agony&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=40&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1&lt;br /&gt;
|description=The mage kills one or more blood slaves in an extremely painful way and transfers their pain onto a large number of enemies. Being struck by this pain is unbearable and has a truly devastating effect on morale. Undead units are not affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1390&lt;br /&gt;
|name=Banish Demon&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=The caster banishes one demon back to Hell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=510&lt;br /&gt;
|name=Bind Beast Bats&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1357&lt;br /&gt;
|description=Beast Bats are sacred bat fiends of the Mictlan forests. They are summoned and bound by human sacrifice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1393&lt;br /&gt;
|name=Bind Bone Fiends&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 433&lt;br /&gt;
|description=The caster sacrifices several blood slaves to summon and bind several Bone Fiends from the realms of the dead. Bone Fiends are strange skeletal demons believed to be the remains of dead Devils.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1392&lt;br /&gt;
|name=Bind Fiend&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H3&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 88&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Fiend of Darkness. Fiends of Darkness are coal-black demons summoned from the Abyss. They fight with venomous claws and have bat-like wings. Fiends of Darkness are able to hide in the night and are stealthy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1391&lt;br /&gt;
|name=Bind Spine Devil&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 638&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Spine Devil. Spine Devils are spine-covered, wingless demons that fight with two venomous claws. The spines covering their bodies are poisonous and anyone attacking them with short weapons may get poisoned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1388&lt;br /&gt;
|name=Bowl of Blood&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 8&lt;br /&gt;
|description=The caster fills a bowl with blood, mixes it with soil from a distant land and observes the five signs. The signs will reveal all sites of blood power in that province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=519&lt;br /&gt;
|name=Break the First Soul&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 8192&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell damages the soul of blood, making the target bleed profusely from bodily orifices and possibly causing the soul of the blood to permanently die and the target to waste away and die over the next couple of months. Undead and inanimate beings have no blood and are not affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=575&lt;br /&gt;
|name=Feast of Flesh&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1742&lt;br /&gt;
|description=For this ritual, the Blood mage requires a huge banquet of food, drink and young girls. Praghasas are fat demon ogres of huge appetites and after they have eaten all the girls they are bound to serve the Blood mage forever. These demons are known as the gluttons and in combat they rely mostly on their great strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1394&lt;br /&gt;
|name=Hell Power&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 131072&lt;br /&gt;
|description=By sacrificing a large number of blood slaves, the caster attracts attention from the Netherworld. Fiends from beyond grant the caster tremendous physical and magical power for one battle. The price for this power is unwanted attention from other Horrors. For every minute the battle lasts, there is a chance that a Horror will materialize in the vicinity of the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1398&lt;br /&gt;
|name=Bind Devil&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 304&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Devil. Devils are infernal beings of great strength. They are born in the fires of the Inferno and are impervious to heat and flame. Their glowing bodies radiate heat and bat-like wings grow from their shoulders. Devils are armed with a trident and their barbed tails can sting opponents in close combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1399&lt;br /&gt;
|name=Bind Frost Fiend&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 449&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Frost Fiend. Frost Fiends are devils from Kokytos, the icy realms of the Inferno. In the constant wars of their native plane, the Frost Fiends are feared by all fiery devils. Frost Fiends wear robes of woven ice and are constantly surrounded by an icy wind. They wield ice rods and can unleash blasts of infernal cold upon their enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1401&lt;br /&gt;
|name=Blood Feast&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Blood Feast, value 50&lt;br /&gt;
|description=The caster has learned the recuperative secrets of cannibalism. In a gruesome ritual lasting a month he consumes the blood and feast of ritually purified sacrifices. The blood feast requires copious amounts of flesh and blood of unpurified victims as well however, so the populace in the province where the caster resides is slaughtered in great quantities. The flesh and blood of the victims rejuvenates the caster, healing him of all or at least most afflictions. Bloodmages who partake too often in blood feasts often develop uncontrollable cravings for human flesh. The ritual does not work on inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1400&lt;br /&gt;
|name=Cross Breeding&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cross Breeding, value 1&lt;br /&gt;
|description=Hundreds of different creatures from mice to humans are magically cross-bred and grown in an effort to produce a powerful monster. Most offspring die early, but some survive and are bound to serve their creator. Luck is required to breed the more powerful creatures.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=523&lt;br /&gt;
|name=Gift of the First Soul&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell strengthens the blood soul of the target, making him regenerate wounds. Undead and inanimate beings have no blood and are not affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=320&lt;br /&gt;
|name=Infernal Breeding&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Infernal Breeding, value 1&lt;br /&gt;
|description=The Warlocks of Abysia have experimented with crossbreeding since they first discovered blood magic. Under the influence of infernal magic Abysians, humans and giants are crossbred with demons, salamanders and other beasts. In the early days most of the experiments were conducted on Abysians, but the wars with Hinnom made the blood of giants occasionally available. In later times humans and humanbreds have dominated the breeding stock and abysian crossbreds are rarer. Due to the creation process many Hell Spawn suffer from various afflictions and early aging.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1397&lt;br /&gt;
|name=Infernal Circle&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 89&lt;br /&gt;
|description=The caster creates a circle with infernal symbols drawn in the blood of virgins. Blood rituals cast from the circle with have their range increased. The circle will dissipate eventually, but the more blood slaves used for the circle, the longer it will last.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1395&lt;br /&gt;
|name=Leeching Touch&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Drain Life, value 1014&lt;br /&gt;
|description=The mage tries to touch a target and will drain some of the target&#039;s life force if successful. The life force drained will be used to heal and reinvigorate the mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1396&lt;br /&gt;
|name=Pain Transfer&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 512&lt;br /&gt;
|description=Wounds taken by the mage will be transferred to blood slaves that are nearby. Damage absorbed by the slaves will be half of the damage that was inflicted on the blood mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=349&lt;br /&gt;
|name=Scapegoats&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2074&lt;br /&gt;
|description=With a sacrifice of blood, the caster prepares two goats and presents them with the sins of the people. One goat is for the Lord and one for Azazel. The scapegoats are then sent into the desert carrying the sins of the people. Soon two Se&#039;irim, goat-demons spawned by Azazel, return from the desert to serve the priest. The Se&#039;irim were sacred to the Hinnomites that influenced the Berytian priests and they call the Se&#039;irim sacred as well. The spell can only be cast in wastelands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=576&lt;br /&gt;
|name=Summon Asrapas&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1741&lt;br /&gt;
|description=Asrapas, or Blood Drinkers, are female demonesses dancing into battle to feast on the blood of monkeys and men. They are red-skinned horrors with magical athames that feed their users&#039; lust for blood and life. Asrapas become enraged at the loss of their own blood and rarely rout in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=350&lt;br /&gt;
|name=Summon Se&#039;irim&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H23&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2074&lt;br /&gt;
|description=With a sacrifice of blood, the caster summons five Se&#039;irim from the desert. The Se&#039;irim are goat-demons begotten by Azazel, Bringer and Taker of Civilization. The Se&#039;irim are sacred to Avvim and the Horim have encountered them in the desert and mistakenly worship them as lords of the wild. The spell can only be cast in wastelands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=511&lt;br /&gt;
|name=Bind Jaguar Fiends&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H16&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1356&lt;br /&gt;
|description=The Ozelotl is a sacred jaguar fiend of the Mictlan forests. It is summoned and bound by human sacrifice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1402&lt;br /&gt;
|name=Bind Serpent Fiends&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 526&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a few Serpent Fiends. Serpent Fiends are bat-winged, serpent-like demons summoned from the Abyss. Their bite is highly venomous.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1406&lt;br /&gt;
|name=Bind Storm Demon&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 632&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Storm Demon. Storm Demons are devils of the tempest realm. The bodies of the Storm Demons consist partly of storm clouds. They are ethereal and can unleash blasts of infernal lightning upon their enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1408&lt;br /&gt;
|name=Blood Fecundity&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 94&lt;br /&gt;
|description=The mage performs a great blood ceremony in order to increase the fertility of the land. The growth scale of the province will be increased for as long as the ritual lasts. The spell lasts longer if more slaves are sacrificed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1403&lt;br /&gt;
|name=Blood Lust&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 128&lt;br /&gt;
|description=By sacrificing blood, the mage awakens the blood lust of demons, giving them increased strength during battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1407&lt;br /&gt;
|name=Call Lesser Horror&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H2&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Call Horror, value -6&lt;br /&gt;
|description=The caster sacrifices human blood to attract a few Lesser Horrors. Horrors will feed off the fear and suffering of dying soldiers and will continue to attack until everyone is slain. The horror will appear at the edge of the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=551&lt;br /&gt;
|name=Feast for Ghuls&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H16&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3479&lt;br /&gt;
|description=Sorcerers skilled in blood magic can invite demonic beings of the desert to join him in a grisly feast. A number of Ghuls are summoned and bound to servitude. Ghuls are monstrous beings related to the Jinnun of the deserts. They haunt graveyards and remote deserts where they waylay travelers and feed upon their flesh. Ghuls are spiritual beings with hyena heads and ass&#039;s hooves. They are able to change their shape and take physical form, although they can never change their hooves. Ghuls are almost unkillable, and only if you strike it down in one blow will it die permanently. If it is not killed outright it will revert to its spiritual hyena-headed form. Ghuls are demonic in nature and can be banished by servants of the Divine.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1404&lt;br /&gt;
|name=Hell Ride&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cloud Trapeze, value 1&lt;br /&gt;
|description=The caster summons a swarm of imps and commands them to carry him to a distant province with haste. Although supernaturally fast the imps are not very strong and can&#039;t lift anything heavier than a human. While the imps are faster than normal fliers they cannot teleport and can have the path blocked by impassable mountains, cave walls or the Sea of Ice global enchantment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1405&lt;br /&gt;
|name=Hellfire&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage, value 1008&lt;br /&gt;
|description=The caster opens a channel to the Inferno through which the dark flames of the sulphur lake pour. Those burned by the hellish flames will suffer infernal pains.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=577&lt;br /&gt;
|name=Summon Rakshasa Warriors&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H21&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1737&lt;br /&gt;
|description=Rakshasas are black-skinned demon ogres of the wild forests. They feast on the flesh of monkeys and men and are greatly feared. Rakshasas have ravenous appetites and are best kept well fed. Most Rakshasas are found in the demon kingdom of Lanka, but some are summoned by unscrupulous monkey sorcerers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=351&lt;br /&gt;
|name=Summon Shedim&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H28&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2073&lt;br /&gt;
|description=With a sacrifice of blood, the caster summons three Shedim from the desert. The Shedim are winged, ox-headed storm demons and possibly servants of Pazuzu roaming the wastelands. The spell can only be cast in wastelands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1415&lt;br /&gt;
|name=Awaken Dark Vines&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 330&lt;br /&gt;
|description=The caster spills sacrificial blood in the depths of dark forests to awaken forces that have slept since the coming of man. Dark Vines are huge beasts composed of roots, vines and blood-drenched moss.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1414&lt;br /&gt;
|name=Bind Demon Knight&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 489&lt;br /&gt;
|description=The caster sacrifices several blood slaves to summon and bind a Demon Knight to his service. The Demon Knight is an armored demon riding a demonic steed with glowing red eyes. Demon Knights are horrible to behold and their mere presence will cause panic among weaker troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1459&lt;br /&gt;
|name=Bind Incubus&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H66&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 4053&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind an Incubus, or demon lover. Incubi have the appearance of handsome naked men with leathery bat-wings. They are able to enter the dreams of women to seduce and corrupt their souls. An Incubus that successfully seduces an enemy commander will take her from her bed and fly her home to his master where she will serve until she dies. The victim of the seduction might give birth to a Cambion Progeny.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1412&lt;br /&gt;
|name=Bind Succubus&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H66&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 811&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Succubus, or demon lover. Succubi have the appearance of beautiful naked women with leathery bat-wings. They are able to enter the dreams of men to seduce and corrupt their souls. A Succubus that successfully seduces an enemy commander will take him from his bed and fly him home to her master where he will serve until he dies. The Succubus will collect the semen of her victim to engender a Cambion Progeny.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1411&lt;br /&gt;
|name=Bloodletting&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H4&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Drain Life, value 1&lt;br /&gt;
|description=With this arduous spell, the mage tries to drain blood from everyone on the battlefield. All drained blood will be added to the mage&#039;s life force.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=512&lt;br /&gt;
|name=Contact Civateteo&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H36&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1422&lt;br /&gt;
|description=The mage-priest sits at a crossroads or in a graveyard for a week. After seven days, a Civateteo will appear. The mage persuades her to serve the Hungry God. Civateteo are noblewomen who died in childbirth and are called back to haunt the living. They are dressed in dark tattered robes and their faces and arms are covered with white chalk. They are shriveled and terrible to behold. They have priestly powers as well as skills in the dark arts.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1409&lt;br /&gt;
|name=Hellbind Heart&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The caster binds an enemy soul to his service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1410&lt;br /&gt;
|name=Horde from Hell&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H44&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value 303&lt;br /&gt;
|description=The caster sends a horde of Imps led by a Devil to a distant province. The horde remains after battle and may continue to wreak havoc in neighboring provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1418&lt;br /&gt;
|name=Rain of Toads&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 6&lt;br /&gt;
|description=The caster creates a horrible omen, turning the falling rain in a target province into toads. The target province will suffer from unrest and misfortune. Soldiers stationed in the province will risk becoming diseased when dead toads fester in the wells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1416&lt;br /&gt;
|name=Send Lesser Horror&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H14&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Temporary units), value -6&lt;br /&gt;
|description=The caster contacts and forces one or a few Lesser Horrors to attack a distant province. The Lesser Horrors will try to annihilate any army not hiding inside a fortress before disappearing. Dealing with horrors is not without risk however and the caster of this ritual might attract some unwanted attention.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=552&lt;br /&gt;
|name=Summon Ghulah&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H31&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3481&lt;br /&gt;
|description=The caster summons and binds a Ghulah to his service. The Ghulah is a female ghul. They share the traits and appetites of male ghuls, but they are also skilled sorcerers and are by far more feared than their male counterparts. Ghulahs use their shapeshifting tricks to come close to and kill unsuspecting men and feast upon their flesh. Although they are skilled shapeshifters they cannot alter the shape of their ass&#039;s hooves and they hide their feet with long white gowns. When they are wounded they revert to their hyena-headed beastly form, dressed in tattered rags.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=543&lt;br /&gt;
|name=Summon Ifrit&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H58&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3372&lt;br /&gt;
|description=Afarit are powerful Jinnun born from smokeless flame. Endowed with exceptional physical and magical might they are arrogant and cruel and might be perceived as outright evil. Once rulers of the magical kingdom of Ubar the Afarit were scattered and lost when the magic of the world dwindled and died. Now, with magic scarce, the Afarit are drawn to the smell of sacrificial blood. Afarit are spiritual beings and are invisible until they manifest. When wounded they reveal their true form, ablaze with smokeless flame, a pure green and yellow fire of incredible heat. Afarit are attuned to magic and are stronger in provinces where magic is strong.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1417&lt;br /&gt;
|name=Summon Illearth&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H2&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3756&lt;br /&gt;
|description=The caster summons an Earth Elemental to aid him in a battle. The earth elemental will be corrupted by the use of blood to summon it and the result is known as an illearth elemental. Illearth elementals are just as strong as real earth elementals and the blood gives them power to regenerate wounds even faster. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=578&lt;br /&gt;
|name=Summon Sandhyabalas&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1743&lt;br /&gt;
|description=The Sandhyabalas, Strong-in-Twilight, are demon ogres of the night. They can only be summoned at dusk and their powers are greatest in darkness. Sandhyabalas are demon warriors of great renown, but they are even more vulnerable to fire than other Rakshasas. They wield magical moon blades that cause additional harm to magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1413&lt;br /&gt;
|name=Wrath of Pazuzu&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 14&lt;br /&gt;
|description=The caster unleashes an infernal tempest from the realm of Pazuzu upon a province. The storm is anything but natural and Shedim, servants of Pazuzu, can be heard bellowing in the gale. The storm causes unrest and devastation upon a province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1424&lt;br /&gt;
|name=Bind Ice Devil&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H88&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 1&lt;br /&gt;
|description=The Blood mage sacrifices several blood slaves to contact and bind one of the six Ice Devils. Each Ice Devil is the ruler of one of the six icy realms of Kokytos, the cold lands of the Inferno. Their large bodies are composed of ice and they are constantly surrounded by a wind of infernal cold. Ice Devils are powerful mages of Water, but it is their physical might that sets them apart as generals of the Infernal wars.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=513&lt;br /&gt;
|name=Bind Tzitzimitl&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1483&lt;br /&gt;
|description=Tzitzimitl are demons of the Stellar Spheres. Once they rebelled against the Celestial Divinities and were thrown down to the Terrestrial Sphere. Here, they found worshipers in the people of Mictlan. With the awakening of the Bloodthirsty Lord, the Star Demons became sacred messengers and servants. Tzitzimitl are glowing blue man-scorpions with crowns and girdles that radiate stellar light. They have feathered arms that let them fly. In battle, the Star Demons unleash bolts of stellar power that kill those with tender souls.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1421&lt;br /&gt;
|name=Blood Rain&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 112&lt;br /&gt;
|description=Blood pours down over the battlefield, lowering everyone&#039;s morale.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1425&lt;br /&gt;
|name=Blood Rite&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H11&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 405&lt;br /&gt;
|description=The caster curses a human thrall with vampirism. The vampire is invulnerable to mundane weapons. It is also immortal and will be reborn in its master&#039;s citadel, should it be killed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1426&lt;br /&gt;
|name=Call Horror&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H3&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Call Horror, value -7&lt;br /&gt;
|description=The caster sacrifices human blood to attract a Horror. The being will feed on the fear and suffering of dying soldiers and will continue to attack everyone on the battlefield until all are dead. The horror will appear at the edge of the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=344&lt;br /&gt;
|name=Call Melqart&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H99&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2267&lt;br /&gt;
|description=The Melqart is a Rephaite king of a city. Once the Rephaim all lived in Hinnom, but when the Berytians founded colonies near Ashdod, they were influenced by Rephaites and began to worship the Rephaite kings as gods. Now most Berytian colonies have a great temple to a Melqart god, praying for its eventual arrival. With this ritual the Blood mage will summon a Melqart to help the empire of Berytos.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=514&lt;br /&gt;
|name=Contact Tlahuelpuchi&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H42&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1558&lt;br /&gt;
|description=The mage-priest collects a newborn child and ventures into the woods to attract a Tlahuelpuchi and propose a pact. Tlahuelpuchi are bloodsucking witches who are able to take animal shape. In animal form, they stalk villages and wait for newborn babies, their favorite food, to be left alone. When a Tlahuelpuchi finds such a child, she transforms back to human shape and gorges on the blood of the newborn. Tlahuelpuchi can be persuaded to use their skills to get close to men of influence and assassinate them. They can perform a strange ritual in which they remove their feet and start flying. They use this ability to travel swiftly and far. Tlahuelpuchi are creatures of the night and have perfect darkvision. In animal shape, their stealth is unsurpassed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1419&lt;br /&gt;
|name=Harm&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1000&lt;br /&gt;
|description=This spell causes severe damage to the victims&#039; chests and stomachs. The unfortunate victims will start to cough up blood and will most likely never fully recover from the harm done to them. Inanimate beings are immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=500&lt;br /&gt;
|name=Illwinter&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5 W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H120&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 44&lt;br /&gt;
|description=The caster sacrifices the blood of innocent virgins in an attempt to revive the old Rimtursar, ancient giants of terrible might and the ancestors of the Jotun. The giants are slow to awaken but their presence will cause blizzards, wolf attacks and severe cold all over the world. The Illwinter is the most feared of all omens and unrest will increase worldwide.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1422&lt;br /&gt;
|name=Infernal Disease&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon - Assassination, value 1662&lt;br /&gt;
|description=This ritual starts with a month of scribing complex magic symbols and eventually culminates with the sacrifice of five young girls. When the ritual is finished, a Disease Demon is bound and ordered to attack an enemy commander wherever in the world the caster chooses. The demon is very deadly and should be a sure way to kill an enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1420&lt;br /&gt;
|name=Rejuvenate&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Age Caster, value -10&lt;br /&gt;
|description=The mage drenches himself in the blood of ten young girls in an attempt to become younger. Each offered girl will make the caster one year younger.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1423&lt;br /&gt;
|name=Ritual of Five Gates&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H33&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 88&lt;br /&gt;
|description=The demonologist inscribes a pentagram on the floor of his summoning chamber and opens a gate in each point of the star. Fiends from five infernal realms enter this world simultaneously in an attempt to prevent forces from the other gates from emerging. Trapped by the pentagram, all five are bound by the demonologist for a lifetime and a day.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1460&lt;br /&gt;
|name=Soul Transaction&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The caster tries to buy the soul and servitude of the target with the promise to protect him from his former masters. If the persuasion is successful the target is granted invisibility by infernal forces as he tries to leave the battle. If he successfully leaves the battle he will join his new master. The spell is difficult to resist magically, but those of strong morals are rarely affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=579&lt;br /&gt;
|name=Summon Dakini&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H81&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1714&lt;br /&gt;
|description=The Dakini is a bloodthirsty apparition of vengeance from the Nether Realms. It is a sky dancer and divine messenger banished to the Nether Realms in ages past for serving as a divine acolyte of a bloodthirsty Pretender. Dakinis share their old mistress&#039; appetites and can be summoned by the sacrifice of innocents. Their flaying daggers are enchanted to drain the life of their victims. The Dakini is a powerful Blood mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=544&lt;br /&gt;
|name=Summon Shaytan&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H73&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3373&lt;br /&gt;
|description=The Shayatin are malign Jinnun, spiritual beings born from smokeless flame. Once they served the Sultans of Ubar with their silver tongues and crafty lies. As masters of manipulation they led the enemies of Ubar astray. When magic started to drain from the world they blamed mankind and convinced their Sultans to wage war upon humanity. When the magic of Ubar dwindled and the Jinnun were forgotten they scattered and hid in remote areas where they seek vengeance upon men. Shayatin are masters of lies and can corrupt and lead the most loyal servant away from his master. Shayatin are pure-blooded Jinnun and share their traits, such as invisibility, glamour and a strong connection with magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=499&lt;br /&gt;
|name=Winter&#039;s Call&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H86&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 844&lt;br /&gt;
|description=The caster sacrifices blood to summon a Herald of the Eternal Winter. A Niefel Jarl, a frost giant of an earlier era, is drawn into this world to serve the maker of the Illwinter. This ritual is only castable if the global enchantment Illwinter is active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1429&lt;br /&gt;
|name=Bind Arch Devil&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H99&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 2&lt;br /&gt;
|description=The Blood mage sacrifices several blood slaves to contact and bind one of the five Arch Devils to serve him. Arch Devils are the lords of the fiery regions of the Inferno. Winged and powerful, they lead the armies of the Inferno. They wield terrible weapons and can use their barbed tails to lash out at enemies, but it is their skill with Fire magic that makes them truly fearsome. Arch Devils radiate heat and are impervious to flames. Once an Arch Devil dies, it returns whence it came and can be summoned once again.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1433&lt;br /&gt;
|name=Blood Moon&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H7 S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 128&lt;br /&gt;
|description=By making an enormous blood sacrifice when both the stars and the moon are right, it is possible to imbue the moon with the power of the blood. The moon will turn red as blood and as long as it is visible in the night sky, performing blood magic during the night will be much easier. The moon turning red is a powerful sign of misfortune and that will be felt in the entire world. All blood mages will start to perform their rituals under the moon at night and have their power increased for rituals and blood hunting. The moon will not have any effect in caves, underwater or if there is no night, e.g. in the presence of two suns.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=515&lt;br /&gt;
|name=Contact Onaqui&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H101&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1360&lt;br /&gt;
|description=The priest ventures into the depths of the Mictlan forests and makes a pact with an Onaqui. The Onaqui is a beast, half-man and half-animal, which feeds on human hearts. Onaqui are powerful Blood mages and dark sorcerers. They are accompanied by a swarm of Beast Bats that grows in the Dominion of the Dark Lord.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1432&lt;br /&gt;
|name=Dome of Corruption&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 68&lt;br /&gt;
|description=The caster seals a pact with Horrors. The Horrors create a dome that protects the province from most spells that originate from outside the warded province. Trying to cast a spell through this dome is very dangerous and might drive the casting mage insane. A good side effect of the dome is that it exudes magic and will raise the magic scales of the province considerably, making it easy for mages to do their research. The pact has a downside too, which will become apparent to mages living under the dome. The creators of the dome will occasionally attack and consume a mage. The dome will dissolve instantly if the caster of this ritual dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1430&lt;br /&gt;
|name=Father Illearth&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H105&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 5&lt;br /&gt;
|description=The Blood mage spills sacrificial blood on the ground to awaken Pedoseion, the fallen King of Elemental Earth. The spirit is horribly tainted by the blood and has lost some of its connection with the Earth. In return, however, Pedoseion has gained knowledge of the power and cravings of Blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1427&lt;br /&gt;
|name=Leech&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Drain Life, value 1024&lt;br /&gt;
|description=The mage drains the life force of a small group of enemies. The life force drained will be used to heal and reinvigorate the mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1428&lt;br /&gt;
|name=Plague of Locusts&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H88&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value 2794&lt;br /&gt;
|description=After sacrificing eight and eighty slaves a chasm smoking with sulfur opens in a distant land. From the infernal pit demon locusts swarm forth to bring destruction and heresy. Demonic Locusts appear as giant locusts with crowned human heads and scales of brass and iron. Their shrill angelic voices can be heard for miles and their words are those of false prophets and rebellious demagogues. A swarm of Demonic Locusts will quickly decrease dominion in a province unless dealt with.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1434&lt;br /&gt;
|name=Purify Blood&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 288230376151711744&lt;br /&gt;
|description=The entire army is purified and protected from poisons for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=485&lt;br /&gt;
|name=Reascendance&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H88&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 626&lt;br /&gt;
|description=By sacrificing enough blood, the caster shatters the infernal prison of a Fallen Angel, allowing it to reascend to the Earthly Spheres. The Fallen Angel will gladly serve its liberator and will use all its powers to further his goals. The Angel was a powerful user of Fire magic before its fall from grace. Now it has learned to use Blood magic as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1431&lt;br /&gt;
|name=Send Dream Horror&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 12&lt;br /&gt;
|description=The caster sends a Defiler of Dreams to attack a distant province. The Dream Horror will project nightmares and feed on the emotional distress of its victims. Unrest will increase in the province until the Horror is found and slain. Dealing with horrors is not without risk however and the caster of this ritual might attract some unwanted attention.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=580&lt;br /&gt;
|name=Summon Samanishada&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1744&lt;br /&gt;
|description=The Samanishadas, Night Walkers, are demon assassins of great renown. They can only be summoned at dusk and their powers are greatest in darkness. They wield magical moon blades and duskdaggers that will cut through all armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1438&lt;br /&gt;
|name=Bind Heliophagus&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H111&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 3&lt;br /&gt;
|description=The Blood mage sacrifices several blood slaves to contact and bind one of the four Heliophagii to serve him. Winged and powerful, the Heliophagii lead the armies of the Abyss. They are composed of darkness, but their claws and horns are golden and enchanted. Their ability to become invisible in shadows makes them truly horrible. Heliophagii are skilled in Blood magic. Once a Heliophagus dies, it returns to the Abyss and can be summoned once again.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1440&lt;br /&gt;
|name=Blood Vortex&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H166&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 87&lt;br /&gt;
|description=This horrifying ritual creates the blood vortex. A churning pool of polluted blood that roars horrible yet terribly alluring songs. The song of the vortex is heard by all mortals in the world, whispering sweet melodies of death and carnage, beckoning all people to come bask in its crimson presence. Its song is especially strongly felt by those whose blood is suitable for blood rituals, summoning them to the site of the ritual. The mortals that enter its presence stare dumbfounded on the waves and swirls in the vortex, or throw themselves heedlessly to drown in the bloody swirls. The master of the ritual then collects suitable victims to use in other rituals. Eventually, when no life is left in the world around the vortex, it dries out and dies. Provinces with strong influences of order will be less affected by the beckoning and those with strong turmoil influences will be more drawn to the vortex.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1442&lt;br /&gt;
|name=Claws of Kokytos&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H2&lt;br /&gt;
|range=35&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Planeshift Other, value -13&lt;br /&gt;
|description=A gate is opened and the target is instantly thrown into Kokytos, the icy realm of Devils. This effect cannot be resisted by any means and being sent to Kokytos means certain death for most mortals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1444&lt;br /&gt;
|name=Curse of Blood&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H96&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 404&lt;br /&gt;
|description=The caster creates a Vampire Lord by cursing the blood of a suitable human servant. The Vampire Lord is an immortal being of great magic power able to enslave humans with their powerful presence.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1435&lt;br /&gt;
|name=Damage Reversal&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Set Effect Value (1) if lower, value 1064&lt;br /&gt;
|description=This spell will bring the ultimate protection for a mage in battle. Whenever the mage is wounded, the damage is transferred to the one who tried to wound him. Magic resistance might prevent this from taking effect, so the mage is not fully invulnerable. This method of protection is also rumored to be used by some of the most powerful and magically attuned beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1443&lt;br /&gt;
|name=Horror Seed&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Horror Seed, value 9&lt;br /&gt;
|description=A Horror is sent to possess a far away enemy. The Horror hides its true self and spreads its evil ways, marking and cursing soldiers in the province. The most horrible ability of the possessing Horror is to infect living soldiers with Parasitic Horrors. These Parasitic Horrors sooner or later break the mind and body of their host, transforming them into full fledged Horrors. Should the host of the Master Horror be slain, the true Horror will manifest and attack everything alive.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1445&lt;br /&gt;
|name=Improved Cross Breeding&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cross Breeding, value 1&lt;br /&gt;
|description=Hundreds of different creatures from mice to humans are magically cross-bred and grown in an effort to produce a powerful monster. Most offspring die early, but some survive and are bound to serve their creator. Luck is required to breed the more powerful creatures.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1441&lt;br /&gt;
|name=Infernal Prison&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H2&lt;br /&gt;
|range=35&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Planeshift Other, value -12&lt;br /&gt;
|description=A gate is opened and the target is instantly thrown into the Inferno, the realm of Devils. This effect cannot be resisted by any means and being sent to the Inferno means certain death for most mortals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1437&lt;br /&gt;
|name=Life for a Life&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue99, H1&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 5025&lt;br /&gt;
|description=The Blood mage sacrifices a virgin and in exchange one of his foes on the battlefield is slain. Inanimate beings are immune to this spell, everyone else will take severe and irresistible damage from it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=516&lt;br /&gt;
|name=Rain of Jaguars&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H6 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1356&lt;br /&gt;
|description=The Ozelotl is a sacred jaguar fiend of the Mictlan forests. This spell summons and binds a number of jaguar fiends by using a formidable human sacrifice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1436&lt;br /&gt;
|name=Rush of Strength&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 128&lt;br /&gt;
|description=By sacrificing a blood slave, all friendly units receive increased physical strength for the duration of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=583&lt;br /&gt;
|name=Summon Daitya&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H45&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3663&lt;br /&gt;
|description=Daityas are handsome demon-titans of ancient times. Together with the Danavas they led the Rakshasas in a great war against the Devatas and Gandharvas of Kailasa. The demon armies were defeated and the Daityas and Davanas were banished to the Nether Realms where they made themselves lords and kings. With this ritual they can be summoned to serve a new God on its path to ascendancy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=582&lt;br /&gt;
|name=Summon Danavas&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1767&lt;br /&gt;
|description=Danavas are demon titans of ancient times. After the great wars with the Devatas of Kailasa, they were banished to the Nether Realms, where they made themselves kings. With this ritual they can be summoned to serve a new God on its path to ascendancy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=581&lt;br /&gt;
|name=Summon Mandeha&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H133&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 20&lt;br /&gt;
|description=The Mandehas are three huge and horrible Rakshasa brothers intent on one goal and one goal only: To gobble up the sun and plunge the world into eternal slumber. As eternal enemies of the sun, they are surrounded by perpetual darkness, for the rays of the sun fear them. The Mandehas are huge, monstrous beings with great wings, horns and burning red eyes. Their hatred for the sun comes with a price. All fires recognize them for what they are and will burn them severely. Anyone fighting with the Mandeha will soon suffer from its will to plunge the world into slumber and fall asleep.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1439&lt;br /&gt;
|name=Three Red Seconds&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H120&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 25&lt;br /&gt;
|description=The caster summons a horde of Imps and commands them to raise a fortress. In three red seconds, a mighty citadel is built in a province of the caster&#039;s choice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1456&lt;br /&gt;
|name=Astral Corruption&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H6 S6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H166&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 57&lt;br /&gt;
|description=This horrible ritual is the cause of Blood magic being banned in ancient times. With an awesome sacrifice, the fabric of astral space becomes tainted with blood. All spell casting uses the tainted Arcana and attracts the attention of Horrors. Every time a non-Blood magic ritual is cast, a magic item is forged or a mage is empowering himself, there is a chance that a Horror will follow the arcane flow and attack the mage. The more gems spent the greater the chance of attracting a horror.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1450&lt;br /&gt;
|name=Bind Demon Lord&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H150&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 10&lt;br /&gt;
|description=The Blood mage performs a beastly ritual, sacrificing vast numbers of slaves in an attempt to contact and bind one of the Demon Lords. There are but a few of these infernal rulers and their powers are shrouded in mystery.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1448&lt;br /&gt;
|name=Forces of Darkness&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 88&lt;br /&gt;
|description=The caster summons and binds several Fiends of Darkness. Fiends of Darkness are coal-black demons summoned from the Abyss with human sacrifices. They fight with venomous claws and have bat-like wings. Fiends of Darkness are stealthy and able to hide in the night.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1453&lt;br /&gt;
|name=Forces of Ice&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 449&lt;br /&gt;
|description=The caster summons and binds several Frost Fiends. Frost Fiends are devils of Kokytos, the icy realms of the Inferno. In the constant wars of their home plane, the Frost Fiends are feared by all fiery devils. Frost Fiends wear robes of woven ice and are constantly surrounded by an icy wind. They wield ice rods and can unleash blasts of infernal cold upon their enemies. Frost Fiends are more powerful in cold provinces and weaker in hot lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1454&lt;br /&gt;
|name=Infernal Crusade&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 489&lt;br /&gt;
|description=The caster summons and binds several Demon Knights. Demon Knights are armored demons riding demonic steeds with glowing red eyes. Demon Knights are horrible to behold and their mere presence will cause panic among weaker troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1451&lt;br /&gt;
|name=Infernal Forces&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 304&lt;br /&gt;
|description=The caster summons and binds several Devils and twenty Imps. Devils are infernal beings of great strength. They are born in the fires of the Inferno and are impervious to heat and flame. Their glowing bodies radiate heat and bat-like wings grow from their shoulders. They are armed with a trident and their barbed tail can sting opponents in close combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1446&lt;br /&gt;
|name=Infernal Fumes&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H40&lt;br /&gt;
|range=&lt;br /&gt;
|area=50%&lt;br /&gt;
|effect=Fires from Afar, value 1006&lt;br /&gt;
|description=This ritual opens up a way for the hot infernal gases trapped under the depths, to make their way into the sea. The blood and earth mage casting the ritual will guide the fumes to just where the enemy forces are camping. The gases are blisteringly hot and deadly poisonous to most living beings. The mage will also get a vision of the effect taking place.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1452&lt;br /&gt;
|name=Infernal Tempest&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5 A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 632&lt;br /&gt;
|description=The caster unleashes an infernal tempest. With the gale come several Storm Demons bent on wreaking havoc. The caster binds them to his service before they can destroy his laboratory. Storm Demons are devils of the tempest realm. The bodies of the Storm Demons consist partly of storm clouds. They are ethereal and can unleash blasts of infernal lightning upon their enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=357&lt;br /&gt;
|name=Release Lord of Civilization&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H177&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 14&lt;br /&gt;
|description=The caster performs a vast sacrifice of blood to release one of the six Grigori from their infernal prison. The Grigori, or Watchers, were angelic beings who taught the forbidden lore of civilization, warcraft and magic to the Avvim at the dawn of time. The Grigori are still worshiped by the Avvim as bringers of civilization and fathers of the Nephilim.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1455&lt;br /&gt;
|name=Send Horror&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Temporary units), value -7&lt;br /&gt;
|description=The caster contacts and forces a Horror to attack a distant province. The Horror will annihilate any army that is not hiding inside a fortress before disappearing. Dealing with horrors is not without risk however and the caster of this ritual might attract some unwanted attention.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1449&lt;br /&gt;
|name=The Looming Hell&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H150&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 42&lt;br /&gt;
|description=Devils will appear in the dreams of some unfortunate enemies whenever they try to sleep. These Devils, through various threats, will try to persuade their victims to sell their souls and join in the killing of their own commander. The strength of the threats depends on the strength of the God&#039;s Dominion, but extreme courage is always required to defy the Devils. The Devils are totally powerless if they are unable to persuade any victims, which may well happen should the enemy commander be more feared than they are.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=407&lt;br /&gt;
|name=Anathema&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=50&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 2&lt;br /&gt;
|description=The unholy priest curses an enemy priest or a small group of holy enemy units. The cursed ones have a greatly increased chance of obtaining permanent afflictions if they are wounded.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=378&lt;br /&gt;
|name=Apostasy&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The unholy priest corrupts the faith of an enemy priest or sacred soldier. The apostate will join forces with the caster and his priestly powers will be tainted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=410&lt;br /&gt;
|name=Apostasy&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The unholy priest corrupts the faith of an enemy priest or sacred soldier. The apostate will join forces with the caster and his priestly powers will be tainted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=202&lt;br /&gt;
|name=Ashes to Ashes&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Damage, value 3001&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=201&lt;br /&gt;
|name=Banishment&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Damage, value 3001&lt;br /&gt;
|description=With this prayer the priest smites undead beings with the power of his God. The undead will take damage unless they manage to resist the banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=200&lt;br /&gt;
|name=Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=5+10/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer can be used to bless the priest or a group of sacred warriors. Blessed units receive increased morale and additional powers if their God is powerful enough to claim a divine title.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=240&lt;br /&gt;
|name=Claim Life&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 20&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. Anyone affected but surviving this smite will have a chest wound for the rest of their life.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=210&lt;br /&gt;
|name=Decree of the Underworld&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Damage, value 3001&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest targets undead beings with the power of his God. A large number of undead beings will take damage unless they manage to resist the banishment. Undead beings with their minds intact may find themselves unable to resist the decree and act erratically.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=220&lt;br /&gt;
|name=Divine Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This is the same as the Blessing prayer, except that it affects all holy units on the entire battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=243&lt;br /&gt;
|name=Divine Channeling&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 91&lt;br /&gt;
|description=The priest channels the divine might of his God onto the battlefield. All friendly priests of low power have their priest skill increased for the duration of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=297&lt;br /&gt;
|name=Earth-touching Sign&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1 E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=242&lt;br /&gt;
|name=Fanaticism&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Temporary Morale Boost, value 1&lt;br /&gt;
|description=This prayer has the same effect as Sermon of Courage, but it affects all friendly units on the entire battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=295&lt;br /&gt;
|name=Fear-not Sign&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32776&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=209&lt;br /&gt;
|name=Final Rest&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest calls upon the life-giving powers of his God to restore the natural order and destroy undead beings. The prayer will destroy undead beings outright unless they manage to resist the banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=222&lt;br /&gt;
|name=Heavenly Fire&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=228&lt;br /&gt;
|name=Heavenly Strike&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=219&lt;br /&gt;
|name=Holy Avenger&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4194304&lt;br /&gt;
|description=Any harm done to the casting priest will result in a divine bolt striking in the midst of the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=218&lt;br /&gt;
|name=Holy Word&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Stun/Fascinate, value 100&lt;br /&gt;
|description=With a holy word from the next true God the priest is able to stun a sacred warrior of a false pretender.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=298&lt;br /&gt;
|name=Meditation Sign&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remove Fatigue (?), value 15&lt;br /&gt;
|description=The monks of Jomon have for centuries used five hand gestures representing the five peaceful aspects of the Lord. The meditation sign allows the monk to focus his mind on the divine principle and purify his spirit from weariness.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=419&lt;br /&gt;
|name=Power of the Grave&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=423&lt;br /&gt;
|name=Power of the Reborn King&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=The Tomb King fills all his subjects with ancient power. The effect is identical to Power of the Grave but this prayer affects all undead beings in the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=382&lt;br /&gt;
|name=Power of the Sepulchre&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=The Ermorian priest makes his undead subjects dance and twitch with the power of the Unholy Sepulchre. All undead beings on the battlefield will get increased movement speed and attack skill.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=414&lt;br /&gt;
|name=Power of the Shadelands&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=The Lemurian priest infuses the undead with the power of the shadelands. All undead beings on the battlefield get increased movement speed and attack skill.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=418&lt;br /&gt;
|name=Protection of the Grave&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=420&lt;br /&gt;
|name=Protection of the Grave&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=381&lt;br /&gt;
|name=Protection of the Sepulchre&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to most undead beings on the battlefield. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=413&lt;br /&gt;
|name=Protection of the Shadelands&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, a Lemurian priest grants magic resistance to most undead beings on the battlefield. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=206&lt;br /&gt;
|name=Pull from the Grave&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Damage, value 3001&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest targets undead beings with the Chthonian power of his God. A large number of undead beings will take damage unless they manage to resist the banishment. They might also be pulled into the ground and buried.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=204&lt;br /&gt;
|name=Purifying Water&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=3+3/lvl&lt;br /&gt;
|effect=Damage, value 1001&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest smites undead beings with the purifying power of his God. A large number of undead beings will take severe damage unless they manage to resist the banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=214&lt;br /&gt;
|name=Return of the Past&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=4+4/lvl&lt;br /&gt;
|effect=Damage, value 1001&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest releases the memories of life upon undead beings. A large number of undead beings will take damage unless they manage to resist the banishment. Undead beings with their minds intact are haunted by the memories of their previous lives and their souls are shredded.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=421&lt;br /&gt;
|name=Royal Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=The Tomb King fills all his subjects with ancient power. The effect is identical to Power of the Grave but this prayer affects several undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=422&lt;br /&gt;
|name=Royal Protection&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, a Tomb King grants magic resistance to most of his undead subjects. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=208&lt;br /&gt;
|name=Sacred Wind&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=10+5/lvl&lt;br /&gt;
|effect=Damage, value 1&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest unleashes a wind that is harmful to undead beings. The wind will cover a large area and any undead within it will take damage unless they manage to resist the banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=216&lt;br /&gt;
|name=Sermon of Courage&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Temporary Morale Boost, value 1&lt;br /&gt;
|description=Soldiers&#039; morale is increased with the help of this prayer. This prayer can also reduce the negative morale effects from spells and monsters that cause fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=221&lt;br /&gt;
|name=Smite&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=217&lt;br /&gt;
|name=Smite Demon&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 5005&lt;br /&gt;
|description=This prayer will make a divine bolt strike down from the sky and deliver massive damage to a demon who fails to resist the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=212&lt;br /&gt;
|name=Stellar Decree&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=4+4/lvl&lt;br /&gt;
|effect=Damage, value 1001&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest smites undead beings with the power of his celestial God. A large number of undead beings will take damage and stop in their tracks unless they manage to resist the banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=232&lt;br /&gt;
|name=Syllable of Death&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. This prayer is imbued with death and anyone affected will die instantly or at least be fatigued from resisting the death.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=294&lt;br /&gt;
|name=Teaching Sign&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1 N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 128&lt;br /&gt;
|description=The monks of Jomon have for centuries used five hand gestures representing the five peaceful aspects of the Lord. The teaching sign allows the monk to use the pure knowledge of the divine principle, increasing his esoteric skills.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=374&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=377&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=380&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=405&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=409&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=412&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=372&lt;br /&gt;
|name=Unholy Command&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=An unholy priest commands an enemy undead being to serve him.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=403&lt;br /&gt;
|name=Unholy Command&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=An unholy priest commands an enemy undead being to serve him.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=375&lt;br /&gt;
|name=Unholy Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=379&lt;br /&gt;
|name=Unholy Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=406&lt;br /&gt;
|name=Unholy Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=411&lt;br /&gt;
|name=Unholy Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=373&lt;br /&gt;
|name=Unholy Protection&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=376&lt;br /&gt;
|name=Unholy Protection&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=404&lt;br /&gt;
|name=Unholy Protection&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=408&lt;br /&gt;
|name=Unholy Protection&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=224&lt;br /&gt;
|name=Watery Death&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=296&lt;br /&gt;
|name=Welcome Sign&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The monks of Jomon have for centuries used five hand gestures representing the five peaceful aspects of the Lord. The welcoming sign allows the monk to reach out to the unwary with the comfort of the divine hearth. Enemies that perceive the gesture abandon their misdirected allegiances and turn their efforts to the true Lord.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=238&lt;br /&gt;
|name=Word of Bewilderment&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. Anyone surviving this smite will risk being confused for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=230&lt;br /&gt;
|name=Word of Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. Anyone surviving this smite will still risk being paralyzed for a long time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=226&lt;br /&gt;
|name=Word of Stone&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. Anyone surviving this smite will risk being petrified as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=235&lt;br /&gt;
|name=Word of Thorns&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 5&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. This prayer is imbued with nature and vines will rise from the ground and drag the target with its sharp thorns, causing severe bleeding in the process.&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Module:Cost&amp;diff=10343</id>
		<title>Module:Cost</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Module:Cost&amp;diff=10343"/>
		<updated>2026-05-15T19:46:56Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Fix cost rendering for multi-digit values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local p = {}&lt;br /&gt;
&lt;br /&gt;
local pathNames = {&lt;br /&gt;
	F = &#039;Fire&#039;,&lt;br /&gt;
	A = &#039;Air&#039;,&lt;br /&gt;
	W = &#039;Water&#039;,&lt;br /&gt;
	E = &#039;Earth&#039;,&lt;br /&gt;
	S = &#039;Astral&#039;,&lt;br /&gt;
	D = &#039;Death&#039;,&lt;br /&gt;
	N = &#039;Nature&#039;,&lt;br /&gt;
	G = &#039;Glamour&#039;,&lt;br /&gt;
	B = &#039;Blood&#039;,&lt;br /&gt;
	H = &#039;Holy&#039;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local labelNames = {&lt;br /&gt;
	fatigue = &#039;fatigue&#039;,&lt;br /&gt;
	gems = &#039;gems&#039;,&lt;br /&gt;
	gold = &#039;gold&#039;,&lt;br /&gt;
	res = &#039;resources&#039;,&lt;br /&gt;
	resources = &#039;resources&#039;,&lt;br /&gt;
	rec = &#039;recruitment points&#039;,&lt;br /&gt;
	recruit = &#039;recruitment points&#039;,&lt;br /&gt;
	cmd = &#039;commander points&#039;,&lt;br /&gt;
	commander = &#039;commander points&#039;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local function span(class, title, contents)&lt;br /&gt;
	return tostring(mw.html.create(&#039;span&#039;)&lt;br /&gt;
		:addClass(class)&lt;br /&gt;
		:attr(&#039;title&#039;, title)&lt;br /&gt;
		:wikitext(contents))&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderGem(path, amount, class, size)&lt;br /&gt;
	local name = pathNames[path] or path&lt;br /&gt;
	local file = string.format(&#039;[[File:Gem_%s.png|%s|link=|alt=%s gem]]&#039;, path, size, name)&lt;br /&gt;
	local root = mw.html.create(&#039;span&#039;)&lt;br /&gt;
		:addClass(class)&lt;br /&gt;
		:addClass(class .. &#039;--gem&#039;)&lt;br /&gt;
		:attr(&#039;title&#039;, name .. &#039; gems&#039;)&lt;br /&gt;
		:wikitext(file)&lt;br /&gt;
	root:tag(&#039;span&#039;)&lt;br /&gt;
		:addClass(class .. &#039;__amount&#039;)&lt;br /&gt;
		:wikitext(amount)&lt;br /&gt;
	return tostring(root)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderLabel(kind, amount, class)&lt;br /&gt;
	local label = labelNames[kind] or kind&lt;br /&gt;
	return span(class .. &#039; &#039; .. class .. &#039;--&#039; .. kind, label, amount .. &#039; &#039; .. label)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.render(frame)&lt;br /&gt;
	local raw = frame.args[1] or &#039;&#039;&lt;br /&gt;
	local class = frame.args.class or &#039;domwiki-cost&#039;&lt;br /&gt;
	local size = frame.args.size or &#039;18x18px&#039;&lt;br /&gt;
	local output = {}&lt;br /&gt;
&lt;br /&gt;
	raw = mw.text.trim(raw:gsub(&#039;,&#039;, &#039; &#039;))&lt;br /&gt;
	for token in raw:gmatch(&#039;%S+&#039;) do&lt;br /&gt;
		local path, amount = token:match(&#039;^([FAWESDNGBH])(%d+)$&#039;)&lt;br /&gt;
		if path then&lt;br /&gt;
			table.insert(output, renderGem(path, amount, class, size))&lt;br /&gt;
		else&lt;br /&gt;
			local key, value = token:match(&#039;^([%a_]+)=(%-?%d+)$&#039;)&lt;br /&gt;
			if not key then&lt;br /&gt;
				key, value = token:match(&#039;^([%a_]+)(%-?%d+)$&#039;)&lt;br /&gt;
			end&lt;br /&gt;
			if key then&lt;br /&gt;
				table.insert(output, renderLabel(key, value, class))&lt;br /&gt;
			else&lt;br /&gt;
				table.insert(output, token)&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return table.concat(output, &#039; &#039;)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Spells&amp;diff=10342</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Spells&amp;diff=10342"/>
		<updated>2026-05-15T19:42:08Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Render spell costs through Lua module&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;templatestyles src=&amp;quot;Spell/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
{{DISPLAYTITLE:Spells}}&lt;br /&gt;
&lt;br /&gt;
Dominions 6 spells. This table is generated from the Dom6Inspector export in &amp;lt;code&amp;gt;gamedata/spells.csv&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;spell-list-filter domwiki-filter&amp;quot; data-target=&amp;quot;.spell-list&amp;quot; data-filter-fields=&amp;quot;school:School:All schools|research:Research:All levels|path:Path:All paths|type:Type:All types&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable spell-list&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! School&lt;br /&gt;
! Research&lt;br /&gt;
! Paths&lt;br /&gt;
! Type&lt;br /&gt;
! Cost&lt;br /&gt;
! Range&lt;br /&gt;
! Area&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=364&lt;br /&gt;
|name=Call Ephor&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2845&lt;br /&gt;
|description=The humans of Therodos were struck hardest by the cataclysm. Those who survived the initial blast drowned when the land sank underneath the waves. Once dead their shattered souls were barred from entering the underworld and their ghosts remained in the sunken lands they once inhabited, unaware of their undead state of existence. The Ephoroi were once magistrates and leaders of the human population of Therodos. They presided over religious ceremonies where the Meliai were not present. Now they are the leaders of the ghostly realm of the drowned dead, serving the Hekaterides and their Meliai daughters as they did before the fall. The Ephoroi are able to call human spectres to fill the ranks of the ghostly armies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=365&lt;br /&gt;
|name=Call Spectral Philosopher&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D11&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2846&lt;br /&gt;
|description=The humans of Therodos were struck hardest by the cataclysm. Those who survived the initial blast drowned when the land sank underneath the waves. Once dead their shattered souls were barred from entering the underworld and their ghosts remained in the sunken lands they once inhabited, unaware of their undead state of existence. In the blessed lands of the Telkhines there were little hardship for the privileged and some humans were able to spend their days thinking and debating with each other. The ghosts of these men still linger and their voices can be heard in the shattered agoras of ancient Therodos. Their conclusions on the subject of magic will contribute to the research of the nation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=697&lt;br /&gt;
|name=Cave Collapse&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=&lt;br /&gt;
|requirement=&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=10%&lt;br /&gt;
|effect=Damage, value 20&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=291&lt;br /&gt;
|name=Greater Hannya Pact&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Polymorph Caster, value 1432&lt;br /&gt;
|description=The Chunari seals a second and final pact with the Oni Kings, giving up the last shreds of humanity to become a true Hannya. The Hannya gains further powers in death and fire magic. A fiery aura and a serpent tail are also given to her to remind her of who her true masters are.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=290&lt;br /&gt;
|name=Hannya Pact&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Polymorph Caster, value 3070&lt;br /&gt;
|description=The Namanari seals a pact with the Oni Kings, giving up her humanity to become a Chunari. The Chunari gains powers in death and fire magic and a demonic nature. Jealous and greedy for power a Chunari will sooner or later strengthen her pact with her masters losing her humanity altogether.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=385&lt;br /&gt;
|name=Revive Acolyte&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 256&lt;br /&gt;
|description=The necromancer revives an ancient and unholy priest. The Priests of Eldregate were responsible for performing the ceremonies in the Holy City of Eldregate. When the Dusk Elders succumbed to the dark lure of Death magic, the Priests of Eldregate sat silent and watched the Empire fall. As a result, they were cursed more strongly than the rest of the population and are the ones who perform the unholy rites of reanimation. The Priests of Eldregate are surrounded by a wind of numbing cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=387&lt;br /&gt;
|name=Revive Arch Bishop&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D23&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 258&lt;br /&gt;
|description=The necromancer revives an ancient and unholy priest. The Priests of Eldregate were responsible for performing the ceremonies in the Holy City of Eldregate. When the Dusk Elders succumbed to the dark lure of Death magic, the Priests of Eldregate sat silent and watched the Empire fall. As a result, they were cursed more strongly than the rest of the population and are the ones who perform the unholy rites of reanimation. The Priests of Eldregate are surrounded by a wind of numbing cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=386&lt;br /&gt;
|name=Revive Bishop&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D16&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 257&lt;br /&gt;
|description=The necromancer revives an ancient and unholy priest. The Priests of Eldregate were responsible for performing the ceremonies in the Holy City of Eldregate. When the Dusk Elders succumbed to the dark lure of Death magic, the Priests of Eldregate sat silent and watched the Empire fall. As a result, they were cursed more strongly than the rest of the population and are the ones who perform the unholy rites of reanimation. The Priests of Eldregate are surrounded by a wind of numbing cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=384&lt;br /&gt;
|name=Revive Censor&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 260&lt;br /&gt;
|description=The necromancer revives an Ermorian Censor. The Censors were judges in the Old Empire. They are armed as Lictors and share their powers and weaknesses. Censors are commanders, able to lead the dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=389&lt;br /&gt;
|name=Revive Dusk Elder&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 253&lt;br /&gt;
|description=The necromancer revives the spectre of an ancient Ermorian mage. The mages of Ermor were the ones who performed the rituals that corrupted and destroyed the old empire. The mages do not possess solid bodies, but their spirits are connected to the Netherworld and their powers of Death magic are greater than ever before. The touch of these mages will drain the life energy of the target and replenish the power of the mage. They are ethereal and are very difficult to harm without using magic weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=402&lt;br /&gt;
|name=Revive Grand Lemur&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2335&lt;br /&gt;
|description=A Grand Lemur is the spirit of an ancient Scelerian Grand Thaumaturg that has been brought back from the Underworld. The thaumaturgs were the leading mage priests of the empire and the architects of the scelerian death cult. The souls of these powerful Lemures have broken the cycle of death and rebirth and will return from the Land of the Dead if slain in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=400&lt;br /&gt;
|name=Revive Lemur Acolyte&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D11&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2333&lt;br /&gt;
|description=A Lemur Acolyte is the spirit of an ancient Scelerian Acolyte that has been brought back from the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=397&lt;br /&gt;
|name=Revive Lemur Centurion&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 678&lt;br /&gt;
|description=A Lemur Centurion is the spirit of an ancient Scelerian Centurion that has been brought back from the Underworld. The Centurions were commanders of the Scelerian legions before the fall.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=399&lt;br /&gt;
|name=Revive Lemur Consul&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 679&lt;br /&gt;
|description=A Lemur Consul is the spirit of an ancient Scelerian Consul that has been brought back from the Underworld. Able commanders and powerful priests, the Consuls were influential Senators chosen to command the legions of Sceleria. The souls of these powerful Lemures have broken the cycle of death and rebirth and will return from the Land of the Dead if slain in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=398&lt;br /&gt;
|name=Revive Lemur Senator&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 680&lt;br /&gt;
|description=A Lemur Senator is the spirit of an ancient Scelerian Senator that has been brought back from the Underworld. The Senators were the political and religious leaders of Sceleria and they rarely led armies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=401&lt;br /&gt;
|name=Revive Lemur Thaumaturg&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2334&lt;br /&gt;
|description=A Lemur Thaumaturg is the spirit of an ancient Scelerian Thaumaturg that has been brought back from the Underworld. The thaumaturgs were the leading mage priests of the empire and the architects of the scelerian death cult.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=383&lt;br /&gt;
|name=Revive Lictor&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 259&lt;br /&gt;
|description=The necromancer revives an Ermorian Lictor. The Lictors were dignitaries entrusted with keeping the order during the Empire&#039;s glory days. Lictors are corporeal undead of great physical strength. They are armored with rusty plate hauberks and wield great axes formerly used as a sign of their office. Lictors are so closely connected with the Netherworld that they are surrounded by a wind of numbing cold. If revived by a necromancer wearing a Black Laurel, three additional Lictors will reawaken from the dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=396&lt;br /&gt;
|name=Revive Shadow Tribune&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 681&lt;br /&gt;
|description=The spirit of an old Ermorian Tribune is brought back through a Soul Gate. The Tribune was a representative of the people in old times.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=388&lt;br /&gt;
|name=Revive Spectator&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 254&lt;br /&gt;
|description=The necromancer revives the spectre of an ancient Ermorian mage. The mages of Ermor were the ones who performed the rituals that corrupted and destroyed the old empire. The mages do not possess solid bodies, but their spirits are connected to the Netherworld and their powers of Death magic are greater than ever before. The touch of these mages will drain the life energy of the target and replenish the power of the mage. They are ethereal and are very difficult to harm without using magic weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=534&lt;br /&gt;
|name=Call Ancestor&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1363&lt;br /&gt;
|description=The spirit of a deceased ancestor is called to the battle. Ancestors are sacred, but while they can influence fortunes of the living, they have few other powers useful in large battles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=529&lt;br /&gt;
|name=Celestial Servant&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 903&lt;br /&gt;
|description=This spell summons a Celestial Servant who is loyal to the Empire. The Celestial Servant is a gardener or servitor of the Celestial Sphere. It has the appearance of an obese pig-man. Celestial Servants are very strong, but not very skilled as warriors. They arm themselves with rakes and do not carry armor. Celestial Servants do not need food of this world to survive, but they do love to eat, and they have huge appetites. One Celestial Servant will eat as much food as seven ordinary men.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=925&lt;br /&gt;
|name=Shadow Servant&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 434&lt;br /&gt;
|description=The Shadow Servant is a creature made out of solid darkness. It is stealthy and is often used to scout enemy provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=924&lt;br /&gt;
|name=Spirit Curse&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 2&lt;br /&gt;
|description=The caster summons a malign spirit from the underworld and coerces it to curse an enemy. In return, it is set free to wreak havoc on the living. The spirit never joins battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=921&lt;br /&gt;
|name=Summon Animals&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Animals, value 403&lt;br /&gt;
|description=The caster summons several animals and binds them to his service. Different animals answer the call in different terrains.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=919&lt;br /&gt;
|name=Summon Cave Grubs&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2526&lt;br /&gt;
|description=In the deep caverns of the earth strange worms and crawling beasts can be found. The Cave Grubs are huge larvae with highly corrosive saliva able to dig through the earth and stone of the under-earth. Their tunnels are used by the Pale ones and other cave dwellers. Cave Grubs have weak minds and are easy to control and compel with magic, but they need magical leadership. They are sometimes summoned to be used in sieges.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=923&lt;br /&gt;
|name=Summon Crocodiles&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2185&lt;br /&gt;
|description=This ritual summons a few crocodiles and has them assist in battles. Crocodiles are not well suited to fight against humans, but their bite can still be deadly for soldiers who are neither well armored nor fast enough to evade.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=504&lt;br /&gt;
|name=Summon Jaguar Toads&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1359&lt;br /&gt;
|description=Great toads are found in the deep forests of Mictlan. The reddish, spotted Jaguar Toad is highly revered as it wears the coat of the jaguar, the most sacred of all animals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=587&lt;br /&gt;
|name=Summon Kappa&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1482&lt;br /&gt;
|description=The Kappa is a scaled humanoid with a turtle shell on its back. It is a being of water and haunts rivers and wild coasts. The Kappa has a water-filled depression on the top of its head. If this water is spilled, it loses its strength. In battles on dry land, the Kappa will gain fatigue until unconscious. It is also a master of Koppo, the bone breaking technique. The Kappa is also able to mend broken bones if it suffers injury.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=586&lt;br /&gt;
|name=Summon Ko-Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1260&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=922&lt;br /&gt;
|name=Summon Sea Dogs&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1064&lt;br /&gt;
|description=Life underneath the waves corresponds in many ways to that on dry land. The Sea Dog is a dog with webbed feet and fish scales instead of fur. Sea Dogs are amphibious and roam the shorelines at night.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=920&lt;br /&gt;
|name=Tangle Vines&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=Vines will ensnare anyone in the targeted area. The ensnared victims cannot move or attack anyone until they have destroyed the vines holding them. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=933&lt;br /&gt;
|name=Awaken Algae Men&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2976&lt;br /&gt;
|description=The mage awakens some Algae Men and persuades them to serve him. Algae Men are masses of corals, algae and other kinds of seaweed in the general form of a humanoid. Algae Men will return to their slumbering state if left without magic leadership on the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=932&lt;br /&gt;
|name=Awaken Vine Men&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 361&lt;br /&gt;
|description=The mage awakens some Vine Men and persuades them to serve him. Vine Men are masses of roots, vines and moss in the general form of a humanoid. Vine Men will return to their slumbering state if left without magic leadership on the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=584&lt;br /&gt;
|name=Host of Ganas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1764&lt;br /&gt;
|description=Ganas are ghostly warriors serving the Daityas of the Nether Realms. They can be summoned by dark magic and coerced into servitude.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=935&lt;br /&gt;
|name=Pack of Wolves&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 284&lt;br /&gt;
|description=The caster summons a pack of ferocious wolves and binds them to service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=390&lt;br /&gt;
|name=Revive Wailing Lady&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 255&lt;br /&gt;
|description=The necromancer revives the spectre of an Ermorian lady. The Wailing Lady weeps in lamentation over the annihilation of the Empire. The apparition is horrible to behold and her sorrow impossible to bear. Living beings drop dead upon hearing the wail of the spectral Lady. The Wailing Ladies are ethereal and difficult to damage with non-magical weapons. They are sacred and can be blessed by the priests of Ermor. Wailing Ladies can enter the sea.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=315&lt;br /&gt;
|name=Summon Abysian Ancestors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1971&lt;br /&gt;
|description=The Anathemant summons the spirits of ancient Abysian warriors. These spirits are surrounded by ethereal flames and are sacred to the humanbred population.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=588&lt;br /&gt;
|name=Summon Ao-Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1264&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=438&lt;br /&gt;
|name=Summon Black Dogs&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1769&lt;br /&gt;
|description=The caster summons a pack of Black Dogs. Black Dogs are large, black fay hounds that roam desolate highlands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=926&lt;br /&gt;
|name=Summon Fire Ants&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2225&lt;br /&gt;
|description=This ritual summons a bunch of extremely large fire ants. The ants are larger than horses and a lot more dangerous. Unfortunately they are also dumber than horses and need a mage to control them in order to be useful.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=927&lt;br /&gt;
|name=Summon Hawk&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Edge of Battlefield Summon, value 517&lt;br /&gt;
|description=The caster shrieks and soon a Black Hawk will appear on the battlefield. Black Hawks are not very powerful, but they might distract advancing enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=936&lt;br /&gt;
|name=Summon Horned Serpents&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 403&lt;br /&gt;
|description=The mage ventures into a sandy desert to summon and bind several Horned Serpents. The Cerastes are large, venomous serpents that hide beneath the sands in order to surprise their prey.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=589&lt;br /&gt;
|name=Summon Karasu Tengus&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1478&lt;br /&gt;
|description=The Karasu Tengu is a sacred being of the wild and the winds. It has the appearance of a man with the head, wings and feet of a crow. It is a mischievous being and often harasses humans who dare pass beneath its nest. Tengu are masters of swordsmanship and legends tell of heroes who have been trained by Tengu swordmasters. All Tengu have power over the winds and weather and can fly during storms and unleash lightning upon their enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=934&lt;br /&gt;
|name=Summon Killer Mantis&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2226&lt;br /&gt;
|description=This ritual summons a bunch of giant killer mantis. These beasts are as large as fully grown moose and they are well equipped to kill with their amazing speed and sharp claws. In addition to being dangerous, they are also very stupid and need a mage in order to control them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=930&lt;br /&gt;
|name=Summon Ogres&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2135&lt;br /&gt;
|description=The caster summons a group of Ogres and convinces them to serve. Ogres are large, strong and stupid humanoids that find humans delicious.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=931&lt;br /&gt;
|name=Summon Shades&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 676&lt;br /&gt;
|description=The caster summons a group of Shades to serve him. Shades are dark spirits from the Shade Lands between the land of the living and the Underworld. They are ethereal and able to drain the strength of living beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=322&lt;br /&gt;
|name=Summon Simargl&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1947&lt;br /&gt;
|description=The caster summons a Simargl. The Simargl is a strange winged dog from the lands of Rus. It is sometimes summoned by mages to aid in hunts and patrols.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=317&lt;br /&gt;
|name=Summon Spectral Infantry&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1656&lt;br /&gt;
|description=This spell will summon the spirits of a few formidable Abysian warriors who have died in battle. These spirits are called Smoulderghosts and are even fiercer fighters now that they have died.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=928&lt;br /&gt;
|name=Summon Storm Power&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8192&lt;br /&gt;
|description=During a storm, this spell can be used to channel the power of the storm through the mage. This enables the mage to cast more powerful Air magic spells. This spell only works during a storm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=929&lt;br /&gt;
|name=Summon Water Power&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 524288&lt;br /&gt;
|description=The mage gathers power from the surrounding water to enable him to cast more powerful Water magic spells. This spell can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=937&lt;br /&gt;
|name=Tapestry of Dreams&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 138&lt;br /&gt;
|description=The caster conjures the dreams and memories of a distant land and weaves them into a tapestry that reveals what transpires in the province. The tapestry will dissolve over a month, but can be made to last longer if additional gems are used in the casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=957&lt;br /&gt;
|name=Ambush of Tigers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1140&lt;br /&gt;
|description=The caster summons an ambush of Tigers and binds them to service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=622&lt;br /&gt;
|name=Awaken Shard Wights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2509&lt;br /&gt;
|description=Shard Wights are reanimated Pale Ones taken from their final resting places to serve a Ktonian necromancer or an Oracle of the Ancients as guardians or company. Since the Breaking of the Seal it is no longer difficult to coerce the spirits of the dead, and shards of enchanted obsidian can be found near the Chamber of the Broken seal. These shards are crafted into cursed weapons and given to the Shard Wights.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=609&lt;br /&gt;
|name=Barathrus Pact&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3741&lt;br /&gt;
|description=An Agarthan Oracle ventures down to the Roots of the Earth and seals a pact with Barathrus, the King of Deeper Earth. The Oracle is granted a couple of Earth Elementals that will serve him in the surface world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=600&lt;br /&gt;
|name=Bind Penumbral&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2497&lt;br /&gt;
|description=An Oracle of the Dead ventures down to the deeper reaches of Agartha and the Chamber of the Seal to summon and bind a Penumbral. Penumbrals are shadow beings resembling Pale Ones with elongated faces and drooling mouths. Agarthan legends claim that they are the souls of those who sacrificed themselves to seal the Chamber. The disturbing fact that they have become more numerous has led some to believe that the Seal is weakening.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=940&lt;br /&gt;
|name=Bind Scorpion Beast&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 524&lt;br /&gt;
|description=The caster summons and binds a huge scorpion. The Scorpion Beast has a mighty stinger, which is poisonous and can pierce even the thickest armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=536&lt;br /&gt;
|name=Call Cyclops Tribe&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3381&lt;br /&gt;
|description=There are in Ind many strange men. Large men, small men, and men with eyes in the back. There are also Cyclopses living in Magnificent Ind. Groups of these giants can be contacted and convinced to serve the Prester King.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=945&lt;br /&gt;
|name=Call Krakens&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 438&lt;br /&gt;
|description=Summons several huge octopoid beasts to serve the caster. The beasts are aquatic and cannot leave the sea.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=959&lt;br /&gt;
|name=Call of the Wild&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value 284&lt;br /&gt;
|description=Summons a werewolf and a large pack of wolves in a distant land. The werewolf is under the command of its summoner.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=942&lt;br /&gt;
|name=Call of the Winds&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value 517&lt;br /&gt;
|description=Summons a Great Hawk, along with a large flock of Black Hawks, in a province far away. Great Hawks are intelligent and can command troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=963&lt;br /&gt;
|name=Conjure Phantasmal Wolves&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3625&lt;br /&gt;
|description=The caster conjures Phantasmal Wolves to aid him in battle. Phantasmal Wolves are beings of the Dreamwild, made of memories, dreams and legends. They surpass ordinary wolves in every way, but are not real. However, they can interact with creation if conjured with glamour magic. They are insubstantial and difficult to harm with physical weapons. Phantasms cannot hold on to reality for long and will disperse when the battle is over. If cast under water phantasmal sea dogs will appear instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=300&lt;br /&gt;
|name=Contact Bakeneko&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3268&lt;br /&gt;
|description=The caster contacts and makes a deal with a Bakeneko, a ghost cat of Shinuyama. The Bakeneko is a cat that has lived for decades and developed shapeshifting abilities and magical powers. Some are prone to setting things on fire, others reanimate dead corpses to use in their nefarious schemes. Bakeneko are attuned to magic and their powers are greater in lands of magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=325&lt;br /&gt;
|name=Contact Sirin&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1945&lt;br /&gt;
|description=The caster contacts a Sirin and persuades it to aid him. The Sirin is a magical half-woman, half-bird of Rus. It has the head and chest of a woman and the body and lower parts of a dark bird. The Sirin is a most sinister being. It can speak with the voice of saints and entice men, tell them of future fortunes and lure them into lifelong slavery.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=262&lt;br /&gt;
|name=Curse Tablet&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Curse, value 2&lt;br /&gt;
|description=With the emergent interest in the fate of souls in Arcoscephale, necromantic practices have emerged. While most Orphic Mystics try to find the mysteries of a blessed afterlife, some less scrupulous individuals have used the new insights to command the newly dead. With this ritual the necromancer approaches the grave of a newly dead and places a tablet on it. The soul of the dead one is prevented from transmigrating or finding rest until it has performed the curse on the tablet. The spirit will travel to a distant province and curse a commander before finding final rest.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=952&lt;br /&gt;
|name=Dark Knowledge&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 5&lt;br /&gt;
|description=The caster summons a spirit of the Underworld and coerces it to reveal knowledge of sites of Death in a distant province. The spell can not be used to find magic in enemy provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=530&lt;br /&gt;
|name=Heavenly Rivers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 904&lt;br /&gt;
|description=The Demon of Heavenly Rivers is a violent Celestial being sprung from heavenly rivers. It has the appearance of a furious blue-skinned ogre with wild red hair. The demon is armed with a great club and wears an enchanted necklace made from the skulls of men unfortunate enough to try to cross a river guarded by the demon. Demons of Heavenly Rivers are sacred and amphibious.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=958&lt;br /&gt;
|name=Herd of Buffaloes&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3009&lt;br /&gt;
|description=This ritual summons a herd of buffaloes and makes them loyal to the caster. Buffaloes are strong and fierce and can be quite aggressive when they perceive a threat to their herd. Buffaloes are held in high esteem in the ancient lands of Ur, but there are other cultures that also revere their great strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=340&lt;br /&gt;
|name=Herd of Elephants&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2398&lt;br /&gt;
|description=This ritual summons a herd of elephants and makes them loyal to the caster. Elephants are devastating when released upon enemy armies, but if they flee they will trample through the ranks of their own side as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1466&lt;br /&gt;
|name=Herd of Moose&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1084&lt;br /&gt;
|description=The caster summons a herd of Moose and binds them to his service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=391&lt;br /&gt;
|name=Lictorian Guard&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 259&lt;br /&gt;
|description=This spell summons a handful of Lictors. Lictors are sacred and were the peacekeepers of the Old Empire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=938&lt;br /&gt;
|name=Phoenix Power&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 262144&lt;br /&gt;
|description=This spell enables the mage to cast more powerful Fire spells and also grants him resistance to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=951&lt;br /&gt;
|name=Power of the Spheres&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 128&lt;br /&gt;
|description=This spell makes the caster more powerful in the elemental and sorcery paths of magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=956&lt;br /&gt;
|name=Pride of Lions&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 628&lt;br /&gt;
|description=The caster summons a pride of Great Lions and binds them to his service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=954&lt;br /&gt;
|name=Revive Bane&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 185&lt;br /&gt;
|description=With this ritual, the necromancer revives a Bane and binds him to service. The Bane is armed with a Bane Blade. Banes are the generals of the Underworld and are able to lead large numbers of undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=605&lt;br /&gt;
|name=Revive Cavern Wights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1501&lt;br /&gt;
|description=Since the planning of the War under the Sun some Oracles of the Dead have begun experimenting with summoning of the dead. With this ritual an Oracle of the dead summons the souls of a few Pale Ones and makes them repossess their mummified bodies. The corpses of Pale Ones are entombed and well cared for and their souls are generally calm. Reviving them is remarkably difficult and time consuming. So far no one has tried to awaken the soul of an ancient Pale One.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=953&lt;br /&gt;
|name=Revive Wights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 533&lt;br /&gt;
|description=With this ritual, the necromancer revives a small group of Wights and binds them to serve. Wights are armed with horrible Bane Blades that cause mortal flesh to decay and shrivel.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=608&lt;br /&gt;
|name=Rhuax Pact&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 640&lt;br /&gt;
|description=An Oracle of Subterranean Fires ventures down to the Roots of the Earth and seals a pact with Rhuax, the King of Magma. The Oracle is granted a group of Magma Children that will serve him in the surface world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=436&lt;br /&gt;
|name=Sleep Vines&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=Strange vines with purple flowers will emerge from the ground. The vines will ensnare and exhaust anyone in the targeted area. The ensnared victims cannot move or attack anyone until they have destroyed the vines holding them. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=955&lt;br /&gt;
|name=Sloth of Bears&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 694&lt;br /&gt;
|description=The caster summons a sloth of Great Bears and binds them to service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=281&lt;br /&gt;
|name=Sounder of Boars&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1807&lt;br /&gt;
|description=The caster, often a Gutuater, summons a sounder of Great Boars. Great Boars are almost as heavy as an ox and are sacred to the people of Marverni.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=590&lt;br /&gt;
|name=Summon Aka-Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1266&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=943&lt;br /&gt;
|name=Summon Amphiptere&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1412&lt;br /&gt;
|description=The caster summons an Amphiptere. The Amphiptere is a huge winged serpent. It can fly and its breath is poisonous.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=555&lt;br /&gt;
|name=Summon Angiri&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3666&lt;br /&gt;
|description=Angiris are sun-born warriors that left this world ages ago. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer. Angiris are resistant to fires and are blessed with an Aura of Splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=557&lt;br /&gt;
|name=Summon Apsaras&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1332&lt;br /&gt;
|description=Apsaras are divine nymphs that have left this world ages ago. They serve the Celestial Gods as untiring dancers and singers. They are sometimes summoned by the calls of the monkey people living on the sacred mountain where the worlds lie closer. Apsaras are blessed with an aura of splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=321&lt;br /&gt;
|name=Summon Bears&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3003&lt;br /&gt;
|description=The Great Bear is a magnificent and sacred creature. This ritual summons an entire sloth of Great Bears.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=961&lt;br /&gt;
|name=Summon Bog Beasts&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 578&lt;br /&gt;
|description=The mage summons and binds a few Bog Beasts. Bog Beasts are large poison-spitting creatures surrounded by the noxious fumes they breathe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=947&lt;br /&gt;
|name=Summon Cave Cows&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2512&lt;br /&gt;
|description=The mage ventures down into a deep cavern to summon and bind a herd of Cave Cows. Cave Cows are strange beings from the under-earth that feed on fungi and minerals. Its saliva is highly corrosive and can dissolve rocks and minerals. Cave Cows can only be summoned in cave provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=950&lt;br /&gt;
|name=Summon Cave Crab&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2514&lt;br /&gt;
|description=The Cave Crab resembles an ordinary crab, only larger than a horse instead of a lot smaller than one. It has a thick outer skeleton and one enormous claw that is capable of pinching through just about anything. The Cave Crab is usually not aggressive but wise beings leave it alone as it scuttles along sideways in the caverns. The crab feeds mainly on fungi and dead cave beings, but if presented with the opportunity it might very well produce a few extra dead cave beings to feed on later. With this ritual the mage summons one of the giant crabs and makes it ready to be released upon an enemy army.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=474&lt;br /&gt;
|name=Summon Condors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2694&lt;br /&gt;
|description=The Condor is sacred to the people of Nazca. It is considered a messenger of the sun and herald of storms. The sacred bird is sometimes summoned by the Sun Kings to aid armies or to patrol the lands. No other bird can soar at such heights, thus Condor scouts are rarely seen and almost impossible to catch.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=439&lt;br /&gt;
|name=Summon Cu Sidhe&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1770&lt;br /&gt;
|description=The caster summons a pack of Cu Sidhe. Cu Sidhe are huge, dark green fay hounds from the Land of the Ever Young. They are sacred.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=948&lt;br /&gt;
|name=Summon Earthpower&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4096&lt;br /&gt;
|description=The Earth will lend its endurance to the mage. All Earth spells will be less demanding to cast and the mage will be constantly invigorated by the Earth&#039;s power.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=962&lt;br /&gt;
|name=Summon Fay Folk&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -26&lt;br /&gt;
|description=The caster summons a group of Fay Folk. Fay Folk are small fay creatures from the Dreamwild who occasionally appear on the fringes of civilized lands. Few Fay Folk look alike, and many have animal features, but all fay are able to use glamour and their true appearance is rarely what it seems. Like all fay they are vulnerable to iron.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=323&lt;br /&gt;
|name=Summon Firebird&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1946&lt;br /&gt;
|description=The caster summons a Firebird. The Firebird is a legendary bird with a brightly glowing plumage. It lives in the far wilderness of Rus and is often sought by heroes for its ability to bring good fortune.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=495&lt;br /&gt;
|name=Summon Glosos&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D13&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2363&lt;br /&gt;
|description=The caster travels to a graveyard and summons the vile sows known as Glosos and binds them to his service. The Gloso or Glow Sow is a horrible dark boar with glowing eyes and razor sharp bristles on its back. They live in ancient dolmens or graveyards where they sharpen their bristles by scrubbing them against the gravestones. Glosos fight by running at its target and slicing him with the bristles on its back.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=501&lt;br /&gt;
|name=Summon Glosos&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2363&lt;br /&gt;
|description=The caster travels to a graveyard and summons the vile sows known as Glosos and binds them to his service. The Gloso or Glow Sow is a horrible dark boar with glowing eyes and razor sharp bristles on its back. They live in ancient dolmens or graveyards where they sharpen their bristles by scrubbing them against the gravestones. Glosos fight by running at its target and slicing him with the bristles on its back.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=505&lt;br /&gt;
|name=Summon Jaguars&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 859&lt;br /&gt;
|description=The caster summons a pack of Jaguars and binds them to service. Jaguars are feared and revered as the great hunters of the forest. They are sacred to the people and sacred warriors don jaguar hides.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=591&lt;br /&gt;
|name=Summon Konoha Tengus&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1479&lt;br /&gt;
|description=This spell summons a handful of Konoha Tengu, sacred beings of the mountain winds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=941&lt;br /&gt;
|name=Summon Lesser Air Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3727&lt;br /&gt;
|description=The caster summons a Lesser Air Elemental to aid him in battle. Air Elementals can fly and can send enemies flying through the air. They are very difficult to harm. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=949&lt;br /&gt;
|name=Summon Lesser Earth Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3743&lt;br /&gt;
|description=The caster summons a Lesser Earth Elemental to aid him in battle. Earth Elementals are robust and regenerate damage. They can trample enemies or strike with mighty fists. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=939&lt;br /&gt;
|name=Summon Lesser Fire Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3719&lt;br /&gt;
|description=The caster summons a Lesser Fire Elemental to aid him in a battle. Fire Elementals are difficult to harm and dangerous to be near. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=944&lt;br /&gt;
|name=Summon Lesser Water Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3735&lt;br /&gt;
|description=The caster summons a Lesser Water Elemental to aid him in battle. Water Elementals are quick and crush enemies regardless of their armor. Elementals shrink when they are hit by powerful strikes. Water Elementals summoned in cold climates will be composed of ice. Ice Elementals are stronger but slower than Water Elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=358&lt;br /&gt;
|name=Summon Mazzikim&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2072&lt;br /&gt;
|description=The caster summons a group of Mazzikim from the wild. Mazzikim are imps of the wild who terrorize unwary travelers. They are mischievous rather than malign, but can cause some havoc in enough numbers. Since they are of this world, they can be summoned without a sacrifice of blood, even if demonic by nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=556&lt;br /&gt;
|name=Summon Nagas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1319&lt;br /&gt;
|description=Nagas are semi-divine serpent beings of the Nether World of Patala. They are sacred, can see in the dark and breathe under water. They are sprung from the Underworld and are skilled in metalworking and gem crafting. Naga warriors don gilded armor set with gleaming jewels that shine in the dark.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=299&lt;br /&gt;
|name=Summon Okami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3264&lt;br /&gt;
|description=The caster summons a pack of Okami, supernatural wolves of Shinuyama. In the enchanted forests of Mount Shinuyama live animals gifted with supernatural longevity and magic abilities. When an animal gets older and wiser it becomes increasingly more powerful. The Okami is a magical wolf of Shinuyama gifted with longevity and magical strength. Many Okami are benevolent and they sometimes follow travelers and protect them from harm. The Okami is attuned to magic and its powers are greater where magic is strong.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=601&lt;br /&gt;
|name=Summon Penumbrals&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2497&lt;br /&gt;
|description=An Oracle or a Ktonian Necromancer ventures down to the deeper reaches of Agartha and the Chamber of the Broken Seal to summon and bind a Penumbral. Penumbrals are shadow beings resembling Pale Ones with elongated faces and drooling mouths. They are the tortured souls of those who died in the Breaking of the Seal. Penumbrals are not at all as rare as they were before the Breaking and the rituals needed to bind them are more easily performed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=518&lt;br /&gt;
|name=Summon Sacred Scorpion&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2690&lt;br /&gt;
|description=The dark realm of Xibalba is home to many horrors. Among the more numerous are scorpions of all sizes. The largest and most ancient of the creatures are considered sacred and are summoned forth by the Chilan cave priests.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=960&lt;br /&gt;
|name=Summon Sea Lions&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1063&lt;br /&gt;
|description=Life underneath the waves corresponds in many ways to that on dry land. The Sea Lion is a great aquatic lion with a fish tail instead of hind quarters. It is a ferocious predator.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1468&lt;br /&gt;
|name=Summon Unseelie Folk&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -26&lt;br /&gt;
|description=The caster summons a group of Unseelie Fay Folk. Fay Folk are small fay creatures from the Dreamwild who occasionally appear on the fringes of civilized lands. In the frozen forests of the world the Fay reflect the cold and hostile nature of the dreamwild. Few Fay Folk look alike, and many have animal features, but all fay are able to use glamour and their true appearance is rarely what it seems. Like all fay they are vulnerable to iron.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=946&lt;br /&gt;
|name=Summon Yetis&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2231&lt;br /&gt;
|description=The caster summons a group of Yeti from the mountains. The Yeti is a huge ape-like monster of the mountain glaciers. Yetis are gifted with magical strength and are always surrounded by by icy winds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=986&lt;br /&gt;
|name=At the End of the Rainbow&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 7&lt;br /&gt;
|description=The caster conjures dreams from beyond the Gate of Horn to find what lies hidden at the End of the Rainbow. All sites of glamour in the targeted province are revealed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=493&lt;br /&gt;
|name=Awaken Draugar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2190&lt;br /&gt;
|description=The Draug is a corporeal undead van. They are incredibly strong and can change their size at will or if they are wounded. Draugar stink of decay and rotting flesh and are surrounded by ice cold winds. With this ritual a few Draugar are coerced to leave their mounds and kill the enemies of the realm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=497&lt;br /&gt;
|name=Awaken Jotun Draugar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3193&lt;br /&gt;
|description=The Draug is a corporeal undead Jotun Giant. They are incredibly strong and can change their size at will or if they are wounded. Draugar stink of decay and rotting flesh and are surrounded by ice cold winds. With this ritual a few Draugar are coerced to leave their mounds and kill the enemies of the realm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=981&lt;br /&gt;
|name=Awaken Vine Ogres&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 362&lt;br /&gt;
|description=The mage awakens a group of Vine Ogres and persuades them to serve him. The Vine Ogre is a strange creature composed of roots, vines and moss. They have the general form of a large humanoid. Vine Ogres will return to their slumbering state if there are no commanders on the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=496&lt;br /&gt;
|name=Brood of Garm&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1309&lt;br /&gt;
|description=The caster summons a pack of the huge wolves that roam the Jotun forests. The wolves are sacred and their howls can scare even a giant.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=352&lt;br /&gt;
|name=Call Malakh&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2056&lt;br /&gt;
|description=The caster calls down a heavenly messenger from the Celestial Sphere. It appears in human form, winged and dressed in a white robe and surrounded by an aura of divine splendor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=531&lt;br /&gt;
|name=Celestial Hounds&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1338&lt;br /&gt;
|description=This spell summons a pair of hounds from the Celestial Sphere. They have the appearance of lion-maned dogs with huge staring eyes and flaming tails. They can run on the wind and are immune to lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=503&lt;br /&gt;
|name=Command Draugar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2190&lt;br /&gt;
|description=Nidavangr has fought endless battles against the vanir and the jotuns. The Seithberenders of the Crow Clan have discovered that the burial mounds of their enemies hold dark magics to protect them from intruders. With this ritual the Seithberender disturbs the burial mound and binds the Draugar dwelling within to his will. Draugar are corporeal undead vanir. They are incredibly strong and can change their size at will or if they are wounded. Draugar stink of decay and rotting flesh and are surrounded by ice cold winds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=987&lt;br /&gt;
|name=Conjure Phantasmal Warriors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3624&lt;br /&gt;
|description=The caster conjures Phantasmal Warriors to aid him in battle. A Phantasmal Warrior is a being of the Dreamwild, made of memories, dreams and legends. Phantasms are not real, but can interact with creation if conjured with glamour magic. Phantasmal warriors come armed with phantasmal weapons, wearing gossamer weave armors. They are insubstantial and difficult to harm with physical weapons. Phantasms cannot hold on to reality for long and will disperse when the battle is over. If cast under water phantasmal tritons will appear instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=329&lt;br /&gt;
|name=Contact Alkonost&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1943&lt;br /&gt;
|description=The caster contacts a Alkonost and persuades it to aid him. The Alkonost is a magical half-woman, half-bird of Rus. It has the head and chest of a woman and the body and lower parts of a bird. It is a bird of the Paradise gifted with the voice of saints. It is a powerful priest and will inspire men to bravery.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=302&lt;br /&gt;
|name=Contact Jigami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2089&lt;br /&gt;
|description=The Shugenja contacts and strikes a bargain with a Jigami, a kami of the farms and fields. They protect villages and farms in rural areas and have powers over fertility and growth. They are not powerful enough to influence entire provinces, but their presence yield food and supplies in the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=539&lt;br /&gt;
|name=Contact Jinn&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F18&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3353&lt;br /&gt;
|description=Jinnun are spiritual beings born from smokeless flame in a distant past. They replaced the Hinn and Binn during the reign of a previous Pantokrator. They are naturally invisible and ethereal, but can take physical form when they interact with men. Once the Jinnun lived in Ubar, a magic desert kingdom of marvelous riches, but when magic dwindled they scattered and Ubar was forgotten. There are many Jinn races with different abilities and powers, but they are all born from smokeless flame and therefore ethereal and invisible unless they wish to be seen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=561&lt;br /&gt;
|name=Contact Nagini&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1322&lt;br /&gt;
|description=The Nagini is a Naga Princess from the Jeweled City of Patala. She is able to change her shape and wander the land of humans unnoticed. Naginis in human shape are strikingly beautiful and many young men have given up their comfortable lives to follow a Nagini into the Underworld. The Nagini can use their powers of seduction to lure generals from their masters and priests from their god. The Naginis are also skilled Water mages. In their Naga shape, their skill in Water magic is enhanced.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=559&lt;br /&gt;
|name=Contact Yaksha&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1329&lt;br /&gt;
|description=Yakshas are semi-divine beings of the sacred Mount Kailasa. Their time has passed and the most powerful of them have left this world and entered the Celestial Spheres. The few that still linger on are the ones infatuated with the beauty of the wild and the riches of this world. They have bred and led the monkey people into servitude. Yakshas are gifted with celestial splendor that strikes lowly beings with awe. They are sacred to the monkey people. Yakshas are spirits of Nature and the riches of the Earth and are powerful Earth mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=560&lt;br /&gt;
|name=Contact Yakshini&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1330&lt;br /&gt;
|description=Yakshinis are female Yakshas, semi-divine beings of the sacred Mount Kailasa. Their time has passed and the most powerful of them have left this world and entered the Celestial Spheres. The few that still linger on are the ones infatuated with the beauty of the wild and the riches of this world. They have bred and led the monkey people into servitude. Yakshinis are gifted with celestial splendor that strikes lowly beings with awe. They are sacred to the monkey people. Yakshinis often inhabit springs, lakes and rivers and are powerful Water mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=592&lt;br /&gt;
|name=Ghost General&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1256&lt;br /&gt;
|description=This spell summons a Shura, or warrior ghost, from the Underworld. The Shura is the vengeful ghost of a general slain by treason. The Shura appears as a horrible ghostly samurai armed with a sickly green blade that causes living bodies to shrivel and die.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=341&lt;br /&gt;
|name=God Brood&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 888&lt;br /&gt;
|description=The sorcerer enters the God Forest and summons a brood of sacred hunter spiders. Hunter Spiders are stupid and act erratically unless controlled by a skilled rider. However, when summoned and commanded by sorcery they can act according to their master&#039;s wishes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=447&lt;br /&gt;
|name=Herd of Morvarc&#039;h&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3980&lt;br /&gt;
|description=The caster summons a herd of Morvarc&#039;h, legendary black sea-horses with flaming nostrils and burning manes. They are able to gallop on the sea and swim under water. They are sacred to the people of Ys.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=283&lt;br /&gt;
|name=Herd of Unicorns&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3899&lt;br /&gt;
|description=Unicorns are legendary beings of the Dreamwild. They appear as proud white stallions with a single horn of coral. Their hooves are also of coral and they have a golden mane and beard reminiscent of a goat&#039;s. They are sometimes found in wild forests far from civilized men, but are most commonly known to live in the enchanted forest of Avalon where they are trained to be mounts of the fabled Knights of Avalon. The Alicorn, the coral horn of a unicorn, is highly magical and can heal the wounds of its rider as well as grant him some of the unicorn&#039;s resistance to poison and disease. Unicorns are considered sacred in Man.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=975&lt;br /&gt;
|name=Light of the Northern Star&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 40&lt;br /&gt;
|description=This spell makes all wizards on the battlefield more powerful in Astral magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=978&lt;br /&gt;
|name=Maggots&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Poison (HP damage), value 50&lt;br /&gt;
|description=The mage conjures thousands of maggots, which will start to feed upon an undead being. The maggots will slowly but surely consume the undead. Large undead can survive the maggots by removing them after they have become satiated. Ethereal undead are rarely affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=985&lt;br /&gt;
|name=Nest of Asps&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3657&lt;br /&gt;
|description=The caster conjures a nest of Asps, the deadliest of all serpents, whose poison will desiccate and mummify its victim.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=964&lt;br /&gt;
|name=Nest of Salamanders&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3658&lt;br /&gt;
|description=The caster conjures a nest of Salamander Asps. Salamander Asps are small snakes wreathed in flames. They are sometimes found nesting in hearths or ovens. Their poison burns with the heat of the Salamander.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=603&lt;br /&gt;
|name=Olm Conclave&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2527&lt;br /&gt;
|description=The caster contacts the Great Olms of the deeper earth, once allied to the Oracles of Agartha, and persuades them to hold a conclave. More than a dozen Great Olms led by an Olm Sage gather and are coerced into aiding the mage and the awakening God of Agartha.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=339&lt;br /&gt;
|name=Sacred Crocodile&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2186&lt;br /&gt;
|description=All crocodiles are more or less sacred to the populace of C&#039;tis. In the temple marshes some crocodiles are fed slaves and captives. These crocodiles grow to huge proportions. When fed they return into the marshes with their prize and legend has it that they feed their father, a spawn of God, in the depths of the marsh. Blessed by his magic they return to the temples and wait for another sacrifice. This ritual summons a huge blessed crocodile and coerces it to assist in battles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=970&lt;br /&gt;
|name=School of Sharks&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Edge of Battlefield Summon, value 815&lt;br /&gt;
|description=The caster attracts several small sharks and makes them attack the enemies. Sharks are very stupid and not entirely reliable. Powerful mages can attract large numbers of sharks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=326&lt;br /&gt;
|name=Send Vodyanoy&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon Stealthy Commander, value 1953&lt;br /&gt;
|description=The caster summons and sends a Vodyanoy to a distant sea province. This ritual can be cast on land. The Vodyanoy is a water spirit that resembles a man with the lower parts of a fish. It is covered in black fish-scales, algae and mud. Vodyanoy generally dislike humans and can only be coerced into servitude with the aid of magic. They are powerful users of Water magic, but cannot leave the water.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=984&lt;br /&gt;
|name=Strength of Gaia&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1048576&lt;br /&gt;
|description=The caster connects himself with the might of the living Earth. This connection gives him regenerative abilities, increased strength, a rougher skin and increased Nature magic power.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=440&lt;br /&gt;
|name=Summon Barghests&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1768&lt;br /&gt;
|description=The caster summons a pack of Barghests. Barghests are huge, black fay hounds from the Fomorian plains. Some say that they are manifestations of darkness and ill fates. Barghests are sacred.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=974&lt;br /&gt;
|name=Summon Cave Drake&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 522&lt;br /&gt;
|description=The caster summons a Cave Drake and binds it to his service. The Cave Drake is a huge beast with incredibly thick scales.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=989&lt;br /&gt;
|name=Summon Cave Kobolds&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3890&lt;br /&gt;
|description=The caster summons a group of Cave Kobolds that have lived manifest in this world for a while. Kobolds are small fay creatures from the Dreamwild who occasionally appear on the fringes of civilized lands. They are surprisingly strong, are well versed in mining and have exceptional knowledge of where to find veins of metal. If given gold they can aid miners and underground workers. Cave Kobolds are also efficient sappers, should they be used in sieges. Being fay creatures they are sensitive to iron and can use glamour to hide their true appearances. Cave Kobolds use enchanted pick axes to mine or attack perceived threats.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1467&lt;br /&gt;
|name=Summon Fay Archers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 4116&lt;br /&gt;
|description=The caster summons a group of soldiers from the Dreamwild. The Fay mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. Fay Archers are alabaster-skinned soldiers wreathed in illusions. They don shimmering vests adorned with crystals and mother of pearl and their bows are stringed with moonbeams. In the dreamwild the lands are divided between the summer courts and the winter courts. If cast in a cold province Unseelie Archers will appear instead of Fay Archers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=990&lt;br /&gt;
|name=Summon Fay Footfolk&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3903&lt;br /&gt;
|description=The caster summons a group of soldiers from the Dreamwild. The Fay mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. Fay Footmen are alabaster-skinned warriors wreathed in illusions. They don shimmering armors of crystal and mother of pearl and their swords are made of dreamwrought glass. In the dreamwild the lands are divided between the summer courts and the winter courts. If cast in a cold province Unseelie Soldiers will appear instead of Fay Footmen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=965&lt;br /&gt;
|name=Summon Fire Drake&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 523&lt;br /&gt;
|description=The caster summons a Fire Drake and binds it to his service. The Fire Drake is a huge and scaly beast, able to breathe fire like a dragon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=966&lt;br /&gt;
|name=Summon Flame Jellies&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2854&lt;br /&gt;
|description=The caster summons a swarm of Flame Jellies. Flame Jellies are huge Jellyfish sprung from the heat of magma vents. They radiate heat and their tentacle strikes with burning poison. They are strangely resistant to magic and are almost impossible to affect with spells that do not cause physical harm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=969&lt;br /&gt;
|name=Summon Gryphons&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2131&lt;br /&gt;
|description=The caster summons and takes control of a convocation of gryphons. The Gryphon is a mythical beast, part lion, part eagle. It nests in remote mountains and reputedly collects gems to attract a mate.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=972&lt;br /&gt;
|name=Summon Ice Drake&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 579&lt;br /&gt;
|description=The caster summons an Ice Drake and binds it to his service. The Ice Drake is a huge and scaly beast, able to breathe bolts of frost.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=506&lt;br /&gt;
|name=Summon Jade Serpents&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1889&lt;br /&gt;
|description=The Priest summons two Jade Serpents to serve as temple guardians. Jade Serpents are enormous serpents crowned with feathery plumages. They are only found in the forests of Mictlan. It is sacred and can inspire nearby soldiers to great deeds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=983&lt;br /&gt;
|name=Summon Kithaironic Lion&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 514&lt;br /&gt;
|description=The caster summons a Kithaironic Lion and binds it to his service. The Lion is large and has an exceptionally thick hide.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=360&lt;br /&gt;
|name=Summon Kusarikkus&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3068&lt;br /&gt;
|description=The caster summons a pair of Kusarikku, fabled Bull Men of enkidu legends. They have been revered by the enkidus since before the founding of the First City and are known to protect the Ensis and Entus, as well as the entrances to the great temple. The Kusarikku are gifted with the strength of the earth and they wield spears that halt demons in their steps.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=977&lt;br /&gt;
|name=Summon Lammashtas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Call Horror, value 393&lt;br /&gt;
|description=The caster summons two Lammashtas to the battle. A Lammashta is a horrific angelic being that serves the Lord of the Underworld. Ethereal and capable of flight, these female entities wield Wraith Swords, which drain the life from those wounded by their blades. They do not serve the caster but rather the Lord of the Underworld. They will appear at the edge of the battlefield and will probably not attack the caster at the start of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=980&lt;br /&gt;
|name=Summon Leogryphs&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2132&lt;br /&gt;
|description=With this ritual a convocation of Leogryphs is summoned and controlled. The Leogryph is a mythical halfbeast, part lion, part eagle. It is by some scholars considered to be a degenerate form of the gryphon. They are only slightly stronger than lions, but their mythical heritage makes them more resistant to magic effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=328&lt;br /&gt;
|name=Summon Likho&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1952&lt;br /&gt;
|description=The caster summons a crone of misfortune. She appears as an one-eyed old hag in dark robes. Her mere presence will cause ill fortune and misery. Her evil eye will curse those she gazes upon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=303&lt;br /&gt;
|name=Summon Omukade&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3269&lt;br /&gt;
|description=The caster summons an Omukade, a monstrous centipede that lives in the lands of the Bakemono. Its scales are as hard as iron and its poison is strong enough to kill any beast. The Omukade is strong enough to be feared even by the Tatsu. There are even reports of Omukade driving dragons from their homes and settling in the cave.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=593&lt;br /&gt;
|name=Summon Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1272&lt;br /&gt;
|description=This spell summons three Oni. Oni are small ugly demons with wild staring eyes, unkempt red hair and pot-bellies. They have clawed feet, fangs and porcine faces. Oni dress in tiger skins and wield huge swords and carry javelins. Oni don&#039;t need to eat. However, they have tremendous appetites and like to eat and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Their residual spirit form is a ghost and can be banished.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=327&lt;br /&gt;
|name=Summon Rusalka&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W16&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1954&lt;br /&gt;
|description=The caster approaches a river or lake where a young maiden has drowned herself and summons her dead spirit. The Rusalka is the spirit of a young woman that committed suicide by drowning herself after being scorned by her lover. She must now haunt the waterway where she took her life. The Rusalka has the appearance of a young, pale and beautiful naked woman with green eyes and green perpetually wet hair. The Rusalka is not necessarily malevolent, but she likes living men and will come out of the water at night to climb a tree and sit there singing and combing her hair, anticipating unwary wanderers to snare with her songs. Handsome passersby will be invited to join her in singing and dancing and will be brought into the watery abode of the Rusalka. The Rusalka has some skills in Water and Death magic and is able to bring her companions with her under the waves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=973&lt;br /&gt;
|name=Summon Sea Serpent&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 565&lt;br /&gt;
|description=The caster summons a Sea Serpent and binds it to his service. The Serpent is a huge and scaly beast with a deadly bite. It cannot leave the sea.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=976&lt;br /&gt;
|name=Summon Shade Beasts&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 442&lt;br /&gt;
|description=The caster summons several Shade Beasts to serve him. Shade Beasts are black hounds with bared skulls. They are ethereal, but are not as powerful as Spectres or Wights.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=301&lt;br /&gt;
|name=Summon Shikome&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2100&lt;br /&gt;
|description=The shikome are hags of the underworld. They are sent to hunt down those who try to escape the land of the dead. They appear as mad, starving hags with claws and pointy teeth. Their claws are able to harm and incapacitate ghosts and spirits. Shikome are never given food by their cruel lords and they all have an insatiable appetite for the food of the living. They take every opportunity to feast on flesh or fruits unavailable to them in the halls of the underworld. Shikome are the personal servants of the lords of the underworld and are revered by the Oni.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=979&lt;br /&gt;
|name=Summon Spine Frog&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3712&lt;br /&gt;
|description=The caster summons a Spine Frog and binds it to his service. The Spine Frog is a large amphibian beast found in warm swamps and marshlands. Their skin is highly poisonous and they can spit poison when they feel threatened. When hunting they grab their prey with their tongue and often swallow it whole.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=968&lt;br /&gt;
|name=Summon Storm Drake&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3991&lt;br /&gt;
|description=The caster summons a Storm Drake and binds it to his service. Storm Drakes are winged, scaly reptiles capable of breathing lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=982&lt;br /&gt;
|name=Summon Swamp Drake&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2196&lt;br /&gt;
|description=The mage summons a Swamp Drake and binds it to his service. The Swamp Drake is a huge and spined beast, able to breathe toxic gas like a dragon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1470&lt;br /&gt;
|name=Summon Unseelie Archers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 4117&lt;br /&gt;
|description=The caster summons a group of soldiers from the Dreamwild. The Fay mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. In the frozen forests of the world the Fay reflect the cold and hostile nature of the Dreamwild. Unseelie Archers are alabaster-skinned soldiers wreathed in illusions. They don glittering frost-covered vests that tempers in cold lands, and their bows are stringed with beams of starlight. The unseelie are strongly connected to the winter and they are all resistant to cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1469&lt;br /&gt;
|name=Summon Unseelie Soldiers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3906&lt;br /&gt;
|description=The caster summons a group of soldiers from the Dreamwild. The Fay mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. In the frozen forests of the world the Fay reflect the cold and hostile nature of the dreamwild. Unseelie Soldiers are alabaster-skinned warriors wreathed in illusions. They don glittering armors of crystal and ice that tempers in cold lands, and their swords are made of dreamwrought ice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=558&lt;br /&gt;
|name=Summon Vidyadhara&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3668&lt;br /&gt;
|description=Vidyadharas are divine sages that left this world ages ago. They are spiritual beings who can fly without wings. Vidyadharas are known for their wisdom and magical abilities. They are primarily skilled in astral magic, but have some skills in air magic as well. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=988&lt;br /&gt;
|name=Summon Water Kobold&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3911&lt;br /&gt;
|description=The caster summons a water Kobold. Kobolds are small fay creatures from the Dreamwild who occasionally appear on the fringes of civilized lands. Water Kobolds live on ships and are generally merry and friendly. Water Kobolds aren&#039;t very good leaders, but they can bring soldiers with them across the sea. They appear as small and weathered fishermen in yellow clothes and are usually puffing on a tobacco pipe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=967&lt;br /&gt;
|name=Summon Wyverns&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 520&lt;br /&gt;
|description=The caster summons two wyverns and binds them to his service. The wyvern is a large, scaly beast with leathery wings and a poison stinger.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1457&lt;br /&gt;
|name=Tangle Thicket&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=30&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=Vines will ensnare anyone in the targeted area. The ensnared victims cannot move or attack anyone until they have destroyed the vines holding them. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=437&lt;br /&gt;
|name=Vengeful Vines&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=Poisonous vines with dark flowers will emerge from the ground. Anyone in the targeted area is ensnared, poisoned and infected with a carrion seed. If a seed carrier dies during the battle the seed sprouts and reanimates the victim as a manikin serving the Vengeful God.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=971&lt;br /&gt;
|name=Voice of Apsu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 2&lt;br /&gt;
|description=The caster conjures the dreams of Apsu, the Fresh Water Underneath. He has knowledge of all sweet water. The voice of his dreams, when rightly interpreted, reveals sites of Water power located above the surface. The dreams will find their way to everyone living in the targeted province and the magical sites will no longer be hidden.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1012&lt;br /&gt;
|name=Acashic Record&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Acashic Record, value 999&lt;br /&gt;
|description=This spell lets the caster access the acashic records to find out the history for one nation. The spell must be targeted on a capital to give any useful information.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=623&lt;br /&gt;
|name=Awaken Sepulchral&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1500&lt;br /&gt;
|description=A Ktonian Necromancer summons the soul of a dead Seal Guard and makes it repossess its mummified body. Since the Breaking of the Seal the veil between the underworld and the world of the living seems to be shredded and torn, and with their considerable knowledge in necromancy, the Ktonian Necromancers have managed to summon even the most reluctant souls, once sworn to defend the Chamber of the Seal. Sepulchrals are sacred undead and wield magical obsidian glaives.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1024&lt;br /&gt;
|name=Awaken Sleeper&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 559&lt;br /&gt;
|description=The caster locates and awakens an ancient hero from his eternal sleep. The Sleeper is a huge human hero armed with ancient weapons, waiting for the final cataclysmic battle that will decide the fate of the world. The hero is awakened and made to serve the caster until that time. The Sleeper is an exceptionally good general and soldiers under his command will rarely be routed from battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=606&lt;br /&gt;
|name=Bind Umbral&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1490&lt;br /&gt;
|description=An Oracle of the Dead ventures down to the deeper reaches of Agartha and the Chamber of the Seal to summon and bind an Umbral. Umbrals are shadow beings resembling ancient Pale Ones with elongated faces and drooling mouths. Agarthan legends claim that they are the souls of those who sacrificed themselves to seal the Chamber. The disturbing fact that the Umbrals have become more numerous has led some to believe that the Seal is weakening.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=462&lt;br /&gt;
|name=Call Ahurani&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2637&lt;br /&gt;
|description=The Ahuranis are Yazatas of waters, rains, prosperity and health. They were once companions of the great Ahura of the Waters, but when he was banished from this world, they fled creation. Their presence will bring rainfall and they can cure diseases and bring their subjects with them beneath the waves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=467&lt;br /&gt;
|name=Call Daevas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2630&lt;br /&gt;
|description=Once the Caelian peoples were under the rule of divine beings known as Yazatas and Daevas. When these lesser divinities threatened the world with their never-ending war, they were banished by the Pantokrator. With their disappearance from the world the Caelians gained independence and formed a kingdom of their own, but the memory of the old gods remained. With the aid of arcane rituals it is possible to circumvent the ban and summon the demonic entities of old. Daevas are winged demonic beings surrounded by an aura that strikes mortals with fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=468&lt;br /&gt;
|name=Call Jahi&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2631&lt;br /&gt;
|description=The Jahis, &#039;whores&#039;, are thought to be the wives of the Destructive Spirit. They are seducers of men and apostles of Druj, falsehood. The Jahis are sent to lead mortals astray and spread wickedness and evil thoughts to the realms of men.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1021&lt;br /&gt;
|name=Conjure Phantasmal Beast&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3626&lt;br /&gt;
|description=The caster conjures a Phantasmal Beast to aid him in battle. A Phantasmal Beasts is a being of the Dreamwild, made of memories, dreams and legends. Phantasms are not real, but can interact with creation if conjured with glamour magic. They are insubstantial and difficult to harm with physical weapons. Phantasms cannot hold on to reality for long and will disperse when the battle is over.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=477&lt;br /&gt;
|name=Contact Angel of the Host&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3870&lt;br /&gt;
|description=The caster contacts an Angel of the Host and asks for its aid. Angels are divine beings in human form. They are winged and armed with flaming swords that destroy undead beings. They are surrounded by a radiant aura that intimidates cowardly beings. Angels have partial resistance to lightning and fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=282&lt;br /&gt;
|name=Contact Boar of Carnutes&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1809&lt;br /&gt;
|description=The caster summons one of the Great Boars of Carnutes. These magnificent beasts live in the depths of the sacred forest. They occasionally emerge from the depths of the forest to inspect the sacred grove of the Druids. Such appearances are rare and considered important omens. Its mere presence is said to prevent bad events. The Great Boar of Carnutes is the king of all boars and ordinary boars will constantly emerge from the forests to follow the Great Boar of Carnutes. It is sacred to the people of Marverni.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=594&lt;br /&gt;
|name=Contact Dai Tengu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A55&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1480&lt;br /&gt;
|description=The caster ventures into the wild mountains and makes a pact with a Tengu King. The Dai Tengu and a retinue of Tengu will heed the call. The Dai Tengu is a powerful wind crafter and priest.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=998&lt;br /&gt;
|name=Contact Draconians&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 620&lt;br /&gt;
|description=The caster summons a tribe of Draconians and binds them to his service. The Draconians are large beings that resemble both human and dragon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1016&lt;br /&gt;
|name=Contact Forest Trolls&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2219&lt;br /&gt;
|description=The caster contacts a few Forest Trolls and persuades them to serve in exchange for the chance to eat a child or two. Forest Trolls are slightly smaller than ordinary trolls, but they are also more cunning. Trolls are known to regenerate wounds very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=332&lt;br /&gt;
|name=Contact Gamayun&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1944&lt;br /&gt;
|description=The caster contacts a Gamayun and persuades it to aid him. The Gamayun is a magical half-woman, half-bird of Rus. It has the head and chest of a woman and the body and lower parts of a bird. It is a bird of wisdom and prophecy gifted with the knowledge of saints. It has magical skills as well as prophetic ones and is sometimes summoned to reveal magical secrets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=306&lt;br /&gt;
|name=Contact Kaijin&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2106&lt;br /&gt;
|description=The caster contacts a Kaijin and convinces it to serve the Lord. Kaijin are kami of the sea. They appear as noblemen in sea-colored silken robes. They wield mighty yaris and enchanted nets that can trap even the strongest opponents. Kaijin are mighty mages of water, but they lose some of their powers when they leave their watery realms. The Kaijin do not serve the dragon kings and have long fought the Ryujin for dominance of the deeps.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=275&lt;br /&gt;
|name=Contact Lar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N16&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3087&lt;br /&gt;
|description=A priest of the old faith summons and persuades a Lar to join the servants of the empire. Lares are rural spirits and household gods. If treated well they bring prosperity to the farm where they dwell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=304&lt;br /&gt;
|name=Contact Mori-no-kami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N21&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2093&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=307&lt;br /&gt;
|name=Contact Mujina&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N21&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3273&lt;br /&gt;
|description=The caster contacts and makes a deal with a Mujina, a magical badger. In the enchanted forests of Mount Shinuyama live animals gifted with supernatural longevity and magic abilities. When an animal gets older and wiser it becomes increasingly more powerful. The Mujina is a badger several centuries old. Gifted with shapeshifting abilities and magical powers it loves to cause mischief and even harm to travelers and unwary peasants. A favorite guise of many Mujinas is that of a Noppera-bo, a faceless apparition that drives men mad with fear. The Mujina is attuned to magic and its powers are greater where magic is strong.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=564&lt;br /&gt;
|name=Contact Nagaraja&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1320&lt;br /&gt;
|description=Nagarajas, Naga Kings, are the rulers of the Jeweled City of Patala. They are skilled generals and powerful mages and priests. They often take the shape of a Gandharva when leading mundane armies. If killed in Gandharva shape, they revert to their serpent form and fight on. Nagarajas in Naga shape have their skills in Water magic increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1003&lt;br /&gt;
|name=Contact Naiad&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1226&lt;br /&gt;
|description=The caster goes to a river and makes a deal with a Naiad. Naiads are river spirits that manifest themselves as incredibly beautiful women. Few mortals would dream of harming a Naiad. They are connected with their river and slowly die when they leave their home. Naiads are powerful mages of Water and Nature&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=595&lt;br /&gt;
|name=Contact Nushi&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1431&lt;br /&gt;
|description=The Nushi is a swamp spirit. It has the appearance of a withered old crone, but takes the appearance of a beautiful woman when in the company of men. When it strikes, it reverts to the crone form and claws its enemies. All Nushis can change shape into serpents if threatened. The Nushi is attuned to its swamp and will gradually wither and die if it leaves its home.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1001&lt;br /&gt;
|name=Contact Sea Trolls&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 564&lt;br /&gt;
|description=The caster contacts a few Sea Trolls and persuades them to serve in exchange for the chance to eat a child or two. Sea Trolls are robust humanoid creatures of huge size. They are larger than ordinary Trolls, but their skin is softer. Sea Trolls are known to regenerate wounds and can enter the sea.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=308&lt;br /&gt;
|name=Contact Tanuki&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N26&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3266&lt;br /&gt;
|description=The caster contacts and makes a deal with a Tanuki, a magical raccoon dog. In the enchanted forests of Mount Shinuyama live animals gifted with supernatural longevity and magic abilities. When an animal gets older and wiser it becomes increasingly more powerful. The Tanuki is a raccoon dog several centuries old. Gifted with shapeshifting abilities and magical powers it loves to cause mischief and even harm to travelers and unwary peasants. Many Tanuki are fond of strong drinks and often present a rowdy behavior. A favorite guise of many Tanuki is that of an impious monk leading people astray. The Tanuki is attuned to magic and its powers are greater where magic is strong.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1007&lt;br /&gt;
|name=Contact Trolls&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 518&lt;br /&gt;
|description=The caster contacts a few Trolls and persuades them to serve in exchange for the chance to eat a child or two. Trolls are robust humanoid creatures with stonelike skin. Trolls are known to regenerate wounds very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1010&lt;br /&gt;
|name=Corpse Candle&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Edge of Battlefield Summon, value 528&lt;br /&gt;
|description=Some Corpse Candles are summoned to help their summoner in battle. They appear at the edges of the battlefield. A Corpse Candle is a glowing sphere, appearing like the light from a bright green lantern. In combat, its light intensifies and anyone touched by the light will start to age at increased speed. It is very difficult to hit the Corpse Candle in combat due to its great speed and small size.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1009&lt;br /&gt;
|name=Ghost Grip&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fatigue, value 2023&lt;br /&gt;
|description=The caster summons energies from beyond the grave to target some troops on the battlefield. The targeted troops lose some of their life energy and become exhausted. The effect of the Ghost Grip is reduced by heavy armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=532&lt;br /&gt;
|name=Heavenly Fires&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 926&lt;br /&gt;
|description=The Demon of Heavenly Fires is a violent Celestial being sprung from heavenly fires. It has the appearance of a furious man in golden robes. The demon throws flaming wheels and can fly. Demons of Heavenly Fires are sacred and are more powerful in hot, dry lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1014&lt;br /&gt;
|name=Howl&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 88&lt;br /&gt;
|description=The caster summons a pack of wolves to aid him in battle. The wolves will come from all directions and may even attack the enemy from behind.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=392&lt;br /&gt;
|name=Lamentation&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 255&lt;br /&gt;
|description=This spell summons a handful of Wailing Ladies. Wailing Ladies are sacred and their weeping for the annihilated Empire is unbearable to behold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1020&lt;br /&gt;
|name=Messenger Crows&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 120&lt;br /&gt;
|description=The caster sends out a vast murder of crows to scout a distant province. The birds will continue to scout the province until the spell ends or until the province is lost. Enemy scouts and sneaking armies will become aware that crows are present everywhere, glaring suspiciously.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=253&lt;br /&gt;
|name=Monster Boar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 11&lt;br /&gt;
|description=The caster summons a monster boar and sends it to a distant province to ravage the land. The boar is a descendant of the monster boars sent by the Lady of the Hunt to ravage the farmlands of obnoxious peasants. The boar will cause unrest in the province until it is found and slain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1004&lt;br /&gt;
|name=Naiad Warriors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W18&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1227&lt;br /&gt;
|description=The caster summons a contingent of Kydnides, warrior Naiads willing to leave their native river to wreak vengeance upon those who harm the rivers of the world. Kydnides manifest themselves as incredibly beautiful women dressed in gleaming bronze armor. Unlike other Naiads, Kydnides do not die if they leave their home.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=369&lt;br /&gt;
|name=Procession of the Underworld&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D13&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3210&lt;br /&gt;
|description=The caster leads a Lampade procession astray from its travels through the Underworld. Lampades, the nymphs of the Underworld, are joyful beings with a twisted sense of humor, that delight in dancing, revelry and hauntings and they willingly serve their new master, should opportunities of merriment present themselves. Lampades can guide the living and dead through the Underworld if their master can open a Stygian Gate.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=997&lt;br /&gt;
|name=Raven Feast&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Raven Feast, value 100&lt;br /&gt;
|description=The caster summons an unkindness of ravens and sends them into a distant province to feast upon the newly dead. The ravens consume the rotting corpses and return to be slaughtered for the raw death essence they then contain. Provinces struck by plagues or containing recent battlefields can give the caster large amounts of Death gems. All unburied dead in a province are consumed. Enemy provinces can be targeted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1011&lt;br /&gt;
|name=Revive Bane Lord&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 998&lt;br /&gt;
|description=With this ritual, the necromancer revives a Bane Lord, an ancient hero serving the Lord of the Underworld. Bane Lords are mighty warriors and skilled generals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=331&lt;br /&gt;
|name=Send Bukavac&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Temporary units), value 1948&lt;br /&gt;
|description=The caster summons and sends a Bukavac to wreak havoc in a distant sea province. This ritual can be cast on land. The Bukavac is a huge and horrible water being with a frightening call and six tentacle-like legs. It lives in the murky lakes of Rus, but is known to wreak havoc in coastal seas, perhaps guided by malign magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=324&lt;br /&gt;
|name=Send Lady Midday&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon - Assassination, value 1956&lt;br /&gt;
|description=The Lady Midday is a malign spirit of the noon. She appears as a young girl surrounded by whirling dust and armed with a scythe that stinks of disease. Sometimes she will stop people and ask them a question. Failure to answer results in her displeasure and she will use her scythe to disease or chop off the head of the victim. The caster of this ritual will contact the spirit and force it to appear in a suitable province where it will attack and try to slay a commander.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1008&lt;br /&gt;
|name=Spirit Mastery&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 674&lt;br /&gt;
|description=The caster summons spirits of the newly dead and prevents them from entering the Underworld. The spirits are ethereal but quite weak.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1015&lt;br /&gt;
|name=Spirits of the Wood&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 932&lt;br /&gt;
|description=The caster summons several spirits that inhabit ancient trees. These Woodland Spirits are stunningly beautiful, ethereal and regenerate wounds as long as their trees are not destroyed. They never leave the land of their home.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=994&lt;br /&gt;
|name=Summon Air Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3724&lt;br /&gt;
|description=The caster summons an Air Elemental to aid him in battle. Air Elementals can fly and can send enemies flying through the air. They are very difficult to harm. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=441&lt;br /&gt;
|name=Summon Bean Sidhe&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1776&lt;br /&gt;
|description=The Caster summons the spirit of a long dead Sidhe woman. Bean Sidhe are pale and horrible apparitions whose wail predicts the death of men. They can be sent to haunt and slay important enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1022&lt;br /&gt;
|name=Summon Bluecap&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3891&lt;br /&gt;
|description=The caster summons a Cave Kobold from the Dreamwild and prevents the magic of the dreamwild to leave its body. The true shape of a Bluecap that hasn&#039;t lived in this world for too long is a dancing blue flame, but it often takes the shape of a Cave Kobold with a bright blue cap. Normally Bluecaps lose some of their connection with the Dreamwild over time, and with it its magic abilities, turning into a regular Cave Kobold. Bluecaps are skilled in earth and glamour magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1005&lt;br /&gt;
|name=Summon Earth Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3740&lt;br /&gt;
|description=The caster summons an Earth Elemental to aid him in a battle. Earth Elementals are robust and regenerate damage. They can trample enemies or strike with mighty fists. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1013&lt;br /&gt;
|name=Summon Ether Warriors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 736&lt;br /&gt;
|description=The caster opens a rift in space and summons a few Ether Warriors. The Ether Warriors were banished from this world in ancient times. Their wars drained the world of Arcana and they were forced to enter other realms of existence in order to continue their clan wars. The lesser races and their gods sealed the Astral Gates to rid the world of the plague. Ether Warriors are, naturally, ethereal and thus very difficult to harm with non-magical weapons. They use Moon Blades, magical swords that cause additional damage to magical beings. If cast where there is an open Ether Gate two additional Ether Warriors will answer the call.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1006&lt;br /&gt;
|name=Summon Fall Bears&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E13&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 512&lt;br /&gt;
|description=The caster summons and binds five Fall Bears. The Fall Bear is one of the four seasonal spirits. It is a large, ethereal bear. It is a magical, mindless being that must be commanded by a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1023&lt;br /&gt;
|name=Summon Fay Knights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3901&lt;br /&gt;
|description=The caster summons a few mounted knights from the Dreamwild. The fay are beings of the Dreamwild. They mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. Fay Knights wreath themselves in illusions and don shimmering armors of crystal and mother of pearl, and their swords are made of dreamwrought glass. Fay Knights are mounted on Fay horses stronger and swifter than any mount found in human lands. In the dreamwild the lands are divided between the summer courts and the winter courts. If cast in a cold province Unseelie Knights will appear instead of Fay Knights.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=992&lt;br /&gt;
|name=Summon Fire Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3716&lt;br /&gt;
|description=The Caster summons a Fire Elemental to aid him in a battle. Fire Elementals are difficult to harm and dangerous to be near. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=562&lt;br /&gt;
|name=Summon Gandharvas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1335&lt;br /&gt;
|description=Gandharvas are divine warrior-musicians that left this world ages ago. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer. Gandharvas are blessed with an aura of splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=367&lt;br /&gt;
|name=Summon Hekateride&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2834&lt;br /&gt;
|description=When the spectre of Therodos was laid to rest the remaining Daktyloi and Hekaterides sequestered themselves on remote islands. Pelagian mages have tried to contact them ever since. Hekaterides are nymphs of Telkhine ancestry that once ruled the human population of ancient Therodos.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=254&lt;br /&gt;
|name=Summon Hound of Twilight&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3168&lt;br /&gt;
|description=The Hounds of Twilight are stygian monsters spawned by the Mother of Monsters at the dawn of time. The greatest of them was fettered at the Gates of the Underworld to prevent the dead from returning to the land of the living. His siblings were lesser in might and were allowed to reign free. The beasts appear as black, two-headed hounds with serpent tails. They are huge and frightening to behold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=475&lt;br /&gt;
|name=Summon Huacas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2697&lt;br /&gt;
|description=The Huacas, &#039;sacred ones&#039;, were semi-divine beings of an earlier age and the ancestors of the Nazcans. Their power was broken by the previous Pantokrator and most fled to the Celestial Sphere ages ago. With the aid of arcane rituals, the Coyas try to circumvent the ban and summon the ancestral divinities to lead the nation anew. Huacas are winged angelic beings surrounded by auras of divine splendor. If the spell is cast by a mage wearing a Huaca Headdress two additional Huacas will arrive.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=540&lt;br /&gt;
|name=Summon Jinn Warriors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F13&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3354&lt;br /&gt;
|description=Jinnun are spiritual beings born from smokeless flame in a distant past. They replaced the Hinn and Binn during the reign of a previous Pantokrator. They are naturally invisible and ethereal, but can take physical form when they interact with men. Once the Jinnun lived in Ubar, a magic desert kingdom of marvelous riches. The City of Brass fielded armies of Jinnun, wielding magic and armed with enchanted weapons. These Jinn Warriors are sometimes called upon by the Jiniri Queens of Na&#039;Ba. True-blooded Jinnun are sacred in the queendom of Na&#039;Ba.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=563&lt;br /&gt;
|name=Summon Kimpurushas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3665&lt;br /&gt;
|description=Kimpurushas are divine lion-headed warriors that left this world ages ago. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer. Kimpurushas are blessed with an Aura of Splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=596&lt;br /&gt;
|name=Summon Kuro-Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1274&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=359&lt;br /&gt;
|name=Summon Lilot&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2071&lt;br /&gt;
|description=The caster summons a Lilot from the wild. The Lilin are the offspring of Lilith, a demoness of primeval times and the Mother of Demons. Lilin appear as winged women with the lower part of a hind. Their appearance is strangely alluring and they seduce and abduct men of weak morals. Regardless of their ancestry, they are of this world and can be summoned without the sacrifice of blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1018&lt;br /&gt;
|name=Summon Manticores&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2130&lt;br /&gt;
|description=The Manticore, or man-eater, is a horrible half-beast that prowls the wilderness. Sometimes they attack remote villages and devour its inhabitants and livestock. The Manticore have a body and mane of a lion, the head of an imbecile man with three rows of teeth, great flapping wings and the tail of a scorpion. It is horrible to behold and strikes fear in the hearts of men.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=507&lt;br /&gt;
|name=Summon Monster Toad&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1358&lt;br /&gt;
|description=The Monster Toad is a huge toad only found in the forests of Mictlan and the temple marshes of C&#039;tis. It is a horrible being that spews forth noxious vapors and tramples lesser beings. They are sacred and fed with slaves at the temples of both cultures.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=459&lt;br /&gt;
|name=Summon Monster Toads&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1358&lt;br /&gt;
|description=The Monster Toad is a huge toad only found in the forests of Mictlan and the temple marshes of C&#039;tis. It is a horrible being that spews forth noxious vapors and tramples lesser beings. Monster Toads are sacred and fed with slaves at the temples of both cultures.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=498&lt;br /&gt;
|name=Summon Rimvaettir&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3420&lt;br /&gt;
|description=The Skratti summons a group of Rimvaettir, small beings spawned from Glacial Frost in ancient times and reminiscent of the Niefel Giants in all but size.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=995&lt;br /&gt;
|name=Summon Spring Hawks&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A13&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 513&lt;br /&gt;
|description=The caster summons and binds five Spring Hawks. The Spring Hawk is one of the four seasonal spirits. It is a large, ethereal hawk able to discharge lightning bolts. It is a magical, mindless being that must be commanded by a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=993&lt;br /&gt;
|name=Summon Summer Lions&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F13&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 515&lt;br /&gt;
|description=The caster summons and binds five Summer Lions. The Summer Lion is one of the four seasonal spirits. It is a large, ethereal lion, radiating heat like the summer sun. It is a magical, mindless being that must be commanded by a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=476&lt;br /&gt;
|name=Summon Supayas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2700&lt;br /&gt;
|description=The Supaya is the ghost of a Huaca, the semi-divine ancestors of the Nazcans. While their bodies decayed long before the Nazcans had begun to mummify their dead, the spirits of the ancestors can still be called upon by powerful mages. The Huaca ghost has lost its divine splendor, but is still revered as a divine being. Supayas are ethereal and difficult to harm with mundane weapons. If the spell is cast by a mage wearing a Huaca Headdress two additional Supayas will arrive.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=361&lt;br /&gt;
|name=Summon Ugallu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A24&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3095&lt;br /&gt;
|description=The caster summons an Ugallu to smite the demons of evil. Ugallus are lesser storm deities of enkidu legends revered since before the founding of the First City. They appear as lion-headed men with donkey ears and bird feet. They command the weather and carry demon slaying bronze daggers and flint maces that halts demons in their steps.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=305&lt;br /&gt;
|name=Summon Ujigami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2095&lt;br /&gt;
|description=The caster summons an Ujigami from the spirit world. An Ujigami is the ancestral kami of a Jomonese clan. It manifests as a mighty warrior, a great general and a priest of the ancestral spirits. As a manifestation of a clan, Ujigami are closely connected to the welfare of the people and they have a slight chance of preventing bad events. Ujigami lose some of their priestly authority if they leave their ancestral home.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=602&lt;br /&gt;
|name=Summon Umbrals&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1490&lt;br /&gt;
|description=An Oracle or a Ktonian Necromancer ventures down to the deeper reaches of Agartha and the Chamber of the Broken Seal to summon and bind an Umbral. Umbrals are shadow beings resembling ancient Pale Ones with elongated faces and drooling mouths. They are the tortured souls of those who died in the Breaking of the Seal. Umbrals are not at all as rare as they were before the Breaking and the rituals needed to bind them are more easily performed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1471&lt;br /&gt;
|name=Summon Unseelie Knights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3907&lt;br /&gt;
|description=The caster summons a few mounted knights from the Dreamwild. The fay are beings of the Dreamwild. They mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. In the frozen forests of the world the Fay reflect the cold and hostile nature of the Dreamwild. Unseelie Knights wreath themselves in illusions and don glittering armors of crystal and ice that tempers in cold lands, and their swords are made of dreamwrought ice. Unseelie Knights are mounted on Fay horses stronger and swifter than any mount found in human lands. The unseelie are strongly connected to the winter and they are all resistant to cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=585&lt;br /&gt;
|name=Summon Vetalas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1765&lt;br /&gt;
|description=A Vetala is a malicious spirit who haunts graveyards and takes possession of corpses. They are sometimes coerced into servitude by sorcerers. Their touch can drive people mad.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1000&lt;br /&gt;
|name=Summon Water Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3732&lt;br /&gt;
|description=The caster summons a Water Elemental to aid him in battle. Water Elementals are quick and crush enemies regardless of armor. Elementals shrink when they are hit by powerful strikes. Water Elementals summoned in cold climates will be composed of ice. Ice Elementals are stronger but slower than Water Elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1002&lt;br /&gt;
|name=Summon Winter Wolves&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 511&lt;br /&gt;
|description=The caster summons and binds five Winter Wolves. The Winter Wolf is one of the four seasonal spirits. It is a large, ethereal wolf surrounded by an icy wind. It is a magical, mindless being that must be commanded by a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=466&lt;br /&gt;
|name=Summon Yazatas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1607&lt;br /&gt;
|description=Once the Caelian peoples were under the rule of divine beings known as Yazatas and Daevas. When these lesser divinities threatened the world with their never-ending war, they were banished by the Pantokrator. With their disappearance from the world the Caelians gained independence and formed a kingdom of their own, but the memory of the &#039;Adorable Ones&#039; remained. With the aid of arcane rituals, the Seraphs try to circumvent the ban and summon the divinities of old to lead the nation anew. Yazatas are winged angelic beings surrounded by auras of divine splendor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=330&lt;br /&gt;
|name=Summon Zmey&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1940&lt;br /&gt;
|description=The caster summons a Zmey. The Zmey is a three headed dragon capable of breathing flames. It is larger than a wyvern, but smaller than a true dragon. It is indigenous to the lands of Rus and can be summoned by Fire mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1019&lt;br /&gt;
|name=Vermin Feast&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 99&lt;br /&gt;
|description=The caster makes vermin like rats and cockroaches (or shrimps and crabs) attracted to the supply stores of a besieged castle. The vermin will make sure that the supplies do not last very long. The more gems spent in this ritual the longer it will last. Having more than one Vermin Feast ritual active on the same province will not add to the effect and the ritual has no effect on an unbesieged castle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=999&lt;br /&gt;
|name=Voice of Tiamat&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 51&lt;br /&gt;
|description=The caster conjures up the dreams of Tiamat, the Raging Sea. She has knowledge of all that lies underneath the sea. The voice of her dreams, when rightly interpreted, reveals all sites of Elemental power in a sea. The dreams will find their way to everyone living in that province and the magical sites will no longer be secret. This spell can only be cast under water.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=991&lt;br /&gt;
|name=Will o&#039; the Wisp&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Edge of Battlefield Summon, value 527&lt;br /&gt;
|description=Two Will o&#039; the Wisps are summoned to help their summoner in battle. They appear at the edges of the battlefield. A Will o&#039; the Wisp is a glowing sphere, looking like a light from a bright lantern. In combat, it glows with great intensity, burning anyone nearby. It is very difficult to hit a Will o&#039; the Wisp in combat due to its great speed and small size.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=996&lt;br /&gt;
|name=Wind Ride&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Wind Ride, value 100&lt;br /&gt;
|description=The Air mage summons a whirlwind in a province of his choice. The whirlwind will try to find a commander in the province and transport him to where the Air mage is located. This spell is an effective way to rescue cornered commanders, but it can also be a very effective way to get enemy commanders out of the way. Large beings are difficult or impossible to lift and might fall to the ground somewhere along the way, possibly dying upon impact. Powerful Earth mages are likewise difficult to transport.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1017&lt;br /&gt;
|name=Winged Monkeys&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Winged Monkeys, value 1&lt;br /&gt;
|description=The caster summons a troop of winged monkeys and sends them away to fetch a commander from a distant land. The monkeys will try to grab and fly away with the helpless commander, but will attack if the target is too heavy. The monkeys are afraid of mages and will never try to snatch a mage from the ground. The monkeys leave after they have accomplished their mission.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1034&lt;br /&gt;
|name=Acashic Knowledge&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 55&lt;br /&gt;
|description=This spell lets the caster tap information from the memory of the Spheres to reveal the presence of all magical sites in a given province. The spell cannot be used to find magic sites in enemy provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=479&lt;br /&gt;
|name=Angelic Choir&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1367&lt;br /&gt;
|description=The caster contacts an angelic choir and asks for its aid. Three Angels of the Heavenly Choir answer the call. Angels are divine beings in human form. They are winged and dressed in white robes. Angels sing praises to the Lord and will automatically join an arcane chorus as chorus slaves. They are surrounded by a radiant aura that intimidates cowardly beings. Angels have partial resistance to lightning and fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=624&lt;br /&gt;
|name=Awaken Tomb Oracle&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1476&lt;br /&gt;
|description=When one of the ancient Oracles dies, it is mummified and buried in a tomb under the Hall of the Oracles. The dead Oracles can be awakened as living dead with the help of necromantic rituals. These reawakened Oracles are known as Tomb Oracles and are both powerful mages and priests.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=256&lt;br /&gt;
|name=Bind Keres&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3127&lt;br /&gt;
|description=The caster summons and binds three Keres. Keres are daimones of the underworld and servants of the Fates. They rip the souls from those dying on the battlefield and send them to the nether realms. They have a hunger for blood and unless bound by magic they will gladly wreak havoc among men. The Keres are invisible, but to those able to see them they appear as furious, winged women dressed in bloody garments. Their fangs and talons are imbued with the powers of the underworld and will harm the spirits of the dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=533&lt;br /&gt;
|name=Call Celestial Soldiers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 902&lt;br /&gt;
|description=The Celestial Soldier is a being of the Celestial Sphere. It has the appearance of a horse-man in full scale armor, armed with a glaive. Celestial Soldiers are sacred.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=463&lt;br /&gt;
|name=Call Celestial Yazad&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value -16&lt;br /&gt;
|description=Once the Caelian peoples were under the rule of divine beings known as Yazatas and Daevas. When these lesser divinities threatened the world with their never-ending war, they were banished by the Pantokrator. With their disappearance from the world the Caelians gained independence and formed a kingdom of their own, but the memory of the &#039;Adorable Ones&#039; remained. With the aid of arcane rituals, the Seraphs try to circumvent the ban and summon the divinities of old to lead the nation anew. The most powerful of these ancient divinities, the Celestial Yazatas, are servants of the Amesha Spentas and the Ahuras.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=353&lt;br /&gt;
|name=Call Hashmal&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S21&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2057&lt;br /&gt;
|description=The caster calls down a manifestation of heavenly power from the Celestial Sphere. The Hashmalim appear as brilliant clouds of flashing fire, at the center of which is a body of brass with the likeness of a living being with four faces. Their will can be felt as they proclaim the Glory of the reawakening God. The Hashmalim are particularly good at strengthening the faith of the unsure.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=266&lt;br /&gt;
|name=Call Ladon&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon if not dead, value 3167&lt;br /&gt;
|description=The caster summons Ladon, the Hesperian Dragon, and ends its eternal vigil. With the golden apples of immortality no longer guarded by the monster, expeditions to the blessed gardens can be undertaken. Ladon is a many-headed serpent of tremendous size spawned by the Mother of Monsters. The Hesperian Dragon can only be summoned once and when it dies it is gone forever.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=469&lt;br /&gt;
|name=Call Yata&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value -17&lt;br /&gt;
|description=Once the Caelian peoples were under the rule of divine beings known as Yazatas and Daevas. When these lesser divinities threatened the world with their never-ending war, they were banished by the Pantokrator. With their disappearance from the world the Caelians gained independence and formed a kingdom of their own, but the memory of the old gods remained. With the aid of arcane rituals it is possible to circumvent the ban and summon the demonic entities of old. Yatas and Pairikas, the most powerful of these ancient demons, are servants of the Daevic Heptad and the Destructive Spirit.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=537&lt;br /&gt;
|name=Call the Birds of Splendor&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Call the Birds of Splendour, value 3382&lt;br /&gt;
|description=In Magnificent Ind lives the Yllerions, the Birds of Splendor. They are magnificent birds of flaming colors with wings as sharp as razors and claws of burning gold. All birds in creation follow their command and gather to witness their demise and rebirth. Only two such birds exist and should one die the other one is escorted by birds and plunge into the sea, drowning itself. Then two new birds are born from the flaming eggs in their nest.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=333&lt;br /&gt;
|name=Contact Beregina&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1955&lt;br /&gt;
|description=The caster approaches a shore or riverbank and tries to contact a Beregina. The Beregina is a spirit of the shore, where water meets land. Bereginy manifest themselves as incredibly beautiful women. Few mortals would dream of harming a Beregina. They are powerful mages of Water, but are also skilled in magic of the land. The Bereginy are able to bring a few companions with them under the waves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=508&lt;br /&gt;
|name=Contact Couatl&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 525&lt;br /&gt;
|description=The mage contacts a Couatl and persuades it to aid him. The Couatl is a mythic serpent with feathery wings. They are considered to be sacred in most societies and are known to be powerful mages and priests.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1039&lt;br /&gt;
|name=Contact Forest Giants&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2229&lt;br /&gt;
|description=This ritual summons a pair of Giants and forces them to serve. Apart from being large and strong, giants are also very dumb and cruel. Encountering a giant in the wild should be avoided at all costs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=478&lt;br /&gt;
|name=Contact Harbinger&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 464&lt;br /&gt;
|description=The caster contacts a heavenly Harbinger. The Harbinger is a powerful angelic being armed with a heavenly horn that will blast undead beings with divine wrath. The angel is also skilled in Air magic and has priestly powers. The harbinger will automatically join any arcane chorus as a chorus master.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=265&lt;br /&gt;
|name=Contact Hesperide&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3160&lt;br /&gt;
|description=The caster contacts and attracts one of the Hesperides. The Hesperides are the nymphs of the sunset. They tend the gold apple tree in the fabled garden of the setting sun. The garden is hidden in the far reaches of the known world, but it is rumored that it was once visited by Phaeacian explorers. The Daduchoi, the Erytheian mystics of the setting sun, might also have discovered the mythical gardens. Hesperides bring hope and health to the land in which they dwell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1032&lt;br /&gt;
|name=Contact Hill Giant&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2230&lt;br /&gt;
|description=This ritual summons a Giant and forces him to serve. Apart from being large and strong, giants are also very dumb and cruel. Encountering a giant in the wild should be avoided at all costs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=541&lt;br /&gt;
|name=Contact Houri&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A26&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3375&lt;br /&gt;
|description=The Malika contacts a Houri and persuades her to use her skills to infiltrate and seduce the enemies of the awakening Lord. Houris, The Fair Ones, were once concubines and entertainers of the Sultans of Old Ubar chosen for their beauty and exquisite manners. The Houris lived sequestered lives in Jannah, the enchanted garden of Ubar, and were rarely allowed to leave their paradise unless tasked by their Sultans to perform a special mission. When magic dwindled and Ubar lost influence most of them dispersed and fled, but a few Houris remained, clinging to the residual magic of the Garden. Houris are Jiniris and share the traits of pure-blooded Jinnun, such as glamour, invisibility and a strong connection with magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=287&lt;br /&gt;
|name=Contact Huli Jing&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1908&lt;br /&gt;
|description=The Huli Jing is a fox spirit. It has the appearance of a silvery fox with many tails. It is magically powerful and is able to take the appearance of a beautiful woman. The Huli Jing is a trickster and often whimsical or even mischievous in nature. In human guise, it might play pranks on unsuspecting travelers, aid lowborn peasants to greatness or plot the rise or downfall of kingdoms. Huli Jing are stealthy and in human guise have the abilities of a spy. All Huli Jing are powerful mages of Glamour, but most have other magic skills as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=312&lt;br /&gt;
|name=Contact Jorogumo&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N32&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3263&lt;br /&gt;
|description=The caster contacts and makes a deal with a Jorogumo, a supernatural spider. In the enchanted forests of Mount Shinuyama live animals gifted with supernatural longevity and magic abilities. When an animal gets older and wiser it becomes increasingly more powerful. Jorogumos are golden spiders of the enchanted forests of Shinuyama who have reached the age of at least four centuries. At this age the Jorogumo acquires magical powers and the ability to shapeshift. The Jorogumo often takes the appearance of a comely young woman and uses it to lure young men and trap them in their webs. Many Jorogumo live in waterfalls and drag their victims to their deaths in the cascading water. The Jorogumo is attuned to magic and its powers are greater where magic is strong.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=598&lt;br /&gt;
|name=Contact Kitsune&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1434&lt;br /&gt;
|description=The Kitsune is a fox spirit. It has the appearance of a silvery fox with many tails. It is magically powerful and is able to take the appearance of a beautiful woman. The Kitsune is a trickster and often whimsical or even mischievous in nature. In human guise, it might play pranks on unsuspecting travelers, aid lowborn peasants to greatness or plot the rise or downfall of kingdoms. Kitsune are stealthy and in human guise have the abilities of a spy. All Kitsune are powerful mages of Nature, but most have other magic skills as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1043&lt;br /&gt;
|name=Contact Lamia Queen&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 609&lt;br /&gt;
|description=The caster performs the rites necessary to communicate with and persuade a Lamia Queen to aid him. The Lamia Queen is an ancient Lamia sorceress of great power. She carries an oath rod that will destroy the minds of those it strikes. The Lamia Queen has an amazing regenerative ability and when killed, will transform into a black serpent and continue fighting. If she is killed a second time, however, she will remain dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1041&lt;br /&gt;
|name=Contact Lamias&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 394&lt;br /&gt;
|description=The caster performs the rites necessary to summon Lamias, serpent women, to aid him. They have amazing regenerative abilities and when killed, will transform into black serpents and continue fighting. If a Lamia is killed a second time, however, she will remain dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=568&lt;br /&gt;
|name=Contact Nagarishi&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1321&lt;br /&gt;
|description=Nagarishis are sages of considerable power living in the Jeweled City of Patala. They often take the shape of a Yaksha when traveling in the sunlit world. If killed in Yaksha shape, they revert to their serpent form and fight on. Nagarishis in Naga shape have their skills in Water magic increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=309&lt;br /&gt;
|name=Contact Tatsu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E19&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2099&lt;br /&gt;
|description=The shugenja ventures up into a mountainous region and makes contact with a tatsu. The tatsu is a lesser Jomonese dragon. It has a sinuous body and resembles the great Dragons of the sea, but it only has three claws on its feet. It is covered in iridescent scales and spines run along its back. Its head resembles a camel with horns of a stag and the eyes of a demon. Under its chin is a burning pearl that is the source of its power. If they lose the pearl they lose their power of flight. All tatsu have magic skills and each follow one of the Five Paths.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=627&lt;br /&gt;
|name=Contact Void Spectre&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1562&lt;br /&gt;
|description=With this spell an Astral mage can contact a dead Starspawn and call him forth into this world as a Void Spectre. A Void Spectre affects the dreams of entire provinces and can use this to spread insanity in enemy territories.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=347&lt;br /&gt;
|name=Dirge for the Dead&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2045&lt;br /&gt;
|description=The Zamzummite contacts and summons a Ditanu from Sheol. The Ditanim are ancient Rephaite heroes bound in Sheol for their sins. They serve the Malikum, deified kings of the Underworld. Ditanim are huge, ethereal apparitions armed with weaponry enchanted at the dawn of time. They are formidable warriors endowed with magical powers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1035&lt;br /&gt;
|name=Ether Gate&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 117&lt;br /&gt;
|description=This ritual opens a gate to the Astral Plane and summons a clan of Ether Warriors led by an Ether Lord. The Ether Warriors were banished from this world in ancient times. Their wars drained the world of Arcana and they were forced to enter other realms of existence in order to continue their clan wars. The lesser races and their gods sealed the Astral Gates to rid the world of the plague. Ether Warriors are, naturally, ethereal and thus very difficult to harm with non-magical weapons. They use Moon Blades, magical swords that cause additional damage to magical beings. When the gate opens, vast powers are released and the magic level is increased in the province. If cast with additional gems the gate will last for several months and further rituals that summons Ether Warriors will have increased effect.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1038&lt;br /&gt;
|name=Forest Troll Tribe&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N37&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2220&lt;br /&gt;
|description=The caster contacts a Troll Shaman and his retinue of fifteen Forest Trolls. The Troll Shaman is a cunning mage capable of using both death and nature magic. His magic combined with being a large troll make the Shaman a very formidable opponent.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1042&lt;br /&gt;
|name=Locust Swarms&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 8&lt;br /&gt;
|description=The caster unleashes swarms of locusts upon a province. The locusts will cause panic, consume crops and cause the loss of taxes. The swarms will appear as a natural event.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1030&lt;br /&gt;
|name=Sea King&#039;s Court&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W55&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 580&lt;br /&gt;
|description=The caster contacts a Sea King and his retinue of twenty Sea Trolls. The Sea King is a powerful Water mage who may grant humans water-breathing abilities if they accompany him.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=449&lt;br /&gt;
|name=Send Aatxe&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon - Assassination, value 3629&lt;br /&gt;
|description=The Aatxe is a flaming bull spirit and servant of the Mother of Storms. It emerges from its cave abode during storms and bad weather to punish those who have angered their mistress. In ancient times the Sorginak were granted the means to call the Aatxe and send it against those who have wronged them or their mistress.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1029&lt;br /&gt;
|name=Shark Attack&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W3&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 78&lt;br /&gt;
|description=The caster attracts sharks to the smell of blood in the water. For the duration of the battle, there is a chance that a shark will arrive whenever a living being is wounded. The sharks are stupid, but the spell is strong enough to make them attack enemies more often than friends.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1031&lt;br /&gt;
|name=Streams from Hades&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1477&lt;br /&gt;
|description=The caster draws forth water from the Underworld and summons a Kokythiad. Kokythiai are Naiads of Kokytos, a river of the Underworld. They are powerful mages of Water and Death whose aura of fear terrifies most mortals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=553&lt;br /&gt;
|name=Summon Binn&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3476&lt;br /&gt;
|description=The Binn are spiritual beings of an earlier time. They were vanquished by the Jinnun during the reign of an earlier Pantokrator, long before mankind emerged. A few of them still roam the deserts and uninhabitable regions of the world. The Binn were born from stagnant water and blistering winds and are invisible unless they want to be seen. When visible they take the shape of strange dog-headed half-men with burning eyes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1028&lt;br /&gt;
|name=Summon Bishop Fish&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1040&lt;br /&gt;
|description=The caster summons a Bishop Fish. The legendary Bishop Fish is a strange fish with fins resembling priestly robes. It is a powerful priest, but it cannot leave its maritime realm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=368&lt;br /&gt;
|name=Summon Daktyl&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2836&lt;br /&gt;
|description=When the spectre of Therodos was laid to rest the remaining Daktyloi and Hekaterides sequestered themselves on remote islands. Pelagian mages have tried to contact them ever since. Daktyloi are sea daimones of Telkhine ancestry that once ruled the human population of ancient Therodos. They are masterful smiths and crafters.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1044&lt;br /&gt;
|name=Summon Fay Prince&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3904&lt;br /&gt;
|description=The caster summons a Fay Prince from the Dreamwild. The fay are beings of the Dreamwild. They mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. Fay Princes are mighty Fay beings serving their queens with their magic and unparalleled battle prowess. In the dreamwild the lands are divided between the summer courts and the winter courts. If cast in a cold province an Unseelie Prince will appear instead of a Fay Prince.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1025&lt;br /&gt;
|name=Summon Fire Snakes&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 814&lt;br /&gt;
|description=The caster summons and binds several Fire Snakes. Fire Snakes are large serpents with golden skin. Their smoldering bodies can release blazing flames if threatened. Their bite is highly poisonous.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1026&lt;br /&gt;
|name=Summon Flame Spirit&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2626&lt;br /&gt;
|description=This ritual summons a Flame Spirit. Flame Spirits are beings made of pure fire that are highly skilled in fire magic. In combat they are helped by the Will o&#039; the Wisps that surround them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=565&lt;br /&gt;
|name=Summon Garudas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S21&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3664&lt;br /&gt;
|description=Garudas are divine bird-warriors that left this world ages ago. They are eternal enemies of Nagas and serpent-kin and are highly resistant to poison. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer. Garudas are blessed with an Aura of Splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1037&lt;br /&gt;
|name=Summon Ghosts&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 566&lt;br /&gt;
|description=Ghosts are the souls of slain humans summoned from the Underworld. Ghosts are frightening ethereal beings that can drain the life force from living beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1045&lt;br /&gt;
|name=Summon Gnome&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 345&lt;br /&gt;
|description=The caster summons a Gnome to serve him. The Gnome is a small fay creature of the Dreamwild. They usually live in forests or vales far from civilization, where they tend the flora and fauna of the region. All Gnomes are skilled in the magic of the land as well as in glamour magic which they use to hide themselves from pesky humans. They appear as small, gnarled old men with bright, red caps. Gnomes are fay creatures and are vulnerable to iron.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=311&lt;br /&gt;
|name=Summon Gozu Mezu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2091&lt;br /&gt;
|description=The caster opens a gate to the underworld and calls forth a pair of demon jailers and torturers of the dead, Ox-head and Horse-face. They are mighty warriors armed with enchanted pole arms that trap souls.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1027&lt;br /&gt;
|name=Summon Great Eagles&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1381&lt;br /&gt;
|description=Great Eagles are eagles large enough to carry a horse and fierce enough to battle a dragon. They are quite intelligent and can understand human speech. They live in mountain regions far from men, but can be summoned by powerful mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=542&lt;br /&gt;
|name=Summon Hinn&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3367&lt;br /&gt;
|description=The Hinn are spiritual beings of an earlier time. They were vanquished by the Jinnun during the reign of an earlier Pantokrator, long before mankind emerged. A few of them still roam the deserts and uninhabitable regions of the world. The Hinn were born from scorching wind and fire and are invisible unless they want to be seen. When visible they take the shape of strange dogs with burning eyes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=310&lt;br /&gt;
|name=Summon Kenzoku&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2096&lt;br /&gt;
|description=The caster summons a Kenzoku from the spirit world. Kenzoku are noble warrior-kami of great prowess. Once human, they were rewarded with immortality for their deeds. Kenzoku are popular kami among the samurai. They fight with magic swords sprung from their martial essence and are surrounded by a divine aura that intimidates lesser beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=567&lt;br /&gt;
|name=Summon Kinnara&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1331&lt;br /&gt;
|description=The Kinnara is a divine being and musician of the Spheres. It has the appearance of a winged horse-man robed in splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1464&lt;br /&gt;
|name=Summon Lauma&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 4092&lt;br /&gt;
|description=The caster performs a ritual dance to attract a Lauma. The Lauma is a fay being of the Zemaitian woodlands that has been worshiped as a lesser divinity since time immemorial. It has the appearance of a woman with the head and lower parts of a goat with bird claws instead of hooves. They are beings of the wild woodlands and are closely associated with water. They live near lakes, rivers and streams and it is said that their dances will make it rain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=566&lt;br /&gt;
|name=Summon Maruts&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S18&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3667&lt;br /&gt;
|description=Maruts are storm-born divine warriors armed with lightning and demon-slaying swords. While once of this world, they left it for the celestial realms ages ago. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=370&lt;br /&gt;
|name=Summon Monster Fish&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1664&lt;br /&gt;
|description=This spell summons a Monster Fish. This huge fish lives only in the deepest gorges of the ocean. When it is hunting, it will light up its antenna to lure prey closer. When the prey comes close, it will open its enormous mouth and swallow the prey whole. This works best against prey that is smaller than the Monster Fish, but it also has some sharp teeth to use against the really large opponents that can be found in the oceans.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=442&lt;br /&gt;
|name=Summon Morrigan&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1821&lt;br /&gt;
|description=The caster summons one of the Morrigans in an attempt to turn the tide of the battle. The Morrigans are heralds of death, collectors of souls and bringers of strife. They are the fates of the battleground, weaving looms of entrails with arrows for shuttles. Their chant colors the skies red before battle. In the shapes of crows they pick out the eyes of the dead. The Morrigans are horrible beings of death and destruction. They appear as grisly warrior women armed with spears enchanted to kill. They are sacred to the Fomorians.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=597&lt;br /&gt;
|name=Summon Oni General&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1276&lt;br /&gt;
|description=This spell summons a mighty Oni General. Oni of exceptional strength and power are given heavy armor and position as generals by their kings. The Oni General is always guarded by three wolves that will appear as soon as an enemy approaches. Oni don&#039;t need to eat. However, they have tremendous appetites and like to eat and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Their residual spirit form is a ghost and can be banished.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=554&lt;br /&gt;
|name=Summon Si&#039;lat&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A21&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3483&lt;br /&gt;
|description=The Sahir summons a Si&#039;lat and binds it to his service. The Si&#039;lat is a malign Jiniri spirit with shapeshifting abilities. They might be mistaken for Ghulahs, but are closer to the true Jinn and share many of their abilities, such as glamour, although they are not invisible. They are more closely attuned to storms and winds than the pure-blooded jinn born from Smokeless Flame. Si&#039;lat likes to seduce and ensnare men with their powers, but unlike the Ghulahs they do not feed on the flesh of their victims. Just like a Ghulah their shapeshifting is limited and they always retain some animal part, which they try to hide underneath lavish gowns and dresses.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1036&lt;br /&gt;
|name=Summon Spectre&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D22&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 329&lt;br /&gt;
|description=The necromancer summons the Spectre of a dead mage and binds it to his service. The Spectre has some skill in Death magic as well as other paths of magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1040&lt;br /&gt;
|name=Summon Sprites&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 592&lt;br /&gt;
|description=The caster summons six sprites to aid him in battle. Sprites are small faeries with insect wings. They can fire elf shots, which will incapacitate those hit. Sprites are magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1472&lt;br /&gt;
|name=Summon Unseelie Prince&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3909&lt;br /&gt;
|description=The caster summons a Fay Prince from the Dreamwild. The fay are beings of the Dreamwild. They mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. In the frozen forests of the world the Fay reflect the cold and hostile nature of the Dreamwild. Unseelie Princes appear as immaculate knights with alabaster-pale skin and silver locks, wreathed in icy winds and illusions. They are mighty Fay beings serving their queens with their magic and unparalleled battle prowess.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=492&lt;br /&gt;
|name=Summon Valkyries&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 261&lt;br /&gt;
|description=The caster summons a group of Valkyries to aid him in battle. Valkyries are female Vanir and have the ability to fool humans with illusions. The Valkyries were granted the ability to fly in ancient times by a dead god who used them as messengers of death. The Valkyries still possess the power of flight. They come armed and ready for battle when summoned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1033&lt;br /&gt;
|name=Troll King&#039;s Court&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E65&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 519&lt;br /&gt;
|description=The caster contacts a Troll King and his retinue of Trolls. The Troll King is a powerful Earth mage and armed to the teeth. The Troll King is in no way less powerful than his kin.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=480&lt;br /&gt;
|name=Angelic Host&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value 3870&lt;br /&gt;
|description=The caster contacts an Arch Angel and asks for its aid. The Arch Angel is accompanied by a host of six angels and may appear in a distant province. The Arch Angel, armed with a flaming sword, is also a powerful Fire mage and priest.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1055&lt;br /&gt;
|name=Animal Horde&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Animals, value 403&lt;br /&gt;
|description=The caster summons a horde of animals and binds them to his service. Different animals answer the call in different terrains.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1056&lt;br /&gt;
|name=Awaken Ivy King&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 931&lt;br /&gt;
|description=The mage awakens an ancient Ivy King and persuades him to serve him. The Ivy King is an ancient and powerful Vine Ogre skilled in Nature magic. The Ivy Kings are served by Vine Men and they will arrive in greater numbers when called by an Ivy King.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=362&lt;br /&gt;
|name=Call Anzus&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3064&lt;br /&gt;
|description=The caster summons a pair of Anzu bird-monsters. The Anzus were conceived by the pure water and the wide earth in primordial times. They appear as huge lion-headed eagles that breathes fire and water.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=354&lt;br /&gt;
|name=Call Arel&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S39&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2058&lt;br /&gt;
|description=The caster calls down a manifestation of heavenly power from the Celestial Sphere. The Arelim appear as beautiful winged beings. They are the most gentle of all beings of the Celestial Sphere. They nurture nature and are protectors of the weak. They weep for the wounded and follow armies in lamentation of the wars brought by the gifts of the Watchers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=464&lt;br /&gt;
|name=Call Fravashi&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2563&lt;br /&gt;
|description=With the aid of arcane rituals the Seraphs can summon the divinities of old to lead the nation anew. Fravashis are the deified souls of ancient heroes. They are revered and worshiped as messengers of the God.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1060&lt;br /&gt;
|name=Conjure Phantasmal Knight&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3627&lt;br /&gt;
|description=The caster conjures a Phantasmal Knight to aid him in battle. A Phantasmal Knight is a being of the Dreamwild, made of memories, dreams and legends. Phantasms are not real, but can interact with creation if conjured with glamour magic. Phantasmal Knights are manifest dreams of heroic knights armed in shining armor. They are insubstantial and difficult to harm with physical weapons. Phantasms cannot hold on to reality for long and will disperse when the battle is over. When cast under water phantasmal triton knights will appear.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=335&lt;br /&gt;
|name=Contact Cloud Vila&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1941&lt;br /&gt;
|description=The caster travels to a remote mountain top to contact a Vila and persuade her to aid him. The Vila is a powerful female spirit of the wild. The Cloud Vila appears as a naked, winged woman with cloud-like hair. Her beauty is only marred by her hoofed feet and anyone rude enough to mention this fact will be struck down or cursed for the rest of his life. The Cloud Vila can fascinate and lure men into servitude with her spellsongs and otherworldly beauty. She has the power to give and take health, but is also a powerful mage of the Air who wields the lightning and rides the storms. The Cloud Vila is not as skilled in healing as the Mountain Vila.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=460&lt;br /&gt;
|name=Contact Couatl&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 525&lt;br /&gt;
|description=The mage contacts a Couatl and persuades it to aid him. The Couatl is a mythic serpent with feathery wings. They are considered to be sacred in most societies and are known to be powerful mages and priests.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=334&lt;br /&gt;
|name=Contact Mountain Vila&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1942&lt;br /&gt;
|description=The caster travels to a remote mountain to contact a Vila and persuade her to aid him. The Vila is a powerful female spirit of the wild. The Mountain Vila appears as a naked woman mounted on a stag. Her beauty is only marred by her hoofed feet and anyone rude enough to mention this fact will be struck down or cursed for the rest of his life. The Mountain Vila can fascinate and lure men into servitude with her spellsongs and otherworldly beauty. She has the power to give and take health and is a powerful mage of Nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=314&lt;br /&gt;
|name=Contact Yama-no-kami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E28&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2097&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=393&lt;br /&gt;
|name=Great Lamentation&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D33&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 255&lt;br /&gt;
|description=This spell summons a great number of Wailing Ladies. Wailing Ladies are sacred and their weeping for the annihilated Empire is unbearable to behold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1053&lt;br /&gt;
|name=Harvester of Sorrows&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 491&lt;br /&gt;
|description=A Harvester of Sorrows is summoned. The Harvester is a messenger of death and disease. It likes to stalk humans at night, feeding on their fears and pains. A province in which a Harvester of Sorrows has hidden itself will suffer an outbreak of disease and unrest. The Harvester will also stalk and spread disease among any military units in the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=481&lt;br /&gt;
|name=Heavenly Wrath&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1369&lt;br /&gt;
|description=This spell calls down an Angel of Fury from the heavens so he can aid the Pretender God in punishing all false Pretenders.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1059&lt;br /&gt;
|name=Living Castle&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 9&lt;br /&gt;
|description=The caster conjures a castle of living kelp and algae. The castle can only be created in a friendly sea. This spell cannot be cast above the waves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1047&lt;br /&gt;
|name=Living Clouds&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A2&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3725&lt;br /&gt;
|description=The caster releases the power of the winds and calls forth several mid-sized Air Elementals. A powerful mage can summon larger numbers of elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1051&lt;br /&gt;
|name=Living Earth&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E2&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3741&lt;br /&gt;
|description=The caster releases the powers of the Earth and calls forth several mid-sized Earth Elementals. A powerful mage can summon larger numbers of elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1046&lt;br /&gt;
|name=Living Fire&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3717&lt;br /&gt;
|description=The caster releases the powers of Fire and calls forth several mid-sized Fire Elementals. A powerful mage can summon larger numbers of elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1049&lt;br /&gt;
|name=Living Water&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W2&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3733&lt;br /&gt;
|description=The caster releases the powers of Water and calls forth several mid-sized Water Elementals. A powerful mage can summon larger numbers of elementals. Water Elementals summoned in cold climates will be composed of ice. Ice Elementals are stronger but slower than Water Elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1061&lt;br /&gt;
|name=Lore of Legends&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Set Effect Value (2) if lower, value 1086&lt;br /&gt;
|description=The caster taps into the legends of the dreamwild to unearth long forgotten lore. For one month the caster&#039;s magic skills become legendary and his skills in all magic paths are increased. After a month has passed the powers fade and the caster is once more bound by the restrictions of this world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=313&lt;br /&gt;
|name=Summon Araburu-kami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3270&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1048&lt;br /&gt;
|name=Summon Asp Turtle&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1234&lt;br /&gt;
|description=The Asp Turtle is probably the most powerful beast encountered outside the deep gorges in the ocean. The turtle is normally peaceful and lives in relatively shallow waters. With this spell, an Asp Turtle is summoned, bound and turned into a very deadly killing machine. Its huge size and heavy armor make it easy for the turtle to kill smaller beings by trampling them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=527&lt;br /&gt;
|name=Summon Balam&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 17&lt;br /&gt;
|description=The caster summons one of the four Balam. The Balam are powerful jaguar shaped spirits of fertility and servants of the Awakening Lord. There is one spirit for each cardinal direction. The Balam are able to change their shape at will. To the Zotz they often appear as Onaquis or Zotz sorcerers, but in battle they take their true form. The Balam are connected to the four cardinal directions and have corresponding powers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1057&lt;br /&gt;
|name=Summon Calydonian Boar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3684&lt;br /&gt;
|description=The caster summons a Calydonian Boar and binds it to his service. The Calydonian Boar is a horrible monster boar with burning eyes, spear-like bristles of iron and tusks like that of an elephant. Anyone unfortunate enough to come close to the dreadful beast is set ablaze by the scorching heat of its eyes. The boar breathes flames and its tusks crackles with lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1050&lt;br /&gt;
|name=Summon Catoblepas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1290&lt;br /&gt;
|description=The caster ventures into a deep and unwholesome swamp and summons a Catoblepas, a horrible beastly bull that breathes poison and whose gaze is death.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1052&lt;br /&gt;
|name=Summon Mound Fiend&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D28&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 439&lt;br /&gt;
|description=The necromancer summons and binds a Mound Fiend, an apparition able to reanimate the dead and curse humans with its hunger. The Mound Fiend is also a powerful Death mage in his own right.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=569&lt;br /&gt;
|name=Summon Siddha&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1337&lt;br /&gt;
|description=This spell summons a Siddha, a sacred being that has achieved physical as well as spiritual perfection. The Siddha is a powerful priest and mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=509&lt;br /&gt;
|name=Summon Tlaloque&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 13&lt;br /&gt;
|description=The mage-priest summons one of the four Tlaloque. The Tlaloque are powerful rain spirits and high servants of the Awakening Lord. The Tlaloque are the ones who carry and open the jugs of heavenly waters to let the rain fall upon the Terrestrial Sphere and they are always accompanied by rainfalls. There is one spirit for each cardinal direction. The Tlaloque of the East brings a rain of fertility and growth. The Tlaloque of the South brings warm summer rains. The Tlaloque of the West brings rains of fever and pestilence. The Tlaloque of the North brings rain storms and cold winds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1058&lt;br /&gt;
|name=Wild Hunt&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5 N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 75&lt;br /&gt;
|description=The caster unleashes the Wild Hunt upon the world. The Hunt is led by Herne the Lord of the Hunt, an ancient deity of the wild roaming the woodlands in search of those who have offended the wild and its inhabitants. When the Hunt has been called, powerful priests of enemy faiths will be hunted down for as long as the Lord is not slain. Apart from the main hunt led by Herne the Lord of the Hunt, there are also up to four lesser hunts that helps him hunt down less important enemy sacred commanders. Sneaking commanders might fool the lesser hunts, but Herne is extremely skilled and will find anyone eventually.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=535&lt;br /&gt;
|name=Wrath of the Ancestors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1363&lt;br /&gt;
|description=A host of wrathful ancestral spirits is summoned to decide the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=348&lt;br /&gt;
|name=Banquet for the Dead&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D55&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2039&lt;br /&gt;
|description=The Zamzummite holds a banquet for the deified dead. For three days the living and the shades of the dead share tables and meals. At the eastern end of the table is a throne for the living Adon and at the western end is an empty throne. Each night the ghostly shapes in the empty seats and throne become more solid. At the final night the Zamzummite sacrifices himself at the banquet and is devoured by the dead king who can manifest in the land of the living as a reawakened god. The Malik manifests with his host of Ditanim.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=465&lt;br /&gt;
|name=Call Amesha Spenta&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 12&lt;br /&gt;
|description=One of the six Amesha Spentas is summoned from the Stellar Sphere. The Amesha Spentas are divine beings and servants of the Lord of Wisdom. Each Spenta represents an aspect of their Lord. There are Spentas of animals, fire, sky and metals, earth, water and plants. All are powerful beings with magic corresponding to their nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=363&lt;br /&gt;
|name=Call Apkallu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2966&lt;br /&gt;
|description=The Mashmashu contacts the celestial sphere to call upon an Umu-apkallu. The Umu-apkallu are celestial sages blessed by the Wise Waters. They resemble four-winged enkidus of great beauty. They serve as messengers of the celestial sphere and are powerful mages of the stars, the sky and anything beneath it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=471&lt;br /&gt;
|name=Call Greater Daeva&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 16&lt;br /&gt;
|description=One of the Greater Daevas of the Daevic Heptad is summoned. These are six demonic beings of vast power who serve the Lord of Destruction. Each Daeva represents an aspect of their Lord. There are Daevas of Evil Intentions, Frozen Minds, Oppression, Discontent, Destruction and Aging. All are powerful destructive beings with magic corresponding to their nature. Their mere presence will cause turmoil, unrest and maladies where they dwell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=355&lt;br /&gt;
|name=Call Ophan&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S49&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2051&lt;br /&gt;
|description=The caster calls down a manifestation of heavenly power from the Celestial Sphere. The Ophanim, wheels, are angelic beings of unfathomable and otherworldly might. They appear as a brilliance covered by four wings, that when unfolded reveal a wheel intersecting another wheel of gleaming brass. The rim of the wheel is covered by eyes of sparkling chrysolite and the being is surrounded by a blaze like that of the sun. The Ophanim see all that passes under their many eyes and watch the affairs of men from the heavenly spheres.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1054&lt;br /&gt;
|name=Call Wraith Lord&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 181&lt;br /&gt;
|description=The caster summons a Wraith Lord from the Underworld to serve him. The Wraith Lord is the spirit of an ancient lord given physical form. Wraith Lords are immortal and will return from the land of the dead if defeated in battle. The Wraith Lord is a master of Death magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1072&lt;br /&gt;
|name=Call the Eater of the Dead&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4 D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Unit, value 994&lt;br /&gt;
|description=The Death mage uses ancient and unholy rituals to call forth the Eater of the Dead, a dreadful being once banished to the Void by the previous Pantokrator.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=455&lt;br /&gt;
|name=Contact Iron Angel&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5 S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1975&lt;br /&gt;
|description=The caster contacts an Iron Angel to teach the weak to be strong. The Angel is a divine being professing the might of skill and craftsmanship. It teaches men not to trust in sorcery or religion. Only faith in yourself and the weapon you wield will grant you true strength. The Iron Angel is not sacred and will readily hunt down and slay fanatical adherents of other faiths.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=336&lt;br /&gt;
|name=Contact Leshiy&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1949&lt;br /&gt;
|description=The caster enters a deep forest and contacts its spirit ruler and persuades it to aid him. The Leshiy is a guardian of forests. In the heart of its forest it takes the appearance of a huge man with grayish green skin, covered in lichen, grass and vines. A single horn grows from his forehead and his feet are hoofed. If he leaves his forest he will shrink and become smaller and smaller and lose much of his magical powers. While inside a forest, the Leshiy is able to shapeshift into a great bear covered in moss and lichen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=546&lt;br /&gt;
|name=Contact Marid&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3376&lt;br /&gt;
|description=The caster contacts a Marid and persuades it to abandon its rebellious ways and return to serve the awakening Lord. Marids are rebellious Jinnun of vast powers banished from the City of Brass by the Ifrit Sultans. Everywhere they went they caused strife and disorder so the Sultans hunted them until they fled into the ocean depths. They are powerful Jinn born from smokeless flame, but their maritime exile has granted them powers over water as well as the powers of fire, air and earth.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=318&lt;br /&gt;
|name=Contact Scorpion Man&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1649&lt;br /&gt;
|description=The Scorpion Man is the most frightening beast that wanders the desert. It is said that when a scorpion man looks at a mountain, the mountain shivers in fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=443&lt;br /&gt;
|name=Dance of the Morrigans&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5 A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 86&lt;br /&gt;
|description=The caster unleashes the Morrigans on the battlefield, coloring the skies red and wrathful. Wailing and dressed in terror, they arrive in earnest as the ground is soiled with blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=272&lt;br /&gt;
|name=Daughter of Typhon&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Unit, value 1822&lt;br /&gt;
|description=The mage enters the misty swamps of Pythia to find the entrance to the underworld hidden there. Once there the mage will lure and bind the guardian of the gate to his service. The guardian is a beast of might and malice unequaled. She is the daughter of Typhon, Enemy of Gods, and Echidna, Mother of Monsters and her name is Hydra. Like her lesser kin, she has nine heads. However, her central head is blessed by her father and is immortal. Should it be cut off a new body will regrow from the stump within weeks. Hydra is sacred.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1067&lt;br /&gt;
|name=Earth Attack&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon - Assassination, value 3741&lt;br /&gt;
|description=A huge Earth Elemental will appear in a province of the caster&#039;s choice. Here, it will travel under the ground and search for enemy commanders. When it finds one, it will rise out of the ground and strike it down. The Earth Elemental disappears when it has completed this task or if it can&#039;t find an enemy commander. The elemental can only find targets that are grounded, thus floating beings will never be attacked by the elemental.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1075&lt;br /&gt;
|name=Faerie Court&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 627&lt;br /&gt;
|description=The caster summons a Faery Queen and her court from the Dreamwild. Faery Queens are mighty fay beings that sometimes emerge in deep woodland realms where they form courts of fay beings mimicking their human counterparts. Calling themselves Queens they take the appearance of beautiful butterfly-winged females dressed in unimaginable splendour. Faery Queens are skilled mages of the Dreamwild and are adept at Glamour and Nature magic. They also have limited skills in air, water or earth magic. If cast in a frozen forest an unseelie queen and her court will answer the call instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1066&lt;br /&gt;
|name=Guardians of the Deep&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 52&lt;br /&gt;
|description=Sea monsters will help the local militia defend underwater provinces for as long as this spell is in effect. The defending monsters are dependent on the terrain and type of sea. The monsters require some small degree of leadership and guidance, so a small local defence is required for the enchantment to have any effect, but sometimes a group of monsters can emerge and attack enemy provinces under your dominion. The global enchantment will last until it is dispelled or the caster dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=625&lt;br /&gt;
|name=Hall of the Dead&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2509&lt;br /&gt;
|description=A Tomb Oracle or a powerful Ktonian Necromancer releases vast powers and opens a tomb hall to let unquiet spirits animate the entire tomb. A great number of Shard Wights are created.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1071&lt;br /&gt;
|name=King of Banefires&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 9&lt;br /&gt;
|description=The caster calls upon the supernatural forces of Fire itself and summons Anthrax, the King of Banefires. Anthrax was once one of the Kings of Elemental Fire and known as Catharsis. He has since fallen, earning himself a new name and title in the process. The King is a master of Fire and Death magic and is surrounded by a sickly green blaze of banefire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1068&lt;br /&gt;
|name=King of Elemental Earth&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 4&lt;br /&gt;
|description=The caster calls upon the supernatural forces of the Earth itself and summons one of the Kings of Elemental Earth. There were once three such beings, but since Pedoseion was tainted with blood sacrifices, there are but two Kings left. The Kings are masters of Earth magic in addition to being physically powerful.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1062&lt;br /&gt;
|name=King of Elemental Fire&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 8&lt;br /&gt;
|description=The caster calls upon the supernatural forces of Fire itself and summons one of the Kings of Elemental Fire. There were once three such beings, but since the fall of Catharsis, there are but two. The Kings are masters of Fire magic and are surrounded by blazing flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=394&lt;br /&gt;
|name=Lictorian Legion&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 259&lt;br /&gt;
|description=This spell summons an entire legion of Lictors. Lictors are sacred and were the peacekeepers of the Old Empire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1069&lt;br /&gt;
|name=Manifestation&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Manifestation, value 392&lt;br /&gt;
|description=With this spell, an Ashen Angel is summoned with the promise of an opportunity to kill a commander in this realm and to bring his soul back to the Lord of the Netherworld. The Ashen Angel will appear in a province of the mage&#039;s choice and search for a suitable commander. If no suitable commander is found, the Angel will return to the mage and kill him instead. A commander who is horror marked runs a greater risk of being chosen by the Angel.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1064&lt;br /&gt;
|name=Queen of Elemental Air&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 7&lt;br /&gt;
|description=The caster calls on the supernatural forces of the sky itself and summons one of the three Queens of Elemental Air. The Queens are masters of Air magic, can fly and are ethereal in nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1065&lt;br /&gt;
|name=Queen of Elemental Water&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 6&lt;br /&gt;
|description=The caster calls the supernatural forces of the sea itself and summons one of the three Queens of Elemental Water. The Queens are masters of Water magic and difficult to damage when they are underwater. Unless they are completely killed in one combat round, they will heal all their wounds at the end of each round. Only one of the three Queens is able to leave the sea.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=528&lt;br /&gt;
|name=Summon Chaac&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A75&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 18&lt;br /&gt;
|description=The caster summons one of the four Chaac, powerful warrior spirits of thunder and rain. They have strangely elongated noses and blueish skin. They guard the subjects of the Awakening God with their thunderous might. The Chaac are connected to the four cardinal directions and have corresponding powers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=599&lt;br /&gt;
|name=Summon Dai Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D45&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1316&lt;br /&gt;
|description=This spells summons a mighty demon king from the Netherworld. These Dai Oni are huge and command vast magical powers. They rule by fear and swift, arbitrary justice rather than skill and their lands are often torn by civil wars and uprisings. This matters little as Oni are almost immortal. The Dai Oni delight in warfare and are often found in the front ranks of their armies, butchering enemies. Dai Oni are violent and rather thick-headed. While magically powerful, they are not clever enough to be good researchers. Unscrupulous human sorcerers are given gold and magical power in return for their services. Oni don&#039;t need to eat. However, they have tremendous appetites and like to eat and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Their residual spirit form is a ghost and can be banished.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=570&lt;br /&gt;
|name=Summon Devata&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S45&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1336&lt;br /&gt;
|description=This spell summons a Devata, a lesser divinity of the Celestial Sphere. The Devata is a powerful warrior, priest and mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=491&lt;br /&gt;
|name=Summon Dwarf of the Four Directions&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4 E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A62&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value -21&lt;br /&gt;
|description=In every cardinal direction the Sky and the Earth meet, and in each of these places there is a dwarf of vast powers holding the Dome of the Sky in place. Should any of these dwarves be tricked to leave their task the world would start to collapse and storms would ravage the world. It is believed that wicked giants and Seithberenders would try to see the end of this world by removing these dwarves from their eternal task. The dwarves are immortal and should one be slain he would probably resume his task of holding the Sky in its proper place.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=545&lt;br /&gt;
|name=Summon Marid&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4 A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F66&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3374&lt;br /&gt;
|description=The Marids are rebellious Jinnun of vast powers. Banished from the City of Brass by the Ifrit Sultans they fled into the depths of the ocean. When mankind overtook the world and magic was lost, Ubar could no longer keep rebellious Marids at bay and they returned to the world. Marids are attracted to magic and can be lured and bound with powerful sorcery. They are powerful Jinn born from smokeless flame, but their maritime exile has granted them powers over water as well as the powers of fire, air and earth.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=366&lt;br /&gt;
|name=Summon Telkhine&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5 A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W69&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2874&lt;br /&gt;
|description=The caster releases one of the Telkhines from its Tartarian prison. Telkhines are sea-daimones of vast powers. They bring hailstorms and blizzards and cause great devastation. They are also great sages and unparalleled craftsmen. Their dabbling in stygian magic caused their final downfall and imprisonment. Telkhines are able to change their shape. In their demonic form their magic powers over storms and the sea are increased. In human shape their skills in forging are increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1063&lt;br /&gt;
|name=The Kindly Ones&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F6 N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 80&lt;br /&gt;
|description=The caster unleashes the Erinyes upon the world.  The Erinyes are three horrible spirits of vengeance that punish those who slay innocent women. In elder times, they upheld the ban against Blood magic, but they have since returned to the darkness whence they came.  They are sometimes called the Eumenides, the Kindly Ones, but their true names are Avenger of Murder, Grudging Anger and The Unrelenting One.  Sinners will hear the horrible baying of the sisters and madness will strike them unless they are found and most gruesomely slain by the sisters.  The first sister kills those who have killed, the second one hunts those who use blood magic and the third one hunts the enemies of he who summoned her and her sisters.  The Kindly Ones remain in the world until the enchantment is dispelled or the three of them are slain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1070&lt;br /&gt;
|name=Well of Misery&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 33&lt;br /&gt;
|description=This mighty ritual is a blessing to units across the world. Diseases, old age, suffering and pains are all drained of some of their essence. All malign energies are siphoned from the world and concentrated in the Well of Misery, effectively giving the caster a huge income of magical gems of Death. Each month a large amount of death gems are generated and the growth scale is increased in all provinces of the world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1074&lt;br /&gt;
|name=Wild Growth&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=40&lt;br /&gt;
|range=20&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=Vines and roots sprout from the ground, grabbing all enemies within reach. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1081&lt;br /&gt;
|name=Awaken Tarrasque&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 925&lt;br /&gt;
|description=The caster awakens an ancient sleeping dragon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1077&lt;br /&gt;
|name=Call Abomination&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 521&lt;br /&gt;
|description=The caster summons an Abomination from the nether planes. The beast is huge and horrible to behold, capable of shredding the minds of weaker beings with its gaze.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1076&lt;br /&gt;
|name=Call Ancient Presence&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5 N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2251&lt;br /&gt;
|description=In the deepest parts of the most fearsome swamps there is something that devours everything that dares to enter. This is known as the ancient presence. It is very old and grows larger by incorporating the victims that it devours whole. No hero can stand against the ancient presence, it devours and incorporates anyone that gets close and only gets stronger by it. The ritual to call an ancient presence can only be performed in large swamp.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=356&lt;br /&gt;
|name=Call Merkavah&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S7 F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S222&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2052&lt;br /&gt;
|description=With a tremendous sacrifice of power the caster calls down the ultimate manifestation of heavenly power. A Merkavah, a heavenly chariot of vast and unbearable power forms in the skies. In a blaze of otherworldly splendor, four wheels covered by four wings move the Merkavah in four directions. Above the four wheels at the center of the solar glory is a living being with four faces, four wings, four colors and four lives. Above the living being is a sapphire dome of stellar might beyond which the unbearable might of the Celestial Thrones is visible. After the vision of the heavens subsides, the four wheels and the Tetramorph remain to command the faithful and destroy the servants of sin.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1082&lt;br /&gt;
|name=Enchanted Forests&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 24&lt;br /&gt;
|description=All forests will start to whisper the hymns to the pretender that controls this enchantment. This will spread dominion to the places where false pretenders were worshiped. When a forest has the right dominion it will start to attack instead of whispering hymns. Enemies in that province or neighboring provinces will be attacked by creatures of the awakening forest.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1078&lt;br /&gt;
|name=Ghost Riders&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Temporary units), value 189&lt;br /&gt;
|description=This spell summons 75 Longdead Horsemen led by a Wraith Lord of the Netherworld. The horsemen will wreak havoc upon a province of the caster&#039;s choice but are not otherwise under the control of their summoner.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=482&lt;br /&gt;
|name=Heavenly Choir&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S7 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S144&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1368&lt;br /&gt;
|description=This spell calls down a Seraph from the heavens so he can serve the Pretender God. The Seraph is accompanied by a choir of angels.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1079&lt;br /&gt;
|name=Legion of Wights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 533&lt;br /&gt;
|description=The necromancer summons a contingent of Wights from the Underworld to serve him. Wights are powerful undead warriors armed with Bane Blades and heavy armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=571&lt;br /&gt;
|name=Summon Devala&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S55&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1713&lt;br /&gt;
|description=The Devala is a personification of music and lesser god of the Celestial Sphere. The divine tunes of the Devalas once filled this world, but when the Devatas of Kailasa withdrew to the heavens, the Devalas followed and the world was made a duller place. The mere presence of a Devala will cause the divine music to once again permeate the world and increase the magic scale of a province. It is a powerful mage-priest and a formidable warrior. The Devala is sacred.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=572&lt;br /&gt;
|name=Summon Rudra&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S55&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1906&lt;br /&gt;
|description=The caster summons one of the Rudras from the Celestial Spheres. Rudras are raging demigods of destruction armed with enchanted weaponry, thunder and plague. They bring death by arms or sorcery to mortals and demons alike. Their bows strike the targets with plague and their swords are the bane of demons. The Rudras are sprung from hurricanes and are able to fly even during storms. Their sorcerous might is directed towards destruction and they never pause to study or forge items.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1080&lt;br /&gt;
|name=Tartarian Gate&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Tartarian Gate, value 10&lt;br /&gt;
|description=The caster opens a gate to Tartarus and releases a dead Titan or Monstrum imprisoned in that horrible place. The Titans were gods in ancient times, but were defeated and imprisoned in Tartarus aeons ago. The dead Titan once had tremendous powers, but the imprisonment in the realm of perpetual pain might have destroyed the mind of the ancient god.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=245&lt;br /&gt;
|name=Air Shield&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8&lt;br /&gt;
|description=The air shield solidifies the air above the caster to protect him or her from incoming missiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1458&lt;br /&gt;
|name=Carrion Fortress&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N45&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 10&lt;br /&gt;
|description=This ritual forms a fortress of brambles, roots and bones in a matter of weeks, sturdy enough to rival stone walls. Defenders can stand on the walls and fire missiles from the parapets. This ritual can only be cast in forests or shallow seas, where nature has plenty of material to build from.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=337&lt;br /&gt;
|name=Grow Fortress&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 10&lt;br /&gt;
|description=This ritual forces nature to form a complete fortress in a matter of weeks, sturdy enough to rival stone walls. Defenders can stand on the walls and fire missiles from the parapets. This ritual can only be cast in forests or shallow seas, where nature has plenty of material to build from.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=249&lt;br /&gt;
|name=Hand of Dust&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1005&lt;br /&gt;
|description=The caster&#039;s left hand becomes deadly, able to turn anything it touches to ashes. The spell is limited in power but ignores armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=250&lt;br /&gt;
|name=Poison Touch&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=5&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Poison (HP damage), value 5005&lt;br /&gt;
|description=By touching a target, the magician can poison him. A successful attack roll is required to hit the target, but armor offers no protection.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=248&lt;br /&gt;
|name=Twist Fate&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1&lt;br /&gt;
|description=The caster changes his future fate. Twist Fate negates the first successful strike against the one protected by this spell. Any type of caster, including those that are undead or inanimate can use this spell to alter its fate.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=769&lt;br /&gt;
|name=Blurred Body&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4398046511104&lt;br /&gt;
|description=The mage&#039;s body becomes blurred, transparent and difficult to strike in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=766&lt;br /&gt;
|name=Cat Eyes&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 35184372088832&lt;br /&gt;
|description=This spell grants the caster partial darkvision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=760&lt;br /&gt;
|name=Charge Body&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 16384&lt;br /&gt;
|description=When a charged body is struck in melee combat, a powerful jolt of electricity will strike the attacker. However the mage will also receive some shock damage from the discharge, but it will be much less severe. The damage caused by the electrical charge bypasses the protection of armor and is very deadly. Once hit, the mage&#039;s body will become discharged and, if the mage survives, will need to be recharged.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=759&lt;br /&gt;
|name=Distill Gold&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 250&lt;br /&gt;
|description=The alchemist distills gold from minerals. The process is time consuming and requires the alchemist to use fire gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=765&lt;br /&gt;
|name=Eagle Eyes&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4&lt;br /&gt;
|description=This spell grants the mage superior vision and accuracy for both spell casting and archery.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=762&lt;br /&gt;
|name=Earth Grip&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 16384&lt;br /&gt;
|description=The mage orders the earth to swallow a single target. If the target is affected, he will be unable to move unless he succeeds in breaking free.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=761&lt;br /&gt;
|name=Fists of Iron&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 15&lt;br /&gt;
|description=The caster enchants his hands, transforming them into pistons able to strike down even the largest of foes. The assault lasts only one round and the targeted unit must be in reach. The magician attacks the target multiple times with increased skill. The damage of the spell increases with the strength of the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=763&lt;br /&gt;
|name=Hand of Death&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=5&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 5030&lt;br /&gt;
|description=The left hand of the caster becomes deadly and destroys anything it touches. The power of the hand is strong enough to kill giants.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=768&lt;br /&gt;
|name=Personal Barkskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16&lt;br /&gt;
|description=The skin of the caster is transformed into a rough, bark-like hide. This makes the caster less vulnerable to weapons, but more vulnerable to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=767&lt;br /&gt;
|name=Personal Poison Resistance&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 288230376151711744&lt;br /&gt;
|description=This spell makes the caster quite resistant to poison. The spell does not neutralize poison already affecting the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=764&lt;br /&gt;
|name=Skeletal Body&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 274877906944&lt;br /&gt;
|description=The body of the caster dries up and becomes impossibly thin and skeletal. Piercing weapons hitting the caster will cause less damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=778&lt;br /&gt;
|name=Alchemical Transmutation&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 200&lt;br /&gt;
|description=The alchemist transmutes base metals into precious ones. The process is time consuming and requires the alchemist to use earth gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=780&lt;br /&gt;
|name=Armor of Achilles&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage Armor (no effect on magic items), value 10&lt;br /&gt;
|description=Almost totally destroys the target&#039;s armor and shield. Magical armor is likely to resist the effect of this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=785&lt;br /&gt;
|name=Blur&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4398046511104&lt;br /&gt;
|description=A few soldiers becomes blurred, transparent and difficult to strike in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=770&lt;br /&gt;
|name=Burn&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 512&lt;br /&gt;
|description=The targeted enemy is set ablaze. The spell ignores enemy armor, but it is not always strong enough to kill the victim. Also, rain or snow will put the flames out very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=783&lt;br /&gt;
|name=Enlarge&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2147483648&lt;br /&gt;
|description=A few soldiers are magically enlarged for the duration of the battle. Enlarged soldiers get increased size, hit points and strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=781&lt;br /&gt;
|name=Gift of Cheated Fate&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1&lt;br /&gt;
|description=The caster changes the future fates of a few soldiers. Cheat Fate negates the first successful strike against the one protected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=775&lt;br /&gt;
|name=Gooey Water&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 134217728&lt;br /&gt;
|description=The caster turns a patch of water into sticky slime. Units stuck in the slime will move and attack more slowly and have trouble defending themselves. The slime effect will wear off more quickly on targets with high magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=774&lt;br /&gt;
|name=Ice Shield&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 549755813888&lt;br /&gt;
|description=The mage transforms the water around him into a shield of ice that protects him from harm. The shield will randomly block about half of the attacks against his person.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=784&lt;br /&gt;
|name=Mirror Image&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 2000&lt;br /&gt;
|description=This spell creates illusionary images of the caster. A skilled Glamour mage will get more images than a less skilled one. The images will surround the mage and make it harder for enemies to figure out which one to strike.  A strike will have an equal chance of hitting each image and the mage. If an image is hit it will disappear and further attacks are more likely to hit the caster. Unlike some other glamour effects, mirror images are not negated by true sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=776&lt;br /&gt;
|name=Personal Mistform&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 65536&lt;br /&gt;
|description=The mage&#039;s body becomes mist. Striking the mist that makes up the mage&#039;s body causes the mage very little damage. The mistform will end if the mage gets hit exceptionally hard or by a magical weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=779&lt;br /&gt;
|name=Personal Stoneskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 65536&lt;br /&gt;
|description=The skin of the caster is transformed into a rough, stone-like hide. As a side effect the caster will take additional damage from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=773&lt;br /&gt;
|name=Quicken Self&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 262144&lt;br /&gt;
|description=Quickness increases the speed of the caster and enhances his ability to dodge and evade incoming attacks. The quickened one can perform regular combat actions twice every turn, but still cannot cast more than one spell per combat round.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=771&lt;br /&gt;
|name=Resist Cold&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell makes the caster resistant to cold. It also negates the chill effect caused by some undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=772&lt;br /&gt;
|name=Resist Fire&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell makes the caster&#039;s body resistant to fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=777&lt;br /&gt;
|name=Resist Lightning&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell makes the caster highly resistant to thunder and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=782&lt;br /&gt;
|name=Weakness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Weaken, value 3&lt;br /&gt;
|description=The mage damages the life force of the target making it permanently weaker.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=799&lt;br /&gt;
|name=Animate Tree&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=value 361&lt;br /&gt;
|description=This spell will cause a small tree or a couple of large bushes to come alive, uproot themselves and start to fight for the nature mage that awakened them. Bushes are usually slow and not very well suited for fighting, but they are surprisingly strong and they may easily kill a human should they get hold of one.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=798&lt;br /&gt;
|name=Barkskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16&lt;br /&gt;
|description=The skin of a few soldiers are transformed into a rough, bark-like hide. This makes them less vulnerable to weapons, but more vulnerable to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=796&lt;br /&gt;
|name=Body Ethereal&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=30&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 134217728&lt;br /&gt;
|description=The target&#039;s body becomes hazy and transparent. The target can pass through obstacles and non-magical weapons usually just pass through his body without harming it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=791&lt;br /&gt;
|name=Cold Resistance&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell makes a few units resistant to cold. It also reduces the chill effect caused by some undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=802&lt;br /&gt;
|name=Displace Body&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8796093022208&lt;br /&gt;
|description=The mage&#039;s image appears beside his actual location and is very difficult to hit in melee. The first attack against the displaced unit will almost always miss as the enemy will swing straight at the false image.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=795&lt;br /&gt;
|name=Earth Meld&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=60&lt;br /&gt;
|range=25&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Cause Affliction, value 16384&lt;br /&gt;
|description=The targeted soldiers start to sink into the ground. Affected troops must struggle to free themselves from the ground. During the struggle, they are unable to move or attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=786&lt;br /&gt;
|name=Fire Resistance&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell makes a few units&#039; bodies resistant to fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=792&lt;br /&gt;
|name=Freeze&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 268435456&lt;br /&gt;
|description=The caster freezes his enemies. Frozen units are slowed and suffer from fatigue each turn. The spell only lowers the temperature of the soldiers themselves. There is no lingering cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=261&lt;br /&gt;
|name=From Death Comes Life&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 94&lt;br /&gt;
|description=The Panageis uses sacred carcasses from a Megara Chasm to complete the cycle of death and rebirth and procure fertility in the province. The growth scale of the province is increased by two. The ritual lasts longer if more gems are used.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=797&lt;br /&gt;
|name=Gift of Cat Eyes&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 35184372088832&lt;br /&gt;
|description=This spell grants a few soldiers partial darkvision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=803&lt;br /&gt;
|name=Group Blur&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=40&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4398046511104&lt;br /&gt;
|description=Several soldiers becomes blurred, transparent and difficult to strike in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=787&lt;br /&gt;
|name=Immolation&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=7&lt;br /&gt;
|effect=Damage, value 1010&lt;br /&gt;
|description=The caster bursts into white-hot flames, badly burning everyone within range. Armor offers little protection against the flames. The spell will consume the caster if he is unprotected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=788&lt;br /&gt;
|name=Inner Sun&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 67108864&lt;br /&gt;
|description=This spell provides the mage with a way to retaliate when attacked by undead warriors. When the mage is slain, a shower of light will shoot forth from the body and burn all undead beings in the vicinity. The Inner Sun spell is a ritual and will last until the mage is killed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=793&lt;br /&gt;
|name=Lightning Resistance&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell makes units resistant to the damage and stun effects caused by lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=790&lt;br /&gt;
|name=Mist&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 71&lt;br /&gt;
|description=The caster creates a dense magical mist across the battlefield that makes it difficult to see far and prevents any cloud effects from dissipating properly. The mist will limit the precision of all spells and missiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=801&lt;br /&gt;
|name=Mossbody&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8&lt;br /&gt;
|description=The caster covers the body of a small number of troops in a moist magical moss. The moss has a large chance of providing an extra layer of protection against any attack as well as giving a certain protection against fire. If the moss is struck it has a chance of bursting in a cloud of poison and after that the protective effect will be over. The harder the hit the greater the chance of the moss bursting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=794&lt;br /&gt;
|name=Personal Ironskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268435456&lt;br /&gt;
|description=The skin of the caster is transformed into a hard, metallic hide. As a side effect the caster will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=789&lt;br /&gt;
|name=Protective Winds&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8&lt;br /&gt;
|description=Powerful winds will protect a group of friendly units from enemy projectiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=800&lt;br /&gt;
|name=Torpor&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=35&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Fatigue, value 5010&lt;br /&gt;
|description=This spell targets the metabolism and bodily functions of a few units. The targets become unnaturally tired.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=487&lt;br /&gt;
|name=Amalgamation of Air and Flesh&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3865&lt;br /&gt;
|description=The alchemists of Marignon have, with the possible aid of infernal tutors, devised means to fuse human bodies with elemental essence creating living amalgams of flesh and air. The amalgam retains his mind and soul so early experiments with prisoners have been discarded and now only able and willing soldiers are used in the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=489&lt;br /&gt;
|name=Amalgamation of Earth and Flesh&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3867&lt;br /&gt;
|description=The alchemists of Marignon have, with the possible aid of infernal tutors, devised means to fuse human bodies with elemental essence creating living amalgams of flesh and earth. The amalgam retains his mind and soul so early experiments with prisoners have been discarded and now only able and willing soldiers are used in the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=486&lt;br /&gt;
|name=Amalgamation of Fire and Flesh&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3864&lt;br /&gt;
|description=The alchemists of Marignon have, with the possible aid of infernal tutors, devised means to fuse human bodies with elemental essence creating living amalgams of flesh and fire. The amalgam retains his mind and soul so early experiments with prisoners have been discarded and now only able and willing soldiers are used in the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=488&lt;br /&gt;
|name=Amalgamation of Water and Flesh&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3866&lt;br /&gt;
|description=The alchemists of Marignon have, with the possible aid of infernal tutors, devised means to fuse human bodies with elemental essence creating living amalgams of flesh and water. The amalgam retains his mind and soul so early experiments with prisoners have been discarded and now only able and willing soldiers are used in the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=817&lt;br /&gt;
|name=Arouse Hunger&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value -4&lt;br /&gt;
|description=The necromancer curses about forty beings in a far away province with undeath, more for skillful death mages. The victims will become ghouls that serve the necromancer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=816&lt;br /&gt;
|name=Blight&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 9&lt;br /&gt;
|description=The caster unleashes a blight upon a distant province. Five percent of the population will die, unrest increases and one hundred and twenty pounds of gold must be used to feed the starving.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=804&lt;br /&gt;
|name=Combustion&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 512&lt;br /&gt;
|description=A few enemies are set ablaze. The spell ignores enemy armor, but it is not always strong enough to kill the victim. Also, rain or snow will put the flames out very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=815&lt;br /&gt;
|name=Curse of Stones&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 32&lt;br /&gt;
|description=The caster curses the enemy army with the weight of earth and stones. Affected enemy units are severely burdened and moving will be slow and exhausting. Attack speed will not be affected, but fighting will be extra exhausting and can prove disastrous even for lightly armed soldiers. The curse will last until the battle is over.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=814&lt;br /&gt;
|name=Destruction&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=40&lt;br /&gt;
|range=30&lt;br /&gt;
|area=6&lt;br /&gt;
|effect=Damage Armor (no effect on magic items), value 5&lt;br /&gt;
|description=The armor of several soldiers is destroyed and falls to the ground in useless heaps. Magical armor is much less likely to be affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=818&lt;br /&gt;
|name=Elemental Fortitude&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 7168&lt;br /&gt;
|description=Increases resistance to fire, cold and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=809&lt;br /&gt;
|name=Encase in Ice&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Add To Effect Value (10), value 299&lt;br /&gt;
|description=The caster transforms the water surrounding some enemies into ice. The encased targets are protected from strikes, but must break free to be able to move or defend themselves. While encased they will become chilled and numbed and suffer fatigue.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=819&lt;br /&gt;
|name=Group Barkskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16&lt;br /&gt;
|description=The skin of several soldiers are transformed into a rough, bark-like hide. This makes them less vulnerable to weapons, but more vulnerable to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=805&lt;br /&gt;
|name=Lacerating Winds&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Damage, value 1003&lt;br /&gt;
|description=The caster makes the very winds themselves attack his enemies by hardening and sharpening the air itself. The winds will slash and bruise unprotected enemies in a large area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=806&lt;br /&gt;
|name=Liquid Body&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2680059592704&lt;br /&gt;
|description=The caster transforms himself into a semi-liquid being. He becomes very difficult to harm by physical means and wounds will rarely become permanent afflictions. As a by-effect the caster will lose some strength and movement speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=811&lt;br /&gt;
|name=Mistform&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 65536&lt;br /&gt;
|description=The bodies of a few soldiers becomes mist. Striking the mist that makes up the mage&#039;s body causes the mage very little damage. The mistform will end if the mage gets hit exceptionally hard or by a magical weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=807&lt;br /&gt;
|name=Quickness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 262144&lt;br /&gt;
|description=Quickness increases the speed of a small number of units and enhances their ability to dodge and evade incoming attacks. The quickened ones can act twice every turn, but quickened spell casters still cannot cast more than one spell per combat round.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=822&lt;br /&gt;
|name=Shrink&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=16+2/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 4294967296&lt;br /&gt;
|description=A few soldiers are shrunk for the rest of their lives. Shrunk beings have reduced size, strength and hit points. As a side effect defence is increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=808&lt;br /&gt;
|name=Slow&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 68719476736&lt;br /&gt;
|description=This spell will slow down a small group of enemies. The slowed units will require twice as long time to move, attack or cast spells. The effect will last for the entire battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=812&lt;br /&gt;
|name=Stoneskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 65536&lt;br /&gt;
|description=The skin of a few soldiers are transformed into a rough, stone-like hide. As a side effect the targets will take additional damage from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=821&lt;br /&gt;
|name=Stygian Skin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 17179869184&lt;br /&gt;
|description=The caster drenches his skin in stygian water, making him almost impervious to physical damage. Only living beings are affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=820&lt;br /&gt;
|name=Swarm&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -9&lt;br /&gt;
|description=The caster summons and transforms several insects, bugs and reptiles. The enlarged bugs aren&#039;t very dangerous, but will surely disturb those they attack. If cast under water shrimps and small fish will appear instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=813&lt;br /&gt;
|name=Temper Flesh&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 481036338176&lt;br /&gt;
|description=The flesh of the caster is tempered with earth magic and made highly resistant to physical damage as well as fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=824&lt;br /&gt;
|name=Twilight&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 115&lt;br /&gt;
|description=The caster shrouds the battlefield in twilight. Vision is slightly hampered and it is difficult to discern details. That which is small seems large and that which is close seems far away. Appearances are deceiving and it is difficult to separate dreams from reality. All glamour mages have their glamour skills empowered as long as the twilight remains. The twilight cannot be cast in darkness, and it is dispelled by battlefield lights as well as darkness.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=810&lt;br /&gt;
|name=Wolven Winter&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 3&lt;br /&gt;
|description=The caster curses a distant province with a dramatic fall in temperature. The mage can target any province of his choice and those affected will not know who has cast this spell upon them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=829&lt;br /&gt;
|name=Arrow Ward&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8&lt;br /&gt;
|description=The air itself will protect a large number of friendly units from enemy projectiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=840&lt;br /&gt;
|name=Baleful Star&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 5&lt;br /&gt;
|description=The caster invokes the great Maleficent and forces the evil star to take a conjunctive position in the heavens above one province, causing unfortunate events and evil deeds to occur. Anyone exposed to the evil star risks getting cursed for the rest of his life.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=844&lt;br /&gt;
|name=Blood Poisoning&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Poison (HP damage), value 2011&lt;br /&gt;
|description=The blood of the target is turned into poison. Even poison resistant beings are likely to suffer and die from their own blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=834&lt;br /&gt;
|name=Bone Melter&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=When affected by this spell, the targets will melt, dissolving instantly, resulting in a quick and certain death. Ethereal units are nearly immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=845&lt;br /&gt;
|name=Cat-eyed Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 35184372088832&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=826&lt;br /&gt;
|name=Cold Resistant Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell makes several units resistant to cold. It also reduces the chill effect caused by some undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=843&lt;br /&gt;
|name=Drain Life&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Drain Life, value 1010&lt;br /&gt;
|description=The caster drains life force from the target, adding it to his own health and endurance.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=841&lt;br /&gt;
|name=Enfeeble&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=25&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Weaken, value 2&lt;br /&gt;
|description=The mage damages the life force of the targets making them permanently weaker.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=833&lt;br /&gt;
|name=Fire Resistant Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell makes units&#039; bodies resistant to fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=338&lt;br /&gt;
|name=Fort of the Ancients&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 10&lt;br /&gt;
|description=In ancient times, Pangaea made its forts not from mud and mortar but bramble and birch. This ritual forces nature to form a complete fortress in a matter of weeks, sturdy enough to rival stone walls. The ritual can only be cast in forests or shallow seas, where an appropriate amount of vegetation can be found.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=831&lt;br /&gt;
|name=Gift of Formlessness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=40&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2680059592704&lt;br /&gt;
|description=The caster transforms a handful of soldiers into semi-liquid beings. The transformed soldiers become very difficult to harm by physical means and wounds will rarely become permanent afflictions. As a by-effect the affected soldiers will lose some strength and movement speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=835&lt;br /&gt;
|name=Group Stoneskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 65536&lt;br /&gt;
|description=The skin of a group of soldiers are transformed into a rough, stone-like hide. As a side effect the targets will take additional damage from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=827&lt;br /&gt;
|name=Incinerate&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 2012&lt;br /&gt;
|description=A single target is consumed by flames from the inside. Armor does not protect against this spell. It can target victims over long distances and it is one of the very few Fire spells that can be used underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=289&lt;br /&gt;
|name=Internal Alchemy&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Internal Alchemy, value 15&lt;br /&gt;
|description=The mystics and hermits of T&#039;ien Ch&#039;i have always been obsessed with longevity. Internal Alchemy is a method to transmute the inner self instead of external substances. Meditation, severe asceticism and breathing techniques are used to access the inner cinnabar fields in an attempt to alter them. Often the alchemist feeds on cinnabar, transmuted quicksilver, the most highly regarded alchemical substance, during the process. The transformative nature of the cinnabar might also transmute the mind of the hermit.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=842&lt;br /&gt;
|name=Invulnerability&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 2&lt;br /&gt;
|description=The flesh of the caster is made almost invulnerable from normal weapons. Only magic weapons or strikes from mighty giants will be able to harm the invulnerable one.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=626&lt;br /&gt;
|name=Iron Marionettes&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=30&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=This spell is primarily used to boost the power of the Agarthan Iron Corpses, but the spell works on other undead units as well. Any undead affected by this spell will move with great speed and fight with relentless fervor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=838&lt;br /&gt;
|name=Ironskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=40&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268435456&lt;br /&gt;
|description=The skins of a few soldiers are transformed into a hard, metallic hide. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=836&lt;br /&gt;
|name=Lightning Resistant Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell makes several units resistant to the damage and stun effects caused by lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=837&lt;br /&gt;
|name=Maws of the Earth&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=4+1/lvl&lt;br /&gt;
|effect=Damage, value 1012&lt;br /&gt;
|description=The earth cringes and heaves and a great maw with teeth of rock opens and swallows those unfortunate to be standing in the area. Those who survive will be partially buried in the ground and immobilized.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=846&lt;br /&gt;
|name=Mother Oak&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 46&lt;br /&gt;
|description=The oldest and mightiest of all oaks in the realm is enchanted to become the greatest oak there ever was. The Mother Oak produces magical acorns that can be harvested and made into Nature gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=847&lt;br /&gt;
|name=Nightfall&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 97&lt;br /&gt;
|description=The caster shrouds the battlefield in darkness. The spell can only be cast if the spell Twilight is already active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=848&lt;br /&gt;
|name=Shadow Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=20&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4398046511104&lt;br /&gt;
|description=A large group of soldiers becomes blurred, transparent and difficult to strike in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=839&lt;br /&gt;
|name=Shatter&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Shatter, value 5020&lt;br /&gt;
|description=This spell shatters metal and stone, wood and bone. Constructs and other inanimate beings targeted by the spell will take tremendous damage, but it has no effect against living beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=828&lt;br /&gt;
|name=Solar Eclipse&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 97&lt;br /&gt;
|description=The spell will blot out the sun, but only for a little while and in a limited area. It is enough to make a battlefield as dark as the night and will impair all units without darkvision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=830&lt;br /&gt;
|name=Storm&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 1&lt;br /&gt;
|description=The caster controls the weather and conjures a mighty storm on the battlefield. In cold provinces the storm will turn into a blizzard. The storm makes all cloud effect dissipate much faster, it also makes flying impossible and shooting very difficult. A rain storm will also make it more difficult to use Fire magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=825&lt;br /&gt;
|name=Transmute Fire&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 350&lt;br /&gt;
|description=The alchemist transmutes fire gems into gold. Every gem spent gives the alchemist several pounds of gold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=832&lt;br /&gt;
|name=Winter&#039;s Chill&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 268435456&lt;br /&gt;
|description=The caster freezes several enemy soldiers. Frozen units are slowed and suffer from fatigue each turn. The spell only lowers the temperature of the soldiers themselves. There is no lingering cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=849&lt;br /&gt;
|name=Blindness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 4096&lt;br /&gt;
|description=A very bright light flashes in the target&#039;s eyes. The target will be permanently blinded unless the spell is resisted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=852&lt;br /&gt;
|name=Blizzard&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4 W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 81&lt;br /&gt;
|description=The caster conjures an unexpected blizzard. The blizzard spell can only be cast in regions of neutral or slight heat. When cast the temperature drops suddenly and a snowstorm covers the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=851&lt;br /&gt;
|name=Boil&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1006&lt;br /&gt;
|description=This spell heats up a large underwater area to the point of boiling. This spell can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=861&lt;br /&gt;
|name=Control&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster alters the magical bonds of a magical being, making it serve him instead of its creator.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=902&lt;br /&gt;
|name=Crumble&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Crumble, value -50150&lt;br /&gt;
|description=The caster unleashes great power upon a besieged castle. The walls of the castle will fall apart and debris will crash down upon the unwary defenders.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=864&lt;br /&gt;
|name=Darkness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 77&lt;br /&gt;
|description=The battlefield is covered in a blanket of darkness that even renders torches useless. Most ordinary beings will stumble and have great difficulty fighting or shooting in the darkness. The darkness ends if the caster dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=823&lt;br /&gt;
|name=Eagle-eyed Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=856&lt;br /&gt;
|name=Earth Gem Alchemy&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 300&lt;br /&gt;
|description=The alchemist transmutes earth gems into precious metals. Every gem spent gives the alchemist several pounds of gold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=293&lt;br /&gt;
|name=End of Weakness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 17179869184&lt;br /&gt;
|description=All Oni on the battlefield are enchanted with the strength of the Underworld and their skin becomes almost impervious to non magical weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=853&lt;br /&gt;
|name=Frozen Heart&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 2008&lt;br /&gt;
|description=The victim&#039;s heart is instantly frozen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=867&lt;br /&gt;
|name=Giant Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2147483648&lt;br /&gt;
|description=A large group of soldiers are magically enlarged for the duration of the battle. Enlarged soldiers get increased size, hit points and strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=869&lt;br /&gt;
|name=Gift of Displacement&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8796093022208&lt;br /&gt;
|description=The target&#039;s images appear beside their actual location and are very difficult to hit in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=855&lt;br /&gt;
|name=Group Ironskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=60&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268435456&lt;br /&gt;
|description=The skins of a group of soldiers are transformed into a hard, metallic hide. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=850&lt;br /&gt;
|name=Hellscape&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 16&lt;br /&gt;
|description=The caster calls on the fires of Rhuax to curse a distant province with blistering heat. Smoke and wildfires will erupt as the very ground will burn with unnatural heat. The Hellscape will appear as an unnatural event, but those affected will not know who has cast the curse upon them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=870&lt;br /&gt;
|name=Invisibility&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1073741824&lt;br /&gt;
|description=The caster becomes invisible and will be almost impossible to hit in melee. The invisibility ends if the caster is wounded.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=857&lt;br /&gt;
|name=Iron Bane&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 2199023255552&lt;br /&gt;
|description=The armor of all soldiers on the battlefield will rust and become weakened. Weakened armor can be destroyed by a hard blow from a weapon. Magical armor is not affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=859&lt;br /&gt;
|name=Iron Pigs&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 924&lt;br /&gt;
|description=The caster transforms seven ordinary boars into beings of flesh and steel. People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies. Pigs, on the other hand, are not bothered, or at least they don&#039;t complain. Pigs are also preferred to dogs, as they have the size and strength to trample human-sized opponents. The transformation does not make the pigs braver.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=854&lt;br /&gt;
|name=Manifest Vitriol&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1983&lt;br /&gt;
|description=The alchemist conjures a manifestation of the alchemical principle of vitriol. It appears as a large, green, ethereal lion, whose breath will destroy all metals but gold. It is a magical, mindless being that must be commanded by a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=872&lt;br /&gt;
|name=Mirage&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 139&lt;br /&gt;
|description=The mage creates an illusory castle in a distant province to fool neighboring nations. Only upon besieging the castle will the truth be revealed to an advancing army. The enchantment lasts longer the more gems the caster invests.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=858&lt;br /&gt;
|name=Petrify&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=40&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Petrify, value 999&lt;br /&gt;
|description=The caster transforms some targets into stone. The target might end up dead when the petrification ends.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=860&lt;br /&gt;
|name=Rewrite Fate&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1&lt;br /&gt;
|description=The caster alters the fate of a large group of soldiers. Rewrite Fate negates the first successful strike against the ones protected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=862&lt;br /&gt;
|name=Skeletal Legion&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 274877906944&lt;br /&gt;
|description=The caster transforms an entire army into skeletal beings, making them highly resistant to piercing attacks. The transformation can be harmful and the transformed soldiers might get diseased by the spell. High magic resistance will protect the affected soldiers from the disease. The caster is exempt from the effects of the spell&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=863&lt;br /&gt;
|name=Soul Vortex&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 2048&lt;br /&gt;
|description=Anyone close to the necromancer will have his life force drained from him. The life force will be used by the necromancer to restore his own health and endurance. The necromancer and his mount if any are not drained by the soul vortex.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=866&lt;br /&gt;
|name=Transformation&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Transformation, value 1&lt;br /&gt;
|description=The caster is transformed into a random monster or animal. Some monsters, such as fire drakes, are closely attuned to an element or other magical path. If the caster successfully transforms into such a being he might gain magic power. Also the caster&#039;s new body is young and healthy. The transformation is not without risk, however, as the caster&#039;s mind and body may be damaged in the process. Sometimes a failed transformation can result in the form of a mindless being and usually mind and magic abilities are lost as a result. But sometimes a being with powerful magic can retain his magic ability as the magic is too strong to let the absence of a mind stop it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=868&lt;br /&gt;
|name=Venomous Death&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Poison (HP damage), value 3019&lt;br /&gt;
|description=The caster emulates the horrible bite of the Asp, the most deadly of snakes. The target is poisoned and his flesh will shrivel and his blood dry up.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=865&lt;br /&gt;
|name=Wooden Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16&lt;br /&gt;
|description=This spell gives Barkskin to a large group of soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=890&lt;br /&gt;
|name=Army of Shades&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4398046511104&lt;br /&gt;
|description=The entire army becomes blurred, transparent and difficult to strike in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=874&lt;br /&gt;
|name=Arrow Fend&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8&lt;br /&gt;
|description=The air itself will protect all friendly units from enemy projectiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=886&lt;br /&gt;
|name=Bone Grinding&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D7&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Damage, value 3&lt;br /&gt;
|description=With a horrible grinding noise, all units on the battlefield fall to the ground as their bones crack and break. Strong victims might get away with a broken bone, more unfortunate ones will become crippled for life. Ethereal beings are rarely hurt by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=877&lt;br /&gt;
|name=Crawl&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 68719476736&lt;br /&gt;
|description=This spell will slow down a large group of enemies. The slowed units will require twice as long time to move, attack or cast spells. The effect will last for the entire battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=888&lt;br /&gt;
|name=Creeping Doom&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -9&lt;br /&gt;
|description=This spell enlarges a huge number of insects to enormous proportions. The insects will aid the caster by attacking or at least disturb his enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=887&lt;br /&gt;
|name=Curse of the Frog Prince&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Polymorph, value 2222&lt;br /&gt;
|description=The victim is cursed with the form of a frog for the rest of his life.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=883&lt;br /&gt;
|name=Doom&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 2&lt;br /&gt;
|description=This spell curses all enemy units on the battlefield. Cursed units have bad luck in combat. A curse can never be removed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=885&lt;br /&gt;
|name=Enchanted Walls&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 142&lt;br /&gt;
|description=By enchanting the walls of a castle they will become slightly more difficult to breach, but more importantly ethereal beings will not be able to pass through the walls. The enchantment lasts for at least 6 months, longer if extra pearls are used for the ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=875&lt;br /&gt;
|name=Fog Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 65536&lt;br /&gt;
|description=The bodies of a large group of friendly troops become misty and almost impossible to damage. A unit&#039;s mistform will end if it is hit by an exceptionally hard blow or by a magic weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=879&lt;br /&gt;
|name=Ice Walls&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 129&lt;br /&gt;
|description=The caster strengthens the walls of a castle by covering them in ice, making the walls very difficult to breach. The ice walls get thicker the colder the province is and will disappear if the province should become non-cold. The alteration lasts as long as the caster remains alive, the province is cold and the fort is not conquered. The enchantment will not help an already breached wall.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=891&lt;br /&gt;
|name=Immaculate Fort&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 130&lt;br /&gt;
|description=With the help of glamour a fortification and everything in it is made perfect, at least that is how it seems. The air is cleaner, the food tastes better, the streets are always clean and all the buildings are in better shape than when they were just built. The fortification also looks perfectly fine, no matter how much damage it sustains. This makes it very difficult to figure out how to breach the walls, but when they are finally breached the opening will be seen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=882&lt;br /&gt;
|name=Iron Walls&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 113&lt;br /&gt;
|description=The caster transforms the stone walls of a castle into iron walls, making it almost impregnable. The alteration lasts for at least 6 months, longer if additional gems are used in the ritual, but will end prematurely if the caster should be killed. The enchantment will not help an already breached wall.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=881&lt;br /&gt;
|name=Marble Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 65536&lt;br /&gt;
|description=The caster transforms the skin of a large group of soldiers into a hard marble-like hide. The warriors become marble white and difficult to damage. As a side effect the targets will take additional damage from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=889&lt;br /&gt;
|name=Oaken Army&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16&lt;br /&gt;
|description=This spell gives Barkskin to all friendly units on the entire battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=873&lt;br /&gt;
|name=Phoenix Pyre&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 134217728&lt;br /&gt;
|description=This spell gives the mage limited immortality. When the mage is slain, he will explode in a cloud of fire and reappear somewhere else on the battlefield. The spell lasts for the entire battle, no matter how many times the mage is killed. However, being killed is exhausting and the spell will not work while the mage is unconscious.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=876&lt;br /&gt;
|name=Prison of Sedna&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Add To Effect Value (10), value 299&lt;br /&gt;
|description=The caster transforms the water surrounding the enemies into ice. The encased targets are protected from strikes, but must break free to be able to move or defend themselves. While encased they will become chilled and numbed and suffer fatigue.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=880&lt;br /&gt;
|name=Sea of Ice&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 28&lt;br /&gt;
|description=All lakes, seas and rivers in the world are frozen by this powerful enchantment. This makes travel between land and sea impossible, except by magical means such as teleportation. The frozen seas also stop Vanheim and other seafaring nations from sailing.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=878&lt;br /&gt;
|name=Wave Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2680059592704&lt;br /&gt;
|description=The caster transforms a large group of soldiers into semi-liquid beings. The transformed soldiers become very difficult to harm by physical means and wounds will rarely become permanent afflictions. As a by-effect the affected soldiers will lose some strength and movement speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=884&lt;br /&gt;
|name=Will of the Fates&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1&lt;br /&gt;
|description=The caster alters the fate of an entire battle. Will of the Fates negates the first successful strike against the ones protected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=894&lt;br /&gt;
|name=All-consuming Pyre&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=&lt;br /&gt;
|area=40&lt;br /&gt;
|effect=Damage, value 2010&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=904&lt;br /&gt;
|name=Arcane Domination&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S7&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S7&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster alters the magical bonds of all magical beings on the battlefield, making them serve him instead of their creators.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=907&lt;br /&gt;
|name=Army of Giants&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2147483648&lt;br /&gt;
|description=An entire army is magically enlarged for the duration of the battle. Enlarged soldiers get increased size, hit points and strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=895&lt;br /&gt;
|name=Army of Mist&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 65536&lt;br /&gt;
|description=The entire army becomes misty and almost impossible to damage. A unit&#039;s mistform will end if it is hit by an exceptionally hard blow or by a magic weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=892&lt;br /&gt;
|name=Conflagration&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Cause Affliction, value 512&lt;br /&gt;
|description=Many enemies are set ablaze. The spell ignores enemy armor, but it is not always strong enough to kill the victims. Also, rain or snow will put the flames out very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=905&lt;br /&gt;
|name=Disintegrate&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Disintegrate, value 999&lt;br /&gt;
|description=The necromancer points a bony finger at a target, who instantly turns to dust.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=909&lt;br /&gt;
|name=Displaced Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8796093022208&lt;br /&gt;
|description=A large group of soldiers get their images displaced to appear beside their actual location. Displaced warriors are very difficult to hit in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=908&lt;br /&gt;
|name=Eternal Twilight&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 118&lt;br /&gt;
|description=The entire world is stuck in between the day and the night, an eternal twilight. Vision is hampered and it is difficult to discern details. That which is small seems large and that which is close seems far away. Appearances are deceiving and it is difficult to separate dreams from reality. The caster&#039;s dominion will protect friendly provinces from any adverse effects, but outside people will struggle in their daily labor. Hostile units must be constantly suspicious of what they see, or they will wander off a cliff or maybe into the sea. This enchantment requires the presence of a single sun in order to function properly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=893&lt;br /&gt;
|name=Flameflesh Army&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell transforms the caster&#039;s entire army into a legion of red-hued apparitions. All beings in the army become hot to the touch and highly resistant to cold. The transformation also protects from the chill effects of some creatures, such as Wights and Winter Wolves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=898&lt;br /&gt;
|name=Frostflesh Army&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell transforms the caster&#039;s entire army into a legion of half-frozen apparitions. All beings in the army become pale and cold to the touch. The half-frozen warriors are highly resistant to heat and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=903&lt;br /&gt;
|name=Ground Army&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell makes the entire army highly resistant to lightning and thunder.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=899&lt;br /&gt;
|name=Iron Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E2&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268435456&lt;br /&gt;
|description=The skins of a large group of soldiers are transformed into hard, metallic hides. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=897&lt;br /&gt;
|name=Liquify&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=The targets are turned into pools of liquid flesh, causing instant death. If a target resists the spell he is only partially liquified and will probably become permanently crippled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=900&lt;br /&gt;
|name=Marble Army&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 65536&lt;br /&gt;
|description=The caster transforms the skin of the entire army into a hard marble-like hide. The warriors become marble white and difficult to damage. As a side effect the targets will take additional damage from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=906&lt;br /&gt;
|name=Polymorph&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=25&lt;br /&gt;
|area=4+2/lvl&lt;br /&gt;
|effect=Polymorph, value 549&lt;br /&gt;
|description=The caster transforms his enemies into swine.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=896&lt;br /&gt;
|name=Quickening&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=20&lt;br /&gt;
|area=7+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 262144&lt;br /&gt;
|description=This spells grants quickness to a large number of units. Quickness increases the speed and ability to dodge of the quickened one. A quickened person can act twice every turn, but quickened spell casters still cannot cast more than one spell per combat round.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=607&lt;br /&gt;
|name=Unleash Imprisoned Ones&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E6 D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E100&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Swallow if Smaller, value 1&lt;br /&gt;
|description=Since before the founding of Agartha there has been a forbidden chamber under the Roots of the Earth. Agarthan legends tell of three dark gods of an earlier age imprisoned with the help of the first Pale Ones. The Seal was strengthened with the souls of thousands of Pale Ones who gave their lives to protect the world from the Imprisoned Ones. Now the Seal seems to be weakening and there are rumors of a crack in the Seal. Some Oracles of the Dead have heard silent whispers in their dreams. Whispers of promise. A promise to spare the Agarthan people if the Imprisoned Ones are released. The oldest and most influential of the Oracles of the Dead has spoken against it, but desperate times need desperate measures, and the whispered promise has not been forgotten.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=901&lt;br /&gt;
|name=Wizard&#039;s Tower&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 24&lt;br /&gt;
|description=The caster raises a tall impregnable stone tower from the ground in any friendly province within range. It is very difficult to break down the walls of this tower, but the administrative facilities are not to the same high standard.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=913&lt;br /&gt;
|name=Arcane Decree&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 126&lt;br /&gt;
|description=This decree forbids anyone but the rightful Pretender God from manipulating the global enchantments. Any hostile mage trying to cast or dispel a global enchantment must first overcome the arcane decree, which will weaken the manipulation attempt even if it should manage to get through. This also applies to any dispel attempt against the arcane decree.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=910&lt;br /&gt;
|name=Army of Bronze&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E6&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268435584&lt;br /&gt;
|description=An entire army is physically altered into beings with bronze skin. The warriors can withstand severe punishment and become incredibly strong. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=911&lt;br /&gt;
|name=Army of Gold&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268436480&lt;br /&gt;
|description=An entire army is physically altered into beings with golden skin. The golden warriors can withstand severe punishment and are resistant to heat and flames. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=912&lt;br /&gt;
|name=Army of Lead&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 335544320&lt;br /&gt;
|description=An entire army is physically altered into beings with leaden skin. The leaden warriors can withstand severe punishment and are very difficult to affect with magic. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=917&lt;br /&gt;
|name=Army of Rats&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N4&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 4297064448&lt;br /&gt;
|description=The entire enemy army takes on the aspect of the rat and becomes small and nervous for the rest of their lives. Those affected have their size, strength, hit points and morale reduced. As a side effect defence is increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=918&lt;br /&gt;
|name=Awaken Forest&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=50%&lt;br /&gt;
|effect=value 361&lt;br /&gt;
|description=This spell will awaken all the bushes and small trees on the battlefield. The awakened trees and bushes will uproot themselves and start to fight for the nature mage that awakened them. Bushes are usually slow and not very well suited for fighting, but they are surprisingly strong and they may easily kill a human should they get hold of one.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=914&lt;br /&gt;
|name=Time Stop&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S6&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Time Stop, value 104&lt;br /&gt;
|description=This powerful alteration will slow down time to almost a standstill for everyone but the caster. Any ongoing effects like regeneration or heat clouds will also be slowed down, regardless if they affect the caster or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=916&lt;br /&gt;
|name=Utterdark&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D9&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D100&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 56&lt;br /&gt;
|description=The world is covered by a blanket of utter darkness. All living beings must use torches to see even a few feet in front of themselves. During the perpetual night, forces of darkness and roaming shades will attack enemy provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=915&lt;br /&gt;
|name=Wish&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S9&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S100&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=&lt;br /&gt;
|description=This ritual taps the primal powers from beyond the Spheres. By projection of his own will upon the Principle of Beginning, the caster can affect the very processes of creation and receive an answer to his wish. There are many things to wish for, but the outcome is not always good. If you want something good and safe, you can try wishing for an artifact or magic gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=244&lt;br /&gt;
|name=Fire Flies&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=0&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 8&lt;br /&gt;
|description=Six burning sparks shoot forth from the wizard&#039;s hand. The sparks have very limited armor penetration and will be ineffective against armored troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=247&lt;br /&gt;
|name=Flying Shards&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=0&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=30&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1006&lt;br /&gt;
|description=The caster hurls several stones towards enemy units. The shards are not very powerful, but can severely injure lightly armored units. The number of shards hurled depends on the skill of the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=246&lt;br /&gt;
|name=Freezing Touch&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=0&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1008&lt;br /&gt;
|description=The mage touches an enemy who will suffer from severe freezing damage, possibly even die from it. This is an effective spell because armor offers no protection against this quite potent attack. On the other hand, it might be very hard to actually touch an enemy in the heat of battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=642&lt;br /&gt;
|name=Acid Spray&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=2&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The mage extends his hands, spraying acid at his enemies. The acid sprays over quite a large area and the mage might also be hit if he is not careful.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=645&lt;br /&gt;
|name=Arcane Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1008&lt;br /&gt;
|description=The caster fires a bolt of arcane energies that is deadly for magic beings but harmless for humans.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=643&lt;br /&gt;
|name=Astral Projection&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 37&lt;br /&gt;
|description=The caster&#039;s mind is separated from his body and travels the Astral Planes in search of military information. His mind and body are connected with a silvery cord, which can be detected by unfriendly Astral mages. Once detected, the cord of the mage can be severed - a traumatic experience indeed. Each casting of this ritual allows the mage to scry on one province. The use of extra astral pearls increases the duration of the ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=647&lt;br /&gt;
|name=Bewitching Lights&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Stun/Fascinate, value 100&lt;br /&gt;
|description=The caster creates a bewitching display of dancing lights. Anyone in the area stares blankly at the lights, momentarily forgetting the battle raging around them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=633&lt;br /&gt;
|name=Burning Hands&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=5&lt;br /&gt;
|range=1&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1014&lt;br /&gt;
|description=Flames will issue forth from the mage&#039;s hands, killing anyone in front of him.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=640&lt;br /&gt;
|name=Cold Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=40+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1011&lt;br /&gt;
|description=A bolt of intense cold issues forth from the caster&#039;s hands. It can be hurled over very long distances.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=634&lt;br /&gt;
|name=Fire Darts&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=With this spell, a mage can fire many burning missiles towards his enemies. A powerful Fire mage can fire the darts in rapid succession over long range. The spell is quite useless against heavily armored men and is best used to eliminate or scare away more poorly armored troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=635&lt;br /&gt;
|name=Flame Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=35+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2011&lt;br /&gt;
|description=With this spell, a mage can send a powerful bolt of flame towards a target.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=641&lt;br /&gt;
|name=Geyser&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage, value 1005&lt;br /&gt;
|description=A steaming-hot bolt of water rushes from the caster&#039;s hands. The water splashes upon impact and affects everyone in a small area. Armor offers protection from the boiling water.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=637&lt;br /&gt;
|name=Gust of Winds&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=2&lt;br /&gt;
|effect=Stun/Fascinate, value 2013&lt;br /&gt;
|description=Creates a wind gust strong enough to knock soldiers prone. Large beings are rarely affected by the spell and titans and other huge beings will ignore the winds entirely.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=636&lt;br /&gt;
|name=Shocking Grasp&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=3&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 3015&lt;br /&gt;
|description=Shocking Grasp causes a target to spasm violently as energies pass at close range from the caster&#039;s hands through his body. Shocking Grasp can cause considerable harm. Armor offers no protection.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=638&lt;br /&gt;
|name=Slime&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 134217728&lt;br /&gt;
|description=The caster hurls a ball of sticky goo at his enemies. Units stuck in the slime will move and attack more slowly and have trouble defending themselves. The slime effect will wear off more quickly on targets with high magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=644&lt;br /&gt;
|name=Star Fires&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=35&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1004&lt;br /&gt;
|description=The caster focuses the lights of several stellar bodies and projects them onto his enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=646&lt;br /&gt;
|name=Vine Arrow&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1013&lt;br /&gt;
|description=The caster shoots an enchanted arrow of vines against his enemies. The arrow will come alive and entangle the target if it hits.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=639&lt;br /&gt;
|name=Water Strike&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2011&lt;br /&gt;
|description=This spell creates a torrent of Water magic that can rip flesh from bone. It can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=651&lt;br /&gt;
|name=Cold Blast&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=5+1/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage, value 2008&lt;br /&gt;
|description=A powerful blast of cold strikes a small area close to the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=657&lt;br /&gt;
|name=Ephemeral Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1002&lt;br /&gt;
|description=The caster projects a bolt of ephemeral power against his enemies. Drawn from the Dreamwild the bolt causes the target to imagine himself being wounded regardless of his armor and suffering great pain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=648&lt;br /&gt;
|name=Fire Blast&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=5+1/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage, value 2011&lt;br /&gt;
|description=A powerful blast of fiery energies strikes a small area close to the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=649&lt;br /&gt;
|name=Flare&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=50&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2016&lt;br /&gt;
|description=With this spell, a mage can send a ball of flame towards his enemies. The flare can hit several targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=652&lt;br /&gt;
|name=Lightning Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1012&lt;br /&gt;
|description=The mage hurls a bolt of lightning towards an enemy. The lightning bolt can be hurled quite accurately over long distances and is very useful for eliminating heavily armored targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=654&lt;br /&gt;
|name=Rust Mist&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=30&lt;br /&gt;
|range=30&lt;br /&gt;
|area=7+1/lvl&lt;br /&gt;
|effect=value 32768&lt;br /&gt;
|description=Highly corrosive mists appear on the battlefield. Troops passing through the mist will see their armor and weapons corrode and weaken.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=653&lt;br /&gt;
|name=Shock Wave&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=2&lt;br /&gt;
|area=6&lt;br /&gt;
|effect=Damage, value 1007&lt;br /&gt;
|description=An electric shock wave will hit a large area in front of the caster. This is a very dangerous spell to cast, as an unlucky caster might also be killed by the electric shock.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=655&lt;br /&gt;
|name=Solar Rays&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1012&lt;br /&gt;
|description=This spell calls down rays of fire from the sun that set undead targets ablaze.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=650&lt;br /&gt;
|name=Sulphur Haze&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=value 4096&lt;br /&gt;
|description=This spell creates several clouds of toxic mist that remain on the battlefield. Units passing through these mists will suffer from sore throats and poisoning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=658&lt;br /&gt;
|name=Warrior Illusion&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 297&lt;br /&gt;
|description=The illusionist creates a Warrior Illusion who attacks the enemy. Illusions inflict false damage that is eventually made real by the presence of glamour mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=656&lt;br /&gt;
|name=Web&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=23+2/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Cause Affliction, value 536870912&lt;br /&gt;
|description=The mage projects a mass of sticky webs that will trap a small number of enemies. Very large or strong beings will not be hindered by the web.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=663&lt;br /&gt;
|name=Acid Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=30&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1014&lt;br /&gt;
|description=A gush of highly corrosive fluid flows from the mouth of the caster. The acid burns the armor of the target as well as his, her or its flesh.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=665&lt;br /&gt;
|name=Arcane Probing&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 4&lt;br /&gt;
|description=The caster projects his astral self in an attempt to locate sites of Astral power. This spell can only be used to search for magic in friendly provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=673&lt;br /&gt;
|name=Cloud of Dreamless Slumber&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Lingering Cloud, value 2097152&lt;br /&gt;
|description=This spell creates a cloud that will cause those passing through to fall asleep in a dreamless slumber unless strong of mind. Undead and mindless units do not sleep and are not affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=672&lt;br /&gt;
|name=Dance of Ephemeral Swords&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 72057594037927936&lt;br /&gt;
|description=The caster is surrounded by ephemeral dancing swords. The swords are only illusions, but they will attack, harass and harm enemies unless they perceive the illusions for what they are.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=671&lt;br /&gt;
|name=Elf Shot&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fatigue, value 100&lt;br /&gt;
|description=This spell mimics the abilities used by sprites to strike humans down without harming them. The target is struck unconscious unless the magic is resisted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=670&lt;br /&gt;
|name=False Fire&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2012&lt;br /&gt;
|description=This spell resembles the normal fireball, but the fire is not real and has a purple tone to it. While not a real fire, being burned by it will feel real enough to kill those without the mental discipline required to resist the imaginary fire. As the fire is not real, there will not be any lingering heat left afterwards, but the illusion is so intense that there will be a small cloud of shimmering colors left instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=659&lt;br /&gt;
|name=Fireball&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2012&lt;br /&gt;
|description=The hallmark of Fire magic, this spell allows the mage to throw a ball of flame toward his enemies. The ball is quite difficult to aim, but does considerable damage wherever it lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=662&lt;br /&gt;
|name=Freezing Mist&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=7+1/lvl&lt;br /&gt;
|effect=Lingering Cloud, value 1&lt;br /&gt;
|description=This spell creates a large cloud of numbing cold that remains on the battlefield. Units passing through these mists will be badly hurt by the cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=667&lt;br /&gt;
|name=Healing Light&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1 N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Heal, value 15&lt;br /&gt;
|description=A cascade of warm and wonderful light showers the targets. Wounds close in the light and pains ease. The spell doesn&#039;t affect undead or inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=453&lt;br /&gt;
|name=Iron Darts&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=40&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage (x2 vs Magic Beings), value 13&lt;br /&gt;
|description=The Black Priest throws darts of cold iron against his enemies. The iron and the antimagic theurgy of the darts will severely hurt magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=666&lt;br /&gt;
|name=Magic Duel&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Magic Duel, value 999&lt;br /&gt;
|description=By use of this spell, one Astral mage challenges another Astral mage to a mental duel. At most one of the mages can survive this duel. The most powerful Astral mage is also the most likely winner. This spell cannot be used by or against mindless beings and it can only be used against Astral mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=664&lt;br /&gt;
|name=Magma Bolts&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 2023&lt;br /&gt;
|description=Five bolts of magma shoot towards the enemy at high speed. Anyone struck by a bolt will most likely die unless protected by very heavy armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=669&lt;br /&gt;
|name=Poison Darts&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Capped Damage, value 9&lt;br /&gt;
|description=The caster shoots a handful of enchanted darts against his enemies. The darts will not cause serious damage, but are coated in serpent venom that can hurt and possibly kill a human.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=661&lt;br /&gt;
|name=Rain&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 7&lt;br /&gt;
|description=This spell creates a heavy rain upon the battlefield. This makes it harder to fly, fires will be put out quicker and any cloud effects will dissipate faster than usual. Fire magic is more difficult to use during heavy rain. If it is cold the rain will become snow instead. Snow does not increase the fatigue for fire spells, but it still puts out fires and dissipates clouds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=668&lt;br /&gt;
|name=Shadow Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1005&lt;br /&gt;
|description=The necromancer hurls a bolt of dark energies against his enemies. The bolt ignores all armor and can paralyze the target. The undead are immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=660&lt;br /&gt;
|name=Storm Wind&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=4+2/lvl&lt;br /&gt;
|effect=Stun/Fascinate, value 2013&lt;br /&gt;
|description=Creates winds strong enough to knock soldiers prone. Large beings are rarely affected by the spell and titans and other huge beings will ignore the winds entirely.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=679&lt;br /&gt;
|name=Acid Rain&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=30&lt;br /&gt;
|range=30&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Damage, value 12&lt;br /&gt;
|description=Highly acidic fluids pour down from the sky, showering a limited area with corrosive bile. Both the armor and flesh of those hit will suffer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=683&lt;br /&gt;
|name=Bane Fire Dart&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 2013&lt;br /&gt;
|description=The caster projects a dart of Bane Fire against his enemies. The Bane Fire is a sickly greenish flame said to burn in the braziers of the Underworld. The green flame consumes the life force of those burnt by it, even after the flames themselves have subsided. Everyone close to the initial target of the spell may be affected by the decaying effects of the Bane Fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=680&lt;br /&gt;
|name=Blade Wind&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=80&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 14&lt;br /&gt;
|description=The caster throws a huge swarm of whirling blades towards his enemies. The blade wind is an excellent spell against lightly-armored troops, but almost useless against heavily armored ones.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=682&lt;br /&gt;
|name=Bolt of Unlife&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=28+1/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Unlife Damage, value 1013&lt;br /&gt;
|description=This bolt passes straight through armor and damages the target&#039;s soul directly. If the target is slain he will be filled by the energies from this spell and rise as a soulless warrior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=676&lt;br /&gt;
|name=Breath of the Desert&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 13&lt;br /&gt;
|description=The caster curses a distant province with a dramatic rise in temperature. The mage can target any province of his choice and those affected will not know who has cast this spell upon them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=684&lt;br /&gt;
|name=Breath of the Dragon&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=10+5/lvl&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=Poison (HP damage), value 2003&lt;br /&gt;
|description=The caster opens his mouth to let bile stream against his enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=685&lt;br /&gt;
|name=Ephemeral Blast&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Damage, value 2001&lt;br /&gt;
|description=The caster projects a blast of ephemeral power against his enemies. Drawn from the Dreamwild the blast causes the targets to imagine themselves being wounded regardless of their armor and suffering great pain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=675&lt;br /&gt;
|name=Fate of Oedipus&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F75&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fate of Oedipus&lt;br /&gt;
|description=The caster punishes a mage for having claimed the Eyes of God. The mage&#039;s eyes are blasted by brilliance, his eye sockets emptied forever, and the Eyes of God no longer observe the world. This spell can only be cast if the Eyes of God enchantment is active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=674&lt;br /&gt;
|name=Fire Cloud&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=5+1/lvl&lt;br /&gt;
|effect=Lingering Cloud, value 8&lt;br /&gt;
|description=This spell creates a large cloud of fire and smoke that remain on the battlefield. Units passing through this cloud will be severely burned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=686&lt;br /&gt;
|name=Ghost Wolves&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 298&lt;br /&gt;
|description=The illusionist creates two illusory wolves that attack the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=448&lt;br /&gt;
|name=Holy Pyre&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=3+10/lvl&lt;br /&gt;
|effect=Damage (x3 vs Undead/Demon), value 1005&lt;br /&gt;
|description=The Holy Pyre burns living targets and consumes undead ones. Undead beings and demons take increased damage from the Holy Pyre.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=678&lt;br /&gt;
|name=Hurricane&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 7&lt;br /&gt;
|description=The caster unleashes a violent hurricane upon a province, devastating the countryside. The hurricane will appear as a natural event. Unrest will increase and part of the population will die.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=681&lt;br /&gt;
|name=Nether Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=15&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1019&lt;br /&gt;
|description=The mage fires a bolt of dark energies towards his enemies. Those who survive the bolt may become feebleminded by the strange energies it releases.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=547&lt;br /&gt;
|name=Scorching Wind&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=30&lt;br /&gt;
|range=40&lt;br /&gt;
|area=4+1/lvl&lt;br /&gt;
|effect=Set Effect Value (2) if lower, value 250&lt;br /&gt;
|description=The Scorching Wind is the primordial wind from which the Hinn were spawned. It is unbearably dry and hot and will dehydrate living beings within minutes. The spell has no effect on living beings resistant to heat or with wasteland survival abilities.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=345&lt;br /&gt;
|name=Strange Fire&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage (x3 vs Undead/Demon), value 1006&lt;br /&gt;
|description=The caster unleashes otherworldly fire to smite his enemies. The Strange Fire is of the Celestial Sphere and will destroy demons and other beings abominable to the world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=677&lt;br /&gt;
|name=Thunder Strike&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=50&lt;br /&gt;
|range=100&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2020&lt;br /&gt;
|description=A thunderbolt strikes the battlefield. The mage can make the thunderbolt strike very far away. Even if it misses, the shock wave is powerful enough to severely stun and damage anyone nearby.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=700&lt;br /&gt;
|name=Astral Geyser&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=35+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Add To Effect Value (2), value 261&lt;br /&gt;
|description=Tiny holes are blasted into the astral space. For a short time rays of astral energy will blast out of the holes and anyone hit will be severely horror marked. Anyone in the vicinity of the astral energy rays will get hit by deadly residual magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=286&lt;br /&gt;
|name=Celestial Chastisement&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1005&lt;br /&gt;
|description=The mage invokes the laws of the Celestial Bureaucracy and chastises a magical being for serving a false god. The target is wounded, regardless of armor and magic resistance and is compelled to switch sides. Powerful beings often disregard the compulsion.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=696&lt;br /&gt;
|name=Earthquake&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Damage, value 8&lt;br /&gt;
|description=With a thundering boom, the ground heaves and erupts, throwing soldiers into crevices that close after a few seconds. If cast in a cave province the effects are devastating.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=687&lt;br /&gt;
|name=Falling Fires&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=50&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Damage, value 15&lt;br /&gt;
|description=This spell calls down a rain of searing flames on the enemy. The spell can strike targets far away, but takes longer time to cast then most other evocations.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=694&lt;br /&gt;
|name=Falling Frost&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=50&lt;br /&gt;
|area=7+1/lvl&lt;br /&gt;
|effect=Damage, value 1007&lt;br /&gt;
|description=Bolts of breathtaking frost bombard an area. Cold resistance and armor will protect the targets from damage. The spell can strike targets far away, but takes longer time to cast then most other evocations.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=688&lt;br /&gt;
|name=Fires from Afar&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fires from Afar, value 2012&lt;br /&gt;
|description=The mage fires a row of flame bolts towards an enemy army camp located in a province far away. The more units present in the camp, the greater the chance of hitting a target. The spell can also be used to harass a besieging force or the defenders of a castle. A scout or a scrying spell will be required to see whether the spell was successful or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=698&lt;br /&gt;
|name=Gifts from Heaven&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=50&lt;br /&gt;
|range=100&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 150&lt;br /&gt;
|description=A strange whizzing sound emanates from the heavens. Soon, three meteors, glowing with astral fire, plummet from the Stellar Sphere onto the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=692&lt;br /&gt;
|name=Hidden Flame&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 3016&lt;br /&gt;
|description=The caster unleashes the Hidden Flame upon the enemies of this world. Initially created by the Arch Wizards of the Hidden Flame to combat the Horrors of the Void, it is equally effective against other otherworldly and magical beings. The Hidden Flame burns with an intense blueish flame that consumes magic essence and destroys magical beings. Anyone standing close to the Flame will risk getting soul burns.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=704&lt;br /&gt;
|name=Illusory Army&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 297&lt;br /&gt;
|description=The illusionist creates a whole contingent of illusory warriors. The illusions attack the enemy, inflicting false damage as they strike.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=690&lt;br /&gt;
|name=Liquid Flames of Rhuax&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2018&lt;br /&gt;
|description=This deadly spell hurls a ball of molten metal at the enemies. The molten metal will splash out and anyone nearby will be hit by the hot liquid and the area will remain extremely hot for a long while.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=695&lt;br /&gt;
|name=Orb Lightning&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Chaining Damage, value 5&lt;br /&gt;
|description=The mage hurls an orb of pure lightning towards the enemies. Where the orb lands a lightning will strike a nearby unit and continue to travel to other nearby units until it eventually dissipates.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=702&lt;br /&gt;
|name=Poison Arrows&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1013&lt;br /&gt;
|description=The caster shoots a few enchanted arrows against his enemies. The arrows are coated in serpent venom and anyone surviving the initial shot will become poisoned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=703&lt;br /&gt;
|name=Poison Cloud&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Lingering Cloud, value 64&lt;br /&gt;
|description=The caster creates a cloud of noxious spores dangerous to men. The cloud remains on the battlefield for some time and everyone entering the cloud will be affected by its poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=705&lt;br /&gt;
|name=Project Self&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 10&lt;br /&gt;
|description=The caster sends a projection of himself to a distant land.  The projection is an ethereal replica of the caster with the same magical skills as the caster.  Items are not projected, gems and blood slaves cannot be used, but any path boosting magic items will still have effect.  The projection is shortlived and will only last enough for one battle.  It can only be used against hostile provinces as the projection won&#039;t last long enough to wait for any enemies to arrive in still friendly provinces. It cannot be used on your own forts when they are under siege.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=701&lt;br /&gt;
|name=Shadow Blast&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=7+1/lvl&lt;br /&gt;
|effect=Damage, value 1006&lt;br /&gt;
|description=The necromancer hurls a blast of dark energies against his enemies. The blast ignores all armor and can paralyze those wounded by the spell. The undead are immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=699&lt;br /&gt;
|name=Stellar Cascades&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=35&lt;br /&gt;
|area=7&lt;br /&gt;
|effect=Fatigue, value 25&lt;br /&gt;
|description=Light from a stellar body will shower down upon a group of enemies. Everyone caught in the shower of light will become exhausted as the light sucks energy through their skin.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=712&lt;br /&gt;
|name=Astral Fires&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=Astral fires consume the essence of materials as ordinary fires consume wood. Even stones will burn with the hazy blue flames characteristic of these otherworldly fires. This is the only fire that will burn underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=715&lt;br /&gt;
|name=Bane Fire&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1052&lt;br /&gt;
|description=The Bane Fire is a sickly greenish flame said to burn in the braziers of the Underworld. The green flame consumes the life force of those burnt by it, even after the flames themselves have subsided. Everyone close to the initial eruption may be affected by the decaying effects of the Bane Fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=714&lt;br /&gt;
|name=Blast of Unlife&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=27+1/lvl&lt;br /&gt;
|area=2&lt;br /&gt;
|effect=Unlife Damage, value 1017&lt;br /&gt;
|description=This blast passes straight through armor and damages the targets&#039; souls directly. If a target is slain he will be filled by the energies from this spell and rise as a soulless warrior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=709&lt;br /&gt;
|name=Cleansing Water&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Damage, value 1003&lt;br /&gt;
|description=The caster projects a torrent of water against undead enemies. The cleansing water will damage undead beings and demons, but not other magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=717&lt;br /&gt;
|name=False Horror&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 448&lt;br /&gt;
|description=The illusionist creates a frightening illusion of a Horror. Ordinary men will surely falter at the sight of a Horror, but those brave enough to fight the apparition will find it quite vulnerable.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=706&lt;br /&gt;
|name=Flame Eruption&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=30&lt;br /&gt;
|range=5+1/lvl&lt;br /&gt;
|area=15&lt;br /&gt;
|effect=Damage, value 1011&lt;br /&gt;
|description=This spell works like the Burning Hands spell except that the flames cover a much larger area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=454&lt;br /&gt;
|name=Iron Blizzard&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=50&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage (x2 vs Magic Beings), value 10&lt;br /&gt;
|description=The Black Priest throws a swarm of cold iron darts against his enemies. The iron and the antimagic theurgy of the darts will severely hurt magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=710&lt;br /&gt;
|name=Magma Eruption&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=50&lt;br /&gt;
|range=30&lt;br /&gt;
|area=4+1/lvl&lt;br /&gt;
|effect=Damage, value 1020&lt;br /&gt;
|description=A shower of magma and rocks shoots out from the ground. Anyone standing near the eruption will find himself struck by the full force of the spell and only very heavy armor can help him survive it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=711&lt;br /&gt;
|name=Mind Hunt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Mind Hunt, value 999&lt;br /&gt;
|description=The caster&#039;s mind is separated from his body and travels the astral planes in search of enemy commanders&#039; minds. His mind and body are connected with a silvery cord, which can be detected by unfriendly Astral mages. Once detected, the cord of the mage can be severed - a traumatic experience indeed. Each casting of this ritual allows the mage to find and attack one enemy commander in a specific province. The attack will be either a Mind Burn or Soul Slay spell, depending on which spell the caster knows. There will be no attack if he doesn&#039;t know either of those spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=708&lt;br /&gt;
|name=Perpetual Storm&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 16&lt;br /&gt;
|description=An enormous storm will rage constantly over the entire world. This will reduce the income of all land provinces. Supplies are scarce, as transportation is difficult and sailing and flying is impossible. All mountain passes are unusable during the perpetual storm and shooting in battle is very difficult. Evocations cast upon distant provinces might fail as the magical gale pushes the projectiles out of their trajectory.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=548&lt;br /&gt;
|name=Smokeless Flame&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=30&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1042&lt;br /&gt;
|description=The Smokeless Flame is the primordial fire from which the Jinn were spawned. It is a pure green and yellow flame that burns with supernatural heat. Those hit, even if resistant to heat, will suffer badly. Everyone close to the eruption might be set ablaze by the heat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=716&lt;br /&gt;
|name=Stream of Life&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Stream of Life, value 5025&lt;br /&gt;
|description=The caster pours life into the bodies of his enemies in an attempt to overload the body systems of the targets. If targets fail to resist the spell, they will either die or become stronger, healed and overcome by berserker rage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=713&lt;br /&gt;
|name=The Wrath of God&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5 A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 14&lt;br /&gt;
|description=With this enchantment, lighting will strike the enemies of the God, no matter where they are. However, the lightning bolts strike most powerfully in provinces where the God has a strong Dominion. In provinces with a high turmoil scale more thunderbolts strike. Enemies under water or inside caves are not affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=707&lt;br /&gt;
|name=Wrathful Skies&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 34&lt;br /&gt;
|description=The sky turns dark and lightning strikes all over the battlefield. This spell is most effective during a storm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=726&lt;br /&gt;
|name=Acid Storm&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 11&lt;br /&gt;
|description=The whole battlefield is showered in highly corrosive fluids pouring down from the heavens.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=730&lt;br /&gt;
|name=Cloud of Death&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=7+2/lvl&lt;br /&gt;
|effect=Cloud, value 262144&lt;br /&gt;
|description=A deadly grey cloud will form upon the battlefield. Anyone standing in the cloud will wither and die unless able to leave it. The cloud will remain on the battlefield for some time before dissolving.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=727&lt;br /&gt;
|name=Elemental Opposition of Air&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Elemental Opposition, value 1&lt;br /&gt;
|description=The caster channels vast amounts of Earth arcana against all active Global Air Enchantments to simultaneously dispel them. The gems spent, in excess of the cost to cast the spell, is compared to the gems used to overcast each of the Global Enchantments. If the Opposition matches any of the Globals, that Global is dispelled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=722&lt;br /&gt;
|name=Elemental Opposition of Earth&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Elemental Opposition, value 3&lt;br /&gt;
|description=The caster channels vast amounts of Air Arcana against all active Global Earth Enchantments to simultaneously dispel them. The gems spent, in excess of the cost to cast the spell, is compared to the gems used to overcast each of the Global Enchantments. If the Opposition matches any of the Globals, that Global is dispelled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=725&lt;br /&gt;
|name=Elemental Opposition of Fire&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Elemental Opposition&lt;br /&gt;
|description=The caster channels vast amounts of Water Arcana against all active Global Fire Enchantments to simultaneously dispel them. The gems spent, in excess of the cost to cast the spell, is compared to the gems used to overcast each of the Global Enchantments. If the Opposition matches any of the Globals, that Global is dispelled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=719&lt;br /&gt;
|name=Elemental Opposition of Water&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Elemental Opposition, value 2&lt;br /&gt;
|description=The caster channels vast amounts of Fire Arcana against all active Global Water Enchantments to simultaneously dispel them. The gems spent, in excess of the cost to cast the spell, is compared to the gems used to overcast each of the Global Enchantments. If the Opposition matches any of the Globals, that Global is dispelled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=718&lt;br /&gt;
|name=Fire Storm&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 25&lt;br /&gt;
|description=A massive storm of fire is unleashed on the battlefield. Everyone on the battlefield will be burned to cinders within minutes. The storm lasts for the duration of the battle or until the fire mage dies. The fire storm will also shroud the entire battlefield in brightness, reducing the effect of night and certain spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=723&lt;br /&gt;
|name=Ice Strike&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 18&lt;br /&gt;
|description=The caster hurls a ball of ice at his enemies. When the ball strikes, it explodes into thousands of ice shards. Cold resistance offers no protection against this spell, but heavy armor does.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=737&lt;br /&gt;
|name=Illusory Attack&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Temporary units), value 297&lt;br /&gt;
|description=The mage projects an illusionary army at a province far away. The mage is able to guide the army into killing any enemies located there. The illusionary army will dissolve once the attack has been completed or if there are no enemies in the targeted province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=735&lt;br /&gt;
|name=Miasma&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fires from Afar, value 1001&lt;br /&gt;
|description=With this ritual a nature mage will try to poison an entire enemy army camp by releasing the poisonous gases that are trapped under the ground. This ritual will only work against armies that are located in swamps or drip caves as only these terrains have these gases trapped beneath them. The nature mage will be able to view the release of the gases through the ritual and observe the effects on the enemy army.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=724&lt;br /&gt;
|name=Murdering Winter&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Half of Army in Province, value 8&lt;br /&gt;
|description=A sudden, furious blizzard will strike an enemy army camp in a province of the mage&#039;s choice. The blizzard is very powerful and will kill most normal men unless they are located in a hot province. The spell will be extremely powerful if it is cast in a very cold province and almost useless if cast in a very hot province. The spell has a very large area of effect and most of the enemy army is likely to be affected. Commanders have access to the good tents and will take reduced damage from the cold. The ritual can target cave provinces, but the effect will be much reduced there.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=729&lt;br /&gt;
|name=Nether Darts&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=15&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1014&lt;br /&gt;
|description=The mage fires dark energies towards his enemies. Those who survive the darts may become feebleminded by the strange energies they release. Even weak mages can fire a large number of the otherworldly darts.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=734&lt;br /&gt;
|name=Poison Mist&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=40&lt;br /&gt;
|range=30&lt;br /&gt;
|area=6+3/lvl&lt;br /&gt;
|effect=Cloud, value 64&lt;br /&gt;
|description=The caster creates a large cloud of noxious spores dangerous to men. The cloud remains on the battlefield for some time and everyone entering the cloud will be affected by its poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=728&lt;br /&gt;
|name=Rain of Stones&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 102&lt;br /&gt;
|description=The sky blackens and rumbling sounds echo over the battlefield. Stones and small rocks begin to fall from the heavens, striking down soldiers. Shields and other things that protect vs arrows will also protect soldiers from getting hit by the rocks. Most of the falling stones will result in head hits.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=738&lt;br /&gt;
|name=Shimmering Fields&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B2&lt;br /&gt;
|range=25&lt;br /&gt;
|area=50&lt;br /&gt;
|effect=Damage, value 1004&lt;br /&gt;
|description=The caster projects a storm of ephemeral power against his enemies.  Whilst the damage from the ephemeral power is not real, the presence of glamour mages will make it real enough to kill.  The Shimmering Field is not selective and can destroy friends as well as enemies if not used carefully.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=733&lt;br /&gt;
|name=Storm of Thorns&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1013&lt;br /&gt;
|description=The caster shoots a storm of enchanted Vine Arrows against his enemies. The arrows will come alive and entangle anyone who is hit.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=732&lt;br /&gt;
|name=Stygian Rains&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 17179869184&lt;br /&gt;
|description=The caster channels the forces of the underworld and releases a torrent of stygian rains upon the battlefield. The stygian water transforms the skin of all living entities making them almost impervious to physical damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=720&lt;br /&gt;
|name=Thunderstorm&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fires from Afar, value 2020&lt;br /&gt;
|description=The caster unleashes a devastating thunderstorm upon an enemy army. Lightning strikes randomly hit the army, killing and maiming many. The storm is localized and doesn&#039;t affect the civilian population of the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=739&lt;br /&gt;
|name=Wailing Winds&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 12&lt;br /&gt;
|description=The mage releases a wind of horrible screams and sighs. All enemies hearing the wailing will feel their spirits sink and have their hearts gripped with fear. The spell affects the whole battlefield until the battle is over or the caster is killed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=731&lt;br /&gt;
|name=Wind of Death&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 256&lt;br /&gt;
|description=With this horrible spell, the necromancer releases a wind thick with the stench of open graves. The ice-cold wind is silent as it rends the flesh of living beings. With an effect similar to leprosy, the flesh of those affected turns pale and cracks open, leaving bare bones. Only death will stop the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=745&lt;br /&gt;
|name=Astral Tempest&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 3&lt;br /&gt;
|description=The caster unleashes an astral storm upon the battlefield. The storm is physically undetectable, but every unit that is not mindless takes damage as the storm rips the very souls from their bodies. Spellcasting is extra difficult during the astral tempest and all non mindless magic users will have trouble casting spells unless they have very high magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=747&lt;br /&gt;
|name=Aurora Borealis&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B2&lt;br /&gt;
|range=1&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 122&lt;br /&gt;
|description=The caster drapes the night skies in dancing curtains of otherworldly lights. For the remainder of the battle those weak of mind will occasionally stop in their tracks and stare at the otherworldly splendor, regardless of the battles raging around them. The spell can only be cast under an open sky when the sun is obscured or not present.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=743&lt;br /&gt;
|name=Chain Lightning&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=30&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Chaining Damage, value 1003&lt;br /&gt;
|description=The mage hurls an orb of pure lightning towards the enemies. Where the orb lands lightning will strike a nearby unit and then continue to bounce between nearby units until it eventually dissipates.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=742&lt;br /&gt;
|name=Maelstrom&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 47&lt;br /&gt;
|description=A huge magical maelstrom is created in a sea. The maelstrom constantly sucks in huge amounts of water and filters out its magical essence. This results in a huge amount of magic gems for the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=744&lt;br /&gt;
|name=Meteor Shower&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5 S4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 103&lt;br /&gt;
|description=This spell should only be cast as a last resort as it will likely kill the friendly forces as well as the enemy ones. After being cast strange whizzing sound will emanate from the heavens and soon nothing but the loud impacts from meteors will be heard.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=740&lt;br /&gt;
|name=Pillar of Fire&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=100&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 3029&lt;br /&gt;
|description=This spell creates a huge column of fire that strikes from the sky. It will kill those who are hit and set fire to anyone who is standing nearby.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=741&lt;br /&gt;
|name=Second Sun&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 41&lt;br /&gt;
|description=The caster creates a huge ball of fire in the sky. This Second Sun will always shine, day and night, resulting in severe effects across the entire world. Provinces will become hotter and drier every turn until the Second Sun is destroyed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=754&lt;br /&gt;
|name=Tidal Wave&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 10&lt;br /&gt;
|description=The caster unleashes a huge tidal wave upon a distant province, destroying the lands and killing the people.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=746&lt;br /&gt;
|name=Vortex of Unlife&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=20+2/lvl&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Unlife Damage, value 1011&lt;br /&gt;
|description=This vortex affects a large area and passes straight through armor and damages the targets&#039; souls directly. If a target is slain he will be filled by the energies from this spell and rise as a soulless warrior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1083&lt;br /&gt;
|name=Celestial Rainbow&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B7 W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 90&lt;br /&gt;
|description=This ritual creates a rainbow large enough to be seen from everywhere in the world. The mage can direct where he wants the rainbow to appear and by doing this huge amounts of gold can easily be collected at the base of the rainbow. While the rainbow is in place luck will increase in all the caster&#039;s provinces. Once the luck is positive in a province the luck of the rainbow will protect it from hostile spells. The more luck in a province, the greater chance of hostile spells failing.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=750&lt;br /&gt;
|name=Flame Storm&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=50&lt;br /&gt;
|effect=Damage, value 2005&lt;br /&gt;
|description=A shower of fire shoots out from the caster&#039;s hands and strikes the enemy ranks. The flame storm is extremely powerful and can annihilate entire armies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=748&lt;br /&gt;
|name=Flames from the Sky&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F30&lt;br /&gt;
|range=&lt;br /&gt;
|area=10%&lt;br /&gt;
|effect=Fires from Afar, value 1015&lt;br /&gt;
|description=With this spell, the mage hurls a maelstrom of flaming spheres towards an enemy province. The flame storm will strike an enemy army camp within the province with enormous force. Most likely, the majority of the units present will die from this powerful attack, but units resistant to fire or more sturdy than ordinary humans have a good chance of surviving. Through this ritual, the fire mage will also be able to see exactly what is happening as the flaming spheres strike the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=752&lt;br /&gt;
|name=Lightning Field&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A6&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=30&lt;br /&gt;
|area=100&lt;br /&gt;
|effect=Chaining Damage, value 1&lt;br /&gt;
|description=This very powerful spell charges a large area with the power of air and thunder. Bolts of lightning will soon start to bounce between any targets in the area and destroy everything.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=755&lt;br /&gt;
|name=Lost Land&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E6 W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E100&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 20&lt;br /&gt;
|description=This most powerful ritual will cause an entire province to slowly sink until it has become lost far under the surface of the sea. While the land sinks slowly it will still be difficult for the population to escape and those who live too far away from safety are likely to drown. Military units in the land are likely to escape if they are fast moving. If they can fly or float they are guaranteed to make it away safely if possible.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=753&lt;br /&gt;
|name=Niefel Flames&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=50+5/lvl&lt;br /&gt;
|effect=Damage, value 1007&lt;br /&gt;
|description=A shower of blue flames shoots out from the caster&#039;s hands and flies towards the enemy ranks. The blue Niefel Flames are extremely cold and this spell can easily freeze an entire enemy army to death.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=757&lt;br /&gt;
|name=Stellar Strike&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5 E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fires from Afar, value 150&lt;br /&gt;
|description=By reading the stars carefully the astral mage will be able to foresee the perfect opportunity to inflict maximum damage on the enemy. When it is time a large swarm of meteors will be coaxed to fall down from the sky just as they pass above an enemy army camp in a faraway province. The astral mage will be able to observe the event as the meteors hit.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=756&lt;br /&gt;
|name=Strands of Arcane Power&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 79&lt;br /&gt;
|description=This mighty enchantment enables the caster to project his mind to many distant places at once, via strands of arcane power. While projected, the caster will only be able to sense and affect magic, but this still makes it possible to search for magic sites and enemy mages. The caster will be able to project himself into all provinces that have a friendly Dominion.&lt;br /&gt;
&lt;br /&gt;
Magic sites are more elusive when searching in this way and a very powerful mage is required to find those that are well hidden. Mages are usually able to stay hidden from the projected mind if they have a good magic resistance value. If an Astral mage is found, a battle of the minds will ensue. Only one will leave it with their mind intact. Non-astral mages cannot try to retaliate, but neither do they risk losing their sanity in the process. However, they will be subjected to a minor Mind Burn attack if they are found. If the caster becomes feebleminded the enchantment will dissipate.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=751&lt;br /&gt;
|name=Volcanic Eruption&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4 E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 4&lt;br /&gt;
|description=The caster unleashes a volcanic eruption upon a distant province, destroying the lands and killing one third of the population.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1085&lt;br /&gt;
|name=Clockwork Soldiers&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2321&lt;br /&gt;
|description=This spell creates a few soldiers driven by magic clockwork. The clockwork allows for great speed for short periods, after which it must be rewound.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1087&lt;br /&gt;
|name=Construct Manikin&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 313&lt;br /&gt;
|description=This ritual lets vines and roots animate human skeletons. The beings thus created are known as Manikins. Manikins are undead and will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1084&lt;br /&gt;
|name=Corpse Man Construction&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 534&lt;br /&gt;
|description=A stream of lightning is channeled into a body composed of several human corpses, reawakening it. The reawakened corpse is mindless and obeys its creator as best it can. A mage equipped with a lightning rod can reawaken additional corpses.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1086&lt;br /&gt;
|name=Temper Armors&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=30&lt;br /&gt;
|range=15&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 64&lt;br /&gt;
|description=The armor of several soldiers is tempered with magic, making it more durable.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1088&lt;br /&gt;
|name=Clockwork Horrors&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 982&lt;br /&gt;
|description=This spell recreates the work of the infamous watchmaker, Dr. Scheuer, who, in an attempt to increase the crop of prime Hoburg weed, designed a Hoburg-sized clockwork-driven automated harvester. Unfortunately, tragedy ensued when the harvesters used their piston-driven scythe arms not just on the crop but also on the hapless inhabitants of Hoburg. The inexplicable ferocity of the clockwork harvesters have since made them popular in more warlike circumstances.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1092&lt;br /&gt;
|name=Construct Mandragora&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 314&lt;br /&gt;
|description=This ritual lets vines and roots animate human corpses. The Wight-like beings thus created are known as Mandragoras. Powerful mages can make more of the beasts with each casting of the spell. Mandragoras are undead and will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1089&lt;br /&gt;
|name=Crusher Construction&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 475&lt;br /&gt;
|description=Creates one Crusher. A Crusher is a magically animated rock construction of immense strength. It is almost invulnerable and strikes with stony fists. The Crusher is a magical construct and will fall apart if left on the battlefield without magical leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=267&lt;br /&gt;
|name=Dogs of Gold and Silver&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3169&lt;br /&gt;
|description=The opulent halls of the Orichalcum Palace are known for its guardian dogs of gold and silver. The caster crafts a pair of dogs automatas, one of gold and one of silver. The dogs of silver are better at finding sneaking spies and assassins whilst the dogs of gold are stronger and better personal guardians. They both have exceptional senses and can detect even invisible trespassers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1090&lt;br /&gt;
|name=Soldiers of Steel&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=60&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 64&lt;br /&gt;
|description=The armor of a large group of soldiers is tempered with magic, making it more durable.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=288&lt;br /&gt;
|name=Thousand Year Ginseng&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Age Caster, value -5&lt;br /&gt;
|description=The mystics and hermits of T&#039;ien Ch&#039;i have always been obsessed with longevity. During the Time of the Bureaucracy and the prevalence of herbal medicine, one means to this end was found. The Thousand Year Ginseng will give the imbiber longevity and good health and is the closest to immortality one can come without practicing Internal Alchemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1091&lt;br /&gt;
|name=Wooden Construction&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 476&lt;br /&gt;
|description=Creates Lumber Constructs. A Lumber Construct is a magically animated wooden construction resembling a human. These constructs will fall apart if left on the battlefield without magical leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=269&lt;br /&gt;
|name=Craft Keledone&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3164&lt;br /&gt;
|description=The caster crafts a Keledone, a wondrous statue of gold, and gives it the ability to sing heavenly songs. The songs of the Keledones are attuned to the music of the spheres and they are constantly joined in an arcane communion. They have the form of beautiful women cast of pure gold. They are too heavy to be moved and cannot move on their own accord.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=270&lt;br /&gt;
|name=Forge Brass Bull&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3171&lt;br /&gt;
|description=The caster forges one of the fabled Khalkotauroi, huge automatas appearing as fire breathing Brass Bulls.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1095&lt;br /&gt;
|name=Forge of the Ancients&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 20&lt;br /&gt;
|description=The ancient forge of the Great One&#039;s servants is reconstructed. The magic of the forge will reduce the need for magic essence when forging magic items. It also enables mages to create more powerful items.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1097&lt;br /&gt;
|name=Golem Construction&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 471&lt;br /&gt;
|description=The Golem is a clay construction that is given life by the divine names inscribed on its surface. The Golem is physically strong and skilled in Astral magic. The Golem cannot command troops, however. It will never retreat from battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1093&lt;br /&gt;
|name=Iron Gryphon&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3831&lt;br /&gt;
|description=The mage casts an iron statue in the form of a gryphon and infuses it with fiery magic. It can unleash cones of flames upon enemies in its vicinity. The Iron Gryphon is immobile and often placed in a defensible position in a fort or army camp where it can impress onlookers as well as blast would be attackers with fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1094&lt;br /&gt;
|name=Legions of Steel&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 64&lt;br /&gt;
|description=The armor of all soldiers on the battlefield is tempered with magic, making it more durable. This spell will not affect units that only have natural protection and no worn armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1096&lt;br /&gt;
|name=Mechanical Men&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 532&lt;br /&gt;
|description=The caster makes a group of Mechanical Men to serve him. The fragile skeletal structure of the construct is covered with full plate armor and the construct is given a metal shield and a sword. The iron men are not affected by heat, cold, shock or poison. They are mindless, magical beings that will cease to function when left without magical leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1099&lt;br /&gt;
|name=Iron Dragon&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 531&lt;br /&gt;
|description=The caster makes a mechanical dragon covered with thick iron plates. The iron dragon is tremendously large, almost invulnerable and unaffected by heat, cold, shock and poison. They are able to fly and can trample smaller beings. In its iron belly a furnace of magic flames waits to be released upon its enemies. Should the dragon be destroyed the magical furnace will explode and kill everyone near the iron monstrosity. Iron Dragons are mindless, magical beings and will cease to function when left without magical leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1101&lt;br /&gt;
|name=Juggernaut Construction&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 781&lt;br /&gt;
|description=The Juggernaut is a colossal structure made out of religious idols and two pairs of enormous wheels. The machine is powered by Astral magic and will require magic leadership in order to make it move. A construction like this has to be almost as holy as the God itself and, rightfully, it does spread the Dominion of its God just like a Prophet. To make it complete, the Juggernaut is covered by a layer of gold to make it look even more religiously important.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1100&lt;br /&gt;
|name=Mechanical Militia&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 51&lt;br /&gt;
|description=Mechanical Men will help the local militia defend their provinces as long as this spell is in effect. The constructs require leadership and guidance, so a small local defence is required for the enchantment to have any effect. The global enchantment will last until it is dispelled or the caster dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1102&lt;br /&gt;
|name=Poison Golem&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1099&lt;br /&gt;
|description=The mage creates a Poison Golem, a metal giant made of dark alloys from the Underworld. The Poison Golem is made for a single purpose, destruction, and its mere presence is harmful to the living. The very land in which it stays will slowly wither and die. The construct is always surrounded by the sickly green flames of the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1098&lt;br /&gt;
|name=Siege Golem&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 760&lt;br /&gt;
|description=The mage creates a Siege Golem, a metal giant able to destroy walls with its enchanted fists. The Siege Golem is even larger than the Iron Dragon, but not as powerful in regular combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=263&lt;br /&gt;
|name=Blessing of the God-slayer&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Set Effect Value (12) if lower, value 654&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=427&lt;br /&gt;
|name=Carrion Centaur&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 714&lt;br /&gt;
|description=The Panic Apostate gives unholy life and powers to the carcass of a rotting Centaur. The priestly powers of the former Centaur are corrupted. Instead, the Carrion Centaur has unholy powers over the dead and is able to create Manikins by animating vines, roots and the bones of dead beasts.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=434&lt;br /&gt;
|name=Carrion Growth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 536870912&lt;br /&gt;
|description=An unholy prayer that makes the animating vines of most Manikins on the battlefield regrow at incredible speed. Damage sustained by a regrowing Manikin will quickly heal. Magically powerful Mandragoras are not always affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=428&lt;br /&gt;
|name=Carrion Lady&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N16&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 711&lt;br /&gt;
|description=The Panic Apostate gives unholy life and powers to the carcass of a rotting Dryad. The Carrion Lady still has some skills in the use of Nature magic, but her priestly powers are corrupted. She has unholy powers over the dead and is able to create Manikins by animating vines, roots and the bones of dead beasts.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=429&lt;br /&gt;
|name=Carrion Lord&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 710&lt;br /&gt;
|description=The Panic Apostate gives unholy life and powers to the carcass of a rotting Pan. The Carrion Lord is a powerful wielder of Nature magic, but is also given unholy powers over the dead. The Carrion Lord can create Manikins by animating vines, roots and the bones of dead beasts.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=432&lt;br /&gt;
|name=Mend the Dead&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Heal, value 10020&lt;br /&gt;
|description=An unholy prayer that instantly mends the bones, vines and roots of a Manikin or carrion beast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=433&lt;br /&gt;
|name=Puppet Mastery&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4&lt;br /&gt;
|description=An unholy prayer that quickens the vines reanimating Manikins. Puppet Mastery affects most Manikin on the entire battlefield, but magically powerful Mandragoras are sometimes not affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=430&lt;br /&gt;
|name=Quick Roots&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4&lt;br /&gt;
|description=An unholy prayer that quickens the vines reanimating Manikins.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=431&lt;br /&gt;
|name=Regrowth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 536870912&lt;br /&gt;
|description=An unholy prayer that makes the animating vines of the Manikin regrow at incredible speed. Damage sustained by a regrowing Manikin will quickly heal.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=415&lt;br /&gt;
|name=Revive Grave Consort&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 690&lt;br /&gt;
|description=The mummified corpse of a Hierodule is brought from the tomb of a High Priest and given life through dark rites of rebirth.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=417&lt;br /&gt;
|name=Revive Tomb King&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D23&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 692&lt;br /&gt;
|description=The mummified corpse of an ancient Lizard King is brought from his sacred tomb and given life through dark rites of rebirth.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=416&lt;br /&gt;
|name=Revive Tomb Priest&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D16&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 691&lt;br /&gt;
|description=The mummified corpse of a High Priest is brought from his tomb and given life through dark rites of rebirth.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=426&lt;br /&gt;
|name=Tune of Dancing Death&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=5&lt;br /&gt;
|range=&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Fatigue, value 1030&lt;br /&gt;
|description=Nearby enemies start to jerk and move in an uncontrolled manner. They will become exhausted and will eventually fall unconscious unless the musician stops playing.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=424&lt;br /&gt;
|name=Tune of Fear&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=5&lt;br /&gt;
|range=&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Cause Fear (Type I), value 3&lt;br /&gt;
|description=This sinister tune frightens nearby enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=425&lt;br /&gt;
|name=Tune of Growth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=5&lt;br /&gt;
|range=&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=This tune makes roots and vines grow from the ground, entangling nearby enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1112&lt;br /&gt;
|name=Animate Dead&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -3&lt;br /&gt;
|description=The necromancer animates a lifeless corpse to unholy service. The resulting Soulless will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1111&lt;br /&gt;
|name=Animate Skeleton&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=30&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -2&lt;br /&gt;
|description=The necromancer enchants the bones of a fallen warrior, giving it false life. Skeletons will fall apart if left on the battlefield without a commander.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=611&lt;br /&gt;
|name=Attentive Statues&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1497&lt;br /&gt;
|description=The ancient statues of old Agartha are sacred and rare. Human ones are not treated with the same respect as statues of the Ancients, but are quite common. Enlivened by the Golem Crafters, these statues are placed near gates to stand watch and wait for trespassers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1117&lt;br /&gt;
|name=False Fetters&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 131072&lt;br /&gt;
|description=Illusionary fetters form around the ankles of a limited number of units. The victims will not be able to move or fight until they have overcome the fetters&#039; magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1115&lt;br /&gt;
|name=Healing Touch&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=1&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Heal, value 10020&lt;br /&gt;
|description=This spell heals a few targets within reach of the caster. The spell doesn&#039;t affect inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1104&lt;br /&gt;
|name=Levitate&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4503599627370496&lt;br /&gt;
|description=Grants the caster the ability to float a few inches above the ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1108&lt;br /&gt;
|name=Protection from Cold&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 144115188075855872&lt;br /&gt;
|description=This spell protects the caster from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1103&lt;br /&gt;
|name=Protection from Fire&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 36028797018963968&lt;br /&gt;
|description=This spell partially protects the caster from fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1107&lt;br /&gt;
|name=Protection from Lightning&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 72057594037927936&lt;br /&gt;
|description=This spell protects the caster from thunder and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1114&lt;br /&gt;
|name=Protection from Poison&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4611686018427387904&lt;br /&gt;
|description=This spell protects the caster from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1113&lt;br /&gt;
|name=Reanimation&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -2&lt;br /&gt;
|description=The necromancer enchants ten well-prepared corpses and gives them false life. Skeletons are undead and will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1110&lt;br /&gt;
|name=Resist Magic&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=The caster of this spell will have his magic resistance increased for the duration of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1109&lt;br /&gt;
|name=Strength of Giants&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=5&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 128&lt;br /&gt;
|description=Gives a few nearby soldiers increased strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1116&lt;br /&gt;
|name=True Sight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 70368744177664&lt;br /&gt;
|description=The caster gains the ability to discern illusions and see the unseen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1105&lt;br /&gt;
|name=Trueshot&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=5&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4&lt;br /&gt;
|description=A few soldiers get increased Precision. This increases the chance of hitting with missile weapons and spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1106&lt;br /&gt;
|name=Windrunner&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4&lt;br /&gt;
|description=With this spell the caster will be aided by the wind when he is running.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1121&lt;br /&gt;
|name=Breath of Winter&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8192&lt;br /&gt;
|description=The caster is surrounded by extreme cold. Anyone close to the caster will suffer severe fatigue damage from the cold. The caster becomes resistant to all cold effects when casting this spell. The Breath of Winter works best in cold provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1127&lt;br /&gt;
|name=Envenom Arrows&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1125899906842624&lt;br /&gt;
|description=The mage enchants the arrows of a few archers. The arrows become coated in serpent venom. Those wounded by the arrows take additional poison damage. The spell will not affect magical weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=473&lt;br /&gt;
|name=Eyes of the Condors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 36&lt;br /&gt;
|description=The Condor is sacred to the people of Nazca. It is considered a messenger of the sun and herald of storms. No other bird can soar at such heights, thus Condor scouts are rarely seen and almost impossible to catch. With this ritual the caster borrows the all perceiving eyes of the Condors and send the sacred birds to a distant province to scry.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1122&lt;br /&gt;
|name=Flying Shield&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 549755813888&lt;br /&gt;
|description=The mage animates a shield to protect himself from incoming attacks. The shield will randomly block about half of the attacks against his person.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1125&lt;br /&gt;
|name=Gift of the Hare&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4&lt;br /&gt;
|description=Some soldiers are given quick feet.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=273&lt;br /&gt;
|name=Gift of the Sacred Swamp&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=3+2/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 288230376151711744&lt;br /&gt;
|description=The serpent priest grants some soldiers protection from the noxious fumes of the Sacred Swamp.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1128&lt;br /&gt;
|name=Gift of the Serpent&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 288230376151711744&lt;br /&gt;
|description=This spell protects some soldiers from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1118&lt;br /&gt;
|name=Ignite Arrows&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8388608&lt;br /&gt;
|description=The mage enchants the arrows of a few archers on the battlefield. The arrows burst into flame as they are fired, doing considerable damage to their targets. The spell will not affect magical weapons. The fire damage of the arrow is magic and will affect ethereal and invulnerable creatures even if the arrow itself doesn&#039;t.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=618&lt;br /&gt;
|name=Iron Corpse Reanimation&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1439&lt;br /&gt;
|description=The Ktonian Necromancers of Agartha use the dead in many ways. Soulless bodies toil and fight for their masters. Corpses are strengthened with iron parts and armed with short blades. These Iron Corpses are quite robust, but lack the skills of living soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1119&lt;br /&gt;
|name=Personal Flight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 131072&lt;br /&gt;
|description=Grants the caster the ability to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1126&lt;br /&gt;
|name=Personal Regeneration&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=Gives the caster regenerative powers. However inanimate mages are not affected by regeneration spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1124&lt;br /&gt;
|name=Proud Steed&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 536870912&lt;br /&gt;
|description=The caster enchants an animal mount giving it increased intelligence and defensive prowess.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=619&lt;br /&gt;
|name=Reanimate Ancestor&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1440&lt;br /&gt;
|description=An Iron Ancestor is a reanimated and iron-forged dead body possessed by a ghost. They resemble Iron Corpses, but are aware and skilled warriors. They are used as commanders of the Ktonian legions.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1123&lt;br /&gt;
|name=Revive King&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 188&lt;br /&gt;
|description=The king is dead, long live the king! With this ritual, the necromancer revives a Mound King and binds him to his service. The King is intelligent and shares his master&#039;s motives.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1129&lt;br /&gt;
|name=Shroud of Splendor&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 36028797018963968&lt;br /&gt;
|description=The caster is wreathed in fiery splendor. Attackers are awestruck and only brave soldiers will attempt to strike the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1120&lt;br /&gt;
|name=Water Shield&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 32&lt;br /&gt;
|description=The caster is surrounded by strong currents, making him very difficult to hit in combat. The spell can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1132&lt;br /&gt;
|name=Arrow of the Western Wind&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=40+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1018&lt;br /&gt;
|description=With a few swift words the caster enchants an arrow with the power of the Western Wind, the strongest of the four winds, and sends it towards an enemy. It strikes with great force and precision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1140&lt;br /&gt;
|name=Astral Shield&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 268435456&lt;br /&gt;
|description=A shield of Astral energies forms around the mage. Anyone trying to strike through the shield will have their mind blasted unconscious by the force of the shield. Magic resistance may negate the effect of the shield and allow enemies to strike the mage. The power of the Astral Shield is greater for mages who are highly skilled in Astral magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=280&lt;br /&gt;
|name=Awaken Tattoos&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=18+2/lvl&lt;br /&gt;
|area=3+2/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 549755813888&lt;br /&gt;
|description=The caster activates the dormant powers of enchanted tattoos. The unit gains limited invulnerability and increased stats depending on tattoo type. Horse tattoos grant increased defence skill and speed, bear tattoos grant increased strength, boar tattoos grant increased invulnerability, wolf tattoos grant increased attack skill and snake tattoos grant magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1138&lt;br /&gt;
|name=Claymen&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 817&lt;br /&gt;
|description=The caster forms several clay figures and gives them enchanted life. The Claymen are stronger than humans, never rout and regenerate damage. The Claymen are given hammers to fight with. Powerful mages can create more Claymen with each casting of the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1143&lt;br /&gt;
|name=Create Revenant&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 396&lt;br /&gt;
|description=The necromancer summons a spirit from the Underworld and makes it possess a human corpse. The revenant thus created has some knowledge of Death magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=612&lt;br /&gt;
|name=Enliven Sentinel&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1496&lt;br /&gt;
|description=Everything left by the Ancient Ones has become subject to worship by the humans of Agartha. Statues left in the halls underneath the earth are adored and worshiped, enchanted and given magical life by the Golem Crafters. Statues of the Pale Ones stand guard ever watching and waiting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=277&lt;br /&gt;
|name=Epopteia&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Enchant Province - Gem Duration, value 94&lt;br /&gt;
|description=Mystics of the Great Mother gather in the spring and perform the Epopteia, Greater Mystery, in order to bless the land with one year of fertility. The Greater Mystery is a ceremony of a foreign faith and will reduce belief in the True God.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1133&lt;br /&gt;
|name=Farflight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 562949953421312&lt;br /&gt;
|description=The caster enchants the arrows and bolts of a small group of soldiers, making the arrows fly swift and far. Range for all missile weapons are greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1131&lt;br /&gt;
|name=Fire Shield&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 32768&lt;br /&gt;
|description=A wall of fire surrounds the mage. Anyone trying to strike the mage in melee combat will be burned by the Fire Shield immediately after attacking. Attackers with long weapons such as spears and pikes will not suffer as severe burns as an attacker with a shortsword or a dagger.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1134&lt;br /&gt;
|name=Gift of Flight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 131072&lt;br /&gt;
|description=Grants a few units the ability to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1139&lt;br /&gt;
|name=Gift of Giant Strength&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 128&lt;br /&gt;
|description=Gives a group of soldiers increased strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1146&lt;br /&gt;
|name=Gift of True Sight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 70368744177664&lt;br /&gt;
|description=A few soldiers are granted the ability to discern illusions and see the unseen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1145&lt;br /&gt;
|name=Heal&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Heal, value 10020&lt;br /&gt;
|description=This spell can heal up to three human-sized targets within close range. The spell doesn&#039;t affect inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1148&lt;br /&gt;
|name=Horrible Visage&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 16&lt;br /&gt;
|description=The caster is wreathed in terror and his face becomes horrible to behold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=276&lt;br /&gt;
|name=Katabasis&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 2199023255552&lt;br /&gt;
|description=A mystic of the Sacred River of Death and Rebirth descends into the underworld through the Sacred River and prepares a path for an eventual return from the underworld. If the Renatus or Renata is slain, he or she returns from the underworld to the province where the ritual was cast. They will be soaked in stygian waters and possibly gaining dark insights in the process. For the ritual to work, the province it was cast in must be in friendly hands when the mystic dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1130&lt;br /&gt;
|name=Lesser Flame Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell partially protects a few units from fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1135&lt;br /&gt;
|name=Lesser Thunder Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell protects a few units from the damage and stun effects caused by lightning and thunder.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1137&lt;br /&gt;
|name=Lesser Winter Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell protects several units from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1142&lt;br /&gt;
|name=Raise Skeletons&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=40&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -2&lt;br /&gt;
|description=The necromancer enchants the bones of a handful warriors, giving them false life. Skeletons will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1144&lt;br /&gt;
|name=Regeneration&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=This spell gives a small number of targets regenerative powers. It does not work on inanimate targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1141&lt;br /&gt;
|name=Second Sight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 137438953472&lt;br /&gt;
|description=The caster opens his third eye and observes the spirit world. The caster gains Spirit Sight for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1136&lt;br /&gt;
|name=Seeking Arrow&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Seeking Arrow, value 8&lt;br /&gt;
|description=The caster sends an enchanted arrow across the world to find a suitable heart to penetrate. The arrow will target one leader in a province of the caster&#039;s choice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1147&lt;br /&gt;
|name=Shroud of Bewilderment&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 16777216&lt;br /&gt;
|description=The caster and his surroundings shift and change. Faces of friends and foes are swapped, images are altered, and colors and sounds shift and change. Enemies trying to attack the shrouded one will not know friend from foe and will randomly attack anyone in their vicinity.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1157&lt;br /&gt;
|name=Astral Healing&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Heal, value 2&lt;br /&gt;
|description=The mage summons Astral power to activate the healing energies inherent in the souls of all living beings. The spell only affects friendly units and only light wounds will be fully healed. The spell doesn&#039;t affect inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1160&lt;br /&gt;
|name=Behemoth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 452&lt;br /&gt;
|description=With this enchantment, the necromancer has mastered a dark ritual enabling him to reanimate the largest of all animals. The former elephant is preserved in a state of perpetual decay by a revenant mage who rides the Behemoth, constantly fueling it with energies from the Underworld. The most important part of the reanimation ritual is the binding of the revenant mage&#039;s spirit to the Behemoth. This direct spiritual control of the Behemoth gives it high magic resistance. As all of the revenant mage&#039;s energies are used in controlling and preserving the beast, he or she is unable to cast spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1152&lt;br /&gt;
|name=Cloud Trapeze&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cloud Trapeze, value 1&lt;br /&gt;
|description=The caster swings himself up and away with incredible speed, landing in a province far away. Although much faster than normal flying, the caster does not really teleport and can have the path blocked by impassable mountains ranges or the Sea of Ice global enchantment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=435&lt;br /&gt;
|name=Dark Slumber&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 17&lt;br /&gt;
|description=The Caster calls on the wrath of the forest to engulf a village in a distant province. The villagers succumb to an enchanted sleep and walk into the woods to die a dreamless death. Vines and roots begin to grow and reanimate the corpses. Within days an army of manikin emerges from the woods to claim the province from the living.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1153&lt;br /&gt;
|name=Earth Shatter Hammers&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2251799813685248&lt;br /&gt;
|description=The weapons of a few soldiers are enchanted with the power of the earth, making them stun those hit. This enchantment does not work on piercing weapons, weapons that are already magic or missile weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=620&lt;br /&gt;
|name=Flame Corpse Construction&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1441&lt;br /&gt;
|description=First, the major part of the corpse&#039;s midsection is removed and a wooden barrel is inserted in its place. The barrel is filled with Cave Fire, a magic substance discovered by the Alchemists, and the corpse is strengthened with iron parts and reanimated. The resulting Flame Corpse uses the magic fire for extra power and is stronger than an ordinary Soulless. If the Flame Corpse is slain, the fire barrel will instantly explode, which is what makes it so feared by its enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1166&lt;br /&gt;
|name=Gift of Splendor&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 36028797018963968&lt;br /&gt;
|description=A few soldiers are wreathed in fiery splendor. Attackers are awestruck and only brave soldiers will attempt to attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=457&lt;br /&gt;
|name=Gift of the Moon&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1099511627776&lt;br /&gt;
|description=The caster calls on the powers of the moon and enchants his wolven companions with invulnerability. Magic weapons and spells will still harm the wolves. The spell can only target wolves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1162&lt;br /&gt;
|name=Haste&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4&lt;br /&gt;
|description=A large number of soldiers are given quick feet.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1161&lt;br /&gt;
|name=Immaculate Mounts&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 536870912&lt;br /&gt;
|description=The caster enchants animal mounts giving them increased intelligence and defensive prowess.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1150&lt;br /&gt;
|name=Levitate Soldiers&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4503599627370496&lt;br /&gt;
|description=Several soldiers are granted the ability to float a few inches above the ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1163&lt;br /&gt;
|name=Poison Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 288230376151711744&lt;br /&gt;
|description=This spell protects several units from natural poisons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1158&lt;br /&gt;
|name=Raise Dead&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=40&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -3&lt;br /&gt;
|description=The necromancer animates several corpses to unholy service. The spell is more effective if there are unburied dead on the battlefield. There will be fewer unburied dead in the province after the battle when this spell is used. Soulless will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1164&lt;br /&gt;
|name=Serpent Fang Arrows&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1125899906842624&lt;br /&gt;
|description=The mage enchants the arrows of a large number of archers. The arrows become coated in serpent venom. Those wounded by the arrows take additional poison damage. The spell will not affect magical weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1154&lt;br /&gt;
|name=Shroud of Flying Shards&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 18014398509481984&lt;br /&gt;
|description=The caster is surrounded by whirling winds and obsidian shards. The shards will harass and slash enemies in melee as well as knock incoming missiles out of the air.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1165&lt;br /&gt;
|name=Simulacrum&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 9007199254740992&lt;br /&gt;
|description=The caster creates a replica of himself and enchants it with glamour magic to give it false life. The simulacrum will be controlled by the original owner&#039;s soul and the simulacrum also inherits all the magic powers of its creator. In turn the creator&#039;s body is placed in a state of deep torpor that only ends when the simulacrum dies. However, there is a chance that the caster&#039;s soul will fail to return and become trapped and lost in the dreamwild, possibly until his soul withers away and dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1156&lt;br /&gt;
|name=Spell Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=The mage seals the minds of a large group of friendly units against malign spells. The units will receive increased magic resistance for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1149&lt;br /&gt;
|name=Terracotta Army&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F9&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2134&lt;br /&gt;
|description=The caster crafts an army of terracotta soldiers and imbues them with false life. Terracotta Soldiers are highly resistant to fire, but are somewhat brittle if struck by blunt weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1151&lt;br /&gt;
|name=Trueshot Warriors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4&lt;br /&gt;
|description=A large group of soldiers get increased Precision. This increases the chance of hitting with missile weapons and spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1159&lt;br /&gt;
|name=Twiceborn&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4194304&lt;br /&gt;
|description=With this ritual, the necromancer enchants his own body to protect himself from death. If the necromancer is slain, he is revived as a Wight Mage in the province where the ritual was cast, possibly gaining dark insights in the process. For the ritual to work, the province it was cast in must be in friendly hands when the necromancer dies. This spell requires more power to affect large beings and the cost of casting the ritual is increased with the caster&#039;s size. Undead, demons, plants, inanimates, pretender gods as well as most monsters that aren&#039;t even remotely humanoid (e.g. hydras and sea serpents) cannot be twiceborned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1155&lt;br /&gt;
|name=Vile Water&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2159&lt;br /&gt;
|description=The alchemist creates a bath of water and vitriol. The vitriolic water is given form and purpose through powerful alchemical rituals. The alchemical entity is known as a Gelatinous Cube. It slowly slides forward and swallows anything it passes over. Swallowed beings quickly dissolve in the vitriol, unless the cube is destroyed and its magic unraveled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=274&lt;br /&gt;
|name=Awaken Hamadryad&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3066&lt;br /&gt;
|description=Hamadryads are tree-nymphs. They are wise and skilled in nature magic and protect the forests they inhabit. However seeking advice from a Hamadryad can be quite difficult as there is usually a flock of loud chattering harpies nesting among the branches of the Hamadryad.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1465&lt;br /&gt;
|name=Awaken the Dreamwild&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B18&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 145&lt;br /&gt;
|description=The caster enters the heart of a forest and performs a ritual to awaken the slumbering powers of the Dreamwild. Soon strange magic will permeate the woodland and what was once certain becomes vague and undefined like a dream or legend. In this enchanted land Fay Folk thrive.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1180&lt;br /&gt;
|name=Dispel&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Dispel, value 1&lt;br /&gt;
|description=This enchantment enables a mage to destroy an active global enchantment. The power of global enchantments is often boosted with the use of additional gems. This number of gems must be matched in order for the dispel to work.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1187&lt;br /&gt;
|name=Dreamwild Demesne&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 140&lt;br /&gt;
|description=The caster enchants an entire province with the magic of the Dreamwild, creating a land of hope and peace free from misery and woe. As long as the enchantment is active unrest will decrease and few bad events will disturb the peace. The enchantment is broken if the land is conquered by hostile forces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1178&lt;br /&gt;
|name=Enliven Gargoyles&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2368&lt;br /&gt;
|description=A group of grotesque, winged statues are given false life by this powerful enchantment. Gargoyles can fly and are difficult to destroy, but will revert to an inanimate state if there are no mages left on the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=613&lt;br /&gt;
|name=Enliven Granite Guard&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1498&lt;br /&gt;
|description=Everything left by the Ancient Ones has become subject to worship by the humans of Agartha. Statues left in halls underneath the earth are adored and worshiped, enchanted and given magical life by the Golem Crafters. The great statues of ancient Seal Guards are the foremost of these living statues: sacred guardians ever watching and waiting. This spell will make one of these statues come to life.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1186&lt;br /&gt;
|name=Faery Trod&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Faery Trod, value 1&lt;br /&gt;
|description=The mage leads his army into a magic forest to find a Faery Trod. The army follows this strange path through faerie lands and will finally arrive in a distant forest. Both the source and destination provinces must be forests for this spell to work. Navigating on the faerie paths is a tricky adventure and it might be that you won&#039;t emerge exactly where you planned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1169&lt;br /&gt;
|name=Farflight Arrows&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 562949953421312&lt;br /&gt;
|description=The caster enchants the arrows and bolts of a large group of soldiers, making the arrows fly swift and far. Range for all missile weapons are greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1168&lt;br /&gt;
|name=Flame Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell partially protects several units from fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1167&lt;br /&gt;
|name=Flaming Arrows&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8388608&lt;br /&gt;
|description=The mage enchants the arrows of a large number of friendly archers. The arrows burst into flame as they are fired, doing considerable damage to their targets. The spell will not affect magical weapons. The fire damage of the arrow is magic and will affect ethereal and invulnerable creatures even if the arrow itself doesn&#039;t.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1174&lt;br /&gt;
|name=Friendly Currents&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 2&lt;br /&gt;
|description=This spell makes the water currents aid the caster and all his allies. Those aided by this spell can move further every turn and are less exhausted by fighting. This spell can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=472&lt;br /&gt;
|name=Geoglyphs&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S18&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 100&lt;br /&gt;
|description=The Coyas of Nazca, daughters of the Moon, are accomplished students of the stellar bodies and their connection with the earth. They have discovered means to amplify the influence of the planets on the terrestrial sphere through vast geoglyphs inscribed on the bare ground. As long as the enchantment of the geoglyph is active magic in the province is increased as are the ranges of rituals. Enemies fighting in a province with an active geoglyph are more easily affected by magic and have their magic resistance reduced. It is only possible to cast the ritual if you can see the land from above. Thus only flying mages can cast the spell. For the enchantment to be effective the geoglyphs must be exposed to stellar lights, so it is only castable in barren lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1176&lt;br /&gt;
|name=Giant Strength Warriors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 128&lt;br /&gt;
|description=Gives a large group of soldiers increased strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1182&lt;br /&gt;
|name=Gift of Spirit Sight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 137438953472&lt;br /&gt;
|description=This spell grants a few soldiers spirit sight, making it possible to see invisible units and spirits.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1185&lt;br /&gt;
|name=Group Regeneration&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=60&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=This spell gives a group of targets regenerative powers. It does not work on inanimate targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1184&lt;br /&gt;
|name=Horde of Skeletons&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=40&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -2&lt;br /&gt;
|description=The necromancer enchants the bones of the dead and calls forth a horde of Longdead Warriors.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=319&lt;br /&gt;
|name=Inner Furnace&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16384&lt;br /&gt;
|description=The caster invokes the power of Rhuax to strengthen the heat burning in every Abysian. All soldiers on the battlefield have the area of their heat effect increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=616&lt;br /&gt;
|name=Living Mercury&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W6&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3762&lt;br /&gt;
|description=Independent of each other the Oracles of the deeper earth and the alchemists of T&#039;ien Ch&#039;i have discovered the means to distill and animate the liquid silver of the deeps. Mercury is an inherently magical substance associated with change, fluidity and perfection. It is quite easy to enchant the liquid metal once the proper rituals are discovered. The Living Mercury shrinks when damaged. It is surrounded by fumes detrimental to living beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=346&lt;br /&gt;
|name=Memories of Stone&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1998&lt;br /&gt;
|description=In a barren desert the Yeddeoni have found the fossilized remains of Rephaim armed with archaic weapons. With the ancient magic of the Grigori, these fossils are endowed with memories of old and forced to once again move and fight for the descendants of the Fallen Angels. The spell can only be cast in wastelands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=617&lt;br /&gt;
|name=Nightmare Construction&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2520&lt;br /&gt;
|description=Not only human dead are crafted into servants of the necromancers. Beasts of burden are rare in the caverns, so the horses Agartha can get their hold on are used and reused in work and in war. Dead horses are quicker than humans, and can carry more. The Ktonian Necromancers have created horrible iron reinforced skeletal horses with Cave Fire barrels placed inside their chests. The nightmares are not very good at combat, but as carriers of the alchemical load they are superior to humans.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1183&lt;br /&gt;
|name=Pale Riders&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 189&lt;br /&gt;
|description=The necromancer enchants the bones of dead warriors and their horses, giving them false life. Powerful mages can reanimate larger numbers of these horsemen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1175&lt;br /&gt;
|name=Quagmire&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 85&lt;br /&gt;
|description=Water will start to seep from the ground that will quickly become soft and difficult to traverse. The battleground is turned into a swamp and most units will get penalized for fighting there. The enchantment lasts for the entire battle or until the caster dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=316&lt;br /&gt;
|name=Reawaken Fossil&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1977&lt;br /&gt;
|description=Abysian mages have recently discovered a gorge near the borders of Gath, where ancient magic has been uncovered by eroding winds and a mighty earthquake. Huge bones were found protruding from the very stone. Legends of the glorious victory against the Rephaim were remembered and soon the Abysian mages were trying to reawaken the fossilized giants once defeated by fire in the valley of Megiddo.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1179&lt;br /&gt;
|name=Ritual of Returning&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8388608&lt;br /&gt;
|description=The mage will return to the home citadel at once if he is wounded. The spell lasts until the mage actually has been wounded and returned home. This ritual will result in swift death for a mage if the home citadel has been conquered by the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=371&lt;br /&gt;
|name=Send Tupilak&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon - Assassination, value 1624&lt;br /&gt;
|description=The Tupilak is an artificial animal made from various animal cadavers. It is able to take the appearance and attributes of any of its composite parts. Most Tupilaks are made from bears, ravens, seals and reindeer. This gives the Tupilak battle prowess and the ability of flight. After it has been created, it is given the task of hunting down and killing a specific enemy commander. Then the Tupilak will fly, run and swim across the world in order to find its prey and kill it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1181&lt;br /&gt;
|name=The Eyes of God&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 15&lt;br /&gt;
|description=This enchantment enables the mage to see all provinces in the world. Dominions can be seen in great detail and so can discovered magic sites, but income cannot be determined exactly. Inside the God&#039;s own Dominion income as well as any troop movements and battles can be seen in great detail. This includes the detection of any glamoured or invisible troops that are not stealthing. Patrolling units inside friendly dominion will find it much easier to detect enemy scouts and to quell unrest. The historic records for all nations can be accessed and everyone on the Hall of Fame can be inspected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1170&lt;br /&gt;
|name=Thunder Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell protects several units from the damage and stun effects caused by lightning and thunder.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1172&lt;br /&gt;
|name=Trade Wind&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 95&lt;br /&gt;
|description=The caster creates a perpetual stable wind in a coastal province that enables merchants to quickly sail to and from the province. The trade wind will greatly increase the income from the province. The spell lasts longer for every gem spent on the ritual. The enchantment will dissipate if the province is lost.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1171&lt;br /&gt;
|name=Watcher&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 768&lt;br /&gt;
|description=The mage creates a stone statue and gives it awareness and magical powers. The Watcher is placed on a tower or at a place with a view over the surrounding landscape and given the task of guarding a province from prying eyes. Watchers have incredible vision and will easily detect enemy scouts and spies. They are charged with air magic and can blast enemies with lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1177&lt;br /&gt;
|name=Weapons of Sharpness&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 524288&lt;br /&gt;
|description=A few friendly units are gifted with weapons so sharp that they can cut through armor and flesh with equal ease. This enchantment does not work on blunt or missile weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=343&lt;br /&gt;
|name=Weavers of the Wood&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 119&lt;br /&gt;
|description=The caster makes spiders large and small weave a giant web covering an entire forest province. Anyone trying to sneak through the forest is highly likely to be detected as the caster monitors the webs. The caster of the ritual will be able to direct both the local patrolling forces and spiders from the woods in order to attack any trespassers. The ritual will break if the caster leaves the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1173&lt;br /&gt;
|name=Winter Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell protects several units from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1213&lt;br /&gt;
|name=Aura of Splendor&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 36028797018963968&lt;br /&gt;
|description=Several soldiers are wreathed in fiery splendor. Attackers are awestruck and only brave soldiers will attempt to attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1204&lt;br /&gt;
|name=Dome of Arcane Warding&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 64&lt;br /&gt;
|description=An astral dome is created over the entire province that the mage is located in. The dome will protect the province from many spells that originate from outside the warded province. The more magic gems put into the spell, the longer it will last. If the mage dies, the dome dissolves instantly. The dome has a 50 percent chance of stopping each spell that tries to pass through it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1214&lt;br /&gt;
|name=Dome of Misdirection&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 67&lt;br /&gt;
|description=The entire province the mage is in is protected by a dome of glamour and illusions. The dome will fool enemy mages and protect the warded province from spells that originate outside the dome and make them target a neighboring province instead. The more magic gems put into the spell, the longer it will last.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1193&lt;br /&gt;
|name=Dome of Solid Air&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 61&lt;br /&gt;
|description=A dome made out of air is created over the entire province the mage is in. The dome will protect the province from many spells that originate outside the warded province. While undisturbed, the spell will last indefinitely, but if a spell passes through the dome, or if the mage who cast the dome dies, it will shatter instantly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1198&lt;br /&gt;
|name=Earthquake Warriors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2251799813685248&lt;br /&gt;
|description=The weapons of a large group of soldiers are enchanted with the power of the earth, making them stun those hit. This enchantment does not work on pierce or missile weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=614&lt;br /&gt;
|name=Enliven Marble Oracle&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1499&lt;br /&gt;
|description=Everything left by the Ancient Ones has become subject to worship by the humans of Agartha. Statues left in the halls underneath the earth are adored and worshiped, enchanted and given magical life by the Golem Crafters. The greatest of these statues are the ones of Ancient Oracles. Some remnant of an Ancient Oracle&#039;s memory gives the Marble Oracle a will and a mind. These telestic animates lumber to and fro in the underground city of Agartha looking for faithless humans. Sometimes they stop and raise their hands in the air in a gesture of worship. Marble Oracles have priestly powers and are sacred. They cannot lead armies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1200&lt;br /&gt;
|name=Enliven Statues&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 474&lt;br /&gt;
|description=Ten or more statues are given false life by this powerful enchantment. Powerful mages can enchant more than fifteen statues with one casting of this spell. The statues are difficult to destroy but will revert to an inanimate state if there are no mages left on the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=395&lt;br /&gt;
|name=Ermorian Legion&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 187&lt;br /&gt;
|description=This spell reanimates an entire legion of dead soldiers from the Old Empire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1188&lt;br /&gt;
|name=Eternal Pyre&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 17&lt;br /&gt;
|description=A huge blazing pyre lights up the landscape. It never burns out and the embers of the pyre will absorb the heat and can be harvested as magical gems imbued with the fiery power of the pyre. The Eternal Pyre causes the temperature to rise to unbearable levels in the province where it is cast. Once the eternal pyre has started burning, it will be impossible to extinguish without the use of magic. Even putting it underwater would only reduce its heat a little.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=871&lt;br /&gt;
|name=Fay-eyed Warriors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 70368744177664&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1210&lt;br /&gt;
|name=Forest Dome&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 66&lt;br /&gt;
|description=Vegetation will grow into a dome that covers the entire province where the spell is cast. The dome will protect the province from many spells that originate outside the warded province. If left undisturbed, the forest dome will last forever. However, if a Fire spell is absorbed by the dome, it may catch fire and be destroyed. If the caster dies, the dome will wither and die.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1211&lt;br /&gt;
|name=Foul Vapors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 45&lt;br /&gt;
|description=Poisonous gas will begin to seep from the ground shortly after this spell is cast. The gas will rise over a large area, covering the entire battlefield, and will continue to seep for the duration of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1196&lt;br /&gt;
|name=Frost Dome&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 62&lt;br /&gt;
|description=A frost dome is created over the entire province where the spell is cast. Any spells cast into this dome will trigger the deadly trap. A powerful frost blast will find its way to the enemy mage and freeze him to death. Every spell cast into the dome has a 30 percent chance of being destroyed by the frost dome. The more magic gems put into the spell, the longer it will last. If the mage who cast the dome dies, it will dissolve instantly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1192&lt;br /&gt;
|name=Greater Farflight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 562949953421312&lt;br /&gt;
|description=The caster enchants the arrows and bolts of all friendly soldiers on the battlefield, making the arrows fly swift and far. Range for all missile weapons are greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1195&lt;br /&gt;
|name=Grip of Winter&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 9&lt;br /&gt;
|description=The entire battlefield is harrowed by enormous cold. This cold quickly renders all units on the battlefield unconscious, after which death is certain. The Grip of Winter is most effective in cold provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1208&lt;br /&gt;
|name=Hail of Serpent Fangs&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1125899906842624&lt;br /&gt;
|description=The mage enchants the arrows of all friendly archers on the battlefield. The arrows become coated in serpent venom. Those wounded by the arrows take additional poison damage. The spell will not affect magical weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1189&lt;br /&gt;
|name=Heat from Hell&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 6&lt;br /&gt;
|description=The entire battlefield is struck by heat worse than that of the hottest of deserts. This heat soon renders all units on the battlefield unconscious, after which death is certain. This spell is most effective in warm provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1202&lt;br /&gt;
|name=Hidden Underneath&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E65&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Terrain-Specific Ritual Summon, value 3&lt;br /&gt;
|description=This spell can only be cast in a cave province. In the beginning of time there was a war among gods, and a previous Pantokrator defeated and imprisoned three mighty gods and their servants in the depths of the earth. The caster locates such a sealed chamber of the under-earth and releases its entombed prisoners. The released ones&#039; souls were imprisoned along with their bodies and could not escape to the underworld when they died. For millennia their spirits have remained trapped in their fossilizing bodies. When they are released they once more follow their former kings and sages to answer the call of the caster. Their Sages are skilled in earth, death and sometimes astral magic. If cast in a province of fortune or magic, a king with more sages is likely to be found.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1201&lt;br /&gt;
|name=Hidden in Sand&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E65&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Terrain-Specific Ritual Summon, value 2&lt;br /&gt;
|description=This spell can only be cast in a wasteland. The caster locates and releases a Dust King and his entombed servants hidden underneath layer upon layer of desert sands. In the beginning of time the first humans lived in scattered tribes. But with the influence of supernatural powers, civilization dawned upon mankind. Small kingdoms formed and order was established. These kingdoms and their rulers emerged and disappeared in quick succession. Driven by fear of being dead and forgotten, the kings built tomb palaces to create resting places where they could live on eternally. But with time came dust. The palaces were covered with sand and their memories forgotten. Inside the tombs the ancient kings and their soldiers still live on. If cast in a province of order a king with more warriors will be released. If cast in a province of fortune or magic, a king with more priests is likely to be found.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1197&lt;br /&gt;
|name=Hidden in Snow&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W65&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Terrain-Specific Ritual Summon, value 1&lt;br /&gt;
|description=This spell can only be cast where there are high mountains nearby. The caster locates and releases a tribe of ancient undead warriors from their glacial prison. A full tribe of Unfrozen is freed. The Unfrozen are led by a chieftain and a mage. If cast in a province of turmoil a warlike tribe with greater amounts of warriors will answer the call. If cast in a province of fortune or magic, a tribe with more mages is likely to answer the call.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=621&lt;br /&gt;
|name=Ktonian Legion&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1439&lt;br /&gt;
|description=The Ktonian Necromancers of Agartha use the dead in many ways. Soulless bodies toil and fight for their masters. Corpses are strengthened with iron parts and armed with short blades. These Iron Corpses are quite robust, but lack the skills of living soldiers. This spell creates a legion of these living Iron Corpses.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1203&lt;br /&gt;
|name=Opposition&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=The caster creates a supernatural force diametrically opposed to a target magical being. If the spell is powerful enough, the magical being will be disenchanted and cease to exist.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1206&lt;br /&gt;
|name=Reanimate Archers&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 535&lt;br /&gt;
|description=The necromancer enchants ten well-prepared corpses and gives them false life. The skeletons are then equipped with magic bows fueled by the power of the Underworld. Arrows fired from these bows will burst into the green flames of banefire. Flesh exposed to banefire will start to fester and decay. Skeletons are undead and will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1209&lt;br /&gt;
|name=Relief&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 84&lt;br /&gt;
|description=This battle enchantment reduces the fatigue of all friendly units on the battlefield. It lasts until the battle ends or the caster is killed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1199&lt;br /&gt;
|name=Riches from Beneath&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 35&lt;br /&gt;
|description=This enchantment transforms mining from something harsh and dangerous to a really uplifting experience. The miners can carve out gold and iron with their knives and the stone is extra soft where the valuable ore veins are as if the mountain is trying to guide them. The enchantment only works within friendly dominion and a higher dominion score will make it more effective. The enchantment gives a major boost to resource production and a minor boost to gold production, both increases depend on the resource value of the province. Also all magic sites that are income yielding mines will have their income up to doubled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1205&lt;br /&gt;
|name=Rigor Mortis&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 4&lt;br /&gt;
|description=The necromancer causes the joints of both friends and enemies to stiffen as their bodies suffer the fate of the newly dead. There is no immediate cure for the spell, but it ends after the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=255&lt;br /&gt;
|name=Sow Dragon Teeth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3119&lt;br /&gt;
|description=The caster sows a handful of dragon teeth and enchants them with powerful spells. Soon Spartoi, sown men, will emerge from the ground fully armed and ready for battle. The sown men are skeletal in appearance, but are not truly undead. They are armed in gleaming armaments and wield magical spears. The Spartoi will dissolve if left without magical leadership or when the battle is over.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1212&lt;br /&gt;
|name=Steal Sight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 4096&lt;br /&gt;
|description=The caster renders an enemy bereft of sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1190&lt;br /&gt;
|name=Vafur Flames&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 73&lt;br /&gt;
|description=This spell recreates the legendary enchantment of Asgård. The fortress is surrounded by a ring wall of enchanted flames. The flames are able to read the intentions of those who approach and will let friends pass safely through. Flying beings that pass over the flames will still be put on fire, but the damage will be less severe than for those walking through.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1194&lt;br /&gt;
|name=Water Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Bless/Buff (Type II), value 32&lt;br /&gt;
|description=Many soldiers become surrounded by strong currents, making them very difficult to hit in combat. The spell can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1191&lt;br /&gt;
|name=Wind Guide&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 256&lt;br /&gt;
|description=Makes all friendly units shoot more accurately and reduces the problem of firing during Storm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1207&lt;br /&gt;
|name=Ziz&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1388&lt;br /&gt;
|description=The Ziz is a dead, rotting Great Eagle given false life by a necromancer. The beast is possessed by a spirit from the Underworld. It is enchanted with Air magic and can fly even during storms and it is surrounded by an icy wind that freezes the flesh of those nearby.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1223&lt;br /&gt;
|name=Antimagic&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=The mage seals the minds of all friendly units against malign spells. The units will receive increased magic resistance for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1463&lt;br /&gt;
|name=Army of Immaculate Mounts&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 536870912&lt;br /&gt;
|description=The caster enchants all friendly animal mounts on the battlefield, giving them increased intelligence and defensive prowess.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1235&lt;br /&gt;
|name=Aura of Bewilderment&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 16777216&lt;br /&gt;
|description=A group of soldiers are enchanted with glamour making their surroundings shift and change. Faces of friends and foes are swapped, images are altered, and colors and sounds shift and change. Attackers will not know friend from foe and will randomly attack anyone in his vicinity.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1233&lt;br /&gt;
|name=Awaken Treelord&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Awaken Treelord, value 11&lt;br /&gt;
|description=The Treelords are ancient living trees that were once vibrant and very powerful. Now they are dormant, becoming slower in mind and body with every passing year. These decaying Treelords can be reawakened by the use of Nature magic. A reawakened Treelord will serve its awakener until it dies. Treelords have very long lifespans.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1227&lt;br /&gt;
|name=Carrion Reanimation&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value -3&lt;br /&gt;
|description=During a dark and stormy night, the unburied dead stir as the necromancer unleashes the vast powers of his art. Up to two hundred unburied bodies in a province controlled by the caster will be reanimated as Soulless.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=444&lt;br /&gt;
|name=Curse of Balor&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=20&lt;br /&gt;
|area=8+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 4096&lt;br /&gt;
|description=The caster strikes his enemies with blindness.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1226&lt;br /&gt;
|name=Disenchantment&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 1&lt;br /&gt;
|description=This ritual is a more powerful Dispel. If cast at sufficient power it will destroy an active global enchantment, but if it fails it will still reduce the power of the targeted enchantment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1216&lt;br /&gt;
|name=Dome of Flaming Death&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 60&lt;br /&gt;
|description=An invisible web of Fire magic is created over the entire province where this spell is cast. Any spells cast into the protected province will trigger the deadly trap. A powerful blast of fire will find its way to the casting mage and burn him and possibly also the laboratory to cinders. The more magic gems put into the spell, the longer the dome lasts. If the mage who cast the dome dies, the dome dissolves instantly. The dome does not stop spells that pass through it, but it may stop the offending mage from ever casting spells again.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1222&lt;br /&gt;
|name=Earth Blood Deep Well&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E80&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 48&lt;br /&gt;
|description=A well, deeper than any other, is created. This well does not bring water, but rather blood from the Earth itself. This Earth Blood is then made into magical Earth gems that can be used for magic rituals. The well will work more effectively if it is created in a cave that is already deep down and thus closer to the earth blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1462&lt;br /&gt;
|name=Featherweight Army&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4503599627370496&lt;br /&gt;
|description=All soldiers on the battlefield are granted the ability to float a few inches above the ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1219&lt;br /&gt;
|name=Ghost Ship Armada&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5 D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 43&lt;br /&gt;
|description=This spell will awaken the dead Admiral Torgrin and make him fight for your cause. The Admiral will attack random coastal provinces controlled by your enemies and plunder it. The gold will be returned to the caster of the enchantment and the dead will be used to build up the armada. Once enough people have been killed the Admiral will create a new ghost armada. If the main armada with Admiral Torgrin is defeated no new armadas will be created. Once all armadas are defeated the enchantment will dissipate.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1234&lt;br /&gt;
|name=Gift of Health&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 30&lt;br /&gt;
|description=This gift grants excellent health to all loyal subjects inside the God&#039;s Dominion. The gifted ones receive extra hit points, grow old more slowly and may even heal permanent afflictions. Just like most healing effects, lifeless, undead and spiritform beings are not affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1215&lt;br /&gt;
|name=Hail of Burning Embers&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8388608&lt;br /&gt;
|description=The mage enchants the arrows of all friendly archers on the battlefield. The arrows burst into flame as they are fired, doing considerable damage to their targets. The spell will not affect magical weapons. The fire damage of the arrow is magic and will affect ethereal and invulnerable creatures even if the arrow itself doesn&#039;t.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1239&lt;br /&gt;
|name=Land of the Ever Young&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 141&lt;br /&gt;
|description=With this enchantment in place everyone in the province will grow old much much slower than usual, only aging one year in four winters. It is a very sought after enchantment for old mages who have much magic research left to do, but not enough time to do it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1230&lt;br /&gt;
|name=Leviathan&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1235&lt;br /&gt;
|description=The Leviathan is a dead, rotting Asp Turtle given false life by a necromancer. The beast is possessed by a spirit from the Underworld. It can only be created in the sea, but it can crawl up on dry land.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1228&lt;br /&gt;
|name=Life after Death&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D4&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2097152&lt;br /&gt;
|description=This spell gives all friendly units a second chance to fight after dying in the battle. An affected unit that is killed will rise again as an undead being and continue to fight. As soon as the battle ends they will collapse and return to the realm of the dead where they belong. Pretenders, undead, spiritform and inanimate beings are not affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1221&lt;br /&gt;
|name=Lion Sentinels&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 105&lt;br /&gt;
|description=The caster sculpts eleven statues of lions and enchants them with powerful magic. Ten of them are placed outside the castle walls and the eleventh on the courtyard. Order and prosperity flowers as the lions sentinels protect the inhabitants and guard them from harm. Should the castle be attacked the lions will come to life and attack the besieging army. The lions are magical beings and require magical leadership. Should the lion in the courtyard be destroyed the lions will crumble, unless a mage can take command over the remaining lions.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1217&lt;br /&gt;
|name=Mass Flight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 131072&lt;br /&gt;
|description=The caster grants a large number of soldiers the ability to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1231&lt;br /&gt;
|name=Mass Regeneration&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=Gives regenerative powers to a large group of units. Does not work on inanimate targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1237&lt;br /&gt;
|name=Nightmare Masks&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 16&lt;br /&gt;
|description=A few soldiers are wreathed in terror and their faces becomes horrible to behold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1229&lt;br /&gt;
|name=Ritual of Rebirth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual of Rebirth, value 398&lt;br /&gt;
|description=The caster of this spell revives a previously slain hero via the ancient Ritual of Rebirth. The ritual mummifies the dead hero before bringing him or her back to life. Only great heroes from the Hall of Fame can be resurrected by this ritual. The ritual can be performed multiple times on a single hero, should he have died again, as long as remains in the Hall of Fame. Inanimate, undead (except mummies) and spiritform beings are not affected by this spell&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1232&lt;br /&gt;
|name=Serpent&#039;s Blessing&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16777216&lt;br /&gt;
|description=This spell makes all friendly units on the battlefield resistant to natural poisons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1224&lt;br /&gt;
|name=Solar Brilliance&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 21&lt;br /&gt;
|description=The sun starts to shine with a brilliance that destroys the retinas of all soldiers on the battlefield and burns all undead and demonic units to cinders.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1220&lt;br /&gt;
|name=Steel Slice Warriors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 524288&lt;br /&gt;
|description=A large number of friendly units are gifted with weapons so sharp that they can cut through armor and flesh with equal ease. This enchantment does not work on blunt or missile weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1225&lt;br /&gt;
|name=Stellar Focus&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 54&lt;br /&gt;
|description=This spell focuses the light of the night sky into a crystal sphere, depriving the entire world of some of its splendor. The entire world is drained of arcana while magic flows freely in the province where the ritual was cast. The light of the sphere can be distilled into pearls of arcane power.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1218&lt;br /&gt;
|name=Thetis&#039; Blessing&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 59&lt;br /&gt;
|description=Allows all troops in the world to enter the sea and breathe under water. Fighting below the surface will still be a little awkward for those not used to it, but at least it will be doable.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1236&lt;br /&gt;
|name=Veil of Perpetual Mists&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 114&lt;br /&gt;
|description=The caster shrouds an entire province in mists alive with whispers, screams and harrowing shapes. Anyone trying to enter the province without the consent of the caster will find themselves led astray and leave the province from whence they came. Troops with strong morale will follow their commander, but if he is weak of mind and succumbs to the enchantment they will follow him when he leaves the province. The more magic gems put into the spell, the longer it will last.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1238&lt;br /&gt;
|name=Warriors of the Dawn&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=20&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 36028797018963968&lt;br /&gt;
|description=A large group of soldiers are wreathed in fiery splendor. Attackers are awestruck and only brave soldiers will attempt to attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1249&lt;br /&gt;
|name=Army Regeneration&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=Gives regenerative powers to all friendly units on the battlefield. Does not work on inanimate targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1073&lt;br /&gt;
|name=Dragon Master&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1073741824&lt;br /&gt;
|description=The caster claims lordship over all serpentkin. Every time the caster summons a Drake, Wyvern or Sea Serpent, two additional beasts will heed the call.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1251&lt;br /&gt;
|name=Fata Morgana&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 53&lt;br /&gt;
|description=Under the fata morgana life seems much easier and everyone is happy. Phantasmal Warriors will assist the local defence in defending the province against invaders.  If the entire province should not be hidden from the enemy, enemy scouts will still be tricked by the illusions and likely give incorrect reports about armies present. All provinces in friendly dominion will be affected by the fata morgana.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1246&lt;br /&gt;
|name=Fields of the Dead&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5 E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 96&lt;br /&gt;
|description=The necromancer releases the powers of the underworld and reanimates bodies and bones across the entire battlefield. Ever more walking dead will emerge from the ground. Recently killed soldiers might reawaken and do battle against their former friends.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1240&lt;br /&gt;
|name=Fire Fend&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell partially protects the entire army from fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1241&lt;br /&gt;
|name=Frost Fend&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell protects the entire army from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=604&lt;br /&gt;
|name=Hall of Statues&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1496&lt;br /&gt;
|description=Some halls underneath the earth contain entire rows of the sacred status of the pale ones from before. With this ritual a large group of statues are given life. The amount of statues brought to life are highly dependent on the skill of mage performing the ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1250&lt;br /&gt;
|name=Haunted Forest&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 55&lt;br /&gt;
|description=Vines will merge with anyone killed in the God&#039;s Dominion, creating an undead Manikin. The Manikin will fight any enemies of the God for a short while before it is totally dissolved by the vines. Undead or inanimate beings are not affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1252&lt;br /&gt;
|name=Mists of Deception&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 72&lt;br /&gt;
|description=This powerful enchantment creates a magic mist on the battlefield. From this mist, illusory soldiers and beings will emerge to battle nearby enemies. More illusions will appear if the caster is very powerful. Just like a normal mist it will also limit sight and the dissipation of cloud effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1242&lt;br /&gt;
|name=Soaring Army&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 131072&lt;br /&gt;
|description=The caster grants all friendly soldiers on the battlefield the ability to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=517&lt;br /&gt;
|name=Theft of the Sun&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D6 F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 101&lt;br /&gt;
|description=Since the disappearance of the Sun, the Zotz have longed for the warmth and reputed splendor of the celestial entity. With this spell the sorcerer lures the Sun from its heavenly abode to once more travel through Xibalba during the night. But the intent is a malicious one, for once the Sun has entered the labyrinthine caverns of Xibalba it is led astray and trapped in the Cavern of the Sun, giving its splendor to the Sun Guides and its fiery magic to the Ah K&#039;in. With only the moon and the stars lighting the sky, the world is plunged into darkness.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1243&lt;br /&gt;
|name=Thunder Fend&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=A1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell protects the entire army from damage and stun effects caused by lightning and thunder.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1248&lt;br /&gt;
|name=Unraveling&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S6&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S6&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 256&lt;br /&gt;
|description=The caster unravels the enchantments that bind magic beings together. All magic beings on the battlefield, including your own, start to fall apart and dissolve. Mages may lose their minds and spell casting abilities.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1247&lt;br /&gt;
|name=Void Pattern Labyrinth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4 B3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 69&lt;br /&gt;
|description=A void pattern dome is created over the province that the mage is located in.  This pattern is invisible to human perception, but horrors will see the strange pattern and get confused and led astray when trying to pass.  The dome will protect the province from any horrors trying to attack from the outside, including against those drawn to horror marks.  The more magic gems put into the spell, the longer it will last.  If the mage dies, the void pattern labyrinth dissolves instantly.  The chance of warding off a Doom Horror is lower than for normal horrors.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1244&lt;br /&gt;
|name=Wrath of the Sea&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 18&lt;br /&gt;
|description=The sea will rise and flood all coastal provinces within just a few months. Provinces that are struck by the flood will have their income and population growth reduced. Once the enchantment is gone the flooded provinces will slowly start to return to normal.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1256&lt;br /&gt;
|name=Arcane Nexus&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S150&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 19&lt;br /&gt;
|description=This mighty enchantment absorbs magical energies worldwide to replenish the caster&#039;s magical resources. Half of all magic gems used to cast spells and to create magic items will be absorbed into the Arcane Nexus and converted into astral pearls at a two to one ratio. The purity of Astral and Blood magic makes it impossible for the Nexus to absorb any magic when these types of spells are cast, but all other types of magic will have some of their power absorbed by the Nexus. Even when no spells are cast or no items are forged, the Nexus will absorb some ambient magic energy from the world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1257&lt;br /&gt;
|name=Army of the Dead&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value -2&lt;br /&gt;
|description=Animates an entire army of skeletal Longdead Warriors in a distant province. Up to one hundred and fifty Soulless will join the attack if there are unburied bodies present. The undead summoned will be subservient to the necromancer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1254&lt;br /&gt;
|name=Demon Cleansing&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=W1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 83&lt;br /&gt;
|description=This spell is the bane of demons. When this enchantment is active, all demons will take double damage from all attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1255&lt;br /&gt;
|name=Dome of Seven Seals&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4 E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S14&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 132&lt;br /&gt;
|description=A magic dome is created over the entire province. The dome offers perfect protection against hostile magic targeted at the province, while allowing friendly mages to temporarily deactivate the seals and have their spells pass through. All friendly astral mages will know how to get through the seals safely. Each time a spell is stopped by the dome, one of the seven seals will crack. Once all seals are cracked or the caster dies the dome will dissolve.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1253&lt;br /&gt;
|name=Earth Shatter Army&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=E2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2251799813685248&lt;br /&gt;
|description=The weapons of all friendly soldiers are enchanted with the power of the earth, making them stun those hit. This enchantment does not work on pierce or missile weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1258&lt;br /&gt;
|name=Gaia&#039;s Blessing&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5 E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16784384&lt;br /&gt;
|description=This powerful enchantment protects an entire army from the power of the elements. The units become resistant to flames, frost, lightning and poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1259&lt;br /&gt;
|name=Gift of Nature&#039;s Bounty&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 27&lt;br /&gt;
|description=All life in the God&#039;s Dominion is blessed. Grain grows more quickly, the mustard tastes better, the ducks are fatter and all living creatures mate and give birth to young. The income of lands under the God&#039;s Dominion is greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1245&lt;br /&gt;
|name=Lichcraft&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 178&lt;br /&gt;
|description=With knowledge of this ritual, the Death mage has discovered the means to remove his own viscera and place it in a jar, killing himself, only to return as an immortal undead being of great power. By dying and returning from the dead the Lich gains insights and powers in the path of death magic. Furthermore, the body of the Lich becomes almost impossible to harm with mundane weapons. Should the body of the Lich be physically destroyed, a new one is formed from the dust of the dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=251&lt;br /&gt;
|name=Sleep Ray&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=0&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=1&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 1024&lt;br /&gt;
|description=The caster projects a ray that will affect a small number of nearby enemies. Those who fail to resist will instantly fall into an enchanted slumber.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1262&lt;br /&gt;
|name=Blink&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Blink, value 30&lt;br /&gt;
|description=The caster creates an instability in space that transports him to another position on the battlefield. The mount if any will also be blinked away together with the mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=284&lt;br /&gt;
|name=Chorus Master&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 2305843009213693952&lt;br /&gt;
|description=The witches and bards of Man have developed the spell singing techniques of the Tuatha further. Through communal chanting they are able to strengthen the arcane harmonies of their spell songs. Chorus masters decide what spellsongs the chorus will chant. The fatigue that comes from casting spells will be distributed among all chorus members and the chorus master will also be able to cast more powerful spells than she could alone. While in a communal chorus, all spells that only affect the caster will affect all the chorus slaves as well. A chorus with two slaves will grant all masters one extra level in all their paths, four slaves will grant two levels, eight slaves will grant three levels, and so on. Only spell singers can cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=285&lt;br /&gt;
|name=Chorus Slave&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4611686018427387904&lt;br /&gt;
|description=The witches and bards of Man have developed the spell singing techniques of the Tuatha further. Through communal chanting they are able to strengthen the arcane harmonies of their spell songs. Chorus slaves only follow the chant of the Chorus Masters and are inactive during the battle. If a chorus slave loses consciousness they leave the communal chant. Only spell singers can cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1263&lt;br /&gt;
|name=Communion Master&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 144115188075855872&lt;br /&gt;
|description=The mage who has cast this spell can use the magic power of the mages who have cast Communion Slave. The fatigue that comes from casting spells will be distributed among all communion members and the communion master will also be able to cast more powerful spells than he could alone. While in communion, all spells that only affect the caster will also affect all the communion slaves. A communion with two communion slaves will grant all masters one extra level in all their paths, four slaves will grant two levels, eight slaves will grant three levels, and so on. Casting spells while in a communion is complicated however and the casting time for all spells is increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1264&lt;br /&gt;
|name=Communion Slave&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 288230376151711744&lt;br /&gt;
|description=The caster opens his mind to allow other mages to guide his magic power. Mages who want to take advantage of the communion must cast the spell Communion Master (or carry an appropriate magic item). Being a communion slave can be dangerous if there are multiple communion masters or if the master is more skilled than the slave. The communion master can continue to drain energy from the communion slaves even if they become unconscious. This can be fatal.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1272&lt;br /&gt;
|name=Curse&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=30&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 2&lt;br /&gt;
|description=The mage curses the target with bad luck. The spell has long range and always hits the chosen target. There is no protection against being cursed and it can never be removed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1267&lt;br /&gt;
|name=Decay&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 256&lt;br /&gt;
|description=This spell makes the victim age, wither and die at an incredibly fast rate. Victims with high magic resistance and many years left to live might be able to survive the effects of this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1260&lt;br /&gt;
|name=Desiccation&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Set Effect Value (1) if lower, value 250&lt;br /&gt;
|description=This spell will affect a small number of targets with severe dehydration. The dehydrated targets will become more and more exhausted and may eventually lose consciousness. The duration of the dehydration depends on the magic resistance of the targets. Undead beings and constructs are not affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1266&lt;br /&gt;
|name=Dust to Dust&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2020&lt;br /&gt;
|description=The mage destroys undead beings by unraveling the magic that holds them together. The spell affects all undead in a small area. Armor offers no protection from this spell, but magic resistance can reduce the damage somewhat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1261&lt;br /&gt;
|name=Farstrike&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=5&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1015&lt;br /&gt;
|description=The caster opens a rift in space and strikes through it with a fist as hard as steel. The strength of the caster adds to the damage of the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1270&lt;br /&gt;
|name=Fascination&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Stun/Fascinate, value 100&lt;br /&gt;
|description=The caster tries to project images and scents in an enemy&#039;s consciousness. Should it succeed the enemy will be distracted for a short while and hopefully enable someone to strike the enemy down.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1268&lt;br /&gt;
|name=Frighten&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=5&lt;br /&gt;
|range=50&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Fear (Type II), value 5&lt;br /&gt;
|description=The spell fills the targeted unit with fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1265&lt;br /&gt;
|name=Horror Mark&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Add To Effect Value (1), value 261&lt;br /&gt;
|description=The Horror Mark is an astral beacon only perceivable by Horrors. Horrors, powerful astral beings, primarily attack marked people. This spell is the only way to direct Horrors and avoid disaster should one be summoned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1271&lt;br /&gt;
|name=Personal Luck&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The caster merges reality with the Dreamwild, where everything is possible. In dreams, even Fate itself can be tricked. He will have very good chance of escaping blows or magic that would otherwise have killed him.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1269&lt;br /&gt;
|name=Seven Year Fever&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=30&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 1&lt;br /&gt;
|description=The caster curses some targets with a horrible fever that never ends. The victims will not be severely affected during combat, but their wounds will never heal and the victim will slowly die in the following years.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1274&lt;br /&gt;
|name=Battle Fury&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of men with righteous fury. A few soldiers get increased morale and attack skill.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1280&lt;br /&gt;
|name=Beast Fury&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of beasts with fury. A few animals get increased morale and attack skill. If cast on mounted units only the animal mount will be affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1273&lt;br /&gt;
|name=Bonds of Fire&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 65536&lt;br /&gt;
|description=Shackles of fire will trap the victim of this spell. If the victim tries to escape, the shackles become exceedingly hot. Otherwise, the heat stays bearable. A high morale is required to fight the heat and escape. Trying to escape may very well kill a weaker man.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=522&lt;br /&gt;
|name=Break the Fourth Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 2&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell damages the soul of shadow, permanently cursing the target with bad luck. Ethereal beings do not cast shadows and are rarely affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=520&lt;br /&gt;
|name=Break the Second Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 262144&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell damages the soul of bone, making the target permanently limp. Ethereal beings have no bone soul and are rarely affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=521&lt;br /&gt;
|name=Break the Third Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fatigue, value 5015&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell damages the soul of breath making the target fatigued.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1276&lt;br /&gt;
|name=Calm Emotions&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 36028797018963968&lt;br /&gt;
|description=The caster afflicts the target with phlegmatic humors quenching his raging emotions. If cast on a berserker, the target will calm down and eventually lose his berserker rage. If cast on a less aggressive unit, it will simply become a bit less inclined to continue fighting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1279&lt;br /&gt;
|name=Mind Burn&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1010&lt;br /&gt;
|description=The caster tries to overload the mind of the target. If successful, the target experiences overwhelming pain as his mind is damaged. The spell is very accurate and always finds its intended target.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1278&lt;br /&gt;
|name=Returning&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Return Home, value 1&lt;br /&gt;
|description=The caster creates a rift in space that sucks him through, sweeping him back to the home citadel. It is a very fast but dangerous way of teleporting. If the caster is unlucky he might get lost in time and might return later, not at all or completely insane. The spell will not work on other planes or if the home citadel is controlled by the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1277&lt;br /&gt;
|name=Scrying Pool&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 36&lt;br /&gt;
|description=The mage will enchant a pool of water to provide images of a province far away. The more magic gems spent on the scrying pool, the longer it will last. The information gained by scrying is much more accurate than a normal scout can provide.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1281&lt;br /&gt;
|name=Sleep&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=35&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 1024&lt;br /&gt;
|description=The caster makes the target fall into an enchanted slumber.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1275&lt;br /&gt;
|name=Steal Breath&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fatigue, value 5035&lt;br /&gt;
|description=The victim of this spell will have his breath stolen from him. Recovering the breath will require quite an effort and the leave the victim exhausted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1283&lt;br /&gt;
|name=Augury&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search&lt;br /&gt;
|description=The caster pours oil on a pile of soil from a distant province and sets it ablaze. The flickering flames will reveal all hidden sites of fiery power in the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1284&lt;br /&gt;
|name=Carrier Birds&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Transport gems, value 15&lt;br /&gt;
|description=This ritual summons a large flock of birds that will quickly transport the mage&#039;s magic gems to a commander in another province. A maximum of 15 magic gems can be transported and blood slaves are too heavy to be carried at all. The commander who receives the gems cannot belong to another nation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1285&lt;br /&gt;
|name=Carrier Eagle&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Transport heavy item, value 1&lt;br /&gt;
|description=This ritual summons a large eagle that will quickly transport a magic item to a commander in another province. Heavy items cannot be transported by this ritual. The commander who receives the magic item cannot belong to another nation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1293&lt;br /&gt;
|name=Despair&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=30&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Cause Fear (Type II), value 4&lt;br /&gt;
|description=The enemies are overcome with despair and will be more likely to rout when they start taking casualties.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1294&lt;br /&gt;
|name=Geas&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 18014398509481984&lt;br /&gt;
|description=The caster places a geas on an enemy. The target is compelled to attack his friends and will act irrationally. The target may decide to act against the geas, which will then end and permanently curse the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=526&lt;br /&gt;
|name=Gift of the Fourth Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell strengthens the shadow soul of the target, giving him luck in battles. Ethereal beings do not cast shadows and are rarely affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=524&lt;br /&gt;
|name=Gift of the Second Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 137438953472&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell strengthens the bone soul of the target, making him less vulnerable to blunt damage. Ethereal beings have no bone soul and are rarely affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=525&lt;br /&gt;
|name=Gift of the Third Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 68719476736&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell strengthens the soul of breath, making the target shake off exhaustion and fatigue quicker.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1289&lt;br /&gt;
|name=Haruspex&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 6&lt;br /&gt;
|description=The caster opens the bellies of newly slaughtered animals and observes their livers. The state of the livers reveals distant locations of Nature power.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1287&lt;br /&gt;
|name=Iron Will&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=The caster strengthens the minds of some soldiers. Their ability to resist magic is increased for the duration of the battle. This spell cannot be cast on mindless beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1292&lt;br /&gt;
|name=Luck&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The caster merges reality with the Dreamwild, where everything is possible. In dreams, even Fate itself can be tricked. A small group of soldiers are granted unnatural luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=628&lt;br /&gt;
|name=Mind Vessel&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S15&lt;br /&gt;
|range=&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Mind Vessel, value 100&lt;br /&gt;
|description=This ritual puts a part of the Aboleth&#039;s mind in the humanlike vessel that has been bred for this purpose. After the ritual the vessel will have little left of its own mind and the Aboleth part will have to guide it along. After the merging of minds the vessel will be able to use its old magic knowledge as well as the astral knowledge of the Aboleth. The state of the Aboleth is constantly influencing its vessel and should the Aboleth die the vessel will not survive for more than a few days at the most. An Aboleth can not share his mind with more than one vessel at a time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1290&lt;br /&gt;
|name=Panic&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1+2/lvl&lt;br /&gt;
|effect=Cause Fear (Type II), value 1&lt;br /&gt;
|description=This spell will cause panic to spread among the enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1282&lt;br /&gt;
|name=Rage&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 128&lt;br /&gt;
|description=The spell fills the heart of a man with furious anger. The raging unit will attack anything nearby, even friends.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=257&lt;br /&gt;
|name=Rhapsody of Life&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=10+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Heal, value 1009&lt;br /&gt;
|description=The Rhapsodies are mystical spellsongs and elegies associated with the cycles of life and death. The Rhapsody of Life reinvigorates and heals a living being.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=259&lt;br /&gt;
|name=Rhapsody of the Dead&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=10+5/lvl&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Damage, value 1003&lt;br /&gt;
|description=The Rhapsodies are mystical spellsongs and elegies associated with the cycles of life and death. The Rhapsody of the Dead pushes a dead soul towards rebirth in a new body. Undead beings with a soul are wounded by the song and are compelled to flee the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1286&lt;br /&gt;
|name=Sailors&#039; Death&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 3005&lt;br /&gt;
|description=The lungs of a small number of targets are filled with water. Any target that cannot breathe water will take severe damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=278&lt;br /&gt;
|name=Taurobolium&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Set Effect Value (12) if lower, value 651&lt;br /&gt;
|description=The Heliodromus performs a ritual slaying of a sacred bull. The Heliodromus takes his place in a trench underneath a plate of copper pierced with holes. The sacred bull is slain by the participants and its blood pour down upon the Heliodromus. Baptized in blood the Heliodromus is purified and endowed with the power of the Solar Bull. For one year the reborn Heliodromus is worshiped by his fellows as an incarnate God. The Heliodromus receives increased magical understanding and false prophet status. There can only be one elevated Heliodromus.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1288&lt;br /&gt;
|name=Teleport Gems&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Transport gems, value 10&lt;br /&gt;
|description=This ritual can be used by an astral mage to teleport all his magic gems to a commander in a province far away. A maximum of 10 magic gems can be transported and blood slaves are not affected by this ritual. The commander who receives the gems cannot belong to another nation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1291&lt;br /&gt;
|name=Whispers of the Wild&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 36&lt;br /&gt;
|description=The caster taps into the minds and perceptions of the animals of a distant forest province to gain insight into what transpires in the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1302&lt;br /&gt;
|name=Astral Window&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 36&lt;br /&gt;
|description=The caster opens an arcane rift through which he can observe distant lands. The rift closes after a while, but the duration can be prolonged if extra magic gems are used in the casting. Each casting of this ritual allows the mage to scry on one province. The information gained by this spell is much more accurate than a normal scout can provide.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1297&lt;br /&gt;
|name=Auspex&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 1&lt;br /&gt;
|description=The caster listens to the winds and observes the flight of birds. The winds will carry legends of magical places and ancient storms. If the winds are correctly interpreted, the caster gains knowledge of sites of Air power in a distant province. This spell cannot be cast at an enemy province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1310&lt;br /&gt;
|name=Cure Disease&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cure Affliction on Others, value 1&lt;br /&gt;
|description=This ritual cures a unit from disease, an affliction that otherwise is certain to result in a quick and early death. The target unit must be in the same province as the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1298&lt;br /&gt;
|name=Curse of the Desert&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=30&lt;br /&gt;
|range=30&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Set Effect Value (1) if lower, value 250&lt;br /&gt;
|description=This spell will affect several targets with severe dehydration. The dehydrated targets will become more and more exhausted and may eventually lose consciousness. The duration of the dehydration depends on the magic resistance of the targets. Undead beings and constructs are not affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1306&lt;br /&gt;
|name=Ferocity&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of beasts with fury. A group of animals get increased morale and attack skill. If cast on mounted units only the animal mounts will be affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1296&lt;br /&gt;
|name=Furious Warriors&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of men with righteous fury. Several soldiers get increased morale and attack skill.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1299&lt;br /&gt;
|name=Gnome Lore&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 3&lt;br /&gt;
|description=The caster bestows the knowledge of the gnomes upon himself and uses it to find places of Earth power. The spell will find all magic Earth sites in a friendly province of the caster&#039;s choice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1312&lt;br /&gt;
|name=Mind Blank&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 140737488355328&lt;br /&gt;
|description=The caster of this spell will shroud his mind with arcane energies. The next time he is targeted by a mind affecting spell the Mind Blank will disappear and most likely also negate the mind affecting effect. The Mind Blank can also help resist being targeted by Magic Duel.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=490&lt;br /&gt;
|name=Mirror Walk&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Teleport, value 1&lt;br /&gt;
|description=With the help of two large flawless and perfectly aligned mirrors, the mirror mage can step into one mirror and then exit through the other regardless of the distance between. The mirror mages make sure that all laboratories are setup with this perfect mirror in order to make it possible for the mages to easily travel between the labs. The mirror walk ritual takes some time to perform, but it consumes very few magic resources.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=610&lt;br /&gt;
|name=Mirror of Earth&#039;s Memories&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 5760&lt;br /&gt;
|description=An Agarthan Oracle ventures down to the Womb of the Earth and gazes into the reflections of the First Pool to gain knowledge of subterranean sources of magic. The spell reveals all magic sites of earth, fire, water and death in a distant cave province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1300&lt;br /&gt;
|name=Paralyze&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Paralyze, value 9042&lt;br /&gt;
|description=The caster overloads the target&#039;s mind and effectively paralyzes the target for a very long time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1295&lt;br /&gt;
|name=Prison of Fire&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=30&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 65536&lt;br /&gt;
|description=Shackles of fire will trap a group of enemies. If the victims tries to escape, the shackles become exceedingly hot. Otherwise, the heat stays bearable. A high morale is required to fight the heat and escape. Trying to escape may very well kill a weaker man.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1308&lt;br /&gt;
|name=Rage of the Cornered Rat&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 256&lt;br /&gt;
|description=A group of animals are provoked into a berserker rage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1311&lt;br /&gt;
|name=Slumber&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=35&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 1024&lt;br /&gt;
|description=The caster makes several targets fall into an enchanted slumber.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1303&lt;br /&gt;
|name=Teleport&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Teleport, value 1&lt;br /&gt;
|description=With this spell, the mage can transport himself to almost any province in the world, only those very very far away are out of range for this ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1301&lt;br /&gt;
|name=Telestic Animation&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 473&lt;br /&gt;
|description=The mage crafts a statue and places a golden plate inscribed with divine names within its head. The statue is thus animated by divine power and will speak the will of the Pretender God. The statue is imbued with great priestly powers, but is immobile.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1305&lt;br /&gt;
|name=Terror&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=Cause Fear (Type I), value 3&lt;br /&gt;
|description=A connection is created between living soldiers and the dead harrowed in the Netherworld. The targets are overwhelmed by fear and despair. Friendly troops are not exempt from the effect, should they stand in the way.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1307&lt;br /&gt;
|name=Touch of Madness&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=30&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 256&lt;br /&gt;
|description=A small group of soldiers are forced to go berserk. Berserkers never rout, get increased fighting skills, but do not care much for their own safety.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1304&lt;br /&gt;
|name=Vengeance of the Dead&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Vengeance of the Dead, value 999&lt;br /&gt;
|description=The mage will contact the dead souls of all the people or creatures that the target has slain. These dead souls will then be guided to the dreams of the target, where they can attack him in a horrible nightmare. The mage will ensure that the target is pulled strongly into the nightmare, so that he stays dead if the dead souls are successful in killing him. This spell does not work on mindless beings or those who never sleep and the target must have slain units in combat for the spell to work. One province is chosen for the spell and the greatest butcher of all enemy commanders in that province will be targeted for the nightmare.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1313&lt;br /&gt;
|name=Visions of Death&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 5010&lt;br /&gt;
|description=The target of this spell will see a vision of himself dying a violent death. This lifelike vision will feel real enough to instantly kill lesser men.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1309&lt;br /&gt;
|name=Wildness&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 17179869184&lt;br /&gt;
|description=Animals in the enemy army become wild, unpredictable and difficult to control.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=550&lt;br /&gt;
|name=Awaken Jinn Block&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3389&lt;br /&gt;
|description=The Karib awakens the Jinn inhabiting a stone idol. The Jinn Block has limited powers and is immobile, but will defend its lands from intruders. The Jinn Block is sacred to the Nabaean desert tribes and has some priestly powers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1324&lt;br /&gt;
|name=Charm Animal&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=An animal is charmed by the mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1328&lt;br /&gt;
|name=Confusion&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 17179869184&lt;br /&gt;
|description=The spell will confuse the minds of a group of soldiers for the remainder of the battle. The confused units can easily attack friends instead of enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1323&lt;br /&gt;
|name=Control the Dead&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster takes control over some undead beings. Powerful undead will be able to resist the necromancer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1319&lt;br /&gt;
|name=Earth Sense&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E6&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 121&lt;br /&gt;
|description=The caster attunes himself with the earth itself to sense who treads upon it. Enemies trying to sneak around in the province will be detected and traced, even if invisible. The spell is broken if the caster leaves the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=629&lt;br /&gt;
|name=Enslave Sea Trolls&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1529&lt;br /&gt;
|description=An Aboleth Mind Lord extends his mind to locate and attract a group of Sea Troll Warriors. The trolls leave their king in the belief that they will gain fame and glory. When they arrive at the domains of the Aboleths the Mind Lord invades their minds and binds them into permanent servitude. Slave trolls were once guardians at their Sea King&#039;s court and come equipped with armaments of shells and corals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1327&lt;br /&gt;
|name=Gift of Reason&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Gift of Reason, value 1&lt;br /&gt;
|description=This gift grants commander status and a sharp intellect to any one being. The target unit must be in the same province as the caster. Mindless units cannot be affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1314&lt;br /&gt;
|name=Gift of the Furies&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of men with righteous fury. A large group of soldiers get increased morale and attack skill.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1329&lt;br /&gt;
|name=Group Luck&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=40&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The caster merges reality with the Dreamwild, where everything is possible. In dreams, even Fate itself can be tricked. Several soldiers are granted unnatural luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1322&lt;br /&gt;
|name=Leeching Darkness&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cloud, value 134217728&lt;br /&gt;
|description=A deadly cloud of darkness will form upon the battlefield. Anyone standing in the cloud will be wounded and permanently weakened. The cloud will remain on the battlefield for some time before dissolving.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1325&lt;br /&gt;
|name=Pack Ferocity&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of beasts with fury. A large group of animals get increased morale and attack skill. If cast on mounted units only the animal mounts will be affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1315&lt;br /&gt;
|name=Pyre of Catharsis&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cure Affliction on Self, value 1&lt;br /&gt;
|description=Catharsis was once the spirit of the Purifying Flames. He would cleanse bodily sicknesses of those who exposed themselves to his flames. Since his corruption by the Daevas and the wicked Mainyus he no longer controls the Purifying Flames and any powerful fire mage can wield his flames. With this ritual the caster sets himself ablaze on a pyre of Purifying Flames. The flames burns away any diseases he carries, but the caster is likely to suffer terribly from the flames unless properly protected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1317&lt;br /&gt;
|name=Raging Hearts&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 2&lt;br /&gt;
|description=Fury will start to grow in the hearts of all people in an entire province. Those affected will soon start to plunder and kill their fellow citizens. A mage can target any province of his choice and those affected will not know who has cast this spell on them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=494&lt;br /&gt;
|name=Seith Curse&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Curse, value 2&lt;br /&gt;
|description=Seith is an ancient form of sorcery, reputedly invented by Angerboda. It has been practiced by females of the nation through the ages. Gygjor, vaetti hags and human Seithkonur all have some knowledge of the Seith, but it is the Seithkonur of Utgård that have mastered the art. Seith can be used to spell doom upon a distant target. When cast, a single enemy commander in a faraway province is cursed for the rest of his life. However, the price is high, and the Fates will keep the balance. Someone close to the caster will also suffer a curse.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1318&lt;br /&gt;
|name=Serenity&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 36028797018963968&lt;br /&gt;
|description=The caster afflicts the targets with phlegmatic humors quenching their raging emotions. The targets calm down and lose their berserker rage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1321&lt;br /&gt;
|name=Soul Slay&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=The caster attempts to rip the target&#039;s mind from his body. If successful, the spell will slay the target. Immortal beings killed by this spell will stay dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1320&lt;br /&gt;
|name=Teleport Item&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Transport heavy item, value 1&lt;br /&gt;
|description=This ritual can be used by an astral mage to teleport a single magic item to a commander in a province far away. Heavy items cannot be transported by this ritual. The commander who receives the magic item cannot belong to another nation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=456&lt;br /&gt;
|name=Tempering the Will&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=The forces of Ulm have their strength of mind enhanced by magic. Soldiers and beings with high magic resistance are rarely affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1326&lt;br /&gt;
|name=The Ravenous Swarm&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 92&lt;br /&gt;
|description=This spell is sometimes used by nature mages to combat the undead. It is part of the natural order that the living finds sustenance from the dead, and with this spell the nature mage utilizes that and imbues a swarm of bugs with frenzied power and appetite to devour the walking dead. The swarm will consume the undead one after each other until the battle ends. Should the swarm fail to locate the dead it will start to eat the living instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1343&lt;br /&gt;
|name=Beckoning&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Beckoning, value 999&lt;br /&gt;
|description=The caster awakens the forces of the wild, which call out to lure the unwary. Those who fall prey vanish into the woodlands, never to be seen again. The Beckoning will only work in forests and forest beings are immune to the call. Those who are strong of mind or duty will resist the call.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=573&lt;br /&gt;
|name=Celestial Music&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 262144&lt;br /&gt;
|description=The caster begins playing the music of the Celestial Spheres. All celestial dancers (Apsaras, Gandharvas and Yakshas) become enthralled by the divine music and perform a celestial battle dance that gives them quickness.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1330&lt;br /&gt;
|name=Choleria&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 134&lt;br /&gt;
|description=The caster affects a friendly province with the humor of fire, choleria. The populace becomes energetic and productive, but also easy to anger. Production and income are increased, but quarrels are common and unrest will gradually increase.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=538&lt;br /&gt;
|name=Deceive the Decree of the Lost&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B45&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3879&lt;br /&gt;
|description=In Magnificent Ind there was a wasteland inhabited by six-fingered giants with skin as pale as death. In ancient times these giants were immensely large and powerful enough to threaten the gods themselves. They were bound to their land by a divine decree, lest they overtake the world. After the fall of Ind the Sage-Queens of Feminie have found the means to circumvent the ancient decree and unleash the Giants upon the world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=630&lt;br /&gt;
|name=Dreams of R&#039;lyeh&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Dreams of R&#039;lyeh, value 2052&lt;br /&gt;
|description=This spell can target the dreams of an enemy commander anywhere in the world. It will pull his dream through the Void Gate in R&#039;lyeh and into the other world. Here the caster will manifest himself in the dream and kill the bewildered target. The spell does not work on mindless beings or those who never sleep.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=292&lt;br /&gt;
|name=End of Culture&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F60&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 106&lt;br /&gt;
|description=This is the End of Culture for the entire world as chaos will increase worldwide. Spawn rate of Oni, both from temples under friendly dominion and from Oni generals will be greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1334&lt;br /&gt;
|name=Enslave Mind&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster enslaves the body and mind of one target. The victim loses his will, along with his ability to command and cast magic. All the Pretender Gods are immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1345&lt;br /&gt;
|name=Forgotten Palace&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 111&lt;br /&gt;
|description=The caster casts a spell on a fortress in a nearby province and makes it disappear from everyone&#039;s memories. People are able to see and interact with the fortification, but once they leave they will forget about it. Scouts will forget to report about the palace and neighboring provinces will not know about it. Mages who scry upon the province will be able to see the fortification however. The spell is broken if the fortification is besieged. The ritual can also be used to hide the construction of the fortification.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1339&lt;br /&gt;
|name=Foul Air&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D75&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 10&lt;br /&gt;
|description=The air will become polluted by a deadly disease when this enchantment is cast. Anyone who is wounded will instantly become diseased due to the foul air. This enchantment affects all land provinces in the entire world and will last until dispelled or the caster dies. Unrest will increase worldwide while the enchantment is active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1336&lt;br /&gt;
|name=Gateway&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Astral Travel, value 1&lt;br /&gt;
|description=The caster creates a rift in the fabric of space, allowing him to step through with all troops under his command and enter a distant laboratory that has been prepared for the gateway. The gateway can only lead to a lab controlled by the same nation, and it closes as soon as the troops have passed through.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1340&lt;br /&gt;
|name=Growing Fury&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 13&lt;br /&gt;
|description=A growing fury will affect all friendly units on the battlefield. They will find themselves becoming more and more ferocious and will go berserk at the slightest provocation, even if they are not usually able to do so.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1335&lt;br /&gt;
|name=Imprint Souls&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Imprint Souls, value 2052&lt;br /&gt;
|description=The people of a small village in a remote province will have their minds gradually broken down. When they are entirely lobotomized, their minds will be imprinted with religious zeal towards the rightful Pretender God. When the conversion is complete, they will attack the province in an attempt to conquer it and serve their God to the best of their abilities. This is a very dangerous process, many people die and most of the survivors are not fully restored with the proper religious zeal. A skillful mage and extra penetration skill from magic items will help in successful conversion of the villagers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1338&lt;br /&gt;
|name=Leprosy&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Leprosy, value 1&lt;br /&gt;
|description=The mage conjures forth a wasting disease upon an enemy army in a distant province. Diseased targets will never regain any lost hit points and will take damage every season they are alive. Undead, demons and inanimate beings are not affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1333&lt;br /&gt;
|name=Melancholia&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Single Turn, value 137&lt;br /&gt;
|description=The caster curses a province with the humor of earth, melancholia. The populace becomes depressed, cynical and listless. Peasants don&#039;t care about harvesting and let their livestock wander. Craftsmen only work when they feel like it and soldiers tend to desert unless whipped into obedience. Even the temples are left untended. The Dominion of the local god will decrease.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1341&lt;br /&gt;
|name=Mirror Mind&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 140737488355328&lt;br /&gt;
|description=The caster of this spell will shroud the minds of a few soldiers with arcane energies. The next mind affecting spell against a shrouded one is almost certain to fail.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=461&lt;br /&gt;
|name=Parting of the Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=40&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Paralyze, value 5010&lt;br /&gt;
|description=Since the pollution of the Cleansing Flame, funerary pyres are strictly forbidden in Caelum. Instead, dead bodies are placed in roofless Towers of Silence where birds of prey tear the impure flesh from the bones of the dead. When the bones are bare, the soul is free to meet with its Daena, the manifestation of the inner self. This spell mimics the migration of the soul after death. First the soul is ripped from the body, rendering the body unable to move. Then birds of prey descend from the skies to feast on the flesh of the soulrent body. Since the body is not yet dead, the soul will return to its body unless the birds have killed it while the soul was gone. Birds of prey will attack the target, regardless of the success of the soulrending.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1332&lt;br /&gt;
|name=Phlegmatia&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Single Turn, value 136&lt;br /&gt;
|description=The caster curses a province with the humor of water, phlegmatia. The population becomes passive, quiet and unproductive. Work as well as religious duties are ignored and soldiers in the province are likely to desert.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1344&lt;br /&gt;
|name=Sandman&#039;s Blessing&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Cause Affliction, value 1024&lt;br /&gt;
|description=A large number of soldiers are touched by the Sandman and will fall asleep. Those strong of mind can resist the effect. The Sandman is indiscriminate and the spells targets friend and foe in a large area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1331&lt;br /&gt;
|name=Sanguinia&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 135&lt;br /&gt;
|description=The caster affects a friendly province with the humor of air, sanguinia. Sanguine people are enthusiastic, social and active. The province will become a place of merriment, festivities and good spirits. Unrest will continuously decrease in the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1342&lt;br /&gt;
|name=Unending Nightmare&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=35&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 17179870208&lt;br /&gt;
|description=The target falls asleep in a fitful slumber haunted by nightmares. If the targets wakes up the nightmares remain and he is unable to tell friend from foe for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1337&lt;br /&gt;
|name=Wither Bones&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=50&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 2010&lt;br /&gt;
|description=This spell is the nightmare of necromancers. The spell destroys undead beings by unraveling the magic that holds them together. The spell affects all undead in a large area. Armor offer no protection from this spell, but magic resistance can reduce the damage somewhat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1352&lt;br /&gt;
|name=Burden of Time&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 29&lt;br /&gt;
|description=This evil enchantment will make everyone in the world age at a highly accelerated rate. Unrest will increase in the entire world and soldiers will soon become crippled and useless. While this enchantment is active, the world will become more and more desolate until everyone dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=470&lt;br /&gt;
|name=Call of the Drugvant&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 15&lt;br /&gt;
|description=The Drugvant are the People of the Lie, those under the influence of evil intentions. With this ritual the caster lets loose the will of the Destructive Spirit upon a remote land. Falsehood, wickedness and violence will spread in the province and in its wake Daevas will come. Unrest is greatly increased and the province is attacked by bandits and a host of Daevas.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1354&lt;br /&gt;
|name=Charm&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=30&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The victim of a Charm spell will become totally loyal to the caster of the spell. A charmed commander will retain all his special skills and magic items and use them for the benefit of his new master. All Pretender Gods are immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1347&lt;br /&gt;
|name=Dark Skies&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 32&lt;br /&gt;
|description=Black clouds billow forth and cover the lands of your Dominion. All enemies under your Dominion will perceive the heavens as dark and oppressing. The stronger the Dominion is, the more fearful the skies. The dark skies severely lower the morale of those affected. The darkness also gives slightly lowered attack and defense skills to units without darkvision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1349&lt;br /&gt;
|name=Divine Name&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Gift of Reason, value 1&lt;br /&gt;
|description=The caster inscribes a divine name on a piece of paper and places it in the head of a mindless being. The being is gifted with an artificial mind and commanding abilities. The caster can also inscribe the name on the forehead of a willing target, increasing his mental faculties and making him a commander.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1353&lt;br /&gt;
|name=Fury of the Wild&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N2&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of beasts with fury. All animals on the battlefield get increased morale and attack skill. If cast on mounted units only the animal mount will be affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1356&lt;br /&gt;
|name=Gates of Horn and Ivory&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 116&lt;br /&gt;
|description=The caster erects two gates into the Dreamwild. Through the first comes fulfillment and true dreams that tell of the future, from the other comes dreams of deception or despair. Rituals cast at the Gates of Horn and Ivory will have their reach extended greatly. Also a huge amount of Glamour gems can be harvested from the gates each month.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=264&lt;br /&gt;
|name=Gigantomachia&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4 F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E60&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 107&lt;br /&gt;
|description=The war upon the gods is declared. Trembling and cowering in fear, false gods sense the rattling of spears forged for the armies of the giants. The will of false pretenders withdraw from the might of the giants who gather in ever greater numbers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1355&lt;br /&gt;
|name=Mass Confusion&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=10&lt;br /&gt;
|range=30&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 17179869184&lt;br /&gt;
|description=The spell will confuse the minds of a large group of soldiers for the remainder of the battle. The confused units can easily attack friends instead of enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1351&lt;br /&gt;
|name=Plague&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D1&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 8&lt;br /&gt;
|description=With this spell, the mage will bring a magic plague on some victims. The magic plague kills and spreads at an enormous rate. It does not take long to catch the disease from an infected friend, nor does it take long to die once you are infected. Undead beings and demons are not affected by this magic plague.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1346&lt;br /&gt;
|name=Purgatory&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 26&lt;br /&gt;
|description=Holy fire will strike undead enemy creatures in the God&#039;s Dominion. The more powerful the Dominion, the more undead will be killed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1348&lt;br /&gt;
|name=Vengeful Water&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=W70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 93&lt;br /&gt;
|description=The caster chains the seven pillars of water to his god&#039;s command. Wherever the pretender god has influence water will rise up and strike down any heathens that plot against him.  Water in friendly dominion will animate and try to kill enemy commanders whenever possible. The elemental is stronger in provinces with a rich water supply than in dry provinces. A waste with no access to water will never get any attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1350&lt;br /&gt;
|name=Vortex of Returning&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Return Home, value 1&lt;br /&gt;
|description=The caster creates a rift in space that carries the entire army back to the home province on astral currents. The same restrictions and dangers as the Returning ritual applies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1361&lt;br /&gt;
|name=Astral Travel&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Astral Travel, value 1&lt;br /&gt;
|description=The caster creates a rift in the fabric of space, allowing him to step through with all troops under his command and enter a distant province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1367&lt;br /&gt;
|name=Battle Fortune&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B2&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The caster merges reality with the Dreamwild and tricks fate itself to grant a large number of soldiers unnatural luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1364&lt;br /&gt;
|name=Black Death&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 1&lt;br /&gt;
|description=The necromancer curses a province with the Black Death. This plague will kill thousands upon thousands of people. The spell is targeted at the general population and will probably not affect the military units in the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1366&lt;br /&gt;
|name=Call the Worm That Walks&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=N30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2217&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1359&lt;br /&gt;
|name=Gale Gate&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 49&lt;br /&gt;
|description=The caster opens a rift in space creating a gate into a realm of storms. Huge amounts of aerial magic are effectively channeled through this gate, producing twenty Air gems each turn. Also air elementals summoned anywhere in the world will be extra powerful while the gale gate is open. Not all of the powers of the Gale Gate can be harnessed though. Hurricanes and storms will be randomly unleashed and hit a province somewhere in the world. The caster will be able to direct hurricanes and have them strike provinces that are controlled by the enemies. A high skill in air magic makes it more likely to successfully steer the hurricanes away.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1357&lt;br /&gt;
|name=Hydrophobia&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=F1&lt;br /&gt;
|range=30&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Cause Affliction, value 128&lt;br /&gt;
|description=The spell afflicts enemies with rabies. Affected units become rabid and will attack anything nearby, even friends. Only living targets can be affected by the disease.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1360&lt;br /&gt;
|name=Lure of the Deep&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 50&lt;br /&gt;
|description=Sirens will start to emerge from the deeps when this powerful enchantment is cast. The Sirens will sing to enemy troops and lure them down to certain death in the deeps. The lure is most persuasive in coastal and sea provinces with strong friendly Dominion. Inland provinces are not affected at all. Nations that can recruit Sirens will find that this is cheaper while this enchantment is in effect. This global enchantment can only be cast in an underwater laboratory.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1358&lt;br /&gt;
|name=Ordeal by Fire&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F6 S6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=F70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 131&lt;br /&gt;
|description=This enchantment sets the magical ether ablaze by utilizing a huge amount of magic fire gems. As long as the ether is ablaze it will be difficult to manipulate any kind of magic without also taking fire damage from the heat. It is still possible to perform rituals and forge magic items, but if not properly protected the chance of burning to death is high. Performing simple spells in combat is possible without risk as long as they don&#039;t require any magic gems. Blood magic is unaffected by this ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1362&lt;br /&gt;
|name=Soul Drain&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5 D5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 5&lt;br /&gt;
|description=The caster creates a well of unlife on the battlefield and opens a channel between himself and the well. Every soul on the battlefield takes damage as their psychic energies rush from their bodies into the well to heal and reinvigorate the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1363&lt;br /&gt;
|name=Stygian Paths&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Stygian Paths, value 1&lt;br /&gt;
|description=All lands are connected to the Underworld and every location in the Underworld corresponds to a location in the lands of the living, but time passes differently in the Underworld. By traveling in the Underworld, great distances can be covered in a short period of time. When this ritual is cast, a gateway into the realm of the dead is opened. The necromancer then leads his followers on dark paths through the Underworld to emerge in a faraway province. The journey, however, is not free from risk: no one is allowed to leave the lands of the dead. Everyone using the Stygian paths risks injury or even death by poisoning, spirit attacks or fates even worse. Stealthy units are less likely to be detected by the guardians of the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1365&lt;br /&gt;
|name=Undead Mastery&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D7&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=D7&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster takes control over all undead beings on the entire battlefield. Powerful undead will be able to resist the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1370&lt;br /&gt;
|name=Arcane Analysis&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 1&lt;br /&gt;
|description=With this ritual a skillful astral mage can send a thaumaturgical probe into the ether in order to examine the strength and weaknesses of a global enchantment. The mage chooses a single global enchantment to examine and he will get a fairly accurate measure of the number of astral pearls worth of overcast that would be required to dispel it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1371&lt;br /&gt;
|name=Astral Disruption&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 1&lt;br /&gt;
|description=The mage manipulates the astral plane, creating ripples that overload the world with magic. This magic overload will dispel all enchantments in the entire world if done with enough strength. However manipulating the astral world in such a great way always comes with a certain risk, both to the world and the mage performing the ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1375&lt;br /&gt;
|name=Beast Mastery&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N6&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=N4&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=All animals on the battlefield are bound to the will of the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1378&lt;br /&gt;
|name=Dreams of the Awakening God&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=B90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 125&lt;br /&gt;
|description=Everywhere where it is not yet worshiped, people will start dreaming of the rightful Pretender God. Maybe just a glimpse of its wonderful promises, maybe an excruciating nightmare showing what can befall its enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1376&lt;br /&gt;
|name=Dreamwild Legion&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B4&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The caster conjures the memories and dreams of battles of the Dreamwild, where soldiers never die, and merges them with the reality of the physical world. Dreamwild Legion grants an entire army unnatural luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1369&lt;br /&gt;
|name=Elemental Dampening&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E7 S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=E60&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 123&lt;br /&gt;
|description=This ritual dampens any attempt at manipulating the elemental powers. All combat spells of primarily the elemental paths will be much slower to cast. Any elemental beings summoned will be slightly weaker than usual. This dampening will also make it more difficult to perform elemental rituals and forging magic items that are mainly elemental in nature, additional gems are required when performing these activities.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1377&lt;br /&gt;
|name=Legion&#039;s Demise&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B7&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=B4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 143&lt;br /&gt;
|description=When this enchantment is active the enemies will experience relentless attacks on themselves and all their allies. Arrows will come hailing down, twisted hands will emerge from the ground and scratch them, swords will appear out of thin air and strike at them. The damage is not real, but with the help of glamour magic it will be deadly as soon as it has become severe enough.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1372&lt;br /&gt;
|name=Master Enslave&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S8&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=S8&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster unleashes vast arcane powers, ripping the free will from his foes and turning them into loyal thralls. The thralls will aid the caster until they die. There is no way to break free once enslaved by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1373&lt;br /&gt;
|name=Nexus Gate&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5 E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=S40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 1&lt;br /&gt;
|description=The caster enscribes and enchants a great stone archway, creating an arcane portal to Nexus, a place between places. Armies may hereafter use the portal to enter Nexus. Nexus is connected to all active Nexus Gates and individuals and armies in Nexus may leave through any gate, even those created by other Pretenders. The Nexus Gate is permanent and once created it cannot be dispelled. Dwelling in Nexus for longer than necessary is not recommended, as it is located in the Void where horrors thrive.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1374&lt;br /&gt;
|name=Remnants in the Depths&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D6 W4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=D90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 124&lt;br /&gt;
|description=Massive amounts of death and disease have always been safely locked away at the bottom of the oceans. Maybe the world once had too much disease and the old pantokrator stashed away most of it there as a gesture of generosity. No one knows for sure, but many wise old people seem to remember tales of a god saving the world from a horrible plague. With this enchantment the lock will be opened, just a little, to let the death and disease out into the oceans. All seas will start to get increased death scales until they reach the maximum, at which point everyone will start to get diseased and population will die completely in just a few years time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1368&lt;br /&gt;
|name=Winds of Arcane Drought&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A7 S6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=A90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 133&lt;br /&gt;
|description=The caster creates an enormous whirlwind that originates in the province where the ritual is performed.  With the help of astral magic the whirlwind will be sucked dry of any magical energies and then when it sweeps out over the world it will absorb elemental magic to replenish itself.  The absorbed magic is then distilled into pure air gems at the origin.  All elemental gem producing sites within range will have their output severely reduced as their magic is absorbed by the wind instead.  Air being light is most affected, leaving nothing left and earth being heavy is least affected.  Sites and rituals that extend the range of air rituals from a province will help the winds reach further.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=252&lt;br /&gt;
|name=Bleed&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=0&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 8192&lt;br /&gt;
|description=The Bleed spell causes blood to pour out of the victim&#039;s nose, ears and mouth. The effect is a prolonged and painful death. Magic resistance can negate the effect.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=458&lt;br /&gt;
|name=Sanguine Heritage&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=0&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H44&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 19&lt;br /&gt;
|description=During the Malediction, evil was let loose in the kingdom. The Hunger that was aroused resulted in cannibalism and practices even worse. Some of the warring nobles succumbed and became Vampires thirsting for human blood. Most of them have disappeared or fallen into perpetual sleep since then, but if enough blood is sacrificed, they might well awaken and serve the Dark God of Ulm. This ritual uses 44 blood slaves to awaken one of the sleeping nobles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=451&lt;br /&gt;
|name=Summon Incubus&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=0&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H66&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 4053&lt;br /&gt;
|description=Since the Red Mistress was first summoned by a bishop centuries ago, the secrets of contacting demon lovers have spread throughout the higher echelons of the church. Incubi have the appearance of handsome naked men with leathery bat-wings. They are able to enter the dreams of women to seduce and corrupt their souls. An Incubus that successfully seduces an enemy commander will take her from her bed and fly her home to his master where she will serve until she dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=452&lt;br /&gt;
|name=Summon Succubus&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=0&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H66&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 811&lt;br /&gt;
|description=Since the Red Mistress was first summoned by a bishop centuries ago, the secrets of contacting demon lovers have spread throughout the higher echelons of the church. Succubi have the appearance of beautiful naked women with leathery bat-wings. They are able to enter the dreams of men to seduce and corrupt their souls. A Succubus that successfully seduces an enemy commander will take him from his bed and fly him home to her master where he will serve until he dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1386&lt;br /&gt;
|name=Bind Fiery Imps&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2286&lt;br /&gt;
|description=The caster sacrifices blood slaves to summon and bind a few fiery imps. Imps are small and weak devils, but this kind is surrounded by hot flames and can throw darts of fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=483&lt;br /&gt;
|name=Bind Harlequin&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1000&lt;br /&gt;
|description=The Diabolist summons and binds a Demon Jester. Demon Jesters are lowly winged devils with distorted bodies. Unlike other devils, they are not fire resistant.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1384&lt;br /&gt;
|name=Bind Shadow Imp&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2287&lt;br /&gt;
|description=The caster sacrifices blood slaves to summon and bind imp familiar. The familiar retains most of its free will and can be used as a scout.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1387&lt;br /&gt;
|name=Blood Boil&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=50&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1010&lt;br /&gt;
|description=The spell boils the blood of the chosen victim. This spell uses much power from the Path of Fire and is one of the few Blood magic spells that doesn&#039;t require huge amounts of sacrificial blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1379&lt;br /&gt;
|name=Blood Burst&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H2&lt;br /&gt;
|range=35&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1010&lt;br /&gt;
|description=The Blood Burst causes the victims&#039; blood to explode. Neither armor nor magic resistance can protect the targets. The spell demands large quantities of sacrificial blood and will exhaust even the most powerful of mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1380&lt;br /&gt;
|name=Blood Heal&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Heal, value 50&lt;br /&gt;
|description=The mage spills the blood of a blood slave and is healed in return. The spell doesn&#039;t affect inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=271&lt;br /&gt;
|name=Orgy&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1881&lt;br /&gt;
|description=The reveler organizes a wild orgy in the woods with the sacrifice of a virgin as the climactic finale. The orgy will attract a satyr intent on uninhibited fornication. During the orgy six women will be struck by the madness of the wild, shedding all clothes and civilized manners and turning to the wild as raging maenads. The satyr will remain after the orgy to lure more women into the wild.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1383&lt;br /&gt;
|name=Reinvigoration&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remove Fatigue (?), value 200&lt;br /&gt;
|description=By sacrificing one blood slave, the mage will remove all of his fatigue.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1381&lt;br /&gt;
|name=Sabbath Master&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 576460752303423488&lt;br /&gt;
|description=By casting this spell, the mage can take command of a Sabbath and add the power of other mages who have cast Sabbath Slave. The fatigue that comes from casting spells will be distributed among all sabbath members and the communion master will also be able to cast more powerful spells than he could alone. While in a sabbath, all spells that only affect the caster will also affect all the sabbath slaves. A sabbath with two slaves will grant all masters one extra level in all their paths, four slaves will grant two levels, eight slaves will grant three levels, and so on.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1382&lt;br /&gt;
|name=Sabbath Slave&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1152921504606846976&lt;br /&gt;
|description=By casting this spell, the mage allows his magic powers to be guided by a Sabbath master. The caster opens his mind to allow other mages to guide his magic power. Mages who want to take advantage of the sabbath must cast the spell Sabbath Master (or carry an appropriate magic item). Being a sabbath slave can be dangerous if there are multiple sabbath masters or if the master is more skilled than the slave. The sabbath master can continue to drain energy from the sabbath slaves even if they become unconscious. This can be fatal.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1385&lt;br /&gt;
|name=Summon Imps&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 303&lt;br /&gt;
|description=The caster summons some Imps to aid him in the battle. Imps are lowly devils summoned from the Inferno with blood sacrifice. Born in infernal fires, they are fire resistant but do not radiate the infernal heat of more powerful devils. Imps can fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=574&lt;br /&gt;
|name=Summon Rakshasas&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1736&lt;br /&gt;
|description=Rakshasas are black-skinned demon ogres of the wild forests. They feast on the flesh of monkeys and men and are greatly feared. Rakshasas have ravenous appetites and are best kept well fed. Most Rakshasas are found in the demon kingdom of Lanka, but some are summoned by unscrupulous monkey sorcerers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1389&lt;br /&gt;
|name=Agony&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=40&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1&lt;br /&gt;
|description=The mage kills one or more blood slaves in an extremely painful way and transfers their pain onto a large number of enemies. Being struck by this pain is unbearable and has a truly devastating effect on morale. Undead units are not affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1390&lt;br /&gt;
|name=Banish Demon&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=The caster banishes one demon back to Hell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=510&lt;br /&gt;
|name=Bind Beast Bats&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1357&lt;br /&gt;
|description=Beast Bats are sacred bat fiends of the Mictlan forests. They are summoned and bound by human sacrifice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1393&lt;br /&gt;
|name=Bind Bone Fiends&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 433&lt;br /&gt;
|description=The caster sacrifices several blood slaves to summon and bind several Bone Fiends from the realms of the dead. Bone Fiends are strange skeletal demons believed to be the remains of dead Devils.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1392&lt;br /&gt;
|name=Bind Fiend&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H3&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 88&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Fiend of Darkness. Fiends of Darkness are coal-black demons summoned from the Abyss. They fight with venomous claws and have bat-like wings. Fiends of Darkness are able to hide in the night and are stealthy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1391&lt;br /&gt;
|name=Bind Spine Devil&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H2&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 638&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Spine Devil. Spine Devils are spine-covered, wingless demons that fight with two venomous claws. The spines covering their bodies are poisonous and anyone attacking them with short weapons may get poisoned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1388&lt;br /&gt;
|name=Bowl of Blood&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 8&lt;br /&gt;
|description=The caster fills a bowl with blood, mixes it with soil from a distant land and observes the five signs. The signs will reveal all sites of blood power in that province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=519&lt;br /&gt;
|name=Break the First Soul&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 8192&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell damages the soul of blood, making the target bleed profusely from bodily orifices and possibly causing the soul of the blood to permanently die and the target to waste away and die over the next couple of months. Undead and inanimate beings have no blood and are not affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=575&lt;br /&gt;
|name=Feast of Flesh&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1742&lt;br /&gt;
|description=For this ritual, the Blood mage requires a huge banquet of food, drink and young girls. Praghasas are fat demon ogres of huge appetites and after they have eaten all the girls they are bound to serve the Blood mage forever. These demons are known as the gluttons and in combat they rely mostly on their great strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1394&lt;br /&gt;
|name=Hell Power&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 131072&lt;br /&gt;
|description=By sacrificing a large number of blood slaves, the caster attracts attention from the Netherworld. Fiends from beyond grant the caster tremendous physical and magical power for one battle. The price for this power is unwanted attention from other Horrors. For every minute the battle lasts, there is a chance that a Horror will materialize in the vicinity of the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1398&lt;br /&gt;
|name=Bind Devil&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 304&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Devil. Devils are infernal beings of great strength. They are born in the fires of the Inferno and are impervious to heat and flame. Their glowing bodies radiate heat and bat-like wings grow from their shoulders. Devils are armed with a trident and their barbed tails can sting opponents in close combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1399&lt;br /&gt;
|name=Bind Frost Fiend&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H7&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 449&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Frost Fiend. Frost Fiends are devils from Kokytos, the icy realms of the Inferno. In the constant wars of their native plane, the Frost Fiends are feared by all fiery devils. Frost Fiends wear robes of woven ice and are constantly surrounded by an icy wind. They wield ice rods and can unleash blasts of infernal cold upon their enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1401&lt;br /&gt;
|name=Blood Feast&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Blood Feast, value 50&lt;br /&gt;
|description=The caster has learned the recuperative secrets of cannibalism. In a gruesome ritual lasting a month he consumes the blood and feast of ritually purified sacrifices. The blood feast requires copious amounts of flesh and blood of unpurified victims as well however, so the populace in the province where the caster resides is slaughtered in great quantities. The flesh and blood of the victims rejuvenates the caster, healing him of all or at least most afflictions. Bloodmages who partake too often in blood feasts often develop uncontrollable cravings for human flesh. The ritual does not work on inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1400&lt;br /&gt;
|name=Cross Breeding&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cross Breeding, value 1&lt;br /&gt;
|description=Hundreds of different creatures from mice to humans are magically cross-bred and grown in an effort to produce a powerful monster. Most offspring die early, but some survive and are bound to serve their creator. Luck is required to breed the more powerful creatures.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=523&lt;br /&gt;
|name=Gift of the First Soul&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell strengthens the blood soul of the target, making him regenerate wounds. Undead and inanimate beings have no blood and are not affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=320&lt;br /&gt;
|name=Infernal Breeding&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Infernal Breeding, value 1&lt;br /&gt;
|description=The Warlocks of Abysia have experimented with crossbreeding since they first discovered blood magic. Under the influence of infernal magic Abysians, humans and giants are crossbred with demons, salamanders and other beasts. In the early days most of the experiments were conducted on Abysians, but the wars with Hinnom made the blood of giants occasionally available. In later times humans and humanbreds have dominated the breeding stock and abysian crossbreds are rarer. Due to the creation process many Hell Spawn suffer from various afflictions and early aging.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1397&lt;br /&gt;
|name=Infernal Circle&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 89&lt;br /&gt;
|description=The caster creates a circle with infernal symbols drawn in the blood of virgins. Blood rituals cast from the circle with have their range increased. The circle will dissipate eventually, but the more blood slaves used for the circle, the longer it will last.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1395&lt;br /&gt;
|name=Leeching Touch&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Drain Life, value 1014&lt;br /&gt;
|description=The mage tries to touch a target and will drain some of the target&#039;s life force if successful. The life force drained will be used to heal and reinvigorate the mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1396&lt;br /&gt;
|name=Pain Transfer&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 512&lt;br /&gt;
|description=Wounds taken by the mage will be transferred to blood slaves that are nearby. Damage absorbed by the slaves will be half of the damage that was inflicted on the blood mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=349&lt;br /&gt;
|name=Scapegoats&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2074&lt;br /&gt;
|description=With a sacrifice of blood, the caster prepares two goats and presents them with the sins of the people. One goat is for the Lord and one for Azazel. The scapegoats are then sent into the desert carrying the sins of the people. Soon two Se&#039;irim, goat-demons spawned by Azazel, return from the desert to serve the priest. The Se&#039;irim were sacred to the Hinnomites that influenced the Berytian priests and they call the Se&#039;irim sacred as well. The spell can only be cast in wastelands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=576&lt;br /&gt;
|name=Summon Asrapas&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H8&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1741&lt;br /&gt;
|description=Asrapas, or Blood Drinkers, are female demonesses dancing into battle to feast on the blood of monkeys and men. They are red-skinned horrors with magical athames that feed their users&#039; lust for blood and life. Asrapas become enraged at the loss of their own blood and rarely rout in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=350&lt;br /&gt;
|name=Summon Se&#039;irim&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H23&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2074&lt;br /&gt;
|description=With a sacrifice of blood, the caster summons five Se&#039;irim from the desert. The Se&#039;irim are goat-demons begotten by Azazel, Bringer and Taker of Civilization. The Se&#039;irim are sacred to Avvim and the Horim have encountered them in the desert and mistakenly worship them as lords of the wild. The spell can only be cast in wastelands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=511&lt;br /&gt;
|name=Bind Jaguar Fiends&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H16&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1356&lt;br /&gt;
|description=The Ozelotl is a sacred jaguar fiend of the Mictlan forests. It is summoned and bound by human sacrifice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1402&lt;br /&gt;
|name=Bind Serpent Fiends&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H4&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 526&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a few Serpent Fiends. Serpent Fiends are bat-winged, serpent-like demons summoned from the Abyss. Their bite is highly venomous.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1406&lt;br /&gt;
|name=Bind Storm Demon&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 632&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Storm Demon. Storm Demons are devils of the tempest realm. The bodies of the Storm Demons consist partly of storm clouds. They are ethereal and can unleash blasts of infernal lightning upon their enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1408&lt;br /&gt;
|name=Blood Fecundity&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 94&lt;br /&gt;
|description=The mage performs a great blood ceremony in order to increase the fertility of the land. The growth scale of the province will be increased for as long as the ritual lasts. The spell lasts longer if more slaves are sacrificed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1403&lt;br /&gt;
|name=Blood Lust&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 128&lt;br /&gt;
|description=By sacrificing blood, the mage awakens the blood lust of demons, giving them increased strength during battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1407&lt;br /&gt;
|name=Call Lesser Horror&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H2&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Call Horror, value -6&lt;br /&gt;
|description=The caster sacrifices human blood to attract a few Lesser Horrors. Horrors will feed off the fear and suffering of dying soldiers and will continue to attack until everyone is slain. The horror will appear at the edge of the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=551&lt;br /&gt;
|name=Feast for Ghuls&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H16&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3479&lt;br /&gt;
|description=Sorcerers skilled in blood magic can invite demonic beings of the desert to join him in a grisly feast. A number of Ghuls are summoned and bound to servitude. Ghuls are monstrous beings related to the Jinnun of the deserts. They haunt graveyards and remote deserts where they waylay travelers and feed upon their flesh. Ghuls are spiritual beings with hyena heads and ass&#039;s hooves. They are able to change their shape and take physical form, although they can never change their hooves. Ghuls are almost unkillable, and only if you strike it down in one blow will it die permanently. If it is not killed outright it will revert to its spiritual hyena-headed form. Ghuls are demonic in nature and can be banished by servants of the Divine.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1404&lt;br /&gt;
|name=Hell Ride&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cloud Trapeze, value 1&lt;br /&gt;
|description=The caster summons a swarm of imps and commands them to carry him to a distant province with haste. Although supernaturally fast the imps are not very strong and can&#039;t lift anything heavier than a human. While the imps are faster than normal fliers they cannot teleport and can have the path blocked by impassable mountains, cave walls or the Sea of Ice global enchantment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1405&lt;br /&gt;
|name=Hellfire&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage, value 1008&lt;br /&gt;
|description=The caster opens a channel to the Inferno through which the dark flames of the sulphur lake pour. Those burned by the hellish flames will suffer infernal pains.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=577&lt;br /&gt;
|name=Summon Rakshasa Warriors&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H21&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1737&lt;br /&gt;
|description=Rakshasas are black-skinned demon ogres of the wild forests. They feast on the flesh of monkeys and men and are greatly feared. Rakshasas have ravenous appetites and are best kept well fed. Most Rakshasas are found in the demon kingdom of Lanka, but some are summoned by unscrupulous monkey sorcerers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=351&lt;br /&gt;
|name=Summon Shedim&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H28&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2073&lt;br /&gt;
|description=With a sacrifice of blood, the caster summons three Shedim from the desert. The Shedim are winged, ox-headed storm demons and possibly servants of Pazuzu roaming the wastelands. The spell can only be cast in wastelands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1415&lt;br /&gt;
|name=Awaken Dark Vines&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H12&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 330&lt;br /&gt;
|description=The caster spills sacrificial blood in the depths of dark forests to awaken forces that have slept since the coming of man. Dark Vines are huge beasts composed of roots, vines and blood-drenched moss.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1414&lt;br /&gt;
|name=Bind Demon Knight&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 489&lt;br /&gt;
|description=The caster sacrifices several blood slaves to summon and bind a Demon Knight to his service. The Demon Knight is an armored demon riding a demonic steed with glowing red eyes. Demon Knights are horrible to behold and their mere presence will cause panic among weaker troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1459&lt;br /&gt;
|name=Bind Incubus&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H66&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 4053&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind an Incubus, or demon lover. Incubi have the appearance of handsome naked men with leathery bat-wings. They are able to enter the dreams of women to seduce and corrupt their souls. An Incubus that successfully seduces an enemy commander will take her from her bed and fly her home to his master where she will serve until she dies. The victim of the seduction might give birth to a Cambion Progeny.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1412&lt;br /&gt;
|name=Bind Succubus&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H66&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 811&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Succubus, or demon lover. Succubi have the appearance of beautiful naked women with leathery bat-wings. They are able to enter the dreams of men to seduce and corrupt their souls. A Succubus that successfully seduces an enemy commander will take him from his bed and fly him home to her master where he will serve until he dies. The Succubus will collect the semen of her victim to engender a Cambion Progeny.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1411&lt;br /&gt;
|name=Bloodletting&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H4&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Drain Life, value 1&lt;br /&gt;
|description=With this arduous spell, the mage tries to drain blood from everyone on the battlefield. All drained blood will be added to the mage&#039;s life force.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=512&lt;br /&gt;
|name=Contact Civateteo&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H36&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1422&lt;br /&gt;
|description=The mage-priest sits at a crossroads or in a graveyard for a week. After seven days, a Civateteo will appear. The mage persuades her to serve the Hungry God. Civateteo are noblewomen who died in childbirth and are called back to haunt the living. They are dressed in dark tattered robes and their faces and arms are covered with white chalk. They are shriveled and terrible to behold. They have priestly powers as well as skills in the dark arts.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1409&lt;br /&gt;
|name=Hellbind Heart&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The caster binds an enemy soul to his service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1410&lt;br /&gt;
|name=Horde from Hell&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H44&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value 303&lt;br /&gt;
|description=The caster sends a horde of Imps led by a Devil to a distant province. The horde remains after battle and may continue to wreak havoc in neighboring provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1418&lt;br /&gt;
|name=Rain of Toads&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 6&lt;br /&gt;
|description=The caster creates a horrible omen, turning the falling rain in a target province into toads. The target province will suffer from unrest and misfortune. Soldiers stationed in the province will risk becoming diseased when dead toads fester in the wells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1416&lt;br /&gt;
|name=Send Lesser Horror&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H14&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Temporary units), value -6&lt;br /&gt;
|description=The caster contacts and forces one or a few Lesser Horrors to attack a distant province. The Lesser Horrors will try to annihilate any army not hiding inside a fortress before disappearing. Dealing with horrors is not without risk however and the caster of this ritual might attract some unwanted attention.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=552&lt;br /&gt;
|name=Summon Ghulah&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H31&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3481&lt;br /&gt;
|description=The caster summons and binds a Ghulah to his service. The Ghulah is a female ghul. They share the traits and appetites of male ghuls, but they are also skilled sorcerers and are by far more feared than their male counterparts. Ghulahs use their shapeshifting tricks to come close to and kill unsuspecting men and feast upon their flesh. Although they are skilled shapeshifters they cannot alter the shape of their ass&#039;s hooves and they hide their feet with long white gowns. When they are wounded they revert to their hyena-headed beastly form, dressed in tattered rags.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=543&lt;br /&gt;
|name=Summon Ifrit&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H58&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3372&lt;br /&gt;
|description=Afarit are powerful Jinnun born from smokeless flame. Endowed with exceptional physical and magical might they are arrogant and cruel and might be perceived as outright evil. Once rulers of the magical kingdom of Ubar the Afarit were scattered and lost when the magic of the world dwindled and died. Now, with magic scarce, the Afarit are drawn to the smell of sacrificial blood. Afarit are spiritual beings and are invisible until they manifest. When wounded they reveal their true form, ablaze with smokeless flame, a pure green and yellow fire of incredible heat. Afarit are attuned to magic and are stronger in provinces where magic is strong.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1417&lt;br /&gt;
|name=Summon Illearth&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H2&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3756&lt;br /&gt;
|description=The caster summons an Earth Elemental to aid him in a battle. The earth elemental will be corrupted by the use of blood to summon it and the result is known as an illearth elemental. Illearth elementals are just as strong as real earth elementals and the blood gives them power to regenerate wounds even faster. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=578&lt;br /&gt;
|name=Summon Sandhyabalas&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1743&lt;br /&gt;
|description=The Sandhyabalas, Strong-in-Twilight, are demon ogres of the night. They can only be summoned at dusk and their powers are greatest in darkness. Sandhyabalas are demon warriors of great renown, but they are even more vulnerable to fire than other Rakshasas. They wield magical moon blades that cause additional harm to magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1413&lt;br /&gt;
|name=Wrath of Pazuzu&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 14&lt;br /&gt;
|description=The caster unleashes an infernal tempest from the realm of Pazuzu upon a province. The storm is anything but natural and Shedim, servants of Pazuzu, can be heard bellowing in the gale. The storm causes unrest and devastation upon a province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1424&lt;br /&gt;
|name=Bind Ice Devil&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H88&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 1&lt;br /&gt;
|description=The Blood mage sacrifices several blood slaves to contact and bind one of the six Ice Devils. Each Ice Devil is the ruler of one of the six icy realms of Kokytos, the cold lands of the Inferno. Their large bodies are composed of ice and they are constantly surrounded by a wind of infernal cold. Ice Devils are powerful mages of Water, but it is their physical might that sets them apart as generals of the Infernal wars.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=513&lt;br /&gt;
|name=Bind Tzitzimitl&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1483&lt;br /&gt;
|description=Tzitzimitl are demons of the Stellar Spheres. Once they rebelled against the Celestial Divinities and were thrown down to the Terrestrial Sphere. Here, they found worshipers in the people of Mictlan. With the awakening of the Bloodthirsty Lord, the Star Demons became sacred messengers and servants. Tzitzimitl are glowing blue man-scorpions with crowns and girdles that radiate stellar light. They have feathered arms that let them fly. In battle, the Star Demons unleash bolts of stellar power that kill those with tender souls.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1421&lt;br /&gt;
|name=Blood Rain&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H3&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 112&lt;br /&gt;
|description=Blood pours down over the battlefield, lowering everyone&#039;s morale.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1425&lt;br /&gt;
|name=Blood Rite&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H11&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 405&lt;br /&gt;
|description=The caster curses a human thrall with vampirism. The vampire is invulnerable to mundane weapons. It is also immortal and will be reborn in its master&#039;s citadel, should it be killed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1426&lt;br /&gt;
|name=Call Horror&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H3&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Call Horror, value -7&lt;br /&gt;
|description=The caster sacrifices human blood to attract a Horror. The being will feed on the fear and suffering of dying soldiers and will continue to attack everyone on the battlefield until all are dead. The horror will appear at the edge of the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=344&lt;br /&gt;
|name=Call Melqart&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H99&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2267&lt;br /&gt;
|description=The Melqart is a Rephaite king of a city. Once the Rephaim all lived in Hinnom, but when the Berytians founded colonies near Ashdod, they were influenced by Rephaites and began to worship the Rephaite kings as gods. Now most Berytian colonies have a great temple to a Melqart god, praying for its eventual arrival. With this ritual the Blood mage will summon a Melqart to help the empire of Berytos.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=514&lt;br /&gt;
|name=Contact Tlahuelpuchi&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H42&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1558&lt;br /&gt;
|description=The mage-priest collects a newborn child and ventures into the woods to attract a Tlahuelpuchi and propose a pact. Tlahuelpuchi are bloodsucking witches who are able to take animal shape. In animal form, they stalk villages and wait for newborn babies, their favorite food, to be left alone. When a Tlahuelpuchi finds such a child, she transforms back to human shape and gorges on the blood of the newborn. Tlahuelpuchi can be persuaded to use their skills to get close to men of influence and assassinate them. They can perform a strange ritual in which they remove their feet and start flying. They use this ability to travel swiftly and far. Tlahuelpuchi are creatures of the night and have perfect darkvision. In animal shape, their stealth is unsurpassed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1419&lt;br /&gt;
|name=Harm&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1000&lt;br /&gt;
|description=This spell causes severe damage to the victims&#039; chests and stomachs. The unfortunate victims will start to cough up blood and will most likely never fully recover from the harm done to them. Inanimate beings are immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=500&lt;br /&gt;
|name=Illwinter&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5 W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H120&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 44&lt;br /&gt;
|description=The caster sacrifices the blood of innocent virgins in an attempt to revive the old Rimtursar, ancient giants of terrible might and the ancestors of the Jotun. The giants are slow to awaken but their presence will cause blizzards, wolf attacks and severe cold all over the world. The Illwinter is the most feared of all omens and unrest will increase worldwide.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1422&lt;br /&gt;
|name=Infernal Disease&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H5&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon - Assassination, value 1662&lt;br /&gt;
|description=This ritual starts with a month of scribing complex magic symbols and eventually culminates with the sacrifice of five young girls. When the ritual is finished, a Disease Demon is bound and ordered to attack an enemy commander wherever in the world the caster chooses. The demon is very deadly and should be a sure way to kill an enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1420&lt;br /&gt;
|name=Rejuvenate&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H10&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Age Caster, value -10&lt;br /&gt;
|description=The mage drenches himself in the blood of ten young girls in an attempt to become younger. Each offered girl will make the caster one year younger.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1423&lt;br /&gt;
|name=Ritual of Five Gates&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H33&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 88&lt;br /&gt;
|description=The demonologist inscribes a pentagram on the floor of his summoning chamber and opens a gate in each point of the star. Fiends from five infernal realms enter this world simultaneously in an attempt to prevent forces from the other gates from emerging. Trapped by the pentagram, all five are bound by the demonologist for a lifetime and a day.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1460&lt;br /&gt;
|name=Soul Transaction&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The caster tries to buy the soul and servitude of the target with the promise to protect him from his former masters. If the persuasion is successful the target is granted invisibility by infernal forces as he tries to leave the battle. If he successfully leaves the battle he will join his new master. The spell is difficult to resist magically, but those of strong morals are rarely affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=579&lt;br /&gt;
|name=Summon Dakini&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H81&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1714&lt;br /&gt;
|description=The Dakini is a bloodthirsty apparition of vengeance from the Nether Realms. It is a sky dancer and divine messenger banished to the Nether Realms in ages past for serving as a divine acolyte of a bloodthirsty Pretender. Dakinis share their old mistress&#039; appetites and can be summoned by the sacrifice of innocents. Their flaying daggers are enchanted to drain the life of their victims. The Dakini is a powerful Blood mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=544&lt;br /&gt;
|name=Summon Shaytan&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H73&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3373&lt;br /&gt;
|description=The Shayatin are malign Jinnun, spiritual beings born from smokeless flame. Once they served the Sultans of Ubar with their silver tongues and crafty lies. As masters of manipulation they led the enemies of Ubar astray. When magic started to drain from the world they blamed mankind and convinced their Sultans to wage war upon humanity. When the magic of Ubar dwindled and the Jinnun were forgotten they scattered and hid in remote areas where they seek vengeance upon men. Shayatin are masters of lies and can corrupt and lead the most loyal servant away from his master. Shayatin are pure-blooded Jinnun and share their traits, such as invisibility, glamour and a strong connection with magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=499&lt;br /&gt;
|name=Winter&#039;s Call&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H86&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 844&lt;br /&gt;
|description=The caster sacrifices blood to summon a Herald of the Eternal Winter. A Niefel Jarl, a frost giant of an earlier era, is drawn into this world to serve the maker of the Illwinter. This ritual is only castable if the global enchantment Illwinter is active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1429&lt;br /&gt;
|name=Bind Arch Devil&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H99&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 2&lt;br /&gt;
|description=The Blood mage sacrifices several blood slaves to contact and bind one of the five Arch Devils to serve him. Arch Devils are the lords of the fiery regions of the Inferno. Winged and powerful, they lead the armies of the Inferno. They wield terrible weapons and can use their barbed tails to lash out at enemies, but it is their skill with Fire magic that makes them truly fearsome. Arch Devils radiate heat and are impervious to flames. Once an Arch Devil dies, it returns whence it came and can be summoned once again.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1433&lt;br /&gt;
|name=Blood Moon&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H7 S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 128&lt;br /&gt;
|description=By making an enormous blood sacrifice when both the stars and the moon are right, it is possible to imbue the moon with the power of the blood. The moon will turn red as blood and as long as it is visible in the night sky, performing blood magic during the night will be much easier. The moon turning red is a powerful sign of misfortune and that will be felt in the entire world. All blood mages will start to perform their rituals under the moon at night and have their power increased for rituals and blood hunting. The moon will not have any effect in caves, underwater or if there is no night, e.g. in the presence of two suns.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=515&lt;br /&gt;
|name=Contact Onaqui&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H101&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1360&lt;br /&gt;
|description=The priest ventures into the depths of the Mictlan forests and makes a pact with an Onaqui. The Onaqui is a beast, half-man and half-animal, which feeds on human hearts. Onaqui are powerful Blood mages and dark sorcerers. They are accompanied by a swarm of Beast Bats that grows in the Dominion of the Dark Lord.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1432&lt;br /&gt;
|name=Dome of Corruption&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 68&lt;br /&gt;
|description=The caster seals a pact with Horrors. The Horrors create a dome that protects the province from most spells that originate from outside the warded province. Trying to cast a spell through this dome is very dangerous and might drive the casting mage insane. A good side effect of the dome is that it exudes magic and will raise the magic scales of the province considerably, making it easy for mages to do their research. The pact has a downside too, which will become apparent to mages living under the dome. The creators of the dome will occasionally attack and consume a mage. The dome will dissolve instantly if the caster of this ritual dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1430&lt;br /&gt;
|name=Father Illearth&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H105&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 5&lt;br /&gt;
|description=The Blood mage spills sacrificial blood on the ground to awaken Pedoseion, the fallen King of Elemental Earth. The spirit is horribly tainted by the blood and has lost some of its connection with the Earth. In return, however, Pedoseion has gained knowledge of the power and cravings of Blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1427&lt;br /&gt;
|name=Leech&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Drain Life, value 1024&lt;br /&gt;
|description=The mage drains the life force of a small group of enemies. The life force drained will be used to heal and reinvigorate the mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1428&lt;br /&gt;
|name=Plague of Locusts&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H88&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value 2794&lt;br /&gt;
|description=After sacrificing eight and eighty slaves a chasm smoking with sulfur opens in a distant land. From the infernal pit demon locusts swarm forth to bring destruction and heresy. Demonic Locusts appear as giant locusts with crowned human heads and scales of brass and iron. Their shrill angelic voices can be heard for miles and their words are those of false prophets and rebellious demagogues. A swarm of Demonic Locusts will quickly decrease dominion in a province unless dealt with.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1434&lt;br /&gt;
|name=Purify Blood&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H3&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 288230376151711744&lt;br /&gt;
|description=The entire army is purified and protected from poisons for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=485&lt;br /&gt;
|name=Reascendance&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H88&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 626&lt;br /&gt;
|description=By sacrificing enough blood, the caster shatters the infernal prison of a Fallen Angel, allowing it to reascend to the Earthly Spheres. The Fallen Angel will gladly serve its liberator and will use all its powers to further his goals. The Angel was a powerful user of Fire magic before its fall from grace. Now it has learned to use Blood magic as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1431&lt;br /&gt;
|name=Send Dream Horror&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H15&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 12&lt;br /&gt;
|description=The caster sends a Defiler of Dreams to attack a distant province. The Dream Horror will project nightmares and feed on the emotional distress of its victims. Unrest will increase in the province until the Horror is found and slain. Dealing with horrors is not without risk however and the caster of this ritual might attract some unwanted attention.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=580&lt;br /&gt;
|name=Summon Samanishada&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H35&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1744&lt;br /&gt;
|description=The Samanishadas, Night Walkers, are demon assassins of great renown. They can only be summoned at dusk and their powers are greatest in darkness. They wield magical moon blades and duskdaggers that will cut through all armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1438&lt;br /&gt;
|name=Bind Heliophagus&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H111&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 3&lt;br /&gt;
|description=The Blood mage sacrifices several blood slaves to contact and bind one of the four Heliophagii to serve him. Winged and powerful, the Heliophagii lead the armies of the Abyss. They are composed of darkness, but their claws and horns are golden and enchanted. Their ability to become invisible in shadows makes them truly horrible. Heliophagii are skilled in Blood magic. Once a Heliophagus dies, it returns to the Abyss and can be summoned once again.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1440&lt;br /&gt;
|name=Blood Vortex&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H166&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 87&lt;br /&gt;
|description=This horrifying ritual creates the blood vortex. A churning pool of polluted blood that roars horrible yet terribly alluring songs. The song of the vortex is heard by all mortals in the world, whispering sweet melodies of death and carnage, beckoning all people to come bask in its crimson presence. Its song is especially strongly felt by those whose blood is suitable for blood rituals, summoning them to the site of the ritual. The mortals that enter its presence stare dumbfounded on the waves and swirls in the vortex, or throw themselves heedlessly to drown in the bloody swirls. The master of the ritual then collects suitable victims to use in other rituals. Eventually, when no life is left in the world around the vortex, it dries out and dies. Provinces with strong influences of order will be less affected by the beckoning and those with strong turmoil influences will be more drawn to the vortex.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1442&lt;br /&gt;
|name=Claws of Kokytos&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H2&lt;br /&gt;
|range=35&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Planeshift Other, value -13&lt;br /&gt;
|description=A gate is opened and the target is instantly thrown into Kokytos, the icy realm of Devils. This effect cannot be resisted by any means and being sent to Kokytos means certain death for most mortals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1444&lt;br /&gt;
|name=Curse of Blood&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H96&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 404&lt;br /&gt;
|description=The caster creates a Vampire Lord by cursing the blood of a suitable human servant. The Vampire Lord is an immortal being of great magic power able to enslave humans with their powerful presence.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1435&lt;br /&gt;
|name=Damage Reversal&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Set Effect Value (1) if lower, value 1064&lt;br /&gt;
|description=This spell will bring the ultimate protection for a mage in battle. Whenever the mage is wounded, the damage is transferred to the one who tried to wound him. Magic resistance might prevent this from taking effect, so the mage is not fully invulnerable. This method of protection is also rumored to be used by some of the most powerful and magically attuned beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1443&lt;br /&gt;
|name=Horror Seed&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H25&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Horror Seed, value 9&lt;br /&gt;
|description=A Horror is sent to possess a far away enemy. The Horror hides its true self and spreads its evil ways, marking and cursing soldiers in the province. The most horrible ability of the possessing Horror is to infect living soldiers with Parasitic Horrors. These Parasitic Horrors sooner or later break the mind and body of their host, transforming them into full fledged Horrors. Should the host of the Master Horror be slain, the true Horror will manifest and attack everything alive.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1445&lt;br /&gt;
|name=Improved Cross Breeding&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H20&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cross Breeding, value 1&lt;br /&gt;
|description=Hundreds of different creatures from mice to humans are magically cross-bred and grown in an effort to produce a powerful monster. Most offspring die early, but some survive and are bound to serve their creator. Luck is required to breed the more powerful creatures.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1441&lt;br /&gt;
|name=Infernal Prison&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H2&lt;br /&gt;
|range=35&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Planeshift Other, value -12&lt;br /&gt;
|description=A gate is opened and the target is instantly thrown into the Inferno, the realm of Devils. This effect cannot be resisted by any means and being sent to the Inferno means certain death for most mortals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1437&lt;br /&gt;
|name=Life for a Life&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=99, H1&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 5025&lt;br /&gt;
|description=The Blood mage sacrifices a virgin and in exchange one of his foes on the battlefield is slain. Inanimate beings are immune to this spell, everyone else will take severe and irresistible damage from it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=516&lt;br /&gt;
|name=Rain of Jaguars&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H6 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H40&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1356&lt;br /&gt;
|description=The Ozelotl is a sacred jaguar fiend of the Mictlan forests. This spell summons and binds a number of jaguar fiends by using a formidable human sacrifice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1436&lt;br /&gt;
|name=Rush of Strength&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=H1&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 128&lt;br /&gt;
|description=By sacrificing a blood slave, all friendly units receive increased physical strength for the duration of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=583&lt;br /&gt;
|name=Summon Daitya&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H45&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3663&lt;br /&gt;
|description=Daityas are handsome demon-titans of ancient times. Together with the Danavas they led the Rakshasas in a great war against the Devatas and Gandharvas of Kailasa. The demon armies were defeated and the Daityas and Davanas were banished to the Nether Realms where they made themselves lords and kings. With this ritual they can be summoned to serve a new God on its path to ascendancy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=582&lt;br /&gt;
|name=Summon Danavas&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H70&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1767&lt;br /&gt;
|description=Danavas are demon titans of ancient times. After the great wars with the Devatas of Kailasa, they were banished to the Nether Realms, where they made themselves kings. With this ritual they can be summoned to serve a new God on its path to ascendancy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=581&lt;br /&gt;
|name=Summon Mandeha&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H133&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 20&lt;br /&gt;
|description=The Mandehas are three huge and horrible Rakshasa brothers intent on one goal and one goal only: To gobble up the sun and plunge the world into eternal slumber. As eternal enemies of the sun, they are surrounded by perpetual darkness, for the rays of the sun fear them. The Mandehas are huge, monstrous beings with great wings, horns and burning red eyes. Their hatred for the sun comes with a price. All fires recognize them for what they are and will burn them severely. Anyone fighting with the Mandeha will soon suffer from its will to plunge the world into slumber and fall asleep.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1439&lt;br /&gt;
|name=Three Red Seconds&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H120&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 25&lt;br /&gt;
|description=The caster summons a horde of Imps and commands them to raise a fortress. In three red seconds, a mighty citadel is built in a province of the caster&#039;s choice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1456&lt;br /&gt;
|name=Astral Corruption&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H6 S6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H166&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 57&lt;br /&gt;
|description=This horrible ritual is the cause of Blood magic being banned in ancient times. With an awesome sacrifice, the fabric of astral space becomes tainted with blood. All spell casting uses the tainted Arcana and attracts the attention of Horrors. Every time a non-Blood magic ritual is cast, a magic item is forged or a mage is empowering himself, there is a chance that a Horror will follow the arcane flow and attack the mage. The more gems spent the greater the chance of attracting a horror.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1450&lt;br /&gt;
|name=Bind Demon Lord&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H150&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 10&lt;br /&gt;
|description=The Blood mage performs a beastly ritual, sacrificing vast numbers of slaves in an attempt to contact and bind one of the Demon Lords. There are but a few of these infernal rulers and their powers are shrouded in mystery.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1448&lt;br /&gt;
|name=Forces of Darkness&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 88&lt;br /&gt;
|description=The caster summons and binds several Fiends of Darkness. Fiends of Darkness are coal-black demons summoned from the Abyss with human sacrifices. They fight with venomous claws and have bat-like wings. Fiends of Darkness are stealthy and able to hide in the night.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1453&lt;br /&gt;
|name=Forces of Ice&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 449&lt;br /&gt;
|description=The caster summons and binds several Frost Fiends. Frost Fiends are devils of Kokytos, the icy realms of the Inferno. In the constant wars of their home plane, the Frost Fiends are feared by all fiery devils. Frost Fiends wear robes of woven ice and are constantly surrounded by an icy wind. They wield ice rods and can unleash blasts of infernal cold upon their enemies. Frost Fiends are more powerful in cold provinces and weaker in hot lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1454&lt;br /&gt;
|name=Infernal Crusade&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 489&lt;br /&gt;
|description=The caster summons and binds several Demon Knights. Demon Knights are armored demons riding demonic steeds with glowing red eyes. Demon Knights are horrible to behold and their mere presence will cause panic among weaker troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1451&lt;br /&gt;
|name=Infernal Forces&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 304&lt;br /&gt;
|description=The caster summons and binds several Devils and twenty Imps. Devils are infernal beings of great strength. They are born in the fires of the Inferno and are impervious to heat and flame. Their glowing bodies radiate heat and bat-like wings grow from their shoulders. They are armed with a trident and their barbed tail can sting opponents in close combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1446&lt;br /&gt;
|name=Infernal Fumes&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H40&lt;br /&gt;
|range=&lt;br /&gt;
|area=50%&lt;br /&gt;
|effect=Fires from Afar, value 1006&lt;br /&gt;
|description=This ritual opens up a way for the hot infernal gases trapped under the depths, to make their way into the sea. The blood and earth mage casting the ritual will guide the fumes to just where the enemy forces are camping. The gases are blisteringly hot and deadly poisonous to most living beings. The mage will also get a vision of the effect taking place.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1452&lt;br /&gt;
|name=Infernal Tempest&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5 A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H50&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 632&lt;br /&gt;
|description=The caster unleashes an infernal tempest. With the gale come several Storm Demons bent on wreaking havoc. The caster binds them to his service before they can destroy his laboratory. Storm Demons are devils of the tempest realm. The bodies of the Storm Demons consist partly of storm clouds. They are ethereal and can unleash blasts of infernal lightning upon their enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=357&lt;br /&gt;
|name=Release Lord of Civilization&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H177&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 14&lt;br /&gt;
|description=The caster performs a vast sacrifice of blood to release one of the six Grigori from their infernal prison. The Grigori, or Watchers, were angelic beings who taught the forbidden lore of civilization, warcraft and magic to the Avvim at the dawn of time. The Grigori are still worshiped by the Avvim as bringers of civilization and fathers of the Nephilim.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1455&lt;br /&gt;
|name=Send Horror&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H30&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Temporary units), value -7&lt;br /&gt;
|description=The caster contacts and forces a Horror to attack a distant province. The Horror will annihilate any army that is not hiding inside a fortress before disappearing. Dealing with horrors is not without risk however and the caster of this ritual might attract some unwanted attention.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1449&lt;br /&gt;
|name=The Looming Hell&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=H150&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 42&lt;br /&gt;
|description=Devils will appear in the dreams of some unfortunate enemies whenever they try to sleep. These Devils, through various threats, will try to persuade their victims to sell their souls and join in the killing of their own commander. The strength of the threats depends on the strength of the God&#039;s Dominion, but extreme courage is always required to defy the Devils. The Devils are totally powerless if they are unable to persuade any victims, which may well happen should the enemy commander be more feared than they are.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=407&lt;br /&gt;
|name=Anathema&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=50&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 2&lt;br /&gt;
|description=The unholy priest curses an enemy priest or a small group of holy enemy units. The cursed ones have a greatly increased chance of obtaining permanent afflictions if they are wounded.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=378&lt;br /&gt;
|name=Apostasy&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The unholy priest corrupts the faith of an enemy priest or sacred soldier. The apostate will join forces with the caster and his priestly powers will be tainted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=410&lt;br /&gt;
|name=Apostasy&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The unholy priest corrupts the faith of an enemy priest or sacred soldier. The apostate will join forces with the caster and his priestly powers will be tainted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=202&lt;br /&gt;
|name=Ashes to Ashes&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Damage, value 3001&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=201&lt;br /&gt;
|name=Banishment&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Damage, value 3001&lt;br /&gt;
|description=With this prayer the priest smites undead beings with the power of his God. The undead will take damage unless they manage to resist the banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=200&lt;br /&gt;
|name=Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=5+10/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer can be used to bless the priest or a group of sacred warriors. Blessed units receive increased morale and additional powers if their God is powerful enough to claim a divine title.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=240&lt;br /&gt;
|name=Claim Life&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 20&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. Anyone affected but surviving this smite will have a chest wound for the rest of their life.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=210&lt;br /&gt;
|name=Decree of the Underworld&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Damage, value 3001&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest targets undead beings with the power of his God. A large number of undead beings will take damage unless they manage to resist the banishment. Undead beings with their minds intact may find themselves unable to resist the decree and act erratically.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=220&lt;br /&gt;
|name=Divine Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This is the same as the Blessing prayer, except that it affects all holy units on the entire battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=243&lt;br /&gt;
|name=Divine Channeling&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=fatigue=90&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 91&lt;br /&gt;
|description=The priest channels the divine might of his God onto the battlefield. All friendly priests of low power have their priest skill increased for the duration of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=297&lt;br /&gt;
|name=Earth-touching Sign&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1 E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=242&lt;br /&gt;
|name=Fanaticism&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Temporary Morale Boost, value 1&lt;br /&gt;
|description=This prayer has the same effect as Sermon of Courage, but it affects all friendly units on the entire battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=295&lt;br /&gt;
|name=Fear-not Sign&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32776&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=209&lt;br /&gt;
|name=Final Rest&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest calls upon the life-giving powers of his God to restore the natural order and destroy undead beings. The prayer will destroy undead beings outright unless they manage to resist the banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=222&lt;br /&gt;
|name=Heavenly Fire&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=228&lt;br /&gt;
|name=Heavenly Strike&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=219&lt;br /&gt;
|name=Holy Avenger&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4194304&lt;br /&gt;
|description=Any harm done to the casting priest will result in a divine bolt striking in the midst of the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=218&lt;br /&gt;
|name=Holy Word&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Stun/Fascinate, value 100&lt;br /&gt;
|description=With a holy word from the next true God the priest is able to stun a sacred warrior of a false pretender.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=298&lt;br /&gt;
|name=Meditation Sign&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remove Fatigue (?), value 15&lt;br /&gt;
|description=The monks of Jomon have for centuries used five hand gestures representing the five peaceful aspects of the Lord. The meditation sign allows the monk to focus his mind on the divine principle and purify his spirit from weariness.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=419&lt;br /&gt;
|name=Power of the Grave&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=423&lt;br /&gt;
|name=Power of the Reborn King&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=The Tomb King fills all his subjects with ancient power. The effect is identical to Power of the Grave but this prayer affects all undead beings in the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=382&lt;br /&gt;
|name=Power of the Sepulchre&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=The Ermorian priest makes his undead subjects dance and twitch with the power of the Unholy Sepulchre. All undead beings on the battlefield will get increased movement speed and attack skill.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=414&lt;br /&gt;
|name=Power of the Shadelands&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=The Lemurian priest infuses the undead with the power of the shadelands. All undead beings on the battlefield get increased movement speed and attack skill.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=418&lt;br /&gt;
|name=Protection of the Grave&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=420&lt;br /&gt;
|name=Protection of the Grave&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=381&lt;br /&gt;
|name=Protection of the Sepulchre&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to most undead beings on the battlefield. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=413&lt;br /&gt;
|name=Protection of the Shadelands&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, a Lemurian priest grants magic resistance to most undead beings on the battlefield. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=206&lt;br /&gt;
|name=Pull from the Grave&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Damage, value 3001&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest targets undead beings with the Chthonian power of his God. A large number of undead beings will take damage unless they manage to resist the banishment. They might also be pulled into the ground and buried.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=204&lt;br /&gt;
|name=Purifying Water&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=3+3/lvl&lt;br /&gt;
|effect=Damage, value 1001&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest smites undead beings with the purifying power of his God. A large number of undead beings will take severe damage unless they manage to resist the banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=214&lt;br /&gt;
|name=Return of the Past&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=4+4/lvl&lt;br /&gt;
|effect=Damage, value 1001&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest releases the memories of life upon undead beings. A large number of undead beings will take damage unless they manage to resist the banishment. Undead beings with their minds intact are haunted by the memories of their previous lives and their souls are shredded.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=421&lt;br /&gt;
|name=Royal Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=The Tomb King fills all his subjects with ancient power. The effect is identical to Power of the Grave but this prayer affects several undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=422&lt;br /&gt;
|name=Royal Protection&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, a Tomb King grants magic resistance to most of his undead subjects. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=208&lt;br /&gt;
|name=Sacred Wind&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=10+5/lvl&lt;br /&gt;
|effect=Damage, value 1&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest unleashes a wind that is harmful to undead beings. The wind will cover a large area and any undead within it will take damage unless they manage to resist the banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=216&lt;br /&gt;
|name=Sermon of Courage&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Temporary Morale Boost, value 1&lt;br /&gt;
|description=Soldiers&#039; morale is increased with the help of this prayer. This prayer can also reduce the negative morale effects from spells and monsters that cause fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=221&lt;br /&gt;
|name=Smite&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=217&lt;br /&gt;
|name=Smite Demon&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 5005&lt;br /&gt;
|description=This prayer will make a divine bolt strike down from the sky and deliver massive damage to a demon who fails to resist the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=212&lt;br /&gt;
|name=Stellar Decree&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=4+4/lvl&lt;br /&gt;
|effect=Damage, value 1001&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest smites undead beings with the power of his celestial God. A large number of undead beings will take damage and stop in their tracks unless they manage to resist the banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=232&lt;br /&gt;
|name=Syllable of Death&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. This prayer is imbued with death and anyone affected will die instantly or at least be fatigued from resisting the death.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=294&lt;br /&gt;
|name=Teaching Sign&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1 N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 128&lt;br /&gt;
|description=The monks of Jomon have for centuries used five hand gestures representing the five peaceful aspects of the Lord. The teaching sign allows the monk to use the pure knowledge of the divine principle, increasing his esoteric skills.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=374&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=377&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=380&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=405&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=409&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=412&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=372&lt;br /&gt;
|name=Unholy Command&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=An unholy priest commands an enemy undead being to serve him.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=403&lt;br /&gt;
|name=Unholy Command&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=An unholy priest commands an enemy undead being to serve him.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=375&lt;br /&gt;
|name=Unholy Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=379&lt;br /&gt;
|name=Unholy Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=406&lt;br /&gt;
|name=Unholy Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=411&lt;br /&gt;
|name=Unholy Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=373&lt;br /&gt;
|name=Unholy Protection&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=376&lt;br /&gt;
|name=Unholy Protection&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=404&lt;br /&gt;
|name=Unholy Protection&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=408&lt;br /&gt;
|name=Unholy Protection&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=224&lt;br /&gt;
|name=Watery Death&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=296&lt;br /&gt;
|name=Welcome Sign&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The monks of Jomon have for centuries used five hand gestures representing the five peaceful aspects of the Lord. The welcoming sign allows the monk to reach out to the unwary with the comfort of the divine hearth. Enemies that perceive the gesture abandon their misdirected allegiances and turn their efforts to the true Lord.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=238&lt;br /&gt;
|name=Word of Bewilderment&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. Anyone surviving this smite will risk being confused for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=230&lt;br /&gt;
|name=Word of Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. Anyone surviving this smite will still risk being paralyzed for a long time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=226&lt;br /&gt;
|name=Word of Stone&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. Anyone surviving this smite will risk being petrified as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=235&lt;br /&gt;
|name=Word of Thorns&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 5&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. This prayer is imbued with nature and vines will rise from the ground and drag the target with its sharp thorns, causing severe bleeding in the process.&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Template:Spell/styles.css&amp;diff=10341</id>
		<title>Template:Spell/styles.css</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Template:Spell/styles.css&amp;diff=10341"/>
		<updated>2026-05-15T19:42:08Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Render spell costs through Lua module&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.spell-list {&lt;br /&gt;
    width: 100%;&lt;br /&gt;
    font-size: 0.95em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.spell-list th,&lt;br /&gt;
.spell-list td {&lt;br /&gt;
    vertical-align: top;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.spell-list__description {&lt;br /&gt;
    max-width: 34em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.spell-list__cost {&lt;br /&gt;
    align-items: center;&lt;br /&gt;
    display: inline-flex;&lt;br /&gt;
    gap: 2px;&lt;br /&gt;
    margin-right: 0.35em;&lt;br /&gt;
    white-space: nowrap;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.spell-list__cost img {&lt;br /&gt;
    vertical-align: -0.2em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.spell-list-filter {&lt;br /&gt;
    align-items: end;&lt;br /&gt;
    display: flex;&lt;br /&gt;
    flex-wrap: wrap;&lt;br /&gt;
    gap: 0.75rem;&lt;br /&gt;
    margin: 1rem 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.spell-list-filter label {&lt;br /&gt;
    display: grid;&lt;br /&gt;
    gap: 0.25rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.spell-list-filter select,&lt;br /&gt;
.spell-list-filter button {&lt;br /&gt;
    min-height: 2rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.spell-list-filter__count {&lt;br /&gt;
    margin-left: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.spell-list__path {&lt;br /&gt;
    align-items: center;&lt;br /&gt;
    display: inline-flex;&lt;br /&gt;
    gap: 2px;&lt;br /&gt;
    margin-right: 0.35em;&lt;br /&gt;
    white-space: nowrap;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.spell-list__path img {&lt;br /&gt;
    vertical-align: -0.2em;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Template:Spell&amp;diff=10340</id>
		<title>Template:Spell</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Template:Spell&amp;diff=10340"/>
		<updated>2026-05-15T19:42:08Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Render spell costs through Lua module&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{#cargo_declare:_table=Spells&lt;br /&gt;
|SpellId=Integer&lt;br /&gt;
|Name=String&lt;br /&gt;
|School=String&lt;br /&gt;
|Research=Integer&lt;br /&gt;
|Path=String&lt;br /&gt;
|Requirement=String&lt;br /&gt;
|Type=String&lt;br /&gt;
|Cost=String&lt;br /&gt;
|Range=String&lt;br /&gt;
|Area=String&lt;br /&gt;
|Effect=Text&lt;br /&gt;
|Description=Text&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{{#cargo_store:_table=Spells&lt;br /&gt;
|SpellId={{{id|}}}&lt;br /&gt;
|Name={{{name|}}}&lt;br /&gt;
|School={{{school|}}}&lt;br /&gt;
|Research={{{research|}}}&lt;br /&gt;
|Path={{{path|}}}&lt;br /&gt;
|Requirement={{{requirement|}}}&lt;br /&gt;
|Type={{{type|}}}&lt;br /&gt;
|Cost={{{cost|}}}&lt;br /&gt;
|Range={{{range|}}}&lt;br /&gt;
|Area={{{area|}}}&lt;br /&gt;
|Effect={{{effect|}}}&lt;br /&gt;
|Description={{{description|}}}&lt;br /&gt;
}}&lt;br /&gt;
|- class=&amp;quot;spell-list__row&amp;quot; data-school=&amp;quot;{{{school|}}}&amp;quot; data-research=&amp;quot;{{{research|}}}&amp;quot; data-path=&amp;quot;{{{path|}}}&amp;quot; data-type=&amp;quot;{{{type|}}}&amp;quot;&lt;br /&gt;
| data-sort-value=&amp;quot;{{{name|}}}&amp;quot; | &#039;&#039;&#039;{{{name|}}}&#039;&#039;&#039;&lt;br /&gt;
| {{{school|}}}&lt;br /&gt;
| {{{research|}}}&lt;br /&gt;
| data-sort-value=&amp;quot;{{{requirement|}}}&amp;quot; | {{#invoke:Path|requirement|{{{requirement|}}}|class=spell-list__path}}&lt;br /&gt;
| {{{type|}}}&lt;br /&gt;
| data-sort-value=&amp;quot;{{{cost|}}}&amp;quot; | {{#invoke:Cost|render|{{{cost|}}}|class=spell-list__cost}}&lt;br /&gt;
| {{{range|}}}&lt;br /&gt;
| {{{area|}}}&lt;br /&gt;
| {{{effect|}}}&lt;br /&gt;
| class=&amp;quot;spell-list__description&amp;quot; | {{{description|}}}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Module:Cost&amp;diff=10339</id>
		<title>Module:Cost</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Module:Cost&amp;diff=10339"/>
		<updated>2026-05-15T19:42:04Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Render spell costs through Lua module&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local p = {}&lt;br /&gt;
&lt;br /&gt;
local pathNames = {&lt;br /&gt;
	F = &#039;Fire&#039;,&lt;br /&gt;
	A = &#039;Air&#039;,&lt;br /&gt;
	W = &#039;Water&#039;,&lt;br /&gt;
	E = &#039;Earth&#039;,&lt;br /&gt;
	S = &#039;Astral&#039;,&lt;br /&gt;
	D = &#039;Death&#039;,&lt;br /&gt;
	N = &#039;Nature&#039;,&lt;br /&gt;
	G = &#039;Glamour&#039;,&lt;br /&gt;
	B = &#039;Blood&#039;,&lt;br /&gt;
	H = &#039;Holy&#039;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local labelNames = {&lt;br /&gt;
	fatigue = &#039;fatigue&#039;,&lt;br /&gt;
	gems = &#039;gems&#039;,&lt;br /&gt;
	gold = &#039;gold&#039;,&lt;br /&gt;
	res = &#039;resources&#039;,&lt;br /&gt;
	resources = &#039;resources&#039;,&lt;br /&gt;
	rec = &#039;recruitment points&#039;,&lt;br /&gt;
	recruit = &#039;recruitment points&#039;,&lt;br /&gt;
	cmd = &#039;commander points&#039;,&lt;br /&gt;
	commander = &#039;commander points&#039;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local function span(class, title, contents)&lt;br /&gt;
	return tostring(mw.html.create(&#039;span&#039;)&lt;br /&gt;
		:addClass(class)&lt;br /&gt;
		:attr(&#039;title&#039;, title)&lt;br /&gt;
		:wikitext(contents))&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderGem(path, amount, class, size)&lt;br /&gt;
	local name = pathNames[path] or path&lt;br /&gt;
	local file = string.format(&#039;[[File:Gem_%s.png|%s|link=|alt=%s gem]]&#039;, path, size, name)&lt;br /&gt;
	return span(class .. &#039; &#039; .. class .. &#039;--gem&#039;, name .. &#039; gems&#039;, file .. amount)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function renderLabel(kind, amount, class)&lt;br /&gt;
	local label = labelNames[kind] or kind&lt;br /&gt;
	return span(class .. &#039; &#039; .. class .. &#039;--&#039; .. kind, label, amount .. &#039; &#039; .. label)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.render(frame)&lt;br /&gt;
	local raw = frame.args[1] or &#039;&#039;&lt;br /&gt;
	local class = frame.args.class or &#039;domwiki-cost&#039;&lt;br /&gt;
	local size = frame.args.size or &#039;18x18px&#039;&lt;br /&gt;
	local output = {}&lt;br /&gt;
&lt;br /&gt;
	raw = mw.text.trim(raw:gsub(&#039;,&#039;, &#039; &#039;))&lt;br /&gt;
	for token in raw:gmatch(&#039;%S+&#039;) do&lt;br /&gt;
		local path, amount = token:match(&#039;^([FAWESDNGBH])(%d+)$&#039;)&lt;br /&gt;
		if path then&lt;br /&gt;
			table.insert(output, renderGem(path, amount, class, size))&lt;br /&gt;
		else&lt;br /&gt;
			local key, value = token:match(&#039;^([%a_]+)=(%-?%d+)$&#039;)&lt;br /&gt;
			if key then&lt;br /&gt;
				table.insert(output, renderLabel(key, value, class))&lt;br /&gt;
			else&lt;br /&gt;
				table.insert(output, token)&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return table.concat(output, &#039; &#039;)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Spells&amp;diff=10338</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Spells&amp;diff=10338"/>
		<updated>2026-05-15T16:29:54Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Render path requirements through Lua module&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;templatestyles src=&amp;quot;Spell/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
{{DISPLAYTITLE:Spells}}&lt;br /&gt;
&lt;br /&gt;
Dominions 6 spells. This table is generated from the Dom6Inspector export in &amp;lt;code&amp;gt;gamedata/spells.csv&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;spell-list-filter domwiki-filter&amp;quot; data-target=&amp;quot;.spell-list&amp;quot; data-filter-fields=&amp;quot;school:School:All schools|research:Research:All levels|path:Path:All paths|type:Type:All types&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable spell-list&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! School&lt;br /&gt;
! Research&lt;br /&gt;
! Paths&lt;br /&gt;
! Type&lt;br /&gt;
! Cost&lt;br /&gt;
! Range&lt;br /&gt;
! Area&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=364&lt;br /&gt;
|name=Call Ephor&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2845&lt;br /&gt;
|description=The humans of Therodos were struck hardest by the cataclysm. Those who survived the initial blast drowned when the land sank underneath the waves. Once dead their shattered souls were barred from entering the underworld and their ghosts remained in the sunken lands they once inhabited, unaware of their undead state of existence. The Ephoroi were once magistrates and leaders of the human population of Therodos. They presided over religious ceremonies where the Meliai were not present. Now they are the leaders of the ghostly realm of the drowned dead, serving the Hekaterides and their Meliai daughters as they did before the fall. The Ephoroi are able to call human spectres to fill the ranks of the ghostly armies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=365&lt;br /&gt;
|name=Call Spectral Philosopher&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=11 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2846&lt;br /&gt;
|description=The humans of Therodos were struck hardest by the cataclysm. Those who survived the initial blast drowned when the land sank underneath the waves. Once dead their shattered souls were barred from entering the underworld and their ghosts remained in the sunken lands they once inhabited, unaware of their undead state of existence. In the blessed lands of the Telkhines there were little hardship for the privileged and some humans were able to spend their days thinking and debating with each other. The ghosts of these men still linger and their voices can be heard in the shattered agoras of ancient Therodos. Their conclusions on the subject of magic will contribute to the research of the nation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=697&lt;br /&gt;
|name=Cave Collapse&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=&lt;br /&gt;
|requirement=&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=10%&lt;br /&gt;
|effect=Damage, value 20&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=291&lt;br /&gt;
|name=Greater Hannya Pact&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Polymorph Caster, value 1432&lt;br /&gt;
|description=The Chunari seals a second and final pact with the Oni Kings, giving up the last shreds of humanity to become a true Hannya. The Hannya gains further powers in death and fire magic. A fiery aura and a serpent tail are also given to her to remind her of who her true masters are.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=290&lt;br /&gt;
|name=Hannya Pact&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Polymorph Caster, value 3070&lt;br /&gt;
|description=The Namanari seals a pact with the Oni Kings, giving up her humanity to become a Chunari. The Chunari gains powers in death and fire magic and a demonic nature. Jealous and greedy for power a Chunari will sooner or later strengthen her pact with her masters losing her humanity altogether.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=385&lt;br /&gt;
|name=Revive Acolyte&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 256&lt;br /&gt;
|description=The necromancer revives an ancient and unholy priest. The Priests of Eldregate were responsible for performing the ceremonies in the Holy City of Eldregate. When the Dusk Elders succumbed to the dark lure of Death magic, the Priests of Eldregate sat silent and watched the Empire fall. As a result, they were cursed more strongly than the rest of the population and are the ones who perform the unholy rites of reanimation. The Priests of Eldregate are surrounded by a wind of numbing cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=387&lt;br /&gt;
|name=Revive Arch Bishop&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=23 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 258&lt;br /&gt;
|description=The necromancer revives an ancient and unholy priest. The Priests of Eldregate were responsible for performing the ceremonies in the Holy City of Eldregate. When the Dusk Elders succumbed to the dark lure of Death magic, the Priests of Eldregate sat silent and watched the Empire fall. As a result, they were cursed more strongly than the rest of the population and are the ones who perform the unholy rites of reanimation. The Priests of Eldregate are surrounded by a wind of numbing cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=386&lt;br /&gt;
|name=Revive Bishop&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=16 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 257&lt;br /&gt;
|description=The necromancer revives an ancient and unholy priest. The Priests of Eldregate were responsible for performing the ceremonies in the Holy City of Eldregate. When the Dusk Elders succumbed to the dark lure of Death magic, the Priests of Eldregate sat silent and watched the Empire fall. As a result, they were cursed more strongly than the rest of the population and are the ones who perform the unholy rites of reanimation. The Priests of Eldregate are surrounded by a wind of numbing cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=384&lt;br /&gt;
|name=Revive Censor&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 260&lt;br /&gt;
|description=The necromancer revives an Ermorian Censor. The Censors were judges in the Old Empire. They are armed as Lictors and share their powers and weaknesses. Censors are commanders, able to lead the dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=389&lt;br /&gt;
|name=Revive Dusk Elder&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 253&lt;br /&gt;
|description=The necromancer revives the spectre of an ancient Ermorian mage. The mages of Ermor were the ones who performed the rituals that corrupted and destroyed the old empire. The mages do not possess solid bodies, but their spirits are connected to the Netherworld and their powers of Death magic are greater than ever before. The touch of these mages will drain the life energy of the target and replenish the power of the mage. They are ethereal and are very difficult to harm without using magic weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=402&lt;br /&gt;
|name=Revive Grand Lemur&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2335&lt;br /&gt;
|description=A Grand Lemur is the spirit of an ancient Scelerian Grand Thaumaturg that has been brought back from the Underworld. The thaumaturgs were the leading mage priests of the empire and the architects of the scelerian death cult. The souls of these powerful Lemures have broken the cycle of death and rebirth and will return from the Land of the Dead if slain in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=400&lt;br /&gt;
|name=Revive Lemur Acolyte&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=11 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2333&lt;br /&gt;
|description=A Lemur Acolyte is the spirit of an ancient Scelerian Acolyte that has been brought back from the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=397&lt;br /&gt;
|name=Revive Lemur Centurion&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 678&lt;br /&gt;
|description=A Lemur Centurion is the spirit of an ancient Scelerian Centurion that has been brought back from the Underworld. The Centurions were commanders of the Scelerian legions before the fall.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=399&lt;br /&gt;
|name=Revive Lemur Consul&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 679&lt;br /&gt;
|description=A Lemur Consul is the spirit of an ancient Scelerian Consul that has been brought back from the Underworld. Able commanders and powerful priests, the Consuls were influential Senators chosen to command the legions of Sceleria. The souls of these powerful Lemures have broken the cycle of death and rebirth and will return from the Land of the Dead if slain in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=398&lt;br /&gt;
|name=Revive Lemur Senator&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 680&lt;br /&gt;
|description=A Lemur Senator is the spirit of an ancient Scelerian Senator that has been brought back from the Underworld. The Senators were the political and religious leaders of Sceleria and they rarely led armies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=401&lt;br /&gt;
|name=Revive Lemur Thaumaturg&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2334&lt;br /&gt;
|description=A Lemur Thaumaturg is the spirit of an ancient Scelerian Thaumaturg that has been brought back from the Underworld. The thaumaturgs were the leading mage priests of the empire and the architects of the scelerian death cult.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=383&lt;br /&gt;
|name=Revive Lictor&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 259&lt;br /&gt;
|description=The necromancer revives an Ermorian Lictor. The Lictors were dignitaries entrusted with keeping the order during the Empire&#039;s glory days. Lictors are corporeal undead of great physical strength. They are armored with rusty plate hauberks and wield great axes formerly used as a sign of their office. Lictors are so closely connected with the Netherworld that they are surrounded by a wind of numbing cold. If revived by a necromancer wearing a Black Laurel, three additional Lictors will reawaken from the dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=396&lt;br /&gt;
|name=Revive Shadow Tribune&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 681&lt;br /&gt;
|description=The spirit of an old Ermorian Tribune is brought back through a Soul Gate. The Tribune was a representative of the people in old times.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=388&lt;br /&gt;
|name=Revive Spectator&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 254&lt;br /&gt;
|description=The necromancer revives the spectre of an ancient Ermorian mage. The mages of Ermor were the ones who performed the rituals that corrupted and destroyed the old empire. The mages do not possess solid bodies, but their spirits are connected to the Netherworld and their powers of Death magic are greater than ever before. The touch of these mages will drain the life energy of the target and replenish the power of the mage. They are ethereal and are very difficult to harm without using magic weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=534&lt;br /&gt;
|name=Call Ancestor&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1363&lt;br /&gt;
|description=The spirit of a deceased ancestor is called to the battle. Ancestors are sacred, but while they can influence fortunes of the living, they have few other powers useful in large battles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=529&lt;br /&gt;
|name=Celestial Servant&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 903&lt;br /&gt;
|description=This spell summons a Celestial Servant who is loyal to the Empire. The Celestial Servant is a gardener or servitor of the Celestial Sphere. It has the appearance of an obese pig-man. Celestial Servants are very strong, but not very skilled as warriors. They arm themselves with rakes and do not carry armor. Celestial Servants do not need food of this world to survive, but they do love to eat, and they have huge appetites. One Celestial Servant will eat as much food as seven ordinary men.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=925&lt;br /&gt;
|name=Shadow Servant&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 434&lt;br /&gt;
|description=The Shadow Servant is a creature made out of solid darkness. It is stealthy and is often used to scout enemy provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=924&lt;br /&gt;
|name=Spirit Curse&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 2&lt;br /&gt;
|description=The caster summons a malign spirit from the underworld and coerces it to curse an enemy. In return, it is set free to wreak havoc on the living. The spirit never joins battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=921&lt;br /&gt;
|name=Summon Animals&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Animals, value 403&lt;br /&gt;
|description=The caster summons several animals and binds them to his service. Different animals answer the call in different terrains.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=919&lt;br /&gt;
|name=Summon Cave Grubs&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2526&lt;br /&gt;
|description=In the deep caverns of the earth strange worms and crawling beasts can be found. The Cave Grubs are huge larvae with highly corrosive saliva able to dig through the earth and stone of the under-earth. Their tunnels are used by the Pale ones and other cave dwellers. Cave Grubs have weak minds and are easy to control and compel with magic, but they need magical leadership. They are sometimes summoned to be used in sieges.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=923&lt;br /&gt;
|name=Summon Crocodiles&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2185&lt;br /&gt;
|description=This ritual summons a few crocodiles and has them assist in battles. Crocodiles are not well suited to fight against humans, but their bite can still be deadly for soldiers who are neither well armored nor fast enough to evade.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=504&lt;br /&gt;
|name=Summon Jaguar Toads&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1359&lt;br /&gt;
|description=Great toads are found in the deep forests of Mictlan. The reddish, spotted Jaguar Toad is highly revered as it wears the coat of the jaguar, the most sacred of all animals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=587&lt;br /&gt;
|name=Summon Kappa&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1482&lt;br /&gt;
|description=The Kappa is a scaled humanoid with a turtle shell on its back. It is a being of water and haunts rivers and wild coasts. The Kappa has a water-filled depression on the top of its head. If this water is spilled, it loses its strength. In battles on dry land, the Kappa will gain fatigue until unconscious. It is also a master of Koppo, the bone breaking technique. The Kappa is also able to mend broken bones if it suffers injury.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=586&lt;br /&gt;
|name=Summon Ko-Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1260&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=922&lt;br /&gt;
|name=Summon Sea Dogs&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1064&lt;br /&gt;
|description=Life underneath the waves corresponds in many ways to that on dry land. The Sea Dog is a dog with webbed feet and fish scales instead of fur. Sea Dogs are amphibious and roam the shorelines at night.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=920&lt;br /&gt;
|name=Tangle Vines&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=Vines will ensnare anyone in the targeted area. The ensnared victims cannot move or attack anyone until they have destroyed the vines holding them. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=933&lt;br /&gt;
|name=Awaken Algae Men&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2976&lt;br /&gt;
|description=The mage awakens some Algae Men and persuades them to serve him. Algae Men are masses of corals, algae and other kinds of seaweed in the general form of a humanoid. Algae Men will return to their slumbering state if left without magic leadership on the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=932&lt;br /&gt;
|name=Awaken Vine Men&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 361&lt;br /&gt;
|description=The mage awakens some Vine Men and persuades them to serve him. Vine Men are masses of roots, vines and moss in the general form of a humanoid. Vine Men will return to their slumbering state if left without magic leadership on the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=584&lt;br /&gt;
|name=Host of Ganas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1764&lt;br /&gt;
|description=Ganas are ghostly warriors serving the Daityas of the Nether Realms. They can be summoned by dark magic and coerced into servitude.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=935&lt;br /&gt;
|name=Pack of Wolves&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 284&lt;br /&gt;
|description=The caster summons a pack of ferocious wolves and binds them to service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=390&lt;br /&gt;
|name=Revive Wailing Lady&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 255&lt;br /&gt;
|description=The necromancer revives the spectre of an Ermorian lady. The Wailing Lady weeps in lamentation over the annihilation of the Empire. The apparition is horrible to behold and her sorrow impossible to bear. Living beings drop dead upon hearing the wail of the spectral Lady. The Wailing Ladies are ethereal and difficult to damage with non-magical weapons. They are sacred and can be blessed by the priests of Ermor. Wailing Ladies can enter the sea.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=315&lt;br /&gt;
|name=Summon Abysian Ancestors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1971&lt;br /&gt;
|description=The Anathemant summons the spirits of ancient Abysian warriors. These spirits are surrounded by ethereal flames and are sacred to the humanbred population.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=588&lt;br /&gt;
|name=Summon Ao-Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1264&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=438&lt;br /&gt;
|name=Summon Black Dogs&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1769&lt;br /&gt;
|description=The caster summons a pack of Black Dogs. Black Dogs are large, black fay hounds that roam desolate highlands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=926&lt;br /&gt;
|name=Summon Fire Ants&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2225&lt;br /&gt;
|description=This ritual summons a bunch of extremely large fire ants. The ants are larger than horses and a lot more dangerous. Unfortunately they are also dumber than horses and need a mage to control them in order to be useful.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=927&lt;br /&gt;
|name=Summon Hawk&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Edge of Battlefield Summon, value 517&lt;br /&gt;
|description=The caster shrieks and soon a Black Hawk will appear on the battlefield. Black Hawks are not very powerful, but they might distract advancing enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=936&lt;br /&gt;
|name=Summon Horned Serpents&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 403&lt;br /&gt;
|description=The mage ventures into a sandy desert to summon and bind several Horned Serpents. The Cerastes are large, venomous serpents that hide beneath the sands in order to surprise their prey.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=589&lt;br /&gt;
|name=Summon Karasu Tengus&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1478&lt;br /&gt;
|description=The Karasu Tengu is a sacred being of the wild and the winds. It has the appearance of a man with the head, wings and feet of a crow. It is a mischievous being and often harasses humans who dare pass beneath its nest. Tengu are masters of swordsmanship and legends tell of heroes who have been trained by Tengu swordmasters. All Tengu have power over the winds and weather and can fly during storms and unleash lightning upon their enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=934&lt;br /&gt;
|name=Summon Killer Mantis&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2226&lt;br /&gt;
|description=This ritual summons a bunch of giant killer mantis. These beasts are as large as fully grown moose and they are well equipped to kill with their amazing speed and sharp claws. In addition to being dangerous, they are also very stupid and need a mage in order to control them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=930&lt;br /&gt;
|name=Summon Ogres&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2135&lt;br /&gt;
|description=The caster summons a group of Ogres and convinces them to serve. Ogres are large, strong and stupid humanoids that find humans delicious.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=931&lt;br /&gt;
|name=Summon Shades&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 676&lt;br /&gt;
|description=The caster summons a group of Shades to serve him. Shades are dark spirits from the Shade Lands between the land of the living and the Underworld. They are ethereal and able to drain the strength of living beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=322&lt;br /&gt;
|name=Summon Simargl&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1947&lt;br /&gt;
|description=The caster summons a Simargl. The Simargl is a strange winged dog from the lands of Rus. It is sometimes summoned by mages to aid in hunts and patrols.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=317&lt;br /&gt;
|name=Summon Spectral Infantry&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1656&lt;br /&gt;
|description=This spell will summon the spirits of a few formidable Abysian warriors who have died in battle. These spirits are called Smoulderghosts and are even fiercer fighters now that they have died.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=928&lt;br /&gt;
|name=Summon Storm Power&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8192&lt;br /&gt;
|description=During a storm, this spell can be used to channel the power of the storm through the mage. This enables the mage to cast more powerful Air magic spells. This spell only works during a storm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=929&lt;br /&gt;
|name=Summon Water Power&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 524288&lt;br /&gt;
|description=The mage gathers power from the surrounding water to enable him to cast more powerful Water magic spells. This spell can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=937&lt;br /&gt;
|name=Tapestry of Dreams&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 138&lt;br /&gt;
|description=The caster conjures the dreams and memories of a distant land and weaves them into a tapestry that reveals what transpires in the province. The tapestry will dissolve over a month, but can be made to last longer if additional gems are used in the casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=957&lt;br /&gt;
|name=Ambush of Tigers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1140&lt;br /&gt;
|description=The caster summons an ambush of Tigers and binds them to service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=622&lt;br /&gt;
|name=Awaken Shard Wights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2509&lt;br /&gt;
|description=Shard Wights are reanimated Pale Ones taken from their final resting places to serve a Ktonian necromancer or an Oracle of the Ancients as guardians or company. Since the Breaking of the Seal it is no longer difficult to coerce the spirits of the dead, and shards of enchanted obsidian can be found near the Chamber of the Broken seal. These shards are crafted into cursed weapons and given to the Shard Wights.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=609&lt;br /&gt;
|name=Barathrus Pact&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3741&lt;br /&gt;
|description=An Agarthan Oracle ventures down to the Roots of the Earth and seals a pact with Barathrus, the King of Deeper Earth. The Oracle is granted a couple of Earth Elementals that will serve him in the surface world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=600&lt;br /&gt;
|name=Bind Penumbral&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2497&lt;br /&gt;
|description=An Oracle of the Dead ventures down to the deeper reaches of Agartha and the Chamber of the Seal to summon and bind a Penumbral. Penumbrals are shadow beings resembling Pale Ones with elongated faces and drooling mouths. Agarthan legends claim that they are the souls of those who sacrificed themselves to seal the Chamber. The disturbing fact that they have become more numerous has led some to believe that the Seal is weakening.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=940&lt;br /&gt;
|name=Bind Scorpion Beast&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 524&lt;br /&gt;
|description=The caster summons and binds a huge scorpion. The Scorpion Beast has a mighty stinger, which is poisonous and can pierce even the thickest armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=536&lt;br /&gt;
|name=Call Cyclops Tribe&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3381&lt;br /&gt;
|description=There are in Ind many strange men. Large men, small men, and men with eyes in the back. There are also Cyclopses living in Magnificent Ind. Groups of these giants can be contacted and convinced to serve the Prester King.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=945&lt;br /&gt;
|name=Call Krakens&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 438&lt;br /&gt;
|description=Summons several huge octopoid beasts to serve the caster. The beasts are aquatic and cannot leave the sea.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=959&lt;br /&gt;
|name=Call of the Wild&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value 284&lt;br /&gt;
|description=Summons a werewolf and a large pack of wolves in a distant land. The werewolf is under the command of its summoner.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=942&lt;br /&gt;
|name=Call of the Winds&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value 517&lt;br /&gt;
|description=Summons a Great Hawk, along with a large flock of Black Hawks, in a province far away. Great Hawks are intelligent and can command troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=963&lt;br /&gt;
|name=Conjure Phantasmal Wolves&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3625&lt;br /&gt;
|description=The caster conjures Phantasmal Wolves to aid him in battle. Phantasmal Wolves are beings of the Dreamwild, made of memories, dreams and legends. They surpass ordinary wolves in every way, but are not real. However, they can interact with creation if conjured with glamour magic. They are insubstantial and difficult to harm with physical weapons. Phantasms cannot hold on to reality for long and will disperse when the battle is over. If cast under water phantasmal sea dogs will appear instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=300&lt;br /&gt;
|name=Contact Bakeneko&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3268&lt;br /&gt;
|description=The caster contacts and makes a deal with a Bakeneko, a ghost cat of Shinuyama. The Bakeneko is a cat that has lived for decades and developed shapeshifting abilities and magical powers. Some are prone to setting things on fire, others reanimate dead corpses to use in their nefarious schemes. Bakeneko are attuned to magic and their powers are greater in lands of magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=325&lt;br /&gt;
|name=Contact Sirin&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1945&lt;br /&gt;
|description=The caster contacts a Sirin and persuades it to aid him. The Sirin is a magical half-woman, half-bird of Rus. It has the head and chest of a woman and the body and lower parts of a dark bird. The Sirin is a most sinister being. It can speak with the voice of saints and entice men, tell them of future fortunes and lure them into lifelong slavery.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=262&lt;br /&gt;
|name=Curse Tablet&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Curse, value 2&lt;br /&gt;
|description=With the emergent interest in the fate of souls in Arcoscephale, necromantic practices have emerged. While most Orphic Mystics try to find the mysteries of a blessed afterlife, some less scrupulous individuals have used the new insights to command the newly dead. With this ritual the necromancer approaches the grave of a newly dead and places a tablet on it. The soul of the dead one is prevented from transmigrating or finding rest until it has performed the curse on the tablet. The spirit will travel to a distant province and curse a commander before finding final rest.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=952&lt;br /&gt;
|name=Dark Knowledge&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 5&lt;br /&gt;
|description=The caster summons a spirit of the Underworld and coerces it to reveal knowledge of sites of Death in a distant province. The spell can not be used to find magic in enemy provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=530&lt;br /&gt;
|name=Heavenly Rivers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 904&lt;br /&gt;
|description=The Demon of Heavenly Rivers is a violent Celestial being sprung from heavenly rivers. It has the appearance of a furious blue-skinned ogre with wild red hair. The demon is armed with a great club and wears an enchanted necklace made from the skulls of men unfortunate enough to try to cross a river guarded by the demon. Demons of Heavenly Rivers are sacred and amphibious.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=958&lt;br /&gt;
|name=Herd of Buffaloes&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3009&lt;br /&gt;
|description=This ritual summons a herd of buffaloes and makes them loyal to the caster. Buffaloes are strong and fierce and can be quite aggressive when they perceive a threat to their herd. Buffaloes are held in high esteem in the ancient lands of Ur, but there are other cultures that also revere their great strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=340&lt;br /&gt;
|name=Herd of Elephants&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2398&lt;br /&gt;
|description=This ritual summons a herd of elephants and makes them loyal to the caster. Elephants are devastating when released upon enemy armies, but if they flee they will trample through the ranks of their own side as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1466&lt;br /&gt;
|name=Herd of Moose&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1084&lt;br /&gt;
|description=The caster summons a herd of Moose and binds them to his service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=391&lt;br /&gt;
|name=Lictorian Guard&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 259&lt;br /&gt;
|description=This spell summons a handful of Lictors. Lictors are sacred and were the peacekeepers of the Old Empire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=938&lt;br /&gt;
|name=Phoenix Power&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 262144&lt;br /&gt;
|description=This spell enables the mage to cast more powerful Fire spells and also grants him resistance to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=951&lt;br /&gt;
|name=Power of the Spheres&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 128&lt;br /&gt;
|description=This spell makes the caster more powerful in the elemental and sorcery paths of magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=956&lt;br /&gt;
|name=Pride of Lions&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 628&lt;br /&gt;
|description=The caster summons a pride of Great Lions and binds them to his service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=954&lt;br /&gt;
|name=Revive Bane&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 185&lt;br /&gt;
|description=With this ritual, the necromancer revives a Bane and binds him to service. The Bane is armed with a Bane Blade. Banes are the generals of the Underworld and are able to lead large numbers of undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=605&lt;br /&gt;
|name=Revive Cavern Wights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1501&lt;br /&gt;
|description=Since the planning of the War under the Sun some Oracles of the Dead have begun experimenting with summoning of the dead. With this ritual an Oracle of the dead summons the souls of a few Pale Ones and makes them repossess their mummified bodies. The corpses of Pale Ones are entombed and well cared for and their souls are generally calm. Reviving them is remarkably difficult and time consuming. So far no one has tried to awaken the soul of an ancient Pale One.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=953&lt;br /&gt;
|name=Revive Wights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 533&lt;br /&gt;
|description=With this ritual, the necromancer revives a small group of Wights and binds them to serve. Wights are armed with horrible Bane Blades that cause mortal flesh to decay and shrivel.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=608&lt;br /&gt;
|name=Rhuax Pact&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 640&lt;br /&gt;
|description=An Oracle of Subterranean Fires ventures down to the Roots of the Earth and seals a pact with Rhuax, the King of Magma. The Oracle is granted a group of Magma Children that will serve him in the surface world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=436&lt;br /&gt;
|name=Sleep Vines&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=Strange vines with purple flowers will emerge from the ground. The vines will ensnare and exhaust anyone in the targeted area. The ensnared victims cannot move or attack anyone until they have destroyed the vines holding them. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=955&lt;br /&gt;
|name=Sloth of Bears&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 694&lt;br /&gt;
|description=The caster summons a sloth of Great Bears and binds them to service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=281&lt;br /&gt;
|name=Sounder of Boars&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1807&lt;br /&gt;
|description=The caster, often a Gutuater, summons a sounder of Great Boars. Great Boars are almost as heavy as an ox and are sacred to the people of Marverni.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=590&lt;br /&gt;
|name=Summon Aka-Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1266&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=943&lt;br /&gt;
|name=Summon Amphiptere&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1412&lt;br /&gt;
|description=The caster summons an Amphiptere. The Amphiptere is a huge winged serpent. It can fly and its breath is poisonous.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=555&lt;br /&gt;
|name=Summon Angiri&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3666&lt;br /&gt;
|description=Angiris are sun-born warriors that left this world ages ago. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer. Angiris are resistant to fires and are blessed with an Aura of Splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=557&lt;br /&gt;
|name=Summon Apsaras&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1332&lt;br /&gt;
|description=Apsaras are divine nymphs that have left this world ages ago. They serve the Celestial Gods as untiring dancers and singers. They are sometimes summoned by the calls of the monkey people living on the sacred mountain where the worlds lie closer. Apsaras are blessed with an aura of splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=321&lt;br /&gt;
|name=Summon Bears&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3003&lt;br /&gt;
|description=The Great Bear is a magnificent and sacred creature. This ritual summons an entire sloth of Great Bears.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=961&lt;br /&gt;
|name=Summon Bog Beasts&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 578&lt;br /&gt;
|description=The mage summons and binds a few Bog Beasts. Bog Beasts are large poison-spitting creatures surrounded by the noxious fumes they breathe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=947&lt;br /&gt;
|name=Summon Cave Cows&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2512&lt;br /&gt;
|description=The mage ventures down into a deep cavern to summon and bind a herd of Cave Cows. Cave Cows are strange beings from the under-earth that feed on fungi and minerals. Its saliva is highly corrosive and can dissolve rocks and minerals. Cave Cows can only be summoned in cave provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=950&lt;br /&gt;
|name=Summon Cave Crab&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2514&lt;br /&gt;
|description=The Cave Crab resembles an ordinary crab, only larger than a horse instead of a lot smaller than one. It has a thick outer skeleton and one enormous claw that is capable of pinching through just about anything. The Cave Crab is usually not aggressive but wise beings leave it alone as it scuttles along sideways in the caverns. The crab feeds mainly on fungi and dead cave beings, but if presented with the opportunity it might very well produce a few extra dead cave beings to feed on later. With this ritual the mage summons one of the giant crabs and makes it ready to be released upon an enemy army.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=474&lt;br /&gt;
|name=Summon Condors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2694&lt;br /&gt;
|description=The Condor is sacred to the people of Nazca. It is considered a messenger of the sun and herald of storms. The sacred bird is sometimes summoned by the Sun Kings to aid armies or to patrol the lands. No other bird can soar at such heights, thus Condor scouts are rarely seen and almost impossible to catch.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=439&lt;br /&gt;
|name=Summon Cu Sidhe&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1770&lt;br /&gt;
|description=The caster summons a pack of Cu Sidhe. Cu Sidhe are huge, dark green fay hounds from the Land of the Ever Young. They are sacred.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=948&lt;br /&gt;
|name=Summon Earthpower&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4096&lt;br /&gt;
|description=The Earth will lend its endurance to the mage. All Earth spells will be less demanding to cast and the mage will be constantly invigorated by the Earth&#039;s power.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=962&lt;br /&gt;
|name=Summon Fay Folk&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -26&lt;br /&gt;
|description=The caster summons a group of Fay Folk. Fay Folk are small fay creatures from the Dreamwild who occasionally appear on the fringes of civilized lands. Few Fay Folk look alike, and many have animal features, but all fay are able to use glamour and their true appearance is rarely what it seems. Like all fay they are vulnerable to iron.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=323&lt;br /&gt;
|name=Summon Firebird&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1946&lt;br /&gt;
|description=The caster summons a Firebird. The Firebird is a legendary bird with a brightly glowing plumage. It lives in the far wilderness of Rus and is often sought by heroes for its ability to bring good fortune.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=495&lt;br /&gt;
|name=Summon Glosos&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=13 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2363&lt;br /&gt;
|description=The caster travels to a graveyard and summons the vile sows known as Glosos and binds them to his service. The Gloso or Glow Sow is a horrible dark boar with glowing eyes and razor sharp bristles on its back. They live in ancient dolmens or graveyards where they sharpen their bristles by scrubbing them against the gravestones. Glosos fight by running at its target and slicing him with the bristles on its back.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=501&lt;br /&gt;
|name=Summon Glosos&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2363&lt;br /&gt;
|description=The caster travels to a graveyard and summons the vile sows known as Glosos and binds them to his service. The Gloso or Glow Sow is a horrible dark boar with glowing eyes and razor sharp bristles on its back. They live in ancient dolmens or graveyards where they sharpen their bristles by scrubbing them against the gravestones. Glosos fight by running at its target and slicing him with the bristles on its back.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=505&lt;br /&gt;
|name=Summon Jaguars&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 859&lt;br /&gt;
|description=The caster summons a pack of Jaguars and binds them to service. Jaguars are feared and revered as the great hunters of the forest. They are sacred to the people and sacred warriors don jaguar hides.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=591&lt;br /&gt;
|name=Summon Konoha Tengus&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1479&lt;br /&gt;
|description=This spell summons a handful of Konoha Tengu, sacred beings of the mountain winds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=941&lt;br /&gt;
|name=Summon Lesser Air Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3727&lt;br /&gt;
|description=The caster summons a Lesser Air Elemental to aid him in battle. Air Elementals can fly and can send enemies flying through the air. They are very difficult to harm. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=949&lt;br /&gt;
|name=Summon Lesser Earth Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3743&lt;br /&gt;
|description=The caster summons a Lesser Earth Elemental to aid him in battle. Earth Elementals are robust and regenerate damage. They can trample enemies or strike with mighty fists. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=939&lt;br /&gt;
|name=Summon Lesser Fire Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3719&lt;br /&gt;
|description=The caster summons a Lesser Fire Elemental to aid him in a battle. Fire Elementals are difficult to harm and dangerous to be near. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=944&lt;br /&gt;
|name=Summon Lesser Water Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3735&lt;br /&gt;
|description=The caster summons a Lesser Water Elemental to aid him in battle. Water Elementals are quick and crush enemies regardless of their armor. Elementals shrink when they are hit by powerful strikes. Water Elementals summoned in cold climates will be composed of ice. Ice Elementals are stronger but slower than Water Elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=358&lt;br /&gt;
|name=Summon Mazzikim&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2072&lt;br /&gt;
|description=The caster summons a group of Mazzikim from the wild. Mazzikim are imps of the wild who terrorize unwary travelers. They are mischievous rather than malign, but can cause some havoc in enough numbers. Since they are of this world, they can be summoned without a sacrifice of blood, even if demonic by nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=556&lt;br /&gt;
|name=Summon Nagas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1319&lt;br /&gt;
|description=Nagas are semi-divine serpent beings of the Nether World of Patala. They are sacred, can see in the dark and breathe under water. They are sprung from the Underworld and are skilled in metalworking and gem crafting. Naga warriors don gilded armor set with gleaming jewels that shine in the dark.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=299&lt;br /&gt;
|name=Summon Okami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3264&lt;br /&gt;
|description=The caster summons a pack of Okami, supernatural wolves of Shinuyama. In the enchanted forests of Mount Shinuyama live animals gifted with supernatural longevity and magic abilities. When an animal gets older and wiser it becomes increasingly more powerful. The Okami is a magical wolf of Shinuyama gifted with longevity and magical strength. Many Okami are benevolent and they sometimes follow travelers and protect them from harm. The Okami is attuned to magic and its powers are greater where magic is strong.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=601&lt;br /&gt;
|name=Summon Penumbrals&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2497&lt;br /&gt;
|description=An Oracle or a Ktonian Necromancer ventures down to the deeper reaches of Agartha and the Chamber of the Broken Seal to summon and bind a Penumbral. Penumbrals are shadow beings resembling Pale Ones with elongated faces and drooling mouths. They are the tortured souls of those who died in the Breaking of the Seal. Penumbrals are not at all as rare as they were before the Breaking and the rituals needed to bind them are more easily performed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=518&lt;br /&gt;
|name=Summon Sacred Scorpion&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2690&lt;br /&gt;
|description=The dark realm of Xibalba is home to many horrors. Among the more numerous are scorpions of all sizes. The largest and most ancient of the creatures are considered sacred and are summoned forth by the Chilan cave priests.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=960&lt;br /&gt;
|name=Summon Sea Lions&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1063&lt;br /&gt;
|description=Life underneath the waves corresponds in many ways to that on dry land. The Sea Lion is a great aquatic lion with a fish tail instead of hind quarters. It is a ferocious predator.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1468&lt;br /&gt;
|name=Summon Unseelie Folk&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -26&lt;br /&gt;
|description=The caster summons a group of Unseelie Fay Folk. Fay Folk are small fay creatures from the Dreamwild who occasionally appear on the fringes of civilized lands. In the frozen forests of the world the Fay reflect the cold and hostile nature of the dreamwild. Few Fay Folk look alike, and many have animal features, but all fay are able to use glamour and their true appearance is rarely what it seems. Like all fay they are vulnerable to iron.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=946&lt;br /&gt;
|name=Summon Yetis&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2231&lt;br /&gt;
|description=The caster summons a group of Yeti from the mountains. The Yeti is a huge ape-like monster of the mountain glaciers. Yetis are gifted with magical strength and are always surrounded by by icy winds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=986&lt;br /&gt;
|name=At the End of the Rainbow&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 7&lt;br /&gt;
|description=The caster conjures dreams from beyond the Gate of Horn to find what lies hidden at the End of the Rainbow. All sites of glamour in the targeted province are revealed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=493&lt;br /&gt;
|name=Awaken Draugar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2190&lt;br /&gt;
|description=The Draug is a corporeal undead van. They are incredibly strong and can change their size at will or if they are wounded. Draugar stink of decay and rotting flesh and are surrounded by ice cold winds. With this ritual a few Draugar are coerced to leave their mounds and kill the enemies of the realm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=497&lt;br /&gt;
|name=Awaken Jotun Draugar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3193&lt;br /&gt;
|description=The Draug is a corporeal undead Jotun Giant. They are incredibly strong and can change their size at will or if they are wounded. Draugar stink of decay and rotting flesh and are surrounded by ice cold winds. With this ritual a few Draugar are coerced to leave their mounds and kill the enemies of the realm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=981&lt;br /&gt;
|name=Awaken Vine Ogres&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 362&lt;br /&gt;
|description=The mage awakens a group of Vine Ogres and persuades them to serve him. The Vine Ogre is a strange creature composed of roots, vines and moss. They have the general form of a large humanoid. Vine Ogres will return to their slumbering state if there are no commanders on the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=496&lt;br /&gt;
|name=Brood of Garm&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1309&lt;br /&gt;
|description=The caster summons a pack of the huge wolves that roam the Jotun forests. The wolves are sacred and their howls can scare even a giant.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=352&lt;br /&gt;
|name=Call Malakh&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2056&lt;br /&gt;
|description=The caster calls down a heavenly messenger from the Celestial Sphere. It appears in human form, winged and dressed in a white robe and surrounded by an aura of divine splendor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=531&lt;br /&gt;
|name=Celestial Hounds&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1338&lt;br /&gt;
|description=This spell summons a pair of hounds from the Celestial Sphere. They have the appearance of lion-maned dogs with huge staring eyes and flaming tails. They can run on the wind and are immune to lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=503&lt;br /&gt;
|name=Command Draugar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2190&lt;br /&gt;
|description=Nidavangr has fought endless battles against the vanir and the jotuns. The Seithberenders of the Crow Clan have discovered that the burial mounds of their enemies hold dark magics to protect them from intruders. With this ritual the Seithberender disturbs the burial mound and binds the Draugar dwelling within to his will. Draugar are corporeal undead vanir. They are incredibly strong and can change their size at will or if they are wounded. Draugar stink of decay and rotting flesh and are surrounded by ice cold winds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=987&lt;br /&gt;
|name=Conjure Phantasmal Warriors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3624&lt;br /&gt;
|description=The caster conjures Phantasmal Warriors to aid him in battle. A Phantasmal Warrior is a being of the Dreamwild, made of memories, dreams and legends. Phantasms are not real, but can interact with creation if conjured with glamour magic. Phantasmal warriors come armed with phantasmal weapons, wearing gossamer weave armors. They are insubstantial and difficult to harm with physical weapons. Phantasms cannot hold on to reality for long and will disperse when the battle is over. If cast under water phantasmal tritons will appear instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=329&lt;br /&gt;
|name=Contact Alkonost&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1943&lt;br /&gt;
|description=The caster contacts a Alkonost and persuades it to aid him. The Alkonost is a magical half-woman, half-bird of Rus. It has the head and chest of a woman and the body and lower parts of a bird. It is a bird of the Paradise gifted with the voice of saints. It is a powerful priest and will inspire men to bravery.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=302&lt;br /&gt;
|name=Contact Jigami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2089&lt;br /&gt;
|description=The Shugenja contacts and strikes a bargain with a Jigami, a kami of the farms and fields. They protect villages and farms in rural areas and have powers over fertility and growth. They are not powerful enough to influence entire provinces, but their presence yield food and supplies in the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=539&lt;br /&gt;
|name=Contact Jinn&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=18 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3353&lt;br /&gt;
|description=Jinnun are spiritual beings born from smokeless flame in a distant past. They replaced the Hinn and Binn during the reign of a previous Pantokrator. They are naturally invisible and ethereal, but can take physical form when they interact with men. Once the Jinnun lived in Ubar, a magic desert kingdom of marvelous riches, but when magic dwindled they scattered and Ubar was forgotten. There are many Jinn races with different abilities and powers, but they are all born from smokeless flame and therefore ethereal and invisible unless they wish to be seen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=561&lt;br /&gt;
|name=Contact Nagini&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1322&lt;br /&gt;
|description=The Nagini is a Naga Princess from the Jeweled City of Patala. She is able to change her shape and wander the land of humans unnoticed. Naginis in human shape are strikingly beautiful and many young men have given up their comfortable lives to follow a Nagini into the Underworld. The Nagini can use their powers of seduction to lure generals from their masters and priests from their god. The Naginis are also skilled Water mages. In their Naga shape, their skill in Water magic is enhanced.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=559&lt;br /&gt;
|name=Contact Yaksha&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1329&lt;br /&gt;
|description=Yakshas are semi-divine beings of the sacred Mount Kailasa. Their time has passed and the most powerful of them have left this world and entered the Celestial Spheres. The few that still linger on are the ones infatuated with the beauty of the wild and the riches of this world. They have bred and led the monkey people into servitude. Yakshas are gifted with celestial splendor that strikes lowly beings with awe. They are sacred to the monkey people. Yakshas are spirits of Nature and the riches of the Earth and are powerful Earth mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=560&lt;br /&gt;
|name=Contact Yakshini&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1330&lt;br /&gt;
|description=Yakshinis are female Yakshas, semi-divine beings of the sacred Mount Kailasa. Their time has passed and the most powerful of them have left this world and entered the Celestial Spheres. The few that still linger on are the ones infatuated with the beauty of the wild and the riches of this world. They have bred and led the monkey people into servitude. Yakshinis are gifted with celestial splendor that strikes lowly beings with awe. They are sacred to the monkey people. Yakshinis often inhabit springs, lakes and rivers and are powerful Water mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=592&lt;br /&gt;
|name=Ghost General&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1256&lt;br /&gt;
|description=This spell summons a Shura, or warrior ghost, from the Underworld. The Shura is the vengeful ghost of a general slain by treason. The Shura appears as a horrible ghostly samurai armed with a sickly green blade that causes living bodies to shrivel and die.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=341&lt;br /&gt;
|name=God Brood&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 888&lt;br /&gt;
|description=The sorcerer enters the God Forest and summons a brood of sacred hunter spiders. Hunter Spiders are stupid and act erratically unless controlled by a skilled rider. However, when summoned and commanded by sorcery they can act according to their master&#039;s wishes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=447&lt;br /&gt;
|name=Herd of Morvarc&#039;h&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3980&lt;br /&gt;
|description=The caster summons a herd of Morvarc&#039;h, legendary black sea-horses with flaming nostrils and burning manes. They are able to gallop on the sea and swim under water. They are sacred to the people of Ys.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=283&lt;br /&gt;
|name=Herd of Unicorns&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3899&lt;br /&gt;
|description=Unicorns are legendary beings of the Dreamwild. They appear as proud white stallions with a single horn of coral. Their hooves are also of coral and they have a golden mane and beard reminiscent of a goat&#039;s. They are sometimes found in wild forests far from civilized men, but are most commonly known to live in the enchanted forest of Avalon where they are trained to be mounts of the fabled Knights of Avalon. The Alicorn, the coral horn of a unicorn, is highly magical and can heal the wounds of its rider as well as grant him some of the unicorn&#039;s resistance to poison and disease. Unicorns are considered sacred in Man.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=975&lt;br /&gt;
|name=Light of the Northern Star&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 40&lt;br /&gt;
|description=This spell makes all wizards on the battlefield more powerful in Astral magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=978&lt;br /&gt;
|name=Maggots&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Poison (HP damage), value 50&lt;br /&gt;
|description=The mage conjures thousands of maggots, which will start to feed upon an undead being. The maggots will slowly but surely consume the undead. Large undead can survive the maggots by removing them after they have become satiated. Ethereal undead are rarely affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=985&lt;br /&gt;
|name=Nest of Asps&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3657&lt;br /&gt;
|description=The caster conjures a nest of Asps, the deadliest of all serpents, whose poison will desiccate and mummify its victim.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=964&lt;br /&gt;
|name=Nest of Salamanders&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3658&lt;br /&gt;
|description=The caster conjures a nest of Salamander Asps. Salamander Asps are small snakes wreathed in flames. They are sometimes found nesting in hearths or ovens. Their poison burns with the heat of the Salamander.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=603&lt;br /&gt;
|name=Olm Conclave&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2527&lt;br /&gt;
|description=The caster contacts the Great Olms of the deeper earth, once allied to the Oracles of Agartha, and persuades them to hold a conclave. More than a dozen Great Olms led by an Olm Sage gather and are coerced into aiding the mage and the awakening God of Agartha.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=339&lt;br /&gt;
|name=Sacred Crocodile&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2186&lt;br /&gt;
|description=All crocodiles are more or less sacred to the populace of C&#039;tis. In the temple marshes some crocodiles are fed slaves and captives. These crocodiles grow to huge proportions. When fed they return into the marshes with their prize and legend has it that they feed their father, a spawn of God, in the depths of the marsh. Blessed by his magic they return to the temples and wait for another sacrifice. This ritual summons a huge blessed crocodile and coerces it to assist in battles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=970&lt;br /&gt;
|name=School of Sharks&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Edge of Battlefield Summon, value 815&lt;br /&gt;
|description=The caster attracts several small sharks and makes them attack the enemies. Sharks are very stupid and not entirely reliable. Powerful mages can attract large numbers of sharks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=326&lt;br /&gt;
|name=Send Vodyanoy&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon Stealthy Commander, value 1953&lt;br /&gt;
|description=The caster summons and sends a Vodyanoy to a distant sea province. This ritual can be cast on land. The Vodyanoy is a water spirit that resembles a man with the lower parts of a fish. It is covered in black fish-scales, algae and mud. Vodyanoy generally dislike humans and can only be coerced into servitude with the aid of magic. They are powerful users of Water magic, but cannot leave the water.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=984&lt;br /&gt;
|name=Strength of Gaia&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1048576&lt;br /&gt;
|description=The caster connects himself with the might of the living Earth. This connection gives him regenerative abilities, increased strength, a rougher skin and increased Nature magic power.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=440&lt;br /&gt;
|name=Summon Barghests&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1768&lt;br /&gt;
|description=The caster summons a pack of Barghests. Barghests are huge, black fay hounds from the Fomorian plains. Some say that they are manifestations of darkness and ill fates. Barghests are sacred.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=974&lt;br /&gt;
|name=Summon Cave Drake&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 522&lt;br /&gt;
|description=The caster summons a Cave Drake and binds it to his service. The Cave Drake is a huge beast with incredibly thick scales.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=989&lt;br /&gt;
|name=Summon Cave Kobolds&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3890&lt;br /&gt;
|description=The caster summons a group of Cave Kobolds that have lived manifest in this world for a while. Kobolds are small fay creatures from the Dreamwild who occasionally appear on the fringes of civilized lands. They are surprisingly strong, are well versed in mining and have exceptional knowledge of where to find veins of metal. If given gold they can aid miners and underground workers. Cave Kobolds are also efficient sappers, should they be used in sieges. Being fay creatures they are sensitive to iron and can use glamour to hide their true appearances. Cave Kobolds use enchanted pick axes to mine or attack perceived threats.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1467&lt;br /&gt;
|name=Summon Fay Archers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 4116&lt;br /&gt;
|description=The caster summons a group of soldiers from the Dreamwild. The Fay mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. Fay Archers are alabaster-skinned soldiers wreathed in illusions. They don shimmering vests adorned with crystals and mother of pearl and their bows are stringed with moonbeams. In the dreamwild the lands are divided between the summer courts and the winter courts. If cast in a cold province Unseelie Archers will appear instead of Fay Archers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=990&lt;br /&gt;
|name=Summon Fay Footfolk&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3903&lt;br /&gt;
|description=The caster summons a group of soldiers from the Dreamwild. The Fay mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. Fay Footmen are alabaster-skinned warriors wreathed in illusions. They don shimmering armors of crystal and mother of pearl and their swords are made of dreamwrought glass. In the dreamwild the lands are divided between the summer courts and the winter courts. If cast in a cold province Unseelie Soldiers will appear instead of Fay Footmen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=965&lt;br /&gt;
|name=Summon Fire Drake&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 523&lt;br /&gt;
|description=The caster summons a Fire Drake and binds it to his service. The Fire Drake is a huge and scaly beast, able to breathe fire like a dragon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=966&lt;br /&gt;
|name=Summon Flame Jellies&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2854&lt;br /&gt;
|description=The caster summons a swarm of Flame Jellies. Flame Jellies are huge Jellyfish sprung from the heat of magma vents. They radiate heat and their tentacle strikes with burning poison. They are strangely resistant to magic and are almost impossible to affect with spells that do not cause physical harm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=969&lt;br /&gt;
|name=Summon Gryphons&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2131&lt;br /&gt;
|description=The caster summons and takes control of a convocation of gryphons. The Gryphon is a mythical beast, part lion, part eagle. It nests in remote mountains and reputedly collects gems to attract a mate.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=972&lt;br /&gt;
|name=Summon Ice Drake&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 579&lt;br /&gt;
|description=The caster summons an Ice Drake and binds it to his service. The Ice Drake is a huge and scaly beast, able to breathe bolts of frost.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=506&lt;br /&gt;
|name=Summon Jade Serpents&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1889&lt;br /&gt;
|description=The Priest summons two Jade Serpents to serve as temple guardians. Jade Serpents are enormous serpents crowned with feathery plumages. They are only found in the forests of Mictlan. It is sacred and can inspire nearby soldiers to great deeds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=983&lt;br /&gt;
|name=Summon Kithaironic Lion&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 514&lt;br /&gt;
|description=The caster summons a Kithaironic Lion and binds it to his service. The Lion is large and has an exceptionally thick hide.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=360&lt;br /&gt;
|name=Summon Kusarikkus&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3068&lt;br /&gt;
|description=The caster summons a pair of Kusarikku, fabled Bull Men of enkidu legends. They have been revered by the enkidus since before the founding of the First City and are known to protect the Ensis and Entus, as well as the entrances to the great temple. The Kusarikku are gifted with the strength of the earth and they wield spears that halt demons in their steps.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=977&lt;br /&gt;
|name=Summon Lammashtas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Call Horror, value 393&lt;br /&gt;
|description=The caster summons two Lammashtas to the battle. A Lammashta is a horrific angelic being that serves the Lord of the Underworld. Ethereal and capable of flight, these female entities wield Wraith Swords, which drain the life from those wounded by their blades. They do not serve the caster but rather the Lord of the Underworld. They will appear at the edge of the battlefield and will probably not attack the caster at the start of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=980&lt;br /&gt;
|name=Summon Leogryphs&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2132&lt;br /&gt;
|description=With this ritual a convocation of Leogryphs is summoned and controlled. The Leogryph is a mythical halfbeast, part lion, part eagle. It is by some scholars considered to be a degenerate form of the gryphon. They are only slightly stronger than lions, but their mythical heritage makes them more resistant to magic effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=328&lt;br /&gt;
|name=Summon Likho&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1952&lt;br /&gt;
|description=The caster summons a crone of misfortune. She appears as an one-eyed old hag in dark robes. Her mere presence will cause ill fortune and misery. Her evil eye will curse those she gazes upon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=303&lt;br /&gt;
|name=Summon Omukade&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3269&lt;br /&gt;
|description=The caster summons an Omukade, a monstrous centipede that lives in the lands of the Bakemono. Its scales are as hard as iron and its poison is strong enough to kill any beast. The Omukade is strong enough to be feared even by the Tatsu. There are even reports of Omukade driving dragons from their homes and settling in the cave.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=593&lt;br /&gt;
|name=Summon Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1272&lt;br /&gt;
|description=This spell summons three Oni. Oni are small ugly demons with wild staring eyes, unkempt red hair and pot-bellies. They have clawed feet, fangs and porcine faces. Oni dress in tiger skins and wield huge swords and carry javelins. Oni don&#039;t need to eat. However, they have tremendous appetites and like to eat and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Their residual spirit form is a ghost and can be banished.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=327&lt;br /&gt;
|name=Summon Rusalka&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=16 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1954&lt;br /&gt;
|description=The caster approaches a river or lake where a young maiden has drowned herself and summons her dead spirit. The Rusalka is the spirit of a young woman that committed suicide by drowning herself after being scorned by her lover. She must now haunt the waterway where she took her life. The Rusalka has the appearance of a young, pale and beautiful naked woman with green eyes and green perpetually wet hair. The Rusalka is not necessarily malevolent, but she likes living men and will come out of the water at night to climb a tree and sit there singing and combing her hair, anticipating unwary wanderers to snare with her songs. Handsome passersby will be invited to join her in singing and dancing and will be brought into the watery abode of the Rusalka. The Rusalka has some skills in Water and Death magic and is able to bring her companions with her under the waves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=973&lt;br /&gt;
|name=Summon Sea Serpent&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 565&lt;br /&gt;
|description=The caster summons a Sea Serpent and binds it to his service. The Serpent is a huge and scaly beast with a deadly bite. It cannot leave the sea.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=976&lt;br /&gt;
|name=Summon Shade Beasts&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 442&lt;br /&gt;
|description=The caster summons several Shade Beasts to serve him. Shade Beasts are black hounds with bared skulls. They are ethereal, but are not as powerful as Spectres or Wights.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=301&lt;br /&gt;
|name=Summon Shikome&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2100&lt;br /&gt;
|description=The shikome are hags of the underworld. They are sent to hunt down those who try to escape the land of the dead. They appear as mad, starving hags with claws and pointy teeth. Their claws are able to harm and incapacitate ghosts and spirits. Shikome are never given food by their cruel lords and they all have an insatiable appetite for the food of the living. They take every opportunity to feast on flesh or fruits unavailable to them in the halls of the underworld. Shikome are the personal servants of the lords of the underworld and are revered by the Oni.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=979&lt;br /&gt;
|name=Summon Spine Frog&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3712&lt;br /&gt;
|description=The caster summons a Spine Frog and binds it to his service. The Spine Frog is a large amphibian beast found in warm swamps and marshlands. Their skin is highly poisonous and they can spit poison when they feel threatened. When hunting they grab their prey with their tongue and often swallow it whole.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=968&lt;br /&gt;
|name=Summon Storm Drake&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3991&lt;br /&gt;
|description=The caster summons a Storm Drake and binds it to his service. Storm Drakes are winged, scaly reptiles capable of breathing lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=982&lt;br /&gt;
|name=Summon Swamp Drake&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2196&lt;br /&gt;
|description=The mage summons a Swamp Drake and binds it to his service. The Swamp Drake is a huge and spined beast, able to breathe toxic gas like a dragon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1470&lt;br /&gt;
|name=Summon Unseelie Archers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 4117&lt;br /&gt;
|description=The caster summons a group of soldiers from the Dreamwild. The Fay mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. In the frozen forests of the world the Fay reflect the cold and hostile nature of the Dreamwild. Unseelie Archers are alabaster-skinned soldiers wreathed in illusions. They don glittering frost-covered vests that tempers in cold lands, and their bows are stringed with beams of starlight. The unseelie are strongly connected to the winter and they are all resistant to cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1469&lt;br /&gt;
|name=Summon Unseelie Soldiers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3906&lt;br /&gt;
|description=The caster summons a group of soldiers from the Dreamwild. The Fay mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. In the frozen forests of the world the Fay reflect the cold and hostile nature of the dreamwild. Unseelie Soldiers are alabaster-skinned warriors wreathed in illusions. They don glittering armors of crystal and ice that tempers in cold lands, and their swords are made of dreamwrought ice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=558&lt;br /&gt;
|name=Summon Vidyadhara&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3668&lt;br /&gt;
|description=Vidyadharas are divine sages that left this world ages ago. They are spiritual beings who can fly without wings. Vidyadharas are known for their wisdom and magical abilities. They are primarily skilled in astral magic, but have some skills in air magic as well. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=988&lt;br /&gt;
|name=Summon Water Kobold&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3911&lt;br /&gt;
|description=The caster summons a water Kobold. Kobolds are small fay creatures from the Dreamwild who occasionally appear on the fringes of civilized lands. Water Kobolds live on ships and are generally merry and friendly. Water Kobolds aren&#039;t very good leaders, but they can bring soldiers with them across the sea. They appear as small and weathered fishermen in yellow clothes and are usually puffing on a tobacco pipe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=967&lt;br /&gt;
|name=Summon Wyverns&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 520&lt;br /&gt;
|description=The caster summons two wyverns and binds them to his service. The wyvern is a large, scaly beast with leathery wings and a poison stinger.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1457&lt;br /&gt;
|name=Tangle Thicket&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=Vines will ensnare anyone in the targeted area. The ensnared victims cannot move or attack anyone until they have destroyed the vines holding them. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=437&lt;br /&gt;
|name=Vengeful Vines&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=Poisonous vines with dark flowers will emerge from the ground. Anyone in the targeted area is ensnared, poisoned and infected with a carrion seed. If a seed carrier dies during the battle the seed sprouts and reanimates the victim as a manikin serving the Vengeful God.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=971&lt;br /&gt;
|name=Voice of Apsu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 2&lt;br /&gt;
|description=The caster conjures the dreams of Apsu, the Fresh Water Underneath. He has knowledge of all sweet water. The voice of his dreams, when rightly interpreted, reveals sites of Water power located above the surface. The dreams will find their way to everyone living in the targeted province and the magical sites will no longer be hidden.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1012&lt;br /&gt;
|name=Acashic Record&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Acashic Record, value 999&lt;br /&gt;
|description=This spell lets the caster access the acashic records to find out the history for one nation. The spell must be targeted on a capital to give any useful information.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=623&lt;br /&gt;
|name=Awaken Sepulchral&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1500&lt;br /&gt;
|description=A Ktonian Necromancer summons the soul of a dead Seal Guard and makes it repossess its mummified body. Since the Breaking of the Seal the veil between the underworld and the world of the living seems to be shredded and torn, and with their considerable knowledge in necromancy, the Ktonian Necromancers have managed to summon even the most reluctant souls, once sworn to defend the Chamber of the Seal. Sepulchrals are sacred undead and wield magical obsidian glaives.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1024&lt;br /&gt;
|name=Awaken Sleeper&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 559&lt;br /&gt;
|description=The caster locates and awakens an ancient hero from his eternal sleep. The Sleeper is a huge human hero armed with ancient weapons, waiting for the final cataclysmic battle that will decide the fate of the world. The hero is awakened and made to serve the caster until that time. The Sleeper is an exceptionally good general and soldiers under his command will rarely be routed from battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=606&lt;br /&gt;
|name=Bind Umbral&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1490&lt;br /&gt;
|description=An Oracle of the Dead ventures down to the deeper reaches of Agartha and the Chamber of the Seal to summon and bind an Umbral. Umbrals are shadow beings resembling ancient Pale Ones with elongated faces and drooling mouths. Agarthan legends claim that they are the souls of those who sacrificed themselves to seal the Chamber. The disturbing fact that the Umbrals have become more numerous has led some to believe that the Seal is weakening.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=462&lt;br /&gt;
|name=Call Ahurani&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2637&lt;br /&gt;
|description=The Ahuranis are Yazatas of waters, rains, prosperity and health. They were once companions of the great Ahura of the Waters, but when he was banished from this world, they fled creation. Their presence will bring rainfall and they can cure diseases and bring their subjects with them beneath the waves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=467&lt;br /&gt;
|name=Call Daevas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2630&lt;br /&gt;
|description=Once the Caelian peoples were under the rule of divine beings known as Yazatas and Daevas. When these lesser divinities threatened the world with their never-ending war, they were banished by the Pantokrator. With their disappearance from the world the Caelians gained independence and formed a kingdom of their own, but the memory of the old gods remained. With the aid of arcane rituals it is possible to circumvent the ban and summon the demonic entities of old. Daevas are winged demonic beings surrounded by an aura that strikes mortals with fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=468&lt;br /&gt;
|name=Call Jahi&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2631&lt;br /&gt;
|description=The Jahis, &#039;whores&#039;, are thought to be the wives of the Destructive Spirit. They are seducers of men and apostles of Druj, falsehood. The Jahis are sent to lead mortals astray and spread wickedness and evil thoughts to the realms of men.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1021&lt;br /&gt;
|name=Conjure Phantasmal Beast&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3626&lt;br /&gt;
|description=The caster conjures a Phantasmal Beast to aid him in battle. A Phantasmal Beasts is a being of the Dreamwild, made of memories, dreams and legends. Phantasms are not real, but can interact with creation if conjured with glamour magic. They are insubstantial and difficult to harm with physical weapons. Phantasms cannot hold on to reality for long and will disperse when the battle is over.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=477&lt;br /&gt;
|name=Contact Angel of the Host&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3870&lt;br /&gt;
|description=The caster contacts an Angel of the Host and asks for its aid. Angels are divine beings in human form. They are winged and armed with flaming swords that destroy undead beings. They are surrounded by a radiant aura that intimidates cowardly beings. Angels have partial resistance to lightning and fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=282&lt;br /&gt;
|name=Contact Boar of Carnutes&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1809&lt;br /&gt;
|description=The caster summons one of the Great Boars of Carnutes. These magnificent beasts live in the depths of the sacred forest. They occasionally emerge from the depths of the forest to inspect the sacred grove of the Druids. Such appearances are rare and considered important omens. Its mere presence is said to prevent bad events. The Great Boar of Carnutes is the king of all boars and ordinary boars will constantly emerge from the forests to follow the Great Boar of Carnutes. It is sacred to the people of Marverni.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=594&lt;br /&gt;
|name=Contact Dai Tengu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=55 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1480&lt;br /&gt;
|description=The caster ventures into the wild mountains and makes a pact with a Tengu King. The Dai Tengu and a retinue of Tengu will heed the call. The Dai Tengu is a powerful wind crafter and priest.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=998&lt;br /&gt;
|name=Contact Draconians&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 620&lt;br /&gt;
|description=The caster summons a tribe of Draconians and binds them to his service. The Draconians are large beings that resemble both human and dragon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1016&lt;br /&gt;
|name=Contact Forest Trolls&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2219&lt;br /&gt;
|description=The caster contacts a few Forest Trolls and persuades them to serve in exchange for the chance to eat a child or two. Forest Trolls are slightly smaller than ordinary trolls, but they are also more cunning. Trolls are known to regenerate wounds very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=332&lt;br /&gt;
|name=Contact Gamayun&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1944&lt;br /&gt;
|description=The caster contacts a Gamayun and persuades it to aid him. The Gamayun is a magical half-woman, half-bird of Rus. It has the head and chest of a woman and the body and lower parts of a bird. It is a bird of wisdom and prophecy gifted with the knowledge of saints. It has magical skills as well as prophetic ones and is sometimes summoned to reveal magical secrets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=306&lt;br /&gt;
|name=Contact Kaijin&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2106&lt;br /&gt;
|description=The caster contacts a Kaijin and convinces it to serve the Lord. Kaijin are kami of the sea. They appear as noblemen in sea-colored silken robes. They wield mighty yaris and enchanted nets that can trap even the strongest opponents. Kaijin are mighty mages of water, but they lose some of their powers when they leave their watery realms. The Kaijin do not serve the dragon kings and have long fought the Ryujin for dominance of the deeps.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=275&lt;br /&gt;
|name=Contact Lar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=16 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3087&lt;br /&gt;
|description=A priest of the old faith summons and persuades a Lar to join the servants of the empire. Lares are rural spirits and household gods. If treated well they bring prosperity to the farm where they dwell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=304&lt;br /&gt;
|name=Contact Mori-no-kami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=21 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2093&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=307&lt;br /&gt;
|name=Contact Mujina&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=21 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3273&lt;br /&gt;
|description=The caster contacts and makes a deal with a Mujina, a magical badger. In the enchanted forests of Mount Shinuyama live animals gifted with supernatural longevity and magic abilities. When an animal gets older and wiser it becomes increasingly more powerful. The Mujina is a badger several centuries old. Gifted with shapeshifting abilities and magical powers it loves to cause mischief and even harm to travelers and unwary peasants. A favorite guise of many Mujinas is that of a Noppera-bo, a faceless apparition that drives men mad with fear. The Mujina is attuned to magic and its powers are greater where magic is strong.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=564&lt;br /&gt;
|name=Contact Nagaraja&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1320&lt;br /&gt;
|description=Nagarajas, Naga Kings, are the rulers of the Jeweled City of Patala. They are skilled generals and powerful mages and priests. They often take the shape of a Gandharva when leading mundane armies. If killed in Gandharva shape, they revert to their serpent form and fight on. Nagarajas in Naga shape have their skills in Water magic increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1003&lt;br /&gt;
|name=Contact Naiad&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1226&lt;br /&gt;
|description=The caster goes to a river and makes a deal with a Naiad. Naiads are river spirits that manifest themselves as incredibly beautiful women. Few mortals would dream of harming a Naiad. They are connected with their river and slowly die when they leave their home. Naiads are powerful mages of Water and Nature&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=595&lt;br /&gt;
|name=Contact Nushi&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1431&lt;br /&gt;
|description=The Nushi is a swamp spirit. It has the appearance of a withered old crone, but takes the appearance of a beautiful woman when in the company of men. When it strikes, it reverts to the crone form and claws its enemies. All Nushis can change shape into serpents if threatened. The Nushi is attuned to its swamp and will gradually wither and die if it leaves its home.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1001&lt;br /&gt;
|name=Contact Sea Trolls&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 564&lt;br /&gt;
|description=The caster contacts a few Sea Trolls and persuades them to serve in exchange for the chance to eat a child or two. Sea Trolls are robust humanoid creatures of huge size. They are larger than ordinary Trolls, but their skin is softer. Sea Trolls are known to regenerate wounds and can enter the sea.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=308&lt;br /&gt;
|name=Contact Tanuki&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=26 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3266&lt;br /&gt;
|description=The caster contacts and makes a deal with a Tanuki, a magical raccoon dog. In the enchanted forests of Mount Shinuyama live animals gifted with supernatural longevity and magic abilities. When an animal gets older and wiser it becomes increasingly more powerful. The Tanuki is a raccoon dog several centuries old. Gifted with shapeshifting abilities and magical powers it loves to cause mischief and even harm to travelers and unwary peasants. Many Tanuki are fond of strong drinks and often present a rowdy behavior. A favorite guise of many Tanuki is that of an impious monk leading people astray. The Tanuki is attuned to magic and its powers are greater where magic is strong.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1007&lt;br /&gt;
|name=Contact Trolls&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 518&lt;br /&gt;
|description=The caster contacts a few Trolls and persuades them to serve in exchange for the chance to eat a child or two. Trolls are robust humanoid creatures with stonelike skin. Trolls are known to regenerate wounds very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1010&lt;br /&gt;
|name=Corpse Candle&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Edge of Battlefield Summon, value 528&lt;br /&gt;
|description=Some Corpse Candles are summoned to help their summoner in battle. They appear at the edges of the battlefield. A Corpse Candle is a glowing sphere, appearing like the light from a bright green lantern. In combat, its light intensifies and anyone touched by the light will start to age at increased speed. It is very difficult to hit the Corpse Candle in combat due to its great speed and small size.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1009&lt;br /&gt;
|name=Ghost Grip&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fatigue, value 2023&lt;br /&gt;
|description=The caster summons energies from beyond the grave to target some troops on the battlefield. The targeted troops lose some of their life energy and become exhausted. The effect of the Ghost Grip is reduced by heavy armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=532&lt;br /&gt;
|name=Heavenly Fires&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 926&lt;br /&gt;
|description=The Demon of Heavenly Fires is a violent Celestial being sprung from heavenly fires. It has the appearance of a furious man in golden robes. The demon throws flaming wheels and can fly. Demons of Heavenly Fires are sacred and are more powerful in hot, dry lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1014&lt;br /&gt;
|name=Howl&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 88&lt;br /&gt;
|description=The caster summons a pack of wolves to aid him in battle. The wolves will come from all directions and may even attack the enemy from behind.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=392&lt;br /&gt;
|name=Lamentation&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 255&lt;br /&gt;
|description=This spell summons a handful of Wailing Ladies. Wailing Ladies are sacred and their weeping for the annihilated Empire is unbearable to behold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1020&lt;br /&gt;
|name=Messenger Crows&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 120&lt;br /&gt;
|description=The caster sends out a vast murder of crows to scout a distant province. The birds will continue to scout the province until the spell ends or until the province is lost. Enemy scouts and sneaking armies will become aware that crows are present everywhere, glaring suspiciously.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=253&lt;br /&gt;
|name=Monster Boar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 11&lt;br /&gt;
|description=The caster summons a monster boar and sends it to a distant province to ravage the land. The boar is a descendant of the monster boars sent by the Lady of the Hunt to ravage the farmlands of obnoxious peasants. The boar will cause unrest in the province until it is found and slain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1004&lt;br /&gt;
|name=Naiad Warriors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=18 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1227&lt;br /&gt;
|description=The caster summons a contingent of Kydnides, warrior Naiads willing to leave their native river to wreak vengeance upon those who harm the rivers of the world. Kydnides manifest themselves as incredibly beautiful women dressed in gleaming bronze armor. Unlike other Naiads, Kydnides do not die if they leave their home.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=369&lt;br /&gt;
|name=Procession of the Underworld&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=13 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3210&lt;br /&gt;
|description=The caster leads a Lampade procession astray from its travels through the Underworld. Lampades, the nymphs of the Underworld, are joyful beings with a twisted sense of humor, that delight in dancing, revelry and hauntings and they willingly serve their new master, should opportunities of merriment present themselves. Lampades can guide the living and dead through the Underworld if their master can open a Stygian Gate.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=997&lt;br /&gt;
|name=Raven Feast&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Raven Feast, value 100&lt;br /&gt;
|description=The caster summons an unkindness of ravens and sends them into a distant province to feast upon the newly dead. The ravens consume the rotting corpses and return to be slaughtered for the raw death essence they then contain. Provinces struck by plagues or containing recent battlefields can give the caster large amounts of Death gems. All unburied dead in a province are consumed. Enemy provinces can be targeted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1011&lt;br /&gt;
|name=Revive Bane Lord&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 998&lt;br /&gt;
|description=With this ritual, the necromancer revives a Bane Lord, an ancient hero serving the Lord of the Underworld. Bane Lords are mighty warriors and skilled generals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=331&lt;br /&gt;
|name=Send Bukavac&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Temporary units), value 1948&lt;br /&gt;
|description=The caster summons and sends a Bukavac to wreak havoc in a distant sea province. This ritual can be cast on land. The Bukavac is a huge and horrible water being with a frightening call and six tentacle-like legs. It lives in the murky lakes of Rus, but is known to wreak havoc in coastal seas, perhaps guided by malign magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=324&lt;br /&gt;
|name=Send Lady Midday&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon - Assassination, value 1956&lt;br /&gt;
|description=The Lady Midday is a malign spirit of the noon. She appears as a young girl surrounded by whirling dust and armed with a scythe that stinks of disease. Sometimes she will stop people and ask them a question. Failure to answer results in her displeasure and she will use her scythe to disease or chop off the head of the victim. The caster of this ritual will contact the spirit and force it to appear in a suitable province where it will attack and try to slay a commander.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1008&lt;br /&gt;
|name=Spirit Mastery&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 674&lt;br /&gt;
|description=The caster summons spirits of the newly dead and prevents them from entering the Underworld. The spirits are ethereal but quite weak.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1015&lt;br /&gt;
|name=Spirits of the Wood&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 932&lt;br /&gt;
|description=The caster summons several spirits that inhabit ancient trees. These Woodland Spirits are stunningly beautiful, ethereal and regenerate wounds as long as their trees are not destroyed. They never leave the land of their home.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=994&lt;br /&gt;
|name=Summon Air Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3724&lt;br /&gt;
|description=The caster summons an Air Elemental to aid him in battle. Air Elementals can fly and can send enemies flying through the air. They are very difficult to harm. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=441&lt;br /&gt;
|name=Summon Bean Sidhe&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1776&lt;br /&gt;
|description=The Caster summons the spirit of a long dead Sidhe woman. Bean Sidhe are pale and horrible apparitions whose wail predicts the death of men. They can be sent to haunt and slay important enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1022&lt;br /&gt;
|name=Summon Bluecap&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3891&lt;br /&gt;
|description=The caster summons a Cave Kobold from the Dreamwild and prevents the magic of the dreamwild to leave its body. The true shape of a Bluecap that hasn&#039;t lived in this world for too long is a dancing blue flame, but it often takes the shape of a Cave Kobold with a bright blue cap. Normally Bluecaps lose some of their connection with the Dreamwild over time, and with it its magic abilities, turning into a regular Cave Kobold. Bluecaps are skilled in earth and glamour magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1005&lt;br /&gt;
|name=Summon Earth Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3740&lt;br /&gt;
|description=The caster summons an Earth Elemental to aid him in a battle. Earth Elementals are robust and regenerate damage. They can trample enemies or strike with mighty fists. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1013&lt;br /&gt;
|name=Summon Ether Warriors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 736&lt;br /&gt;
|description=The caster opens a rift in space and summons a few Ether Warriors. The Ether Warriors were banished from this world in ancient times. Their wars drained the world of Arcana and they were forced to enter other realms of existence in order to continue their clan wars. The lesser races and their gods sealed the Astral Gates to rid the world of the plague. Ether Warriors are, naturally, ethereal and thus very difficult to harm with non-magical weapons. They use Moon Blades, magical swords that cause additional damage to magical beings. If cast where there is an open Ether Gate two additional Ether Warriors will answer the call.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1006&lt;br /&gt;
|name=Summon Fall Bears&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=13 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 512&lt;br /&gt;
|description=The caster summons and binds five Fall Bears. The Fall Bear is one of the four seasonal spirits. It is a large, ethereal bear. It is a magical, mindless being that must be commanded by a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1023&lt;br /&gt;
|name=Summon Fay Knights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3901&lt;br /&gt;
|description=The caster summons a few mounted knights from the Dreamwild. The fay are beings of the Dreamwild. They mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. Fay Knights wreath themselves in illusions and don shimmering armors of crystal and mother of pearl, and their swords are made of dreamwrought glass. Fay Knights are mounted on Fay horses stronger and swifter than any mount found in human lands. In the dreamwild the lands are divided between the summer courts and the winter courts. If cast in a cold province Unseelie Knights will appear instead of Fay Knights.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=992&lt;br /&gt;
|name=Summon Fire Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3716&lt;br /&gt;
|description=The Caster summons a Fire Elemental to aid him in a battle. Fire Elementals are difficult to harm and dangerous to be near. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=562&lt;br /&gt;
|name=Summon Gandharvas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1335&lt;br /&gt;
|description=Gandharvas are divine warrior-musicians that left this world ages ago. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer. Gandharvas are blessed with an aura of splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=367&lt;br /&gt;
|name=Summon Hekateride&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2834&lt;br /&gt;
|description=When the spectre of Therodos was laid to rest the remaining Daktyloi and Hekaterides sequestered themselves on remote islands. Pelagian mages have tried to contact them ever since. Hekaterides are nymphs of Telkhine ancestry that once ruled the human population of ancient Therodos.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=254&lt;br /&gt;
|name=Summon Hound of Twilight&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3168&lt;br /&gt;
|description=The Hounds of Twilight are stygian monsters spawned by the Mother of Monsters at the dawn of time. The greatest of them was fettered at the Gates of the Underworld to prevent the dead from returning to the land of the living. His siblings were lesser in might and were allowed to reign free. The beasts appear as black, two-headed hounds with serpent tails. They are huge and frightening to behold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=475&lt;br /&gt;
|name=Summon Huacas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2697&lt;br /&gt;
|description=The Huacas, &#039;sacred ones&#039;, were semi-divine beings of an earlier age and the ancestors of the Nazcans. Their power was broken by the previous Pantokrator and most fled to the Celestial Sphere ages ago. With the aid of arcane rituals, the Coyas try to circumvent the ban and summon the ancestral divinities to lead the nation anew. Huacas are winged angelic beings surrounded by auras of divine splendor. If the spell is cast by a mage wearing a Huaca Headdress two additional Huacas will arrive.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=540&lt;br /&gt;
|name=Summon Jinn Warriors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=13 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3354&lt;br /&gt;
|description=Jinnun are spiritual beings born from smokeless flame in a distant past. They replaced the Hinn and Binn during the reign of a previous Pantokrator. They are naturally invisible and ethereal, but can take physical form when they interact with men. Once the Jinnun lived in Ubar, a magic desert kingdom of marvelous riches. The City of Brass fielded armies of Jinnun, wielding magic and armed with enchanted weapons. These Jinn Warriors are sometimes called upon by the Jiniri Queens of Na&#039;Ba. True-blooded Jinnun are sacred in the queendom of Na&#039;Ba.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=563&lt;br /&gt;
|name=Summon Kimpurushas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3665&lt;br /&gt;
|description=Kimpurushas are divine lion-headed warriors that left this world ages ago. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer. Kimpurushas are blessed with an Aura of Splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=596&lt;br /&gt;
|name=Summon Kuro-Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1274&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=359&lt;br /&gt;
|name=Summon Lilot&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2071&lt;br /&gt;
|description=The caster summons a Lilot from the wild. The Lilin are the offspring of Lilith, a demoness of primeval times and the Mother of Demons. Lilin appear as winged women with the lower part of a hind. Their appearance is strangely alluring and they seduce and abduct men of weak morals. Regardless of their ancestry, they are of this world and can be summoned without the sacrifice of blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1018&lt;br /&gt;
|name=Summon Manticores&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2130&lt;br /&gt;
|description=The Manticore, or man-eater, is a horrible half-beast that prowls the wilderness. Sometimes they attack remote villages and devour its inhabitants and livestock. The Manticore have a body and mane of a lion, the head of an imbecile man with three rows of teeth, great flapping wings and the tail of a scorpion. It is horrible to behold and strikes fear in the hearts of men.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=507&lt;br /&gt;
|name=Summon Monster Toad&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1358&lt;br /&gt;
|description=The Monster Toad is a huge toad only found in the forests of Mictlan and the temple marshes of C&#039;tis. It is a horrible being that spews forth noxious vapors and tramples lesser beings. They are sacred and fed with slaves at the temples of both cultures.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=459&lt;br /&gt;
|name=Summon Monster Toads&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1358&lt;br /&gt;
|description=The Monster Toad is a huge toad only found in the forests of Mictlan and the temple marshes of C&#039;tis. It is a horrible being that spews forth noxious vapors and tramples lesser beings. Monster Toads are sacred and fed with slaves at the temples of both cultures.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=498&lt;br /&gt;
|name=Summon Rimvaettir&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3420&lt;br /&gt;
|description=The Skratti summons a group of Rimvaettir, small beings spawned from Glacial Frost in ancient times and reminiscent of the Niefel Giants in all but size.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=995&lt;br /&gt;
|name=Summon Spring Hawks&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=13 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 513&lt;br /&gt;
|description=The caster summons and binds five Spring Hawks. The Spring Hawk is one of the four seasonal spirits. It is a large, ethereal hawk able to discharge lightning bolts. It is a magical, mindless being that must be commanded by a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=993&lt;br /&gt;
|name=Summon Summer Lions&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=13 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 515&lt;br /&gt;
|description=The caster summons and binds five Summer Lions. The Summer Lion is one of the four seasonal spirits. It is a large, ethereal lion, radiating heat like the summer sun. It is a magical, mindless being that must be commanded by a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=476&lt;br /&gt;
|name=Summon Supayas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2700&lt;br /&gt;
|description=The Supaya is the ghost of a Huaca, the semi-divine ancestors of the Nazcans. While their bodies decayed long before the Nazcans had begun to mummify their dead, the spirits of the ancestors can still be called upon by powerful mages. The Huaca ghost has lost its divine splendor, but is still revered as a divine being. Supayas are ethereal and difficult to harm with mundane weapons. If the spell is cast by a mage wearing a Huaca Headdress two additional Supayas will arrive.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=361&lt;br /&gt;
|name=Summon Ugallu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=24 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3095&lt;br /&gt;
|description=The caster summons an Ugallu to smite the demons of evil. Ugallus are lesser storm deities of enkidu legends revered since before the founding of the First City. They appear as lion-headed men with donkey ears and bird feet. They command the weather and carry demon slaying bronze daggers and flint maces that halts demons in their steps.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=305&lt;br /&gt;
|name=Summon Ujigami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2095&lt;br /&gt;
|description=The caster summons an Ujigami from the spirit world. An Ujigami is the ancestral kami of a Jomonese clan. It manifests as a mighty warrior, a great general and a priest of the ancestral spirits. As a manifestation of a clan, Ujigami are closely connected to the welfare of the people and they have a slight chance of preventing bad events. Ujigami lose some of their priestly authority if they leave their ancestral home.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=602&lt;br /&gt;
|name=Summon Umbrals&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1490&lt;br /&gt;
|description=An Oracle or a Ktonian Necromancer ventures down to the deeper reaches of Agartha and the Chamber of the Broken Seal to summon and bind an Umbral. Umbrals are shadow beings resembling ancient Pale Ones with elongated faces and drooling mouths. They are the tortured souls of those who died in the Breaking of the Seal. Umbrals are not at all as rare as they were before the Breaking and the rituals needed to bind them are more easily performed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1471&lt;br /&gt;
|name=Summon Unseelie Knights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3907&lt;br /&gt;
|description=The caster summons a few mounted knights from the Dreamwild. The fay are beings of the Dreamwild. They mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. In the frozen forests of the world the Fay reflect the cold and hostile nature of the Dreamwild. Unseelie Knights wreath themselves in illusions and don glittering armors of crystal and ice that tempers in cold lands, and their swords are made of dreamwrought ice. Unseelie Knights are mounted on Fay horses stronger and swifter than any mount found in human lands. The unseelie are strongly connected to the winter and they are all resistant to cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=585&lt;br /&gt;
|name=Summon Vetalas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1765&lt;br /&gt;
|description=A Vetala is a malicious spirit who haunts graveyards and takes possession of corpses. They are sometimes coerced into servitude by sorcerers. Their touch can drive people mad.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1000&lt;br /&gt;
|name=Summon Water Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3732&lt;br /&gt;
|description=The caster summons a Water Elemental to aid him in battle. Water Elementals are quick and crush enemies regardless of armor. Elementals shrink when they are hit by powerful strikes. Water Elementals summoned in cold climates will be composed of ice. Ice Elementals are stronger but slower than Water Elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1002&lt;br /&gt;
|name=Summon Winter Wolves&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 511&lt;br /&gt;
|description=The caster summons and binds five Winter Wolves. The Winter Wolf is one of the four seasonal spirits. It is a large, ethereal wolf surrounded by an icy wind. It is a magical, mindless being that must be commanded by a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=466&lt;br /&gt;
|name=Summon Yazatas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1607&lt;br /&gt;
|description=Once the Caelian peoples were under the rule of divine beings known as Yazatas and Daevas. When these lesser divinities threatened the world with their never-ending war, they were banished by the Pantokrator. With their disappearance from the world the Caelians gained independence and formed a kingdom of their own, but the memory of the &#039;Adorable Ones&#039; remained. With the aid of arcane rituals, the Seraphs try to circumvent the ban and summon the divinities of old to lead the nation anew. Yazatas are winged angelic beings surrounded by auras of divine splendor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=330&lt;br /&gt;
|name=Summon Zmey&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1940&lt;br /&gt;
|description=The caster summons a Zmey. The Zmey is a three headed dragon capable of breathing flames. It is larger than a wyvern, but smaller than a true dragon. It is indigenous to the lands of Rus and can be summoned by Fire mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1019&lt;br /&gt;
|name=Vermin Feast&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 99&lt;br /&gt;
|description=The caster makes vermin like rats and cockroaches (or shrimps and crabs) attracted to the supply stores of a besieged castle. The vermin will make sure that the supplies do not last very long. The more gems spent in this ritual the longer it will last. Having more than one Vermin Feast ritual active on the same province will not add to the effect and the ritual has no effect on an unbesieged castle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=999&lt;br /&gt;
|name=Voice of Tiamat&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 51&lt;br /&gt;
|description=The caster conjures up the dreams of Tiamat, the Raging Sea. She has knowledge of all that lies underneath the sea. The voice of her dreams, when rightly interpreted, reveals all sites of Elemental power in a sea. The dreams will find their way to everyone living in that province and the magical sites will no longer be secret. This spell can only be cast under water.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=991&lt;br /&gt;
|name=Will o&#039; the Wisp&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Edge of Battlefield Summon, value 527&lt;br /&gt;
|description=Two Will o&#039; the Wisps are summoned to help their summoner in battle. They appear at the edges of the battlefield. A Will o&#039; the Wisp is a glowing sphere, looking like a light from a bright lantern. In combat, it glows with great intensity, burning anyone nearby. It is very difficult to hit a Will o&#039; the Wisp in combat due to its great speed and small size.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=996&lt;br /&gt;
|name=Wind Ride&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Wind Ride, value 100&lt;br /&gt;
|description=The Air mage summons a whirlwind in a province of his choice. The whirlwind will try to find a commander in the province and transport him to where the Air mage is located. This spell is an effective way to rescue cornered commanders, but it can also be a very effective way to get enemy commanders out of the way. Large beings are difficult or impossible to lift and might fall to the ground somewhere along the way, possibly dying upon impact. Powerful Earth mages are likewise difficult to transport.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1017&lt;br /&gt;
|name=Winged Monkeys&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Winged Monkeys, value 1&lt;br /&gt;
|description=The caster summons a troop of winged monkeys and sends them away to fetch a commander from a distant land. The monkeys will try to grab and fly away with the helpless commander, but will attack if the target is too heavy. The monkeys are afraid of mages and will never try to snatch a mage from the ground. The monkeys leave after they have accomplished their mission.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1034&lt;br /&gt;
|name=Acashic Knowledge&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 55&lt;br /&gt;
|description=This spell lets the caster tap information from the memory of the Spheres to reveal the presence of all magical sites in a given province. The spell cannot be used to find magic sites in enemy provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=479&lt;br /&gt;
|name=Angelic Choir&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1367&lt;br /&gt;
|description=The caster contacts an angelic choir and asks for its aid. Three Angels of the Heavenly Choir answer the call. Angels are divine beings in human form. They are winged and dressed in white robes. Angels sing praises to the Lord and will automatically join an arcane chorus as chorus slaves. They are surrounded by a radiant aura that intimidates cowardly beings. Angels have partial resistance to lightning and fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=624&lt;br /&gt;
|name=Awaken Tomb Oracle&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1476&lt;br /&gt;
|description=When one of the ancient Oracles dies, it is mummified and buried in a tomb under the Hall of the Oracles. The dead Oracles can be awakened as living dead with the help of necromantic rituals. These reawakened Oracles are known as Tomb Oracles and are both powerful mages and priests.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=256&lt;br /&gt;
|name=Bind Keres&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3127&lt;br /&gt;
|description=The caster summons and binds three Keres. Keres are daimones of the underworld and servants of the Fates. They rip the souls from those dying on the battlefield and send them to the nether realms. They have a hunger for blood and unless bound by magic they will gladly wreak havoc among men. The Keres are invisible, but to those able to see them they appear as furious, winged women dressed in bloody garments. Their fangs and talons are imbued with the powers of the underworld and will harm the spirits of the dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=533&lt;br /&gt;
|name=Call Celestial Soldiers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 902&lt;br /&gt;
|description=The Celestial Soldier is a being of the Celestial Sphere. It has the appearance of a horse-man in full scale armor, armed with a glaive. Celestial Soldiers are sacred.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=463&lt;br /&gt;
|name=Call Celestial Yazad&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value -16&lt;br /&gt;
|description=Once the Caelian peoples were under the rule of divine beings known as Yazatas and Daevas. When these lesser divinities threatened the world with their never-ending war, they were banished by the Pantokrator. With their disappearance from the world the Caelians gained independence and formed a kingdom of their own, but the memory of the &#039;Adorable Ones&#039; remained. With the aid of arcane rituals, the Seraphs try to circumvent the ban and summon the divinities of old to lead the nation anew. The most powerful of these ancient divinities, the Celestial Yazatas, are servants of the Amesha Spentas and the Ahuras.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=353&lt;br /&gt;
|name=Call Hashmal&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=21 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2057&lt;br /&gt;
|description=The caster calls down a manifestation of heavenly power from the Celestial Sphere. The Hashmalim appear as brilliant clouds of flashing fire, at the center of which is a body of brass with the likeness of a living being with four faces. Their will can be felt as they proclaim the Glory of the reawakening God. The Hashmalim are particularly good at strengthening the faith of the unsure.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=266&lt;br /&gt;
|name=Call Ladon&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon if not dead, value 3167&lt;br /&gt;
|description=The caster summons Ladon, the Hesperian Dragon, and ends its eternal vigil. With the golden apples of immortality no longer guarded by the monster, expeditions to the blessed gardens can be undertaken. Ladon is a many-headed serpent of tremendous size spawned by the Mother of Monsters. The Hesperian Dragon can only be summoned once and when it dies it is gone forever.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=469&lt;br /&gt;
|name=Call Yata&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value -17&lt;br /&gt;
|description=Once the Caelian peoples were under the rule of divine beings known as Yazatas and Daevas. When these lesser divinities threatened the world with their never-ending war, they were banished by the Pantokrator. With their disappearance from the world the Caelians gained independence and formed a kingdom of their own, but the memory of the old gods remained. With the aid of arcane rituals it is possible to circumvent the ban and summon the demonic entities of old. Yatas and Pairikas, the most powerful of these ancient demons, are servants of the Daevic Heptad and the Destructive Spirit.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=537&lt;br /&gt;
|name=Call the Birds of Splendor&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Call the Birds of Splendour, value 3382&lt;br /&gt;
|description=In Magnificent Ind lives the Yllerions, the Birds of Splendor. They are magnificent birds of flaming colors with wings as sharp as razors and claws of burning gold. All birds in creation follow their command and gather to witness their demise and rebirth. Only two such birds exist and should one die the other one is escorted by birds and plunge into the sea, drowning itself. Then two new birds are born from the flaming eggs in their nest.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=333&lt;br /&gt;
|name=Contact Beregina&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1955&lt;br /&gt;
|description=The caster approaches a shore or riverbank and tries to contact a Beregina. The Beregina is a spirit of the shore, where water meets land. Bereginy manifest themselves as incredibly beautiful women. Few mortals would dream of harming a Beregina. They are powerful mages of Water, but are also skilled in magic of the land. The Bereginy are able to bring a few companions with them under the waves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=508&lt;br /&gt;
|name=Contact Couatl&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 525&lt;br /&gt;
|description=The mage contacts a Couatl and persuades it to aid him. The Couatl is a mythic serpent with feathery wings. They are considered to be sacred in most societies and are known to be powerful mages and priests.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1039&lt;br /&gt;
|name=Contact Forest Giants&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2229&lt;br /&gt;
|description=This ritual summons a pair of Giants and forces them to serve. Apart from being large and strong, giants are also very dumb and cruel. Encountering a giant in the wild should be avoided at all costs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=478&lt;br /&gt;
|name=Contact Harbinger&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 464&lt;br /&gt;
|description=The caster contacts a heavenly Harbinger. The Harbinger is a powerful angelic being armed with a heavenly horn that will blast undead beings with divine wrath. The angel is also skilled in Air magic and has priestly powers. The harbinger will automatically join any arcane chorus as a chorus master.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=265&lt;br /&gt;
|name=Contact Hesperide&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3160&lt;br /&gt;
|description=The caster contacts and attracts one of the Hesperides. The Hesperides are the nymphs of the sunset. They tend the gold apple tree in the fabled garden of the setting sun. The garden is hidden in the far reaches of the known world, but it is rumored that it was once visited by Phaeacian explorers. The Daduchoi, the Erytheian mystics of the setting sun, might also have discovered the mythical gardens. Hesperides bring hope and health to the land in which they dwell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1032&lt;br /&gt;
|name=Contact Hill Giant&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2230&lt;br /&gt;
|description=This ritual summons a Giant and forces him to serve. Apart from being large and strong, giants are also very dumb and cruel. Encountering a giant in the wild should be avoided at all costs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=541&lt;br /&gt;
|name=Contact Houri&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=26 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3375&lt;br /&gt;
|description=The Malika contacts a Houri and persuades her to use her skills to infiltrate and seduce the enemies of the awakening Lord. Houris, The Fair Ones, were once concubines and entertainers of the Sultans of Old Ubar chosen for their beauty and exquisite manners. The Houris lived sequestered lives in Jannah, the enchanted garden of Ubar, and were rarely allowed to leave their paradise unless tasked by their Sultans to perform a special mission. When magic dwindled and Ubar lost influence most of them dispersed and fled, but a few Houris remained, clinging to the residual magic of the Garden. Houris are Jiniris and share the traits of pure-blooded Jinnun, such as glamour, invisibility and a strong connection with magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=287&lt;br /&gt;
|name=Contact Huli Jing&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1908&lt;br /&gt;
|description=The Huli Jing is a fox spirit. It has the appearance of a silvery fox with many tails. It is magically powerful and is able to take the appearance of a beautiful woman. The Huli Jing is a trickster and often whimsical or even mischievous in nature. In human guise, it might play pranks on unsuspecting travelers, aid lowborn peasants to greatness or plot the rise or downfall of kingdoms. Huli Jing are stealthy and in human guise have the abilities of a spy. All Huli Jing are powerful mages of Glamour, but most have other magic skills as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=312&lt;br /&gt;
|name=Contact Jorogumo&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=32 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3263&lt;br /&gt;
|description=The caster contacts and makes a deal with a Jorogumo, a supernatural spider. In the enchanted forests of Mount Shinuyama live animals gifted with supernatural longevity and magic abilities. When an animal gets older and wiser it becomes increasingly more powerful. Jorogumos are golden spiders of the enchanted forests of Shinuyama who have reached the age of at least four centuries. At this age the Jorogumo acquires magical powers and the ability to shapeshift. The Jorogumo often takes the appearance of a comely young woman and uses it to lure young men and trap them in their webs. Many Jorogumo live in waterfalls and drag their victims to their deaths in the cascading water. The Jorogumo is attuned to magic and its powers are greater where magic is strong.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=598&lt;br /&gt;
|name=Contact Kitsune&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1434&lt;br /&gt;
|description=The Kitsune is a fox spirit. It has the appearance of a silvery fox with many tails. It is magically powerful and is able to take the appearance of a beautiful woman. The Kitsune is a trickster and often whimsical or even mischievous in nature. In human guise, it might play pranks on unsuspecting travelers, aid lowborn peasants to greatness or plot the rise or downfall of kingdoms. Kitsune are stealthy and in human guise have the abilities of a spy. All Kitsune are powerful mages of Nature, but most have other magic skills as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1043&lt;br /&gt;
|name=Contact Lamia Queen&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 609&lt;br /&gt;
|description=The caster performs the rites necessary to communicate with and persuade a Lamia Queen to aid him. The Lamia Queen is an ancient Lamia sorceress of great power. She carries an oath rod that will destroy the minds of those it strikes. The Lamia Queen has an amazing regenerative ability and when killed, will transform into a black serpent and continue fighting. If she is killed a second time, however, she will remain dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1041&lt;br /&gt;
|name=Contact Lamias&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 394&lt;br /&gt;
|description=The caster performs the rites necessary to summon Lamias, serpent women, to aid him. They have amazing regenerative abilities and when killed, will transform into black serpents and continue fighting. If a Lamia is killed a second time, however, she will remain dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=568&lt;br /&gt;
|name=Contact Nagarishi&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1321&lt;br /&gt;
|description=Nagarishis are sages of considerable power living in the Jeweled City of Patala. They often take the shape of a Yaksha when traveling in the sunlit world. If killed in Yaksha shape, they revert to their serpent form and fight on. Nagarishis in Naga shape have their skills in Water magic increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=309&lt;br /&gt;
|name=Contact Tatsu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=19 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2099&lt;br /&gt;
|description=The shugenja ventures up into a mountainous region and makes contact with a tatsu. The tatsu is a lesser Jomonese dragon. It has a sinuous body and resembles the great Dragons of the sea, but it only has three claws on its feet. It is covered in iridescent scales and spines run along its back. Its head resembles a camel with horns of a stag and the eyes of a demon. Under its chin is a burning pearl that is the source of its power. If they lose the pearl they lose their power of flight. All tatsu have magic skills and each follow one of the Five Paths.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=627&lt;br /&gt;
|name=Contact Void Spectre&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1562&lt;br /&gt;
|description=With this spell an Astral mage can contact a dead Starspawn and call him forth into this world as a Void Spectre. A Void Spectre affects the dreams of entire provinces and can use this to spread insanity in enemy territories.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=347&lt;br /&gt;
|name=Dirge for the Dead&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2045&lt;br /&gt;
|description=The Zamzummite contacts and summons a Ditanu from Sheol. The Ditanim are ancient Rephaite heroes bound in Sheol for their sins. They serve the Malikum, deified kings of the Underworld. Ditanim are huge, ethereal apparitions armed with weaponry enchanted at the dawn of time. They are formidable warriors endowed with magical powers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1035&lt;br /&gt;
|name=Ether Gate&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=90 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 117&lt;br /&gt;
|description=This ritual opens a gate to the Astral Plane and summons a clan of Ether Warriors led by an Ether Lord. The Ether Warriors were banished from this world in ancient times. Their wars drained the world of Arcana and they were forced to enter other realms of existence in order to continue their clan wars. The lesser races and their gods sealed the Astral Gates to rid the world of the plague. Ether Warriors are, naturally, ethereal and thus very difficult to harm with non-magical weapons. They use Moon Blades, magical swords that cause additional damage to magical beings. When the gate opens, vast powers are released and the magic level is increased in the province. If cast with additional gems the gate will last for several months and further rituals that summons Ether Warriors will have increased effect.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1038&lt;br /&gt;
|name=Forest Troll Tribe&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=37 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2220&lt;br /&gt;
|description=The caster contacts a Troll Shaman and his retinue of fifteen Forest Trolls. The Troll Shaman is a cunning mage capable of using both death and nature magic. His magic combined with being a large troll make the Shaman a very formidable opponent.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1042&lt;br /&gt;
|name=Locust Swarms&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 8&lt;br /&gt;
|description=The caster unleashes swarms of locusts upon a province. The locusts will cause panic, consume crops and cause the loss of taxes. The swarms will appear as a natural event.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1030&lt;br /&gt;
|name=Sea King&#039;s Court&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=55 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 580&lt;br /&gt;
|description=The caster contacts a Sea King and his retinue of twenty Sea Trolls. The Sea King is a powerful Water mage who may grant humans water-breathing abilities if they accompany him.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=449&lt;br /&gt;
|name=Send Aatxe&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon - Assassination, value 3629&lt;br /&gt;
|description=The Aatxe is a flaming bull spirit and servant of the Mother of Storms. It emerges from its cave abode during storms and bad weather to punish those who have angered their mistress. In ancient times the Sorginak were granted the means to call the Aatxe and send it against those who have wronged them or their mistress.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1029&lt;br /&gt;
|name=Shark Attack&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 78&lt;br /&gt;
|description=The caster attracts sharks to the smell of blood in the water. For the duration of the battle, there is a chance that a shark will arrive whenever a living being is wounded. The sharks are stupid, but the spell is strong enough to make them attack enemies more often than friends.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1031&lt;br /&gt;
|name=Streams from Hades&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1477&lt;br /&gt;
|description=The caster draws forth water from the Underworld and summons a Kokythiad. Kokythiai are Naiads of Kokytos, a river of the Underworld. They are powerful mages of Water and Death whose aura of fear terrifies most mortals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=553&lt;br /&gt;
|name=Summon Binn&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3476&lt;br /&gt;
|description=The Binn are spiritual beings of an earlier time. They were vanquished by the Jinnun during the reign of an earlier Pantokrator, long before mankind emerged. A few of them still roam the deserts and uninhabitable regions of the world. The Binn were born from stagnant water and blistering winds and are invisible unless they want to be seen. When visible they take the shape of strange dog-headed half-men with burning eyes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1028&lt;br /&gt;
|name=Summon Bishop Fish&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1040&lt;br /&gt;
|description=The caster summons a Bishop Fish. The legendary Bishop Fish is a strange fish with fins resembling priestly robes. It is a powerful priest, but it cannot leave its maritime realm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=368&lt;br /&gt;
|name=Summon Daktyl&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2836&lt;br /&gt;
|description=When the spectre of Therodos was laid to rest the remaining Daktyloi and Hekaterides sequestered themselves on remote islands. Pelagian mages have tried to contact them ever since. Daktyloi are sea daimones of Telkhine ancestry that once ruled the human population of ancient Therodos. They are masterful smiths and crafters.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1044&lt;br /&gt;
|name=Summon Fay Prince&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3904&lt;br /&gt;
|description=The caster summons a Fay Prince from the Dreamwild. The fay are beings of the Dreamwild. They mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. Fay Princes are mighty Fay beings serving their queens with their magic and unparalleled battle prowess. In the dreamwild the lands are divided between the summer courts and the winter courts. If cast in a cold province an Unseelie Prince will appear instead of a Fay Prince.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1025&lt;br /&gt;
|name=Summon Fire Snakes&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 814&lt;br /&gt;
|description=The caster summons and binds several Fire Snakes. Fire Snakes are large serpents with golden skin. Their smoldering bodies can release blazing flames if threatened. Their bite is highly poisonous.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1026&lt;br /&gt;
|name=Summon Flame Spirit&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2626&lt;br /&gt;
|description=This ritual summons a Flame Spirit. Flame Spirits are beings made of pure fire that are highly skilled in fire magic. In combat they are helped by the Will o&#039; the Wisps that surround them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=565&lt;br /&gt;
|name=Summon Garudas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=21 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3664&lt;br /&gt;
|description=Garudas are divine bird-warriors that left this world ages ago. They are eternal enemies of Nagas and serpent-kin and are highly resistant to poison. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer. Garudas are blessed with an Aura of Splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1037&lt;br /&gt;
|name=Summon Ghosts&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 566&lt;br /&gt;
|description=Ghosts are the souls of slain humans summoned from the Underworld. Ghosts are frightening ethereal beings that can drain the life force from living beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1045&lt;br /&gt;
|name=Summon Gnome&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 345&lt;br /&gt;
|description=The caster summons a Gnome to serve him. The Gnome is a small fay creature of the Dreamwild. They usually live in forests or vales far from civilization, where they tend the flora and fauna of the region. All Gnomes are skilled in the magic of the land as well as in glamour magic which they use to hide themselves from pesky humans. They appear as small, gnarled old men with bright, red caps. Gnomes are fay creatures and are vulnerable to iron.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=311&lt;br /&gt;
|name=Summon Gozu Mezu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2091&lt;br /&gt;
|description=The caster opens a gate to the underworld and calls forth a pair of demon jailers and torturers of the dead, Ox-head and Horse-face. They are mighty warriors armed with enchanted pole arms that trap souls.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1027&lt;br /&gt;
|name=Summon Great Eagles&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1381&lt;br /&gt;
|description=Great Eagles are eagles large enough to carry a horse and fierce enough to battle a dragon. They are quite intelligent and can understand human speech. They live in mountain regions far from men, but can be summoned by powerful mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=542&lt;br /&gt;
|name=Summon Hinn&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3367&lt;br /&gt;
|description=The Hinn are spiritual beings of an earlier time. They were vanquished by the Jinnun during the reign of an earlier Pantokrator, long before mankind emerged. A few of them still roam the deserts and uninhabitable regions of the world. The Hinn were born from scorching wind and fire and are invisible unless they want to be seen. When visible they take the shape of strange dogs with burning eyes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=310&lt;br /&gt;
|name=Summon Kenzoku&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2096&lt;br /&gt;
|description=The caster summons a Kenzoku from the spirit world. Kenzoku are noble warrior-kami of great prowess. Once human, they were rewarded with immortality for their deeds. Kenzoku are popular kami among the samurai. They fight with magic swords sprung from their martial essence and are surrounded by a divine aura that intimidates lesser beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=567&lt;br /&gt;
|name=Summon Kinnara&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1331&lt;br /&gt;
|description=The Kinnara is a divine being and musician of the Spheres. It has the appearance of a winged horse-man robed in splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1464&lt;br /&gt;
|name=Summon Lauma&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 4092&lt;br /&gt;
|description=The caster performs a ritual dance to attract a Lauma. The Lauma is a fay being of the Zemaitian woodlands that has been worshiped as a lesser divinity since time immemorial. It has the appearance of a woman with the head and lower parts of a goat with bird claws instead of hooves. They are beings of the wild woodlands and are closely associated with water. They live near lakes, rivers and streams and it is said that their dances will make it rain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=566&lt;br /&gt;
|name=Summon Maruts&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=18 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3667&lt;br /&gt;
|description=Maruts are storm-born divine warriors armed with lightning and demon-slaying swords. While once of this world, they left it for the celestial realms ages ago. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=370&lt;br /&gt;
|name=Summon Monster Fish&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1664&lt;br /&gt;
|description=This spell summons a Monster Fish. This huge fish lives only in the deepest gorges of the ocean. When it is hunting, it will light up its antenna to lure prey closer. When the prey comes close, it will open its enormous mouth and swallow the prey whole. This works best against prey that is smaller than the Monster Fish, but it also has some sharp teeth to use against the really large opponents that can be found in the oceans.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=442&lt;br /&gt;
|name=Summon Morrigan&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1821&lt;br /&gt;
|description=The caster summons one of the Morrigans in an attempt to turn the tide of the battle. The Morrigans are heralds of death, collectors of souls and bringers of strife. They are the fates of the battleground, weaving looms of entrails with arrows for shuttles. Their chant colors the skies red before battle. In the shapes of crows they pick out the eyes of the dead. The Morrigans are horrible beings of death and destruction. They appear as grisly warrior women armed with spears enchanted to kill. They are sacred to the Fomorians.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=597&lt;br /&gt;
|name=Summon Oni General&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1276&lt;br /&gt;
|description=This spell summons a mighty Oni General. Oni of exceptional strength and power are given heavy armor and position as generals by their kings. The Oni General is always guarded by three wolves that will appear as soon as an enemy approaches. Oni don&#039;t need to eat. However, they have tremendous appetites and like to eat and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Their residual spirit form is a ghost and can be banished.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=554&lt;br /&gt;
|name=Summon Si&#039;lat&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=21 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3483&lt;br /&gt;
|description=The Sahir summons a Si&#039;lat and binds it to his service. The Si&#039;lat is a malign Jiniri spirit with shapeshifting abilities. They might be mistaken for Ghulahs, but are closer to the true Jinn and share many of their abilities, such as glamour, although they are not invisible. They are more closely attuned to storms and winds than the pure-blooded jinn born from Smokeless Flame. Si&#039;lat likes to seduce and ensnare men with their powers, but unlike the Ghulahs they do not feed on the flesh of their victims. Just like a Ghulah their shapeshifting is limited and they always retain some animal part, which they try to hide underneath lavish gowns and dresses.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1036&lt;br /&gt;
|name=Summon Spectre&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=22 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 329&lt;br /&gt;
|description=The necromancer summons the Spectre of a dead mage and binds it to his service. The Spectre has some skill in Death magic as well as other paths of magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1040&lt;br /&gt;
|name=Summon Sprites&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 592&lt;br /&gt;
|description=The caster summons six sprites to aid him in battle. Sprites are small faeries with insect wings. They can fire elf shots, which will incapacitate those hit. Sprites are magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1472&lt;br /&gt;
|name=Summon Unseelie Prince&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3909&lt;br /&gt;
|description=The caster summons a Fay Prince from the Dreamwild. The fay are beings of the Dreamwild. They mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. In the frozen forests of the world the Fay reflect the cold and hostile nature of the Dreamwild. Unseelie Princes appear as immaculate knights with alabaster-pale skin and silver locks, wreathed in icy winds and illusions. They are mighty Fay beings serving their queens with their magic and unparalleled battle prowess.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=492&lt;br /&gt;
|name=Summon Valkyries&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 261&lt;br /&gt;
|description=The caster summons a group of Valkyries to aid him in battle. Valkyries are female Vanir and have the ability to fool humans with illusions. The Valkyries were granted the ability to fly in ancient times by a dead god who used them as messengers of death. The Valkyries still possess the power of flight. They come armed and ready for battle when summoned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1033&lt;br /&gt;
|name=Troll King&#039;s Court&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=65 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 519&lt;br /&gt;
|description=The caster contacts a Troll King and his retinue of Trolls. The Troll King is a powerful Earth mage and armed to the teeth. The Troll King is in no way less powerful than his kin.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=480&lt;br /&gt;
|name=Angelic Host&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value 3870&lt;br /&gt;
|description=The caster contacts an Arch Angel and asks for its aid. The Arch Angel is accompanied by a host of six angels and may appear in a distant province. The Arch Angel, armed with a flaming sword, is also a powerful Fire mage and priest.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1055&lt;br /&gt;
|name=Animal Horde&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Animals, value 403&lt;br /&gt;
|description=The caster summons a horde of animals and binds them to his service. Different animals answer the call in different terrains.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1056&lt;br /&gt;
|name=Awaken Ivy King&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 931&lt;br /&gt;
|description=The mage awakens an ancient Ivy King and persuades him to serve him. The Ivy King is an ancient and powerful Vine Ogre skilled in Nature magic. The Ivy Kings are served by Vine Men and they will arrive in greater numbers when called by an Ivy King.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=362&lt;br /&gt;
|name=Call Anzus&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3064&lt;br /&gt;
|description=The caster summons a pair of Anzu bird-monsters. The Anzus were conceived by the pure water and the wide earth in primordial times. They appear as huge lion-headed eagles that breathes fire and water.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=354&lt;br /&gt;
|name=Call Arel&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=39 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2058&lt;br /&gt;
|description=The caster calls down a manifestation of heavenly power from the Celestial Sphere. The Arelim appear as beautiful winged beings. They are the most gentle of all beings of the Celestial Sphere. They nurture nature and are protectors of the weak. They weep for the wounded and follow armies in lamentation of the wars brought by the gifts of the Watchers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=464&lt;br /&gt;
|name=Call Fravashi&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2563&lt;br /&gt;
|description=With the aid of arcane rituals the Seraphs can summon the divinities of old to lead the nation anew. Fravashis are the deified souls of ancient heroes. They are revered and worshiped as messengers of the God.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1060&lt;br /&gt;
|name=Conjure Phantasmal Knight&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3627&lt;br /&gt;
|description=The caster conjures a Phantasmal Knight to aid him in battle. A Phantasmal Knight is a being of the Dreamwild, made of memories, dreams and legends. Phantasms are not real, but can interact with creation if conjured with glamour magic. Phantasmal Knights are manifest dreams of heroic knights armed in shining armor. They are insubstantial and difficult to harm with physical weapons. Phantasms cannot hold on to reality for long and will disperse when the battle is over. When cast under water phantasmal triton knights will appear.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=335&lt;br /&gt;
|name=Contact Cloud Vila&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1941&lt;br /&gt;
|description=The caster travels to a remote mountain top to contact a Vila and persuade her to aid him. The Vila is a powerful female spirit of the wild. The Cloud Vila appears as a naked, winged woman with cloud-like hair. Her beauty is only marred by her hoofed feet and anyone rude enough to mention this fact will be struck down or cursed for the rest of his life. The Cloud Vila can fascinate and lure men into servitude with her spellsongs and otherworldly beauty. She has the power to give and take health, but is also a powerful mage of the Air who wields the lightning and rides the storms. The Cloud Vila is not as skilled in healing as the Mountain Vila.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=460&lt;br /&gt;
|name=Contact Couatl&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 525&lt;br /&gt;
|description=The mage contacts a Couatl and persuades it to aid him. The Couatl is a mythic serpent with feathery wings. They are considered to be sacred in most societies and are known to be powerful mages and priests.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=334&lt;br /&gt;
|name=Contact Mountain Vila&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1942&lt;br /&gt;
|description=The caster travels to a remote mountain to contact a Vila and persuade her to aid him. The Vila is a powerful female spirit of the wild. The Mountain Vila appears as a naked woman mounted on a stag. Her beauty is only marred by her hoofed feet and anyone rude enough to mention this fact will be struck down or cursed for the rest of his life. The Mountain Vila can fascinate and lure men into servitude with her spellsongs and otherworldly beauty. She has the power to give and take health and is a powerful mage of Nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=314&lt;br /&gt;
|name=Contact Yama-no-kami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=28 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2097&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=393&lt;br /&gt;
|name=Great Lamentation&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=33 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 255&lt;br /&gt;
|description=This spell summons a great number of Wailing Ladies. Wailing Ladies are sacred and their weeping for the annihilated Empire is unbearable to behold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1053&lt;br /&gt;
|name=Harvester of Sorrows&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 491&lt;br /&gt;
|description=A Harvester of Sorrows is summoned. The Harvester is a messenger of death and disease. It likes to stalk humans at night, feeding on their fears and pains. A province in which a Harvester of Sorrows has hidden itself will suffer an outbreak of disease and unrest. The Harvester will also stalk and spread disease among any military units in the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=481&lt;br /&gt;
|name=Heavenly Wrath&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1369&lt;br /&gt;
|description=This spell calls down an Angel of Fury from the heavens so he can aid the Pretender God in punishing all false Pretenders.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1059&lt;br /&gt;
|name=Living Castle&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 9&lt;br /&gt;
|description=The caster conjures a castle of living kelp and algae. The castle can only be created in a friendly sea. This spell cannot be cast above the waves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1047&lt;br /&gt;
|name=Living Clouds&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3725&lt;br /&gt;
|description=The caster releases the power of the winds and calls forth several mid-sized Air Elementals. A powerful mage can summon larger numbers of elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1051&lt;br /&gt;
|name=Living Earth&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3741&lt;br /&gt;
|description=The caster releases the powers of the Earth and calls forth several mid-sized Earth Elementals. A powerful mage can summon larger numbers of elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1046&lt;br /&gt;
|name=Living Fire&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3717&lt;br /&gt;
|description=The caster releases the powers of Fire and calls forth several mid-sized Fire Elementals. A powerful mage can summon larger numbers of elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1049&lt;br /&gt;
|name=Living Water&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3733&lt;br /&gt;
|description=The caster releases the powers of Water and calls forth several mid-sized Water Elementals. A powerful mage can summon larger numbers of elementals. Water Elementals summoned in cold climates will be composed of ice. Ice Elementals are stronger but slower than Water Elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1061&lt;br /&gt;
|name=Lore of Legends&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Set Effect Value (2) if lower, value 1086&lt;br /&gt;
|description=The caster taps into the legends of the dreamwild to unearth long forgotten lore. For one month the caster&#039;s magic skills become legendary and his skills in all magic paths are increased. After a month has passed the powers fade and the caster is once more bound by the restrictions of this world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=313&lt;br /&gt;
|name=Summon Araburu-kami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3270&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1048&lt;br /&gt;
|name=Summon Asp Turtle&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1234&lt;br /&gt;
|description=The Asp Turtle is probably the most powerful beast encountered outside the deep gorges in the ocean. The turtle is normally peaceful and lives in relatively shallow waters. With this spell, an Asp Turtle is summoned, bound and turned into a very deadly killing machine. Its huge size and heavy armor make it easy for the turtle to kill smaller beings by trampling them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=527&lt;br /&gt;
|name=Summon Balam&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 17&lt;br /&gt;
|description=The caster summons one of the four Balam. The Balam are powerful jaguar shaped spirits of fertility and servants of the Awakening Lord. There is one spirit for each cardinal direction. The Balam are able to change their shape at will. To the Zotz they often appear as Onaquis or Zotz sorcerers, but in battle they take their true form. The Balam are connected to the four cardinal directions and have corresponding powers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1057&lt;br /&gt;
|name=Summon Calydonian Boar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3684&lt;br /&gt;
|description=The caster summons a Calydonian Boar and binds it to his service. The Calydonian Boar is a horrible monster boar with burning eyes, spear-like bristles of iron and tusks like that of an elephant. Anyone unfortunate enough to come close to the dreadful beast is set ablaze by the scorching heat of its eyes. The boar breathes flames and its tusks crackles with lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1050&lt;br /&gt;
|name=Summon Catoblepas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1290&lt;br /&gt;
|description=The caster ventures into a deep and unwholesome swamp and summons a Catoblepas, a horrible beastly bull that breathes poison and whose gaze is death.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1052&lt;br /&gt;
|name=Summon Mound Fiend&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=28 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 439&lt;br /&gt;
|description=The necromancer summons and binds a Mound Fiend, an apparition able to reanimate the dead and curse humans with its hunger. The Mound Fiend is also a powerful Death mage in his own right.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=569&lt;br /&gt;
|name=Summon Siddha&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1337&lt;br /&gt;
|description=This spell summons a Siddha, a sacred being that has achieved physical as well as spiritual perfection. The Siddha is a powerful priest and mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=509&lt;br /&gt;
|name=Summon Tlaloque&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 13&lt;br /&gt;
|description=The mage-priest summons one of the four Tlaloque. The Tlaloque are powerful rain spirits and high servants of the Awakening Lord. The Tlaloque are the ones who carry and open the jugs of heavenly waters to let the rain fall upon the Terrestrial Sphere and they are always accompanied by rainfalls. There is one spirit for each cardinal direction. The Tlaloque of the East brings a rain of fertility and growth. The Tlaloque of the South brings warm summer rains. The Tlaloque of the West brings rains of fever and pestilence. The Tlaloque of the North brings rain storms and cold winds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1058&lt;br /&gt;
|name=Wild Hunt&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5 N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 75&lt;br /&gt;
|description=The caster unleashes the Wild Hunt upon the world. The Hunt is led by Herne the Lord of the Hunt, an ancient deity of the wild roaming the woodlands in search of those who have offended the wild and its inhabitants. When the Hunt has been called, powerful priests of enemy faiths will be hunted down for as long as the Lord is not slain. Apart from the main hunt led by Herne the Lord of the Hunt, there are also up to four lesser hunts that helps him hunt down less important enemy sacred commanders. Sneaking commanders might fool the lesser hunts, but Herne is extremely skilled and will find anyone eventually.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=535&lt;br /&gt;
|name=Wrath of the Ancestors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1363&lt;br /&gt;
|description=A host of wrathful ancestral spirits is summoned to decide the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=348&lt;br /&gt;
|name=Banquet for the Dead&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=55 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2039&lt;br /&gt;
|description=The Zamzummite holds a banquet for the deified dead. For three days the living and the shades of the dead share tables and meals. At the eastern end of the table is a throne for the living Adon and at the western end is an empty throne. Each night the ghostly shapes in the empty seats and throne become more solid. At the final night the Zamzummite sacrifices himself at the banquet and is devoured by the dead king who can manifest in the land of the living as a reawakened god. The Malik manifests with his host of Ditanim.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=465&lt;br /&gt;
|name=Call Amesha Spenta&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 12&lt;br /&gt;
|description=One of the six Amesha Spentas is summoned from the Stellar Sphere. The Amesha Spentas are divine beings and servants of the Lord of Wisdom. Each Spenta represents an aspect of their Lord. There are Spentas of animals, fire, sky and metals, earth, water and plants. All are powerful beings with magic corresponding to their nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=363&lt;br /&gt;
|name=Call Apkallu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2966&lt;br /&gt;
|description=The Mashmashu contacts the celestial sphere to call upon an Umu-apkallu. The Umu-apkallu are celestial sages blessed by the Wise Waters. They resemble four-winged enkidus of great beauty. They serve as messengers of the celestial sphere and are powerful mages of the stars, the sky and anything beneath it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=471&lt;br /&gt;
|name=Call Greater Daeva&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 16&lt;br /&gt;
|description=One of the Greater Daevas of the Daevic Heptad is summoned. These are six demonic beings of vast power who serve the Lord of Destruction. Each Daeva represents an aspect of their Lord. There are Daevas of Evil Intentions, Frozen Minds, Oppression, Discontent, Destruction and Aging. All are powerful destructive beings with magic corresponding to their nature. Their mere presence will cause turmoil, unrest and maladies where they dwell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=355&lt;br /&gt;
|name=Call Ophan&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=49 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2051&lt;br /&gt;
|description=The caster calls down a manifestation of heavenly power from the Celestial Sphere. The Ophanim, wheels, are angelic beings of unfathomable and otherworldly might. They appear as a brilliance covered by four wings, that when unfolded reveal a wheel intersecting another wheel of gleaming brass. The rim of the wheel is covered by eyes of sparkling chrysolite and the being is surrounded by a blaze like that of the sun. The Ophanim see all that passes under their many eyes and watch the affairs of men from the heavenly spheres.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1054&lt;br /&gt;
|name=Call Wraith Lord&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 181&lt;br /&gt;
|description=The caster summons a Wraith Lord from the Underworld to serve him. The Wraith Lord is the spirit of an ancient lord given physical form. Wraith Lords are immortal and will return from the land of the dead if defeated in battle. The Wraith Lord is a master of Death magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1072&lt;br /&gt;
|name=Call the Eater of the Dead&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4 D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Unit, value 994&lt;br /&gt;
|description=The Death mage uses ancient and unholy rituals to call forth the Eater of the Dead, a dreadful being once banished to the Void by the previous Pantokrator.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=455&lt;br /&gt;
|name=Contact Iron Angel&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5 S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1975&lt;br /&gt;
|description=The caster contacts an Iron Angel to teach the weak to be strong. The Angel is a divine being professing the might of skill and craftsmanship. It teaches men not to trust in sorcery or religion. Only faith in yourself and the weapon you wield will grant you true strength. The Iron Angel is not sacred and will readily hunt down and slay fanatical adherents of other faiths.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=336&lt;br /&gt;
|name=Contact Leshiy&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1949&lt;br /&gt;
|description=The caster enters a deep forest and contacts its spirit ruler and persuades it to aid him. The Leshiy is a guardian of forests. In the heart of its forest it takes the appearance of a huge man with grayish green skin, covered in lichen, grass and vines. A single horn grows from his forehead and his feet are hoofed. If he leaves his forest he will shrink and become smaller and smaller and lose much of his magical powers. While inside a forest, the Leshiy is able to shapeshift into a great bear covered in moss and lichen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=546&lt;br /&gt;
|name=Contact Marid&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3376&lt;br /&gt;
|description=The caster contacts a Marid and persuades it to abandon its rebellious ways and return to serve the awakening Lord. Marids are rebellious Jinnun of vast powers banished from the City of Brass by the Ifrit Sultans. Everywhere they went they caused strife and disorder so the Sultans hunted them until they fled into the ocean depths. They are powerful Jinn born from smokeless flame, but their maritime exile has granted them powers over water as well as the powers of fire, air and earth.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=318&lt;br /&gt;
|name=Contact Scorpion Man&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1649&lt;br /&gt;
|description=The Scorpion Man is the most frightening beast that wanders the desert. It is said that when a scorpion man looks at a mountain, the mountain shivers in fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=443&lt;br /&gt;
|name=Dance of the Morrigans&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5 A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 86&lt;br /&gt;
|description=The caster unleashes the Morrigans on the battlefield, coloring the skies red and wrathful. Wailing and dressed in terror, they arrive in earnest as the ground is soiled with blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=272&lt;br /&gt;
|name=Daughter of Typhon&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Unit, value 1822&lt;br /&gt;
|description=The mage enters the misty swamps of Pythia to find the entrance to the underworld hidden there. Once there the mage will lure and bind the guardian of the gate to his service. The guardian is a beast of might and malice unequaled. She is the daughter of Typhon, Enemy of Gods, and Echidna, Mother of Monsters and her name is Hydra. Like her lesser kin, she has nine heads. However, her central head is blessed by her father and is immortal. Should it be cut off a new body will regrow from the stump within weeks. Hydra is sacred.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1067&lt;br /&gt;
|name=Earth Attack&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon - Assassination, value 3741&lt;br /&gt;
|description=A huge Earth Elemental will appear in a province of the caster&#039;s choice. Here, it will travel under the ground and search for enemy commanders. When it finds one, it will rise out of the ground and strike it down. The Earth Elemental disappears when it has completed this task or if it can&#039;t find an enemy commander. The elemental can only find targets that are grounded, thus floating beings will never be attacked by the elemental.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1075&lt;br /&gt;
|name=Faerie Court&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 627&lt;br /&gt;
|description=The caster summons a Faery Queen and her court from the Dreamwild. Faery Queens are mighty fay beings that sometimes emerge in deep woodland realms where they form courts of fay beings mimicking their human counterparts. Calling themselves Queens they take the appearance of beautiful butterfly-winged females dressed in unimaginable splendour. Faery Queens are skilled mages of the Dreamwild and are adept at Glamour and Nature magic. They also have limited skills in air, water or earth magic. If cast in a frozen forest an unseelie queen and her court will answer the call instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1066&lt;br /&gt;
|name=Guardians of the Deep&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 52&lt;br /&gt;
|description=Sea monsters will help the local militia defend underwater provinces for as long as this spell is in effect. The defending monsters are dependent on the terrain and type of sea. The monsters require some small degree of leadership and guidance, so a small local defence is required for the enchantment to have any effect, but sometimes a group of monsters can emerge and attack enemy provinces under your dominion. The global enchantment will last until it is dispelled or the caster dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=625&lt;br /&gt;
|name=Hall of the Dead&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2509&lt;br /&gt;
|description=A Tomb Oracle or a powerful Ktonian Necromancer releases vast powers and opens a tomb hall to let unquiet spirits animate the entire tomb. A great number of Shard Wights are created.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1071&lt;br /&gt;
|name=King of Banefires&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 9&lt;br /&gt;
|description=The caster calls upon the supernatural forces of Fire itself and summons Anthrax, the King of Banefires. Anthrax was once one of the Kings of Elemental Fire and known as Catharsis. He has since fallen, earning himself a new name and title in the process. The King is a master of Fire and Death magic and is surrounded by a sickly green blaze of banefire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1068&lt;br /&gt;
|name=King of Elemental Earth&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 4&lt;br /&gt;
|description=The caster calls upon the supernatural forces of the Earth itself and summons one of the Kings of Elemental Earth. There were once three such beings, but since Pedoseion was tainted with blood sacrifices, there are but two Kings left. The Kings are masters of Earth magic in addition to being physically powerful.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1062&lt;br /&gt;
|name=King of Elemental Fire&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 8&lt;br /&gt;
|description=The caster calls upon the supernatural forces of Fire itself and summons one of the Kings of Elemental Fire. There were once three such beings, but since the fall of Catharsis, there are but two. The Kings are masters of Fire magic and are surrounded by blazing flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=394&lt;br /&gt;
|name=Lictorian Legion&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 259&lt;br /&gt;
|description=This spell summons an entire legion of Lictors. Lictors are sacred and were the peacekeepers of the Old Empire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1069&lt;br /&gt;
|name=Manifestation&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Manifestation, value 392&lt;br /&gt;
|description=With this spell, an Ashen Angel is summoned with the promise of an opportunity to kill a commander in this realm and to bring his soul back to the Lord of the Netherworld. The Ashen Angel will appear in a province of the mage&#039;s choice and search for a suitable commander. If no suitable commander is found, the Angel will return to the mage and kill him instead. A commander who is horror marked runs a greater risk of being chosen by the Angel.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1064&lt;br /&gt;
|name=Queen of Elemental Air&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 7&lt;br /&gt;
|description=The caster calls on the supernatural forces of the sky itself and summons one of the three Queens of Elemental Air. The Queens are masters of Air magic, can fly and are ethereal in nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1065&lt;br /&gt;
|name=Queen of Elemental Water&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 6&lt;br /&gt;
|description=The caster calls the supernatural forces of the sea itself and summons one of the three Queens of Elemental Water. The Queens are masters of Water magic and difficult to damage when they are underwater. Unless they are completely killed in one combat round, they will heal all their wounds at the end of each round. Only one of the three Queens is able to leave the sea.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=528&lt;br /&gt;
|name=Summon Chaac&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=75 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 18&lt;br /&gt;
|description=The caster summons one of the four Chaac, powerful warrior spirits of thunder and rain. They have strangely elongated noses and blueish skin. They guard the subjects of the Awakening God with their thunderous might. The Chaac are connected to the four cardinal directions and have corresponding powers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=599&lt;br /&gt;
|name=Summon Dai Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=45 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1316&lt;br /&gt;
|description=This spells summons a mighty demon king from the Netherworld. These Dai Oni are huge and command vast magical powers. They rule by fear and swift, arbitrary justice rather than skill and their lands are often torn by civil wars and uprisings. This matters little as Oni are almost immortal. The Dai Oni delight in warfare and are often found in the front ranks of their armies, butchering enemies. Dai Oni are violent and rather thick-headed. While magically powerful, they are not clever enough to be good researchers. Unscrupulous human sorcerers are given gold and magical power in return for their services. Oni don&#039;t need to eat. However, they have tremendous appetites and like to eat and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Their residual spirit form is a ghost and can be banished.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=570&lt;br /&gt;
|name=Summon Devata&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=45 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1336&lt;br /&gt;
|description=This spell summons a Devata, a lesser divinity of the Celestial Sphere. The Devata is a powerful warrior, priest and mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=491&lt;br /&gt;
|name=Summon Dwarf of the Four Directions&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4 E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=62 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value -21&lt;br /&gt;
|description=In every cardinal direction the Sky and the Earth meet, and in each of these places there is a dwarf of vast powers holding the Dome of the Sky in place. Should any of these dwarves be tricked to leave their task the world would start to collapse and storms would ravage the world. It is believed that wicked giants and Seithberenders would try to see the end of this world by removing these dwarves from their eternal task. The dwarves are immortal and should one be slain he would probably resume his task of holding the Sky in its proper place.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=545&lt;br /&gt;
|name=Summon Marid&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4 A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=66 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3374&lt;br /&gt;
|description=The Marids are rebellious Jinnun of vast powers. Banished from the City of Brass by the Ifrit Sultans they fled into the depths of the ocean. When mankind overtook the world and magic was lost, Ubar could no longer keep rebellious Marids at bay and they returned to the world. Marids are attracted to magic and can be lured and bound with powerful sorcery. They are powerful Jinn born from smokeless flame, but their maritime exile has granted them powers over water as well as the powers of fire, air and earth.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=366&lt;br /&gt;
|name=Summon Telkhine&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5 A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=69 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2874&lt;br /&gt;
|description=The caster releases one of the Telkhines from its Tartarian prison. Telkhines are sea-daimones of vast powers. They bring hailstorms and blizzards and cause great devastation. They are also great sages and unparalleled craftsmen. Their dabbling in stygian magic caused their final downfall and imprisonment. Telkhines are able to change their shape. In their demonic form their magic powers over storms and the sea are increased. In human shape their skills in forging are increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1063&lt;br /&gt;
|name=The Kindly Ones&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F6 N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 80&lt;br /&gt;
|description=The caster unleashes the Erinyes upon the world.  The Erinyes are three horrible spirits of vengeance that punish those who slay innocent women. In elder times, they upheld the ban against Blood magic, but they have since returned to the darkness whence they came.  They are sometimes called the Eumenides, the Kindly Ones, but their true names are Avenger of Murder, Grudging Anger and The Unrelenting One.  Sinners will hear the horrible baying of the sisters and madness will strike them unless they are found and most gruesomely slain by the sisters.  The first sister kills those who have killed, the second one hunts those who use blood magic and the third one hunts the enemies of he who summoned her and her sisters.  The Kindly Ones remain in the world until the enchantment is dispelled or the three of them are slain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1070&lt;br /&gt;
|name=Well of Misery&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=80 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 33&lt;br /&gt;
|description=This mighty ritual is a blessing to units across the world. Diseases, old age, suffering and pains are all drained of some of their essence. All malign energies are siphoned from the world and concentrated in the Well of Misery, effectively giving the caster a huge income of magical gems of Death. Each month a large amount of death gems are generated and the growth scale is increased in all provinces of the world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1074&lt;br /&gt;
|name=Wild Growth&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=Vines and roots sprout from the ground, grabbing all enemies within reach. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1081&lt;br /&gt;
|name=Awaken Tarrasque&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 925&lt;br /&gt;
|description=The caster awakens an ancient sleeping dragon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1077&lt;br /&gt;
|name=Call Abomination&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 521&lt;br /&gt;
|description=The caster summons an Abomination from the nether planes. The beast is huge and horrible to behold, capable of shredding the minds of weaker beings with its gaze.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1076&lt;br /&gt;
|name=Call Ancient Presence&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5 N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2251&lt;br /&gt;
|description=In the deepest parts of the most fearsome swamps there is something that devours everything that dares to enter. This is known as the ancient presence. It is very old and grows larger by incorporating the victims that it devours whole. No hero can stand against the ancient presence, it devours and incorporates anyone that gets close and only gets stronger by it. The ritual to call an ancient presence can only be performed in large swamp.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=356&lt;br /&gt;
|name=Call Merkavah&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S7 F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=222 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2052&lt;br /&gt;
|description=With a tremendous sacrifice of power the caster calls down the ultimate manifestation of heavenly power. A Merkavah, a heavenly chariot of vast and unbearable power forms in the skies. In a blaze of otherworldly splendor, four wheels covered by four wings move the Merkavah in four directions. Above the four wheels at the center of the solar glory is a living being with four faces, four wings, four colors and four lives. Above the living being is a sapphire dome of stellar might beyond which the unbearable might of the Celestial Thrones is visible. After the vision of the heavens subsides, the four wheels and the Tetramorph remain to command the faithful and destroy the servants of sin.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1082&lt;br /&gt;
|name=Enchanted Forests&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=90 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 24&lt;br /&gt;
|description=All forests will start to whisper the hymns to the pretender that controls this enchantment. This will spread dominion to the places where false pretenders were worshiped. When a forest has the right dominion it will start to attack instead of whispering hymns. Enemies in that province or neighboring provinces will be attacked by creatures of the awakening forest.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1078&lt;br /&gt;
|name=Ghost Riders&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Temporary units), value 189&lt;br /&gt;
|description=This spell summons 75 Longdead Horsemen led by a Wraith Lord of the Netherworld. The horsemen will wreak havoc upon a province of the caster&#039;s choice but are not otherwise under the control of their summoner.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=482&lt;br /&gt;
|name=Heavenly Choir&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S7 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=144 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1368&lt;br /&gt;
|description=This spell calls down a Seraph from the heavens so he can serve the Pretender God. The Seraph is accompanied by a choir of angels.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1079&lt;br /&gt;
|name=Legion of Wights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 533&lt;br /&gt;
|description=The necromancer summons a contingent of Wights from the Underworld to serve him. Wights are powerful undead warriors armed with Bane Blades and heavy armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=571&lt;br /&gt;
|name=Summon Devala&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=55 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1713&lt;br /&gt;
|description=The Devala is a personification of music and lesser god of the Celestial Sphere. The divine tunes of the Devalas once filled this world, but when the Devatas of Kailasa withdrew to the heavens, the Devalas followed and the world was made a duller place. The mere presence of a Devala will cause the divine music to once again permeate the world and increase the magic scale of a province. It is a powerful mage-priest and a formidable warrior. The Devala is sacred.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=572&lt;br /&gt;
|name=Summon Rudra&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=55 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1906&lt;br /&gt;
|description=The caster summons one of the Rudras from the Celestial Spheres. Rudras are raging demigods of destruction armed with enchanted weaponry, thunder and plague. They bring death by arms or sorcery to mortals and demons alike. Their bows strike the targets with plague and their swords are the bane of demons. The Rudras are sprung from hurricanes and are able to fly even during storms. Their sorcerous might is directed towards destruction and they never pause to study or forge items.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1080&lt;br /&gt;
|name=Tartarian Gate&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Tartarian Gate, value 10&lt;br /&gt;
|description=The caster opens a gate to Tartarus and releases a dead Titan or Monstrum imprisoned in that horrible place. The Titans were gods in ancient times, but were defeated and imprisoned in Tartarus aeons ago. The dead Titan once had tremendous powers, but the imprisonment in the realm of perpetual pain might have destroyed the mind of the ancient god.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=245&lt;br /&gt;
|name=Air Shield&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8&lt;br /&gt;
|description=The air shield solidifies the air above the caster to protect him or her from incoming missiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1458&lt;br /&gt;
|name=Carrion Fortress&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=45 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 10&lt;br /&gt;
|description=This ritual forms a fortress of brambles, roots and bones in a matter of weeks, sturdy enough to rival stone walls. Defenders can stand on the walls and fire missiles from the parapets. This ritual can only be cast in forests or shallow seas, where nature has plenty of material to build from.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=337&lt;br /&gt;
|name=Grow Fortress&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 10&lt;br /&gt;
|description=This ritual forces nature to form a complete fortress in a matter of weeks, sturdy enough to rival stone walls. Defenders can stand on the walls and fire missiles from the parapets. This ritual can only be cast in forests or shallow seas, where nature has plenty of material to build from.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=249&lt;br /&gt;
|name=Hand of Dust&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1005&lt;br /&gt;
|description=The caster&#039;s left hand becomes deadly, able to turn anything it touches to ashes. The spell is limited in power but ignores armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=250&lt;br /&gt;
|name=Poison Touch&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Poison (HP damage), value 5005&lt;br /&gt;
|description=By touching a target, the magician can poison him. A successful attack roll is required to hit the target, but armor offers no protection.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=248&lt;br /&gt;
|name=Twist Fate&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1&lt;br /&gt;
|description=The caster changes his future fate. Twist Fate negates the first successful strike against the one protected by this spell. Any type of caster, including those that are undead or inanimate can use this spell to alter its fate.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=769&lt;br /&gt;
|name=Blurred Body&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4398046511104&lt;br /&gt;
|description=The mage&#039;s body becomes blurred, transparent and difficult to strike in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=766&lt;br /&gt;
|name=Cat Eyes&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 35184372088832&lt;br /&gt;
|description=This spell grants the caster partial darkvision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=760&lt;br /&gt;
|name=Charge Body&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 16384&lt;br /&gt;
|description=When a charged body is struck in melee combat, a powerful jolt of electricity will strike the attacker. However the mage will also receive some shock damage from the discharge, but it will be much less severe. The damage caused by the electrical charge bypasses the protection of armor and is very deadly. Once hit, the mage&#039;s body will become discharged and, if the mage survives, will need to be recharged.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=759&lt;br /&gt;
|name=Distill Gold&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 250&lt;br /&gt;
|description=The alchemist distills gold from minerals. The process is time consuming and requires the alchemist to use fire gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=765&lt;br /&gt;
|name=Eagle Eyes&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4&lt;br /&gt;
|description=This spell grants the mage superior vision and accuracy for both spell casting and archery.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=762&lt;br /&gt;
|name=Earth Grip&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 16384&lt;br /&gt;
|description=The mage orders the earth to swallow a single target. If the target is affected, he will be unable to move unless he succeeds in breaking free.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=761&lt;br /&gt;
|name=Fists of Iron&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 15&lt;br /&gt;
|description=The caster enchants his hands, transforming them into pistons able to strike down even the largest of foes. The assault lasts only one round and the targeted unit must be in reach. The magician attacks the target multiple times with increased skill. The damage of the spell increases with the strength of the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=763&lt;br /&gt;
|name=Hand of Death&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 5030&lt;br /&gt;
|description=The left hand of the caster becomes deadly and destroys anything it touches. The power of the hand is strong enough to kill giants.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=768&lt;br /&gt;
|name=Personal Barkskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16&lt;br /&gt;
|description=The skin of the caster is transformed into a rough, bark-like hide. This makes the caster less vulnerable to weapons, but more vulnerable to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=767&lt;br /&gt;
|name=Personal Poison Resistance&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 288230376151711744&lt;br /&gt;
|description=This spell makes the caster quite resistant to poison. The spell does not neutralize poison already affecting the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=764&lt;br /&gt;
|name=Skeletal Body&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 274877906944&lt;br /&gt;
|description=The body of the caster dries up and becomes impossibly thin and skeletal. Piercing weapons hitting the caster will cause less damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=778&lt;br /&gt;
|name=Alchemical Transmutation&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 200&lt;br /&gt;
|description=The alchemist transmutes base metals into precious ones. The process is time consuming and requires the alchemist to use earth gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=780&lt;br /&gt;
|name=Armor of Achilles&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage Armor (no effect on magic items), value 10&lt;br /&gt;
|description=Almost totally destroys the target&#039;s armor and shield. Magical armor is likely to resist the effect of this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=785&lt;br /&gt;
|name=Blur&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4398046511104&lt;br /&gt;
|description=A few soldiers becomes blurred, transparent and difficult to strike in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=770&lt;br /&gt;
|name=Burn&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 512&lt;br /&gt;
|description=The targeted enemy is set ablaze. The spell ignores enemy armor, but it is not always strong enough to kill the victim. Also, rain or snow will put the flames out very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=783&lt;br /&gt;
|name=Enlarge&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2147483648&lt;br /&gt;
|description=A few soldiers are magically enlarged for the duration of the battle. Enlarged soldiers get increased size, hit points and strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=781&lt;br /&gt;
|name=Gift of Cheated Fate&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1&lt;br /&gt;
|description=The caster changes the future fates of a few soldiers. Cheat Fate negates the first successful strike against the one protected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=775&lt;br /&gt;
|name=Gooey Water&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 134217728&lt;br /&gt;
|description=The caster turns a patch of water into sticky slime. Units stuck in the slime will move and attack more slowly and have trouble defending themselves. The slime effect will wear off more quickly on targets with high magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=774&lt;br /&gt;
|name=Ice Shield&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 549755813888&lt;br /&gt;
|description=The mage transforms the water around him into a shield of ice that protects him from harm. The shield will randomly block about half of the attacks against his person.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=784&lt;br /&gt;
|name=Mirror Image&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 2000&lt;br /&gt;
|description=This spell creates illusionary images of the caster. A skilled Glamour mage will get more images than a less skilled one. The images will surround the mage and make it harder for enemies to figure out which one to strike.  A strike will have an equal chance of hitting each image and the mage. If an image is hit it will disappear and further attacks are more likely to hit the caster. Unlike some other glamour effects, mirror images are not negated by true sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=776&lt;br /&gt;
|name=Personal Mistform&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 65536&lt;br /&gt;
|description=The mage&#039;s body becomes mist. Striking the mist that makes up the mage&#039;s body causes the mage very little damage. The mistform will end if the mage gets hit exceptionally hard or by a magical weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=779&lt;br /&gt;
|name=Personal Stoneskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 65536&lt;br /&gt;
|description=The skin of the caster is transformed into a rough, stone-like hide. As a side effect the caster will take additional damage from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=773&lt;br /&gt;
|name=Quicken Self&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 262144&lt;br /&gt;
|description=Quickness increases the speed of the caster and enhances his ability to dodge and evade incoming attacks. The quickened one can perform regular combat actions twice every turn, but still cannot cast more than one spell per combat round.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=771&lt;br /&gt;
|name=Resist Cold&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell makes the caster resistant to cold. It also negates the chill effect caused by some undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=772&lt;br /&gt;
|name=Resist Fire&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell makes the caster&#039;s body resistant to fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=777&lt;br /&gt;
|name=Resist Lightning&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell makes the caster highly resistant to thunder and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=782&lt;br /&gt;
|name=Weakness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Weaken, value 3&lt;br /&gt;
|description=The mage damages the life force of the target making it permanently weaker.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=799&lt;br /&gt;
|name=Animate Tree&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=value 361&lt;br /&gt;
|description=This spell will cause a small tree or a couple of large bushes to come alive, uproot themselves and start to fight for the nature mage that awakened them. Bushes are usually slow and not very well suited for fighting, but they are surprisingly strong and they may easily kill a human should they get hold of one.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=798&lt;br /&gt;
|name=Barkskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16&lt;br /&gt;
|description=The skin of a few soldiers are transformed into a rough, bark-like hide. This makes them less vulnerable to weapons, but more vulnerable to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=796&lt;br /&gt;
|name=Body Ethereal&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 134217728&lt;br /&gt;
|description=The target&#039;s body becomes hazy and transparent. The target can pass through obstacles and non-magical weapons usually just pass through his body without harming it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=791&lt;br /&gt;
|name=Cold Resistance&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell makes a few units resistant to cold. It also reduces the chill effect caused by some undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=802&lt;br /&gt;
|name=Displace Body&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8796093022208&lt;br /&gt;
|description=The mage&#039;s image appears beside his actual location and is very difficult to hit in melee. The first attack against the displaced unit will almost always miss as the enemy will swing straight at the false image.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=795&lt;br /&gt;
|name=Earth Meld&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=60 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Cause Affliction, value 16384&lt;br /&gt;
|description=The targeted soldiers start to sink into the ground. Affected troops must struggle to free themselves from the ground. During the struggle, they are unable to move or attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=786&lt;br /&gt;
|name=Fire Resistance&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell makes a few units&#039; bodies resistant to fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=792&lt;br /&gt;
|name=Freeze&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 268435456&lt;br /&gt;
|description=The caster freezes his enemies. Frozen units are slowed and suffer from fatigue each turn. The spell only lowers the temperature of the soldiers themselves. There is no lingering cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=261&lt;br /&gt;
|name=From Death Comes Life&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 94&lt;br /&gt;
|description=The Panageis uses sacred carcasses from a Megara Chasm to complete the cycle of death and rebirth and procure fertility in the province. The growth scale of the province is increased by two. The ritual lasts longer if more gems are used.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=797&lt;br /&gt;
|name=Gift of Cat Eyes&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 35184372088832&lt;br /&gt;
|description=This spell grants a few soldiers partial darkvision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=803&lt;br /&gt;
|name=Group Blur&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4398046511104&lt;br /&gt;
|description=Several soldiers becomes blurred, transparent and difficult to strike in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=787&lt;br /&gt;
|name=Immolation&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=7&lt;br /&gt;
|effect=Damage, value 1010&lt;br /&gt;
|description=The caster bursts into white-hot flames, badly burning everyone within range. Armor offers little protection against the flames. The spell will consume the caster if he is unprotected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=788&lt;br /&gt;
|name=Inner Sun&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 67108864&lt;br /&gt;
|description=This spell provides the mage with a way to retaliate when attacked by undead warriors. When the mage is slain, a shower of light will shoot forth from the body and burn all undead beings in the vicinity. The Inner Sun spell is a ritual and will last until the mage is killed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=793&lt;br /&gt;
|name=Lightning Resistance&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell makes units resistant to the damage and stun effects caused by lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=790&lt;br /&gt;
|name=Mist&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 71&lt;br /&gt;
|description=The caster creates a dense magical mist across the battlefield that makes it difficult to see far and prevents any cloud effects from dissipating properly. The mist will limit the precision of all spells and missiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=801&lt;br /&gt;
|name=Mossbody&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8&lt;br /&gt;
|description=The caster covers the body of a small number of troops in a moist magical moss. The moss has a large chance of providing an extra layer of protection against any attack as well as giving a certain protection against fire. If the moss is struck it has a chance of bursting in a cloud of poison and after that the protective effect will be over. The harder the hit the greater the chance of the moss bursting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=794&lt;br /&gt;
|name=Personal Ironskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268435456&lt;br /&gt;
|description=The skin of the caster is transformed into a hard, metallic hide. As a side effect the caster will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=789&lt;br /&gt;
|name=Protective Winds&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8&lt;br /&gt;
|description=Powerful winds will protect a group of friendly units from enemy projectiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=800&lt;br /&gt;
|name=Torpor&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=35&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Fatigue, value 5010&lt;br /&gt;
|description=This spell targets the metabolism and bodily functions of a few units. The targets become unnaturally tired.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=487&lt;br /&gt;
|name=Amalgamation of Air and Flesh&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3865&lt;br /&gt;
|description=The alchemists of Marignon have, with the possible aid of infernal tutors, devised means to fuse human bodies with elemental essence creating living amalgams of flesh and air. The amalgam retains his mind and soul so early experiments with prisoners have been discarded and now only able and willing soldiers are used in the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=489&lt;br /&gt;
|name=Amalgamation of Earth and Flesh&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3867&lt;br /&gt;
|description=The alchemists of Marignon have, with the possible aid of infernal tutors, devised means to fuse human bodies with elemental essence creating living amalgams of flesh and earth. The amalgam retains his mind and soul so early experiments with prisoners have been discarded and now only able and willing soldiers are used in the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=486&lt;br /&gt;
|name=Amalgamation of Fire and Flesh&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3864&lt;br /&gt;
|description=The alchemists of Marignon have, with the possible aid of infernal tutors, devised means to fuse human bodies with elemental essence creating living amalgams of flesh and fire. The amalgam retains his mind and soul so early experiments with prisoners have been discarded and now only able and willing soldiers are used in the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=488&lt;br /&gt;
|name=Amalgamation of Water and Flesh&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3866&lt;br /&gt;
|description=The alchemists of Marignon have, with the possible aid of infernal tutors, devised means to fuse human bodies with elemental essence creating living amalgams of flesh and water. The amalgam retains his mind and soul so early experiments with prisoners have been discarded and now only able and willing soldiers are used in the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=817&lt;br /&gt;
|name=Arouse Hunger&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value -4&lt;br /&gt;
|description=The necromancer curses about forty beings in a far away province with undeath, more for skillful death mages. The victims will become ghouls that serve the necromancer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=816&lt;br /&gt;
|name=Blight&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 9&lt;br /&gt;
|description=The caster unleashes a blight upon a distant province. Five percent of the population will die, unrest increases and one hundred and twenty pounds of gold must be used to feed the starving.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=804&lt;br /&gt;
|name=Combustion&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 512&lt;br /&gt;
|description=A few enemies are set ablaze. The spell ignores enemy armor, but it is not always strong enough to kill the victim. Also, rain or snow will put the flames out very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=815&lt;br /&gt;
|name=Curse of Stones&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 32&lt;br /&gt;
|description=The caster curses the enemy army with the weight of earth and stones. Affected enemy units are severely burdened and moving will be slow and exhausting. Attack speed will not be affected, but fighting will be extra exhausting and can prove disastrous even for lightly armed soldiers. The curse will last until the battle is over.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=814&lt;br /&gt;
|name=Destruction&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=6&lt;br /&gt;
|effect=Damage Armor (no effect on magic items), value 5&lt;br /&gt;
|description=The armor of several soldiers is destroyed and falls to the ground in useless heaps. Magical armor is much less likely to be affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=818&lt;br /&gt;
|name=Elemental Fortitude&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 7168&lt;br /&gt;
|description=Increases resistance to fire, cold and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=809&lt;br /&gt;
|name=Encase in Ice&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Add To Effect Value (10), value 299&lt;br /&gt;
|description=The caster transforms the water surrounding some enemies into ice. The encased targets are protected from strikes, but must break free to be able to move or defend themselves. While encased they will become chilled and numbed and suffer fatigue.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=819&lt;br /&gt;
|name=Group Barkskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16&lt;br /&gt;
|description=The skin of several soldiers are transformed into a rough, bark-like hide. This makes them less vulnerable to weapons, but more vulnerable to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=805&lt;br /&gt;
|name=Lacerating Winds&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Damage, value 1003&lt;br /&gt;
|description=The caster makes the very winds themselves attack his enemies by hardening and sharpening the air itself. The winds will slash and bruise unprotected enemies in a large area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=806&lt;br /&gt;
|name=Liquid Body&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2680059592704&lt;br /&gt;
|description=The caster transforms himself into a semi-liquid being. He becomes very difficult to harm by physical means and wounds will rarely become permanent afflictions. As a by-effect the caster will lose some strength and movement speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=811&lt;br /&gt;
|name=Mistform&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 65536&lt;br /&gt;
|description=The bodies of a few soldiers becomes mist. Striking the mist that makes up the mage&#039;s body causes the mage very little damage. The mistform will end if the mage gets hit exceptionally hard or by a magical weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=807&lt;br /&gt;
|name=Quickness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 262144&lt;br /&gt;
|description=Quickness increases the speed of a small number of units and enhances their ability to dodge and evade incoming attacks. The quickened ones can act twice every turn, but quickened spell casters still cannot cast more than one spell per combat round.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=822&lt;br /&gt;
|name=Shrink&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=16+2/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 4294967296&lt;br /&gt;
|description=A few soldiers are shrunk for the rest of their lives. Shrunk beings have reduced size, strength and hit points. As a side effect defence is increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=808&lt;br /&gt;
|name=Slow&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 68719476736&lt;br /&gt;
|description=This spell will slow down a small group of enemies. The slowed units will require twice as long time to move, attack or cast spells. The effect will last for the entire battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=812&lt;br /&gt;
|name=Stoneskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 65536&lt;br /&gt;
|description=The skin of a few soldiers are transformed into a rough, stone-like hide. As a side effect the targets will take additional damage from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=821&lt;br /&gt;
|name=Stygian Skin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 17179869184&lt;br /&gt;
|description=The caster drenches his skin in stygian water, making him almost impervious to physical damage. Only living beings are affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=820&lt;br /&gt;
|name=Swarm&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -9&lt;br /&gt;
|description=The caster summons and transforms several insects, bugs and reptiles. The enlarged bugs aren&#039;t very dangerous, but will surely disturb those they attack. If cast under water shrimps and small fish will appear instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=813&lt;br /&gt;
|name=Temper Flesh&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 481036338176&lt;br /&gt;
|description=The flesh of the caster is tempered with earth magic and made highly resistant to physical damage as well as fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=824&lt;br /&gt;
|name=Twilight&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 115&lt;br /&gt;
|description=The caster shrouds the battlefield in twilight. Vision is slightly hampered and it is difficult to discern details. That which is small seems large and that which is close seems far away. Appearances are deceiving and it is difficult to separate dreams from reality. All glamour mages have their glamour skills empowered as long as the twilight remains. The twilight cannot be cast in darkness, and it is dispelled by battlefield lights as well as darkness.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=810&lt;br /&gt;
|name=Wolven Winter&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 3&lt;br /&gt;
|description=The caster curses a distant province with a dramatic fall in temperature. The mage can target any province of his choice and those affected will not know who has cast this spell upon them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=829&lt;br /&gt;
|name=Arrow Ward&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8&lt;br /&gt;
|description=The air itself will protect a large number of friendly units from enemy projectiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=840&lt;br /&gt;
|name=Baleful Star&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 5&lt;br /&gt;
|description=The caster invokes the great Maleficent and forces the evil star to take a conjunctive position in the heavens above one province, causing unfortunate events and evil deeds to occur. Anyone exposed to the evil star risks getting cursed for the rest of his life.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=844&lt;br /&gt;
|name=Blood Poisoning&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Poison (HP damage), value 2011&lt;br /&gt;
|description=The blood of the target is turned into poison. Even poison resistant beings are likely to suffer and die from their own blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=834&lt;br /&gt;
|name=Bone Melter&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=When affected by this spell, the targets will melt, dissolving instantly, resulting in a quick and certain death. Ethereal units are nearly immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=845&lt;br /&gt;
|name=Cat-eyed Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 35184372088832&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=826&lt;br /&gt;
|name=Cold Resistant Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell makes several units resistant to cold. It also reduces the chill effect caused by some undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=843&lt;br /&gt;
|name=Drain Life&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Drain Life, value 1010&lt;br /&gt;
|description=The caster drains life force from the target, adding it to his own health and endurance.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=841&lt;br /&gt;
|name=Enfeeble&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=25&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Weaken, value 2&lt;br /&gt;
|description=The mage damages the life force of the targets making them permanently weaker.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=833&lt;br /&gt;
|name=Fire Resistant Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell makes units&#039; bodies resistant to fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=338&lt;br /&gt;
|name=Fort of the Ancients&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 10&lt;br /&gt;
|description=In ancient times, Pangaea made its forts not from mud and mortar but bramble and birch. This ritual forces nature to form a complete fortress in a matter of weeks, sturdy enough to rival stone walls. The ritual can only be cast in forests or shallow seas, where an appropriate amount of vegetation can be found.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=831&lt;br /&gt;
|name=Gift of Formlessness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2680059592704&lt;br /&gt;
|description=The caster transforms a handful of soldiers into semi-liquid beings. The transformed soldiers become very difficult to harm by physical means and wounds will rarely become permanent afflictions. As a by-effect the affected soldiers will lose some strength and movement speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=835&lt;br /&gt;
|name=Group Stoneskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 65536&lt;br /&gt;
|description=The skin of a group of soldiers are transformed into a rough, stone-like hide. As a side effect the targets will take additional damage from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=827&lt;br /&gt;
|name=Incinerate&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 2012&lt;br /&gt;
|description=A single target is consumed by flames from the inside. Armor does not protect against this spell. It can target victims over long distances and it is one of the very few Fire spells that can be used underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=289&lt;br /&gt;
|name=Internal Alchemy&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Internal Alchemy, value 15&lt;br /&gt;
|description=The mystics and hermits of T&#039;ien Ch&#039;i have always been obsessed with longevity. Internal Alchemy is a method to transmute the inner self instead of external substances. Meditation, severe asceticism and breathing techniques are used to access the inner cinnabar fields in an attempt to alter them. Often the alchemist feeds on cinnabar, transmuted quicksilver, the most highly regarded alchemical substance, during the process. The transformative nature of the cinnabar might also transmute the mind of the hermit.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=842&lt;br /&gt;
|name=Invulnerability&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 2&lt;br /&gt;
|description=The flesh of the caster is made almost invulnerable from normal weapons. Only magic weapons or strikes from mighty giants will be able to harm the invulnerable one.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=626&lt;br /&gt;
|name=Iron Marionettes&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=30&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=This spell is primarily used to boost the power of the Agarthan Iron Corpses, but the spell works on other undead units as well. Any undead affected by this spell will move with great speed and fight with relentless fervor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=838&lt;br /&gt;
|name=Ironskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268435456&lt;br /&gt;
|description=The skins of a few soldiers are transformed into a hard, metallic hide. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=836&lt;br /&gt;
|name=Lightning Resistant Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell makes several units resistant to the damage and stun effects caused by lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=837&lt;br /&gt;
|name=Maws of the Earth&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=4+1/lvl&lt;br /&gt;
|effect=Damage, value 1012&lt;br /&gt;
|description=The earth cringes and heaves and a great maw with teeth of rock opens and swallows those unfortunate to be standing in the area. Those who survive will be partially buried in the ground and immobilized.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=846&lt;br /&gt;
|name=Mother Oak&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 46&lt;br /&gt;
|description=The oldest and mightiest of all oaks in the realm is enchanted to become the greatest oak there ever was. The Mother Oak produces magical acorns that can be harvested and made into Nature gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=847&lt;br /&gt;
|name=Nightfall&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 97&lt;br /&gt;
|description=The caster shrouds the battlefield in darkness. The spell can only be cast if the spell Twilight is already active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=848&lt;br /&gt;
|name=Shadow Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=20&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4398046511104&lt;br /&gt;
|description=A large group of soldiers becomes blurred, transparent and difficult to strike in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=839&lt;br /&gt;
|name=Shatter&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Shatter, value 5020&lt;br /&gt;
|description=This spell shatters metal and stone, wood and bone. Constructs and other inanimate beings targeted by the spell will take tremendous damage, but it has no effect against living beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=828&lt;br /&gt;
|name=Solar Eclipse&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 97&lt;br /&gt;
|description=The spell will blot out the sun, but only for a little while and in a limited area. It is enough to make a battlefield as dark as the night and will impair all units without darkvision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=830&lt;br /&gt;
|name=Storm&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 1&lt;br /&gt;
|description=The caster controls the weather and conjures a mighty storm on the battlefield. In cold provinces the storm will turn into a blizzard. The storm makes all cloud effect dissipate much faster, it also makes flying impossible and shooting very difficult. A rain storm will also make it more difficult to use Fire magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=825&lt;br /&gt;
|name=Transmute Fire&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 350&lt;br /&gt;
|description=The alchemist transmutes fire gems into gold. Every gem spent gives the alchemist several pounds of gold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=832&lt;br /&gt;
|name=Winter&#039;s Chill&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 268435456&lt;br /&gt;
|description=The caster freezes several enemy soldiers. Frozen units are slowed and suffer from fatigue each turn. The spell only lowers the temperature of the soldiers themselves. There is no lingering cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=849&lt;br /&gt;
|name=Blindness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 4096&lt;br /&gt;
|description=A very bright light flashes in the target&#039;s eyes. The target will be permanently blinded unless the spell is resisted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=852&lt;br /&gt;
|name=Blizzard&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4 W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 81&lt;br /&gt;
|description=The caster conjures an unexpected blizzard. The blizzard spell can only be cast in regions of neutral or slight heat. When cast the temperature drops suddenly and a snowstorm covers the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=851&lt;br /&gt;
|name=Boil&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1006&lt;br /&gt;
|description=This spell heats up a large underwater area to the point of boiling. This spell can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=861&lt;br /&gt;
|name=Control&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster alters the magical bonds of a magical being, making it serve him instead of its creator.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=902&lt;br /&gt;
|name=Crumble&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Crumble, value -50150&lt;br /&gt;
|description=The caster unleashes great power upon a besieged castle. The walls of the castle will fall apart and debris will crash down upon the unwary defenders.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=864&lt;br /&gt;
|name=Darkness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 77&lt;br /&gt;
|description=The battlefield is covered in a blanket of darkness that even renders torches useless. Most ordinary beings will stumble and have great difficulty fighting or shooting in the darkness. The darkness ends if the caster dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=823&lt;br /&gt;
|name=Eagle-eyed Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=856&lt;br /&gt;
|name=Earth Gem Alchemy&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 300&lt;br /&gt;
|description=The alchemist transmutes earth gems into precious metals. Every gem spent gives the alchemist several pounds of gold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=293&lt;br /&gt;
|name=End of Weakness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 17179869184&lt;br /&gt;
|description=All Oni on the battlefield are enchanted with the strength of the Underworld and their skin becomes almost impervious to non magical weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=853&lt;br /&gt;
|name=Frozen Heart&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 2008&lt;br /&gt;
|description=The victim&#039;s heart is instantly frozen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=867&lt;br /&gt;
|name=Giant Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2147483648&lt;br /&gt;
|description=A large group of soldiers are magically enlarged for the duration of the battle. Enlarged soldiers get increased size, hit points and strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=869&lt;br /&gt;
|name=Gift of Displacement&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8796093022208&lt;br /&gt;
|description=The target&#039;s images appear beside their actual location and are very difficult to hit in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=855&lt;br /&gt;
|name=Group Ironskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=60 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268435456&lt;br /&gt;
|description=The skins of a group of soldiers are transformed into a hard, metallic hide. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=850&lt;br /&gt;
|name=Hellscape&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 16&lt;br /&gt;
|description=The caster calls on the fires of Rhuax to curse a distant province with blistering heat. Smoke and wildfires will erupt as the very ground will burn with unnatural heat. The Hellscape will appear as an unnatural event, but those affected will not know who has cast the curse upon them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=870&lt;br /&gt;
|name=Invisibility&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1073741824&lt;br /&gt;
|description=The caster becomes invisible and will be almost impossible to hit in melee. The invisibility ends if the caster is wounded.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=857&lt;br /&gt;
|name=Iron Bane&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 2199023255552&lt;br /&gt;
|description=The armor of all soldiers on the battlefield will rust and become weakened. Weakened armor can be destroyed by a hard blow from a weapon. Magical armor is not affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=859&lt;br /&gt;
|name=Iron Pigs&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 924&lt;br /&gt;
|description=The caster transforms seven ordinary boars into beings of flesh and steel. People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies. Pigs, on the other hand, are not bothered, or at least they don&#039;t complain. Pigs are also preferred to dogs, as they have the size and strength to trample human-sized opponents. The transformation does not make the pigs braver.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=854&lt;br /&gt;
|name=Manifest Vitriol&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1983&lt;br /&gt;
|description=The alchemist conjures a manifestation of the alchemical principle of vitriol. It appears as a large, green, ethereal lion, whose breath will destroy all metals but gold. It is a magical, mindless being that must be commanded by a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=872&lt;br /&gt;
|name=Mirage&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 139&lt;br /&gt;
|description=The mage creates an illusory castle in a distant province to fool neighboring nations. Only upon besieging the castle will the truth be revealed to an advancing army. The enchantment lasts longer the more gems the caster invests.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=858&lt;br /&gt;
|name=Petrify&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Petrify, value 999&lt;br /&gt;
|description=The caster transforms some targets into stone. The target might end up dead when the petrification ends.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=860&lt;br /&gt;
|name=Rewrite Fate&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1&lt;br /&gt;
|description=The caster alters the fate of a large group of soldiers. Rewrite Fate negates the first successful strike against the ones protected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=862&lt;br /&gt;
|name=Skeletal Legion&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 274877906944&lt;br /&gt;
|description=The caster transforms an entire army into skeletal beings, making them highly resistant to piercing attacks. The transformation can be harmful and the transformed soldiers might get diseased by the spell. High magic resistance will protect the affected soldiers from the disease. The caster is exempt from the effects of the spell&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=863&lt;br /&gt;
|name=Soul Vortex&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 2048&lt;br /&gt;
|description=Anyone close to the necromancer will have his life force drained from him. The life force will be used by the necromancer to restore his own health and endurance. The necromancer and his mount if any are not drained by the soul vortex.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=866&lt;br /&gt;
|name=Transformation&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Transformation, value 1&lt;br /&gt;
|description=The caster is transformed into a random monster or animal. Some monsters, such as fire drakes, are closely attuned to an element or other magical path. If the caster successfully transforms into such a being he might gain magic power. Also the caster&#039;s new body is young and healthy. The transformation is not without risk, however, as the caster&#039;s mind and body may be damaged in the process. Sometimes a failed transformation can result in the form of a mindless being and usually mind and magic abilities are lost as a result. But sometimes a being with powerful magic can retain his magic ability as the magic is too strong to let the absence of a mind stop it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=868&lt;br /&gt;
|name=Venomous Death&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Poison (HP damage), value 3019&lt;br /&gt;
|description=The caster emulates the horrible bite of the Asp, the most deadly of snakes. The target is poisoned and his flesh will shrivel and his blood dry up.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=865&lt;br /&gt;
|name=Wooden Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16&lt;br /&gt;
|description=This spell gives Barkskin to a large group of soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=890&lt;br /&gt;
|name=Army of Shades&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4398046511104&lt;br /&gt;
|description=The entire army becomes blurred, transparent and difficult to strike in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=874&lt;br /&gt;
|name=Arrow Fend&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8&lt;br /&gt;
|description=The air itself will protect all friendly units from enemy projectiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=886&lt;br /&gt;
|name=Bone Grinding&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D7&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Damage, value 3&lt;br /&gt;
|description=With a horrible grinding noise, all units on the battlefield fall to the ground as their bones crack and break. Strong victims might get away with a broken bone, more unfortunate ones will become crippled for life. Ethereal beings are rarely hurt by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=877&lt;br /&gt;
|name=Crawl&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 68719476736&lt;br /&gt;
|description=This spell will slow down a large group of enemies. The slowed units will require twice as long time to move, attack or cast spells. The effect will last for the entire battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=888&lt;br /&gt;
|name=Creeping Doom&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -9&lt;br /&gt;
|description=This spell enlarges a huge number of insects to enormous proportions. The insects will aid the caster by attacking or at least disturb his enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=887&lt;br /&gt;
|name=Curse of the Frog Prince&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Polymorph, value 2222&lt;br /&gt;
|description=The victim is cursed with the form of a frog for the rest of his life.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=883&lt;br /&gt;
|name=Doom&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 2&lt;br /&gt;
|description=This spell curses all enemy units on the battlefield. Cursed units have bad luck in combat. A curse can never be removed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=885&lt;br /&gt;
|name=Enchanted Walls&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 142&lt;br /&gt;
|description=By enchanting the walls of a castle they will become slightly more difficult to breach, but more importantly ethereal beings will not be able to pass through the walls. The enchantment lasts for at least 6 months, longer if extra pearls are used for the ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=875&lt;br /&gt;
|name=Fog Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 65536&lt;br /&gt;
|description=The bodies of a large group of friendly troops become misty and almost impossible to damage. A unit&#039;s mistform will end if it is hit by an exceptionally hard blow or by a magic weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=879&lt;br /&gt;
|name=Ice Walls&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 129&lt;br /&gt;
|description=The caster strengthens the walls of a castle by covering them in ice, making the walls very difficult to breach. The ice walls get thicker the colder the province is and will disappear if the province should become non-cold. The alteration lasts as long as the caster remains alive, the province is cold and the fort is not conquered. The enchantment will not help an already breached wall.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=891&lt;br /&gt;
|name=Immaculate Fort&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 130&lt;br /&gt;
|description=With the help of glamour a fortification and everything in it is made perfect, at least that is how it seems. The air is cleaner, the food tastes better, the streets are always clean and all the buildings are in better shape than when they were just built. The fortification also looks perfectly fine, no matter how much damage it sustains. This makes it very difficult to figure out how to breach the walls, but when they are finally breached the opening will be seen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=882&lt;br /&gt;
|name=Iron Walls&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 113&lt;br /&gt;
|description=The caster transforms the stone walls of a castle into iron walls, making it almost impregnable. The alteration lasts for at least 6 months, longer if additional gems are used in the ritual, but will end prematurely if the caster should be killed. The enchantment will not help an already breached wall.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=881&lt;br /&gt;
|name=Marble Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 65536&lt;br /&gt;
|description=The caster transforms the skin of a large group of soldiers into a hard marble-like hide. The warriors become marble white and difficult to damage. As a side effect the targets will take additional damage from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=889&lt;br /&gt;
|name=Oaken Army&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16&lt;br /&gt;
|description=This spell gives Barkskin to all friendly units on the entire battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=873&lt;br /&gt;
|name=Phoenix Pyre&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 134217728&lt;br /&gt;
|description=This spell gives the mage limited immortality. When the mage is slain, he will explode in a cloud of fire and reappear somewhere else on the battlefield. The spell lasts for the entire battle, no matter how many times the mage is killed. However, being killed is exhausting and the spell will not work while the mage is unconscious.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=876&lt;br /&gt;
|name=Prison of Sedna&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Add To Effect Value (10), value 299&lt;br /&gt;
|description=The caster transforms the water surrounding the enemies into ice. The encased targets are protected from strikes, but must break free to be able to move or defend themselves. While encased they will become chilled and numbed and suffer fatigue.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=880&lt;br /&gt;
|name=Sea of Ice&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=80 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 28&lt;br /&gt;
|description=All lakes, seas and rivers in the world are frozen by this powerful enchantment. This makes travel between land and sea impossible, except by magical means such as teleportation. The frozen seas also stop Vanheim and other seafaring nations from sailing.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=878&lt;br /&gt;
|name=Wave Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2680059592704&lt;br /&gt;
|description=The caster transforms a large group of soldiers into semi-liquid beings. The transformed soldiers become very difficult to harm by physical means and wounds will rarely become permanent afflictions. As a by-effect the affected soldiers will lose some strength and movement speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=884&lt;br /&gt;
|name=Will of the Fates&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1&lt;br /&gt;
|description=The caster alters the fate of an entire battle. Will of the Fates negates the first successful strike against the ones protected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=894&lt;br /&gt;
|name=All-consuming Pyre&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=40&lt;br /&gt;
|effect=Damage, value 2010&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=904&lt;br /&gt;
|name=Arcane Domination&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S7&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster alters the magical bonds of all magical beings on the battlefield, making them serve him instead of their creators.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=907&lt;br /&gt;
|name=Army of Giants&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2147483648&lt;br /&gt;
|description=An entire army is magically enlarged for the duration of the battle. Enlarged soldiers get increased size, hit points and strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=895&lt;br /&gt;
|name=Army of Mist&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 65536&lt;br /&gt;
|description=The entire army becomes misty and almost impossible to damage. A unit&#039;s mistform will end if it is hit by an exceptionally hard blow or by a magic weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=892&lt;br /&gt;
|name=Conflagration&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Cause Affliction, value 512&lt;br /&gt;
|description=Many enemies are set ablaze. The spell ignores enemy armor, but it is not always strong enough to kill the victims. Also, rain or snow will put the flames out very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=905&lt;br /&gt;
|name=Disintegrate&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Disintegrate, value 999&lt;br /&gt;
|description=The necromancer points a bony finger at a target, who instantly turns to dust.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=909&lt;br /&gt;
|name=Displaced Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8796093022208&lt;br /&gt;
|description=A large group of soldiers get their images displaced to appear beside their actual location. Displaced warriors are very difficult to hit in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=908&lt;br /&gt;
|name=Eternal Twilight&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=90 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 118&lt;br /&gt;
|description=The entire world is stuck in between the day and the night, an eternal twilight. Vision is hampered and it is difficult to discern details. That which is small seems large and that which is close seems far away. Appearances are deceiving and it is difficult to separate dreams from reality. The caster&#039;s dominion will protect friendly provinces from any adverse effects, but outside people will struggle in their daily labor. Hostile units must be constantly suspicious of what they see, or they will wander off a cliff or maybe into the sea. This enchantment requires the presence of a single sun in order to function properly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=893&lt;br /&gt;
|name=Flameflesh Army&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell transforms the caster&#039;s entire army into a legion of red-hued apparitions. All beings in the army become hot to the touch and highly resistant to cold. The transformation also protects from the chill effects of some creatures, such as Wights and Winter Wolves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=898&lt;br /&gt;
|name=Frostflesh Army&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell transforms the caster&#039;s entire army into a legion of half-frozen apparitions. All beings in the army become pale and cold to the touch. The half-frozen warriors are highly resistant to heat and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=903&lt;br /&gt;
|name=Ground Army&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell makes the entire army highly resistant to lightning and thunder.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=899&lt;br /&gt;
|name=Iron Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268435456&lt;br /&gt;
|description=The skins of a large group of soldiers are transformed into hard, metallic hides. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=897&lt;br /&gt;
|name=Liquify&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=The targets are turned into pools of liquid flesh, causing instant death. If a target resists the spell he is only partially liquified and will probably become permanently crippled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=900&lt;br /&gt;
|name=Marble Army&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 65536&lt;br /&gt;
|description=The caster transforms the skin of the entire army into a hard marble-like hide. The warriors become marble white and difficult to damage. As a side effect the targets will take additional damage from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=906&lt;br /&gt;
|name=Polymorph&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=25&lt;br /&gt;
|area=4+2/lvl&lt;br /&gt;
|effect=Polymorph, value 549&lt;br /&gt;
|description=The caster transforms his enemies into swine.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=896&lt;br /&gt;
|name=Quickening&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=20&lt;br /&gt;
|area=7+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 262144&lt;br /&gt;
|description=This spells grants quickness to a large number of units. Quickness increases the speed and ability to dodge of the quickened one. A quickened person can act twice every turn, but quickened spell casters still cannot cast more than one spell per combat round.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=607&lt;br /&gt;
|name=Unleash Imprisoned Ones&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E6 D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=100 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Swallow if Smaller, value 1&lt;br /&gt;
|description=Since before the founding of Agartha there has been a forbidden chamber under the Roots of the Earth. Agarthan legends tell of three dark gods of an earlier age imprisoned with the help of the first Pale Ones. The Seal was strengthened with the souls of thousands of Pale Ones who gave their lives to protect the world from the Imprisoned Ones. Now the Seal seems to be weakening and there are rumors of a crack in the Seal. Some Oracles of the Dead have heard silent whispers in their dreams. Whispers of promise. A promise to spare the Agarthan people if the Imprisoned Ones are released. The oldest and most influential of the Oracles of the Dead has spoken against it, but desperate times need desperate measures, and the whispered promise has not been forgotten.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=901&lt;br /&gt;
|name=Wizard&#039;s Tower&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 24&lt;br /&gt;
|description=The caster raises a tall impregnable stone tower from the ground in any friendly province within range. It is very difficult to break down the walls of this tower, but the administrative facilities are not to the same high standard.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=913&lt;br /&gt;
|name=Arcane Decree&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 126&lt;br /&gt;
|description=This decree forbids anyone but the rightful Pretender God from manipulating the global enchantments. Any hostile mage trying to cast or dispel a global enchantment must first overcome the arcane decree, which will weaken the manipulation attempt even if it should manage to get through. This also applies to any dispel attempt against the arcane decree.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=910&lt;br /&gt;
|name=Army of Bronze&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E6&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268435584&lt;br /&gt;
|description=An entire army is physically altered into beings with bronze skin. The warriors can withstand severe punishment and become incredibly strong. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=911&lt;br /&gt;
|name=Army of Gold&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268436480&lt;br /&gt;
|description=An entire army is physically altered into beings with golden skin. The golden warriors can withstand severe punishment and are resistant to heat and flames. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=912&lt;br /&gt;
|name=Army of Lead&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 335544320&lt;br /&gt;
|description=An entire army is physically altered into beings with leaden skin. The leaden warriors can withstand severe punishment and are very difficult to affect with magic. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=917&lt;br /&gt;
|name=Army of Rats&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 4297064448&lt;br /&gt;
|description=The entire enemy army takes on the aspect of the rat and becomes small and nervous for the rest of their lives. Those affected have their size, strength, hit points and morale reduced. As a side effect defence is increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=918&lt;br /&gt;
|name=Awaken Forest&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=50%&lt;br /&gt;
|effect=value 361&lt;br /&gt;
|description=This spell will awaken all the bushes and small trees on the battlefield. The awakened trees and bushes will uproot themselves and start to fight for the nature mage that awakened them. Bushes are usually slow and not very well suited for fighting, but they are surprisingly strong and they may easily kill a human should they get hold of one.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=914&lt;br /&gt;
|name=Time Stop&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S6&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Time Stop, value 104&lt;br /&gt;
|description=This powerful alteration will slow down time to almost a standstill for everyone but the caster. Any ongoing effects like regeneration or heat clouds will also be slowed down, regardless if they affect the caster or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=916&lt;br /&gt;
|name=Utterdark&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D9&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=100 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 56&lt;br /&gt;
|description=The world is covered by a blanket of utter darkness. All living beings must use torches to see even a few feet in front of themselves. During the perpetual night, forces of darkness and roaming shades will attack enemy provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=915&lt;br /&gt;
|name=Wish&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S9&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=100 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=&lt;br /&gt;
|description=This ritual taps the primal powers from beyond the Spheres. By projection of his own will upon the Principle of Beginning, the caster can affect the very processes of creation and receive an answer to his wish. There are many things to wish for, but the outcome is not always good. If you want something good and safe, you can try wishing for an artifact or magic gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=244&lt;br /&gt;
|name=Fire Flies&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=0&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 8&lt;br /&gt;
|description=Six burning sparks shoot forth from the wizard&#039;s hand. The sparks have very limited armor penetration and will be ineffective against armored troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=247&lt;br /&gt;
|name=Flying Shards&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=0&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1006&lt;br /&gt;
|description=The caster hurls several stones towards enemy units. The shards are not very powerful, but can severely injure lightly armored units. The number of shards hurled depends on the skill of the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=246&lt;br /&gt;
|name=Freezing Touch&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=0&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1008&lt;br /&gt;
|description=The mage touches an enemy who will suffer from severe freezing damage, possibly even die from it. This is an effective spell because armor offers no protection against this quite potent attack. On the other hand, it might be very hard to actually touch an enemy in the heat of battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=642&lt;br /&gt;
|name=Acid Spray&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=2&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The mage extends his hands, spraying acid at his enemies. The acid sprays over quite a large area and the mage might also be hit if he is not careful.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=645&lt;br /&gt;
|name=Arcane Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1008&lt;br /&gt;
|description=The caster fires a bolt of arcane energies that is deadly for magic beings but harmless for humans.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=643&lt;br /&gt;
|name=Astral Projection&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 37&lt;br /&gt;
|description=The caster&#039;s mind is separated from his body and travels the Astral Planes in search of military information. His mind and body are connected with a silvery cord, which can be detected by unfriendly Astral mages. Once detected, the cord of the mage can be severed - a traumatic experience indeed. Each casting of this ritual allows the mage to scry on one province. The use of extra astral pearls increases the duration of the ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=647&lt;br /&gt;
|name=Bewitching Lights&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Stun/Fascinate, value 100&lt;br /&gt;
|description=The caster creates a bewitching display of dancing lights. Anyone in the area stares blankly at the lights, momentarily forgetting the battle raging around them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=633&lt;br /&gt;
|name=Burning Hands&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=1&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1014&lt;br /&gt;
|description=Flames will issue forth from the mage&#039;s hands, killing anyone in front of him.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=640&lt;br /&gt;
|name=Cold Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=40+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1011&lt;br /&gt;
|description=A bolt of intense cold issues forth from the caster&#039;s hands. It can be hurled over very long distances.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=634&lt;br /&gt;
|name=Fire Darts&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=With this spell, a mage can fire many burning missiles towards his enemies. A powerful Fire mage can fire the darts in rapid succession over long range. The spell is quite useless against heavily armored men and is best used to eliminate or scare away more poorly armored troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=635&lt;br /&gt;
|name=Flame Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=35+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2011&lt;br /&gt;
|description=With this spell, a mage can send a powerful bolt of flame towards a target.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=641&lt;br /&gt;
|name=Geyser&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage, value 1005&lt;br /&gt;
|description=A steaming-hot bolt of water rushes from the caster&#039;s hands. The water splashes upon impact and affects everyone in a small area. Armor offers protection from the boiling water.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=637&lt;br /&gt;
|name=Gust of Winds&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=2&lt;br /&gt;
|effect=Stun/Fascinate, value 2013&lt;br /&gt;
|description=Creates a wind gust strong enough to knock soldiers prone. Large beings are rarely affected by the spell and titans and other huge beings will ignore the winds entirely.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=636&lt;br /&gt;
|name=Shocking Grasp&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 fatigue&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 3015&lt;br /&gt;
|description=Shocking Grasp causes a target to spasm violently as energies pass at close range from the caster&#039;s hands through his body. Shocking Grasp can cause considerable harm. Armor offers no protection.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=638&lt;br /&gt;
|name=Slime&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 134217728&lt;br /&gt;
|description=The caster hurls a ball of sticky goo at his enemies. Units stuck in the slime will move and attack more slowly and have trouble defending themselves. The slime effect will wear off more quickly on targets with high magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=644&lt;br /&gt;
|name=Star Fires&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=35&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1004&lt;br /&gt;
|description=The caster focuses the lights of several stellar bodies and projects them onto his enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=646&lt;br /&gt;
|name=Vine Arrow&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1013&lt;br /&gt;
|description=The caster shoots an enchanted arrow of vines against his enemies. The arrow will come alive and entangle the target if it hits.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=639&lt;br /&gt;
|name=Water Strike&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2011&lt;br /&gt;
|description=This spell creates a torrent of Water magic that can rip flesh from bone. It can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=651&lt;br /&gt;
|name=Cold Blast&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=5+1/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage, value 2008&lt;br /&gt;
|description=A powerful blast of cold strikes a small area close to the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=657&lt;br /&gt;
|name=Ephemeral Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1002&lt;br /&gt;
|description=The caster projects a bolt of ephemeral power against his enemies. Drawn from the Dreamwild the bolt causes the target to imagine himself being wounded regardless of his armor and suffering great pain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=648&lt;br /&gt;
|name=Fire Blast&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=5+1/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage, value 2011&lt;br /&gt;
|description=A powerful blast of fiery energies strikes a small area close to the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=649&lt;br /&gt;
|name=Flare&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=50 fatigue&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2016&lt;br /&gt;
|description=With this spell, a mage can send a ball of flame towards his enemies. The flare can hit several targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=652&lt;br /&gt;
|name=Lightning Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1012&lt;br /&gt;
|description=The mage hurls a bolt of lightning towards an enemy. The lightning bolt can be hurled quite accurately over long distances and is very useful for eliminating heavily armored targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=654&lt;br /&gt;
|name=Rust Mist&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=7+1/lvl&lt;br /&gt;
|effect=value 32768&lt;br /&gt;
|description=Highly corrosive mists appear on the battlefield. Troops passing through the mist will see their armor and weapons corrode and weaken.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=653&lt;br /&gt;
|name=Shock Wave&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=2&lt;br /&gt;
|area=6&lt;br /&gt;
|effect=Damage, value 1007&lt;br /&gt;
|description=An electric shock wave will hit a large area in front of the caster. This is a very dangerous spell to cast, as an unlucky caster might also be killed by the electric shock.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=655&lt;br /&gt;
|name=Solar Rays&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1012&lt;br /&gt;
|description=This spell calls down rays of fire from the sun that set undead targets ablaze.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=650&lt;br /&gt;
|name=Sulphur Haze&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=value 4096&lt;br /&gt;
|description=This spell creates several clouds of toxic mist that remain on the battlefield. Units passing through these mists will suffer from sore throats and poisoning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=658&lt;br /&gt;
|name=Warrior Illusion&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 297&lt;br /&gt;
|description=The illusionist creates a Warrior Illusion who attacks the enemy. Illusions inflict false damage that is eventually made real by the presence of glamour mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=656&lt;br /&gt;
|name=Web&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=23+2/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Cause Affliction, value 536870912&lt;br /&gt;
|description=The mage projects a mass of sticky webs that will trap a small number of enemies. Very large or strong beings will not be hindered by the web.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=663&lt;br /&gt;
|name=Acid Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1014&lt;br /&gt;
|description=A gush of highly corrosive fluid flows from the mouth of the caster. The acid burns the armor of the target as well as his, her or its flesh.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=665&lt;br /&gt;
|name=Arcane Probing&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 4&lt;br /&gt;
|description=The caster projects his astral self in an attempt to locate sites of Astral power. This spell can only be used to search for magic in friendly provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=673&lt;br /&gt;
|name=Cloud of Dreamless Slumber&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Lingering Cloud, value 2097152&lt;br /&gt;
|description=This spell creates a cloud that will cause those passing through to fall asleep in a dreamless slumber unless strong of mind. Undead and mindless units do not sleep and are not affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=672&lt;br /&gt;
|name=Dance of Ephemeral Swords&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 72057594037927936&lt;br /&gt;
|description=The caster is surrounded by ephemeral dancing swords. The swords are only illusions, but they will attack, harass and harm enemies unless they perceive the illusions for what they are.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=671&lt;br /&gt;
|name=Elf Shot&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fatigue, value 100&lt;br /&gt;
|description=This spell mimics the abilities used by sprites to strike humans down without harming them. The target is struck unconscious unless the magic is resisted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=670&lt;br /&gt;
|name=False Fire&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2012&lt;br /&gt;
|description=This spell resembles the normal fireball, but the fire is not real and has a purple tone to it. While not a real fire, being burned by it will feel real enough to kill those without the mental discipline required to resist the imaginary fire. As the fire is not real, there will not be any lingering heat left afterwards, but the illusion is so intense that there will be a small cloud of shimmering colors left instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=659&lt;br /&gt;
|name=Fireball&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2012&lt;br /&gt;
|description=The hallmark of Fire magic, this spell allows the mage to throw a ball of flame toward his enemies. The ball is quite difficult to aim, but does considerable damage wherever it lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=662&lt;br /&gt;
|name=Freezing Mist&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=7+1/lvl&lt;br /&gt;
|effect=Lingering Cloud, value 1&lt;br /&gt;
|description=This spell creates a large cloud of numbing cold that remains on the battlefield. Units passing through these mists will be badly hurt by the cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=667&lt;br /&gt;
|name=Healing Light&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1 N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Heal, value 15&lt;br /&gt;
|description=A cascade of warm and wonderful light showers the targets. Wounds close in the light and pains ease. The spell doesn&#039;t affect undead or inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=453&lt;br /&gt;
|name=Iron Darts&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=40&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage (x2 vs Magic Beings), value 13&lt;br /&gt;
|description=The Black Priest throws darts of cold iron against his enemies. The iron and the antimagic theurgy of the darts will severely hurt magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=666&lt;br /&gt;
|name=Magic Duel&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Magic Duel, value 999&lt;br /&gt;
|description=By use of this spell, one Astral mage challenges another Astral mage to a mental duel. At most one of the mages can survive this duel. The most powerful Astral mage is also the most likely winner. This spell cannot be used by or against mindless beings and it can only be used against Astral mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=664&lt;br /&gt;
|name=Magma Bolts&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 2023&lt;br /&gt;
|description=Five bolts of magma shoot towards the enemy at high speed. Anyone struck by a bolt will most likely die unless protected by very heavy armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=669&lt;br /&gt;
|name=Poison Darts&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Capped Damage, value 9&lt;br /&gt;
|description=The caster shoots a handful of enchanted darts against his enemies. The darts will not cause serious damage, but are coated in serpent venom that can hurt and possibly kill a human.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=661&lt;br /&gt;
|name=Rain&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 7&lt;br /&gt;
|description=This spell creates a heavy rain upon the battlefield. This makes it harder to fly, fires will be put out quicker and any cloud effects will dissipate faster than usual. Fire magic is more difficult to use during heavy rain. If it is cold the rain will become snow instead. Snow does not increase the fatigue for fire spells, but it still puts out fires and dissipates clouds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=668&lt;br /&gt;
|name=Shadow Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1005&lt;br /&gt;
|description=The necromancer hurls a bolt of dark energies against his enemies. The bolt ignores all armor and can paralyze the target. The undead are immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=660&lt;br /&gt;
|name=Storm Wind&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=4+2/lvl&lt;br /&gt;
|effect=Stun/Fascinate, value 2013&lt;br /&gt;
|description=Creates winds strong enough to knock soldiers prone. Large beings are rarely affected by the spell and titans and other huge beings will ignore the winds entirely.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=679&lt;br /&gt;
|name=Acid Rain&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Damage, value 12&lt;br /&gt;
|description=Highly acidic fluids pour down from the sky, showering a limited area with corrosive bile. Both the armor and flesh of those hit will suffer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=683&lt;br /&gt;
|name=Bane Fire Dart&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 2013&lt;br /&gt;
|description=The caster projects a dart of Bane Fire against his enemies. The Bane Fire is a sickly greenish flame said to burn in the braziers of the Underworld. The green flame consumes the life force of those burnt by it, even after the flames themselves have subsided. Everyone close to the initial target of the spell may be affected by the decaying effects of the Bane Fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=680&lt;br /&gt;
|name=Blade Wind&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=80 fatigue&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 14&lt;br /&gt;
|description=The caster throws a huge swarm of whirling blades towards his enemies. The blade wind is an excellent spell against lightly-armored troops, but almost useless against heavily armored ones.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=682&lt;br /&gt;
|name=Bolt of Unlife&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=28+1/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Unlife Damage, value 1013&lt;br /&gt;
|description=This bolt passes straight through armor and damages the target&#039;s soul directly. If the target is slain he will be filled by the energies from this spell and rise as a soulless warrior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=676&lt;br /&gt;
|name=Breath of the Desert&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 13&lt;br /&gt;
|description=The caster curses a distant province with a dramatic rise in temperature. The mage can target any province of his choice and those affected will not know who has cast this spell upon them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=684&lt;br /&gt;
|name=Breath of the Dragon&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10+5/lvl&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=Poison (HP damage), value 2003&lt;br /&gt;
|description=The caster opens his mouth to let bile stream against his enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=685&lt;br /&gt;
|name=Ephemeral Blast&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Damage, value 2001&lt;br /&gt;
|description=The caster projects a blast of ephemeral power against his enemies. Drawn from the Dreamwild the blast causes the targets to imagine themselves being wounded regardless of their armor and suffering great pain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=675&lt;br /&gt;
|name=Fate of Oedipus&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=75 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fate of Oedipus&lt;br /&gt;
|description=The caster punishes a mage for having claimed the Eyes of God. The mage&#039;s eyes are blasted by brilliance, his eye sockets emptied forever, and the Eyes of God no longer observe the world. This spell can only be cast if the Eyes of God enchantment is active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=674&lt;br /&gt;
|name=Fire Cloud&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=5+1/lvl&lt;br /&gt;
|effect=Lingering Cloud, value 8&lt;br /&gt;
|description=This spell creates a large cloud of fire and smoke that remain on the battlefield. Units passing through this cloud will be severely burned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=686&lt;br /&gt;
|name=Ghost Wolves&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 298&lt;br /&gt;
|description=The illusionist creates two illusory wolves that attack the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=448&lt;br /&gt;
|name=Holy Pyre&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=3+10/lvl&lt;br /&gt;
|effect=Damage (x3 vs Undead/Demon), value 1005&lt;br /&gt;
|description=The Holy Pyre burns living targets and consumes undead ones. Undead beings and demons take increased damage from the Holy Pyre.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=678&lt;br /&gt;
|name=Hurricane&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 7&lt;br /&gt;
|description=The caster unleashes a violent hurricane upon a province, devastating the countryside. The hurricane will appear as a natural event. Unrest will increase and part of the population will die.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=681&lt;br /&gt;
|name=Nether Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=15 fatigue&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1019&lt;br /&gt;
|description=The mage fires a bolt of dark energies towards his enemies. Those who survive the bolt may become feebleminded by the strange energies it releases.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=547&lt;br /&gt;
|name=Scorching Wind&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=40&lt;br /&gt;
|area=4+1/lvl&lt;br /&gt;
|effect=Set Effect Value (2) if lower, value 250&lt;br /&gt;
|description=The Scorching Wind is the primordial wind from which the Hinn were spawned. It is unbearably dry and hot and will dehydrate living beings within minutes. The spell has no effect on living beings resistant to heat or with wasteland survival abilities.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=345&lt;br /&gt;
|name=Strange Fire&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage (x3 vs Undead/Demon), value 1006&lt;br /&gt;
|description=The caster unleashes otherworldly fire to smite his enemies. The Strange Fire is of the Celestial Sphere and will destroy demons and other beings abominable to the world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=677&lt;br /&gt;
|name=Thunder Strike&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=50 fatigue&lt;br /&gt;
|range=100&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2020&lt;br /&gt;
|description=A thunderbolt strikes the battlefield. The mage can make the thunderbolt strike very far away. Even if it misses, the shock wave is powerful enough to severely stun and damage anyone nearby.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=700&lt;br /&gt;
|name=Astral Geyser&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=35+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Add To Effect Value (2), value 261&lt;br /&gt;
|description=Tiny holes are blasted into the astral space. For a short time rays of astral energy will blast out of the holes and anyone hit will be severely horror marked. Anyone in the vicinity of the astral energy rays will get hit by deadly residual magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=286&lt;br /&gt;
|name=Celestial Chastisement&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1005&lt;br /&gt;
|description=The mage invokes the laws of the Celestial Bureaucracy and chastises a magical being for serving a false god. The target is wounded, regardless of armor and magic resistance and is compelled to switch sides. Powerful beings often disregard the compulsion.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=696&lt;br /&gt;
|name=Earthquake&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Damage, value 8&lt;br /&gt;
|description=With a thundering boom, the ground heaves and erupts, throwing soldiers into crevices that close after a few seconds. If cast in a cave province the effects are devastating.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=687&lt;br /&gt;
|name=Falling Fires&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=50&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Damage, value 15&lt;br /&gt;
|description=This spell calls down a rain of searing flames on the enemy. The spell can strike targets far away, but takes longer time to cast then most other evocations.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=694&lt;br /&gt;
|name=Falling Frost&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=50&lt;br /&gt;
|area=7+1/lvl&lt;br /&gt;
|effect=Damage, value 1007&lt;br /&gt;
|description=Bolts of breathtaking frost bombard an area. Cold resistance and armor will protect the targets from damage. The spell can strike targets far away, but takes longer time to cast then most other evocations.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=688&lt;br /&gt;
|name=Fires from Afar&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fires from Afar, value 2012&lt;br /&gt;
|description=The mage fires a row of flame bolts towards an enemy army camp located in a province far away. The more units present in the camp, the greater the chance of hitting a target. The spell can also be used to harass a besieging force or the defenders of a castle. A scout or a scrying spell will be required to see whether the spell was successful or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=698&lt;br /&gt;
|name=Gifts from Heaven&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=50 fatigue&lt;br /&gt;
|range=100&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 150&lt;br /&gt;
|description=A strange whizzing sound emanates from the heavens. Soon, three meteors, glowing with astral fire, plummet from the Stellar Sphere onto the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=692&lt;br /&gt;
|name=Hidden Flame&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 3016&lt;br /&gt;
|description=The caster unleashes the Hidden Flame upon the enemies of this world. Initially created by the Arch Wizards of the Hidden Flame to combat the Horrors of the Void, it is equally effective against other otherworldly and magical beings. The Hidden Flame burns with an intense blueish flame that consumes magic essence and destroys magical beings. Anyone standing close to the Flame will risk getting soul burns.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=704&lt;br /&gt;
|name=Illusory Army&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 297&lt;br /&gt;
|description=The illusionist creates a whole contingent of illusory warriors. The illusions attack the enemy, inflicting false damage as they strike.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=690&lt;br /&gt;
|name=Liquid Flames of Rhuax&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2018&lt;br /&gt;
|description=This deadly spell hurls a ball of molten metal at the enemies. The molten metal will splash out and anyone nearby will be hit by the hot liquid and the area will remain extremely hot for a long while.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=695&lt;br /&gt;
|name=Orb Lightning&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Chaining Damage, value 5&lt;br /&gt;
|description=The mage hurls an orb of pure lightning towards the enemies. Where the orb lands a lightning will strike a nearby unit and continue to travel to other nearby units until it eventually dissipates.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=702&lt;br /&gt;
|name=Poison Arrows&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1013&lt;br /&gt;
|description=The caster shoots a few enchanted arrows against his enemies. The arrows are coated in serpent venom and anyone surviving the initial shot will become poisoned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=703&lt;br /&gt;
|name=Poison Cloud&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Lingering Cloud, value 64&lt;br /&gt;
|description=The caster creates a cloud of noxious spores dangerous to men. The cloud remains on the battlefield for some time and everyone entering the cloud will be affected by its poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=705&lt;br /&gt;
|name=Project Self&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 10&lt;br /&gt;
|description=The caster sends a projection of himself to a distant land.  The projection is an ethereal replica of the caster with the same magical skills as the caster.  Items are not projected, gems and blood slaves cannot be used, but any path boosting magic items will still have effect.  The projection is shortlived and will only last enough for one battle.  It can only be used against hostile provinces as the projection won&#039;t last long enough to wait for any enemies to arrive in still friendly provinces. It cannot be used on your own forts when they are under siege.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=701&lt;br /&gt;
|name=Shadow Blast&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=7+1/lvl&lt;br /&gt;
|effect=Damage, value 1006&lt;br /&gt;
|description=The necromancer hurls a blast of dark energies against his enemies. The blast ignores all armor and can paralyze those wounded by the spell. The undead are immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=699&lt;br /&gt;
|name=Stellar Cascades&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=35&lt;br /&gt;
|area=7&lt;br /&gt;
|effect=Fatigue, value 25&lt;br /&gt;
|description=Light from a stellar body will shower down upon a group of enemies. Everyone caught in the shower of light will become exhausted as the light sucks energy through their skin.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=712&lt;br /&gt;
|name=Astral Fires&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=Astral fires consume the essence of materials as ordinary fires consume wood. Even stones will burn with the hazy blue flames characteristic of these otherworldly fires. This is the only fire that will burn underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=715&lt;br /&gt;
|name=Bane Fire&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1052&lt;br /&gt;
|description=The Bane Fire is a sickly greenish flame said to burn in the braziers of the Underworld. The green flame consumes the life force of those burnt by it, even after the flames themselves have subsided. Everyone close to the initial eruption may be affected by the decaying effects of the Bane Fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=714&lt;br /&gt;
|name=Blast of Unlife&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=27+1/lvl&lt;br /&gt;
|area=2&lt;br /&gt;
|effect=Unlife Damage, value 1017&lt;br /&gt;
|description=This blast passes straight through armor and damages the targets&#039; souls directly. If a target is slain he will be filled by the energies from this spell and rise as a soulless warrior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=709&lt;br /&gt;
|name=Cleansing Water&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Damage, value 1003&lt;br /&gt;
|description=The caster projects a torrent of water against undead enemies. The cleansing water will damage undead beings and demons, but not other magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=717&lt;br /&gt;
|name=False Horror&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 448&lt;br /&gt;
|description=The illusionist creates a frightening illusion of a Horror. Ordinary men will surely falter at the sight of a Horror, but those brave enough to fight the apparition will find it quite vulnerable.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=706&lt;br /&gt;
|name=Flame Eruption&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=5+1/lvl&lt;br /&gt;
|area=15&lt;br /&gt;
|effect=Damage, value 1011&lt;br /&gt;
|description=This spell works like the Burning Hands spell except that the flames cover a much larger area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=454&lt;br /&gt;
|name=Iron Blizzard&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=50 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage (x2 vs Magic Beings), value 10&lt;br /&gt;
|description=The Black Priest throws a swarm of cold iron darts against his enemies. The iron and the antimagic theurgy of the darts will severely hurt magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=710&lt;br /&gt;
|name=Magma Eruption&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=50 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=4+1/lvl&lt;br /&gt;
|effect=Damage, value 1020&lt;br /&gt;
|description=A shower of magma and rocks shoots out from the ground. Anyone standing near the eruption will find himself struck by the full force of the spell and only very heavy armor can help him survive it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=711&lt;br /&gt;
|name=Mind Hunt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Mind Hunt, value 999&lt;br /&gt;
|description=The caster&#039;s mind is separated from his body and travels the astral planes in search of enemy commanders&#039; minds. His mind and body are connected with a silvery cord, which can be detected by unfriendly Astral mages. Once detected, the cord of the mage can be severed - a traumatic experience indeed. Each casting of this ritual allows the mage to find and attack one enemy commander in a specific province. The attack will be either a Mind Burn or Soul Slay spell, depending on which spell the caster knows. There will be no attack if he doesn&#039;t know either of those spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=708&lt;br /&gt;
|name=Perpetual Storm&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=70 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 16&lt;br /&gt;
|description=An enormous storm will rage constantly over the entire world. This will reduce the income of all land provinces. Supplies are scarce, as transportation is difficult and sailing and flying is impossible. All mountain passes are unusable during the perpetual storm and shooting in battle is very difficult. Evocations cast upon distant provinces might fail as the magical gale pushes the projectiles out of their trajectory.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=548&lt;br /&gt;
|name=Smokeless Flame&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1042&lt;br /&gt;
|description=The Smokeless Flame is the primordial fire from which the Jinn were spawned. It is a pure green and yellow flame that burns with supernatural heat. Those hit, even if resistant to heat, will suffer badly. Everyone close to the eruption might be set ablaze by the heat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=716&lt;br /&gt;
|name=Stream of Life&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Stream of Life, value 5025&lt;br /&gt;
|description=The caster pours life into the bodies of his enemies in an attempt to overload the body systems of the targets. If targets fail to resist the spell, they will either die or become stronger, healed and overcome by berserker rage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=713&lt;br /&gt;
|name=The Wrath of God&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5 A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=70 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 14&lt;br /&gt;
|description=With this enchantment, lighting will strike the enemies of the God, no matter where they are. However, the lightning bolts strike most powerfully in provinces where the God has a strong Dominion. In provinces with a high turmoil scale more thunderbolts strike. Enemies under water or inside caves are not affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=707&lt;br /&gt;
|name=Wrathful Skies&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 34&lt;br /&gt;
|description=The sky turns dark and lightning strikes all over the battlefield. This spell is most effective during a storm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=726&lt;br /&gt;
|name=Acid Storm&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 11&lt;br /&gt;
|description=The whole battlefield is showered in highly corrosive fluids pouring down from the heavens.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=730&lt;br /&gt;
|name=Cloud of Death&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=7+2/lvl&lt;br /&gt;
|effect=Cloud, value 262144&lt;br /&gt;
|description=A deadly grey cloud will form upon the battlefield. Anyone standing in the cloud will wither and die unless able to leave it. The cloud will remain on the battlefield for some time before dissolving.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=727&lt;br /&gt;
|name=Elemental Opposition of Air&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Elemental Opposition, value 1&lt;br /&gt;
|description=The caster channels vast amounts of Earth arcana against all active Global Air Enchantments to simultaneously dispel them. The gems spent, in excess of the cost to cast the spell, is compared to the gems used to overcast each of the Global Enchantments. If the Opposition matches any of the Globals, that Global is dispelled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=722&lt;br /&gt;
|name=Elemental Opposition of Earth&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Elemental Opposition, value 3&lt;br /&gt;
|description=The caster channels vast amounts of Air Arcana against all active Global Earth Enchantments to simultaneously dispel them. The gems spent, in excess of the cost to cast the spell, is compared to the gems used to overcast each of the Global Enchantments. If the Opposition matches any of the Globals, that Global is dispelled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=725&lt;br /&gt;
|name=Elemental Opposition of Fire&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Elemental Opposition&lt;br /&gt;
|description=The caster channels vast amounts of Water Arcana against all active Global Fire Enchantments to simultaneously dispel them. The gems spent, in excess of the cost to cast the spell, is compared to the gems used to overcast each of the Global Enchantments. If the Opposition matches any of the Globals, that Global is dispelled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=719&lt;br /&gt;
|name=Elemental Opposition of Water&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Elemental Opposition, value 2&lt;br /&gt;
|description=The caster channels vast amounts of Fire Arcana against all active Global Water Enchantments to simultaneously dispel them. The gems spent, in excess of the cost to cast the spell, is compared to the gems used to overcast each of the Global Enchantments. If the Opposition matches any of the Globals, that Global is dispelled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=718&lt;br /&gt;
|name=Fire Storm&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 25&lt;br /&gt;
|description=A massive storm of fire is unleashed on the battlefield. Everyone on the battlefield will be burned to cinders within minutes. The storm lasts for the duration of the battle or until the fire mage dies. The fire storm will also shroud the entire battlefield in brightness, reducing the effect of night and certain spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=723&lt;br /&gt;
|name=Ice Strike&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 18&lt;br /&gt;
|description=The caster hurls a ball of ice at his enemies. When the ball strikes, it explodes into thousands of ice shards. Cold resistance offers no protection against this spell, but heavy armor does.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=737&lt;br /&gt;
|name=Illusory Attack&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Temporary units), value 297&lt;br /&gt;
|description=The mage projects an illusionary army at a province far away. The mage is able to guide the army into killing any enemies located there. The illusionary army will dissolve once the attack has been completed or if there are no enemies in the targeted province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=735&lt;br /&gt;
|name=Miasma&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fires from Afar, value 1001&lt;br /&gt;
|description=With this ritual a nature mage will try to poison an entire enemy army camp by releasing the poisonous gases that are trapped under the ground. This ritual will only work against armies that are located in swamps or drip caves as only these terrains have these gases trapped beneath them. The nature mage will be able to view the release of the gases through the ritual and observe the effects on the enemy army.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=724&lt;br /&gt;
|name=Murdering Winter&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Half of Army in Province, value 8&lt;br /&gt;
|description=A sudden, furious blizzard will strike an enemy army camp in a province of the mage&#039;s choice. The blizzard is very powerful and will kill most normal men unless they are located in a hot province. The spell will be extremely powerful if it is cast in a very cold province and almost useless if cast in a very hot province. The spell has a very large area of effect and most of the enemy army is likely to be affected. Commanders have access to the good tents and will take reduced damage from the cold. The ritual can target cave provinces, but the effect will be much reduced there.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=729&lt;br /&gt;
|name=Nether Darts&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=15 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1014&lt;br /&gt;
|description=The mage fires dark energies towards his enemies. Those who survive the darts may become feebleminded by the strange energies they release. Even weak mages can fire a large number of the otherworldly darts.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=734&lt;br /&gt;
|name=Poison Mist&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=6+3/lvl&lt;br /&gt;
|effect=Cloud, value 64&lt;br /&gt;
|description=The caster creates a large cloud of noxious spores dangerous to men. The cloud remains on the battlefield for some time and everyone entering the cloud will be affected by its poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=728&lt;br /&gt;
|name=Rain of Stones&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 102&lt;br /&gt;
|description=The sky blackens and rumbling sounds echo over the battlefield. Stones and small rocks begin to fall from the heavens, striking down soldiers. Shields and other things that protect vs arrows will also protect soldiers from getting hit by the rocks. Most of the falling stones will result in head hits.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=738&lt;br /&gt;
|name=Shimmering Fields&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=25&lt;br /&gt;
|area=50&lt;br /&gt;
|effect=Damage, value 1004&lt;br /&gt;
|description=The caster projects a storm of ephemeral power against his enemies.  Whilst the damage from the ephemeral power is not real, the presence of glamour mages will make it real enough to kill.  The Shimmering Field is not selective and can destroy friends as well as enemies if not used carefully.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=733&lt;br /&gt;
|name=Storm of Thorns&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1013&lt;br /&gt;
|description=The caster shoots a storm of enchanted Vine Arrows against his enemies. The arrows will come alive and entangle anyone who is hit.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=732&lt;br /&gt;
|name=Stygian Rains&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 17179869184&lt;br /&gt;
|description=The caster channels the forces of the underworld and releases a torrent of stygian rains upon the battlefield. The stygian water transforms the skin of all living entities making them almost impervious to physical damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=720&lt;br /&gt;
|name=Thunderstorm&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fires from Afar, value 2020&lt;br /&gt;
|description=The caster unleashes a devastating thunderstorm upon an enemy army. Lightning strikes randomly hit the army, killing and maiming many. The storm is localized and doesn&#039;t affect the civilian population of the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=739&lt;br /&gt;
|name=Wailing Winds&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 12&lt;br /&gt;
|description=The mage releases a wind of horrible screams and sighs. All enemies hearing the wailing will feel their spirits sink and have their hearts gripped with fear. The spell affects the whole battlefield until the battle is over or the caster is killed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=731&lt;br /&gt;
|name=Wind of Death&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 256&lt;br /&gt;
|description=With this horrible spell, the necromancer releases a wind thick with the stench of open graves. The ice-cold wind is silent as it rends the flesh of living beings. With an effect similar to leprosy, the flesh of those affected turns pale and cracks open, leaving bare bones. Only death will stop the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=745&lt;br /&gt;
|name=Astral Tempest&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 3&lt;br /&gt;
|description=The caster unleashes an astral storm upon the battlefield. The storm is physically undetectable, but every unit that is not mindless takes damage as the storm rips the very souls from their bodies. Spellcasting is extra difficult during the astral tempest and all non mindless magic users will have trouble casting spells unless they have very high magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=747&lt;br /&gt;
|name=Aurora Borealis&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 122&lt;br /&gt;
|description=The caster drapes the night skies in dancing curtains of otherworldly lights. For the remainder of the battle those weak of mind will occasionally stop in their tracks and stare at the otherworldly splendor, regardless of the battles raging around them. The spell can only be cast under an open sky when the sun is obscured or not present.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=743&lt;br /&gt;
|name=Chain Lightning&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Chaining Damage, value 1003&lt;br /&gt;
|description=The mage hurls an orb of pure lightning towards the enemies. Where the orb lands lightning will strike a nearby unit and then continue to bounce between nearby units until it eventually dissipates.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=742&lt;br /&gt;
|name=Maelstrom&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=80 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 47&lt;br /&gt;
|description=A huge magical maelstrom is created in a sea. The maelstrom constantly sucks in huge amounts of water and filters out its magical essence. This results in a huge amount of magic gems for the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=744&lt;br /&gt;
|name=Meteor Shower&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5 S4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 103&lt;br /&gt;
|description=This spell should only be cast as a last resort as it will likely kill the friendly forces as well as the enemy ones. After being cast strange whizzing sound will emanate from the heavens and soon nothing but the loud impacts from meteors will be heard.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=740&lt;br /&gt;
|name=Pillar of Fire&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=100&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 3029&lt;br /&gt;
|description=This spell creates a huge column of fire that strikes from the sky. It will kill those who are hit and set fire to anyone who is standing nearby.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=741&lt;br /&gt;
|name=Second Sun&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=80 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 41&lt;br /&gt;
|description=The caster creates a huge ball of fire in the sky. This Second Sun will always shine, day and night, resulting in severe effects across the entire world. Provinces will become hotter and drier every turn until the Second Sun is destroyed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=754&lt;br /&gt;
|name=Tidal Wave&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 10&lt;br /&gt;
|description=The caster unleashes a huge tidal wave upon a distant province, destroying the lands and killing the people.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=746&lt;br /&gt;
|name=Vortex of Unlife&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20+2/lvl&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Unlife Damage, value 1011&lt;br /&gt;
|description=This vortex affects a large area and passes straight through armor and damages the targets&#039; souls directly. If a target is slain he will be filled by the energies from this spell and rise as a soulless warrior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1083&lt;br /&gt;
|name=Celestial Rainbow&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B7 W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=80 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 90&lt;br /&gt;
|description=This ritual creates a rainbow large enough to be seen from everywhere in the world. The mage can direct where he wants the rainbow to appear and by doing this huge amounts of gold can easily be collected at the base of the rainbow. While the rainbow is in place luck will increase in all the caster&#039;s provinces. Once the luck is positive in a province the luck of the rainbow will protect it from hostile spells. The more luck in a province, the greater chance of hostile spells failing.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=750&lt;br /&gt;
|name=Flame Storm&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=50&lt;br /&gt;
|effect=Damage, value 2005&lt;br /&gt;
|description=A shower of fire shoots out from the caster&#039;s hands and strikes the enemy ranks. The flame storm is extremely powerful and can annihilate entire armies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=748&lt;br /&gt;
|name=Flames from the Sky&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=10%&lt;br /&gt;
|effect=Fires from Afar, value 1015&lt;br /&gt;
|description=With this spell, the mage hurls a maelstrom of flaming spheres towards an enemy province. The flame storm will strike an enemy army camp within the province with enormous force. Most likely, the majority of the units present will die from this powerful attack, but units resistant to fire or more sturdy than ordinary humans have a good chance of surviving. Through this ritual, the fire mage will also be able to see exactly what is happening as the flaming spheres strike the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=752&lt;br /&gt;
|name=Lightning Field&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A6&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=30&lt;br /&gt;
|area=100&lt;br /&gt;
|effect=Chaining Damage, value 1&lt;br /&gt;
|description=This very powerful spell charges a large area with the power of air and thunder. Bolts of lightning will soon start to bounce between any targets in the area and destroy everything.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=755&lt;br /&gt;
|name=Lost Land&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E6 W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=100 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 20&lt;br /&gt;
|description=This most powerful ritual will cause an entire province to slowly sink until it has become lost far under the surface of the sea. While the land sinks slowly it will still be difficult for the population to escape and those who live too far away from safety are likely to drown. Military units in the land are likely to escape if they are fast moving. If they can fly or float they are guaranteed to make it away safely if possible.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=753&lt;br /&gt;
|name=Niefel Flames&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=50+5/lvl&lt;br /&gt;
|effect=Damage, value 1007&lt;br /&gt;
|description=A shower of blue flames shoots out from the caster&#039;s hands and flies towards the enemy ranks. The blue Niefel Flames are extremely cold and this spell can easily freeze an entire enemy army to death.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=757&lt;br /&gt;
|name=Stellar Strike&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5 E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fires from Afar, value 150&lt;br /&gt;
|description=By reading the stars carefully the astral mage will be able to foresee the perfect opportunity to inflict maximum damage on the enemy. When it is time a large swarm of meteors will be coaxed to fall down from the sky just as they pass above an enemy army camp in a faraway province. The astral mage will be able to observe the event as the meteors hit.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=756&lt;br /&gt;
|name=Strands of Arcane Power&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=70 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 79&lt;br /&gt;
|description=This mighty enchantment enables the caster to project his mind to many distant places at once, via strands of arcane power. While projected, the caster will only be able to sense and affect magic, but this still makes it possible to search for magic sites and enemy mages. The caster will be able to project himself into all provinces that have a friendly Dominion.&lt;br /&gt;
&lt;br /&gt;
Magic sites are more elusive when searching in this way and a very powerful mage is required to find those that are well hidden. Mages are usually able to stay hidden from the projected mind if they have a good magic resistance value. If an Astral mage is found, a battle of the minds will ensue. Only one will leave it with their mind intact. Non-astral mages cannot try to retaliate, but neither do they risk losing their sanity in the process. However, they will be subjected to a minor Mind Burn attack if they are found. If the caster becomes feebleminded the enchantment will dissipate.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=751&lt;br /&gt;
|name=Volcanic Eruption&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4 E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 4&lt;br /&gt;
|description=The caster unleashes a volcanic eruption upon a distant province, destroying the lands and killing one third of the population.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1085&lt;br /&gt;
|name=Clockwork Soldiers&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2321&lt;br /&gt;
|description=This spell creates a few soldiers driven by magic clockwork. The clockwork allows for great speed for short periods, after which it must be rewound.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1087&lt;br /&gt;
|name=Construct Manikin&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 313&lt;br /&gt;
|description=This ritual lets vines and roots animate human skeletons. The beings thus created are known as Manikins. Manikins are undead and will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1084&lt;br /&gt;
|name=Corpse Man Construction&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 534&lt;br /&gt;
|description=A stream of lightning is channeled into a body composed of several human corpses, reawakening it. The reawakened corpse is mindless and obeys its creator as best it can. A mage equipped with a lightning rod can reawaken additional corpses.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1086&lt;br /&gt;
|name=Temper Armors&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 64&lt;br /&gt;
|description=The armor of several soldiers is tempered with magic, making it more durable.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1088&lt;br /&gt;
|name=Clockwork Horrors&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 982&lt;br /&gt;
|description=This spell recreates the work of the infamous watchmaker, Dr. Scheuer, who, in an attempt to increase the crop of prime Hoburg weed, designed a Hoburg-sized clockwork-driven automated harvester. Unfortunately, tragedy ensued when the harvesters used their piston-driven scythe arms not just on the crop but also on the hapless inhabitants of Hoburg. The inexplicable ferocity of the clockwork harvesters have since made them popular in more warlike circumstances.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1092&lt;br /&gt;
|name=Construct Mandragora&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 314&lt;br /&gt;
|description=This ritual lets vines and roots animate human corpses. The Wight-like beings thus created are known as Mandragoras. Powerful mages can make more of the beasts with each casting of the spell. Mandragoras are undead and will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1089&lt;br /&gt;
|name=Crusher Construction&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 475&lt;br /&gt;
|description=Creates one Crusher. A Crusher is a magically animated rock construction of immense strength. It is almost invulnerable and strikes with stony fists. The Crusher is a magical construct and will fall apart if left on the battlefield without magical leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=267&lt;br /&gt;
|name=Dogs of Gold and Silver&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3169&lt;br /&gt;
|description=The opulent halls of the Orichalcum Palace are known for its guardian dogs of gold and silver. The caster crafts a pair of dogs automatas, one of gold and one of silver. The dogs of silver are better at finding sneaking spies and assassins whilst the dogs of gold are stronger and better personal guardians. They both have exceptional senses and can detect even invisible trespassers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1090&lt;br /&gt;
|name=Soldiers of Steel&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=60 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 64&lt;br /&gt;
|description=The armor of a large group of soldiers is tempered with magic, making it more durable.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=288&lt;br /&gt;
|name=Thousand Year Ginseng&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Age Caster, value -5&lt;br /&gt;
|description=The mystics and hermits of T&#039;ien Ch&#039;i have always been obsessed with longevity. During the Time of the Bureaucracy and the prevalence of herbal medicine, one means to this end was found. The Thousand Year Ginseng will give the imbiber longevity and good health and is the closest to immortality one can come without practicing Internal Alchemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1091&lt;br /&gt;
|name=Wooden Construction&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 476&lt;br /&gt;
|description=Creates Lumber Constructs. A Lumber Construct is a magically animated wooden construction resembling a human. These constructs will fall apart if left on the battlefield without magical leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=269&lt;br /&gt;
|name=Craft Keledone&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3164&lt;br /&gt;
|description=The caster crafts a Keledone, a wondrous statue of gold, and gives it the ability to sing heavenly songs. The songs of the Keledones are attuned to the music of the spheres and they are constantly joined in an arcane communion. They have the form of beautiful women cast of pure gold. They are too heavy to be moved and cannot move on their own accord.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=270&lt;br /&gt;
|name=Forge Brass Bull&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3171&lt;br /&gt;
|description=The caster forges one of the fabled Khalkotauroi, huge automatas appearing as fire breathing Brass Bulls.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1095&lt;br /&gt;
|name=Forge of the Ancients&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=80 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 20&lt;br /&gt;
|description=The ancient forge of the Great One&#039;s servants is reconstructed. The magic of the forge will reduce the need for magic essence when forging magic items. It also enables mages to create more powerful items.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1097&lt;br /&gt;
|name=Golem Construction&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 471&lt;br /&gt;
|description=The Golem is a clay construction that is given life by the divine names inscribed on its surface. The Golem is physically strong and skilled in Astral magic. The Golem cannot command troops, however. It will never retreat from battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1093&lt;br /&gt;
|name=Iron Gryphon&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3831&lt;br /&gt;
|description=The mage casts an iron statue in the form of a gryphon and infuses it with fiery magic. It can unleash cones of flames upon enemies in its vicinity. The Iron Gryphon is immobile and often placed in a defensible position in a fort or army camp where it can impress onlookers as well as blast would be attackers with fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1094&lt;br /&gt;
|name=Legions of Steel&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 64&lt;br /&gt;
|description=The armor of all soldiers on the battlefield is tempered with magic, making it more durable. This spell will not affect units that only have natural protection and no worn armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1096&lt;br /&gt;
|name=Mechanical Men&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 532&lt;br /&gt;
|description=The caster makes a group of Mechanical Men to serve him. The fragile skeletal structure of the construct is covered with full plate armor and the construct is given a metal shield and a sword. The iron men are not affected by heat, cold, shock or poison. They are mindless, magical beings that will cease to function when left without magical leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1099&lt;br /&gt;
|name=Iron Dragon&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 531&lt;br /&gt;
|description=The caster makes a mechanical dragon covered with thick iron plates. The iron dragon is tremendously large, almost invulnerable and unaffected by heat, cold, shock and poison. They are able to fly and can trample smaller beings. In its iron belly a furnace of magic flames waits to be released upon its enemies. Should the dragon be destroyed the magical furnace will explode and kill everyone near the iron monstrosity. Iron Dragons are mindless, magical beings and will cease to function when left without magical leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1101&lt;br /&gt;
|name=Juggernaut Construction&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 781&lt;br /&gt;
|description=The Juggernaut is a colossal structure made out of religious idols and two pairs of enormous wheels. The machine is powered by Astral magic and will require magic leadership in order to make it move. A construction like this has to be almost as holy as the God itself and, rightfully, it does spread the Dominion of its God just like a Prophet. To make it complete, the Juggernaut is covered by a layer of gold to make it look even more religiously important.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1100&lt;br /&gt;
|name=Mechanical Militia&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=80 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 51&lt;br /&gt;
|description=Mechanical Men will help the local militia defend their provinces as long as this spell is in effect. The constructs require leadership and guidance, so a small local defence is required for the enchantment to have any effect. The global enchantment will last until it is dispelled or the caster dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1102&lt;br /&gt;
|name=Poison Golem&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1099&lt;br /&gt;
|description=The mage creates a Poison Golem, a metal giant made of dark alloys from the Underworld. The Poison Golem is made for a single purpose, destruction, and its mere presence is harmful to the living. The very land in which it stays will slowly wither and die. The construct is always surrounded by the sickly green flames of the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1098&lt;br /&gt;
|name=Siege Golem&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 760&lt;br /&gt;
|description=The mage creates a Siege Golem, a metal giant able to destroy walls with its enchanted fists. The Siege Golem is even larger than the Iron Dragon, but not as powerful in regular combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=263&lt;br /&gt;
|name=Blessing of the God-slayer&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Set Effect Value (12) if lower, value 654&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=427&lt;br /&gt;
|name=Carrion Centaur&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 714&lt;br /&gt;
|description=The Panic Apostate gives unholy life and powers to the carcass of a rotting Centaur. The priestly powers of the former Centaur are corrupted. Instead, the Carrion Centaur has unholy powers over the dead and is able to create Manikins by animating vines, roots and the bones of dead beasts.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=434&lt;br /&gt;
|name=Carrion Growth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 536870912&lt;br /&gt;
|description=An unholy prayer that makes the animating vines of most Manikins on the battlefield regrow at incredible speed. Damage sustained by a regrowing Manikin will quickly heal. Magically powerful Mandragoras are not always affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=428&lt;br /&gt;
|name=Carrion Lady&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=16 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 711&lt;br /&gt;
|description=The Panic Apostate gives unholy life and powers to the carcass of a rotting Dryad. The Carrion Lady still has some skills in the use of Nature magic, but her priestly powers are corrupted. She has unholy powers over the dead and is able to create Manikins by animating vines, roots and the bones of dead beasts.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=429&lt;br /&gt;
|name=Carrion Lord&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 710&lt;br /&gt;
|description=The Panic Apostate gives unholy life and powers to the carcass of a rotting Pan. The Carrion Lord is a powerful wielder of Nature magic, but is also given unholy powers over the dead. The Carrion Lord can create Manikins by animating vines, roots and the bones of dead beasts.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=432&lt;br /&gt;
|name=Mend the Dead&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Heal, value 10020&lt;br /&gt;
|description=An unholy prayer that instantly mends the bones, vines and roots of a Manikin or carrion beast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=433&lt;br /&gt;
|name=Puppet Mastery&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4&lt;br /&gt;
|description=An unholy prayer that quickens the vines reanimating Manikins. Puppet Mastery affects most Manikin on the entire battlefield, but magically powerful Mandragoras are sometimes not affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=430&lt;br /&gt;
|name=Quick Roots&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4&lt;br /&gt;
|description=An unholy prayer that quickens the vines reanimating Manikins.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=431&lt;br /&gt;
|name=Regrowth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 536870912&lt;br /&gt;
|description=An unholy prayer that makes the animating vines of the Manikin regrow at incredible speed. Damage sustained by a regrowing Manikin will quickly heal.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=415&lt;br /&gt;
|name=Revive Grave Consort&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 690&lt;br /&gt;
|description=The mummified corpse of a Hierodule is brought from the tomb of a High Priest and given life through dark rites of rebirth.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=417&lt;br /&gt;
|name=Revive Tomb King&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=23 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 692&lt;br /&gt;
|description=The mummified corpse of an ancient Lizard King is brought from his sacred tomb and given life through dark rites of rebirth.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=416&lt;br /&gt;
|name=Revive Tomb Priest&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=16 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 691&lt;br /&gt;
|description=The mummified corpse of a High Priest is brought from his tomb and given life through dark rites of rebirth.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=426&lt;br /&gt;
|name=Tune of Dancing Death&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Fatigue, value 1030&lt;br /&gt;
|description=Nearby enemies start to jerk and move in an uncontrolled manner. They will become exhausted and will eventually fall unconscious unless the musician stops playing.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=424&lt;br /&gt;
|name=Tune of Fear&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Cause Fear (Type I), value 3&lt;br /&gt;
|description=This sinister tune frightens nearby enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=425&lt;br /&gt;
|name=Tune of Growth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=This tune makes roots and vines grow from the ground, entangling nearby enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1112&lt;br /&gt;
|name=Animate Dead&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -3&lt;br /&gt;
|description=The necromancer animates a lifeless corpse to unholy service. The resulting Soulless will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1111&lt;br /&gt;
|name=Animate Skeleton&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -2&lt;br /&gt;
|description=The necromancer enchants the bones of a fallen warrior, giving it false life. Skeletons will fall apart if left on the battlefield without a commander.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=611&lt;br /&gt;
|name=Attentive Statues&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1497&lt;br /&gt;
|description=The ancient statues of old Agartha are sacred and rare. Human ones are not treated with the same respect as statues of the Ancients, but are quite common. Enlivened by the Golem Crafters, these statues are placed near gates to stand watch and wait for trespassers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1117&lt;br /&gt;
|name=False Fetters&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 131072&lt;br /&gt;
|description=Illusionary fetters form around the ankles of a limited number of units. The victims will not be able to move or fight until they have overcome the fetters&#039; magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1115&lt;br /&gt;
|name=Healing Touch&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=1&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Heal, value 10020&lt;br /&gt;
|description=This spell heals a few targets within reach of the caster. The spell doesn&#039;t affect inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1104&lt;br /&gt;
|name=Levitate&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4503599627370496&lt;br /&gt;
|description=Grants the caster the ability to float a few inches above the ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1108&lt;br /&gt;
|name=Protection from Cold&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 144115188075855872&lt;br /&gt;
|description=This spell protects the caster from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1103&lt;br /&gt;
|name=Protection from Fire&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 36028797018963968&lt;br /&gt;
|description=This spell partially protects the caster from fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1107&lt;br /&gt;
|name=Protection from Lightning&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 72057594037927936&lt;br /&gt;
|description=This spell protects the caster from thunder and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1114&lt;br /&gt;
|name=Protection from Poison&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4611686018427387904&lt;br /&gt;
|description=This spell protects the caster from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1113&lt;br /&gt;
|name=Reanimation&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -2&lt;br /&gt;
|description=The necromancer enchants ten well-prepared corpses and gives them false life. Skeletons are undead and will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1110&lt;br /&gt;
|name=Resist Magic&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=The caster of this spell will have his magic resistance increased for the duration of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1109&lt;br /&gt;
|name=Strength of Giants&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=5&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 128&lt;br /&gt;
|description=Gives a few nearby soldiers increased strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1116&lt;br /&gt;
|name=True Sight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 70368744177664&lt;br /&gt;
|description=The caster gains the ability to discern illusions and see the unseen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1105&lt;br /&gt;
|name=Trueshot&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4&lt;br /&gt;
|description=A few soldiers get increased Precision. This increases the chance of hitting with missile weapons and spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1106&lt;br /&gt;
|name=Windrunner&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4&lt;br /&gt;
|description=With this spell the caster will be aided by the wind when he is running.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1121&lt;br /&gt;
|name=Breath of Winter&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8192&lt;br /&gt;
|description=The caster is surrounded by extreme cold. Anyone close to the caster will suffer severe fatigue damage from the cold. The caster becomes resistant to all cold effects when casting this spell. The Breath of Winter works best in cold provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1127&lt;br /&gt;
|name=Envenom Arrows&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1125899906842624&lt;br /&gt;
|description=The mage enchants the arrows of a few archers. The arrows become coated in serpent venom. Those wounded by the arrows take additional poison damage. The spell will not affect magical weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=473&lt;br /&gt;
|name=Eyes of the Condors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 36&lt;br /&gt;
|description=The Condor is sacred to the people of Nazca. It is considered a messenger of the sun and herald of storms. No other bird can soar at such heights, thus Condor scouts are rarely seen and almost impossible to catch. With this ritual the caster borrows the all perceiving eyes of the Condors and send the sacred birds to a distant province to scry.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1122&lt;br /&gt;
|name=Flying Shield&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 549755813888&lt;br /&gt;
|description=The mage animates a shield to protect himself from incoming attacks. The shield will randomly block about half of the attacks against his person.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1125&lt;br /&gt;
|name=Gift of the Hare&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4&lt;br /&gt;
|description=Some soldiers are given quick feet.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=273&lt;br /&gt;
|name=Gift of the Sacred Swamp&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=3+2/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 288230376151711744&lt;br /&gt;
|description=The serpent priest grants some soldiers protection from the noxious fumes of the Sacred Swamp.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1128&lt;br /&gt;
|name=Gift of the Serpent&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 288230376151711744&lt;br /&gt;
|description=This spell protects some soldiers from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1118&lt;br /&gt;
|name=Ignite Arrows&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8388608&lt;br /&gt;
|description=The mage enchants the arrows of a few archers on the battlefield. The arrows burst into flame as they are fired, doing considerable damage to their targets. The spell will not affect magical weapons. The fire damage of the arrow is magic and will affect ethereal and invulnerable creatures even if the arrow itself doesn&#039;t.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=618&lt;br /&gt;
|name=Iron Corpse Reanimation&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1439&lt;br /&gt;
|description=The Ktonian Necromancers of Agartha use the dead in many ways. Soulless bodies toil and fight for their masters. Corpses are strengthened with iron parts and armed with short blades. These Iron Corpses are quite robust, but lack the skills of living soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1119&lt;br /&gt;
|name=Personal Flight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 131072&lt;br /&gt;
|description=Grants the caster the ability to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1126&lt;br /&gt;
|name=Personal Regeneration&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=Gives the caster regenerative powers. However inanimate mages are not affected by regeneration spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1124&lt;br /&gt;
|name=Proud Steed&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 536870912&lt;br /&gt;
|description=The caster enchants an animal mount giving it increased intelligence and defensive prowess.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=619&lt;br /&gt;
|name=Reanimate Ancestor&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1440&lt;br /&gt;
|description=An Iron Ancestor is a reanimated and iron-forged dead body possessed by a ghost. They resemble Iron Corpses, but are aware and skilled warriors. They are used as commanders of the Ktonian legions.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1123&lt;br /&gt;
|name=Revive King&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 188&lt;br /&gt;
|description=The king is dead, long live the king! With this ritual, the necromancer revives a Mound King and binds him to his service. The King is intelligent and shares his master&#039;s motives.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1129&lt;br /&gt;
|name=Shroud of Splendor&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 36028797018963968&lt;br /&gt;
|description=The caster is wreathed in fiery splendor. Attackers are awestruck and only brave soldiers will attempt to strike the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1120&lt;br /&gt;
|name=Water Shield&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 32&lt;br /&gt;
|description=The caster is surrounded by strong currents, making him very difficult to hit in combat. The spell can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1132&lt;br /&gt;
|name=Arrow of the Western Wind&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=40+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1018&lt;br /&gt;
|description=With a few swift words the caster enchants an arrow with the power of the Western Wind, the strongest of the four winds, and sends it towards an enemy. It strikes with great force and precision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1140&lt;br /&gt;
|name=Astral Shield&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 268435456&lt;br /&gt;
|description=A shield of Astral energies forms around the mage. Anyone trying to strike through the shield will have their mind blasted unconscious by the force of the shield. Magic resistance may negate the effect of the shield and allow enemies to strike the mage. The power of the Astral Shield is greater for mages who are highly skilled in Astral magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=280&lt;br /&gt;
|name=Awaken Tattoos&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=18+2/lvl&lt;br /&gt;
|area=3+2/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 549755813888&lt;br /&gt;
|description=The caster activates the dormant powers of enchanted tattoos. The unit gains limited invulnerability and increased stats depending on tattoo type. Horse tattoos grant increased defence skill and speed, bear tattoos grant increased strength, boar tattoos grant increased invulnerability, wolf tattoos grant increased attack skill and snake tattoos grant magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1138&lt;br /&gt;
|name=Claymen&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 817&lt;br /&gt;
|description=The caster forms several clay figures and gives them enchanted life. The Claymen are stronger than humans, never rout and regenerate damage. The Claymen are given hammers to fight with. Powerful mages can create more Claymen with each casting of the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1143&lt;br /&gt;
|name=Create Revenant&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 396&lt;br /&gt;
|description=The necromancer summons a spirit from the Underworld and makes it possess a human corpse. The revenant thus created has some knowledge of Death magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=612&lt;br /&gt;
|name=Enliven Sentinel&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1496&lt;br /&gt;
|description=Everything left by the Ancient Ones has become subject to worship by the humans of Agartha. Statues left in the halls underneath the earth are adored and worshiped, enchanted and given magical life by the Golem Crafters. Statues of the Pale Ones stand guard ever watching and waiting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=277&lt;br /&gt;
|name=Epopteia&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Enchant Province - Gem Duration, value 94&lt;br /&gt;
|description=Mystics of the Great Mother gather in the spring and perform the Epopteia, Greater Mystery, in order to bless the land with one year of fertility. The Greater Mystery is a ceremony of a foreign faith and will reduce belief in the True God.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1133&lt;br /&gt;
|name=Farflight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 562949953421312&lt;br /&gt;
|description=The caster enchants the arrows and bolts of a small group of soldiers, making the arrows fly swift and far. Range for all missile weapons are greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1131&lt;br /&gt;
|name=Fire Shield&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 32768&lt;br /&gt;
|description=A wall of fire surrounds the mage. Anyone trying to strike the mage in melee combat will be burned by the Fire Shield immediately after attacking. Attackers with long weapons such as spears and pikes will not suffer as severe burns as an attacker with a shortsword or a dagger.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1134&lt;br /&gt;
|name=Gift of Flight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 131072&lt;br /&gt;
|description=Grants a few units the ability to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1139&lt;br /&gt;
|name=Gift of Giant Strength&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 128&lt;br /&gt;
|description=Gives a group of soldiers increased strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1146&lt;br /&gt;
|name=Gift of True Sight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 70368744177664&lt;br /&gt;
|description=A few soldiers are granted the ability to discern illusions and see the unseen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1145&lt;br /&gt;
|name=Heal&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Heal, value 10020&lt;br /&gt;
|description=This spell can heal up to three human-sized targets within close range. The spell doesn&#039;t affect inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1148&lt;br /&gt;
|name=Horrible Visage&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 16&lt;br /&gt;
|description=The caster is wreathed in terror and his face becomes horrible to behold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=276&lt;br /&gt;
|name=Katabasis&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 2199023255552&lt;br /&gt;
|description=A mystic of the Sacred River of Death and Rebirth descends into the underworld through the Sacred River and prepares a path for an eventual return from the underworld. If the Renatus or Renata is slain, he or she returns from the underworld to the province where the ritual was cast. They will be soaked in stygian waters and possibly gaining dark insights in the process. For the ritual to work, the province it was cast in must be in friendly hands when the mystic dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1130&lt;br /&gt;
|name=Lesser Flame Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell partially protects a few units from fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1135&lt;br /&gt;
|name=Lesser Thunder Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell protects a few units from the damage and stun effects caused by lightning and thunder.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1137&lt;br /&gt;
|name=Lesser Winter Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell protects several units from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1142&lt;br /&gt;
|name=Raise Skeletons&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -2&lt;br /&gt;
|description=The necromancer enchants the bones of a handful warriors, giving them false life. Skeletons will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1144&lt;br /&gt;
|name=Regeneration&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=This spell gives a small number of targets regenerative powers. It does not work on inanimate targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1141&lt;br /&gt;
|name=Second Sight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 137438953472&lt;br /&gt;
|description=The caster opens his third eye and observes the spirit world. The caster gains Spirit Sight for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1136&lt;br /&gt;
|name=Seeking Arrow&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Seeking Arrow, value 8&lt;br /&gt;
|description=The caster sends an enchanted arrow across the world to find a suitable heart to penetrate. The arrow will target one leader in a province of the caster&#039;s choice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1147&lt;br /&gt;
|name=Shroud of Bewilderment&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 16777216&lt;br /&gt;
|description=The caster and his surroundings shift and change. Faces of friends and foes are swapped, images are altered, and colors and sounds shift and change. Enemies trying to attack the shrouded one will not know friend from foe and will randomly attack anyone in their vicinity.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1157&lt;br /&gt;
|name=Astral Healing&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Heal, value 2&lt;br /&gt;
|description=The mage summons Astral power to activate the healing energies inherent in the souls of all living beings. The spell only affects friendly units and only light wounds will be fully healed. The spell doesn&#039;t affect inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1160&lt;br /&gt;
|name=Behemoth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 452&lt;br /&gt;
|description=With this enchantment, the necromancer has mastered a dark ritual enabling him to reanimate the largest of all animals. The former elephant is preserved in a state of perpetual decay by a revenant mage who rides the Behemoth, constantly fueling it with energies from the Underworld. The most important part of the reanimation ritual is the binding of the revenant mage&#039;s spirit to the Behemoth. This direct spiritual control of the Behemoth gives it high magic resistance. As all of the revenant mage&#039;s energies are used in controlling and preserving the beast, he or she is unable to cast spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1152&lt;br /&gt;
|name=Cloud Trapeze&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cloud Trapeze, value 1&lt;br /&gt;
|description=The caster swings himself up and away with incredible speed, landing in a province far away. Although much faster than normal flying, the caster does not really teleport and can have the path blocked by impassable mountains ranges or the Sea of Ice global enchantment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=435&lt;br /&gt;
|name=Dark Slumber&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 17&lt;br /&gt;
|description=The Caster calls on the wrath of the forest to engulf a village in a distant province. The villagers succumb to an enchanted sleep and walk into the woods to die a dreamless death. Vines and roots begin to grow and reanimate the corpses. Within days an army of manikin emerges from the woods to claim the province from the living.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1153&lt;br /&gt;
|name=Earth Shatter Hammers&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2251799813685248&lt;br /&gt;
|description=The weapons of a few soldiers are enchanted with the power of the earth, making them stun those hit. This enchantment does not work on piercing weapons, weapons that are already magic or missile weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=620&lt;br /&gt;
|name=Flame Corpse Construction&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1441&lt;br /&gt;
|description=First, the major part of the corpse&#039;s midsection is removed and a wooden barrel is inserted in its place. The barrel is filled with Cave Fire, a magic substance discovered by the Alchemists, and the corpse is strengthened with iron parts and reanimated. The resulting Flame Corpse uses the magic fire for extra power and is stronger than an ordinary Soulless. If the Flame Corpse is slain, the fire barrel will instantly explode, which is what makes it so feared by its enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1166&lt;br /&gt;
|name=Gift of Splendor&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 36028797018963968&lt;br /&gt;
|description=A few soldiers are wreathed in fiery splendor. Attackers are awestruck and only brave soldiers will attempt to attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=457&lt;br /&gt;
|name=Gift of the Moon&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1099511627776&lt;br /&gt;
|description=The caster calls on the powers of the moon and enchants his wolven companions with invulnerability. Magic weapons and spells will still harm the wolves. The spell can only target wolves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1162&lt;br /&gt;
|name=Haste&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4&lt;br /&gt;
|description=A large number of soldiers are given quick feet.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1161&lt;br /&gt;
|name=Immaculate Mounts&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 536870912&lt;br /&gt;
|description=The caster enchants animal mounts giving them increased intelligence and defensive prowess.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1150&lt;br /&gt;
|name=Levitate Soldiers&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4503599627370496&lt;br /&gt;
|description=Several soldiers are granted the ability to float a few inches above the ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1163&lt;br /&gt;
|name=Poison Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 288230376151711744&lt;br /&gt;
|description=This spell protects several units from natural poisons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1158&lt;br /&gt;
|name=Raise Dead&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -3&lt;br /&gt;
|description=The necromancer animates several corpses to unholy service. The spell is more effective if there are unburied dead on the battlefield. There will be fewer unburied dead in the province after the battle when this spell is used. Soulless will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1164&lt;br /&gt;
|name=Serpent Fang Arrows&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1125899906842624&lt;br /&gt;
|description=The mage enchants the arrows of a large number of archers. The arrows become coated in serpent venom. Those wounded by the arrows take additional poison damage. The spell will not affect magical weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1154&lt;br /&gt;
|name=Shroud of Flying Shards&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 18014398509481984&lt;br /&gt;
|description=The caster is surrounded by whirling winds and obsidian shards. The shards will harass and slash enemies in melee as well as knock incoming missiles out of the air.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1165&lt;br /&gt;
|name=Simulacrum&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 9007199254740992&lt;br /&gt;
|description=The caster creates a replica of himself and enchants it with glamour magic to give it false life. The simulacrum will be controlled by the original owner&#039;s soul and the simulacrum also inherits all the magic powers of its creator. In turn the creator&#039;s body is placed in a state of deep torpor that only ends when the simulacrum dies. However, there is a chance that the caster&#039;s soul will fail to return and become trapped and lost in the dreamwild, possibly until his soul withers away and dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1156&lt;br /&gt;
|name=Spell Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=The mage seals the minds of a large group of friendly units against malign spells. The units will receive increased magic resistance for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1149&lt;br /&gt;
|name=Terracotta Army&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2134&lt;br /&gt;
|description=The caster crafts an army of terracotta soldiers and imbues them with false life. Terracotta Soldiers are highly resistant to fire, but are somewhat brittle if struck by blunt weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1151&lt;br /&gt;
|name=Trueshot Warriors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4&lt;br /&gt;
|description=A large group of soldiers get increased Precision. This increases the chance of hitting with missile weapons and spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1159&lt;br /&gt;
|name=Twiceborn&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4194304&lt;br /&gt;
|description=With this ritual, the necromancer enchants his own body to protect himself from death. If the necromancer is slain, he is revived as a Wight Mage in the province where the ritual was cast, possibly gaining dark insights in the process. For the ritual to work, the province it was cast in must be in friendly hands when the necromancer dies. This spell requires more power to affect large beings and the cost of casting the ritual is increased with the caster&#039;s size. Undead, demons, plants, inanimates, pretender gods as well as most monsters that aren&#039;t even remotely humanoid (e.g. hydras and sea serpents) cannot be twiceborned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1155&lt;br /&gt;
|name=Vile Water&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2159&lt;br /&gt;
|description=The alchemist creates a bath of water and vitriol. The vitriolic water is given form and purpose through powerful alchemical rituals. The alchemical entity is known as a Gelatinous Cube. It slowly slides forward and swallows anything it passes over. Swallowed beings quickly dissolve in the vitriol, unless the cube is destroyed and its magic unraveled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=274&lt;br /&gt;
|name=Awaken Hamadryad&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3066&lt;br /&gt;
|description=Hamadryads are tree-nymphs. They are wise and skilled in nature magic and protect the forests they inhabit. However seeking advice from a Hamadryad can be quite difficult as there is usually a flock of loud chattering harpies nesting among the branches of the Hamadryad.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1465&lt;br /&gt;
|name=Awaken the Dreamwild&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=18 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 145&lt;br /&gt;
|description=The caster enters the heart of a forest and performs a ritual to awaken the slumbering powers of the Dreamwild. Soon strange magic will permeate the woodland and what was once certain becomes vague and undefined like a dream or legend. In this enchanted land Fay Folk thrive.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1180&lt;br /&gt;
|name=Dispel&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Dispel, value 1&lt;br /&gt;
|description=This enchantment enables a mage to destroy an active global enchantment. The power of global enchantments is often boosted with the use of additional gems. This number of gems must be matched in order for the dispel to work.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1187&lt;br /&gt;
|name=Dreamwild Demesne&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 140&lt;br /&gt;
|description=The caster enchants an entire province with the magic of the Dreamwild, creating a land of hope and peace free from misery and woe. As long as the enchantment is active unrest will decrease and few bad events will disturb the peace. The enchantment is broken if the land is conquered by hostile forces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1178&lt;br /&gt;
|name=Enliven Gargoyles&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2368&lt;br /&gt;
|description=A group of grotesque, winged statues are given false life by this powerful enchantment. Gargoyles can fly and are difficult to destroy, but will revert to an inanimate state if there are no mages left on the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=613&lt;br /&gt;
|name=Enliven Granite Guard&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1498&lt;br /&gt;
|description=Everything left by the Ancient Ones has become subject to worship by the humans of Agartha. Statues left in halls underneath the earth are adored and worshiped, enchanted and given magical life by the Golem Crafters. The great statues of ancient Seal Guards are the foremost of these living statues: sacred guardians ever watching and waiting. This spell will make one of these statues come to life.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1186&lt;br /&gt;
|name=Faery Trod&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Faery Trod, value 1&lt;br /&gt;
|description=The mage leads his army into a magic forest to find a Faery Trod. The army follows this strange path through faerie lands and will finally arrive in a distant forest. Both the source and destination provinces must be forests for this spell to work. Navigating on the faerie paths is a tricky adventure and it might be that you won&#039;t emerge exactly where you planned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1169&lt;br /&gt;
|name=Farflight Arrows&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 562949953421312&lt;br /&gt;
|description=The caster enchants the arrows and bolts of a large group of soldiers, making the arrows fly swift and far. Range for all missile weapons are greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1168&lt;br /&gt;
|name=Flame Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell partially protects several units from fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1167&lt;br /&gt;
|name=Flaming Arrows&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8388608&lt;br /&gt;
|description=The mage enchants the arrows of a large number of friendly archers. The arrows burst into flame as they are fired, doing considerable damage to their targets. The spell will not affect magical weapons. The fire damage of the arrow is magic and will affect ethereal and invulnerable creatures even if the arrow itself doesn&#039;t.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1174&lt;br /&gt;
|name=Friendly Currents&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 2&lt;br /&gt;
|description=This spell makes the water currents aid the caster and all his allies. Those aided by this spell can move further every turn and are less exhausted by fighting. This spell can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=472&lt;br /&gt;
|name=Geoglyphs&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=18 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 100&lt;br /&gt;
|description=The Coyas of Nazca, daughters of the Moon, are accomplished students of the stellar bodies and their connection with the earth. They have discovered means to amplify the influence of the planets on the terrestrial sphere through vast geoglyphs inscribed on the bare ground. As long as the enchantment of the geoglyph is active magic in the province is increased as are the ranges of rituals. Enemies fighting in a province with an active geoglyph are more easily affected by magic and have their magic resistance reduced. It is only possible to cast the ritual if you can see the land from above. Thus only flying mages can cast the spell. For the enchantment to be effective the geoglyphs must be exposed to stellar lights, so it is only castable in barren lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1176&lt;br /&gt;
|name=Giant Strength Warriors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 128&lt;br /&gt;
|description=Gives a large group of soldiers increased strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1182&lt;br /&gt;
|name=Gift of Spirit Sight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 137438953472&lt;br /&gt;
|description=This spell grants a few soldiers spirit sight, making it possible to see invisible units and spirits.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1185&lt;br /&gt;
|name=Group Regeneration&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=60 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=This spell gives a group of targets regenerative powers. It does not work on inanimate targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1184&lt;br /&gt;
|name=Horde of Skeletons&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -2&lt;br /&gt;
|description=The necromancer enchants the bones of the dead and calls forth a horde of Longdead Warriors.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=319&lt;br /&gt;
|name=Inner Furnace&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16384&lt;br /&gt;
|description=The caster invokes the power of Rhuax to strengthen the heat burning in every Abysian. All soldiers on the battlefield have the area of their heat effect increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=616&lt;br /&gt;
|name=Living Mercury&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3762&lt;br /&gt;
|description=Independent of each other the Oracles of the deeper earth and the alchemists of T&#039;ien Ch&#039;i have discovered the means to distill and animate the liquid silver of the deeps. Mercury is an inherently magical substance associated with change, fluidity and perfection. It is quite easy to enchant the liquid metal once the proper rituals are discovered. The Living Mercury shrinks when damaged. It is surrounded by fumes detrimental to living beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=346&lt;br /&gt;
|name=Memories of Stone&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1998&lt;br /&gt;
|description=In a barren desert the Yeddeoni have found the fossilized remains of Rephaim armed with archaic weapons. With the ancient magic of the Grigori, these fossils are endowed with memories of old and forced to once again move and fight for the descendants of the Fallen Angels. The spell can only be cast in wastelands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=617&lt;br /&gt;
|name=Nightmare Construction&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2520&lt;br /&gt;
|description=Not only human dead are crafted into servants of the necromancers. Beasts of burden are rare in the caverns, so the horses Agartha can get their hold on are used and reused in work and in war. Dead horses are quicker than humans, and can carry more. The Ktonian Necromancers have created horrible iron reinforced skeletal horses with Cave Fire barrels placed inside their chests. The nightmares are not very good at combat, but as carriers of the alchemical load they are superior to humans.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1183&lt;br /&gt;
|name=Pale Riders&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 189&lt;br /&gt;
|description=The necromancer enchants the bones of dead warriors and their horses, giving them false life. Powerful mages can reanimate larger numbers of these horsemen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1175&lt;br /&gt;
|name=Quagmire&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 85&lt;br /&gt;
|description=Water will start to seep from the ground that will quickly become soft and difficult to traverse. The battleground is turned into a swamp and most units will get penalized for fighting there. The enchantment lasts for the entire battle or until the caster dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=316&lt;br /&gt;
|name=Reawaken Fossil&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1977&lt;br /&gt;
|description=Abysian mages have recently discovered a gorge near the borders of Gath, where ancient magic has been uncovered by eroding winds and a mighty earthquake. Huge bones were found protruding from the very stone. Legends of the glorious victory against the Rephaim were remembered and soon the Abysian mages were trying to reawaken the fossilized giants once defeated by fire in the valley of Megiddo.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1179&lt;br /&gt;
|name=Ritual of Returning&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8388608&lt;br /&gt;
|description=The mage will return to the home citadel at once if he is wounded. The spell lasts until the mage actually has been wounded and returned home. This ritual will result in swift death for a mage if the home citadel has been conquered by the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=371&lt;br /&gt;
|name=Send Tupilak&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon - Assassination, value 1624&lt;br /&gt;
|description=The Tupilak is an artificial animal made from various animal cadavers. It is able to take the appearance and attributes of any of its composite parts. Most Tupilaks are made from bears, ravens, seals and reindeer. This gives the Tupilak battle prowess and the ability of flight. After it has been created, it is given the task of hunting down and killing a specific enemy commander. Then the Tupilak will fly, run and swim across the world in order to find its prey and kill it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1181&lt;br /&gt;
|name=The Eyes of God&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 15&lt;br /&gt;
|description=This enchantment enables the mage to see all provinces in the world. Dominions can be seen in great detail and so can discovered magic sites, but income cannot be determined exactly. Inside the God&#039;s own Dominion income as well as any troop movements and battles can be seen in great detail. This includes the detection of any glamoured or invisible troops that are not stealthing. Patrolling units inside friendly dominion will find it much easier to detect enemy scouts and to quell unrest. The historic records for all nations can be accessed and everyone on the Hall of Fame can be inspected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1170&lt;br /&gt;
|name=Thunder Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell protects several units from the damage and stun effects caused by lightning and thunder.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1172&lt;br /&gt;
|name=Trade Wind&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 95&lt;br /&gt;
|description=The caster creates a perpetual stable wind in a coastal province that enables merchants to quickly sail to and from the province. The trade wind will greatly increase the income from the province. The spell lasts longer for every gem spent on the ritual. The enchantment will dissipate if the province is lost.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1171&lt;br /&gt;
|name=Watcher&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3 E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 768&lt;br /&gt;
|description=The mage creates a stone statue and gives it awareness and magical powers. The Watcher is placed on a tower or at a place with a view over the surrounding landscape and given the task of guarding a province from prying eyes. Watchers have incredible vision and will easily detect enemy scouts and spies. They are charged with air magic and can blast enemies with lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1177&lt;br /&gt;
|name=Weapons of Sharpness&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 524288&lt;br /&gt;
|description=A few friendly units are gifted with weapons so sharp that they can cut through armor and flesh with equal ease. This enchantment does not work on blunt or missile weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=343&lt;br /&gt;
|name=Weavers of the Wood&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 119&lt;br /&gt;
|description=The caster makes spiders large and small weave a giant web covering an entire forest province. Anyone trying to sneak through the forest is highly likely to be detected as the caster monitors the webs. The caster of the ritual will be able to direct both the local patrolling forces and spiders from the woods in order to attack any trespassers. The ritual will break if the caster leaves the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1173&lt;br /&gt;
|name=Winter Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell protects several units from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1213&lt;br /&gt;
|name=Aura of Splendor&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 36028797018963968&lt;br /&gt;
|description=Several soldiers are wreathed in fiery splendor. Attackers are awestruck and only brave soldiers will attempt to attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1204&lt;br /&gt;
|name=Dome of Arcane Warding&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 64&lt;br /&gt;
|description=An astral dome is created over the entire province that the mage is located in. The dome will protect the province from many spells that originate from outside the warded province. The more magic gems put into the spell, the longer it will last. If the mage dies, the dome dissolves instantly. The dome has a 50 percent chance of stopping each spell that tries to pass through it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1214&lt;br /&gt;
|name=Dome of Misdirection&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 67&lt;br /&gt;
|description=The entire province the mage is in is protected by a dome of glamour and illusions. The dome will fool enemy mages and protect the warded province from spells that originate outside the dome and make them target a neighboring province instead. The more magic gems put into the spell, the longer it will last.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1193&lt;br /&gt;
|name=Dome of Solid Air&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 61&lt;br /&gt;
|description=A dome made out of air is created over the entire province the mage is in. The dome will protect the province from many spells that originate outside the warded province. While undisturbed, the spell will last indefinitely, but if a spell passes through the dome, or if the mage who cast the dome dies, it will shatter instantly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1198&lt;br /&gt;
|name=Earthquake Warriors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2251799813685248&lt;br /&gt;
|description=The weapons of a large group of soldiers are enchanted with the power of the earth, making them stun those hit. This enchantment does not work on pierce or missile weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=614&lt;br /&gt;
|name=Enliven Marble Oracle&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1499&lt;br /&gt;
|description=Everything left by the Ancient Ones has become subject to worship by the humans of Agartha. Statues left in the halls underneath the earth are adored and worshiped, enchanted and given magical life by the Golem Crafters. The greatest of these statues are the ones of Ancient Oracles. Some remnant of an Ancient Oracle&#039;s memory gives the Marble Oracle a will and a mind. These telestic animates lumber to and fro in the underground city of Agartha looking for faithless humans. Sometimes they stop and raise their hands in the air in a gesture of worship. Marble Oracles have priestly powers and are sacred. They cannot lead armies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1200&lt;br /&gt;
|name=Enliven Statues&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 474&lt;br /&gt;
|description=Ten or more statues are given false life by this powerful enchantment. Powerful mages can enchant more than fifteen statues with one casting of this spell. The statues are difficult to destroy but will revert to an inanimate state if there are no mages left on the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=395&lt;br /&gt;
|name=Ermorian Legion&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 187&lt;br /&gt;
|description=This spell reanimates an entire legion of dead soldiers from the Old Empire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1188&lt;br /&gt;
|name=Eternal Pyre&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=80 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 17&lt;br /&gt;
|description=A huge blazing pyre lights up the landscape. It never burns out and the embers of the pyre will absorb the heat and can be harvested as magical gems imbued with the fiery power of the pyre. The Eternal Pyre causes the temperature to rise to unbearable levels in the province where it is cast. Once the eternal pyre has started burning, it will be impossible to extinguish without the use of magic. Even putting it underwater would only reduce its heat a little.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=871&lt;br /&gt;
|name=Fay-eyed Warriors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 70368744177664&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1210&lt;br /&gt;
|name=Forest Dome&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 66&lt;br /&gt;
|description=Vegetation will grow into a dome that covers the entire province where the spell is cast. The dome will protect the province from many spells that originate outside the warded province. If left undisturbed, the forest dome will last forever. However, if a Fire spell is absorbed by the dome, it may catch fire and be destroyed. If the caster dies, the dome will wither and die.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1211&lt;br /&gt;
|name=Foul Vapors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 45&lt;br /&gt;
|description=Poisonous gas will begin to seep from the ground shortly after this spell is cast. The gas will rise over a large area, covering the entire battlefield, and will continue to seep for the duration of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1196&lt;br /&gt;
|name=Frost Dome&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 62&lt;br /&gt;
|description=A frost dome is created over the entire province where the spell is cast. Any spells cast into this dome will trigger the deadly trap. A powerful frost blast will find its way to the enemy mage and freeze him to death. Every spell cast into the dome has a 30 percent chance of being destroyed by the frost dome. The more magic gems put into the spell, the longer it will last. If the mage who cast the dome dies, it will dissolve instantly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1192&lt;br /&gt;
|name=Greater Farflight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 562949953421312&lt;br /&gt;
|description=The caster enchants the arrows and bolts of all friendly soldiers on the battlefield, making the arrows fly swift and far. Range for all missile weapons are greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1195&lt;br /&gt;
|name=Grip of Winter&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 9&lt;br /&gt;
|description=The entire battlefield is harrowed by enormous cold. This cold quickly renders all units on the battlefield unconscious, after which death is certain. The Grip of Winter is most effective in cold provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1208&lt;br /&gt;
|name=Hail of Serpent Fangs&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1125899906842624&lt;br /&gt;
|description=The mage enchants the arrows of all friendly archers on the battlefield. The arrows become coated in serpent venom. Those wounded by the arrows take additional poison damage. The spell will not affect magical weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1189&lt;br /&gt;
|name=Heat from Hell&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 6&lt;br /&gt;
|description=The entire battlefield is struck by heat worse than that of the hottest of deserts. This heat soon renders all units on the battlefield unconscious, after which death is certain. This spell is most effective in warm provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1202&lt;br /&gt;
|name=Hidden Underneath&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=65 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Terrain-Specific Ritual Summon, value 3&lt;br /&gt;
|description=This spell can only be cast in a cave province. In the beginning of time there was a war among gods, and a previous Pantokrator defeated and imprisoned three mighty gods and their servants in the depths of the earth. The caster locates such a sealed chamber of the under-earth and releases its entombed prisoners. The released ones&#039; souls were imprisoned along with their bodies and could not escape to the underworld when they died. For millennia their spirits have remained trapped in their fossilizing bodies. When they are released they once more follow their former kings and sages to answer the call of the caster. Their Sages are skilled in earth, death and sometimes astral magic. If cast in a province of fortune or magic, a king with more sages is likely to be found.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1201&lt;br /&gt;
|name=Hidden in Sand&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=65 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Terrain-Specific Ritual Summon, value 2&lt;br /&gt;
|description=This spell can only be cast in a wasteland. The caster locates and releases a Dust King and his entombed servants hidden underneath layer upon layer of desert sands. In the beginning of time the first humans lived in scattered tribes. But with the influence of supernatural powers, civilization dawned upon mankind. Small kingdoms formed and order was established. These kingdoms and their rulers emerged and disappeared in quick succession. Driven by fear of being dead and forgotten, the kings built tomb palaces to create resting places where they could live on eternally. But with time came dust. The palaces were covered with sand and their memories forgotten. Inside the tombs the ancient kings and their soldiers still live on. If cast in a province of order a king with more warriors will be released. If cast in a province of fortune or magic, a king with more priests is likely to be found.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1197&lt;br /&gt;
|name=Hidden in Snow&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=65 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Terrain-Specific Ritual Summon, value 1&lt;br /&gt;
|description=This spell can only be cast where there are high mountains nearby. The caster locates and releases a tribe of ancient undead warriors from their glacial prison. A full tribe of Unfrozen is freed. The Unfrozen are led by a chieftain and a mage. If cast in a province of turmoil a warlike tribe with greater amounts of warriors will answer the call. If cast in a province of fortune or magic, a tribe with more mages is likely to answer the call.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=621&lt;br /&gt;
|name=Ktonian Legion&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1439&lt;br /&gt;
|description=The Ktonian Necromancers of Agartha use the dead in many ways. Soulless bodies toil and fight for their masters. Corpses are strengthened with iron parts and armed with short blades. These Iron Corpses are quite robust, but lack the skills of living soldiers. This spell creates a legion of these living Iron Corpses.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1203&lt;br /&gt;
|name=Opposition&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=The caster creates a supernatural force diametrically opposed to a target magical being. If the spell is powerful enough, the magical being will be disenchanted and cease to exist.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1206&lt;br /&gt;
|name=Reanimate Archers&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 535&lt;br /&gt;
|description=The necromancer enchants ten well-prepared corpses and gives them false life. The skeletons are then equipped with magic bows fueled by the power of the Underworld. Arrows fired from these bows will burst into the green flames of banefire. Flesh exposed to banefire will start to fester and decay. Skeletons are undead and will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1209&lt;br /&gt;
|name=Relief&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 84&lt;br /&gt;
|description=This battle enchantment reduces the fatigue of all friendly units on the battlefield. It lasts until the battle ends or the caster is killed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1199&lt;br /&gt;
|name=Riches from Beneath&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=70 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 35&lt;br /&gt;
|description=This enchantment transforms mining from something harsh and dangerous to a really uplifting experience. The miners can carve out gold and iron with their knives and the stone is extra soft where the valuable ore veins are as if the mountain is trying to guide them. The enchantment only works within friendly dominion and a higher dominion score will make it more effective. The enchantment gives a major boost to resource production and a minor boost to gold production, both increases depend on the resource value of the province. Also all magic sites that are income yielding mines will have their income up to doubled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1205&lt;br /&gt;
|name=Rigor Mortis&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 4&lt;br /&gt;
|description=The necromancer causes the joints of both friends and enemies to stiffen as their bodies suffer the fate of the newly dead. There is no immediate cure for the spell, but it ends after the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=255&lt;br /&gt;
|name=Sow Dragon Teeth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3119&lt;br /&gt;
|description=The caster sows a handful of dragon teeth and enchants them with powerful spells. Soon Spartoi, sown men, will emerge from the ground fully armed and ready for battle. The sown men are skeletal in appearance, but are not truly undead. They are armed in gleaming armaments and wield magical spears. The Spartoi will dissolve if left without magical leadership or when the battle is over.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1212&lt;br /&gt;
|name=Steal Sight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 4096&lt;br /&gt;
|description=The caster renders an enemy bereft of sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1190&lt;br /&gt;
|name=Vafur Flames&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 73&lt;br /&gt;
|description=This spell recreates the legendary enchantment of Asgård. The fortress is surrounded by a ring wall of enchanted flames. The flames are able to read the intentions of those who approach and will let friends pass safely through. Flying beings that pass over the flames will still be put on fire, but the damage will be less severe than for those walking through.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1194&lt;br /&gt;
|name=Water Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Bless/Buff (Type II), value 32&lt;br /&gt;
|description=Many soldiers become surrounded by strong currents, making them very difficult to hit in combat. The spell can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1191&lt;br /&gt;
|name=Wind Guide&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 256&lt;br /&gt;
|description=Makes all friendly units shoot more accurately and reduces the problem of firing during Storm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1207&lt;br /&gt;
|name=Ziz&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1388&lt;br /&gt;
|description=The Ziz is a dead, rotting Great Eagle given false life by a necromancer. The beast is possessed by a spirit from the Underworld. It is enchanted with Air magic and can fly even during storms and it is surrounded by an icy wind that freezes the flesh of those nearby.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1223&lt;br /&gt;
|name=Antimagic&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=The mage seals the minds of all friendly units against malign spells. The units will receive increased magic resistance for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1463&lt;br /&gt;
|name=Army of Immaculate Mounts&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 536870912&lt;br /&gt;
|description=The caster enchants all friendly animal mounts on the battlefield, giving them increased intelligence and defensive prowess.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1235&lt;br /&gt;
|name=Aura of Bewilderment&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 16777216&lt;br /&gt;
|description=A group of soldiers are enchanted with glamour making their surroundings shift and change. Faces of friends and foes are swapped, images are altered, and colors and sounds shift and change. Attackers will not know friend from foe and will randomly attack anyone in his vicinity.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1233&lt;br /&gt;
|name=Awaken Treelord&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Awaken Treelord, value 11&lt;br /&gt;
|description=The Treelords are ancient living trees that were once vibrant and very powerful. Now they are dormant, becoming slower in mind and body with every passing year. These decaying Treelords can be reawakened by the use of Nature magic. A reawakened Treelord will serve its awakener until it dies. Treelords have very long lifespans.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1227&lt;br /&gt;
|name=Carrion Reanimation&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value -3&lt;br /&gt;
|description=During a dark and stormy night, the unburied dead stir as the necromancer unleashes the vast powers of his art. Up to two hundred unburied bodies in a province controlled by the caster will be reanimated as Soulless.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=444&lt;br /&gt;
|name=Curse of Balor&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=20&lt;br /&gt;
|area=8+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 4096&lt;br /&gt;
|description=The caster strikes his enemies with blindness.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1226&lt;br /&gt;
|name=Disenchantment&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 1&lt;br /&gt;
|description=This ritual is a more powerful Dispel. If cast at sufficient power it will destroy an active global enchantment, but if it fails it will still reduce the power of the targeted enchantment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1216&lt;br /&gt;
|name=Dome of Flaming Death&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 60&lt;br /&gt;
|description=An invisible web of Fire magic is created over the entire province where this spell is cast. Any spells cast into the protected province will trigger the deadly trap. A powerful blast of fire will find its way to the casting mage and burn him and possibly also the laboratory to cinders. The more magic gems put into the spell, the longer the dome lasts. If the mage who cast the dome dies, the dome dissolves instantly. The dome does not stop spells that pass through it, but it may stop the offending mage from ever casting spells again.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1222&lt;br /&gt;
|name=Earth Blood Deep Well&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=80 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 48&lt;br /&gt;
|description=A well, deeper than any other, is created. This well does not bring water, but rather blood from the Earth itself. This Earth Blood is then made into magical Earth gems that can be used for magic rituals. The well will work more effectively if it is created in a cave that is already deep down and thus closer to the earth blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1462&lt;br /&gt;
|name=Featherweight Army&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4503599627370496&lt;br /&gt;
|description=All soldiers on the battlefield are granted the ability to float a few inches above the ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1219&lt;br /&gt;
|name=Ghost Ship Armada&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5 D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 43&lt;br /&gt;
|description=This spell will awaken the dead Admiral Torgrin and make him fight for your cause. The Admiral will attack random coastal provinces controlled by your enemies and plunder it. The gold will be returned to the caster of the enchantment and the dead will be used to build up the armada. Once enough people have been killed the Admiral will create a new ghost armada. If the main armada with Admiral Torgrin is defeated no new armadas will be created. Once all armadas are defeated the enchantment will dissipate.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1234&lt;br /&gt;
|name=Gift of Health&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 30&lt;br /&gt;
|description=This gift grants excellent health to all loyal subjects inside the God&#039;s Dominion. The gifted ones receive extra hit points, grow old more slowly and may even heal permanent afflictions. Just like most healing effects, lifeless, undead and spiritform beings are not affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1215&lt;br /&gt;
|name=Hail of Burning Embers&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8388608&lt;br /&gt;
|description=The mage enchants the arrows of all friendly archers on the battlefield. The arrows burst into flame as they are fired, doing considerable damage to their targets. The spell will not affect magical weapons. The fire damage of the arrow is magic and will affect ethereal and invulnerable creatures even if the arrow itself doesn&#039;t.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1239&lt;br /&gt;
|name=Land of the Ever Young&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 141&lt;br /&gt;
|description=With this enchantment in place everyone in the province will grow old much much slower than usual, only aging one year in four winters. It is a very sought after enchantment for old mages who have much magic research left to do, but not enough time to do it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1230&lt;br /&gt;
|name=Leviathan&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3 W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1235&lt;br /&gt;
|description=The Leviathan is a dead, rotting Asp Turtle given false life by a necromancer. The beast is possessed by a spirit from the Underworld. It can only be created in the sea, but it can crawl up on dry land.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1228&lt;br /&gt;
|name=Life after Death&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2097152&lt;br /&gt;
|description=This spell gives all friendly units a second chance to fight after dying in the battle. An affected unit that is killed will rise again as an undead being and continue to fight. As soon as the battle ends they will collapse and return to the realm of the dead where they belong. Pretenders, undead, spiritform and inanimate beings are not affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1221&lt;br /&gt;
|name=Lion Sentinels&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 105&lt;br /&gt;
|description=The caster sculpts eleven statues of lions and enchants them with powerful magic. Ten of them are placed outside the castle walls and the eleventh on the courtyard. Order and prosperity flowers as the lions sentinels protect the inhabitants and guard them from harm. Should the castle be attacked the lions will come to life and attack the besieging army. The lions are magical beings and require magical leadership. Should the lion in the courtyard be destroyed the lions will crumble, unless a mage can take command over the remaining lions.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1217&lt;br /&gt;
|name=Mass Flight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 131072&lt;br /&gt;
|description=The caster grants a large number of soldiers the ability to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1231&lt;br /&gt;
|name=Mass Regeneration&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=Gives regenerative powers to a large group of units. Does not work on inanimate targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1237&lt;br /&gt;
|name=Nightmare Masks&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 16&lt;br /&gt;
|description=A few soldiers are wreathed in terror and their faces becomes horrible to behold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1229&lt;br /&gt;
|name=Ritual of Rebirth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual of Rebirth, value 398&lt;br /&gt;
|description=The caster of this spell revives a previously slain hero via the ancient Ritual of Rebirth. The ritual mummifies the dead hero before bringing him or her back to life. Only great heroes from the Hall of Fame can be resurrected by this ritual. The ritual can be performed multiple times on a single hero, should he have died again, as long as remains in the Hall of Fame. Inanimate, undead (except mummies) and spiritform beings are not affected by this spell&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1232&lt;br /&gt;
|name=Serpent&#039;s Blessing&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16777216&lt;br /&gt;
|description=This spell makes all friendly units on the battlefield resistant to natural poisons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1224&lt;br /&gt;
|name=Solar Brilliance&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 21&lt;br /&gt;
|description=The sun starts to shine with a brilliance that destroys the retinas of all soldiers on the battlefield and burns all undead and demonic units to cinders.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1220&lt;br /&gt;
|name=Steel Slice Warriors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 524288&lt;br /&gt;
|description=A large number of friendly units are gifted with weapons so sharp that they can cut through armor and flesh with equal ease. This enchantment does not work on blunt or missile weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1225&lt;br /&gt;
|name=Stellar Focus&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 54&lt;br /&gt;
|description=This spell focuses the light of the night sky into a crystal sphere, depriving the entire world of some of its splendor. The entire world is drained of arcana while magic flows freely in the province where the ritual was cast. The light of the sphere can be distilled into pearls of arcane power.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1218&lt;br /&gt;
|name=Thetis&#039; Blessing&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 59&lt;br /&gt;
|description=Allows all troops in the world to enter the sea and breathe under water. Fighting below the surface will still be a little awkward for those not used to it, but at least it will be doable.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1236&lt;br /&gt;
|name=Veil of Perpetual Mists&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 114&lt;br /&gt;
|description=The caster shrouds an entire province in mists alive with whispers, screams and harrowing shapes. Anyone trying to enter the province without the consent of the caster will find themselves led astray and leave the province from whence they came. Troops with strong morale will follow their commander, but if he is weak of mind and succumbs to the enchantment they will follow him when he leaves the province. The more magic gems put into the spell, the longer it will last.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1238&lt;br /&gt;
|name=Warriors of the Dawn&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=20&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 36028797018963968&lt;br /&gt;
|description=A large group of soldiers are wreathed in fiery splendor. Attackers are awestruck and only brave soldiers will attempt to attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1249&lt;br /&gt;
|name=Army Regeneration&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=Gives regenerative powers to all friendly units on the battlefield. Does not work on inanimate targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1073&lt;br /&gt;
|name=Dragon Master&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1073741824&lt;br /&gt;
|description=The caster claims lordship over all serpentkin. Every time the caster summons a Drake, Wyvern or Sea Serpent, two additional beasts will heed the call.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1251&lt;br /&gt;
|name=Fata Morgana&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=90 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 53&lt;br /&gt;
|description=Under the fata morgana life seems much easier and everyone is happy. Phantasmal Warriors will assist the local defence in defending the province against invaders.  If the entire province should not be hidden from the enemy, enemy scouts will still be tricked by the illusions and likely give incorrect reports about armies present. All provinces in friendly dominion will be affected by the fata morgana.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1246&lt;br /&gt;
|name=Fields of the Dead&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5 E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 96&lt;br /&gt;
|description=The necromancer releases the powers of the underworld and reanimates bodies and bones across the entire battlefield. Ever more walking dead will emerge from the ground. Recently killed soldiers might reawaken and do battle against their former friends.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1240&lt;br /&gt;
|name=Fire Fend&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell partially protects the entire army from fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1241&lt;br /&gt;
|name=Frost Fend&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell protects the entire army from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=604&lt;br /&gt;
|name=Hall of Statues&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1496&lt;br /&gt;
|description=Some halls underneath the earth contain entire rows of the sacred status of the pale ones from before. With this ritual a large group of statues are given life. The amount of statues brought to life are highly dependent on the skill of mage performing the ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1250&lt;br /&gt;
|name=Haunted Forest&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 55&lt;br /&gt;
|description=Vines will merge with anyone killed in the God&#039;s Dominion, creating an undead Manikin. The Manikin will fight any enemies of the God for a short while before it is totally dissolved by the vines. Undead or inanimate beings are not affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1252&lt;br /&gt;
|name=Mists of Deception&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 72&lt;br /&gt;
|description=This powerful enchantment creates a magic mist on the battlefield. From this mist, illusory soldiers and beings will emerge to battle nearby enemies. More illusions will appear if the caster is very powerful. Just like a normal mist it will also limit sight and the dissipation of cloud effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1242&lt;br /&gt;
|name=Soaring Army&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 131072&lt;br /&gt;
|description=The caster grants all friendly soldiers on the battlefield the ability to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=517&lt;br /&gt;
|name=Theft of the Sun&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D6 F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=70 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 101&lt;br /&gt;
|description=Since the disappearance of the Sun, the Zotz have longed for the warmth and reputed splendor of the celestial entity. With this spell the sorcerer lures the Sun from its heavenly abode to once more travel through Xibalba during the night. But the intent is a malicious one, for once the Sun has entered the labyrinthine caverns of Xibalba it is led astray and trapped in the Cavern of the Sun, giving its splendor to the Sun Guides and its fiery magic to the Ah K&#039;in. With only the moon and the stars lighting the sky, the world is plunged into darkness.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1243&lt;br /&gt;
|name=Thunder Fend&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell protects the entire army from damage and stun effects caused by lightning and thunder.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1248&lt;br /&gt;
|name=Unraveling&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S6&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 256&lt;br /&gt;
|description=The caster unravels the enchantments that bind magic beings together. All magic beings on the battlefield, including your own, start to fall apart and dissolve. Mages may lose their minds and spell casting abilities.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1247&lt;br /&gt;
|name=Void Pattern Labyrinth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4 B3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 69&lt;br /&gt;
|description=A void pattern dome is created over the province that the mage is located in.  This pattern is invisible to human perception, but horrors will see the strange pattern and get confused and led astray when trying to pass.  The dome will protect the province from any horrors trying to attack from the outside, including against those drawn to horror marks.  The more magic gems put into the spell, the longer it will last.  If the mage dies, the void pattern labyrinth dissolves instantly.  The chance of warding off a Doom Horror is lower than for normal horrors.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1244&lt;br /&gt;
|name=Wrath of the Sea&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=70 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 18&lt;br /&gt;
|description=The sea will rise and flood all coastal provinces within just a few months. Provinces that are struck by the flood will have their income and population growth reduced. Once the enchantment is gone the flooded provinces will slowly start to return to normal.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1256&lt;br /&gt;
|name=Arcane Nexus&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=150 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 19&lt;br /&gt;
|description=This mighty enchantment absorbs magical energies worldwide to replenish the caster&#039;s magical resources. Half of all magic gems used to cast spells and to create magic items will be absorbed into the Arcane Nexus and converted into astral pearls at a two to one ratio. The purity of Astral and Blood magic makes it impossible for the Nexus to absorb any magic when these types of spells are cast, but all other types of magic will have some of their power absorbed by the Nexus. Even when no spells are cast or no items are forged, the Nexus will absorb some ambient magic energy from the world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1257&lt;br /&gt;
|name=Army of the Dead&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value -2&lt;br /&gt;
|description=Animates an entire army of skeletal Longdead Warriors in a distant province. Up to one hundred and fifty Soulless will join the attack if there are unburied bodies present. The undead summoned will be subservient to the necromancer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1254&lt;br /&gt;
|name=Demon Cleansing&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 83&lt;br /&gt;
|description=This spell is the bane of demons. When this enchantment is active, all demons will take double damage from all attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1255&lt;br /&gt;
|name=Dome of Seven Seals&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4 E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=14 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 132&lt;br /&gt;
|description=A magic dome is created over the entire province. The dome offers perfect protection against hostile magic targeted at the province, while allowing friendly mages to temporarily deactivate the seals and have their spells pass through. All friendly astral mages will know how to get through the seals safely. Each time a spell is stopped by the dome, one of the seven seals will crack. Once all seals are cracked or the caster dies the dome will dissolve.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1253&lt;br /&gt;
|name=Earth Shatter Army&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2251799813685248&lt;br /&gt;
|description=The weapons of all friendly soldiers are enchanted with the power of the earth, making them stun those hit. This enchantment does not work on pierce or missile weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1258&lt;br /&gt;
|name=Gaia&#039;s Blessing&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5 E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16784384&lt;br /&gt;
|description=This powerful enchantment protects an entire army from the power of the elements. The units become resistant to flames, frost, lightning and poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1259&lt;br /&gt;
|name=Gift of Nature&#039;s Bounty&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=70 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 27&lt;br /&gt;
|description=All life in the God&#039;s Dominion is blessed. Grain grows more quickly, the mustard tastes better, the ducks are fatter and all living creatures mate and give birth to young. The income of lands under the God&#039;s Dominion is greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1245&lt;br /&gt;
|name=Lichcraft&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 178&lt;br /&gt;
|description=With knowledge of this ritual, the Death mage has discovered the means to remove his own viscera and place it in a jar, killing himself, only to return as an immortal undead being of great power. By dying and returning from the dead the Lich gains insights and powers in the path of death magic. Furthermore, the body of the Lich becomes almost impossible to harm with mundane weapons. Should the body of the Lich be physically destroyed, a new one is formed from the dust of the dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=251&lt;br /&gt;
|name=Sleep Ray&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=0&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=1&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 1024&lt;br /&gt;
|description=The caster projects a ray that will affect a small number of nearby enemies. Those who fail to resist will instantly fall into an enchanted slumber.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1262&lt;br /&gt;
|name=Blink&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Blink, value 30&lt;br /&gt;
|description=The caster creates an instability in space that transports him to another position on the battlefield. The mount if any will also be blinked away together with the mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=284&lt;br /&gt;
|name=Chorus Master&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 2305843009213693952&lt;br /&gt;
|description=The witches and bards of Man have developed the spell singing techniques of the Tuatha further. Through communal chanting they are able to strengthen the arcane harmonies of their spell songs. Chorus masters decide what spellsongs the chorus will chant. The fatigue that comes from casting spells will be distributed among all chorus members and the chorus master will also be able to cast more powerful spells than she could alone. While in a communal chorus, all spells that only affect the caster will affect all the chorus slaves as well. A chorus with two slaves will grant all masters one extra level in all their paths, four slaves will grant two levels, eight slaves will grant three levels, and so on. Only spell singers can cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=285&lt;br /&gt;
|name=Chorus Slave&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4611686018427387904&lt;br /&gt;
|description=The witches and bards of Man have developed the spell singing techniques of the Tuatha further. Through communal chanting they are able to strengthen the arcane harmonies of their spell songs. Chorus slaves only follow the chant of the Chorus Masters and are inactive during the battle. If a chorus slave loses consciousness they leave the communal chant. Only spell singers can cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1263&lt;br /&gt;
|name=Communion Master&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 144115188075855872&lt;br /&gt;
|description=The mage who has cast this spell can use the magic power of the mages who have cast Communion Slave. The fatigue that comes from casting spells will be distributed among all communion members and the communion master will also be able to cast more powerful spells than he could alone. While in communion, all spells that only affect the caster will also affect all the communion slaves. A communion with two communion slaves will grant all masters one extra level in all their paths, four slaves will grant two levels, eight slaves will grant three levels, and so on. Casting spells while in a communion is complicated however and the casting time for all spells is increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1264&lt;br /&gt;
|name=Communion Slave&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 288230376151711744&lt;br /&gt;
|description=The caster opens his mind to allow other mages to guide his magic power. Mages who want to take advantage of the communion must cast the spell Communion Master (or carry an appropriate magic item). Being a communion slave can be dangerous if there are multiple communion masters or if the master is more skilled than the slave. The communion master can continue to drain energy from the communion slaves even if they become unconscious. This can be fatal.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1272&lt;br /&gt;
|name=Curse&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 2&lt;br /&gt;
|description=The mage curses the target with bad luck. The spell has long range and always hits the chosen target. There is no protection against being cursed and it can never be removed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1267&lt;br /&gt;
|name=Decay&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 256&lt;br /&gt;
|description=This spell makes the victim age, wither and die at an incredibly fast rate. Victims with high magic resistance and many years left to live might be able to survive the effects of this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1260&lt;br /&gt;
|name=Desiccation&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Set Effect Value (1) if lower, value 250&lt;br /&gt;
|description=This spell will affect a small number of targets with severe dehydration. The dehydrated targets will become more and more exhausted and may eventually lose consciousness. The duration of the dehydration depends on the magic resistance of the targets. Undead beings and constructs are not affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1266&lt;br /&gt;
|name=Dust to Dust&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2020&lt;br /&gt;
|description=The mage destroys undead beings by unraveling the magic that holds them together. The spell affects all undead in a small area. Armor offers no protection from this spell, but magic resistance can reduce the damage somewhat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1261&lt;br /&gt;
|name=Farstrike&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1015&lt;br /&gt;
|description=The caster opens a rift in space and strikes through it with a fist as hard as steel. The strength of the caster adds to the damage of the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1270&lt;br /&gt;
|name=Fascination&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Stun/Fascinate, value 100&lt;br /&gt;
|description=The caster tries to project images and scents in an enemy&#039;s consciousness. Should it succeed the enemy will be distracted for a short while and hopefully enable someone to strike the enemy down.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1268&lt;br /&gt;
|name=Frighten&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=50&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Fear (Type II), value 5&lt;br /&gt;
|description=The spell fills the targeted unit with fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1265&lt;br /&gt;
|name=Horror Mark&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Add To Effect Value (1), value 261&lt;br /&gt;
|description=The Horror Mark is an astral beacon only perceivable by Horrors. Horrors, powerful astral beings, primarily attack marked people. This spell is the only way to direct Horrors and avoid disaster should one be summoned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1271&lt;br /&gt;
|name=Personal Luck&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The caster merges reality with the Dreamwild, where everything is possible. In dreams, even Fate itself can be tricked. He will have very good chance of escaping blows or magic that would otherwise have killed him.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1269&lt;br /&gt;
|name=Seven Year Fever&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 1&lt;br /&gt;
|description=The caster curses some targets with a horrible fever that never ends. The victims will not be severely affected during combat, but their wounds will never heal and the victim will slowly die in the following years.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1274&lt;br /&gt;
|name=Battle Fury&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of men with righteous fury. A few soldiers get increased morale and attack skill.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1280&lt;br /&gt;
|name=Beast Fury&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of beasts with fury. A few animals get increased morale and attack skill. If cast on mounted units only the animal mount will be affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1273&lt;br /&gt;
|name=Bonds of Fire&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 65536&lt;br /&gt;
|description=Shackles of fire will trap the victim of this spell. If the victim tries to escape, the shackles become exceedingly hot. Otherwise, the heat stays bearable. A high morale is required to fight the heat and escape. Trying to escape may very well kill a weaker man.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=522&lt;br /&gt;
|name=Break the Fourth Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 2&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell damages the soul of shadow, permanently cursing the target with bad luck. Ethereal beings do not cast shadows and are rarely affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=520&lt;br /&gt;
|name=Break the Second Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 262144&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell damages the soul of bone, making the target permanently limp. Ethereal beings have no bone soul and are rarely affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=521&lt;br /&gt;
|name=Break the Third Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fatigue, value 5015&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell damages the soul of breath making the target fatigued.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1276&lt;br /&gt;
|name=Calm Emotions&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 36028797018963968&lt;br /&gt;
|description=The caster afflicts the target with phlegmatic humors quenching his raging emotions. If cast on a berserker, the target will calm down and eventually lose his berserker rage. If cast on a less aggressive unit, it will simply become a bit less inclined to continue fighting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1279&lt;br /&gt;
|name=Mind Burn&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1010&lt;br /&gt;
|description=The caster tries to overload the mind of the target. If successful, the target experiences overwhelming pain as his mind is damaged. The spell is very accurate and always finds its intended target.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1278&lt;br /&gt;
|name=Returning&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Return Home, value 1&lt;br /&gt;
|description=The caster creates a rift in space that sucks him through, sweeping him back to the home citadel. It is a very fast but dangerous way of teleporting. If the caster is unlucky he might get lost in time and might return later, not at all or completely insane. The spell will not work on other planes or if the home citadel is controlled by the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1277&lt;br /&gt;
|name=Scrying Pool&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W1 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 36&lt;br /&gt;
|description=The mage will enchant a pool of water to provide images of a province far away. The more magic gems spent on the scrying pool, the longer it will last. The information gained by scrying is much more accurate than a normal scout can provide.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1281&lt;br /&gt;
|name=Sleep&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=35&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 1024&lt;br /&gt;
|description=The caster makes the target fall into an enchanted slumber.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1275&lt;br /&gt;
|name=Steal Breath&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fatigue, value 5035&lt;br /&gt;
|description=The victim of this spell will have his breath stolen from him. Recovering the breath will require quite an effort and the leave the victim exhausted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1283&lt;br /&gt;
|name=Augury&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search&lt;br /&gt;
|description=The caster pours oil on a pile of soil from a distant province and sets it ablaze. The flickering flames will reveal all hidden sites of fiery power in the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1284&lt;br /&gt;
|name=Carrier Birds&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Transport gems, value 15&lt;br /&gt;
|description=This ritual summons a large flock of birds that will quickly transport the mage&#039;s magic gems to a commander in another province. A maximum of 15 magic gems can be transported and blood slaves are too heavy to be carried at all. The commander who receives the gems cannot belong to another nation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1285&lt;br /&gt;
|name=Carrier Eagle&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Transport heavy item, value 1&lt;br /&gt;
|description=This ritual summons a large eagle that will quickly transport a magic item to a commander in another province. Heavy items cannot be transported by this ritual. The commander who receives the magic item cannot belong to another nation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1293&lt;br /&gt;
|name=Despair&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Cause Fear (Type II), value 4&lt;br /&gt;
|description=The enemies are overcome with despair and will be more likely to rout when they start taking casualties.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1294&lt;br /&gt;
|name=Geas&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 18014398509481984&lt;br /&gt;
|description=The caster places a geas on an enemy. The target is compelled to attack his friends and will act irrationally. The target may decide to act against the geas, which will then end and permanently curse the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=526&lt;br /&gt;
|name=Gift of the Fourth Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell strengthens the shadow soul of the target, giving him luck in battles. Ethereal beings do not cast shadows and are rarely affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=524&lt;br /&gt;
|name=Gift of the Second Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 137438953472&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell strengthens the bone soul of the target, making him less vulnerable to blunt damage. Ethereal beings have no bone soul and are rarely affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=525&lt;br /&gt;
|name=Gift of the Third Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 68719476736&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell strengthens the soul of breath, making the target shake off exhaustion and fatigue quicker.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1289&lt;br /&gt;
|name=Haruspex&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 6&lt;br /&gt;
|description=The caster opens the bellies of newly slaughtered animals and observes their livers. The state of the livers reveals distant locations of Nature power.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1287&lt;br /&gt;
|name=Iron Will&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=The caster strengthens the minds of some soldiers. Their ability to resist magic is increased for the duration of the battle. This spell cannot be cast on mindless beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1292&lt;br /&gt;
|name=Luck&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The caster merges reality with the Dreamwild, where everything is possible. In dreams, even Fate itself can be tricked. A small group of soldiers are granted unnatural luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=628&lt;br /&gt;
|name=Mind Vessel&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Mind Vessel, value 100&lt;br /&gt;
|description=This ritual puts a part of the Aboleth&#039;s mind in the humanlike vessel that has been bred for this purpose. After the ritual the vessel will have little left of its own mind and the Aboleth part will have to guide it along. After the merging of minds the vessel will be able to use its old magic knowledge as well as the astral knowledge of the Aboleth. The state of the Aboleth is constantly influencing its vessel and should the Aboleth die the vessel will not survive for more than a few days at the most. An Aboleth can not share his mind with more than one vessel at a time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1290&lt;br /&gt;
|name=Panic&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1+2/lvl&lt;br /&gt;
|effect=Cause Fear (Type II), value 1&lt;br /&gt;
|description=This spell will cause panic to spread among the enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1282&lt;br /&gt;
|name=Rage&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 128&lt;br /&gt;
|description=The spell fills the heart of a man with furious anger. The raging unit will attack anything nearby, even friends.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=257&lt;br /&gt;
|name=Rhapsody of Life&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Heal, value 1009&lt;br /&gt;
|description=The Rhapsodies are mystical spellsongs and elegies associated with the cycles of life and death. The Rhapsody of Life reinvigorates and heals a living being.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=259&lt;br /&gt;
|name=Rhapsody of the Dead&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10+5/lvl&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Damage, value 1003&lt;br /&gt;
|description=The Rhapsodies are mystical spellsongs and elegies associated with the cycles of life and death. The Rhapsody of the Dead pushes a dead soul towards rebirth in a new body. Undead beings with a soul are wounded by the song and are compelled to flee the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1286&lt;br /&gt;
|name=Sailors&#039; Death&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 3005&lt;br /&gt;
|description=The lungs of a small number of targets are filled with water. Any target that cannot breathe water will take severe damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=278&lt;br /&gt;
|name=Taurobolium&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Set Effect Value (12) if lower, value 651&lt;br /&gt;
|description=The Heliodromus performs a ritual slaying of a sacred bull. The Heliodromus takes his place in a trench underneath a plate of copper pierced with holes. The sacred bull is slain by the participants and its blood pour down upon the Heliodromus. Baptized in blood the Heliodromus is purified and endowed with the power of the Solar Bull. For one year the reborn Heliodromus is worshiped by his fellows as an incarnate God. The Heliodromus receives increased magical understanding and false prophet status. There can only be one elevated Heliodromus.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1288&lt;br /&gt;
|name=Teleport Gems&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Transport gems, value 10&lt;br /&gt;
|description=This ritual can be used by an astral mage to teleport all his magic gems to a commander in a province far away. A maximum of 10 magic gems can be transported and blood slaves are not affected by this ritual. The commander who receives the gems cannot belong to another nation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1291&lt;br /&gt;
|name=Whispers of the Wild&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 36&lt;br /&gt;
|description=The caster taps into the minds and perceptions of the animals of a distant forest province to gain insight into what transpires in the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1302&lt;br /&gt;
|name=Astral Window&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 36&lt;br /&gt;
|description=The caster opens an arcane rift through which he can observe distant lands. The rift closes after a while, but the duration can be prolonged if extra magic gems are used in the casting. Each casting of this ritual allows the mage to scry on one province. The information gained by this spell is much more accurate than a normal scout can provide.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1297&lt;br /&gt;
|name=Auspex&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 1&lt;br /&gt;
|description=The caster listens to the winds and observes the flight of birds. The winds will carry legends of magical places and ancient storms. If the winds are correctly interpreted, the caster gains knowledge of sites of Air power in a distant province. This spell cannot be cast at an enemy province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1310&lt;br /&gt;
|name=Cure Disease&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cure Affliction on Others, value 1&lt;br /&gt;
|description=This ritual cures a unit from disease, an affliction that otherwise is certain to result in a quick and early death. The target unit must be in the same province as the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1298&lt;br /&gt;
|name=Curse of the Desert&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Set Effect Value (1) if lower, value 250&lt;br /&gt;
|description=This spell will affect several targets with severe dehydration. The dehydrated targets will become more and more exhausted and may eventually lose consciousness. The duration of the dehydration depends on the magic resistance of the targets. Undead beings and constructs are not affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1306&lt;br /&gt;
|name=Ferocity&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of beasts with fury. A group of animals get increased morale and attack skill. If cast on mounted units only the animal mounts will be affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1296&lt;br /&gt;
|name=Furious Warriors&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of men with righteous fury. Several soldiers get increased morale and attack skill.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1299&lt;br /&gt;
|name=Gnome Lore&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 3&lt;br /&gt;
|description=The caster bestows the knowledge of the gnomes upon himself and uses it to find places of Earth power. The spell will find all magic Earth sites in a friendly province of the caster&#039;s choice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1312&lt;br /&gt;
|name=Mind Blank&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 140737488355328&lt;br /&gt;
|description=The caster of this spell will shroud his mind with arcane energies. The next time he is targeted by a mind affecting spell the Mind Blank will disappear and most likely also negate the mind affecting effect. The Mind Blank can also help resist being targeted by Magic Duel.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=490&lt;br /&gt;
|name=Mirror Walk&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Teleport, value 1&lt;br /&gt;
|description=With the help of two large flawless and perfectly aligned mirrors, the mirror mage can step into one mirror and then exit through the other regardless of the distance between. The mirror mages make sure that all laboratories are setup with this perfect mirror in order to make it possible for the mages to easily travel between the labs. The mirror walk ritual takes some time to perform, but it consumes very few magic resources.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=610&lt;br /&gt;
|name=Mirror of Earth&#039;s Memories&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W2 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 5760&lt;br /&gt;
|description=An Agarthan Oracle ventures down to the Womb of the Earth and gazes into the reflections of the First Pool to gain knowledge of subterranean sources of magic. The spell reveals all magic sites of earth, fire, water and death in a distant cave province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1300&lt;br /&gt;
|name=Paralyze&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Paralyze, value 9042&lt;br /&gt;
|description=The caster overloads the target&#039;s mind and effectively paralyzes the target for a very long time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1295&lt;br /&gt;
|name=Prison of Fire&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 65536&lt;br /&gt;
|description=Shackles of fire will trap a group of enemies. If the victims tries to escape, the shackles become exceedingly hot. Otherwise, the heat stays bearable. A high morale is required to fight the heat and escape. Trying to escape may very well kill a weaker man.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1308&lt;br /&gt;
|name=Rage of the Cornered Rat&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 256&lt;br /&gt;
|description=A group of animals are provoked into a berserker rage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1311&lt;br /&gt;
|name=Slumber&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=35&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 1024&lt;br /&gt;
|description=The caster makes several targets fall into an enchanted slumber.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1303&lt;br /&gt;
|name=Teleport&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Teleport, value 1&lt;br /&gt;
|description=With this spell, the mage can transport himself to almost any province in the world, only those very very far away are out of range for this ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1301&lt;br /&gt;
|name=Telestic Animation&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 473&lt;br /&gt;
|description=The mage crafts a statue and places a golden plate inscribed with divine names within its head. The statue is thus animated by divine power and will speak the will of the Pretender God. The statue is imbued with great priestly powers, but is immobile.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1305&lt;br /&gt;
|name=Terror&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=Cause Fear (Type I), value 3&lt;br /&gt;
|description=A connection is created between living soldiers and the dead harrowed in the Netherworld. The targets are overwhelmed by fear and despair. Friendly troops are not exempt from the effect, should they stand in the way.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1307&lt;br /&gt;
|name=Touch of Madness&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 256&lt;br /&gt;
|description=A small group of soldiers are forced to go berserk. Berserkers never rout, get increased fighting skills, but do not care much for their own safety.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1304&lt;br /&gt;
|name=Vengeance of the Dead&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Vengeance of the Dead, value 999&lt;br /&gt;
|description=The mage will contact the dead souls of all the people or creatures that the target has slain. These dead souls will then be guided to the dreams of the target, where they can attack him in a horrible nightmare. The mage will ensure that the target is pulled strongly into the nightmare, so that he stays dead if the dead souls are successful in killing him. This spell does not work on mindless beings or those who never sleep and the target must have slain units in combat for the spell to work. One province is chosen for the spell and the greatest butcher of all enemy commanders in that province will be targeted for the nightmare.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1313&lt;br /&gt;
|name=Visions of Death&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 5010&lt;br /&gt;
|description=The target of this spell will see a vision of himself dying a violent death. This lifelike vision will feel real enough to instantly kill lesser men.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1309&lt;br /&gt;
|name=Wildness&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 17179869184&lt;br /&gt;
|description=Animals in the enemy army become wild, unpredictable and difficult to control.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=550&lt;br /&gt;
|name=Awaken Jinn Block&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E1 G1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3389&lt;br /&gt;
|description=The Karib awakens the Jinn inhabiting a stone idol. The Jinn Block has limited powers and is immobile, but will defend its lands from intruders. The Jinn Block is sacred to the Nabaean desert tribes and has some priestly powers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1324&lt;br /&gt;
|name=Charm Animal&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=An animal is charmed by the mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1328&lt;br /&gt;
|name=Confusion&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 17179869184&lt;br /&gt;
|description=The spell will confuse the minds of a group of soldiers for the remainder of the battle. The confused units can easily attack friends instead of enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1323&lt;br /&gt;
|name=Control the Dead&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster takes control over some undead beings. Powerful undead will be able to resist the necromancer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1319&lt;br /&gt;
|name=Earth Sense&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 121&lt;br /&gt;
|description=The caster attunes himself with the earth itself to sense who treads upon it. Enemies trying to sneak around in the province will be detected and traced, even if invisible. The spell is broken if the caster leaves the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=629&lt;br /&gt;
|name=Enslave Sea Trolls&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1529&lt;br /&gt;
|description=An Aboleth Mind Lord extends his mind to locate and attract a group of Sea Troll Warriors. The trolls leave their king in the belief that they will gain fame and glory. When they arrive at the domains of the Aboleths the Mind Lord invades their minds and binds them into permanent servitude. Slave trolls were once guardians at their Sea King&#039;s court and come equipped with armaments of shells and corals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1327&lt;br /&gt;
|name=Gift of Reason&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Gift of Reason, value 1&lt;br /&gt;
|description=This gift grants commander status and a sharp intellect to any one being. The target unit must be in the same province as the caster. Mindless units cannot be affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1314&lt;br /&gt;
|name=Gift of the Furies&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of men with righteous fury. A large group of soldiers get increased morale and attack skill.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1329&lt;br /&gt;
|name=Group Luck&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The caster merges reality with the Dreamwild, where everything is possible. In dreams, even Fate itself can be tricked. Several soldiers are granted unnatural luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1322&lt;br /&gt;
|name=Leeching Darkness&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cloud, value 134217728&lt;br /&gt;
|description=A deadly cloud of darkness will form upon the battlefield. Anyone standing in the cloud will be wounded and permanently weakened. The cloud will remain on the battlefield for some time before dissolving.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1325&lt;br /&gt;
|name=Pack Ferocity&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of beasts with fury. A large group of animals get increased morale and attack skill. If cast on mounted units only the animal mounts will be affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1315&lt;br /&gt;
|name=Pyre of Catharsis&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cure Affliction on Self, value 1&lt;br /&gt;
|description=Catharsis was once the spirit of the Purifying Flames. He would cleanse bodily sicknesses of those who exposed themselves to his flames. Since his corruption by the Daevas and the wicked Mainyus he no longer controls the Purifying Flames and any powerful fire mage can wield his flames. With this ritual the caster sets himself ablaze on a pyre of Purifying Flames. The flames burns away any diseases he carries, but the caster is likely to suffer terribly from the flames unless properly protected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1317&lt;br /&gt;
|name=Raging Hearts&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 2&lt;br /&gt;
|description=Fury will start to grow in the hearts of all people in an entire province. Those affected will soon start to plunder and kill their fellow citizens. A mage can target any province of his choice and those affected will not know who has cast this spell on them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=494&lt;br /&gt;
|name=Seith Curse&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Curse, value 2&lt;br /&gt;
|description=Seith is an ancient form of sorcery, reputedly invented by Angerboda. It has been practiced by females of the nation through the ages. Gygjor, vaetti hags and human Seithkonur all have some knowledge of the Seith, but it is the Seithkonur of Utgård that have mastered the art. Seith can be used to spell doom upon a distant target. When cast, a single enemy commander in a faraway province is cursed for the rest of his life. However, the price is high, and the Fates will keep the balance. Someone close to the caster will also suffer a curse.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1318&lt;br /&gt;
|name=Serenity&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 36028797018963968&lt;br /&gt;
|description=The caster afflicts the targets with phlegmatic humors quenching their raging emotions. The targets calm down and lose their berserker rage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1321&lt;br /&gt;
|name=Soul Slay&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=The caster attempts to rip the target&#039;s mind from his body. If successful, the spell will slay the target. Immortal beings killed by this spell will stay dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1320&lt;br /&gt;
|name=Teleport Item&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Transport heavy item, value 1&lt;br /&gt;
|description=This ritual can be used by an astral mage to teleport a single magic item to a commander in a province far away. Heavy items cannot be transported by this ritual. The commander who receives the magic item cannot belong to another nation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=456&lt;br /&gt;
|name=Tempering the Will&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=The forces of Ulm have their strength of mind enhanced by magic. Soldiers and beings with high magic resistance are rarely affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1326&lt;br /&gt;
|name=The Ravenous Swarm&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 92&lt;br /&gt;
|description=This spell is sometimes used by nature mages to combat the undead. It is part of the natural order that the living finds sustenance from the dead, and with this spell the nature mage utilizes that and imbues a swarm of bugs with frenzied power and appetite to devour the walking dead. The swarm will consume the undead one after each other until the battle ends. Should the swarm fail to locate the dead it will start to eat the living instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1343&lt;br /&gt;
|name=Beckoning&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4 N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Beckoning, value 999&lt;br /&gt;
|description=The caster awakens the forces of the wild, which call out to lure the unwary. Those who fall prey vanish into the woodlands, never to be seen again. The Beckoning will only work in forests and forest beings are immune to the call. Those who are strong of mind or duty will resist the call.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=573&lt;br /&gt;
|name=Celestial Music&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 262144&lt;br /&gt;
|description=The caster begins playing the music of the Celestial Spheres. All celestial dancers (Apsaras, Gandharvas and Yakshas) become enthralled by the divine music and perform a celestial battle dance that gives them quickness.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1330&lt;br /&gt;
|name=Choleria&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 134&lt;br /&gt;
|description=The caster affects a friendly province with the humor of fire, choleria. The populace becomes energetic and productive, but also easy to anger. Production and income are increased, but quarrels are common and unrest will gradually increase.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=538&lt;br /&gt;
|name=Deceive the Decree of the Lost&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=45 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3879&lt;br /&gt;
|description=In Magnificent Ind there was a wasteland inhabited by six-fingered giants with skin as pale as death. In ancient times these giants were immensely large and powerful enough to threaten the gods themselves. They were bound to their land by a divine decree, lest they overtake the world. After the fall of Ind the Sage-Queens of Feminie have found the means to circumvent the ancient decree and unleash the Giants upon the world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=630&lt;br /&gt;
|name=Dreams of R&#039;lyeh&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S3 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Dreams of R&#039;lyeh, value 2052&lt;br /&gt;
|description=This spell can target the dreams of an enemy commander anywhere in the world. It will pull his dream through the Void Gate in R&#039;lyeh and into the other world. Here the caster will manifest himself in the dream and kill the bewildered target. The spell does not work on mindless beings or those who never sleep.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=292&lt;br /&gt;
|name=End of Culture&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 106&lt;br /&gt;
|description=This is the End of Culture for the entire world as chaos will increase worldwide. Spawn rate of Oni, both from temples under friendly dominion and from Oni generals will be greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1334&lt;br /&gt;
|name=Enslave Mind&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster enslaves the body and mind of one target. The victim loses his will, along with his ability to command and cast magic. All the Pretender Gods are immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1345&lt;br /&gt;
|name=Forgotten Palace&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 111&lt;br /&gt;
|description=The caster casts a spell on a fortress in a nearby province and makes it disappear from everyone&#039;s memories. People are able to see and interact with the fortification, but once they leave they will forget about it. Scouts will forget to report about the palace and neighboring provinces will not know about it. Mages who scry upon the province will be able to see the fortification however. The spell is broken if the fortification is besieged. The ritual can also be used to hide the construction of the fortification.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1339&lt;br /&gt;
|name=Foul Air&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=75 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 10&lt;br /&gt;
|description=The air will become polluted by a deadly disease when this enchantment is cast. Anyone who is wounded will instantly become diseased due to the foul air. This enchantment affects all land provinces in the entire world and will last until dispelled or the caster dies. Unrest will increase worldwide while the enchantment is active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1336&lt;br /&gt;
|name=Gateway&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Astral Travel, value 1&lt;br /&gt;
|description=The caster creates a rift in the fabric of space, allowing him to step through with all troops under his command and enter a distant laboratory that has been prepared for the gateway. The gateway can only lead to a lab controlled by the same nation, and it closes as soon as the troops have passed through.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1340&lt;br /&gt;
|name=Growing Fury&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 13&lt;br /&gt;
|description=A growing fury will affect all friendly units on the battlefield. They will find themselves becoming more and more ferocious and will go berserk at the slightest provocation, even if they are not usually able to do so.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1335&lt;br /&gt;
|name=Imprint Souls&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Imprint Souls, value 2052&lt;br /&gt;
|description=The people of a small village in a remote province will have their minds gradually broken down. When they are entirely lobotomized, their minds will be imprinted with religious zeal towards the rightful Pretender God. When the conversion is complete, they will attack the province in an attempt to conquer it and serve their God to the best of their abilities. This is a very dangerous process, many people die and most of the survivors are not fully restored with the proper religious zeal. A skillful mage and extra penetration skill from magic items will help in successful conversion of the villagers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1338&lt;br /&gt;
|name=Leprosy&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Leprosy, value 1&lt;br /&gt;
|description=The mage conjures forth a wasting disease upon an enemy army in a distant province. Diseased targets will never regain any lost hit points and will take damage every season they are alive. Undead, demons and inanimate beings are not affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1333&lt;br /&gt;
|name=Melancholia&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Single Turn, value 137&lt;br /&gt;
|description=The caster curses a province with the humor of earth, melancholia. The populace becomes depressed, cynical and listless. Peasants don&#039;t care about harvesting and let their livestock wander. Craftsmen only work when they feel like it and soldiers tend to desert unless whipped into obedience. Even the temples are left untended. The Dominion of the local god will decrease.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1341&lt;br /&gt;
|name=Mirror Mind&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B2 S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 140737488355328&lt;br /&gt;
|description=The caster of this spell will shroud the minds of a few soldiers with arcane energies. The next mind affecting spell against a shrouded one is almost certain to fail.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=461&lt;br /&gt;
|name=Parting of the Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D1 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Paralyze, value 5010&lt;br /&gt;
|description=Since the pollution of the Cleansing Flame, funerary pyres are strictly forbidden in Caelum. Instead, dead bodies are placed in roofless Towers of Silence where birds of prey tear the impure flesh from the bones of the dead. When the bones are bare, the soul is free to meet with its Daena, the manifestation of the inner self. This spell mimics the migration of the soul after death. First the soul is ripped from the body, rendering the body unable to move. Then birds of prey descend from the skies to feast on the flesh of the soulrent body. Since the body is not yet dead, the soul will return to its body unless the birds have killed it while the soul was gone. Birds of prey will attack the target, regardless of the success of the soulrending.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1332&lt;br /&gt;
|name=Phlegmatia&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Single Turn, value 136&lt;br /&gt;
|description=The caster curses a province with the humor of water, phlegmatia. The population becomes passive, quiet and unproductive. Work as well as religious duties are ignored and soldiers in the province are likely to desert.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1344&lt;br /&gt;
|name=Sandman&#039;s Blessing&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Cause Affliction, value 1024&lt;br /&gt;
|description=A large number of soldiers are touched by the Sandman and will fall asleep. Those strong of mind can resist the effect. The Sandman is indiscriminate and the spells targets friend and foe in a large area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1331&lt;br /&gt;
|name=Sanguinia&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 135&lt;br /&gt;
|description=The caster affects a friendly province with the humor of air, sanguinia. Sanguine people are enthusiastic, social and active. The province will become a place of merriment, festivities and good spirits. Unrest will continuously decrease in the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1342&lt;br /&gt;
|name=Unending Nightmare&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3 D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=35&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 17179870208&lt;br /&gt;
|description=The target falls asleep in a fitful slumber haunted by nightmares. If the targets wakes up the nightmares remain and he is unable to tell friend from foe for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1337&lt;br /&gt;
|name=Wither Bones&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=50 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 2010&lt;br /&gt;
|description=This spell is the nightmare of necromancers. The spell destroys undead beings by unraveling the magic that holds them together. The spell affects all undead in a large area. Armor offer no protection from this spell, but magic resistance can reduce the damage somewhat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1352&lt;br /&gt;
|name=Burden of Time&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=70 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 29&lt;br /&gt;
|description=This evil enchantment will make everyone in the world age at a highly accelerated rate. Unrest will increase in the entire world and soldiers will soon become crippled and useless. While this enchantment is active, the world will become more and more desolate until everyone dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=470&lt;br /&gt;
|name=Call of the Drugvant&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 15&lt;br /&gt;
|description=The Drugvant are the People of the Lie, those under the influence of evil intentions. With this ritual the caster lets loose the will of the Destructive Spirit upon a remote land. Falsehood, wickedness and violence will spread in the province and in its wake Daevas will come. Unrest is greatly increased and the province is attacked by bandits and a host of Daevas.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1354&lt;br /&gt;
|name=Charm&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The victim of a Charm spell will become totally loyal to the caster of the spell. A charmed commander will retain all his special skills and magic items and use them for the benefit of his new master. All Pretender Gods are immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1347&lt;br /&gt;
|name=Dark Skies&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 32&lt;br /&gt;
|description=Black clouds billow forth and cover the lands of your Dominion. All enemies under your Dominion will perceive the heavens as dark and oppressing. The stronger the Dominion is, the more fearful the skies. The dark skies severely lower the morale of those affected. The darkness also gives slightly lowered attack and defense skills to units without darkvision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1349&lt;br /&gt;
|name=Divine Name&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Gift of Reason, value 1&lt;br /&gt;
|description=The caster inscribes a divine name on a piece of paper and places it in the head of a mindless being. The being is gifted with an artificial mind and commanding abilities. The caster can also inscribe the name on the forehead of a willing target, increasing his mental faculties and making him a commander.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1353&lt;br /&gt;
|name=Fury of the Wild&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of beasts with fury. All animals on the battlefield get increased morale and attack skill. If cast on mounted units only the animal mount will be affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1356&lt;br /&gt;
|name=Gates of Horn and Ivory&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 116&lt;br /&gt;
|description=The caster erects two gates into the Dreamwild. Through the first comes fulfillment and true dreams that tell of the future, from the other comes dreams of deception or despair. Rituals cast at the Gates of Horn and Ivory will have their reach extended greatly. Also a huge amount of Glamour gems can be harvested from the gates each month.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=264&lt;br /&gt;
|name=Gigantomachia&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E4 F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 107&lt;br /&gt;
|description=The war upon the gods is declared. Trembling and cowering in fear, false gods sense the rattling of spears forged for the armies of the giants. The will of false pretenders withdraw from the might of the giants who gather in ever greater numbers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1355&lt;br /&gt;
|name=Mass Confusion&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 17179869184&lt;br /&gt;
|description=The spell will confuse the minds of a large group of soldiers for the remainder of the battle. The confused units can easily attack friends instead of enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1351&lt;br /&gt;
|name=Plague&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 8&lt;br /&gt;
|description=With this spell, the mage will bring a magic plague on some victims. The magic plague kills and spreads at an enormous rate. It does not take long to catch the disease from an infected friend, nor does it take long to die once you are infected. Undead beings and demons are not affected by this magic plague.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1346&lt;br /&gt;
|name=Purgatory&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 26&lt;br /&gt;
|description=Holy fire will strike undead enemy creatures in the God&#039;s Dominion. The more powerful the Dominion, the more undead will be killed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1348&lt;br /&gt;
|name=Vengeful Water&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=W7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=70 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 93&lt;br /&gt;
|description=The caster chains the seven pillars of water to his god&#039;s command. Wherever the pretender god has influence water will rise up and strike down any heathens that plot against him.  Water in friendly dominion will animate and try to kill enemy commanders whenever possible. The elemental is stronger in provinces with a rich water supply than in dry provinces. A waste with no access to water will never get any attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1350&lt;br /&gt;
|name=Vortex of Returning&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Return Home, value 1&lt;br /&gt;
|description=The caster creates a rift in space that carries the entire army back to the home province on astral currents. The same restrictions and dangers as the Returning ritual applies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1361&lt;br /&gt;
|name=Astral Travel&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Astral Travel, value 1&lt;br /&gt;
|description=The caster creates a rift in the fabric of space, allowing him to step through with all troops under his command and enter a distant province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1367&lt;br /&gt;
|name=Battle Fortune&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The caster merges reality with the Dreamwild and tricks fate itself to grant a large number of soldiers unnatural luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1364&lt;br /&gt;
|name=Black Death&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 1&lt;br /&gt;
|description=The necromancer curses a province with the Black Death. This plague will kill thousands upon thousands of people. The spell is targeted at the general population and will probably not affect the military units in the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1366&lt;br /&gt;
|name=Call the Worm That Walks&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2217&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1359&lt;br /&gt;
|name=Gale Gate&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 49&lt;br /&gt;
|description=The caster opens a rift in space creating a gate into a realm of storms. Huge amounts of aerial magic are effectively channeled through this gate, producing twenty Air gems each turn. Also air elementals summoned anywhere in the world will be extra powerful while the gale gate is open. Not all of the powers of the Gale Gate can be harnessed though. Hurricanes and storms will be randomly unleashed and hit a province somewhere in the world. The caster will be able to direct hurricanes and have them strike provinces that are controlled by the enemies. A high skill in air magic makes it more likely to successfully steer the hurricanes away.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1357&lt;br /&gt;
|name=Hydrophobia&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=30&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Cause Affliction, value 128&lt;br /&gt;
|description=The spell afflicts enemies with rabies. Affected units become rabid and will attack anything nearby, even friends. Only living targets can be affected by the disease.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1360&lt;br /&gt;
|name=Lure of the Deep&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=70 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 50&lt;br /&gt;
|description=Sirens will start to emerge from the deeps when this powerful enchantment is cast. The Sirens will sing to enemy troops and lure them down to certain death in the deeps. The lure is most persuasive in coastal and sea provinces with strong friendly Dominion. Inland provinces are not affected at all. Nations that can recruit Sirens will find that this is cheaper while this enchantment is in effect. This global enchantment can only be cast in an underwater laboratory.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1358&lt;br /&gt;
|name=Ordeal by Fire&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=F6 S6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=70 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 131&lt;br /&gt;
|description=This enchantment sets the magical ether ablaze by utilizing a huge amount of magic fire gems. As long as the ether is ablaze it will be difficult to manipulate any kind of magic without also taking fire damage from the heat. It is still possible to perform rituals and forge magic items, but if not properly protected the chance of burning to death is high. Performing simple spells in combat is possible without risk as long as they don&#039;t require any magic gems. Blood magic is unaffected by this ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1362&lt;br /&gt;
|name=Soul Drain&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5 D5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 5&lt;br /&gt;
|description=The caster creates a well of unlife on the battlefield and opens a channel between himself and the well. Every soul on the battlefield takes damage as their psychic energies rush from their bodies into the well to heal and reinvigorate the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1363&lt;br /&gt;
|name=Stygian Paths&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Stygian Paths, value 1&lt;br /&gt;
|description=All lands are connected to the Underworld and every location in the Underworld corresponds to a location in the lands of the living, but time passes differently in the Underworld. By traveling in the Underworld, great distances can be covered in a short period of time. When this ritual is cast, a gateway into the realm of the dead is opened. The necromancer then leads his followers on dark paths through the Underworld to emerge in a faraway province. The journey, however, is not free from risk: no one is allowed to leave the lands of the dead. Everyone using the Stygian paths risks injury or even death by poisoning, spirit attacks or fates even worse. Stealthy units are less likely to be detected by the guardians of the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1365&lt;br /&gt;
|name=Undead Mastery&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D7&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster takes control over all undead beings on the entire battlefield. Powerful undead will be able to resist the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1370&lt;br /&gt;
|name=Arcane Analysis&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 1&lt;br /&gt;
|description=With this ritual a skillful astral mage can send a thaumaturgical probe into the ether in order to examine the strength and weaknesses of a global enchantment. The mage chooses a single global enchantment to examine and he will get a fairly accurate measure of the number of astral pearls worth of overcast that would be required to dispel it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1371&lt;br /&gt;
|name=Astral Disruption&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 1&lt;br /&gt;
|description=The mage manipulates the astral plane, creating ripples that overload the world with magic. This magic overload will dispel all enchantments in the entire world if done with enough strength. However manipulating the astral world in such a great way always comes with a certain risk, both to the world and the mage performing the ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1375&lt;br /&gt;
|name=Beast Mastery&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=N6&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=All animals on the battlefield are bound to the will of the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1378&lt;br /&gt;
|name=Dreams of the Awakening God&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=90 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 125&lt;br /&gt;
|description=Everywhere where it is not yet worshiped, people will start dreaming of the rightful Pretender God. Maybe just a glimpse of its wonderful promises, maybe an excruciating nightmare showing what can befall its enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1376&lt;br /&gt;
|name=Dreamwild Legion&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The caster conjures the memories and dreams of battles of the Dreamwild, where soldiers never die, and merges them with the reality of the physical world. Dreamwild Legion grants an entire army unnatural luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1369&lt;br /&gt;
|name=Elemental Dampening&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=E7 S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 123&lt;br /&gt;
|description=This ritual dampens any attempt at manipulating the elemental powers. All combat spells of primarily the elemental paths will be much slower to cast. Any elemental beings summoned will be slightly weaker than usual. This dampening will also make it more difficult to perform elemental rituals and forging magic items that are mainly elemental in nature, additional gems are required when performing these activities.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1377&lt;br /&gt;
|name=Legion&#039;s Demise&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=B7&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 143&lt;br /&gt;
|description=When this enchantment is active the enemies will experience relentless attacks on themselves and all their allies. Arrows will come hailing down, twisted hands will emerge from the ground and scratch them, swords will appear out of thin air and strike at them. The damage is not real, but with the help of glamour magic it will be deadly as soon as it has become severe enough.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1372&lt;br /&gt;
|name=Master Enslave&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S8&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster unleashes vast arcane powers, ripping the free will from his foes and turning them into loyal thralls. The thralls will aid the caster until they die. There is no way to break free once enslaved by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1373&lt;br /&gt;
|name=Nexus Gate&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=S5 E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 1&lt;br /&gt;
|description=The caster enscribes and enchants a great stone archway, creating an arcane portal to Nexus, a place between places. Armies may hereafter use the portal to enter Nexus. Nexus is connected to all active Nexus Gates and individuals and armies in Nexus may leave through any gate, even those created by other Pretenders. The Nexus Gate is permanent and once created it cannot be dispelled. Dwelling in Nexus for longer than necessary is not recommended, as it is located in the Void where horrors thrive.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1374&lt;br /&gt;
|name=Remnants in the Depths&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=D6 W4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=90 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 124&lt;br /&gt;
|description=Massive amounts of death and disease have always been safely locked away at the bottom of the oceans. Maybe the world once had too much disease and the old pantokrator stashed away most of it there as a gesture of generosity. No one knows for sure, but many wise old people seem to remember tales of a god saving the world from a horrible plague. With this enchantment the lock will be opened, just a little, to let the death and disease out into the oceans. All seas will start to get increased death scales until they reach the maximum, at which point everyone will start to get diseased and population will die completely in just a few years time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1368&lt;br /&gt;
|name=Winds of Arcane Drought&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=A7 S6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=90 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 133&lt;br /&gt;
|description=The caster creates an enormous whirlwind that originates in the province where the ritual is performed.  With the help of astral magic the whirlwind will be sucked dry of any magical energies and then when it sweeps out over the world it will absorb elemental magic to replenish itself.  The absorbed magic is then distilled into pure air gems at the origin.  All elemental gem producing sites within range will have their output severely reduced as their magic is absorbed by the wind instead.  Air being light is most affected, leaving nothing left and earth being heavy is least affected.  Sites and rituals that extend the range of air rituals from a province will help the winds reach further.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=252&lt;br /&gt;
|name=Bleed&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=0&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 8192&lt;br /&gt;
|description=The Bleed spell causes blood to pour out of the victim&#039;s nose, ears and mouth. The effect is a prolonged and painful death. Magic resistance can negate the effect.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=458&lt;br /&gt;
|name=Sanguine Heritage&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=0&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=44 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 19&lt;br /&gt;
|description=During the Malediction, evil was let loose in the kingdom. The Hunger that was aroused resulted in cannibalism and practices even worse. Some of the warring nobles succumbed and became Vampires thirsting for human blood. Most of them have disappeared or fallen into perpetual sleep since then, but if enough blood is sacrificed, they might well awaken and serve the Dark God of Ulm. This ritual uses 44 blood slaves to awaken one of the sleeping nobles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=451&lt;br /&gt;
|name=Summon Incubus&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=0&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=66 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 4053&lt;br /&gt;
|description=Since the Red Mistress was first summoned by a bishop centuries ago, the secrets of contacting demon lovers have spread throughout the higher echelons of the church. Incubi have the appearance of handsome naked men with leathery bat-wings. They are able to enter the dreams of women to seduce and corrupt their souls. An Incubus that successfully seduces an enemy commander will take her from her bed and fly her home to his master where she will serve until she dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=452&lt;br /&gt;
|name=Summon Succubus&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=0&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=66 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 811&lt;br /&gt;
|description=Since the Red Mistress was first summoned by a bishop centuries ago, the secrets of contacting demon lovers have spread throughout the higher echelons of the church. Succubi have the appearance of beautiful naked women with leathery bat-wings. They are able to enter the dreams of men to seduce and corrupt their souls. A Succubus that successfully seduces an enemy commander will take him from his bed and fly him home to her master where he will serve until he dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1386&lt;br /&gt;
|name=Bind Fiery Imps&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2286&lt;br /&gt;
|description=The caster sacrifices blood slaves to summon and bind a few fiery imps. Imps are small and weak devils, but this kind is surrounded by hot flames and can throw darts of fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=483&lt;br /&gt;
|name=Bind Harlequin&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1000&lt;br /&gt;
|description=The Diabolist summons and binds a Demon Jester. Demon Jesters are lowly winged devils with distorted bodies. Unlike other devils, they are not fire resistant.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1384&lt;br /&gt;
|name=Bind Shadow Imp&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2287&lt;br /&gt;
|description=The caster sacrifices blood slaves to summon and bind imp familiar. The familiar retains most of its free will and can be used as a scout.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1387&lt;br /&gt;
|name=Blood Boil&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=50 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1010&lt;br /&gt;
|description=The spell boils the blood of the chosen victim. This spell uses much power from the Path of Fire and is one of the few Blood magic spells that doesn&#039;t require huge amounts of sacrificial blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1379&lt;br /&gt;
|name=Blood Burst&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=35&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1010&lt;br /&gt;
|description=The Blood Burst causes the victims&#039; blood to explode. Neither armor nor magic resistance can protect the targets. The spell demands large quantities of sacrificial blood and will exhaust even the most powerful of mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1380&lt;br /&gt;
|name=Blood Heal&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Heal, value 50&lt;br /&gt;
|description=The mage spills the blood of a blood slave and is healed in return. The spell doesn&#039;t affect inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=271&lt;br /&gt;
|name=Orgy&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1881&lt;br /&gt;
|description=The reveler organizes a wild orgy in the woods with the sacrifice of a virgin as the climactic finale. The orgy will attract a satyr intent on uninhibited fornication. During the orgy six women will be struck by the madness of the wild, shedding all clothes and civilized manners and turning to the wild as raging maenads. The satyr will remain after the orgy to lure more women into the wild.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1383&lt;br /&gt;
|name=Reinvigoration&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remove Fatigue (?), value 200&lt;br /&gt;
|description=By sacrificing one blood slave, the mage will remove all of his fatigue.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1381&lt;br /&gt;
|name=Sabbath Master&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 576460752303423488&lt;br /&gt;
|description=By casting this spell, the mage can take command of a Sabbath and add the power of other mages who have cast Sabbath Slave. The fatigue that comes from casting spells will be distributed among all sabbath members and the communion master will also be able to cast more powerful spells than he could alone. While in a sabbath, all spells that only affect the caster will also affect all the sabbath slaves. A sabbath with two slaves will grant all masters one extra level in all their paths, four slaves will grant two levels, eight slaves will grant three levels, and so on.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1382&lt;br /&gt;
|name=Sabbath Slave&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1152921504606846976&lt;br /&gt;
|description=By casting this spell, the mage allows his magic powers to be guided by a Sabbath master. The caster opens his mind to allow other mages to guide his magic power. Mages who want to take advantage of the sabbath must cast the spell Sabbath Master (or carry an appropriate magic item). Being a sabbath slave can be dangerous if there are multiple sabbath masters or if the master is more skilled than the slave. The sabbath master can continue to drain energy from the sabbath slaves even if they become unconscious. This can be fatal.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1385&lt;br /&gt;
|name=Summon Imps&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 303&lt;br /&gt;
|description=The caster summons some Imps to aid him in the battle. Imps are lowly devils summoned from the Inferno with blood sacrifice. Born in infernal fires, they are fire resistant but do not radiate the infernal heat of more powerful devils. Imps can fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=574&lt;br /&gt;
|name=Summon Rakshasas&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1736&lt;br /&gt;
|description=Rakshasas are black-skinned demon ogres of the wild forests. They feast on the flesh of monkeys and men and are greatly feared. Rakshasas have ravenous appetites and are best kept well fed. Most Rakshasas are found in the demon kingdom of Lanka, but some are summoned by unscrupulous monkey sorcerers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1389&lt;br /&gt;
|name=Agony&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=40&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1&lt;br /&gt;
|description=The mage kills one or more blood slaves in an extremely painful way and transfers their pain onto a large number of enemies. Being struck by this pain is unbearable and has a truly devastating effect on morale. Undead units are not affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1390&lt;br /&gt;
|name=Banish Demon&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=The caster banishes one demon back to Hell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=510&lt;br /&gt;
|name=Bind Beast Bats&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1357&lt;br /&gt;
|description=Beast Bats are sacred bat fiends of the Mictlan forests. They are summoned and bound by human sacrifice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1393&lt;br /&gt;
|name=Bind Bone Fiends&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 433&lt;br /&gt;
|description=The caster sacrifices several blood slaves to summon and bind several Bone Fiends from the realms of the dead. Bone Fiends are strange skeletal demons believed to be the remains of dead Devils.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1392&lt;br /&gt;
|name=Bind Fiend&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 88&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Fiend of Darkness. Fiends of Darkness are coal-black demons summoned from the Abyss. They fight with venomous claws and have bat-like wings. Fiends of Darkness are able to hide in the night and are stealthy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1391&lt;br /&gt;
|name=Bind Spine Devil&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 638&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Spine Devil. Spine Devils are spine-covered, wingless demons that fight with two venomous claws. The spines covering their bodies are poisonous and anyone attacking them with short weapons may get poisoned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1388&lt;br /&gt;
|name=Bowl of Blood&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 8&lt;br /&gt;
|description=The caster fills a bowl with blood, mixes it with soil from a distant land and observes the five signs. The signs will reveal all sites of blood power in that province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=519&lt;br /&gt;
|name=Break the First Soul&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 8192&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell damages the soul of blood, making the target bleed profusely from bodily orifices and possibly causing the soul of the blood to permanently die and the target to waste away and die over the next couple of months. Undead and inanimate beings have no blood and are not affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=575&lt;br /&gt;
|name=Feast of Flesh&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1742&lt;br /&gt;
|description=For this ritual, the Blood mage requires a huge banquet of food, drink and young girls. Praghasas are fat demon ogres of huge appetites and after they have eaten all the girls they are bound to serve the Blood mage forever. These demons are known as the gluttons and in combat they rely mostly on their great strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1394&lt;br /&gt;
|name=Hell Power&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 131072&lt;br /&gt;
|description=By sacrificing a large number of blood slaves, the caster attracts attention from the Netherworld. Fiends from beyond grant the caster tremendous physical and magical power for one battle. The price for this power is unwanted attention from other Horrors. For every minute the battle lasts, there is a chance that a Horror will materialize in the vicinity of the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1398&lt;br /&gt;
|name=Bind Devil&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 304&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Devil. Devils are infernal beings of great strength. They are born in the fires of the Inferno and are impervious to heat and flame. Their glowing bodies radiate heat and bat-like wings grow from their shoulders. Devils are armed with a trident and their barbed tails can sting opponents in close combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1399&lt;br /&gt;
|name=Bind Frost Fiend&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 449&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Frost Fiend. Frost Fiends are devils from Kokytos, the icy realms of the Inferno. In the constant wars of their native plane, the Frost Fiends are feared by all fiery devils. Frost Fiends wear robes of woven ice and are constantly surrounded by an icy wind. They wield ice rods and can unleash blasts of infernal cold upon their enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1401&lt;br /&gt;
|name=Blood Feast&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Blood Feast, value 50&lt;br /&gt;
|description=The caster has learned the recuperative secrets of cannibalism. In a gruesome ritual lasting a month he consumes the blood and feast of ritually purified sacrifices. The blood feast requires copious amounts of flesh and blood of unpurified victims as well however, so the populace in the province where the caster resides is slaughtered in great quantities. The flesh and blood of the victims rejuvenates the caster, healing him of all or at least most afflictions. Bloodmages who partake too often in blood feasts often develop uncontrollable cravings for human flesh. The ritual does not work on inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1400&lt;br /&gt;
|name=Cross Breeding&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cross Breeding, value 1&lt;br /&gt;
|description=Hundreds of different creatures from mice to humans are magically cross-bred and grown in an effort to produce a powerful monster. Most offspring die early, but some survive and are bound to serve their creator. Luck is required to breed the more powerful creatures.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=523&lt;br /&gt;
|name=Gift of the First Soul&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell strengthens the blood soul of the target, making him regenerate wounds. Undead and inanimate beings have no blood and are not affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=320&lt;br /&gt;
|name=Infernal Breeding&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Infernal Breeding, value 1&lt;br /&gt;
|description=The Warlocks of Abysia have experimented with crossbreeding since they first discovered blood magic. Under the influence of infernal magic Abysians, humans and giants are crossbred with demons, salamanders and other beasts. In the early days most of the experiments were conducted on Abysians, but the wars with Hinnom made the blood of giants occasionally available. In later times humans and humanbreds have dominated the breeding stock and abysian crossbreds are rarer. Due to the creation process many Hell Spawn suffer from various afflictions and early aging.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1397&lt;br /&gt;
|name=Infernal Circle&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 89&lt;br /&gt;
|description=The caster creates a circle with infernal symbols drawn in the blood of virgins. Blood rituals cast from the circle with have their range increased. The circle will dissipate eventually, but the more blood slaves used for the circle, the longer it will last.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1395&lt;br /&gt;
|name=Leeching Touch&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Drain Life, value 1014&lt;br /&gt;
|description=The mage tries to touch a target and will drain some of the target&#039;s life force if successful. The life force drained will be used to heal and reinvigorate the mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1396&lt;br /&gt;
|name=Pain Transfer&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 512&lt;br /&gt;
|description=Wounds taken by the mage will be transferred to blood slaves that are nearby. Damage absorbed by the slaves will be half of the damage that was inflicted on the blood mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=349&lt;br /&gt;
|name=Scapegoats&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2074&lt;br /&gt;
|description=With a sacrifice of blood, the caster prepares two goats and presents them with the sins of the people. One goat is for the Lord and one for Azazel. The scapegoats are then sent into the desert carrying the sins of the people. Soon two Se&#039;irim, goat-demons spawned by Azazel, return from the desert to serve the priest. The Se&#039;irim were sacred to the Hinnomites that influenced the Berytian priests and they call the Se&#039;irim sacred as well. The spell can only be cast in wastelands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=576&lt;br /&gt;
|name=Summon Asrapas&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1741&lt;br /&gt;
|description=Asrapas, or Blood Drinkers, are female demonesses dancing into battle to feast on the blood of monkeys and men. They are red-skinned horrors with magical athames that feed their users&#039; lust for blood and life. Asrapas become enraged at the loss of their own blood and rarely rout in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=350&lt;br /&gt;
|name=Summon Se&#039;irim&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=23 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2074&lt;br /&gt;
|description=With a sacrifice of blood, the caster summons five Se&#039;irim from the desert. The Se&#039;irim are goat-demons begotten by Azazel, Bringer and Taker of Civilization. The Se&#039;irim are sacred to Avvim and the Horim have encountered them in the desert and mistakenly worship them as lords of the wild. The spell can only be cast in wastelands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=511&lt;br /&gt;
|name=Bind Jaguar Fiends&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=16 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1356&lt;br /&gt;
|description=The Ozelotl is a sacred jaguar fiend of the Mictlan forests. It is summoned and bound by human sacrifice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1402&lt;br /&gt;
|name=Bind Serpent Fiends&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 526&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a few Serpent Fiends. Serpent Fiends are bat-winged, serpent-like demons summoned from the Abyss. Their bite is highly venomous.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1406&lt;br /&gt;
|name=Bind Storm Demon&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 632&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Storm Demon. Storm Demons are devils of the tempest realm. The bodies of the Storm Demons consist partly of storm clouds. They are ethereal and can unleash blasts of infernal lightning upon their enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1408&lt;br /&gt;
|name=Blood Fecundity&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 94&lt;br /&gt;
|description=The mage performs a great blood ceremony in order to increase the fertility of the land. The growth scale of the province will be increased for as long as the ritual lasts. The spell lasts longer if more slaves are sacrificed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1403&lt;br /&gt;
|name=Blood Lust&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 128&lt;br /&gt;
|description=By sacrificing blood, the mage awakens the blood lust of demons, giving them increased strength during battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1407&lt;br /&gt;
|name=Call Lesser Horror&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Call Horror, value -6&lt;br /&gt;
|description=The caster sacrifices human blood to attract a few Lesser Horrors. Horrors will feed off the fear and suffering of dying soldiers and will continue to attack until everyone is slain. The horror will appear at the edge of the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=551&lt;br /&gt;
|name=Feast for Ghuls&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=16 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3479&lt;br /&gt;
|description=Sorcerers skilled in blood magic can invite demonic beings of the desert to join him in a grisly feast. A number of Ghuls are summoned and bound to servitude. Ghuls are monstrous beings related to the Jinnun of the deserts. They haunt graveyards and remote deserts where they waylay travelers and feed upon their flesh. Ghuls are spiritual beings with hyena heads and ass&#039;s hooves. They are able to change their shape and take physical form, although they can never change their hooves. Ghuls are almost unkillable, and only if you strike it down in one blow will it die permanently. If it is not killed outright it will revert to its spiritual hyena-headed form. Ghuls are demonic in nature and can be banished by servants of the Divine.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1404&lt;br /&gt;
|name=Hell Ride&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cloud Trapeze, value 1&lt;br /&gt;
|description=The caster summons a swarm of imps and commands them to carry him to a distant province with haste. Although supernaturally fast the imps are not very strong and can&#039;t lift anything heavier than a human. While the imps are faster than normal fliers they cannot teleport and can have the path blocked by impassable mountains, cave walls or the Sea of Ice global enchantment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1405&lt;br /&gt;
|name=Hellfire&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage, value 1008&lt;br /&gt;
|description=The caster opens a channel to the Inferno through which the dark flames of the sulphur lake pour. Those burned by the hellish flames will suffer infernal pains.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=577&lt;br /&gt;
|name=Summon Rakshasa Warriors&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=21 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1737&lt;br /&gt;
|description=Rakshasas are black-skinned demon ogres of the wild forests. They feast on the flesh of monkeys and men and are greatly feared. Rakshasas have ravenous appetites and are best kept well fed. Most Rakshasas are found in the demon kingdom of Lanka, but some are summoned by unscrupulous monkey sorcerers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=351&lt;br /&gt;
|name=Summon Shedim&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=28 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2073&lt;br /&gt;
|description=With a sacrifice of blood, the caster summons three Shedim from the desert. The Shedim are winged, ox-headed storm demons and possibly servants of Pazuzu roaming the wastelands. The spell can only be cast in wastelands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1415&lt;br /&gt;
|name=Awaken Dark Vines&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 330&lt;br /&gt;
|description=The caster spills sacrificial blood in the depths of dark forests to awaken forces that have slept since the coming of man. Dark Vines are huge beasts composed of roots, vines and blood-drenched moss.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1414&lt;br /&gt;
|name=Bind Demon Knight&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 489&lt;br /&gt;
|description=The caster sacrifices several blood slaves to summon and bind a Demon Knight to his service. The Demon Knight is an armored demon riding a demonic steed with glowing red eyes. Demon Knights are horrible to behold and their mere presence will cause panic among weaker troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1459&lt;br /&gt;
|name=Bind Incubus&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=66 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 4053&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind an Incubus, or demon lover. Incubi have the appearance of handsome naked men with leathery bat-wings. They are able to enter the dreams of women to seduce and corrupt their souls. An Incubus that successfully seduces an enemy commander will take her from her bed and fly her home to his master where she will serve until she dies. The victim of the seduction might give birth to a Cambion Progeny.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1412&lt;br /&gt;
|name=Bind Succubus&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=66 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 811&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Succubus, or demon lover. Succubi have the appearance of beautiful naked women with leathery bat-wings. They are able to enter the dreams of men to seduce and corrupt their souls. A Succubus that successfully seduces an enemy commander will take him from his bed and fly him home to her master where he will serve until he dies. The Succubus will collect the semen of her victim to engender a Cambion Progeny.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1411&lt;br /&gt;
|name=Bloodletting&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Drain Life, value 1&lt;br /&gt;
|description=With this arduous spell, the mage tries to drain blood from everyone on the battlefield. All drained blood will be added to the mage&#039;s life force.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=512&lt;br /&gt;
|name=Contact Civateteo&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=36 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1422&lt;br /&gt;
|description=The mage-priest sits at a crossroads or in a graveyard for a week. After seven days, a Civateteo will appear. The mage persuades her to serve the Hungry God. Civateteo are noblewomen who died in childbirth and are called back to haunt the living. They are dressed in dark tattered robes and their faces and arms are covered with white chalk. They are shriveled and terrible to behold. They have priestly powers as well as skills in the dark arts.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1409&lt;br /&gt;
|name=Hellbind Heart&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The caster binds an enemy soul to his service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1410&lt;br /&gt;
|name=Horde from Hell&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=44 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value 303&lt;br /&gt;
|description=The caster sends a horde of Imps led by a Devil to a distant province. The horde remains after battle and may continue to wreak havoc in neighboring provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1418&lt;br /&gt;
|name=Rain of Toads&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 6&lt;br /&gt;
|description=The caster creates a horrible omen, turning the falling rain in a target province into toads. The target province will suffer from unrest and misfortune. Soldiers stationed in the province will risk becoming diseased when dead toads fester in the wells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1416&lt;br /&gt;
|name=Send Lesser Horror&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=14 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Temporary units), value -6&lt;br /&gt;
|description=The caster contacts and forces one or a few Lesser Horrors to attack a distant province. The Lesser Horrors will try to annihilate any army not hiding inside a fortress before disappearing. Dealing with horrors is not without risk however and the caster of this ritual might attract some unwanted attention.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=552&lt;br /&gt;
|name=Summon Ghulah&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=31 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3481&lt;br /&gt;
|description=The caster summons and binds a Ghulah to his service. The Ghulah is a female ghul. They share the traits and appetites of male ghuls, but they are also skilled sorcerers and are by far more feared than their male counterparts. Ghulahs use their shapeshifting tricks to come close to and kill unsuspecting men and feast upon their flesh. Although they are skilled shapeshifters they cannot alter the shape of their ass&#039;s hooves and they hide their feet with long white gowns. When they are wounded they revert to their hyena-headed beastly form, dressed in tattered rags.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=543&lt;br /&gt;
|name=Summon Ifrit&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=58 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3372&lt;br /&gt;
|description=Afarit are powerful Jinnun born from smokeless flame. Endowed with exceptional physical and magical might they are arrogant and cruel and might be perceived as outright evil. Once rulers of the magical kingdom of Ubar the Afarit were scattered and lost when the magic of the world dwindled and died. Now, with magic scarce, the Afarit are drawn to the smell of sacrificial blood. Afarit are spiritual beings and are invisible until they manifest. When wounded they reveal their true form, ablaze with smokeless flame, a pure green and yellow fire of incredible heat. Afarit are attuned to magic and are stronger in provinces where magic is strong.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1417&lt;br /&gt;
|name=Summon Illearth&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3756&lt;br /&gt;
|description=The caster summons an Earth Elemental to aid him in a battle. The earth elemental will be corrupted by the use of blood to summon it and the result is known as an illearth elemental. Illearth elementals are just as strong as real earth elementals and the blood gives them power to regenerate wounds even faster. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=578&lt;br /&gt;
|name=Summon Sandhyabalas&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1743&lt;br /&gt;
|description=The Sandhyabalas, Strong-in-Twilight, are demon ogres of the night. They can only be summoned at dusk and their powers are greatest in darkness. Sandhyabalas are demon warriors of great renown, but they are even more vulnerable to fire than other Rakshasas. They wield magical moon blades that cause additional harm to magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1413&lt;br /&gt;
|name=Wrath of Pazuzu&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 14&lt;br /&gt;
|description=The caster unleashes an infernal tempest from the realm of Pazuzu upon a province. The storm is anything but natural and Shedim, servants of Pazuzu, can be heard bellowing in the gale. The storm causes unrest and devastation upon a province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1424&lt;br /&gt;
|name=Bind Ice Devil&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=88 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 1&lt;br /&gt;
|description=The Blood mage sacrifices several blood slaves to contact and bind one of the six Ice Devils. Each Ice Devil is the ruler of one of the six icy realms of Kokytos, the cold lands of the Inferno. Their large bodies are composed of ice and they are constantly surrounded by a wind of infernal cold. Ice Devils are powerful mages of Water, but it is their physical might that sets them apart as generals of the Infernal wars.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=513&lt;br /&gt;
|name=Bind Tzitzimitl&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1483&lt;br /&gt;
|description=Tzitzimitl are demons of the Stellar Spheres. Once they rebelled against the Celestial Divinities and were thrown down to the Terrestrial Sphere. Here, they found worshipers in the people of Mictlan. With the awakening of the Bloodthirsty Lord, the Star Demons became sacred messengers and servants. Tzitzimitl are glowing blue man-scorpions with crowns and girdles that radiate stellar light. They have feathered arms that let them fly. In battle, the Star Demons unleash bolts of stellar power that kill those with tender souls.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1421&lt;br /&gt;
|name=Blood Rain&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 112&lt;br /&gt;
|description=Blood pours down over the battlefield, lowering everyone&#039;s morale.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1425&lt;br /&gt;
|name=Blood Rite&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=11 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 405&lt;br /&gt;
|description=The caster curses a human thrall with vampirism. The vampire is invulnerable to mundane weapons. It is also immortal and will be reborn in its master&#039;s citadel, should it be killed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1426&lt;br /&gt;
|name=Call Horror&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Call Horror, value -7&lt;br /&gt;
|description=The caster sacrifices human blood to attract a Horror. The being will feed on the fear and suffering of dying soldiers and will continue to attack everyone on the battlefield until all are dead. The horror will appear at the edge of the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=344&lt;br /&gt;
|name=Call Melqart&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=99 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2267&lt;br /&gt;
|description=The Melqart is a Rephaite king of a city. Once the Rephaim all lived in Hinnom, but when the Berytians founded colonies near Ashdod, they were influenced by Rephaites and began to worship the Rephaite kings as gods. Now most Berytian colonies have a great temple to a Melqart god, praying for its eventual arrival. With this ritual the Blood mage will summon a Melqart to help the empire of Berytos.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=514&lt;br /&gt;
|name=Contact Tlahuelpuchi&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=42 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1558&lt;br /&gt;
|description=The mage-priest collects a newborn child and ventures into the woods to attract a Tlahuelpuchi and propose a pact. Tlahuelpuchi are bloodsucking witches who are able to take animal shape. In animal form, they stalk villages and wait for newborn babies, their favorite food, to be left alone. When a Tlahuelpuchi finds such a child, she transforms back to human shape and gorges on the blood of the newborn. Tlahuelpuchi can be persuaded to use their skills to get close to men of influence and assassinate them. They can perform a strange ritual in which they remove their feet and start flying. They use this ability to travel swiftly and far. Tlahuelpuchi are creatures of the night and have perfect darkvision. In animal shape, their stealth is unsurpassed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1419&lt;br /&gt;
|name=Harm&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1000&lt;br /&gt;
|description=This spell causes severe damage to the victims&#039; chests and stomachs. The unfortunate victims will start to cough up blood and will most likely never fully recover from the harm done to them. Inanimate beings are immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=500&lt;br /&gt;
|name=Illwinter&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5 W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=120 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 44&lt;br /&gt;
|description=The caster sacrifices the blood of innocent virgins in an attempt to revive the old Rimtursar, ancient giants of terrible might and the ancestors of the Jotun. The giants are slow to awaken but their presence will cause blizzards, wolf attacks and severe cold all over the world. The Illwinter is the most feared of all omens and unrest will increase worldwide.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1422&lt;br /&gt;
|name=Infernal Disease&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon - Assassination, value 1662&lt;br /&gt;
|description=This ritual starts with a month of scribing complex magic symbols and eventually culminates with the sacrifice of five young girls. When the ritual is finished, a Disease Demon is bound and ordered to attack an enemy commander wherever in the world the caster chooses. The demon is very deadly and should be a sure way to kill an enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1420&lt;br /&gt;
|name=Rejuvenate&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Age Caster, value -10&lt;br /&gt;
|description=The mage drenches himself in the blood of ten young girls in an attempt to become younger. Each offered girl will make the caster one year younger.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1423&lt;br /&gt;
|name=Ritual of Five Gates&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=33 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 88&lt;br /&gt;
|description=The demonologist inscribes a pentagram on the floor of his summoning chamber and opens a gate in each point of the star. Fiends from five infernal realms enter this world simultaneously in an attempt to prevent forces from the other gates from emerging. Trapped by the pentagram, all five are bound by the demonologist for a lifetime and a day.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1460&lt;br /&gt;
|name=Soul Transaction&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The caster tries to buy the soul and servitude of the target with the promise to protect him from his former masters. If the persuasion is successful the target is granted invisibility by infernal forces as he tries to leave the battle. If he successfully leaves the battle he will join his new master. The spell is difficult to resist magically, but those of strong morals are rarely affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=579&lt;br /&gt;
|name=Summon Dakini&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=81 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1714&lt;br /&gt;
|description=The Dakini is a bloodthirsty apparition of vengeance from the Nether Realms. It is a sky dancer and divine messenger banished to the Nether Realms in ages past for serving as a divine acolyte of a bloodthirsty Pretender. Dakinis share their old mistress&#039; appetites and can be summoned by the sacrifice of innocents. Their flaying daggers are enchanted to drain the life of their victims. The Dakini is a powerful Blood mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=544&lt;br /&gt;
|name=Summon Shaytan&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1 F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=73 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3373&lt;br /&gt;
|description=The Shayatin are malign Jinnun, spiritual beings born from smokeless flame. Once they served the Sultans of Ubar with their silver tongues and crafty lies. As masters of manipulation they led the enemies of Ubar astray. When magic started to drain from the world they blamed mankind and convinced their Sultans to wage war upon humanity. When the magic of Ubar dwindled and the Jinnun were forgotten they scattered and hid in remote areas where they seek vengeance upon men. Shayatin are masters of lies and can corrupt and lead the most loyal servant away from his master. Shayatin are pure-blooded Jinnun and share their traits, such as invisibility, glamour and a strong connection with magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=499&lt;br /&gt;
|name=Winter&#039;s Call&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=86 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 844&lt;br /&gt;
|description=The caster sacrifices blood to summon a Herald of the Eternal Winter. A Niefel Jarl, a frost giant of an earlier era, is drawn into this world to serve the maker of the Illwinter. This ritual is only castable if the global enchantment Illwinter is active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1429&lt;br /&gt;
|name=Bind Arch Devil&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=99 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 2&lt;br /&gt;
|description=The Blood mage sacrifices several blood slaves to contact and bind one of the five Arch Devils to serve him. Arch Devils are the lords of the fiery regions of the Inferno. Winged and powerful, they lead the armies of the Inferno. They wield terrible weapons and can use their barbed tails to lash out at enemies, but it is their skill with Fire magic that makes them truly fearsome. Arch Devils radiate heat and are impervious to flames. Once an Arch Devil dies, it returns whence it came and can be summoned once again.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1433&lt;br /&gt;
|name=Blood Moon&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H7 S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=90 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 128&lt;br /&gt;
|description=By making an enormous blood sacrifice when both the stars and the moon are right, it is possible to imbue the moon with the power of the blood. The moon will turn red as blood and as long as it is visible in the night sky, performing blood magic during the night will be much easier. The moon turning red is a powerful sign of misfortune and that will be felt in the entire world. All blood mages will start to perform their rituals under the moon at night and have their power increased for rituals and blood hunting. The moon will not have any effect in caves, underwater or if there is no night, e.g. in the presence of two suns.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=515&lt;br /&gt;
|name=Contact Onaqui&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=101 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1360&lt;br /&gt;
|description=The priest ventures into the depths of the Mictlan forests and makes a pact with an Onaqui. The Onaqui is a beast, half-man and half-animal, which feeds on human hearts. Onaqui are powerful Blood mages and dark sorcerers. They are accompanied by a swarm of Beast Bats that grows in the Dominion of the Dark Lord.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1432&lt;br /&gt;
|name=Dome of Corruption&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 68&lt;br /&gt;
|description=The caster seals a pact with Horrors. The Horrors create a dome that protects the province from most spells that originate from outside the warded province. Trying to cast a spell through this dome is very dangerous and might drive the casting mage insane. A good side effect of the dome is that it exudes magic and will raise the magic scales of the province considerably, making it easy for mages to do their research. The pact has a downside too, which will become apparent to mages living under the dome. The creators of the dome will occasionally attack and consume a mage. The dome will dissolve instantly if the caster of this ritual dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1430&lt;br /&gt;
|name=Father Illearth&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=105 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 5&lt;br /&gt;
|description=The Blood mage spills sacrificial blood on the ground to awaken Pedoseion, the fallen King of Elemental Earth. The spirit is horribly tainted by the blood and has lost some of its connection with the Earth. In return, however, Pedoseion has gained knowledge of the power and cravings of Blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1427&lt;br /&gt;
|name=Leech&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Drain Life, value 1024&lt;br /&gt;
|description=The mage drains the life force of a small group of enemies. The life force drained will be used to heal and reinvigorate the mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1428&lt;br /&gt;
|name=Plague of Locusts&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=88 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value 2794&lt;br /&gt;
|description=After sacrificing eight and eighty slaves a chasm smoking with sulfur opens in a distant land. From the infernal pit demon locusts swarm forth to bring destruction and heresy. Demonic Locusts appear as giant locusts with crowned human heads and scales of brass and iron. Their shrill angelic voices can be heard for miles and their words are those of false prophets and rebellious demagogues. A swarm of Demonic Locusts will quickly decrease dominion in a province unless dealt with.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1434&lt;br /&gt;
|name=Purify Blood&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 288230376151711744&lt;br /&gt;
|description=The entire army is purified and protected from poisons for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=485&lt;br /&gt;
|name=Reascendance&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=88 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 626&lt;br /&gt;
|description=By sacrificing enough blood, the caster shatters the infernal prison of a Fallen Angel, allowing it to reascend to the Earthly Spheres. The Fallen Angel will gladly serve its liberator and will use all its powers to further his goals. The Angel was a powerful user of Fire magic before its fall from grace. Now it has learned to use Blood magic as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1431&lt;br /&gt;
|name=Send Dream Horror&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 12&lt;br /&gt;
|description=The caster sends a Defiler of Dreams to attack a distant province. The Dream Horror will project nightmares and feed on the emotional distress of its victims. Unrest will increase in the province until the Horror is found and slain. Dealing with horrors is not without risk however and the caster of this ritual might attract some unwanted attention.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=580&lt;br /&gt;
|name=Summon Samanishada&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1744&lt;br /&gt;
|description=The Samanishadas, Night Walkers, are demon assassins of great renown. They can only be summoned at dusk and their powers are greatest in darkness. They wield magical moon blades and duskdaggers that will cut through all armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1438&lt;br /&gt;
|name=Bind Heliophagus&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=111 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 3&lt;br /&gt;
|description=The Blood mage sacrifices several blood slaves to contact and bind one of the four Heliophagii to serve him. Winged and powerful, the Heliophagii lead the armies of the Abyss. They are composed of darkness, but their claws and horns are golden and enchanted. Their ability to become invisible in shadows makes them truly horrible. Heliophagii are skilled in Blood magic. Once a Heliophagus dies, it returns to the Abyss and can be summoned once again.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1440&lt;br /&gt;
|name=Blood Vortex&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=166 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 87&lt;br /&gt;
|description=This horrifying ritual creates the blood vortex. A churning pool of polluted blood that roars horrible yet terribly alluring songs. The song of the vortex is heard by all mortals in the world, whispering sweet melodies of death and carnage, beckoning all people to come bask in its crimson presence. Its song is especially strongly felt by those whose blood is suitable for blood rituals, summoning them to the site of the ritual. The mortals that enter its presence stare dumbfounded on the waves and swirls in the vortex, or throw themselves heedlessly to drown in the bloody swirls. The master of the ritual then collects suitable victims to use in other rituals. Eventually, when no life is left in the world around the vortex, it dries out and dies. Provinces with strong influences of order will be less affected by the beckoning and those with strong turmoil influences will be more drawn to the vortex.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1442&lt;br /&gt;
|name=Claws of Kokytos&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=35&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Planeshift Other, value -13&lt;br /&gt;
|description=A gate is opened and the target is instantly thrown into Kokytos, the icy realm of Devils. This effect cannot be resisted by any means and being sent to Kokytos means certain death for most mortals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1444&lt;br /&gt;
|name=Curse of Blood&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=96 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 404&lt;br /&gt;
|description=The caster creates a Vampire Lord by cursing the blood of a suitable human servant. The Vampire Lord is an immortal being of great magic power able to enslave humans with their powerful presence.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1435&lt;br /&gt;
|name=Damage Reversal&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Set Effect Value (1) if lower, value 1064&lt;br /&gt;
|description=This spell will bring the ultimate protection for a mage in battle. Whenever the mage is wounded, the damage is transferred to the one who tried to wound him. Magic resistance might prevent this from taking effect, so the mage is not fully invulnerable. This method of protection is also rumored to be used by some of the most powerful and magically attuned beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1443&lt;br /&gt;
|name=Horror Seed&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Horror Seed, value 9&lt;br /&gt;
|description=A Horror is sent to possess a far away enemy. The Horror hides its true self and spreads its evil ways, marking and cursing soldiers in the province. The most horrible ability of the possessing Horror is to infect living soldiers with Parasitic Horrors. These Parasitic Horrors sooner or later break the mind and body of their host, transforming them into full fledged Horrors. Should the host of the Master Horror be slain, the true Horror will manifest and attack everything alive.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1445&lt;br /&gt;
|name=Improved Cross Breeding&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H2 N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cross Breeding, value 1&lt;br /&gt;
|description=Hundreds of different creatures from mice to humans are magically cross-bred and grown in an effort to produce a powerful monster. Most offspring die early, but some survive and are bound to serve their creator. Luck is required to breed the more powerful creatures.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1441&lt;br /&gt;
|name=Infernal Prison&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=35&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Planeshift Other, value -12&lt;br /&gt;
|description=A gate is opened and the target is instantly thrown into the Inferno, the realm of Devils. This effect cannot be resisted by any means and being sent to the Inferno means certain death for most mortals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1437&lt;br /&gt;
|name=Life for a Life&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=99 fatigue, 1 gems&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 5025&lt;br /&gt;
|description=The Blood mage sacrifices a virgin and in exchange one of his foes on the battlefield is slain. Inanimate beings are immune to this spell, everyone else will take severe and irresistible damage from it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=516&lt;br /&gt;
|name=Rain of Jaguars&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H6 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1356&lt;br /&gt;
|description=The Ozelotl is a sacred jaguar fiend of the Mictlan forests. This spell summons and binds a number of jaguar fiends by using a formidable human sacrifice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1436&lt;br /&gt;
|name=Rush of Strength&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 128&lt;br /&gt;
|description=By sacrificing a blood slave, all friendly units receive increased physical strength for the duration of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=583&lt;br /&gt;
|name=Summon Daitya&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=45 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3663&lt;br /&gt;
|description=Daityas are handsome demon-titans of ancient times. Together with the Danavas they led the Rakshasas in a great war against the Devatas and Gandharvas of Kailasa. The demon armies were defeated and the Daityas and Davanas were banished to the Nether Realms where they made themselves lords and kings. With this ritual they can be summoned to serve a new God on its path to ascendancy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=582&lt;br /&gt;
|name=Summon Danavas&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=70 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1767&lt;br /&gt;
|description=Danavas are demon titans of ancient times. After the great wars with the Devatas of Kailasa, they were banished to the Nether Realms, where they made themselves kings. With this ritual they can be summoned to serve a new God on its path to ascendancy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=581&lt;br /&gt;
|name=Summon Mandeha&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5 D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=133 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 20&lt;br /&gt;
|description=The Mandehas are three huge and horrible Rakshasa brothers intent on one goal and one goal only: To gobble up the sun and plunge the world into eternal slumber. As eternal enemies of the sun, they are surrounded by perpetual darkness, for the rays of the sun fear them. The Mandehas are huge, monstrous beings with great wings, horns and burning red eyes. Their hatred for the sun comes with a price. All fires recognize them for what they are and will burn them severely. Anyone fighting with the Mandeha will soon suffer from its will to plunge the world into slumber and fall asleep.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1439&lt;br /&gt;
|name=Three Red Seconds&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=120 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 25&lt;br /&gt;
|description=The caster summons a horde of Imps and commands them to raise a fortress. In three red seconds, a mighty citadel is built in a province of the caster&#039;s choice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1456&lt;br /&gt;
|name=Astral Corruption&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H6 S6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=166 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 57&lt;br /&gt;
|description=This horrible ritual is the cause of Blood magic being banned in ancient times. With an awesome sacrifice, the fabric of astral space becomes tainted with blood. All spell casting uses the tainted Arcana and attracts the attention of Horrors. Every time a non-Blood magic ritual is cast, a magic item is forged or a mage is empowering himself, there is a chance that a Horror will follow the arcane flow and attack the mage. The more gems spent the greater the chance of attracting a horror.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1450&lt;br /&gt;
|name=Bind Demon Lord&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=150 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 10&lt;br /&gt;
|description=The Blood mage performs a beastly ritual, sacrificing vast numbers of slaves in an attempt to contact and bind one of the Demon Lords. There are but a few of these infernal rulers and their powers are shrouded in mystery.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1448&lt;br /&gt;
|name=Forces of Darkness&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 88&lt;br /&gt;
|description=The caster summons and binds several Fiends of Darkness. Fiends of Darkness are coal-black demons summoned from the Abyss with human sacrifices. They fight with venomous claws and have bat-like wings. Fiends of Darkness are stealthy and able to hide in the night.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1453&lt;br /&gt;
|name=Forces of Ice&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5 W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 449&lt;br /&gt;
|description=The caster summons and binds several Frost Fiends. Frost Fiends are devils of Kokytos, the icy realms of the Inferno. In the constant wars of their home plane, the Frost Fiends are feared by all fiery devils. Frost Fiends wear robes of woven ice and are constantly surrounded by an icy wind. They wield ice rods and can unleash blasts of infernal cold upon their enemies. Frost Fiends are more powerful in cold provinces and weaker in hot lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1454&lt;br /&gt;
|name=Infernal Crusade&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5 E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 489&lt;br /&gt;
|description=The caster summons and binds several Demon Knights. Demon Knights are armored demons riding demonic steeds with glowing red eyes. Demon Knights are horrible to behold and their mere presence will cause panic among weaker troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1451&lt;br /&gt;
|name=Infernal Forces&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5 F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 304&lt;br /&gt;
|description=The caster summons and binds several Devils and twenty Imps. Devils are infernal beings of great strength. They are born in the fires of the Inferno and are impervious to heat and flame. Their glowing bodies radiate heat and bat-like wings grow from their shoulders. They are armed with a trident and their barbed tail can sting opponents in close combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1446&lt;br /&gt;
|name=Infernal Fumes&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=50%&lt;br /&gt;
|effect=Fires from Afar, value 1006&lt;br /&gt;
|description=This ritual opens up a way for the hot infernal gases trapped under the depths, to make their way into the sea. The blood and earth mage casting the ritual will guide the fumes to just where the enemy forces are camping. The gases are blisteringly hot and deadly poisonous to most living beings. The mage will also get a vision of the effect taking place.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1452&lt;br /&gt;
|name=Infernal Tempest&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H5 A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 632&lt;br /&gt;
|description=The caster unleashes an infernal tempest. With the gale come several Storm Demons bent on wreaking havoc. The caster binds them to his service before they can destroy his laboratory. Storm Demons are devils of the tempest realm. The bodies of the Storm Demons consist partly of storm clouds. They are ethereal and can unleash blasts of infernal lightning upon their enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=357&lt;br /&gt;
|name=Release Lord of Civilization&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=177 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 14&lt;br /&gt;
|description=The caster performs a vast sacrifice of blood to release one of the six Grigori from their infernal prison. The Grigori, or Watchers, were angelic beings who taught the forbidden lore of civilization, warcraft and magic to the Avvim at the dawn of time. The Grigori are still worshiped by the Avvim as bringers of civilization and fathers of the Nephilim.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1455&lt;br /&gt;
|name=Send Horror&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H4 S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Temporary units), value -7&lt;br /&gt;
|description=The caster contacts and forces a Horror to attack a distant province. The Horror will annihilate any army that is not hiding inside a fortress before disappearing. Dealing with horrors is not without risk however and the caster of this ritual might attract some unwanted attention.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1449&lt;br /&gt;
|name=The Looming Hell&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=H8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=150 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 42&lt;br /&gt;
|description=Devils will appear in the dreams of some unfortunate enemies whenever they try to sleep. These Devils, through various threats, will try to persuade their victims to sell their souls and join in the killing of their own commander. The strength of the threats depends on the strength of the God&#039;s Dominion, but extreme courage is always required to defy the Devils. The Devils are totally powerless if they are unable to persuade any victims, which may well happen should the enemy commander be more feared than they are.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=407&lt;br /&gt;
|name=Anathema&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=50&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 2&lt;br /&gt;
|description=The unholy priest curses an enemy priest or a small group of holy enemy units. The cursed ones have a greatly increased chance of obtaining permanent afflictions if they are wounded.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=378&lt;br /&gt;
|name=Apostasy&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The unholy priest corrupts the faith of an enemy priest or sacred soldier. The apostate will join forces with the caster and his priestly powers will be tainted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=410&lt;br /&gt;
|name=Apostasy&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The unholy priest corrupts the faith of an enemy priest or sacred soldier. The apostate will join forces with the caster and his priestly powers will be tainted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=202&lt;br /&gt;
|name=Ashes to Ashes&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Damage, value 3001&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=201&lt;br /&gt;
|name=Banishment&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Damage, value 3001&lt;br /&gt;
|description=With this prayer the priest smites undead beings with the power of his God. The undead will take damage unless they manage to resist the banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=200&lt;br /&gt;
|name=Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=5+10/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer can be used to bless the priest or a group of sacred warriors. Blessed units receive increased morale and additional powers if their God is powerful enough to claim a divine title.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=240&lt;br /&gt;
|name=Claim Life&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 20&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. Anyone affected but surviving this smite will have a chest wound for the rest of their life.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=210&lt;br /&gt;
|name=Decree of the Underworld&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Damage, value 3001&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest targets undead beings with the power of his God. A large number of undead beings will take damage unless they manage to resist the banishment. Undead beings with their minds intact may find themselves unable to resist the decree and act erratically.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=220&lt;br /&gt;
|name=Divine Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This is the same as the Blessing prayer, except that it affects all holy units on the entire battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=243&lt;br /&gt;
|name=Divine Channeling&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=90 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 91&lt;br /&gt;
|description=The priest channels the divine might of his God onto the battlefield. All friendly priests of low power have their priest skill increased for the duration of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=297&lt;br /&gt;
|name=Earth-touching Sign&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1 E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=242&lt;br /&gt;
|name=Fanaticism&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Temporary Morale Boost, value 1&lt;br /&gt;
|description=This prayer has the same effect as Sermon of Courage, but it affects all friendly units on the entire battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=295&lt;br /&gt;
|name=Fear-not Sign&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1 A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32776&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=209&lt;br /&gt;
|name=Final Rest&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest calls upon the life-giving powers of his God to restore the natural order and destroy undead beings. The prayer will destroy undead beings outright unless they manage to resist the banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=222&lt;br /&gt;
|name=Heavenly Fire&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=228&lt;br /&gt;
|name=Heavenly Strike&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=219&lt;br /&gt;
|name=Holy Avenger&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4194304&lt;br /&gt;
|description=Any harm done to the casting priest will result in a divine bolt striking in the midst of the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=218&lt;br /&gt;
|name=Holy Word&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Stun/Fascinate, value 100&lt;br /&gt;
|description=With a holy word from the next true God the priest is able to stun a sacred warrior of a false pretender.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=298&lt;br /&gt;
|name=Meditation Sign&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1 W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remove Fatigue (?), value 15&lt;br /&gt;
|description=The monks of Jomon have for centuries used five hand gestures representing the five peaceful aspects of the Lord. The meditation sign allows the monk to focus his mind on the divine principle and purify his spirit from weariness.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=419&lt;br /&gt;
|name=Power of the Grave&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=423&lt;br /&gt;
|name=Power of the Reborn King&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=The Tomb King fills all his subjects with ancient power. The effect is identical to Power of the Grave but this prayer affects all undead beings in the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=382&lt;br /&gt;
|name=Power of the Sepulchre&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=The Ermorian priest makes his undead subjects dance and twitch with the power of the Unholy Sepulchre. All undead beings on the battlefield will get increased movement speed and attack skill.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=414&lt;br /&gt;
|name=Power of the Shadelands&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=The Lemurian priest infuses the undead with the power of the shadelands. All undead beings on the battlefield get increased movement speed and attack skill.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=418&lt;br /&gt;
|name=Protection of the Grave&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=420&lt;br /&gt;
|name=Protection of the Grave&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=381&lt;br /&gt;
|name=Protection of the Sepulchre&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to most undead beings on the battlefield. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=413&lt;br /&gt;
|name=Protection of the Shadelands&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, a Lemurian priest grants magic resistance to most undead beings on the battlefield. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=206&lt;br /&gt;
|name=Pull from the Grave&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Damage, value 3001&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest targets undead beings with the Chthonian power of his God. A large number of undead beings will take damage unless they manage to resist the banishment. They might also be pulled into the ground and buried.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=204&lt;br /&gt;
|name=Purifying Water&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=3+3/lvl&lt;br /&gt;
|effect=Damage, value 1001&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest smites undead beings with the purifying power of his God. A large number of undead beings will take severe damage unless they manage to resist the banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=214&lt;br /&gt;
|name=Return of the Past&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=4+4/lvl&lt;br /&gt;
|effect=Damage, value 1001&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest releases the memories of life upon undead beings. A large number of undead beings will take damage unless they manage to resist the banishment. Undead beings with their minds intact are haunted by the memories of their previous lives and their souls are shredded.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=421&lt;br /&gt;
|name=Royal Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=The Tomb King fills all his subjects with ancient power. The effect is identical to Power of the Grave but this prayer affects several undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=422&lt;br /&gt;
|name=Royal Protection&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, a Tomb King grants magic resistance to most of his undead subjects. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=208&lt;br /&gt;
|name=Sacred Wind&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=10+5/lvl&lt;br /&gt;
|effect=Damage, value 1&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest unleashes a wind that is harmful to undead beings. The wind will cover a large area and any undead within it will take damage unless they manage to resist the banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=216&lt;br /&gt;
|name=Sermon of Courage&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Temporary Morale Boost, value 1&lt;br /&gt;
|description=Soldiers&#039; morale is increased with the help of this prayer. This prayer can also reduce the negative morale effects from spells and monsters that cause fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=221&lt;br /&gt;
|name=Smite&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=217&lt;br /&gt;
|name=Smite Demon&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 5005&lt;br /&gt;
|description=This prayer will make a divine bolt strike down from the sky and deliver massive damage to a demon who fails to resist the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=212&lt;br /&gt;
|name=Stellar Decree&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=4+4/lvl&lt;br /&gt;
|effect=Damage, value 1001&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest smites undead beings with the power of his celestial God. A large number of undead beings will take damage and stop in their tracks unless they manage to resist the banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=232&lt;br /&gt;
|name=Syllable of Death&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. This prayer is imbued with death and anyone affected will die instantly or at least be fatigued from resisting the death.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=294&lt;br /&gt;
|name=Teaching Sign&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1 N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 128&lt;br /&gt;
|description=The monks of Jomon have for centuries used five hand gestures representing the five peaceful aspects of the Lord. The teaching sign allows the monk to use the pure knowledge of the divine principle, increasing his esoteric skills.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=374&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=377&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=380&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=405&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=409&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=412&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=372&lt;br /&gt;
|name=Unholy Command&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=An unholy priest commands an enemy undead being to serve him.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=403&lt;br /&gt;
|name=Unholy Command&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=An unholy priest commands an enemy undead being to serve him.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=375&lt;br /&gt;
|name=Unholy Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=379&lt;br /&gt;
|name=Unholy Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=406&lt;br /&gt;
|name=Unholy Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=411&lt;br /&gt;
|name=Unholy Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=373&lt;br /&gt;
|name=Unholy Protection&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=376&lt;br /&gt;
|name=Unholy Protection&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=404&lt;br /&gt;
|name=Unholy Protection&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=408&lt;br /&gt;
|name=Unholy Protection&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=224&lt;br /&gt;
|name=Watery Death&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=296&lt;br /&gt;
|name=Welcome Sign&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G1 F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The monks of Jomon have for centuries used five hand gestures representing the five peaceful aspects of the Lord. The welcoming sign allows the monk to reach out to the unwary with the comfort of the divine hearth. Enemies that perceive the gesture abandon their misdirected allegiances and turn their efforts to the true Lord.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=238&lt;br /&gt;
|name=Word of Bewilderment&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. Anyone surviving this smite will risk being confused for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=230&lt;br /&gt;
|name=Word of Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. Anyone surviving this smite will still risk being paralyzed for a long time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=226&lt;br /&gt;
|name=Word of Stone&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. Anyone surviving this smite will risk being petrified as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=235&lt;br /&gt;
|name=Word of Thorns&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 5&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. This prayer is imbued with nature and vines will rise from the ground and drag the target with its sharp thorns, causing severe bleeding in the process.&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Template:Spell&amp;diff=10337</id>
		<title>Template:Spell</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Template:Spell&amp;diff=10337"/>
		<updated>2026-05-15T16:29:54Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Render path requirements through Lua module&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{#cargo_declare:_table=Spells&lt;br /&gt;
|SpellId=Integer&lt;br /&gt;
|Name=String&lt;br /&gt;
|School=String&lt;br /&gt;
|Research=Integer&lt;br /&gt;
|Path=String&lt;br /&gt;
|Requirement=String&lt;br /&gt;
|Type=String&lt;br /&gt;
|Cost=String&lt;br /&gt;
|Range=String&lt;br /&gt;
|Area=String&lt;br /&gt;
|Effect=Text&lt;br /&gt;
|Description=Text&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{{#cargo_store:_table=Spells&lt;br /&gt;
|SpellId={{{id|}}}&lt;br /&gt;
|Name={{{name|}}}&lt;br /&gt;
|School={{{school|}}}&lt;br /&gt;
|Research={{{research|}}}&lt;br /&gt;
|Path={{{path|}}}&lt;br /&gt;
|Requirement={{{requirement|}}}&lt;br /&gt;
|Type={{{type|}}}&lt;br /&gt;
|Cost={{{cost|}}}&lt;br /&gt;
|Range={{{range|}}}&lt;br /&gt;
|Area={{{area|}}}&lt;br /&gt;
|Effect={{{effect|}}}&lt;br /&gt;
|Description={{{description|}}}&lt;br /&gt;
}}&lt;br /&gt;
|- class=&amp;quot;spell-list__row&amp;quot; data-school=&amp;quot;{{{school|}}}&amp;quot; data-research=&amp;quot;{{{research|}}}&amp;quot; data-path=&amp;quot;{{{path|}}}&amp;quot; data-type=&amp;quot;{{{type|}}}&amp;quot;&lt;br /&gt;
| data-sort-value=&amp;quot;{{{name|}}}&amp;quot; | &#039;&#039;&#039;{{{name|}}}&#039;&#039;&#039;&lt;br /&gt;
| {{{school|}}}&lt;br /&gt;
| {{{research|}}}&lt;br /&gt;
| data-sort-value=&amp;quot;{{{requirement|}}}&amp;quot; | {{#invoke:Path|requirement|{{{requirement|}}}|class=spell-list__path}}&lt;br /&gt;
| {{{type|}}}&lt;br /&gt;
| {{{cost|}}}&lt;br /&gt;
| {{{range|}}}&lt;br /&gt;
| {{{area|}}}&lt;br /&gt;
| {{{effect|}}}&lt;br /&gt;
| class=&amp;quot;spell-list__description&amp;quot; | {{{description|}}}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Items&amp;diff=10336</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Items&amp;diff=10336"/>
		<updated>2026-05-15T16:29:52Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Render path requirements through Lua module&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;templatestyles src=&amp;quot;Item/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
{{DISPLAYTITLE:Items}}&lt;br /&gt;
&lt;br /&gt;
Dominions 6 magic items. This table is generated from the Dom6Inspector export in &amp;lt;code&amp;gt;gamedata/BaseI.csv&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;item-list-filter domwiki-filter&amp;quot; data-target=&amp;quot;.item-list&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable item-list&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Name&lt;br /&gt;
! Slot&lt;br /&gt;
! Construction&lt;br /&gt;
! Paths&lt;br /&gt;
! Effects&lt;br /&gt;
! Description&lt;br /&gt;
{{Item&lt;br /&gt;
|id=1&lt;br /&gt;
|name=Fire Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|gear=weapon: Fire Sword&lt;br /&gt;
|effects=dmg 10, att +1, def +1, len 1&lt;br /&gt;
|description=The Fire Sword is enchanted with Fire magic. The offensive skills of the wielder are enhanced.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=2&lt;br /&gt;
|name=Ice Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|gear=weapon: Ice Sword&lt;br /&gt;
|effects=dmg 6, att +1, def +3, len 1&lt;br /&gt;
|description=The Ice Sword is the signature weapon of the Ice Crafters of Caelum.  It is made mostly out of ice and enchanted with Water magic to increase the defensive skills of the wielder. Like all ice weapons it cannot be affected by any flaming weapon enhancement.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=3&lt;br /&gt;
|name=Ice Lance&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|gear=weapon: Ice Lance&lt;br /&gt;
|effects=dmg 3, att +1, def +2, len 3&lt;br /&gt;
|description=The Ice Lance is a spear made mostly out of ice and enchanted with Water magic that increases the defensive skills of the wielder. As a light lance this weapon is most effective on its first strike and when used by fast or flying units. Like all ice weapons it cannot be affected by any flaming weapon enhancement.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=4&lt;br /&gt;
|name=Blacksteel Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=weapon: Blacksteel Sword&lt;br /&gt;
|effects=dmg 9, att +2, def +2, len 1&lt;br /&gt;
|description=The nation of Ulm is famous for its incredibly strong blacksteel. This sword is made of high quality blacksteel and is very well crafted.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=5&lt;br /&gt;
|name=Enchanted Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|gear=weapon: Enchanted Sword&lt;br /&gt;
|effects=dmg 8, att +1, def +2, len 1&lt;br /&gt;
|description=This sword is enchanted with accuracy and quickness.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=6&lt;br /&gt;
|name=Enchanted Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|gear=weapon: Enchanted Spear&lt;br /&gt;
|effects=dmg 7, att +2, def +2, len 3&lt;br /&gt;
|description=This spear is enchanted with accuracy and quickness.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=7&lt;br /&gt;
|name=Enchanted Pike&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|gear=weapon: Enchanted Pike&lt;br /&gt;
|effects=dmg 9, att +3, def +1, len 5&lt;br /&gt;
|description=This pike is enchanted with accuracy and quickness.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=8&lt;br /&gt;
|name=Hardwood Club&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=weapon: Hardwood Club&lt;br /&gt;
|effects=dmg 5, att +1, def +1, len 1&lt;br /&gt;
|description=This club has been enchanted with Nature magic to make it extraordinarily sturdy, and is at least as effective as a proper iron mace.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=9&lt;br /&gt;
|name=Sceptre of Authority&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|gear=weapon: Magic Sceptre&lt;br /&gt;
|effects=att +1, len 1; leadership (50), item spell (Burn)&lt;br /&gt;
|description=This golden sceptre will grant the wielder an aura of authority, making it possible to command more men. The ruby atop the sceptre grants the wielder the ability to set any possible dissenters on fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=10&lt;br /&gt;
|name=Burning Blade&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|gear=weapon: Burning Blade&lt;br /&gt;
|effects=dmg 12, att +3, def +1, len 1&lt;br /&gt;
|description=The blade of this sword is constantly burning unless it is sheathed in its scabbard. Anyone struck by the blade will be burned by the intense heat as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=11&lt;br /&gt;
|name=Holy Scourge&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|gear=weapon: Holy Scourge&lt;br /&gt;
|effects=dmg 6, att +5, def -2, len 2, attacks 2&lt;br /&gt;
|description=This morningstar is enchanted with pure fire for the purpose of destroying undead beings. An undead creature hit by the Holy Scourge will most likely be burned to ashes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=12&lt;br /&gt;
|name=Mace of Eruption&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|gear=weapon: Mace of Eruption&lt;br /&gt;
|effects=dmg 8, att +1, len 1, secondary #683&lt;br /&gt;
|description=This ornate mace looks expensive enough to be used by a king. When the mace hits something a sea of flames will burst from it and burn its target as well as anyone nearby.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=13&lt;br /&gt;
|name=Staff of Flame Focus&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=dmg 3, att +2, def +4, len 3; fire range&lt;br /&gt;
|description=This staff is infused with the power of Fire and will help project Fire magic rituals at faraway provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=14&lt;br /&gt;
|name=Flambeau&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|gear=weapon: Flambeau&lt;br /&gt;
|effects=dmg 13, att +4, def +2, len 2, always secondary #405; fire resistance (5), item spell (Holy Pyre)&lt;br /&gt;
|description=This sword is heavily infused with pure Fire magic and it is capable of shooting holy fire that will burn undead beings to cinders. The blade is constantly burning and anyone struck will be seared by the extremely hot flames. The sword partially protects its wielder from fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=15&lt;br /&gt;
|name=Thunder Whip&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|gear=weapon: Thunder Whip&lt;br /&gt;
|effects=dmg 2, len 4, always secondary #134; shock resistance (5)&lt;br /&gt;
|description=Whenever this whip cracks a powerful jolt of lightning will erupt and shock anyone nearby. This might include the wielder of the whip, however the whip&#039;s magic properties should protect him from the worst of it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=16&lt;br /&gt;
|name=Ice Pebble Staff&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=dmg 3, att +2, def +4, len 3; cold resistance (5), item spell (Winter&#039;s Chill)&lt;br /&gt;
|description=This strange staff is adorned with pebbles of ice. The owner of the staff is partially protected from frost and can release the cold of the staff at his enemies, making them numb and frozen.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=17&lt;br /&gt;
|name=Ice Mist Scimitar&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=W1 A1&lt;br /&gt;
|gear=weapon: Ice Mist Scimitar&lt;br /&gt;
|effects=dmg 8, att +2, def +3, len 1; cold resistance (10)&lt;br /&gt;
|description=The Ice Mist Scimitar will cause an ice mist to spread out whenever it is swung. The mist is extremely cold and will freeze and exhaust anyone who stands in it. The wielder of the scimitar is protected from cold and is thus able to wield the scimitar without discomfort.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=18&lt;br /&gt;
|name=Coral Blade&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|gear=weapon: Coral Blade&lt;br /&gt;
|effects=dmg 9, att +2, def +2, len 1, secondary #690&lt;br /&gt;
|description=Red Coral is commonly used in enchanted items to protect against the bleeding caused by battle wounds, but it can just as easily be enchanted to cause bleeding. The coral sword has a bit of both enchantments, it will protect its wielder as well as cause bleeding that is very hard to stop in anyone it wounds.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=19&lt;br /&gt;
|name=Stinger&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=weapon: Stinger&lt;br /&gt;
|effects=dmg 7, att +2, def +1, len 3&lt;br /&gt;
|description=A needle-sharp spear that can pierce the thickest of armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=20&lt;br /&gt;
|name=Sword of Sharpness&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=weapon: Sword of Sharpness&lt;br /&gt;
|effects=dmg 10, att +2, def +2, len 1&lt;br /&gt;
|description=A sword with extraordinarily sharp edges, this blade will cut through most armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=21&lt;br /&gt;
|name=Axe of Sharpness&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=weapon: Axe of Sharpness&lt;br /&gt;
|effects=dmg 11, att +2, len 1&lt;br /&gt;
|description=An axe with a magically sharpened edge, this weapon will cut through most armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=22&lt;br /&gt;
|name=Greatsword of Sharpness&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=weapon: Greatsword of Sharpness&lt;br /&gt;
|effects=dmg 15, att +4, def +4, len 2&lt;br /&gt;
|description=A large sword with extraordinarily sharp edges, this blade will cut through most armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=23&lt;br /&gt;
|name=Main Gauche of Parrying&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=weapon: Main Gauche of Parrying&lt;br /&gt;
|effects=dmg 4, att +1, def +6&lt;br /&gt;
|description=The Main Gauche of Parrying is made of superior steel and enchanted with quickness and lightness to better enable its wielder to counter incoming attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=24&lt;br /&gt;
|name=Halberd of Might&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=weapon: Halberd of Might&lt;br /&gt;
|effects=dmg 16, att +2, def +3, len 3; strength (4)&lt;br /&gt;
|description=This heavy halberd increases the physical strength of the wielder.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=25&lt;br /&gt;
|name=Smasher&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|gear=weapon: Smasher&lt;br /&gt;
|effects=dmg 16, att +2, len 1, always secondary #328&lt;br /&gt;
|description=This is a special magic hammer that is used to smash objects into small pieces. It has now been modified for purposes of war and can be used to inflict great damage on inanimate beings. It is a great weapon against mechanical constructs and certain undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=26&lt;br /&gt;
|name=Hammer of the Mountains&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=weapon: Hammer of the Mountains&lt;br /&gt;
|effects=dmg 25, att -1, def -3, len 3, always secondary #699&lt;br /&gt;
|description=The Hammer of the Mountains is an enormous, rune-inscribed raw-iron hammer that strikes with the force of the mountains. Unfortunately, its great weight makes the bearer quite easy to hit.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=27&lt;br /&gt;
|name=Lightning Rod&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=dmg 3, att +2, def +4, len 3; shock resistance (15)&lt;br /&gt;
|description=A cast-iron staff that will channel the energy of an electric attack harmlessly into the earth, and can also increase the effectiveness of the Corpse Man Construction spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=28&lt;br /&gt;
|name=Star of Heroes&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|gear=weapon: Star of Heroes&lt;br /&gt;
|effects=dmg 12, att +4, def -2, len 1, secondary #174&lt;br /&gt;
|description=All but the most powerful armor will be destroyed when hit by this morningstar. All morningstars have an increased attack value against targets with shields.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=29&lt;br /&gt;
|name=Dwarven Hammer&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|gear=weapon: Dwarven Hammer&lt;br /&gt;
|effects=dmg 8, def -1, len 1; fixed forge bonus (2)&lt;br /&gt;
|description=A well-crafted hammer made of blackest dwarven iron, this hammer is enchanted with Earth magic. When used in the forge, it will help the smith produce magical wonders.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=30&lt;br /&gt;
|name=Eyecatcher&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1 W1&lt;br /&gt;
|gear=weapon: Eyecatcher&lt;br /&gt;
|effects=dmg -5, att -2, secondary #333&lt;br /&gt;
|description=This magical instrument will automatically hit the enemy in the eye and spoon it out.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=31&lt;br /&gt;
|name=Faithful&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1 G1&lt;br /&gt;
|gear=weapon: Faithful&lt;br /&gt;
|effects=dmg 7, att +2, def +4, len 1; wound fend, luck&lt;br /&gt;
|description=This short sword will grant its wielder luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=32&lt;br /&gt;
|name=Rod of the Leper King&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|gear=weapon: Magic Sceptre&lt;br /&gt;
|effects=att +1, len 1; disease, undead leadership (100)&lt;br /&gt;
|description=This green metal sceptre will grant the wielder the ability to lead more of the undead and will grant that ability to those previously unable to do so. Unfortunately, the wearer will become diseased unless immune.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=33&lt;br /&gt;
|name=Duskdagger&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=D1 S1&lt;br /&gt;
|gear=weapon: Duskdagger&lt;br /&gt;
|effects=dmg 3, att +3, def +1, secondary #690&lt;br /&gt;
|description=A slim dagger made of darkened steel, it is crafted according to methods long used by the Wolfkin of Jotun. It is unnaturally sharp and anyone cut by its razor edges will bleed profusely. The blade&#039;s supernatural sharpness also allows it to bypass any armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=34&lt;br /&gt;
|name=Bane Blade&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|gear=weapon: Bane Blade&lt;br /&gt;
|effects=dmg 7, att +1, def +2, len 1, secondary #64&lt;br /&gt;
|description=Bane Blades are horrible swords made from a strange alloy crafted in the Underworld. A cut from a Bane Blade will fester and rot within moments. Bane Blades are often used by the servants of the King of the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=35&lt;br /&gt;
|name=Bane Blade&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|gear=weapon: Bane Blade&lt;br /&gt;
|effects=dmg 10, att +2, def +3, len 2, secondary #64&lt;br /&gt;
|description=Bane Blades are horrible swords made from a strange alloy crafted in the Underworld. A cut from a Bane Blade will fester and rot within moments. Bane Blades are often used by the servants of the King of the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=36&lt;br /&gt;
|name=Doom Glaive&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=D1 S1&lt;br /&gt;
|gear=weapon: Doom Glaive&lt;br /&gt;
|effects=dmg 16, att +2, def +2, len 3, always secondary #431&lt;br /&gt;
|description=The Doom Glaive is a truly fearsome weapon used by some undead warriors. Those close to where it strikes will be cursed for the rest of their lives. But those lives may be very short because the victims may age and die within minutes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=37&lt;br /&gt;
|name=Hunter&#039;s Knife&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=weapon: Hunter&#039;s Knife&lt;br /&gt;
|effects=dmg 4, att +2, def +1&lt;br /&gt;
|description=This knife has been enchanted with Nature magic and is so sharp that it can cut through chainmail as easily as a deer skin.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=38&lt;br /&gt;
|name=Thorn Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=weapon: Thorn Spear&lt;br /&gt;
|effects=dmg 5, att +2, def +2, len 3, secondary #51&lt;br /&gt;
|description=This wooden spear is covered with poisonous thorns.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=39&lt;br /&gt;
|name=Thorn Staff&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=weapon: Thorn Staff&lt;br /&gt;
|effects=dmg 5, att +3, def +5, len 3, secondary #51&lt;br /&gt;
|description=This wooden quarterstaff is covered with poisonous thorns.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=40&lt;br /&gt;
|name=Vine Whip&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|gear=weapon: Vine Whip&lt;br /&gt;
|effects=att +3, len 4, always secondary #137&lt;br /&gt;
|description=This whip has been enchanted with the essence of Nature. Anyone hit by it will be Entangled in magic vines.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=41&lt;br /&gt;
|name=Gloves of the Gladiator&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|gear=weapon: Gloves of the Gladiator&lt;br /&gt;
|effects=dmg 3, att +2, def +1, attacks 4; magic resistance, strength (3)&lt;br /&gt;
|description=These gloves are straps made from the cured skin of master gladiators. They are enchanted, weighted down with magical lead, and wrapped tightly around the hands of the wearer. The Gloves of the Gladiator are often awarded to successful gladiators in the fighting pits of Pythium.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=42&lt;br /&gt;
|name=Knife of the Damned&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1 S1&lt;br /&gt;
|gear=weapon: Knife of the Damned&lt;br /&gt;
|effects=dmg 4, att +4, def +1, secondary #694; curse, cursed&lt;br /&gt;
|description=This knife will curse anyone it touches.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=43&lt;br /&gt;
|name=Jade Knife&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1 B1&lt;br /&gt;
|gear=weapon: Jade Knife&lt;br /&gt;
|effects=dmg 1, att +1; blood sacrifice (2), nation restriction (111), nation restriction (73), nation restriction (25)&lt;br /&gt;
|description=A Jade Knife is enchanted with Blood magic and used by Mictlan&#039;s priests to increase the effectiveness of their blood sacrifices. A priest using a Jade Knife can sacrifice two more slaves than usual. Only the priests of certain nations can make blood sacrifices.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=44&lt;br /&gt;
|name=Pixie Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|gear=weapon: Pixie Spear&lt;br /&gt;
|effects=dmg 5, att +3, def +1, len 3, secondary #790&lt;br /&gt;
|description=While pixies do not actually use spears like this, they are an important ingredient when creating this magic spear. Anyone wounded by this spear will be affected by extreme fatigue, just as if they had been hit by an elf shot from a living pixie.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=45&lt;br /&gt;
|name=Toy Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|gear=weapon: Toy Sword&lt;br /&gt;
|effects=dmg 1, att +2, def +2, len 1, always secondary #794&lt;br /&gt;
|description=A simple wooden sword made for children&#039;s play. But what might be a true sword for a child, might be a true sword in the dreams of men.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=46&lt;br /&gt;
|name=Shillelagh&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=G1 N1&lt;br /&gt;
|gear=weapon: Shillelagh&lt;br /&gt;
|effects=dmg 5, att +1, def +1, len 1; luck, nation restriction (58), nation restriction (11), item cost modifier (-40), item cost modifier (-60)&lt;br /&gt;
|description=A Shillelagh is made from a piece of an old oak that is inhabited by faeries. To create the Shillelagh the mage enters a pact with the faeries, forcing them to protect the wielder. The faeries will bring luck and always have someone nearby to protect from unforeseen enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=47&lt;br /&gt;
|name=Blade of Grass&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=G1 N1&lt;br /&gt;
|gear=weapon: Blade of Grass&lt;br /&gt;
|effects=dmg 7, att +2, def +2, len 1, secondary #690&lt;br /&gt;
|description=This sword is actually a blade of grass, large as any sword and enchanted by the magic of the dreamwild. It is as sharp as any blade crafted by man and those cut by its edge will start to bleed profusely.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=48&lt;br /&gt;
|name=Wand of Wild Fire&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|gear=weapon: Magic Sceptre&lt;br /&gt;
|effects=att +1, len 1; item spell (Fireball)&lt;br /&gt;
|description=The wielder of this powerful wand can shoot huge Fireballs at the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=49&lt;br /&gt;
|name=Fire Brand&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=F1 E1&lt;br /&gt;
|gear=weapon: Fire Brand&lt;br /&gt;
|effects=dmg 8, att +3, len 1, always secondary #171; fire resistance (5), morale (2)&lt;br /&gt;
|description=As soon as this sword is drawn, the blade will burst into flames and anyone close to where it strikes will be burned by a burst of extremely hot fire. Earth magic has been used to sharpen the edges of this sword so that it can cut straight through any armor. The flaming sword partially protects its wielder from fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=50&lt;br /&gt;
|name=Lightning Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|gear=weapon: Lightning Spear&lt;br /&gt;
|effects=dmg 5, att +2, def +2, len 3; shock resistance (5)&lt;br /&gt;
|description=This spear unleashes a bolt of lightning whenever it strikes a target.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=51&lt;br /&gt;
|name=Shock Trident&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|gear=weapon: Shock Trident&lt;br /&gt;
|effects=dmg 10, att +3, def +4, len 3, always secondary #854; shock resistance (5)&lt;br /&gt;
|description=Whenever this trident strikes, a powerful jolt of lightning will erupt and shock anyone nearby. This might include the wielder of the trident, however the weapon&#039;s magic properties should protect him from the worst of it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=52&lt;br /&gt;
|name=Staff of Corrosion&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=W2 F1&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=dmg 3, att +2, def +4, len 3; item spell (Acid Bolt)&lt;br /&gt;
|description=This staff can be used to fire Acid Bolts at the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=53&lt;br /&gt;
|name=Rune Smasher&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=W2 F2&lt;br /&gt;
|gear=weapon: Rune Smasher&lt;br /&gt;
|effects=dmg 7, att +2, def +1, len 1; spell penetration (2)&lt;br /&gt;
|description=The Rune Smasher will break down the enemy&#039;s magic resistance just before its wielder casts a spell. This makes it very hard to resist spells cast by the wielder of the Rune Smasher.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=54&lt;br /&gt;
|name=Frost Brand&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|gear=weapon: Frost Brand&lt;br /&gt;
|effects=dmg 8, att +1, def +2, len 1, always secondary #765; cold resistance (5)&lt;br /&gt;
|description=As soon as this sword is drawn, the blade will burst into icy blue flames and anyone hit will be frozen by the extremely cold fire. The sword partially protects its wielder from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=55&lt;br /&gt;
|name=Sword of Swiftness&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|gear=weapon: Sword of Swiftness&lt;br /&gt;
|effects=dmg 10, att +2, def +4, len 1, attacks 2&lt;br /&gt;
|description=This sword is amazingly light and quick, allowing its wielder to strike at twice the speed of any normal man.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=56&lt;br /&gt;
|name=Midget Masher&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=weapon: Midget Masher&lt;br /&gt;
|effects=dmg 20, att +3, def +1, len 2&lt;br /&gt;
|description=This huge weapon causes double damage against smaller opponents.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=57&lt;br /&gt;
|name=Elf Bane&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=E1 S1&lt;br /&gt;
|gear=weapon: Elf Bane&lt;br /&gt;
|effects=dmg 12, att +3, len 1, secondary #247&lt;br /&gt;
|description=This mighty axe shreds the strands of arcane energy that hold magical beings together. Its sharp edges cut through most armor and magical beings may be destroyed by the slightest scratch.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=58&lt;br /&gt;
|name=Implementor Axe&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=E1 D1&lt;br /&gt;
|gear=weapon: Implementor Axe&lt;br /&gt;
|effects=dmg 10, att +2, len 2; fear (10), pillage bonus (25)&lt;br /&gt;
|description=This axe screams with unholy voices that can be heard during the night. If used during pillaging, frightened peasants will come begging the wielder to spare their souls. The efficiency of pillaging is greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=59&lt;br /&gt;
|name=Starfire Staff&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|gear=weapon: Magic Sceptre&lt;br /&gt;
|effects=att +1, len 1; astral range, item spell (Star Fires)&lt;br /&gt;
|description=A staff enchanted with the power of the Stellar Spheres. It can project bolts of stellar might upon enemies, but its greatest power is that it increases the range of Astral rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=60&lt;br /&gt;
|name=Herald Lance&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|gear=weapon: Herald Lance&lt;br /&gt;
|effects=dmg 6, att +1, def +1, len 3; inspirational, item spell (Solar Rays)&lt;br /&gt;
|description=This spear is enchanted with essence from the Sun. When used against undead beings, it will strike with enormous force. It can fire Solar Rays that burn undead beings from a distance. The brilliance of this spear will inspire all friendly units under the spear wielders command.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=61&lt;br /&gt;
|name=Wraith Sword&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|gear=weapon: Wraith Sword&lt;br /&gt;
|effects=dmg 11, att +2, def +3, len 2&lt;br /&gt;
|description=When in command of a Wraith Sword, a warrior can replenish his life energy by stealing it from those he cuts down. This sword is often used by powerful undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=62&lt;br /&gt;
|name=Skull Staff&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=dmg 3, att +2, def +4, len 3; Death magic bonus&lt;br /&gt;
|description=The Skull Staff is an ebony staff adorned with a human skull. The skull has to be taken from a necromancer with great experience in Death magic. The skull will give advice on necromancy and increase its wielder&#039;s power in Death magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=63&lt;br /&gt;
|name=Serpent Kryss&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=weapon: Serpent Kryss&lt;br /&gt;
|effects=dmg 4, att +2, def +1, secondary #52; poison resistance (5)&lt;br /&gt;
|description=This green blade is tempered in the venom of seven poisonous snakes. The wavy blade is venomous and extremely sharp. The dagger partially protects its wielder from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=64&lt;br /&gt;
|name=Snake Bladder Stick&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=weapon: Snake Bladder Stick&lt;br /&gt;
|effects=dmg 64, def +1, len 2&lt;br /&gt;
|description=This is a simple wooden stick with an inflated bladder attached to one end, much like the bladders carried by fools and jesters. The bladder of this particular weapon is taken from an unbelievably venomous snake and is enchanted to fill with poisonous gas that puffs out of the stick whenever it strikes an enemy.  The poisonous gas puff is quite large and can easily kill both the wielder and his enemies unless they are properly protected.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=65&lt;br /&gt;
|name=Thistle Mace&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|gear=weapon: Thistle Mace&lt;br /&gt;
|effects=dmg 3, att -1, def -1, len 1, secondary #51; Nature magic bonus&lt;br /&gt;
|description=This enchanted thistle is shaped like a mace and hard enough to crack skulls. Anyone wounded by the Thistle Mace will be poisoned by its thorns. A Nature mage can increase his magical power by wielding the enchanted thistle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=66&lt;br /&gt;
|name=Whip of Command&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=weapon: Whip of Command&lt;br /&gt;
|effects=dmg 1, att +3, len 4; leadership (150), inspirational (-2), taskmaster (3)&lt;br /&gt;
|description=The wielder of this whip will have his authority greatly increased and will be able to command more men. However, the morale of those under his command will decrease from being whipped. Slaves are used to being whipped, and their morale will increase instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=67&lt;br /&gt;
|name=Rat Tail&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=weapon: Rat Tail&lt;br /&gt;
|effects=att +2, len 4, always secondary #139; taskmaster&lt;br /&gt;
|description=This whip is made from the hair of one hundred rats that were enchanted by a Nature mage. Anyone struck by the whip will also suffer from overwhelming fear. Animals will be very reluctant to attack the wielder of the whip. It is also effective for keeping slaves in line.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=68&lt;br /&gt;
|name=Skull Standard&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N2 D1&lt;br /&gt;
|gear=weapon: Standard&lt;br /&gt;
|effects=dmg 1, att -2, def -3, len 4; fear (5), item spell (Panic)&lt;br /&gt;
|description=The goatlike skull of a Pan is inscribed with a rune of horror and placed on top of a foul standard. The skull causes fear to grow in the hearts of enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=69&lt;br /&gt;
|name=Summer Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N2 E1&lt;br /&gt;
|gear=weapon: Summer Sword&lt;br /&gt;
|effects=dmg 11, att +1, def +2, len 1; supply bonus (150), item spell (Tangle Vines)&lt;br /&gt;
|description=If thrust into the ground, this sword brings good weather and fertility to the surrounding countryside. The increased fertility is enough to feed a hundred soldiers. The wielder of the Summer Sword can animate plants in order to entangle enemies. The sword is rather heavy and unbalanced.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=70&lt;br /&gt;
|name=Unseen Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|gear=weapon: Unseen Sword&lt;br /&gt;
|effects=dmg 8, att +2, def +2, len 1&lt;br /&gt;
|description=This sword is invisible. Even seasoned warriors would have a hard time defending against the wielder of such a blade. Beings with True Sight or Spirit Sight can see the sword and will defend normally. The sword is commonly given to assassins as it might allow them to get close enough to launch a surprise attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=71&lt;br /&gt;
|name=Flesh Eater&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|gear=weapon: Flesh Eater&lt;br /&gt;
|effects=dmg 14, att +4, def -1, len 1, secondary #150; berserk (3)&lt;br /&gt;
|description=This is an axe that has been trained to yearn after human flesh. Once it tastes the blood of an enemy, it will quickly devour the victim, resulting in a permanent chest wound. The wielder of this axe will yearn for combat and, if wounded, might go berserk.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=72&lt;br /&gt;
|name=Heart Finder Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|gear=weapon: Heart Finder Sword&lt;br /&gt;
|effects=dmg 10, att +4, def +2, len 1, secondary #112&lt;br /&gt;
|description=The magic of this sword is released as soon as the blade hits the flesh of an enemy. The sword will unerringly seek its way to the blood-filled heart and destroy it. This results in instant death, but an enemy with high magic resistance may be able to avoid the evil of the sword.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=73&lt;br /&gt;
|name=Twilight Glaive&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|gear=weapon: Twilight Glaive&lt;br /&gt;
|effects=dmg 15, att +4, def +4, len 3, always secondary #792&lt;br /&gt;
|description=This glaive is enchanted with the powers of glamour magic. When day turns into night, twilight appears and emits fatigue into all living beings, making them get tired. This fatigue effects is unleashed a hundredfold wherever this glaive strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=74&lt;br /&gt;
|name=Dragon Sceptre&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|gear=weapon: Wand&lt;br /&gt;
|effects=dmg -2, att -2; item spell (Flame Bolt)&lt;br /&gt;
|description=This sceptre will make it easier for mages to summon and control various kinds of smaller dragons. The sceptre can also be used to hurl bolts of flame in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=75&lt;br /&gt;
|name=Rod of the Phoenix&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|gear=weapon: Wand&lt;br /&gt;
|effects=dmg -2, att -2; item spell (Incinerate)&lt;br /&gt;
|description=The wielder of this wand will be able to Incinerate enemies at will.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=76&lt;br /&gt;
|name=Staff of Elemental Mastery&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=F4 W4&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=dmg 3, att +2, def +4, len 3; fire resistance (5), cold resistance (5), Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus, fire range, air range, water range, earth range&lt;br /&gt;
|description=A mage who wields this staff will enjoy increased power in all Elemental paths of magic (Fire, Air, Water and Earth), and can cast Elemental rituals at a greater range. The staff also provides partial protection against the two Elements used in its forging.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=77&lt;br /&gt;
|name=Carmine Cleaver&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=F2 E1&lt;br /&gt;
|gear=weapon: Carmine Cleaver&lt;br /&gt;
|effects=dmg 18, att +4, def +1, len 2, secondary #571; fire resistance (5), fire shield&lt;br /&gt;
|description=A battle axe made of stabilized lavasteel. The wielder is surrounded by a furnace-like heat that burns attackers into cinders. The axe causes horrible burns to anyone hit by its smoldering blade.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=78&lt;br /&gt;
|name=Evening Star&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=F1 D1&lt;br /&gt;
|gear=weapon: Evening Star&lt;br /&gt;
|effects=dmg 10, att +6, def -2, len 1, always secondary #305&lt;br /&gt;
|description=This morningstar is enchanted with the fires of the Evening Star. It will unleash flames upon those hit and drain their strength. Magic resistance does not protect the targets from the weakness. All morningstars have an increased attack value against targets with shields.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=79&lt;br /&gt;
|name=Demon Whip&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=F1 B1&lt;br /&gt;
|gear=weapon: Demon Whip&lt;br /&gt;
|effects=dmg 2, att +4, len 4, always secondary #237&lt;br /&gt;
|description=When this burning whip cracks at the enemy, severe heat is unleashed and everyone nearby will get trapped in bonds of fire. The bonds can be evaded if you are quick enough, but once trapped you cannot escape without taking damage from the fiery shackles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=80&lt;br /&gt;
|name=Staff of Storms&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|gear=weapon: Staff of Storms&lt;br /&gt;
|effects=dmg 3, att +2, def +4, len 3; item spell (Lightning Bolt), start battle spell (Storm)&lt;br /&gt;
|description=The owner of this potent item is always accompanied by heavy rainstorms and thunder. In battle, the staff can project lightning bolts upon enemies and in melee combat the staff strikes enemies with lightning. The staff can also be used to greatly increase the effectiveness of the Corpse Man Construction spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=81&lt;br /&gt;
|name=Star of Thraldom&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|gear=weapon: Star of Thraldom&lt;br /&gt;
|effects=dmg 10, att +6, def -2, len 1, always secondary #219&lt;br /&gt;
|description=Those close to where this morningstar strikes may find themselves magically shackled. The shackles are illusions that can be resisted. All morningstars have an increased attack value against targets with shields.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=82&lt;br /&gt;
|name=Staff of Elemental Mastery&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=A4 E4&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=dmg 3, att +2, def +4, len 3; shock resistance (5), stoneskin, Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus, fire range, air range, water range, earth range&lt;br /&gt;
|description=A mage who wields this staff will enjoy increased power in all Elemental paths of magic (Fire, Air, Water and Earth), and can cast Elemental rituals at a greater range. The staff also provides partial protection against the two Elements used in its forging.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=83&lt;br /&gt;
|name=Demon Bane&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|gear=weapon: Demon Bane&lt;br /&gt;
|effects=dmg 15, att +5, def +2, len 2; fire resistance (15)&lt;br /&gt;
|description=Created to slay demons, this sword protects its wielder from fire and delivers severe damage to its target.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=84&lt;br /&gt;
|name=Wave Breaker&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|gear=weapon: Wave Breaker&lt;br /&gt;
|effects=dmg 10, att +3, def +3, len 3, attacks 3; water breathing, start battle spell (Friendly Currents)&lt;br /&gt;
|description=The wielder of this trident will be able to command the currents of the sea to help him and his friends. When used during battle, the Wave Breaker strikes with incredible speed. The trident gives the wielder the ability to breathe underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=85&lt;br /&gt;
|name=Rime Hammer&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=W2 A1&lt;br /&gt;
|gear=weapon: Rime Hammer&lt;br /&gt;
|effects=dmg 21, att +5, def +1, len 3; cold resistance (10)&lt;br /&gt;
|description=This huge maul is enchanted with water to make it strike hard and with air to make it light to swing. When the hammer is swung it hits with a tremendous force, making the elements of water and air interact in a violent way. This violent interacting will result in a freezing cold mist that will cover the vicinity for a while.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=86&lt;br /&gt;
|name=Gate Cleaver&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|gear=weapon: Gate Cleaver&lt;br /&gt;
|effects=dmg 29, att -1, def -1, len 2; siege bonus (100)&lt;br /&gt;
|description=This enormous axe can chop through anything, be it flesh, stone or steel. The axe is somewhat cumbersome to use in combat, but it works wonders when used against enemy castle gates. A besieging commander who has this axe will be able to breach the castle walls with ease.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=87&lt;br /&gt;
|name=Moon Blade&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|gear=weapon: Moon Blade&lt;br /&gt;
|effects=dmg 13, att +4, def +5, len 2&lt;br /&gt;
|description=A blade tempered in stellar light, it causes additional damage to magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=88&lt;br /&gt;
|name=Shadow Brand&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=D2 E1&lt;br /&gt;
|gear=weapon: Shadow Brand&lt;br /&gt;
|effects=dmg 12, att +4, def +1, len 1, always secondary #396&lt;br /&gt;
|description=As soon as this sword is drawn, the blade will burst into flames of darkness and anyone nearby where it strikes will be burned by the shriveling fire. Earth magic has been used to sharpen the edges of this sword so that it can cut straight through any armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=89&lt;br /&gt;
|name=Standard of the Damned&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|gear=weapon: Standard&lt;br /&gt;
|effects=dmg 1, att -2, def -3, len 4; fear (5), item spell (Drain Life)&lt;br /&gt;
|description=This standard drains life energy from enemies and adds it to the owner of the standard. The standard also causes fear in all nearby enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=90&lt;br /&gt;
|name=Banner of the Northern Star&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|gear=weapon: Standard&lt;br /&gt;
|effects=dmg 1, att -2, def -3, len 4; magic resistance (-2), start battle spell (Light of the Northern Star)&lt;br /&gt;
|description=This banner calls down light from the Northern Star, making all Astral mages on the battlefield more powerful. The banner&#039;s wielder will have his protection against magic decreased due to the Astral power rushing through him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=91&lt;br /&gt;
|name=Axe of Hate&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=weapon: Axe of Hate&lt;br /&gt;
|effects=dmg 13, att +4, len 1, secondary #413; poison resistance (-15)&lt;br /&gt;
|description=Enchanting this axe takes a long period of time, during which it is used to slowly chop down the tree from which it was made. This yields an axe enchanted by Nature that has a natural hatred for living beings. Any living being struck by the axe will have some of his energy drained from him and risks getting a deadly disease. The person wielding this axe will suffer the minor side effect of being very susceptible to poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=92&lt;br /&gt;
|name=Treelord&#039;s Staff&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=dmg 3, att +2, def +4, len 3; forest survival, Nature magic bonus (2), nature range, ivy lord (2)&lt;br /&gt;
|description=A staff carved from the trunk of a dying Treelord, it is alive and covered with bark and leaves sprouting along its entire length. The power of the dying Treelord will mightily increase the owner&#039;s skills in Nature magic. When traveling in forests, the trees will make way for the power of this staff as best they can, making traveling as easy as on a road. The staff is also of great help when awakening vine creatures in the forest and will increase the effectiveness of the Awaken Vine Men and Awaken Vine Ogre spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=93&lt;br /&gt;
|name=Singing Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|gear=weapon: Singing Sword&lt;br /&gt;
|effects=dmg 9, att +2, def +3, len 1; auto combat spell (Entrancement)&lt;br /&gt;
|description=This strange weapon will start to sing its otherworldly songs as soon as any enemies come near. Unless they manage to resist it, the enemies will become bewildered by the strangely beautiful song and become unable to act for a short while.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=94&lt;br /&gt;
|name=Blood Thorn&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|gear=weapon: Blood Thorn&lt;br /&gt;
|effects=dmg 4, att +2; Blood magic bonus&lt;br /&gt;
|description=A blade demon-forged into the shape of the athame of high sacrifice. It drains the life of those it strikes and adds that to its wielder&#039;s life force. The dagger also increases the Blood magic skill of the wielder if it is used by a Blood mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=95&lt;br /&gt;
|name=Hell Sword&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=B2 F2&lt;br /&gt;
|gear=weapon: Hell Sword&lt;br /&gt;
|effects=dmg 14, att +5, def +1, len 2; fire resistance (10), berserk (3)&lt;br /&gt;
|description=A sword infused with the power of blood sacrifice, it will drain the life force of anyone struck by its blade and give that life force to its wielder. The sword also grants its wielder partial protection from fire and the ability to go berserk.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=96&lt;br /&gt;
|name=Master&#039;s Athame&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=B3 S1&lt;br /&gt;
|gear=weapon: Master&#039;s Athame&lt;br /&gt;
|effects=dmg 5&lt;br /&gt;
|description=A demon-forged blade, created with the purpose of harnessing the magic provided by lesser beings.  The wielder of this blade will be able to command the magic provided by sabbath slaves and use it to power his own magic in battles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=97&lt;br /&gt;
|name=O&#039;al Kan&#039;s Sceptre&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|gear=weapon: O&#039;al Kan&#039;s Sceptre&lt;br /&gt;
|effects=len 1, always secondary #411; cold resistance (10), leadership (100), fire range (2), item spell (Flare)&lt;br /&gt;
|description=This sceptre was created long ago for a powerful Abysian warlord.  The sceptre makes it possible to command more men and hurl huge balls of flame at the enemy. It grants partial protection from cold and, if used in melee, will inflict fatigue on anyone close to where it strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=98&lt;br /&gt;
|name=Unquenched Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|gear=weapon: Unquenched Sword&lt;br /&gt;
|effects=dmg 22, att +4, def +1, len 1, always secondary #525; berserk, start battle spell (Heat from Hell)&lt;br /&gt;
|description=This blade is made of solid Fire tempered in an Elemental brazier. The flames that lick the ever-burning edge are incredibly hot and will cut through armor and flesh with equal ease. The heat of the blade will cause the temperature to rise on the entire battlefield and everyone to suffer from severe fatigue unless protected. This sword should be wielded only by those protected from fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=99&lt;br /&gt;
|name=Ember&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F2 W2&lt;br /&gt;
|gear=weapon: Ember&lt;br /&gt;
|effects=dmg 15, att +5, def +4, len 1, always secondary #192; fire resistance (10), cold resistance (10)&lt;br /&gt;
|description=Ember is the sword that is cold and hot at the same time. Where Ember strikes, fire and frost will strike as well, killing the victim and anyone foolish enough to stand too close. The wielder of this sword is granted resistance to both heat and cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=100&lt;br /&gt;
|name=Sword of Justice&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F3 S3&lt;br /&gt;
|gear=weapon: Sword of Justice&lt;br /&gt;
|effects=dmg 15, att +3, def +4, len 2, always secondary #405; fire resistance (15), Holy magic bonus, item spell (Prison of Fire)&lt;br /&gt;
|description=This sword will increase the priestly authority of any priest who wields it. When used in combat, it will burst into flames and can be used to imprison enemies in fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=101&lt;br /&gt;
|name=Tempest&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|gear=weapon: Tempest&lt;br /&gt;
|effects=dmg 15, att +5, def +6, len 2, always secondary #114; shock resistance (15), item spell (Thunder Strike), start battle spell (Storm)&lt;br /&gt;
|description=A blade forged during a thunderstorm and tempered by lightning, this sword crackles and hisses, striking enemies with lightning. The wielder of the sword is resistant to lightning and may send Thunder Strikes against his enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=102&lt;br /&gt;
|name=Winter Bringer&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|gear=weapon: Winter Bringer&lt;br /&gt;
|effects=dmg 2; cold resistance (15), item spell (Falling Frost)&lt;br /&gt;
|description=The wielder of this wand can shower frost and ice among the enemy ranks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=103&lt;br /&gt;
|name=Trident from Beyond&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=W3 S2&lt;br /&gt;
|gear=weapon: Trident from Beyond&lt;br /&gt;
|effects=dmg 13, att +2, def +3, len 3, secondary #194; Water magic bonus&lt;br /&gt;
|description=Anyone struck by this trident will risk having his soul torn to pieces, so even the smallest scratch from this weapon can be deadly. Mindless units are immune to its soul-shredding effect.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=104&lt;br /&gt;
|name=Dawn Fang&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E2 S1&lt;br /&gt;
|gear=weapon: Dawn Fang&lt;br /&gt;
|effects=dmg 10, att +3, def +3, len 2; wound fend, magic resistance, awe&lt;br /&gt;
|description=At the dawn of time a great Enkidu hero crafted a set of magical weapons under the tutelage of the Sun. Now known only as the Dawn Warrior, he forged the First Kingdom. His items were crafted from bronze and set with lapis lazuli, the stone of the sky and the kings of old. Under the rays of the sun, the items grant their wearer the prowess and splendor of the Sun himself. The items also grant their wearer resistance against wounds and and protection from magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=105&lt;br /&gt;
|name=The Summit&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|gear=weapon: The Summit&lt;br /&gt;
|effects=dmg 28, att +12, def +6, len 1&lt;br /&gt;
|description=This beautiful axe was once used by a great Dwarf Lord. The pure quality of this weapon has never been surpassed. In fact the axe is of such quality that there are no known means to withstand the damage caused by this weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=106&lt;br /&gt;
|name=The Stone Sword&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|gear=weapon: Stone Sword&lt;br /&gt;
|effects=dmg 10, att +4, def +7, len 2, always secondary #104; magic resistance (4)&lt;br /&gt;
|description=This mighty sword will strike everyone in its vicinity with petrification, including the wielder. Only those highly resistant to magic will survive.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=107&lt;br /&gt;
|name=Mage Bane&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E6&lt;br /&gt;
|gear=weapon: Mage Bane&lt;br /&gt;
|effects=dmg 10, att +5, def +6, len 1, secondary #88; magic resistance (5), taint (10)&lt;br /&gt;
|description=As the name implies, this sword was designed to destroy mages. The sword gives increased magic resistance to its wielder and anyone hit by the blade will be struck unconscious. This power of the Mage Bane cannot be stopped by any magic resistance. Magic beings struck by the weapon may be destroyed as the magical energies that animate them are dissolved.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=108&lt;br /&gt;
|name=Hammer of the Forge Lord&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E5 F3&lt;br /&gt;
|gear=weapon: Hammer of the Forge Lord&lt;br /&gt;
|effects=dmg 20, att +1, len 2, always secondary #171; fixed forge bonus (4)&lt;br /&gt;
|description=A very sturdy sledgehammer made of the blackest dwarven iron, this hammer was made by an ancient Vanheim dwarf to help him in battle and in his craft. It is enchanted with the magic of Fire and Earth. When it strikes, it unleashes tremendous heat, and, when swung in the forge, it will ease the burden on the smith and facilitate his work.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=109&lt;br /&gt;
|name=The Tartarian Chains&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E4 F2&lt;br /&gt;
|gear=weapon: Tartarian Chains&lt;br /&gt;
|effects=dmg 5, att +3, def -2, len 2, attacks 2, always secondary #189&lt;br /&gt;
|description=The ancient god who once wore these chains is unknown, but the purpose of the chains is not. They once held a fallen god captive in the Underworld, but he apparently broke free, since the chains now exist in the world of men. Some of the power of their captive is still retained in the black iron of their coils. When swung, the chains hit with tremendous force, but their primary power is that anyone surviving the force of the blow runs the risk of having his soul enslaved to the wielder of the chains. The chains have a downside, though. Anyone who wields these chains will soon find himself attacked by guards from the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=110&lt;br /&gt;
|name=The Sword of Many Colors&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=G4 F2&lt;br /&gt;
|gear=weapon: Sword of Many Colors&lt;br /&gt;
|effects=dmg 17, att +3, def +5, len 2, always secondary #196; awe (3), Glamour magic bonus, temporary glamour gems (2)&lt;br /&gt;
|description=When this sword is swung in combat, it will explode in a shower of light. Any enemies nearby will be severely injured unless they have very high magic resistance. A mage who carries the sword will have his Glamour power increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=111&lt;br /&gt;
|name=Twin Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S1 B1&lt;br /&gt;
|gear=weapon: Twin Spear&lt;br /&gt;
|effects=dmg 10, att +2, def +2, len 3; luck, leadership (100), item spell (Call Lesser Horror)&lt;br /&gt;
|description=This is one of two spears made for the sons of a king in ancient times. The spears give the wielder increased leadership and luck in battle. One spear was given power over Death and the other was given power over the Void. The first one reanimates those killed by its deadly point. The second spear allows the wielder to call Lesser Horrors in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=112&lt;br /&gt;
|name=Twin Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S1 D1&lt;br /&gt;
|gear=weapon: Twin Spear&lt;br /&gt;
|effects=dmg 10, att +2, def +2, len 3; luck, leadership (100)&lt;br /&gt;
|description=This is one of two spears made for the sons of a king in ancient times. The spears give the wielder increased leadership and luck in battle. One spear was given power over Death and the other was given power over the Void. The first one reanimates those killed by its deadly point. The second spear allows the wielder to call Lesser Horrors in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=113&lt;br /&gt;
|name=The Oath Rod of Kurgi&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S3 B3&lt;br /&gt;
|gear=weapon: Oath Rod&lt;br /&gt;
|effects=dmg 5, att +3, def +5, len 3, secondary #156; Astral magic bonus, Blood magic bonus, fire range, air range, water range, earth range, astral range, death range, nature range, glamour range, blood range, item spell (Horror Mark)&lt;br /&gt;
|description=This black staff is carved out of ancient wood and inscribed with the Oath of Kurgi, Slave to Unreason. Hidden among the other runes on the staff are skulls that endlessly shout out their mad anguish and blather oaths to Unreason. Those struck by the rod will lose their minds. The wielder can point the staff at living beings to mark them as Kurgi&#039;s to take.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=114&lt;br /&gt;
|name=The Sword of Aurgelmer&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=G6&lt;br /&gt;
|gear=weapon: Sword of Aurgelmer&lt;br /&gt;
|effects=dmg 13, att +2, def +2, len 1, secondary #694; morale (4), luck, curse, start battle spell (Dreamwild Legion)&lt;br /&gt;
|description=This sword was made for a Jotun hero by Skuld, the Norna of Future Fates.  It gives its wielder&#039;s companions luck in battle but curses anyone who touches it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=115&lt;br /&gt;
|name=Rod of Death&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|gear=weapon: Rod of Death&lt;br /&gt;
|effects=dmg 10, att +3, len 1; undead leadership (100), item spell (Control the Dead)&lt;br /&gt;
|description=This scepter was stolen from the Lord of the Underworld by a powerful necromancer and given to his mortal general. The rod grants the wielder the ability to take control of the walking dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=116&lt;br /&gt;
|name=The Flailing Hands&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|gear=weapon: Flailing Hands&lt;br /&gt;
|effects=dmg 10, att +4, def -1, len 2, attacks 2, always secondary #159; magic resistance, spell penetration, Death magic bonus&lt;br /&gt;
|description=This flail is made of human bones bound with iron. Instead of spiked balls, its chains are tipped with mummified hands enchanted with the magic of Death. When the flail is swung, the chill touch of the hands will cause extreme discomfort to anyone hit. The hands will also aid during spell casting by making helpful gestures at crucial moments.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=117&lt;br /&gt;
|name=The Sickle whose Crop is Pain&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D6&lt;br /&gt;
|gear=weapon: Pain Sickle&lt;br /&gt;
|effects=dmg 5, att +4, def +4, len 1, secondary #64&lt;br /&gt;
|description=A sickle made from beaten bronze with runes inscribed along its edges and a blood-groove running down the center of the blade, this tool is not used to cut rye or wheat.  Instead, its harvest is of a far more sinister nature. When used in battle, the magic in the blade awakens and the sickle will harvest the pain of all those killed. Anyone surviving a hit from the sickle will start to decay and will die within minutes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=118&lt;br /&gt;
|name=Sceptre of Dark Regency&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D6&lt;br /&gt;
|gear=weapon: Sceptre of Dark Regency&lt;br /&gt;
|effects=att +1, len 1, secondary #385; Death magic bonus (2), death range (2)&lt;br /&gt;
|description=A sceptre of silver and steel, set with tourmalines and enchanted with black magic, this sceptre was crafted by Shantanok, the ruler of the Black Coven, in the forges of the Obsidian Citadel. A trained necromancer wielding this sceptre will be able to bend the power of Death magic to his will. But it comes with a cost because, while wielding the sceptre, the necromancer will age at an accelerated rate.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=119&lt;br /&gt;
|name=Sword of Injustice&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|gear=weapon: Sword of Injustice&lt;br /&gt;
|effects=dmg 6, att +3, def +2, len 1, always secondary #774; Holy magic bonus, start battle spell (Protection of the Sepulchre)&lt;br /&gt;
|description=A simple sword of ordinary appearance, this blade was once not unlike other swords. After it was worn and wielded by the Grand Censor of Ermor who used it to mete out his depraved justice, it acquired considerable power from the innumerable innocents that died on its blade. The residue of these injustices residing in the blade was enhanced during the cataclysmic fall of Ermor, when it absorbed considerable amounts of unholy energy. The sword will now increase the holy might of its wielder and will strike anyone it hits with the rot of Hell. It also enables the owner to protect his undead minions from banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=120&lt;br /&gt;
|name=Woundflame&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|gear=weapon: Woundflame&lt;br /&gt;
|effects=dmg 8, att +4, def +5, len 1, secondary #98; disease&lt;br /&gt;
|description=This short sword of black steel was quenched in the blood of lepers and the tears of plague victims during its creation. Any wounds inflicted by this blade will become grievously infected and fester at a supernatural rate. Furthermore, the bearer of the sword will become an infected carrier of an extremely virulent disease to which he and anyone nearby will likely succumb, unless undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=121&lt;br /&gt;
|name=Sun Slayer&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D6&lt;br /&gt;
|gear=weapon: Sun Slayer&lt;br /&gt;
|effects=dmg 13, att +5, def +6, len 2, always secondary #73; fear (5), Death magic bonus, item spell (Drain Life), start battle spell (Darkness)&lt;br /&gt;
|description=This gruesome blade was designed by Vestur of the Black Coven. The dark powers of the sword consumed its maker when he first used it in battle. The sword&#039;s powers were tamed when Vestur returned from beyond the grave. The black blade is covered with runes of death and destruction, and was tempered in the essence of dying souls. Only the undead are safe from the destructive powers of the sword.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=122&lt;br /&gt;
|name=Picus&#039;s Axe of Rulership&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D2 E1&lt;br /&gt;
|gear=weapon: Picus&#039;s Axe of Rulership&lt;br /&gt;
|effects=dmg 12, att +5, def -2, len 1, always secondary #335&lt;br /&gt;
|description=Picus and Procas were two brothers who ruled a kingdom together. They were both wise mages: Picus was a specialist in Blood magic and Procas in Death magic. In order to strengthen their hold on the kingdom, they decided to forge a set of magic weapons together. Picus&#039;s axe was made to strengthen and protect the brothers and Procas&#039;s axe was made to put fear in both their enemies and the population.&lt;br /&gt;
&lt;br /&gt;
Whenever a citizen was to be punished, one of the brothers would chop off one of the citizen&#039;s arms and soon the axes became known as the Axes of Evil. The magic of the axes only manifested when the axes were wielded by both brothers simultaneously. Picus and Procas later died trying to defend their kingdom against a barbarian horde. The barbarian chief then managed to unleash the power of the axes by using one in each hand.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=123&lt;br /&gt;
|name=The Sharpest Tooth&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=N2 S1&lt;br /&gt;
|gear=weapon: The Sharpest Tooth&lt;br /&gt;
|effects=dmg 3, att +2, secondary #337; poison resistance (25)&lt;br /&gt;
|description=This is the sharpest tooth from the most venomous Wyrm ever known to have lived. It is now empowered with two sets of runes. The first amplifies the potency of the tooth&#039;s venom and enhances the poison resistance of its wielder. The second rune will grant the wielder extreme patience and enhanced awareness of his surroundings, which can make an assassin extremely efficient. There is no handle as such, but the base of the tooth is wrapped in angel skin to nullify the otherwise baneful effect on the wielder. It is so venomous that it will affect even poison-immune creatures.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=124&lt;br /&gt;
|name=Sceptre of Corruption&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|gear=weapon: Sceptre of Corruption&lt;br /&gt;
|effects=dmg 1, att +2, len 1, always secondary #64; cursed, taint (10), leadership (100), item spell (Bane Fire)&lt;br /&gt;
|description=This unholy sceptre was the sign of office of the Great Sarlah. It allowed him to rule the living as well as his usual servants. Apart from its powers of domination, it allows its wielder to project unholy Bane Fire upon those who dissatisfy him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=125&lt;br /&gt;
|name=Procas&#039;s Axe of Rulership&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=B2 E1&lt;br /&gt;
|gear=weapon: Procas&#039;s Axe of Rulership&lt;br /&gt;
|effects=dmg 14, att +3, def -2, len 1, always secondary #335&lt;br /&gt;
|description=Picus and Procas were two brothers who ruled a kingdom together. They were both wise mages: Picus was a specialist in Blood magic and Procas in Death magic. In order to strengthen their hold on the kingdom, they decided to forge a set of magic weapons together. Picus&#039;s axe was made to strengthen and protect the brothers and Procas&#039;s axe was made to put fear in both their enemies and the population.&lt;br /&gt;
&lt;br /&gt;
Whenever a citizen was to be punished, one of the brothers would chop off one of the citizen&#039;s arms and soon the axes became known as the Axes of Evil. The magic of the axes only manifested when the axes were wielded by both brothers simultaneously. Picus and Procas later died trying to defend their kingdom against a barbarian horde. The barbarian chief then managed to unleash the power of the axes by using one in each hand.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=126&lt;br /&gt;
|name=Harvest Blade&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=B3 N1&lt;br /&gt;
|gear=weapon: Harvest Blade&lt;br /&gt;
|effects=dmg 16, att +10, def -5, always secondary #125; morale (2), cursed, fear (5), berserk (2), berserker&lt;br /&gt;
|description=A large and robust scythe with a rusty blade, it is always accompanied by an overpowering smell of blood. When this blade is wielded, the smell of blood becomes ever stronger and its wielder is filled with the rapturous joy of slaughter. Wading into the enemy ranks, the wielder swings the hungry blade in wide arcs, cutting off the calves of his horrified enemies, who are felled like rye at harvest.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=127&lt;br /&gt;
|name=Dimensional Rod&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|gear=weapon: Dimensional Rod&lt;br /&gt;
|effects=att +1, def +1, len 1, always secondary #442; quickness, cursed, taint (20), Astral magic bonus, astral range&lt;br /&gt;
|description=This rod has a close connection to time and space. The wielder of the rod will be able to move very quickly and strike people in order to shift them out of this world. The rod is very addictive and a sure way to insanity.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=128&lt;br /&gt;
|name=Infernal Sword&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=B1 F1&lt;br /&gt;
|gear=weapon: Infernal Sword&lt;br /&gt;
|effects=dmg 14, att +4, def +4, len 2, secondary #441; fire resistance (5)&lt;br /&gt;
|description=This sword was first forged by Igarak the Arch Devil and given to a devoted servant in the world of the living. Anyone struck by the sword will be banished from the world and sent to the Inferno. Getting back from there is not easy, but stories have been told of great heroes who were banished to the Inferno and made their way back alive.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=129&lt;br /&gt;
|name=The Staff from the Sun&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S5 F1&lt;br /&gt;
|gear=weapon: The Staff from the Sun&lt;br /&gt;
|effects=dmg 4, att +3, def +3, len 3, always secondary #541; fire resistance (15), Fire magic bonus, fire range (2), temporary fire gems&lt;br /&gt;
|description=A mighty astrologer who studied the Sun discovered that a branch of some kind was stuck on the underside of the Sun. After researching a spell to loosen the branch, he traveled to directly below the Sun. He performed the ritual to loosen the branch, and this magic staff was what fell into the desert, right where the astrologer was.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=130&lt;br /&gt;
|name=Star of Darkness&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|gear=weapon: Star of Darkness&lt;br /&gt;
|effects=dmg 10, att +2, def +1, len 1, secondary #788&lt;br /&gt;
|description=This morningstar is enchanted with the magic of death and anyone wounded by it will have their vitality sucked out from them.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=131&lt;br /&gt;
|name=Shaman&#039;s Staff&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1 S1&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=dmg 3, att +2, def +4, len 3; reinvigoration, spell penetration, nature range&lt;br /&gt;
|description=Even though this staff is useful for all mages, it is especially useful for those who can manipulate the powers of nature.  A nature mage wielding this staff will be able to cast his nature spells at a greater range than what would otherwise be possible.  In addition to this the staff will also help all mages deal with fatigue and overcome the magic resistance of enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=132&lt;br /&gt;
|name=Black Halberd&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=weapon: Black Halberd&lt;br /&gt;
|effects=dmg 12, att +1, def +2, len 3, always secondary #509; nation restriction (60), nation restriction (101)&lt;br /&gt;
|description=The Black Halberd is made of high quality blacksteel and inscribed with the most sacred words. When the halberd is swung enemies of the faith are struck by exhaustion as the divine powers clash.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=133&lt;br /&gt;
|name=God-Slayer Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=weapon: God-Slayer Spear&lt;br /&gt;
|effects=dmg 6, att +2, len 3, always secondary #509; nation restriction (6), nation restriction (51)&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=134&lt;br /&gt;
|name=Anemone Mace&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|gear=weapon: Anemone Mace&lt;br /&gt;
|effects=dmg -2, att +4, def +1, len 1, always secondary #654; nation restriction (44), nation restriction (89), nation restriction (127)&lt;br /&gt;
|description=This horrid living weapon is grown in the lightless chasms of the deep seas. It consists of a fleshy stalk, serving as a haft, ending in a living anemonelike creature with swaying tendrils that searchingly probe the air. Any victim struck by the mace will be stung, stunned, seared, and disgusted as the tendrils lash out, seeking the warmth of exposed flesh.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=135&lt;br /&gt;
|name=Mercybrand&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|gear=weapon: Mercybrand&lt;br /&gt;
|effects=dmg 7, att +1, def +1, len 1, secondary #662; fear (5), patrol bonus (10), inquisitor, nation restriction (61)&lt;br /&gt;
|description=A branding iron, ever hot and glowing red, forged in the House of Just Fires. The brand bears with it the terrible authority of the inquisition, and anyone whose flesh it marks will experience the excruciating pain of absolute truth. The dread that this implement inspires make it a useful tool when rooting out heretics, and when brandished in battle it will fill those who see it with great fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=136&lt;br /&gt;
|name=Cockerel Scepter&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|gear=weapon: Cockerel Sceptre&lt;br /&gt;
|effects=dmg 6, att +2, def +1, len 1, always secondary #660; item spell (Holy Pyre), nation restriction (61)&lt;br /&gt;
|description=A short scepter whose head bears the likeness of the head a cockerel, wrought in gold and orichalcum. The cockerel scepter, bearing the semblance of the herald of dawn, has great powers against the forces of night. Anyone struck by the weapon runs the risk of being permanently blinded by the scepter, and undead struck will suffer tremendous damage. The scepter also enables its wielder to call upon the holy flames of the House of Just Fires.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=137&lt;br /&gt;
|name=Jellyberd&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=S1 F1&lt;br /&gt;
|gear=weapon: Jellyberd&lt;br /&gt;
|effects=att +2, def +3, len 3, always secondary #657; protection (20), nation restriction (89), nation restriction (127)&lt;br /&gt;
|description=A grotesque polearm in the shape of a runed iron shaft ending in a pulsing reddish jellyfish, trailing stinging tendrils. Those who have seen it wielded by the Illithids have dubbed it the jellyberd. When swung the tendrils will flail about and will not just hit the primary target, but will strike anyone standing close to the target too, paralyzing and poisoning those struck. The jellyfish also protects its wielder with an astral force.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=138&lt;br /&gt;
|name=Sword of the Five Elements&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=F1 W1&lt;br /&gt;
|gear=weapon: Sword of the Five Elements&lt;br /&gt;
|effects=dmg 8, att +3, def +4, len 1; reinvigoration (2), nation restriction (22), nation restriction (69), nation restriction (109), item cost modifier (-60), item cost modifier (-60)&lt;br /&gt;
|description=The weapon smiths of T&#039;ien Ch&#039;i have mastered the means to balance the elements into a single perfect blade. The weapon is usually given to kings and princes, but sometimes an accomplished swordmaster is granted one of the perfect blades. The Sword of Five Elements is remarkably well balanced and reinvigorates its wielder.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=139&lt;br /&gt;
|name=Spear of the Morrigan&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=D1 A1&lt;br /&gt;
|gear=weapon: Spear of the Morrigan&lt;br /&gt;
|effects=dmg 6, att +3, def +2, len 3, secondary #64; nation restriction (10)&lt;br /&gt;
|description=The Morrigans are heralds of death, collectors of souls and bringers of strife. A Morrigan&#039;s spear will drain the lifeforce from anyone wounded by it, and any target that survives the immediate hit will suffer from decay and age unnaturally.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=140&lt;br /&gt;
|name=Vajra&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|gear=weapon: Vajra&lt;br /&gt;
|effects=dmg 5, att +2; shock resistance (10), item spell (Lightning Bolt), nation restriction (20), nation restriction (68)&lt;br /&gt;
|description=The vajra, the diamond thunderbolt, is the weapon of the gods. Forged in the likeness of the celestial god-weapon by the sages of the monkey people, a vajra can project lightning upon the enemies of its wielder. It also protects its wielder from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=141&lt;br /&gt;
|name=Flail of Misfortune&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|gear=weapon: Flail of Misfortune&lt;br /&gt;
|effects=dmg 13, att +6, def +1, len 2, attacks 2, always secondary #366; spell penetration (2)&lt;br /&gt;
|description=This is the Flail of Belial, Lord of Corruption.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=142&lt;br /&gt;
|name=Sling of Accuracy&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|gear=weapon: Sling of Accuracy&lt;br /&gt;
|effects=dmg 12, att +5, ammo 15&lt;br /&gt;
|description=Most slings are difficult to aim, but this one has been enchanted with Air magic to make it shoot further and much more accurately.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=143&lt;br /&gt;
|name=Just Man&#039;s Cross&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|gear=weapon: Just Man&#039;s Cross&lt;br /&gt;
|effects=dmg 12, att +4, attacks -2, ammo 12&lt;br /&gt;
|description=This crossbow is enchanted with pure fire for the purpose of destroying undead beings. An undead creature hit by a bolt from this crossbow will most likely be burned to ashes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=144&lt;br /&gt;
|name=Trueshot Longbow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|gear=weapon: Trueshot Longbow&lt;br /&gt;
|effects=dmg 12, att +30, ammo 12&lt;br /&gt;
|description=Arrows fired from this bow will find their intended target, regardless of distance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=145&lt;br /&gt;
|name=The Pebble Pouch&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=weapon: Boulder&lt;br /&gt;
|effects=dmg 8, ammo 15; strength required (20)&lt;br /&gt;
|description=A rather nondescript pouch made of cured Jotun skin. The pebble pouch&#039;s powers will be revealed when the user withdraws one of the pebbles lying inside the pouch. When the pebble is withdrawn it will grow into a large boulder, ready to be thrown. This item can only be used by those of giant size and strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=146&lt;br /&gt;
|name=Piercer&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1 A1&lt;br /&gt;
|gear=weapon: Piercer&lt;br /&gt;
|effects=dmg 12, att +10, attacks -2, ammo 12&lt;br /&gt;
|description=Bolts fired from this crossbow are extremely sharp and will go straight through any shields or armor in their path. The Piercer can also be used underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=147&lt;br /&gt;
|name=Black Bow of Botulf&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|gear=weapon: Black Bow&lt;br /&gt;
|effects=dmg 12, att +5, ammo 12, secondary #156&lt;br /&gt;
|description=Crafted from unknown materials, anyone hurt by an arrow from this black bow will become feebleminded for the rest of its life.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=148&lt;br /&gt;
|name=Mirage Bola&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|gear=weapon: Mirage Bola&lt;br /&gt;
|effects=att +2, ammo 50, always secondary #810&lt;br /&gt;
|description=This weapon is composed of three globes shining with a faint light, all connected to each other with a thin red cord. When thrown against an enemy, it will wrap itself around the target, immobilizing him. The bola will reform itself in its user&#039;s hands after being thrown and only imaginary threads will remain tying up the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=149&lt;br /&gt;
|name=Fire Bola&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|gear=weapon: Fire Bola&lt;br /&gt;
|effects=dmg 2, att +2, ammo 50, always secondary #302&lt;br /&gt;
|description=This weapon is composed of three glowing metal lumps tied together with a cord of fire. When thrown against an enemy, it will wrap itself around the target, burning and immobilizing him. The bola will reform itself in its user&#039;s hands after being thrown.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=150&lt;br /&gt;
|name=Thunder Bow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|gear=weapon: Lightning&lt;br /&gt;
|effects=att +3, ammo 1005, always secondary #704&lt;br /&gt;
|description=When the string of the Thunder Bow is drawn, a lightning bolt will appear where the arrow should have been, ready to be fired at the archer&#039;s enemies. The further the string is drawn, the more powerful the lightning bolt will be. The Thunder Bow can be a very formidable weapon in the hands of a man with strong arms and a good eye.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=151&lt;br /&gt;
|name=Golden Arbalest&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A1 E1&lt;br /&gt;
|gear=weapon: Golden Arbalest&lt;br /&gt;
|effects=dmg 15, att +10, attacks 2, ammo 12&lt;br /&gt;
|description=An arbalest of remarkable craftsmanship, it has an ingenious loading mechanism enchanted to automatically load and fire at incredible speed. The Golden Arbalest is able to fire and reload several times faster than a normal arbalest. Further enchantments are applied to increase the strength of the bow and the accuracy of the bolts.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=152&lt;br /&gt;
|name=Vision&#039;s Foe&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A1 D1&lt;br /&gt;
|gear=weapon: Vision&#039;s Foe&lt;br /&gt;
|effects=dmg 13, att +10, attacks -3, ammo 10, always secondary #333&lt;br /&gt;
|description=This arbalest is made of yew and steel and inscribed with intricate patterns and twisting runes. Any arrows fired from the Vision&#039;s Foe will always pierce the eye of the target, bypassing any armor and impairing vision.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=153&lt;br /&gt;
|name=Vine Bow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=weapon: Vine Bow&lt;br /&gt;
|effects=dmg 5, ammo 12, always secondary #137&lt;br /&gt;
|description=This magic bow will fire living vines at the target. The vine arrows are neither very accurate nor effective, but they will stop even the largest of monsters for at least a short while.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=154&lt;br /&gt;
|name=Sling of Crystal Shards&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G1 E1&lt;br /&gt;
|gear=weapon: Sling of Crystal Shards&lt;br /&gt;
|effects=dmg 6, att -1, attacks 6, ammo 12, secondary #815&lt;br /&gt;
|description=This magic sling throws a large number of crystal shards towards the enemy. Anyone wounded by a shard will be affected by the magic inside the crystal. The stored magic will harness the fear generated from being wounded and use it to create an illusion that will start to fight the enemies. Mindless units are immune to the effects of this sling.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=155&lt;br /&gt;
|name=Bow of War&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|gear=weapon: Bow of War&lt;br /&gt;
|effects=dmg 8, attacks 13, ammo 7&lt;br /&gt;
|description=Arrows fired from this bow will split into thirteen lethal arrows.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=156&lt;br /&gt;
|name=Ethereal Crossbow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|gear=weapon: Ethereal Crossbow&lt;br /&gt;
|effects=dmg 999, att +5, attacks -2, ammo 12&lt;br /&gt;
|description=The hazy quarrels of this crossbow pierce all armor and slay the soul of anyone hit. This missile weapon can also be used underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=157&lt;br /&gt;
|name=Ivory Bow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=D3 A1&lt;br /&gt;
|gear=weapon: Ivory Bow&lt;br /&gt;
|effects=dmg 12, att +2, attacks 3, ammo 12, secondary #64; undead leadership (15)&lt;br /&gt;
|description=This horrible bow is made from the Ivory of the Underworld, human bones. It is strangely shaped and would not work, were it not enchanted with Air magic. The bow fires volleys of deadly arrows burning with the sickly green flames of bane fire. As if this was not enough, the arrows will trap the souls of those killed, coercing their bodies to continue fighting, but for a new master, their slayer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=158&lt;br /&gt;
|name=Banefire Crossbow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|gear=weapon: Banefire Crossbow&lt;br /&gt;
|effects=dmg 10, att +2, attacks -2, ammo 14, always secondary #435; curse&lt;br /&gt;
|description=This weapon is loaded with bolts from the Realm of Dead. The bolts will explode in a shower of Death magic when they strike. Those affected by it will wither and die within minutes. Anyone who carries this weapon will be cursed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=159&lt;br /&gt;
|name=Bow of the Titans&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=A3 S2&lt;br /&gt;
|gear=weapon: Bow of the Titans&lt;br /&gt;
|effects=dmg 22, att +100, attacks -2, ammo 10; air range, item spell (Seeking Arrow), strength required (18)&lt;br /&gt;
|description=It takes a really strong man to use this very large and exquisitely ornate bow. But a strong man can use the bow to perform the most miraculous shots. He will be able to fire arrows at targets in another province, or use it in combat to fire giant arrows with unlimited range and perfect accuracy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=160&lt;br /&gt;
|name=Blacksteel Tower Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=armor: Blacksteel Tower Shield&lt;br /&gt;
|effects=prot 23, def +7, enc +2; no mount&lt;br /&gt;
|description=This tower shield is made of a black, ferrous alloy of incredible strength and durability. Tower shields can&#039;t be used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=161&lt;br /&gt;
|name=Blacksteel Kite Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=armor: Blacksteel Kite Shield&lt;br /&gt;
|effects=prot 29, def +6, enc +2&lt;br /&gt;
|description=This kite shield is made of a black, ferrous alloy of incredible strength and durability. Kite shields are usually used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=162&lt;br /&gt;
|name=Enchanted Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|gear=armor: Enchanted Shield&lt;br /&gt;
|effects=prot 17, def +6, enc +1&lt;br /&gt;
|description=This round shield is enchanted with Astral magic, making it quicker than all ordinary shields.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=163&lt;br /&gt;
|name=Raw Hide Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=armor: Magic Leather Shield&lt;br /&gt;
|effects=prot 13, def +4&lt;br /&gt;
|description=This shield is made from the hides of exceptional bulls. The shield is not as sturdy as a good iron shield, but it is very light and doesn&#039;t encumber its bearer. The Raw Hide Shield is often used by mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=164&lt;br /&gt;
|name=Weightless Tower Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|gear=armor: Weightless Tower Shield&lt;br /&gt;
|effects=prot 16, def +8; no mount&lt;br /&gt;
|description=This tower shield is enchanted with Air magic, making it light and quick. Tower shields can&#039;t be used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=165&lt;br /&gt;
|name=Weightless Kite Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|gear=armor: Weightless Kite Shield&lt;br /&gt;
|effects=prot 21, def +7&lt;br /&gt;
|description=This kite shield is enchanted with Air magic, making it light and quick. Kite shields are usually used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=166&lt;br /&gt;
|name=Lead Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|gear=armor: Lead Shield&lt;br /&gt;
|effects=prot 23, def +3, enc +3; magic resistance (4)&lt;br /&gt;
|description=The Lead Shield is very heavy and is enchanted to protect its wielder from hostile magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=167&lt;br /&gt;
|name=Shield of Valor&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1 A1&lt;br /&gt;
|gear=armor: Shield of Valor&lt;br /&gt;
|effects=prot 21, def +7, enc +1&lt;br /&gt;
|description=This formidable shield is enchanted with Earth and Air to make it both strong and light. Symbols of power are inscribed on the surface of the shield to protect the bearer from missiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=168&lt;br /&gt;
|name=Lucky Coin&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|gear=armor: Lucky Coin&lt;br /&gt;
|effects=prot 19, def +4; luck&lt;br /&gt;
|description=A buckler of polished silver, it has inscribed on its surface the face of an unknown statesman grinning at some private joke. The figure on the surface of the shield is reputedly the lover of Lady Luck and his face makes the bearer pleasant in the eyes of the Lady.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=169&lt;br /&gt;
|name=Shield of Meteoritic Iron&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=S3 E2&lt;br /&gt;
|gear=armor: Shield of Meteoritic Iron&lt;br /&gt;
|effects=prot 30, def +3, enc +4; start battle spell (Power of the Spheres), no mount&lt;br /&gt;
|description=This heavy shield is made of sky metal, a material known to focus and enhance arcane powers. The shield is cumbersome, but its enchantments will empower a mage in battle, increasing his power in all magic Paths. Tower shields cannot be used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=170&lt;br /&gt;
|name=Eye Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|gear=armor: Eye Shield&lt;br /&gt;
|effects=prot 16, def +5&lt;br /&gt;
|description=A buckler made to resemble a single round eye, this item is disturbingly lifelike. Anyone who hits the Eye Shield will be punished by the vengeful spirit locked inside the eye of the shield. The spirit will strike at the eyes of the perpetrator.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=171&lt;br /&gt;
|name=Ice Aegis&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|gear=armor: Ice Aegis&lt;br /&gt;
|effects=prot 21, def +7, enc +1; cold resistance (5), ice protection&lt;br /&gt;
|description=This shield is made of enchanted ice and its enchantment will increase in power when it is cold and decrease when it is warm. The shield will also protect it wielder from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=172&lt;br /&gt;
|name=Golden Hoplon&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|gear=armor: Gold Shield&lt;br /&gt;
|effects=prot 23, def +8, enc +1; fire resistance (15)&lt;br /&gt;
|description=A great golden hoplon enchanted to protect its wielder from fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=173&lt;br /&gt;
|name=Charcoal Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=E2 F1&lt;br /&gt;
|gear=armor: Charcoal Shield&lt;br /&gt;
|effects=prot 26, def +4, enc +1; fire resistance (10), fire shield&lt;br /&gt;
|description=A massive, round shield made of beaten bronze and set with ever-glowing coals whose fierce heat can be felt several feet away, this shield was reputedly made by the same god who once constructed the Aegis. Anyone who strikes the surface of the shield will find that the immense heat of the shield will instantly pass through his weapon and into his body, causing extreme pain. The shield partially protects its wielder from fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=174&lt;br /&gt;
|name=Mirror of Long Lost Battles&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|gear=armor: Mirror Shield&lt;br /&gt;
|effects=prot 22, def +6, enc +2; no mount&lt;br /&gt;
|description=This heavy bronze and silver tower shield is enchanted with glamour magic. Hazy images of past battles appear on its polished silver surface. Whenever an enemy is close one of the warriors of the mirror steps through to fight for the wielder.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=175&lt;br /&gt;
|name=Shield of the Accursed&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=S2 B1&lt;br /&gt;
|gear=armor: Shield of the Accursed&lt;br /&gt;
|effects=prot 21, def +6, enc +1; defence (3)&lt;br /&gt;
|description=This large, round shield is carved with disturbing patterns. The patterns on the shield are locked into the very fabric of reality. Any disturbance to their integrity will risk damaging the Veil that locks out the Horrors, allowing the Horrors to mark the striker for special attention. The patterns on the shield are also painful to look at and will cause opponents to have problems focusing on the shield and its bearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=176&lt;br /&gt;
|name=Vine Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|gear=armor: Vine Shield&lt;br /&gt;
|effects=prot 13, def +5&lt;br /&gt;
|description=This is a buckler made of tightly woven, living vines that writhe and twist like snakes. Anyone in close combat with the bearer will find that the vines on the shield will lash out and try to hold him still.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=177&lt;br /&gt;
|name=Totem Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=D1 G1&lt;br /&gt;
|gear=armor: Magic Leather Shield&lt;br /&gt;
|effects=prot 13, def +4; curse attacker (5)&lt;br /&gt;
|description=The head painted on this shield will cast curses on anyone striking its bearer. The Totem Shield is often used by evil witch doctors to discourage people from attacking them.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=178&lt;br /&gt;
|name=Shield of Gleaming Gold&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=F1 G1&lt;br /&gt;
|gear=armor: Gold Shield&lt;br /&gt;
|effects=prot 23, def +8, enc +1; awe&lt;br /&gt;
|description=This gilded, octagonal shield shines so brightly that enemies must avert their gaze from its polished surface. Only brave soldiers will ignore the bright aura of the shield and strike its bearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=179&lt;br /&gt;
|name=Scutata Volturnus&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=A1 E1&lt;br /&gt;
|gear=armor: Scutata Volturnus&lt;br /&gt;
|effects=prot 21, def +7, enc +2; shock resistance (5), auto combat spell (Shocking Grasp), no mount&lt;br /&gt;
|description=This formidable tower shield is enchanted with Earth to make it strong.  On its surface is an enchanted symbol that will strike nearby enemies with lightning. The wielder is also partially protected from lightning. Tower shields cannot be used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=180&lt;br /&gt;
|name=Lantern Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=D2 F1&lt;br /&gt;
|gear=armor: Lantern Shield&lt;br /&gt;
|effects=prot 23, def +5, enc +1; magic leadership, fear (5)&lt;br /&gt;
|description=This metal shield is set with turquoise stones that burn with otherworldly light. The enchanted stones will release imprisoned Corpse Candles in battle. The eerie lights and sounds of the stones will frighten cowardly enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=181&lt;br /&gt;
|name=Immaculate Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F3 S2&lt;br /&gt;
|gear=armor: Immaculate Shield&lt;br /&gt;
|effects=prot 30, def +8, enc +1; bless, awe (2), Holy magic bonus&lt;br /&gt;
|description=A shield once worn by a great warrior prophet. It shines with holy splendor and sings like a choir of angels. A priest bearing the shield has his priestly authority increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=182&lt;br /&gt;
|name=Barrier&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|gear=armor: Barrier&lt;br /&gt;
|effects=prot 40, def +9, enc +2; shock resistance (15), fire resistance (15), strength (4), no mount&lt;br /&gt;
|description=This great shield is inscribed with runes of fortitude and swiftness. It is said to be indestructible until its creator has died. The shield grants its bearer strength from the Earth itself, as well as protection from fire and lightning. Tower shields cannot be used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=183&lt;br /&gt;
|name=The Aegis&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|gear=armor: Aegis&lt;br /&gt;
|effects=prot 25, def +6, enc +1; fear (5), petrification&lt;br /&gt;
|description=This is a round shield of hardened leather with tufts of goat hair surrounding its edge. Upon the leather surface, the unknown maker painted an extremely vivid image of the Medusa. The image is so vivid that anyone who meets the mad gaze of the painted eyes will be instantly petrified. Anyone fighting the Aegis-bearer tries to avoid the leering face of the Medusa and will thus have trouble watching and predicting the Aegis-bearer&#039;s actions.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=184&lt;br /&gt;
|name=Shield of the Dawn&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E2 S1&lt;br /&gt;
|gear=armor: Shield of the Dawn&lt;br /&gt;
|effects=prot 35, def +7, enc +2; fire resistance (5), wound fend, magic resistance, awe&lt;br /&gt;
|description=At the dawn of time a great Enkidu hero crafted a set of magical weapons under the tutelage of the Sun. Now known only as the Dawn Warrior, he forged the First Kingdom. His items were crafted from bronze and set with lapis lazuli, the stone of the sky and the kings of old. Under the rays of the sun, the items grant their wearer the prowess and splendor of the Sun himself. The items also grant their wearer resistance against wounds and and protection from magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=185&lt;br /&gt;
|name=Blacksteel Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=armor: Blacksteel Helmet&lt;br /&gt;
|effects=prot 24&lt;br /&gt;
|description=This helmet is made of a black, ferrous alloy of incredible strength and durability.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=186&lt;br /&gt;
|name=Enchanted Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|gear=armor: Enchanted Helmet&lt;br /&gt;
|effects=prot 15&lt;br /&gt;
|description=This enchanted helmet is both sturdy and comfortable.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=187&lt;br /&gt;
|name=Dragon Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|gear=armor: Magic Helmet&lt;br /&gt;
|effects=prot 22; fire resistance (5), darkvision (50), morale (4)&lt;br /&gt;
|description=In addition to becoming resistant to fire, the wearer of this helmet will be able to see in the dark and will be incredibly brave in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=188&lt;br /&gt;
|name=Crown of Lead&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 6; magic resistance&lt;br /&gt;
|description=A crown made with a rich portion of lead and a simple enchantment to make it repel hostile magics.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=189&lt;br /&gt;
|name=Ivy Crown&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=forest survival, ivy lord&lt;br /&gt;
|description=The Ivy Crown is a replica of the ivy crowns that were worn by exalted Vine Men in the ancient times before men came and drove them away. The forests and the Vine Men who live there perceive the wearer as an ancient Vine Lord and will gladly assist him. The crown is of great help when awakening vine creatures and will increase the effect of the Awaken Vine Men and Awaken Vine Ogre spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=190&lt;br /&gt;
|name=Horned Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=weapon: Gore, armor: Magic Helmet&lt;br /&gt;
|effects=att -1, def -1; prot 22&lt;br /&gt;
|description=An imposing helmet sporting two great horns, this item allows its wearer to deliver a powerful gore attack in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=191&lt;br /&gt;
|name=Ice Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|gear=armor: Ice Cap&lt;br /&gt;
|effects=prot 18; cold resistance (5)&lt;br /&gt;
|description=This helmet is made of enchanted ice and will protect its wearer from both physical harm and cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=192&lt;br /&gt;
|name=Flame Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|gear=armor: Flame Helmet&lt;br /&gt;
|effects=prot 5/21; reinvigoration (-3), Fire magic bonus&lt;br /&gt;
|description=Flames will start to burn on top of this helmet as soon as it is worn.  The flames are a visible manifestation of the wearer&#039;s life force and will enhance his power in Fire magic and protect him from heat. Wearing this helmet in combat is quite strenuous, but the protection gained is formidable.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=193&lt;br /&gt;
|name=Helmet of Heroes&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=F1 E1&lt;br /&gt;
|gear=armor: Helmet of Champions&lt;br /&gt;
|effects=prot 19; inspirational (2)&lt;br /&gt;
|description=This wearer of this helmet will be able to inspire his men to great deeds.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=194&lt;br /&gt;
|name=Dragon Crown&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=W1 E1&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9&lt;br /&gt;
|description=This crown is shaped like the skull of a dragon. If worn when summoning dragonkin its powers manifest themselves and additional drakes will answer the call.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=195&lt;br /&gt;
|name=Winged Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|gear=armor: Magic Helmet&lt;br /&gt;
|effects=prot 22; Air magic bonus&lt;br /&gt;
|description=This helmet will increase the wearer&#039;s skill in Air magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=196&lt;br /&gt;
|name=Crown of Command&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; leadership (100), magic leadership (50), inspirational&lt;br /&gt;
|description=With this crown, a commander can lead more men than ever before. The commander will even be able to command magical beings as if he were a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=197&lt;br /&gt;
|name=Spirit Mask&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=D2 N1&lt;br /&gt;
|gear=armor: Wooden Mask&lt;br /&gt;
|effects=prot 10, def -1; magic resistance, auto combat spell (Frighten), spirit sight&lt;br /&gt;
|description=A mask carved from spirit wood, painted with magical patterns in order to bind a vengeful spirit. The mask will project its ill will upon the enemies of its wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=198&lt;br /&gt;
|name=Mistletoe Garland&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (5), luck&lt;br /&gt;
|description=A garland enchanted to draw forth the magical properties of mistletoe, which grants good luck and protection from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=199&lt;br /&gt;
|name=Horror Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|gear=armor: Magic Helmet&lt;br /&gt;
|effects=prot 22; fear (5)&lt;br /&gt;
|description=A dark helmet with strange appendages, it is enchanted with dark magic, allowing its wearer to rout all but the bravest of opponents.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=200&lt;br /&gt;
|name=Crown of Bones&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; undead leadership (150), inspirational (-1)&lt;br /&gt;
|description=This crown is made from the bones of dead apprentices of necromancers. Hopefully the bones will be of use as a magic crown, because the apprentices were failures and wastes of time in their short lives. Anyone wearing this crown will be able to command many undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=201&lt;br /&gt;
|name=Gossamer Veil&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth (20), Glamour magic bonus, blur&lt;br /&gt;
|description=This veil is woven of gossamer, the fabric of dreams and glamour. It grants its wearer increased powers in glamour magic as well as the ability to hide his presence, if not already able to do so. Even close up the wearer is blurred and difficult to see.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=202&lt;br /&gt;
|name=Crown of the Whispering Dead&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G1 D1&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; no mindless&lt;br /&gt;
|description=This crown is forged simultaneously in this world and the nightmare realm of the dreamwild. When worn you enter a state of wake dreaming and your mind enters the dreamwild taking command over the horrors of that dreadful place. Nightmares will manifest and harass those who oppose the dreamer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=203&lt;br /&gt;
|name=Scorpion Crown&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=F3 D2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; poison resistance (5), magic leadership (5)&lt;br /&gt;
|description=The wearer of this crown will be seen as a god in the eye of simple scorpions.  Whenever the wearer of the crown is in combat scorpions will appear continuously and attack enemies. No scorpions will appear in cold provinces or under water.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=204&lt;br /&gt;
|name=Spirit Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|gear=armor: Spirit Helmet&lt;br /&gt;
|effects=prot 20; auto combat spell (Lightning Bolt)&lt;br /&gt;
|description=An Air spirit is trapped within the gem placed on the front of this helmet. The Air spirit will throw lightning bolts at any enemy that comes within sight. The Air spirit does this independently of its owner&#039;s activities.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=205&lt;br /&gt;
|name=Iron Face&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|gear=armor: Iron Face&lt;br /&gt;
|effects=prot 23; ironskin&lt;br /&gt;
|description=This helmet will turn the face and the rest of the skin of its wearer into iron. The iron skin is very hard for enemies to penetrate with their weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=206&lt;br /&gt;
|name=Crown of the Titans&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=E2 F1&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; leadership (100), inspirational, enlargement&lt;br /&gt;
|description=This item will make its wearer grow larger and exhibit great confidence, thus inspiring anyone who sees him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=207&lt;br /&gt;
|name=Starshine Skullcap&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|gear=armor: Starshine Skullcap&lt;br /&gt;
|effects=prot 8; magic resistance (2), Astral magic bonus&lt;br /&gt;
|description=This skullcap is enchanted with pure Astral light, which gives it an eerie glow. When worn, it will be easier to cast Astral magic and resist hostile spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=208&lt;br /&gt;
|name=Crown of the Magi&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=S4 W2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; magic leadership (25), fast casting (30)&lt;br /&gt;
|description=This crown is suited for the most powerful of mages. It enables its wearer to cast combat spells much quicker than otherwise possible.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=209&lt;br /&gt;
|name=Skullface&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|gear=armor: Skullface&lt;br /&gt;
|effects=prot 18, def -1; undead leadership (25), Death magic bonus, item spell (Horde of Skeletons), spirit sight&lt;br /&gt;
|description=This helmet is made out of a human skull and enchanted with black magic. The helmet increases the wearer&#039;s skill in Death magic and enables him to animate skeletons during battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=210&lt;br /&gt;
|name=Wraith Crown&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; ethereal, undead leadership (100), spirit sight&lt;br /&gt;
|description=Wraith Crowns are worn by the wraith lords of the Underworld. The crown will summon undead servants at the start of a battle. The wearer of the crown will be able to command undead beings as if he were a necromancer. The crown will also make its wearer ethereal and thus almost invulnerable to non-magical weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=211&lt;br /&gt;
|name=Mask of Face-borrowing&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth (30)&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=212&lt;br /&gt;
|name=Headband of Woven Dreams&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 6; no mindless&lt;br /&gt;
|description=With the help of magic the dreams of a hundred old men are woven into a beautiful headband. When worn the crown will project its sleep inducing dreams at any nearby enemies, making them fall asleep instantly. The headband has been adorned with an enchanted purple pearl, designed to keep the wearer safe from the sleep inducing magics of the dreams.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=213&lt;br /&gt;
|name=Crown of Overmight&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F5 E3&lt;br /&gt;
|gear=armor: Crown of Overmight&lt;br /&gt;
|effects=prot 21, def -3, enc +2; protection (30), magic resistance (4), strength (5), cursed, leadership (150), inspirational, auto combat spell (Charm)&lt;br /&gt;
|description=This elaborate golden crown will graft itself onto its wearer&#039;s head when worn in order to keep it from being misplaced. Unfortunately, the gilded crown is so heavy and cumbersome that the wearer&#039;s movement will be severely hindered, should he ever be forced to move swiftly. It provides its wearer with an aura of royal awe, which causes people to flock to his cause and makes soldiers more willingly follow his lead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=214&lt;br /&gt;
|name=Amon Hotep&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F5 S4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; fire resistance (15), magic resistance (5), cursed, awe (5), item spell (Mummification), invulnerability (25)&lt;br /&gt;
|description=This golden headgear contains the soul of Amon Hotep, the First Mummy. The power of Amon Hotep gives its wearer protection from both physical and mental harm. Amon Hotep&#039;s skill in mummification enables the headgear&#039;s wearer to create mummies at will.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=215&lt;br /&gt;
|name=Helmet of Perfection&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=W3 A3&lt;br /&gt;
|gear=armor: Helmet of Perfection&lt;br /&gt;
|effects=prot 25; inspirational (3), awe (5)&lt;br /&gt;
|description=This helmet is perfect. The men whose leader wears this helmet are very unlikely to break, and any enemy who tries to strike against the helmet will be struck by awe or have one of his eyes put out for his impudence.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=216&lt;br /&gt;
|name=Helmet of the Dawn&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E2 S1&lt;br /&gt;
|gear=armor: Helmet of the Dawn&lt;br /&gt;
|effects=prot 23; wound fend, magic resistance (2), awe&lt;br /&gt;
|description=At the dawn of time a great Enkidu hero crafted a set of magical weapons under the tutelage of the Sun. Now known only as the Dawn Warrior, he forged the First Kingdom. His items were crafted from bronze and set with lapis lazuli, the stone of the sky and the kings of old. Under the rays of the sun, the items grant their wearer the prowess and splendor of the Sun himself. The items also grant their wearer resistance against wounds and and protection from magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=217&lt;br /&gt;
|name=Crown of the Ivy King&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (15), forest survival, barkskin, ivy lord (3), item spell (Awaken Vine Men), regeneration (5)&lt;br /&gt;
|description=This crown was worn by the High King of the exalted Vine Men in ancient times, when the Vine Men were still a great race. Vine Men perceive the wearer of this crown as their rightful king and will gladly serve him. The crown is of great help when awakening vine creatures in the forests and will increase the effect of the Awaken Vine Men and Awaken Vine Ogre spells.  Animals confronted with the crown will feel its power and hesitate before striking. The wearer of the crown will also be resistant to poison and regenerate wounds very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=218&lt;br /&gt;
|name=The Crown of Despair&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; darkvision (100), cursed, fear (10), death range&lt;br /&gt;
|description=This beautiful but ominous crown was originally crafted by the sorcerer-king Raigömur, who was also the high priest of the Prince of Death. Those who behold the crown will quiver in fear. The crown is of great help when performing Death magic and when animating the dead, but the crown also makes the wearer grow attached to it and only death will see them apart.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=219&lt;br /&gt;
|name=Crown of the Fire King&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; fire resistance (25), reinvigoration (-1), cursed, magic leadership (50), fire shield, heat aura (3)&lt;br /&gt;
|description=This crown has an ancient, powerful fire being trapped in its rubies. Anyone putting on the crown will soon become influenced by the fire being and claim the crown as his forever. The wearer of the crown will radiate severe heat and will also be protected by two fire elementals whenever he is threatened.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=220&lt;br /&gt;
|name=Crown of the Frost King&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; cold resistance (25), cursed, magic leadership (50), cold aura (25)&lt;br /&gt;
|description=This crown has an ancient, powerful frost being trapped in its diamonds. Anyone putting on the crown will soon become influenced by the elemental being and claim the crown as his forever. The wearer of the crown will radiate severe cold and will also be protected by two ice elementals whenever he is threatened.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=221&lt;br /&gt;
|name=The First Crown&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S4 F4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; cursed, taint (50), awe (5), master ritualist (2)&lt;br /&gt;
|description=It may be that there were other crowns made before this one, but they were certainly nowhere near as perfectly crafted. The crown is made from the finest gold and set with the very best gems. In fact the crown is so perfect that all the great smiths claim that only one of their lineage could have made something this great. Some say it was crafted by the gods and some say the Pantokrator conquered it in a fight on another plane. Its true origin is unknown, but wise mages say that its construction has been heavily influenced by horrors and that only the wisest of the wise would be able to wear this crown without being destroyed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=222&lt;br /&gt;
|name=The Crown of Pure Blood&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=B4 D2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; cursed, fear (10)&lt;br /&gt;
|description=This crown was first created by a mad vampire lord with a particular fondness of eating blood slaves. The enchantments on the crown will draw blood slaves to it for the surrounding lands. The crown will not attract blood slaves underwater, but almost everywhere else the blood slaves will find the crown.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=223&lt;br /&gt;
|name=Crown of the Elements&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F4 W4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; shock resistance (10), fire resistance (10), cold resistance (10), Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus&lt;br /&gt;
|description=This is the crown worn by the lord of the elements. The elemental powers recognize its authority and will pay a magic gem as tribute each month. In battle a large number of lesser elementals will appear to protect the lord of the elements. A mage wearing this crown will also be able to harness some of its power into elemental magic power.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=224&lt;br /&gt;
|name=Oppressors Headband&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 6; magic resistance (-2), nation restriction (51), nation restriction (96)&lt;br /&gt;
|description=With the aid of Phlegyas the Theurg Tyrant and his superior arcane understanding, the Elder Cyclopes have crafted the means to dominate mages joined in communion. All oppressors are equipped with iron headbands and are trained to join the communion. Untrained mages, such as the Gigante Tyrants, are given headbands with stronger enchantments that take magical resources to craft.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=225&lt;br /&gt;
|name=Crown of the Shah&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=F1 A1&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; cursed, leadership (150), undead leadership (50), magic leadership (50), inspirational, Holy magic bonus, start battle spell (Fanaticism), cannot be found, nation restriction (105)&lt;br /&gt;
|description=The Crown of the Shah is the Crown made by the High Magi for the Shahanshah, King of Kings. The Shahs are petty kings of Ragha and their power stems from the kingdom, not from the Shah himself. The Crown is linked to the land itself and will give the Shah vast religious authority as the Shahanshah. Only one among the Shahs can be appointed King of Kings and his powers are linked to his crown. Should the king die, a new crown must be forged for the new Shahanshah. There can only be one Crown and it can only be used by a Shah of Ragha. The Shahanshah will never give up his crown, and only if the king dies can a new one be made.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=226&lt;br /&gt;
|name=The Jade Mask&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D6 N3&lt;br /&gt;
|gear=armor: Jade Mask&lt;br /&gt;
|effects=prot 20; poison resistance (15), darkvision (50), magic resistance (3), fear (10), Death magic bonus (2), item spell (Rigor Mortis), regeneration (5), nation restriction (27), nation restriction (75), nation restriction (113)&lt;br /&gt;
|description=This powerful mask will spread fear among all enemies nearby and will grant its wearer regeneration, partial poison resistance and increased magic resistance. It will also greatly increase its wearer&#039;s skill in Death Magic and may fatigue all living beings present on a battlefield. The mask can only be used by cold-blooded beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=227&lt;br /&gt;
|name=Headdress of the Bull&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=armor: Magic Headdress&lt;br /&gt;
|effects=prot 8; strength (2), nation restriction (19), nation restriction (66), nation restriction (68), nation restriction (20), nation restriction (21), nation restriction (108)&lt;br /&gt;
|description=The Buffalo is a symbol of strength, beauty and fierce loyalty. The wearer of this enchanted headdress will receive increased strength. Whenever the wearer is in danger, a buffalo will suddenly appear and charge straight at any enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=228&lt;br /&gt;
|name=Huaca Headdress&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; leadership (25), undead leadership (25), magic leadership (25), inspirational, nation restriction (72)&lt;br /&gt;
|description=The Huaca Headdress is a golden crown of ancient times. It represents the divine glory of the sun and will inspire Nazcans, living and dead. The divine glow of the headdress will make Huacas and their Supaya ghosts arrive in greater numbers and allow Royal Mallquis to reanimate additional Supayas. One extra per month for holy reanimation or two extra for magic rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=229&lt;br /&gt;
|name=Black Laurel&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=nation restriction (54)&lt;br /&gt;
|description=This black crown is a laurel that was once carried by the dictator who plunged Ermor into the endless despair of undeath. The twisted and blackened leaves of the crown still command the respect of the Lictors of Ermor, who will remember their ancient oaths and shamble forth to mete out the justice of their dictator. Three additional Lictors are summoned with the spell Revive Lictor. This item is only useful to the Ashen Empire of Ermor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=230&lt;br /&gt;
|name=Blacksteel Plate&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=armor: Blacksteel Plate&lt;br /&gt;
|effects=prot 24/10/10, def -1, enc +2&lt;br /&gt;
|description=The Blacksteel Plate cuirass is made from a black, ferrous alloy of incredible strength and durability. The plate cuirass is not as heavy as the full plate armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=231&lt;br /&gt;
|name=Blacksteel Full Plate&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|gear=armor: Blacksteel Full Plate&lt;br /&gt;
|effects=prot 24/24/24, def -3, enc +4&lt;br /&gt;
|description=Blacksteel Full Plate armor is made from a black, ferrous alloy of incredible strength and durability.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=232&lt;br /&gt;
|name=Enchanted Ring Mail Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|gear=armor: Enchanted Ring Mail Hauberk&lt;br /&gt;
|effects=prot 15/11/11, def -1, enc +1&lt;br /&gt;
|description=This ring mail is enchanted to be particularly durable.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=233&lt;br /&gt;
|name=Berserker Pelt&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=armor: Magic Furs&lt;br /&gt;
|effects=prot 10/8/8; berserk, berserker&lt;br /&gt;
|description=This wolf pelt will enrage its wearer, increasing his strength and battle prowess, but reducing his defence.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=234&lt;br /&gt;
|name=Fire Plate&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|gear=armor: Fire Plate&lt;br /&gt;
|effects=prot 23/9/9, def -1, enc +2; fire resistance (5), morale (2)&lt;br /&gt;
|description=The wearer of this magic plate cuirass will be resistant to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=235&lt;br /&gt;
|name=Robe of Missile Protection&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|gear=armor: Magic Robes&lt;br /&gt;
|effects=prot 3/3/3; air shield (80)&lt;br /&gt;
|description=This robe has the power to repel incoming missiles with strong gusts of wind.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=236&lt;br /&gt;
|name=Lightweight Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|gear=armor: Lightweight Scale Mail&lt;br /&gt;
|effects=prot 16/8/8, enc +1&lt;br /&gt;
|description=Lightweight Scale Mail has been enchanted with Air magic, making it lighter.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=237&lt;br /&gt;
|name=Mirror Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=G1 A1&lt;br /&gt;
|gear=armor: Mirror Armor&lt;br /&gt;
|effects=prot 17/9/9, def -1, enc +1; magic resistance (3)&lt;br /&gt;
|description=This leather armor has a large polished metal plate on the chest that is enchanted to protects the wearer against hostile magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=238&lt;br /&gt;
|name=Shambler Skin Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|gear=armor: Shambler Skin Hauberk&lt;br /&gt;
|effects=prot 11/8/7, enc +1; water breathing, air breathing&lt;br /&gt;
|description=Made from the skin of a single huge Atlantian, this armor grants the wearer the ability to breathe both air and water.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=239&lt;br /&gt;
|name=Dire Wolf Pelt&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=armor: Dire Wolf Pelt&lt;br /&gt;
|effects=prot 9/7/7, enc +1; cold resistance (5), attack, defence&lt;br /&gt;
|description=This enchanted dire wolf pelt is very light and will increase the battle skill of its wearer as well as protect him from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=240&lt;br /&gt;
|name=Kithaironic Lion Pelt&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1 E1&lt;br /&gt;
|gear=armor: Kithaironic Lion Pelt&lt;br /&gt;
|effects=prot 6/7/6/6, def -1, enc +1; invulnerability (18), item cost modifier (-40), item cost modifier (-60)&lt;br /&gt;
|description=The Kithaironic Lion is famous for its unpiercable skin that makes the lion so difficult to hunt. With the right preparations and enchantments the lion skin can be made into armor that is light to bear and offers excellent protection.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=241&lt;br /&gt;
|name=Ranger&#039;s Cloak&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=armor: Light Magic Furs&lt;br /&gt;
|effects=prot 6/4/4; stealth bonus (30)&lt;br /&gt;
|description=This robe will make its wearer blend into the surroundings, a very useful thing when sneaking.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=242&lt;br /&gt;
|name=Gossamer Gown&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|gear=armor: Gossamer Gown&lt;br /&gt;
|effects=prot 3/3/3; awe&lt;br /&gt;
|description=This gown looks like it was dreamed up, and it probably was. It will catch the eyes of everyone and any attacker would hesitate to strike at such beauty.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=243&lt;br /&gt;
|name=Red Dragon Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|gear=armor: Dragon Scale Mail&lt;br /&gt;
|effects=prot 22/11/11, def -1, enc +1; fire resistance (15), morale (4)&lt;br /&gt;
|description=Armor made from the scales of a true dragon, it is almost weightless and very durable. It protects its wearer from both fear and fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=244&lt;br /&gt;
|name=Copper Plate&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|gear=armor: Copper Plate&lt;br /&gt;
|effects=prot 18/8/8, def -1, enc +2; shock resistance (10), start battle spell (Charge Body)&lt;br /&gt;
|description=The wearer of this magic plate cuirass is granted resistance to lightning.  When first struck in battle, the armor will unleash a blast of lightning upon the attacker.  There will also be a lesser lightning discharge against the wearer of the magic plate cuirass, but the lightning resistance will usually nullify that.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=245&lt;br /&gt;
|name=Silver Hauberk&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A2 E1&lt;br /&gt;
|gear=armor: Silver Hauberk&lt;br /&gt;
|effects=prot 20/14/14, def -1, enc +1; air shield (80)&lt;br /&gt;
|description=A chainmail hauberk made of brightest silver, this armor is said to distract the eyes of enemies. As a result, few, if any, arrows will ever hit the wearer. The exquisite design of the mail makes it very light.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=246&lt;br /&gt;
|name=Brightmail Haubergeon&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A1 E1&lt;br /&gt;
|gear=armor: Brightmail Haubergeon&lt;br /&gt;
|effects=prot 20/7/7; reinvigoration&lt;br /&gt;
|description=A silvery haubergeon enchanted to be exceptionally light and durable. It is further enchanted to reinvigorate the wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=247&lt;br /&gt;
|name=Brightmail Hauberk&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A2 E1&lt;br /&gt;
|gear=armor: Brightmail Hauberk&lt;br /&gt;
|effects=prot 20/14/14; reinvigoration (2)&lt;br /&gt;
|description=A silvery hauberk enchanted to be exceptionally light and durable. It is further enchanted to reinvigorate the wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=248&lt;br /&gt;
|name=Armor of Meteoritic Iron&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=E1 S1&lt;br /&gt;
|gear=armor: Armor of Meteoritic Iron&lt;br /&gt;
|effects=prot 23/23/23, def -3, enc +5; magic resistance (3)&lt;br /&gt;
|description=This heavy plate armor is made of sky metal, a material that can be enchanted to enhance or dampen magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=249&lt;br /&gt;
|name=Elemental Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=E2 F1&lt;br /&gt;
|gear=armor: Elemental Armor&lt;br /&gt;
|effects=prot 24/16/16, def -3, enc +4; shock resistance (10), fire resistance (10), cold resistance (10)&lt;br /&gt;
|description=This enchanted plate hauberk protects its wearer from heat, cold, and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=250&lt;br /&gt;
|name=Blue Dragon Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|gear=armor: Dragon Scale Mail&lt;br /&gt;
|effects=prot 22/11/11, def -1, enc +1; cold resistance (15), morale (4)&lt;br /&gt;
|description=Armor made from the scales of a true dragon, it is almost weightless and very durable. It protects its wearer from both fear and cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=251&lt;br /&gt;
|name=Robe of the Sea&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|gear=armor: Magic Robes&lt;br /&gt;
|effects=prot 3/3/3; water breathing, air breathing, Water magic bonus&lt;br /&gt;
|description=A Water mage who wears this robe will find that it helps him in the use of Water magic. This robe makes it possible for anyone wearing it to breathe underwater and on land.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=252&lt;br /&gt;
|name=Shroud of the Battle Saint&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|gear=armor: Shroud of the Battle Saint&lt;br /&gt;
|effects=prot 11/9/6; bless, cursed, cannot be found&lt;br /&gt;
|description=This simple shroud is drenched in the blood of champions of the Faith who have fallen in battle. The blood on the shroud never dries and the wearer is constantly reminded of his predecessors&#039; greatness by the smell and fresh wetness of their blood. The wearer is always blessed, even if he is not sacred. Once worn, the shroud cannot be removed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=253&lt;br /&gt;
|name=Robe of Shadows&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|gear=armor: Magic Robes&lt;br /&gt;
|effects=prot 3/3/3; stealth bonus (20), ethereal&lt;br /&gt;
|description=This robe will make its wearer ethereal and thus almost invulnerable to non-magical damage. It also helps the wielder avoid being seen when sneaking.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=254&lt;br /&gt;
|name=Shademail Haubergeon&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G2 E1&lt;br /&gt;
|gear=armor: Shademail Haubergeon&lt;br /&gt;
|effects=prot 20/7/7; stealth (20)&lt;br /&gt;
|description=A dark haubergeon, enchanted to be exceptionally light and durable. It gives the wearer the ability to blend into shadows and is therefore popular among thieves and murderers.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=255&lt;br /&gt;
|name=Green Dragon Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|gear=armor: Dragon Scale Mail&lt;br /&gt;
|effects=prot 22/11/11, def -1, enc +1; poison resistance (15), morale (4)&lt;br /&gt;
|description=Armor made from the scales of a true dragon, it is almost weightless and very durable. It protects its wearer from both fear and poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=256&lt;br /&gt;
|name=Chain Mail of Displacement&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|gear=armor: Chain Mail of Displacement&lt;br /&gt;
|effects=prot 19/19/19, def -2, enc +2&lt;br /&gt;
|description=The wearer of this full suit of chainmail will have his image displaced by a couple of feet. This makes it very hard for his opponents to hit him in combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=257&lt;br /&gt;
|name=Armor of Souls&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|gear=armor: Armor of Souls&lt;br /&gt;
|effects=prot 19/13/13, def -1, enc +1; magic resistance (5), Blood magic bonus, invulnerability (15)&lt;br /&gt;
|description=This suit of chainmail was forged from forty pure souls. The souls inside the armor will help protect the wearer from both physical and magical attacks. A mage skilled in Blood magic will also experience increased magical powers while wearing this armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=258&lt;br /&gt;
|name=Armor of Twisted Thorns&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=B3 N2&lt;br /&gt;
|gear=armor: Twisting Thorns&lt;br /&gt;
|effects=prot 13, def -1, enc +5; poison resistance (5), cursed, Nature magic bonus, Blood magic bonus, poison armor (10), cannot be found&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=259&lt;br /&gt;
|name=Armor of Knights&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=armor: Armor of Knights&lt;br /&gt;
|effects=prot 23/18/18, def -2, enc +3&lt;br /&gt;
|description=This magic armor is extremely well made. It is lighter than ordinary full armor, yet much stronger.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=260&lt;br /&gt;
|name=Marble Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|gear=armor: Marble Breastplate&lt;br /&gt;
|effects=prot 23/10/10, def -1, enc +3; stoneskin&lt;br /&gt;
|description=This breastplate is made from a single block of marble. When worn, it transforms the wearer into a living marble statue. Beings that are already rock hard do not benefit from the transformation, but the breastplate still offers some protection.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=261&lt;br /&gt;
|name=Stymphalian Wings&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|gear=armor: Stymphalian Wings&lt;br /&gt;
|effects=prot 24/16/10, def -4, enc +3; attack (-4), flying, trample, fear (5), no mount&lt;br /&gt;
|description=This is an intricate device, consisting of two enormous wings made of copper feathers fastened to a bronze breastplate that is securely strapped to its wearer. In front of the breastplate are two bronze arms ending in handles. These handles are connected with wires to the wings. The handles are held by the bearer, who vigorously pumps them, thus gaining the ability to fly. The whole device is heavily enchanted with the raw power of Earth, which lends the bearer the strength required to use the device. Unfortunately, the manner of its construction and its enormous bulk will make it difficult to wield weapons. On the upside, a flying bearer landing among his enemy with furiously beating wings will scatter them like so many leaves in a storm. The sound of the copper feathers grating against each other will also make a horrible thundering noise that will cause panic in enemy ranks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=262&lt;br /&gt;
|name=Weightless Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|gear=armor: Weightless Scale&lt;br /&gt;
|effects=prot 16/8/8&lt;br /&gt;
|description=Weightless Scale Mail is the armor of choice for any magician. The fine scales are enchanted with Air magic, making the armor almost weightless.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=263&lt;br /&gt;
|name=Rainbow Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=G1 W1&lt;br /&gt;
|gear=armor: Rainbow Armor&lt;br /&gt;
|effects=prot 16/7/7, def -1, enc +1; magic resistance (2), reinvigoration (3)&lt;br /&gt;
|description=This brilliant armor is made of small crystals and enchanted with the protective powers of the rainbow. It gives its wearer magic resistance and reinvigoration.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=264&lt;br /&gt;
|name=Robe of the Magi&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=A5 B5&lt;br /&gt;
|gear=armor: Magic Robes&lt;br /&gt;
|effects=prot 3/3/3; reinvigoration (5), taint (5), Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus, Astral magic bonus, Death magic bonus, Nature magic bonus, Glamour magic bonus, Blood magic bonus&lt;br /&gt;
|description=This robe is infused with the power of Air and the blood of forty virgins. This robe is coveted by ambitious arch mages because of its unsurpassed power-enhancing abilities. When worn, it will increase power in all magic paths and reinvigorate its wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=265&lt;br /&gt;
|name=Robe of Invulnerability&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|gear=armor: Heavy Magic Robes&lt;br /&gt;
|effects=prot 4/4/4; invulnerability (25)&lt;br /&gt;
|description=This cloak makes its wearer invulnerable to all but the most powerful non-magical attacks. The Robe of Invulnerability is highly coveted by mages because it offers the best possible protection to non-magical attacks and does not encumber their spell casting at all.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=266&lt;br /&gt;
|name=Rime Hauberk&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|gear=armor: Rime Hauberk&lt;br /&gt;
|effects=prot 19/13/13, def -2, enc +2; cold resistance (10), ice protection, cold aura (8)&lt;br /&gt;
|description=Armor made of interlinked ice crystals, it protects the wearer from cold and surrounds him with a wind of ice and snow. The icy wind can harm both enemies and friends in the vicinity of the wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=267&lt;br /&gt;
|name=Jade Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=W2 E1&lt;br /&gt;
|gear=armor: Jade Scale Armor&lt;br /&gt;
|effects=prot 19/14/14, def -1, enc +4; quickness&lt;br /&gt;
|description=A heavy scale mail composed of small bits of jade stone. The enchantment of the armor quickens the wearer and increases his defensive capabilities. The weight of the armor can be a problem in prolonged battles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=268&lt;br /&gt;
|name=Bone Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|gear=armor: Bone Armor&lt;br /&gt;
|effects=prot 15, def -2, enc +2; cold resistance (5), invulnerability (15), soul vortex&lt;br /&gt;
|description=Armor crafted from the ribs of lepers, it is inscribed with runes that leech the life force from living beings and grant that energy to its wearer. It also partially protects its wearer from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=269&lt;br /&gt;
|name=Hydra Skin Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|gear=armor: Hydra Skin Armor&lt;br /&gt;
|effects=prot 12/12/12, def -1, enc +1; poison resistance (15), regeneration (10)&lt;br /&gt;
|description=This armor is made from the skin of a hydra. It grants the wearer the regenerative powers of the hydra and protects its wearer from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=270&lt;br /&gt;
|name=Cloak of Invisibility&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|gear=armor: Magic Robes&lt;br /&gt;
|effects=prot 3/3/3; stealth (20), unseen&lt;br /&gt;
|description=This cloak makes the wearer invisible. The invisibility ends if the wearer is hurt.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=271&lt;br /&gt;
|name=Bloodstone Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=B3 E2&lt;br /&gt;
|gear=armor: Bloodstone Armor&lt;br /&gt;
|effects=prot 23/18/18, def -3, enc +6; strength (2), regeneration (10), heavy&lt;br /&gt;
|description=This armor is made from plates of enchanted blood stone. It is extremely heavy, but it grants the wearer regenerative powers and physical strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=272&lt;br /&gt;
|name=Abominable Arms&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=B4 N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=attack (-3), defence (-3), cursed, taint (5), chest wound, extra arms (2), no inanimate&lt;br /&gt;
|description=The blood mage uses a flesh-crafting ritual to make a new pair of arms and stitch them to a harness of flesh and bone. The harness can be donned by a willing recipient who will merge with it and form a four-armed amalgam of dead and living tissue. The new arms are somewhat unwieldy, but fully capable of swinging weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=273&lt;br /&gt;
|name=Aseftik&#039;s Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|gear=armor: Aseftik&#039;s Armor&lt;br /&gt;
|effects=prot 30/30/30, def -3, enc +4; magic resistance (4), morale (8), cursed&lt;br /&gt;
|description=This golden full plate armor was crafted for the hero Aseftik to wear in his battle against Harakhtor of the Black Coven. The armor is more skillfully crafted than any other armor ever made. Only the black Monolith Armor worn by the lord whom Aseftik fought is heavier. The armor is said to have protected Aseftik from the magic of the Black Coven.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=274&lt;br /&gt;
|name=Monolith Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|gear=armor: Monolith Armor&lt;br /&gt;
|effects=prot 34/34/34, def -8, enc +10; morale (10), regeneration (10), no mount, heavy&lt;br /&gt;
|description=This unbelievably massive armor is crafted out of black obsidian and is so heavy that it seems immovable. Indeed, were it not for the powerful spells welded into its construction, the enormous weight would render the wearer immobile. As it is, the wearer will be able to move only with tremendous exertion. On the other hand, the wearer will be rendered virtually impervious to any sort of harm and the wounds upon his flesh will close at awesome speed. The wearer of this massive armor will also be almost impervious to fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=275&lt;br /&gt;
|name=Armor of the Dawn&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E2 S1&lt;br /&gt;
|gear=armor: Armor of the Dawn&lt;br /&gt;
|effects=prot 23/17/20, def -1, enc +2; fire resistance (15), wound fend (2), magic resistance, awe&lt;br /&gt;
|description=At the dawn of time a great Enkidu hero crafted a set of magical weapons under the tutelage of the Sun. Now known only as the Dawn Warrior, he forged the First Kingdom. His items were crafted from bronze and set with lapis lazuli, the stone of the sky and the kings of old. Under the rays of the sun, the items grant their wearer the prowess and splendor of the Sun himself. The items also grant their wearer resistance against wounds and and protection from magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=276&lt;br /&gt;
|name=Robe of Calius the Druid&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|gear=armor: Heavy Magic Robes&lt;br /&gt;
|effects=prot 4/4/4; shock resistance (10), fire resistance (10), cold resistance (10), magic resistance (3), stealth bonus (20), water breathing&lt;br /&gt;
|description=This robe was created by Calius to protect him from magic and all of the Elements. As a side effect, this also enabled him to breathe underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=277&lt;br /&gt;
|name=Fenris&#039; Pelt&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|gear=armor: Fenris&#039; Pelt&lt;br /&gt;
|effects=prot 20/13/13, enc +1; cold resistance (10), mountain survival, berserk (4), berserker, start battle spell (Howl), swiftness (50)&lt;br /&gt;
|description=This pelt is the flayed skin of the Father of All Wolves.  It is coal-black, shaggy and huge. The pelt will imbue the wearer with the strength, speed, and rage of the Father of Wolves. Wolves will also come to his side in times of need and serve him as if he were their patriarch.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=278&lt;br /&gt;
|name=Armor of Virtue&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|gear=armor: Armor of Virtue&lt;br /&gt;
|effects=prot 22/10/10, def -1, enc +1; bless, awe (4), returning&lt;br /&gt;
|description=This brilliant armor blesses the wearer and protects him from harm and malice. Enemies stand in awe when confronted with the virtuous hero wearing the armor and, should they strike and hurt him, the armor will instantly take him home, away from any enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=279&lt;br /&gt;
|name=Flesh Ward&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|gear=armor: Flesh Ward&lt;br /&gt;
|effects=prot 0; strength (4), reinvigoration (2), cursed, taint (10), Blood magic bonus, damage reversal (2), cannot be found, no inanimate&lt;br /&gt;
|description=The Flesh Ward is a breastplate, in a very literal sense. It is constructed out of a still-bloody ribcage that envelops the wearer&#039;s chest. Upon first donning the ribcage, the wearer will find that the ribcage fastens itself to him with tendons and tissue, sending veins into his body to supply it with sustenance. The ribcage will grant its wearer amazing strength and ease his use of Blood magic. It will also channel the force of any attack into the person who harmed him instead. This channeling of wounds works regardless of distance, but strong magic resistance may save the attacker.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=280&lt;br /&gt;
|name=Pebble Skin Suit&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=B4 E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (2), stoneskin, cursed, Earth magic bonus, regeneration (10), no inanimate&lt;br /&gt;
|description=The skin of the long dead troll king Uffga, the Barrow Squatter. After Vanlade the Vanadrott slew Uffga, he flayed the ancient troll and inscribed Uffga&#039;s skin with runes and blessings of Blood magic that preserved in it the character of its original owner. Vanlade, who was already a wise and ancient Van, had not become old through incaution, so he gave the skin of the querulous old troll to one of his favored einheres and it was with only mild surprise that he found Uffga&#039;s quarrelsome stubbornness eventually dominating the will of the einhere. In time the skinsuit almost subsumed the personality of the einhere and his body turned into that of a troll, though one of lesser stature and power. Vanlade was forced to slay this diminished Uffga again and wisely decided to pass its skin on to followers who would not have to spend time in his vicinity, lest Uffga once more try to work his vengeance on Vanlade through his remains.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=281&lt;br /&gt;
|name=Purple Silk Garments&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=S1 W1&lt;br /&gt;
|gear=armor: Magic Silk Garments&lt;br /&gt;
|effects=prot 8/8/8; magic resistance, defence (2), nation restriction (77), item cost modifier (-40), item cost modifier (-60)&lt;br /&gt;
|description=The Weavers of Phaeacia make the sails of the fabled Dark Ships that travel without oars or captains. But their skill in weaving is not limited to sail-making. They also weave fate and silk of royal purple into enchanted garments used by the queens and nobles of the Isle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=282&lt;br /&gt;
|name=Salamander Silk Garments&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|gear=armor: Magic Silk Garments&lt;br /&gt;
|effects=prot 8/8/8; fire resistance (15), magic resistance, awe, nation restriction (67)&lt;br /&gt;
|description=In Magnificent Ind are worms called Salamanders. These worms can only live in fire, and they build cocoons like silk-worms. The cocoons are unwound by the ladies of the Sublime Palace, and spun into cloth and dresses. These dresses protect its wearer from heat and flames and, in order to be cleaned and washed, are cast into flames that burn the stains away. These dresses are so finely woven that every observer is struck by their beauty and brilliance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=283&lt;br /&gt;
|name=Silver Silk Garments&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=S1 A1&lt;br /&gt;
|gear=armor: Magic Silk Garments&lt;br /&gt;
|effects=prot 8/8/8; magic resistance (2), reinvigoration (2), nation restriction (77), item cost modifier (-40), item cost modifier (-60)&lt;br /&gt;
|description=The Weavers of Phaeacia make the sails of the fabled Dark Ships that travel without oars or captains. But their skill in weaving is not limited to sail-making. They also weave fate and moonbeams into enchanted garments used by the queens and nobles of the Isle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=284&lt;br /&gt;
|name=Armor of the Five Elements&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1 A1&lt;br /&gt;
|gear=armor: Armor of the Five Elements&lt;br /&gt;
|effects=prot 17/17/17, def -1, enc +2; shock resistance (5), fire resistance (5), cold resistance (5), magic resistance, nation restriction (22), nation restriction (69), nation restriction (109), item cost modifier (-60), item cost modifier (-60)&lt;br /&gt;
|description=The weapon smiths of T&#039;ien Ch&#039;i have mastered the means to balance the elements into an armor of unequaled resistance. The armor is given to kings and princes to protect them from all possible threats.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=285&lt;br /&gt;
|name=Boots of Long Strides&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=map move bonus (6), swiftness (100)&lt;br /&gt;
|description=These soft boots are made from the skin of unborn calves. They grant their wearer the ability to run with unsurpassed speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=286&lt;br /&gt;
|name=Fish Scale Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=swimming&lt;br /&gt;
|description=With these boots on the wearer will be able to both run on water and swim in it with surprising speed. With these boots it is possible to pass rivers and other short stretches of water. If fighting underwater these boots reduce the penalty of fighting underwater (-1 Def, +1 Enc).&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=287&lt;br /&gt;
|name=Silent Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth bonus (20)&lt;br /&gt;
|description=Anyone wearing these boots will be able to move around without making any sound. An excellent item for scouts and other people who want to move around unnoticed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=288&lt;br /&gt;
|name=Chi Shoes&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|gear=weapon: Chi Kick&lt;br /&gt;
|effects=len -1&lt;br /&gt;
|description=These shoes are still amazingly light despite their iron soles. The shoes will allow their wearer to deliver powerful kicks in addition to his normal attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=289&lt;br /&gt;
|name=Boots of the Behemoth&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=trample, heavy&lt;br /&gt;
|description=The Boots of the Behemoth are enormous lead boots that seem to be too heavy to lift. Indeed, they require four strong men to be carried into battle, but when the wearer of the boots unleashes their power and charges into the enemy ranks, he will crush them beneath his enormous metal tread and scatter them like chaff before the wind.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=290&lt;br /&gt;
|name=Boots of Giant Strength&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (5)&lt;br /&gt;
|description=These boots give the wearer increased strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=291&lt;br /&gt;
|name=Birch Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (10), mountain survival, winter move&lt;br /&gt;
|description=These boots made from a combination of hide and birch are surprisingly soft and comfortable. They are often used by northern wizards who must be able to travel far in cold and inhospitable provinces. The magical qualities of these boots give the wearer partial resistance to cold and the ability to move unhindered on snow.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=292&lt;br /&gt;
|name=Ranger&#039;s Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (2), stealth bonus (20), forest survival&lt;br /&gt;
|description=These magic boots are made for rangers and scouts who need to move far and without being noticed. The boots make their wearer recover from fatigue very quickly and will also enable him to move more stealthily.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=293&lt;br /&gt;
|name=Brimstone Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=F1 E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (15), strength (4), waste survival&lt;br /&gt;
|description=These hard boots grant fire immunity and extra strength to the wearer. They will also allow their wearer to travel through wastelands without hindrance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=294&lt;br /&gt;
|name=Winged Shoes&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=flying&lt;br /&gt;
|description=These shoes grant their wearer the ability to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=295&lt;br /&gt;
|name=Earth Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Earth magic bonus&lt;br /&gt;
|description=An Earth mage who wears these boots will be able to drain power from the ground, making him more powerful in Earth magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=296&lt;br /&gt;
|name=Boots of Stone&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=mountain survival, stoneskin&lt;br /&gt;
|description=When these soft boots are put on, they will become quite hard, almost like stone. The same happens to the wearer&#039;s skin, giving him excellent protection without hampering his movement. The wearer will also find it much easier to climb rock surfaces and he will be able to travel through difficult mountain passes without any trouble.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=297&lt;br /&gt;
|name=Boots of the Messenger&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (3), map move bonus (9)&lt;br /&gt;
|description=Well-made boots crafted out of unicorn leather, they allow their wearer to run any distance without getting tired.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=298&lt;br /&gt;
|name=Pixie Shoes&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G1 N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=defence (2), luck, map move bonus (6)&lt;br /&gt;
|description=By getting hold of a couple of pixies and enchanting them it is possible to transfer many of their good properties into these magic shoes. The wearer of these will be extraordinarily lucky and be able to move quickly and without effort, just like a pixie.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=299&lt;br /&gt;
|name=Boots of Quickness&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=quickness, map move bonus (12)&lt;br /&gt;
|description=Anyone who puts these boots on will find himself moving and acting much more quickly. When used in battle, the boots make their wearer attack and run at about twice the normal speed. Spell casting is not affected because the time it takes to gather the power required for a spell is not influenced by the enchantment of the boots. A side effect of using these boots is that the wearer will also grow old twice as fast as ordinary people.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=300&lt;br /&gt;
|name=Boots of Grasping Earth&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=These boots command the very earth around them. Anyone with hostile intentions in the vicinity of the wearer will find themselves unable to move as their feet sink into the ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=301&lt;br /&gt;
|name=Boots of Youth&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (3), slow aging (90)&lt;br /&gt;
|description=These leather boots have been drenched in the blood of ten young virgins. The wearer of these boots will almost completely cease his aging and will be magically reinvigorated during battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=302&lt;br /&gt;
|name=Boots of the Spider&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=forest survival, mountain survival, swamp survival, winter move, unhindered (75)&lt;br /&gt;
|description=Just like a spider, the wearer of these boots will be able to walk on sheer walls as well as sticky webs without problem, and will also be protected from nets and from being entangled. These boots will also enable the wearer to traverse snowy mountains and other difficult terrains with ease.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=303&lt;br /&gt;
|name=Boots of Seven Mile Strides&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=map move bonus (18)&lt;br /&gt;
|description=Most of the strides taken with these boots will be perfectly normal, but on occasions a stride will be many miles long instead. This considerably reduces travel time and makes it possible to travel further than even the fastest unicorn.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=304&lt;br /&gt;
|name=Boots of Antaeus&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E4 N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (5), Earth magic bonus, regeneration (10), map move bonus (6)&lt;br /&gt;
|description=These boots were given to the Favored of Gaia. The wearer is constantly reinvigorated, healed and empowered in Earth magic if standing firmly on the ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=305&lt;br /&gt;
|name=Sandals of the Crane&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=auto combat spell (Blink)&lt;br /&gt;
|description=These worn sandals of unknown origin will teleport the wearer around the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=306&lt;br /&gt;
|name=Boots of the Planes&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=ethereal, taint (50), item spell (Teleport)&lt;br /&gt;
|description=These boots allow the wearer to pass through the very fabric of reality. He can step through rifts in space and travel great distances in a single bound.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=307&lt;br /&gt;
|name=The Boots of Calius the Druid&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (10), forest survival, map move bonus (9)&lt;br /&gt;
|description=This pair of boots was created by the powerful druid Calius. These boots reinvigorate the wearer at an incredible rate.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=308&lt;br /&gt;
|name=Wyrmskin Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=W2 E2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (15), magic resistance (2), swamp survival, water breathing, cursed, regeneration (20)&lt;br /&gt;
|description=These boots were crafted from the skin of a mighty Wyrm and enchanted with magic to bring forth all the powers that the Wyrm possessed in life. Once put on, the boots will bond to its wearer and cannot be removed as long as he is alive.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=309&lt;br /&gt;
|name=Ring of Fire&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (15), bestow to mount&lt;br /&gt;
|description=The ruby in this ring eats fire and gives the wearer almost total immunity from heat and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=310&lt;br /&gt;
|name=Ring of Tamed Lightning&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=shock resistance (15), bestow to mount&lt;br /&gt;
|description=This aquamarine ring gives the owner almost total immunity from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=311&lt;br /&gt;
|name=Ring of Frost&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (15), bestow to mount&lt;br /&gt;
|description=This sapphire ring gives the owner almost total immunity from cold in all forms.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=312&lt;br /&gt;
|name=Bear Claw Talisman&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=E1 N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (2), strength (5), bestow to mount, beauty (-1)&lt;br /&gt;
|description=This bear claw is enchanted to strengthen its wearer. This is a very manly talisman and it is said that a woman wearing it will grow a deeper voice and maybe even a beard.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=313&lt;br /&gt;
|name=Rabbit Foot Charm&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=bestow to mount&lt;br /&gt;
|description=The rabbit foot is a symbol of good luck. Once per month the luck from the rabbit foot will be able to negate an attack that should otherwise have injured its wearer. The attack can be negated even outside of combat, but the amulet does not protect against attacks that cause instant death.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=314&lt;br /&gt;
|name=Skull Talisman&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=undead leadership (5)&lt;br /&gt;
|description=This talisman grants the wearer the ability to lead a few undead units as if he were a novice necromancer. In addition, one skeleton will guard the wearer of the talisman at all times.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=315&lt;br /&gt;
|name=Snake Ring&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (30), item spell (Poison Touch), bestow to mount&lt;br /&gt;
|description=This ring gives the wearer almost total immunity to poisons and the ability to poison enemies by touching them.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=316&lt;br /&gt;
|name=Slave Collar&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (20), cursed, starting item (6), cannot be found, feeblemind&lt;br /&gt;
|description=This copper collar is sometimes given by magicians to cowardly commanders. The power of the collar serves to kill the free will of the wearer, making him obedient and less prone to panic during battle. As a side effect, the wearer also becomes feebleminded. Once equipped, the Slave Collar cannot be removed. When the wearer of the collar dies the slave collar will lose its effect and become an ordinary useless collar.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=317&lt;br /&gt;
|name=Pendant of Courage&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (5), bestow to mount&lt;br /&gt;
|description=This rose crystal pendant gives the wearer increased morale.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=318&lt;br /&gt;
|name=Burning Pearl&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (5), attack (4)&lt;br /&gt;
|description=Inside this pearl is a small, ever-burning fire that flickers in the dark. The pearl will grant partial protection from fire and increased attack skill to anyone holding it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=319&lt;br /&gt;
|name=Fire in a Jar&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (5), temporary fire gems, bestow to mount&lt;br /&gt;
|description=This jar contains fire that can be used instead of a Fire gem to power one Fire combat spell per battle. The power of the fire is too short-lived to be used for rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=320&lt;br /&gt;
|name=Ring of Warning&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=patrol bonus (10), warning (60)&lt;br /&gt;
|description=This ring will warn its wearer of impending danger and gives him a chance of evading assassination and seduction attempts.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=321&lt;br /&gt;
|name=Ring of Levitation&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This ring will make its wearer levitate a foot above the ground. Useful for not getting your boots dirty as well as evading earthquakes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=322&lt;br /&gt;
|name=Owl Quill&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=research bonus (6)&lt;br /&gt;
|description=This pen writes down everything its owner says, making research easier.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=323&lt;br /&gt;
|name=Eye of Aiming&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=precision (8), cursed, cannot be found&lt;br /&gt;
|description=By replacing his own eye with this magic gem, a man will improve the eyesight of his remaining eye enormously. This can be very useful for archers or mages who need to target enemies at long distances.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=324&lt;br /&gt;
|name=Amulet of Missile Protection&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=air shield (80)&lt;br /&gt;
|description=This amulet protects its wearer from incoming missiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=325&lt;br /&gt;
|name=Amulet of Breathing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water breathing&lt;br /&gt;
|description=Anyone wearing this item will be able to breathe underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=326&lt;br /&gt;
|name=Flying Ointment&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A2 N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=flying, storm immunity, nation restriction (14)&lt;br /&gt;
|description=The Sorginak of Pyrene have learned the means to brew an ointment of belladonna and morning dew. If properly prepared and kept in a container the salve will retain its potency for a long time. The witches are known to give these to prominent leaders as tokens of gratitude.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=327&lt;br /&gt;
|name=Ring of Water Breathing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water breathing&lt;br /&gt;
|description=Anyone wearing this item will be able to breathe underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=328&lt;br /&gt;
|name=Flask of Holy Water&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=bestow to mount&lt;br /&gt;
|description=This flask is full of water blessed by a high ranking priest and enchanted by a Water mage to keep the bless from dissipating. A sacred unit can sprinkle some of this water on himself in combat and become blessed in an instant.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=329&lt;br /&gt;
|name=Clam of Pearls&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=W1 N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=temporary astral gems (2)&lt;br /&gt;
|description=This small shell is taken from a living clam and inscribed with runes of creation and absorption. The enchanted shell contains two pearls of short lived Astral essence. These pearls can be used to power up to two Astral combat spells per battle, but the pearls are not stable enough to be used for more time-consuming rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=330&lt;br /&gt;
|name=Bracers of Protection&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=armor: Magic Bracers&lt;br /&gt;
|effects=prot 2, def +2&lt;br /&gt;
|description=These steel bracers are inscribed with protective runes. The bracers increase the defense of the owner and the strength of his armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=331&lt;br /&gt;
|name=Lodestone Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (2), bestow to mount&lt;br /&gt;
|description=An enchanted lodestone that gives the wearer some protection from magical attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=332&lt;br /&gt;
|name=Wound Fend Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1 S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=wound fend (2), bestow to mount&lt;br /&gt;
|description=An amulet set with an enchanted lapis lazuli stone. Lapis lazuli is known as the sky stone. It can grant both physical and mental health if properly enchanted.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=333&lt;br /&gt;
|name=Stone Birds&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1 A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=dancing weapon (176), strikes (8)&lt;br /&gt;
|description=These four birds will float constantly above its owner until the owner gets into melee with his enemies. The Stone Birds will then attack any nearby enemies with incredible speed by crashing into the targets&#039; heads repeatedly. The birds are made out of magical stone and can float in the air without unfolding its wings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=334&lt;br /&gt;
|name=Cat&#039;s Eye Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=darkvision (50), stealth bonus (20), bestow to mount&lt;br /&gt;
|description=An amulet in the shape of a cat&#039;s face set with two cat&#039;s eye stones. When properly enchanted, the stones will give the wearer darkvision and, if he is already stealthy, will also enhance that ability. This amulet is popular among thieves and murderers.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=335&lt;br /&gt;
|name=Clockwork Bird&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=warning (60)&lt;br /&gt;
|description=A small, enchanted mechanical bird placed in a metal cage. Every morning the owner takes out the bird to wind it up. For the rest of the day the bird observes the surroundings and lets out a shrill note if enemies approach.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=336&lt;br /&gt;
|name=Champion&#039;s Skull&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=monthly experience (3)&lt;br /&gt;
|description=Every night, this skull whispers battle wisdom into the ears of its pupil. By owning this skull, one will become a seasoned warrior in no time.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=337&lt;br /&gt;
|name=Effigy of War&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=D1 N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The shamans of the Wolf Tribes are known to craft effigies from wood and from the bones of beasts and fallen enemies. These effigies project the memories of the bones and are surrounded by the spirits of the dead. Spectral beasts and warriors appear in the vicinity of the army, fooling scouts and spies that observe the army. An army with an effigy will appear to be 50 units larger than it actually is.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=338&lt;br /&gt;
|name=Handful of Acorns&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic leadership&lt;br /&gt;
|description=When planted in the ground, these enchanted acorns will produce three Vine Men that will aid the owner in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=339&lt;br /&gt;
|name=Barkskin Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=barkskin&lt;br /&gt;
|description=The flesh of the wearer turns rough and barklike, making him less vulnerable to cuts and bruises. Unfortunately, he will also become somewhat more susceptible to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=340&lt;br /&gt;
|name=Cat Charm&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=defence (4), bestow to mount, beauty&lt;br /&gt;
|description=The wearer of this charm will have catlike reflexes when threatened. These reflexes can make all the difference when it comes to surviving a battle. It is also said that a woman wearing this amulet will become more beautiful and a man wearing it will become more feminine.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=341&lt;br /&gt;
|name=Enormous Cauldron of Broth&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=supply bonus (150), heavy&lt;br /&gt;
|description=As the name implies, this is a truly enormous cauldron filled with broth. Once emptied, the cauldron will begin to refill itself, ready to be emptied again. Although not very popular among the ranks, the broth is filling and the cauldron provides large quantities of food.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=342&lt;br /&gt;
|name=Pendant of Luck&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=luck&lt;br /&gt;
|description=The unicorn is a symbol of good luck. This amulet will grant the wearer luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=343&lt;br /&gt;
|name=Amulet of Clarity&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=true sight&lt;br /&gt;
|description=This moonstone amulet grants the wearer the ability to tell truth from falsehood.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=344&lt;br /&gt;
|name=Tablecloth of Marvelous Feasts&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=false supplies (400)&lt;br /&gt;
|description=When this enchanted tablecloth is put on a table a marvelous buffet of exotic foods appear out of thin air. Soldiers can gorge themselves on the extravagant foods and drinks on the table. As long as the tablecloth remains on the table plates and carafes are refilled with food and wine. But the feast is conjured from the Dreamwild and is not real. The soldiers partaking in the feast might feel content, but they will still starve as no real nutrition has been provided by the marvelous feast.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=345&lt;br /&gt;
|name=Gossamer Cloth&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=G2 N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A piece of cloth made from dreams and hopes. It is said that the Tuatha wear clothing made from gossamer for they have the power of Glamour. The Gossamer Cloth enables its wearer to cover his fellows in glamour and shadows, preventing them from being detected by enemy scouts. Up to 25 units are made invisible by the enchantment of the cloth, although the enchantment does not function when weapons are drawn and battle begins.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=346&lt;br /&gt;
|name=Ring of the Warrior&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (2), attack (5), bestow to mount&lt;br /&gt;
|description=This ruby ring is drenched in the blood of innocents. It grants greatly increased attack skill to anyone wearing it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=347&lt;br /&gt;
|name=Imp Familiar&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, taint, undead leadership, research bonus (3), cannot be found&lt;br /&gt;
|description=The Blood mage sacrifices several victims to summon and bind an imp familiar in a small stone figurine. The imp can be called forth from the figurine to aid the mage in research, but it will also emerge from its prison to protect its master should he be attacked.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=348&lt;br /&gt;
|name=Soul Contract&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=B3 F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, taint (10), undead leadership (10), cannot be found, no mindless, item cost modifier (400)&lt;br /&gt;
|description=The Blood mage sacrifices nearly fivescore slaves to get the attention of Infernal powers.  When contact is made, an Infernal Lord offers a contract, to be signed in blood. Whoever signs the contract promises his soul, to be collected at the time of his death, to the Infernal Lord.  In exchange for this fair and valuable consideration, the signatory will, for as long as he lives, receive one bound devil each month from the Infernal Lord.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=349&lt;br /&gt;
|name=Witches&#039; Ointment&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=B2 A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=flying, storm immunity, nation restriction (62)&lt;br /&gt;
|description=The Sorginak of Pyrene once learned the means to make a salve that grants the user the ability to fly. With the arrival of the Akerbeltz the Sorginak mastered new means of magic and refined their recipes. Most of the ingredients used in the salve were replaced by the fat of children strong of blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=350&lt;br /&gt;
|name=Medallion of Vengeance&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=When the bearer of this medallion dies, he will explode and kill anyone near him, including, hopefully, the one who killed him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=351&lt;br /&gt;
|name=Pills of Water Breathing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gift of water breathing (75)&lt;br /&gt;
|description=These pills grant waterbreathing ability to 25 human-sized soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=352&lt;br /&gt;
|name=Dancing Trident&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=dancing weapon (121), strikes (2)&lt;br /&gt;
|description=This trident is enchanted with spells of flight. The trident constantly hovers around the owner and fights his enemies in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=353&lt;br /&gt;
|name=Storm Spool&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=shock resistance (10), stun attackers&lt;br /&gt;
|description=An arcane device used to trap and store lightning. This device will increase the effectiveness of the Corpse Man Construction spell. When carried in combat anyone striking its wielder might get stunned by the energy of the storm spool.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=354&lt;br /&gt;
|name=Bag of Winds&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic leadership, temporary air gems&lt;br /&gt;
|description=An entire storm is trapped inside this bag. When used by an Air mage, the bag will ease the casting of Air spells. Anyone holding the bag can release and command one small air elemental at the start of each battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=355&lt;br /&gt;
|name=Wall Shaker&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Panic), siege bonus (50)&lt;br /&gt;
|description=This horn is designed to tear down castle walls. When blown before a castle wall, that wall will shake and eventually crumble to dust. The Wall Shaker is thus a great help during sieges. The horn can also be blown during combat and will cause panic in the enemy ranks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=356&lt;br /&gt;
|name=Flying Carpet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This carpet can be used to fly through as many as three provinces per turn. It can carry 10 human-sized units, 6 mounted units, or about 4 giants. The flying carpet is only used for long distance flying and cannot be used in combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=357&lt;br /&gt;
|name=Horn of Storms&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Air magic bonus, item spell (Storm Wind)&lt;br /&gt;
|description=This horn is made of turquoise and blued steel. In the horn a storm has been trapped. When the horn is sounded the power of the storm is released. An air mage wielding the Storm Horn can also harness its powers to increase his powers in Air magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=358&lt;br /&gt;
|name=Dancing Shield&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A1 E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=protection (20)&lt;br /&gt;
|description=This shield is enchanted with spells of flight, durability and protection. The shield has a 50% chance of blocking any incoming attack, including spells and area attacks, reducing its damage. However armor negating attacks will completely ignore the shield.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=359&lt;br /&gt;
|name=Mirror of Trapped Images&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Warrior Illusion)&lt;br /&gt;
|description=This gold and silver hand mirror is enchanted with glamour magic. It can trap images and release them as illusions during battles. It also prevents illusions from dispersing, should all glamour mages perish or abandon the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=360&lt;br /&gt;
|name=Enchanted Mirror&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This mirror projects images of those around it. Enemy scouts are fooled and perceive the army as 75 units larger than it actually is.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=361&lt;br /&gt;
|name=Cauldron of the Elven Halls&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=heavy&lt;br /&gt;
|description=A great silver cauldron enchanted with the magic of the Vanir. Soup made in the silver cauldron will turn those who feed on it invisible. By the law of some unknown power the enchantment ends when weapons are drawn and battle begins. The army with the cauldron appears to be 75 units smaller than it actually is.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=362&lt;br /&gt;
|name=Water Lens&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water range, temporary water gems&lt;br /&gt;
|description=This liquid globe makes it easier to project Water rituals at faraway provinces, and can also be used to empower combat spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=363&lt;br /&gt;
|name=Amulet of the Fish&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=W1 A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=air breathing, bestow to mount&lt;br /&gt;
|description=This amulet turns the air into water all around the wearer. This will enable an aquatic being to breathe and even swim on dry land.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=364&lt;br /&gt;
|name=Manual of Water Breathing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N3 W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gift of water breathing (150)&lt;br /&gt;
|description=The owner of this magic book can grant up to 50 human-sized soldiers the ability to breathe water.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=365&lt;br /&gt;
|name=Enchanted Salt&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=weapon: Throw Salt&lt;br /&gt;
|effects=dmg 1, len 5&lt;br /&gt;
|description=Many ghosts and spiritual beings, and the Jinnun of Ubar in particular, are sensitive to salt. One of the few means to protect oneself from the Unseen is salt. When enchanted, salt will not only cause discomfort, but outright harm Jinnun. Enchanted salt thrown at the Unseen will stun them, harm them, disrupt their glamour and force them to become visible.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=366&lt;br /&gt;
|name=Girdle of Might&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (3), reinvigoration (3)&lt;br /&gt;
|description=This golden girdle is set with a single amber stone. The power of the stone will reinvigorate and strengthen the bearer, making strenuous tasks less burdensome.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=367&lt;br /&gt;
|name=Sky Metal Matrix&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=E1 S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The Sky Metal Matrix grants a mage the ability to command a communion. The owner of the Matrix can use communion slaves as if he has cast the Communion Master spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=368&lt;br /&gt;
|name=Slave Matrix&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=E1 S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The Slave Matrix opens the bearer&#039;s mind so that his power can be used by another mage. The effect is similar to that of the Communion Slave spell. This item is only useful for mages because non mages cannot help in a communion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=369&lt;br /&gt;
|name=Amulet of Antimagic&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (4), bestow to mount&lt;br /&gt;
|description=This star-shaped amulet will grant increased magic resistance to its wearer, but remember: Not all spells can be resisted with magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=370&lt;br /&gt;
|name=Spell Focus&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spell penetration, fool&#039;s luck&lt;br /&gt;
|description=Spells cast with the help of a Spell Focus are harder to resist with magic resistance. This item can be most useful when trying to affect enemy mages with spells that can be negated by magic resistance. A side effect of using this item is the luck induced in the mage. This luck can be useful but it turns bad after being used up.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=371&lt;br /&gt;
|name=Eye of the Void&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (-2), spell penetration (2), cursed, taint (3), spirit sight, cannot be found&lt;br /&gt;
|description=This eye, taken from a dead Void being, should be put in the eye socket of a newly removed eye. By doing this, the patient will open a path to the Void into which he can see with his new eye. This will enable him to see the world as it really is and see through any illusion very effectively. He will also be able to cast spells more effectively, but at the cost of also being more vulnerable to enemy spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=372&lt;br /&gt;
|name=Coin of Meteoritic Iron&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=S2 E2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance, Astral magic bonus, bestow to mount&lt;br /&gt;
|description=This medallion is made of Sky Metal, a material that can be found when a shooting star leaves the outer spheres and crashes down upon the earth. Sky metal is a known amplifier of astral magic and an astral mage wearing the coin will have his powers increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=373&lt;br /&gt;
|name=Amulet of the Dead&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=undead leadership (5), item spell (Animate Skeleton)&lt;br /&gt;
|description=This amulet is made of a green turquoise and will enhance its user&#039;s effectiveness at raising the dead. It is commonly used by necromancers and undead priests. The creation of permanent Ghouls, Longdead, and Soulless is enhanced by this amulet.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=374&lt;br /&gt;
|name=Skull Mentor&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=research bonus (14)&lt;br /&gt;
|description=This cranium of a dead mage will aid its owner in the study of magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=375&lt;br /&gt;
|name=Bane Venom Charm&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=disease&lt;br /&gt;
|description=A dark green crystalline jewel that throbs with a dull light, this item is used by spies to poison wells near enemy armies. Its poisonous radiance is so strong that the land itself will begin to suffer under its curse. Crops and foliage will sicken and die and both men and beasts will suffer the curse of the Bane Venom Charm. Even its bearer, who is shielded by the most powerful protective runes, knows that the sickness inhabiting the charm will also afflict him. Once the charm is removed from the lab, it will begin to poison whatever province it is located in.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=376&lt;br /&gt;
|name=Spider Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (15), bestow to mount&lt;br /&gt;
|description=This amulet is enchanted to bestow the properties of a spider to its user.  The wearer of this amulet will become almost immune to poison and be able to climb any surface as easily as a spider.  The climbing ability makes it a very popular item for assassins who need to get in or out of castles unseen.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=377&lt;br /&gt;
|name=Horn of Valor&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=inspirational&lt;br /&gt;
|description=The sound of this horn will encourage friends in battle. The horn continues to sound throughout the entire battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=378&lt;br /&gt;
|name=Acorn Necklace&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1 E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=shock resistance (15), luck, bestow to mount&lt;br /&gt;
|description=The oak is the tree of thunder and a necklace made from its enchanted acorns will bring both luck and protection from thunder.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=379&lt;br /&gt;
|name=Endless Bag of Wine&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=supply bonus (75)&lt;br /&gt;
|description=This wineskin is enchanted with powers of creation and produces endless amounts of wine. The wine can feed up to seventy five soldiers in barren lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=380&lt;br /&gt;
|name=Amulet of Giants&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=limited enlargement&lt;br /&gt;
|description=The wearer of this amulet will instantly grow in size and become as strong as a giant. The amulet only works on beings that are smaller than a giant to begin with.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=381&lt;br /&gt;
|name=Lychantropos&#039; Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=darkvision (50), strength (4), cursed, berserk, berserker, regeneration (10)&lt;br /&gt;
|description=This iron amulet is crafted in the image of a wolf&#039;s head. Its eyes are as red as the rage that fills the heart of the wearer. The amulet grants the wearer regenerative powers in addition to increased strength, berserker rage, and superior night vision. The wild powers of the amulet will eventually turn the wearer into a beast.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=382&lt;br /&gt;
|name=Ring of Regeneration&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=regeneration (10), bestow to mount&lt;br /&gt;
|description=This golden ring is set with enchanted turquoises and amber stones. The wearer is affected by the wild magic of the stones and his body will regenerate when wounded. Regeneration does not affect inanimate beings like golems and longdead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=383&lt;br /&gt;
|name=Amulet of Resilience&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (5), bestow to mount&lt;br /&gt;
|description=This leather amulet is set with nine amber stones that pulsate with power.  The amber stones reinvigorate the owner, making strenuous tasks much less burdensome.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=384&lt;br /&gt;
|name=Homunculus&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, magic leadership, research bonus (11), cannot be found&lt;br /&gt;
|description=The caster awakens and befriends a mandrake root by feeding it his own blood. The mandrake root is a plant most magical, endowed with sentience and a deep magical understanding. The root resembles a human and can walk around by itself once awakened. The Homunculus is fed with the blood of the caster and is bound to him and him alone. It acts as a personal servant that will aid him in research. In combat the Homunculus will aid its master with the strange power known as elf-shot.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=385&lt;br /&gt;
|name=Cornucopia&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=temporary nature gems (2), supply bonus (75)&lt;br /&gt;
|description=Blowing the Horn of Plenty will not only produce all manner of fruits and legumes but also a limited quantity of short lived Nature gems. These gems can be used by Nature mages to fuel their combat spells, but they are too short lived to be of any use in rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=386&lt;br /&gt;
|name=Miraculous Cure All Elixir&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=disease healer&lt;br /&gt;
|description=This elixir is brewed from magic leaves of very strong potency. Drinking the brew will cure a person from any known disease. After being used, it is refilled with water and, after a month, the leaves will have turned the water into another miraculous elixir.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=387&lt;br /&gt;
|name=Astral Serpent&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1 S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (5), bestow to mount, dancing weapon (177), strikes (2)&lt;br /&gt;
|description=Trapped inside this snake-shaped jade amulet is the spirit of a very venomous serpent. Whenever the wearer of the amulet strikes at someone, the spirit will emerge and strike simultaneously, ignoring any armor that the enemy might be wearing. The serpent spirit will also grant the amulet&#039;s wearer partial resistance from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=388&lt;br /&gt;
|name=Pendant of Beauty&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=beauty (2)&lt;br /&gt;
|description=Anyone putting on this amulet will have their beauty greatly increased. While being a most popular item for wealthy kings to give to their brides, it is also used by some seducing monsters to make them even harder to resist.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=389&lt;br /&gt;
|name=Dream Spool&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=temporary glamour gems&lt;br /&gt;
|description=This spool can collect the dreams of those sleeping. During the night the owner sits beside a sleeping object and slowly spins his dreams onto the spool. The dreams can later be released to empower glamour spells. The dreams can also be spun into images of soldiers and the owner is at all times protected by two illusory warriors.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=390&lt;br /&gt;
|name=Dreamstone&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (-2), research bonus (9)&lt;br /&gt;
|description=Anyone wielding this stone for a few days will suddenly start to dream every night and remember them clearly afterwards. A glamour mage can use this to steer the dreams into conjuring useful magic research ideas. Then he can write down the dreams in the morning and thus speed up his research greatly. The drawback is that opening of the mage&#039;s senses to let the dreams in will also make him more vulnerable to hostile magic effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=391&lt;br /&gt;
|name=Stone Sphere&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G2 E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=taint (3), item spell (Astral Window)&lt;br /&gt;
|description=A smooth, black stone sphere wrapped in black cloth to protect it from the sun, it will become transparent when exposed to moonlight and will reveal shifting images of distant places.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=392&lt;br /&gt;
|name=Neverending Keg of Mead&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G1 W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=supply bonus (50), false supplies (150)&lt;br /&gt;
|description=This keg is enchanted with the magic of the fay. The mead in the keg never runs out, but the otherworldly brew is not as fulfilling to men as the beverages of this world and while happy the imbibers might still suffer from starvation.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=393&lt;br /&gt;
|name=Sanguine Dowsing Rod&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This dowsing rod will lead its owner to suitable blood slaves. The rod can only be used by those with knowledge in Blood magic and will make it easier for the skilled to find blood slaves.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=394&lt;br /&gt;
|name=Brazen Vessel&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Blood magic bonus&lt;br /&gt;
|description=This metal skull contains a bound devil. The devil whispers secrets into the ears of the bearer and enhances his skills in Blood magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=395&lt;br /&gt;
|name=The Heart of Life&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (5), reinvigoration (10), cursed, slow aging (50), cannot be found, chest wound, no inanimate&lt;br /&gt;
|description=This powerful heart is the result of the concentrated life force of many slaves. By replacing the bearer&#039;s ordinary heart with this one, the owner will recover from exhaustion at an amazing rate and, as a side effect, will efficiently rid his body of poison. The crude surgery required to replace the heart will most likely permanently damage its owner. One being can have multiple magic hearts at once. Inanimate beings cannot use magic hearts.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=396&lt;br /&gt;
|name=Lifelong Protection&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, taint (5), undead leadership (5), cannot be found, no mindless, item cost modifier (300)&lt;br /&gt;
|description=The Blood mage sacrifices twoscore slaves to get the attention of Infernal powers. When contact is made, a powerful demon will offer a contract, to be signed in blood. Whoever signs his name to the contract will be protected in battle by a horde of imps. In exchange for this fair and valuable consideration, he agrees to transfer his soul to the demon when the contract ends.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=397&lt;br /&gt;
|name=Blood Stone&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=B3 E2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Earth magic bonus, temporary earth gems&lt;br /&gt;
|description=The wound on this stone is constantly wet from Earth Blood. This dark blood is of great help when using Earth magic. This blood can also be crystallized into Earth gems to power spells and enchantments in battle. The crystallized Earth Blood is too brittle and unstable to store for long periods and cannot be used for more time consuming rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=398&lt;br /&gt;
|name=Slave&#039;s Heart&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=B3 S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (10), cursed, cannot be found, chest wound, no inanimate&lt;br /&gt;
|description=By replacing a mage&#039;s heart with this one he will become an obedient and capable member of any sabbath.  As soon as he enters combat he will stand motionless and provide all of his magic power and possibly his life in order to power his master&#039;s spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=399&lt;br /&gt;
|name=Lightless Lantern&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=darkvision (100), taint (3), research bonus (12), void return (10), bestow to mount&lt;br /&gt;
|description=This lantern shines with hidden light. The dark light reveals secrets and is a great help when researching magic spells. However, this dark light may also reveal the bearer of the lantern to the Horrors lurking beyond the Veil.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=400&lt;br /&gt;
|name=Skull of Fire&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=F1 D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (-5), Fire magic bonus&lt;br /&gt;
|description=A Fire wizard&#039;s skull inscribed with runes of flame and obedience, it aids its owner in the use of Fire magic. The owner of this skull will suffer more from any cold effects that might befall him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=401&lt;br /&gt;
|name=Barrel of Air&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gift of water breathing (450), heavy&lt;br /&gt;
|description=This magic item will enable a commander to travel underwater with an army consisting of up to 150 human-sized troops or 50 humans with horses.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=402&lt;br /&gt;
|name=Mirror of False Impressions&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=G4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=leadership (-50)&lt;br /&gt;
|description=This mirror makes everyone in the entire army look the same. This is very useful to camouflage important monsters from enemy eyes, but it also makes commanding the army difficult because anyone can pretend to be the commander.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=403&lt;br /&gt;
|name=Water Bracelet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Water magic bonus&lt;br /&gt;
|description=This bracelet is made of water and makes the casting of Water magic less arduous.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=404&lt;br /&gt;
|name=Bottle of Living Water&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic leadership&lt;br /&gt;
|description=A water elemental is imprisoned in this bottle. The elemental is released in battle and will fight for the owner of the bottle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=405&lt;br /&gt;
|name=Sea King&#039;s Goblet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gift of water breathing (300)&lt;br /&gt;
|description=This magic item will enable a commander to travel underwater with an army consisting of up to 100 human-sized troops or 25 giants.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=406&lt;br /&gt;
|name=Chains of Reconstruction&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration, bestow to mount&lt;br /&gt;
|description=These chains are enchanted with the earth magic of construction. This magic will repair an object and return it to its intended shape as soon as it is altered. This is great for inanimate objects that have been damaged. The magic of the chains will also remove fatigue at a slow pace from anyone who wears it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=407&lt;br /&gt;
|name=The Copper Arm&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=E3 F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, extra arms&lt;br /&gt;
|description=The smiths of Ulm have always dreamed of holding more hammers in their hands. This elaborate copper arm which attaches to the ribs is the result of their labors.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=408&lt;br /&gt;
|name=Crystal Heart&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=E1 G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=luck, cursed, extra life, cannot be found, chest wound, no inanimate&lt;br /&gt;
|description=The Crystal Heart is a heart-shaped crystal placed in the chest of its owner behind his ordinary heart. If the owner later dies, the crystal will release its energies and restore the owner to full health.  The crude surgery used when embedding the heart will most likely permanently damage its owner. One being can have multiple magic hearts at once. Inanimate beings cannot use magic hearts.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=409&lt;br /&gt;
|name=Stone Idol&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=E2 S2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=heretic (3), heavy&lt;br /&gt;
|description=A stone crafted in the image of a false god. The power of the idol will draw the attention of the faithful and they will worship the stone image as if it were their lord and master. People across the entire province in which the idol is located will abandon their former faith and the Dominion of any Pretender God will be reduced.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=410&lt;br /&gt;
|name=Eye Pendant&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=E3 D3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=disease healer, patrol bonus (10), warning (80)&lt;br /&gt;
|description=A pendant set with three enchanted Eye Agates. The stones are powerful charms against Labashtu, the disease demon, but will also grant the pendant&#039;s wearer enhanced awareness and will warn him of impending danger. The wearer can cure diseased soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=411&lt;br /&gt;
|name=Arcane Lens&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire range, air range, water range, earth range, astral range, death range, nature range, glamour range, blood range&lt;br /&gt;
|description=The arcane lens makes it easier to project magic rituals at far away provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=412&lt;br /&gt;
|name=Ring of Returning&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=returning&lt;br /&gt;
|description=This magical ring will know if its wearer gets wounded. If that happens, it will immediately teleport its wearer back home. This returning is as safe as it can be but, if the home castle has been conquered by enemies, the returning will most likely become disastrous.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=413&lt;br /&gt;
|name=Ring of Wizardry&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=S7&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spell penetration, Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus, Astral magic bonus, Death magic bonus, Nature magic bonus, Glamour magic bonus, Blood magic bonus&lt;br /&gt;
|description=This ring may be the most powerful of all magic-enhancing objects. It increases the mage&#039;s power in all paths of magic and makes it easier to penetrate enemy magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=414&lt;br /&gt;
|name=Ring of Sorcery&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=S6&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spell penetration, Astral magic bonus, Death magic bonus, Nature magic bonus, Glamour magic bonus&lt;br /&gt;
|description=This ring is one of the most powerful magic-enhancing objects. It increases the mage&#039;s power in all paths of Sorcery and makes it easier to penetrate enemy magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=415&lt;br /&gt;
|name=Elixir of Life&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=N2 F2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=slow aging (80), extra life&lt;br /&gt;
|description=With the Elixir of Life, a man can keep living forever. The owner of the bottle will almost cease to age at all and, should he die a violent death, he will be instantly brought back to life. The Elixir is consumed and will disappear if the owner has to be brought back from the dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=416&lt;br /&gt;
|name=Pocket Ship&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=N3 A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This ship is able to grow and shrink whenever it is needed. The owner of the ship will be able to sail over the ocean of up to 200 human-sized troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=417&lt;br /&gt;
|name=Moonvine Bracelet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=N3 S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Nature magic bonus&lt;br /&gt;
|description=A bracelet made of the legendary Moonvine, which flowers only under the full moon and bears fruit only during lunar eclipses, this simple bracelet will serve to link its wearer more closely to the powers of Nature and increase his command of plant life. This allows him to call upon the aid of one Vine Man in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=418&lt;br /&gt;
|name=Eye of Innocence&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth bonus (40), cursed, cannot be found&lt;br /&gt;
|description=This magic gemstone is activated by replacing one of the user&#039;s eyes with it. Those who look into the magic eye will perceive that person as innocent of whatever he may be suspected of. A man with such an innocent look cannot possibly have done anything bad. This eye helps tremendously when skulking about in enemy territory and trying not to get caught.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=419&lt;br /&gt;
|name=Mirage Crystal&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=G3 E2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Glamour magic bonus&lt;br /&gt;
|description=A flawless crystal found in a sandy desert enchanted with the powers of the Unseen. It will create false images and impressions and can hide up to 50 units in a province. It also empowers its user in glamour magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=420&lt;br /&gt;
|name=Eye of the Oracle&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=G4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=attack (5), defence (5), precision (4), cursed, taint (5), warning (80), cannot be found&lt;br /&gt;
|description=Athandemos was once the greatest oracle and foreteller of a vast kingdom. He managed to foresee and prevent every major problem that arose in the kingdom and was liked by the King for a long time.  Then the King&#039;s favorite daughter died suddenly and the Oracle was swiftly killed for withholding this information.  Still there was no doubt that Athandemos had been most useful for a long time and thus the King ordered his mages to preserve the left eye of Athandemos.  This was the eye that saw into the future and the King let his own left eye be replaced with that of Athandemos.  Now no one would be able to withhold the future events from the rightful ruler.&lt;br /&gt;
 In addition to foreseeing great events, the eye can also see the near future which is very helpful in combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=421&lt;br /&gt;
|name=Ring of Invisibility&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=G5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth (20), invisibility, bestow to mount&lt;br /&gt;
|description=This ring is set with an enchanted opal. The Opal is known to grant invisibility to thieves, wizards and other scoundrels.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=422&lt;br /&gt;
|name=Ring of the False Prophet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=G4 F2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (5), cursed, Holy magic bonus&lt;br /&gt;
|description=This ring is enchanted with magic to trick and persuade people into thinking the wearer is a truly extraordinary prophet.  The magic will affect the common people, priests and pretenders as well as himself. Once put on, the wearer will never remove the ring willingly again.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=423&lt;br /&gt;
|name=The Black Heart&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (2), cursed, assassin, cannot be found, chest wound, no inanimate&lt;br /&gt;
|description=By replacing their original heart with this one, the owner of the Black Heart will receive the skills and morals needed to be a professional assassin. The heart can only be used by stealthy beings. The crude surgery required to replace hearts will most likely permanently damage its owner. One being can have multiple magic hearts at once. Inanimate beings cannot use magic hearts.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=424&lt;br /&gt;
|name=Blood Pendant&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=darkvision (50), strength (2), blood range, bestow to mount&lt;br /&gt;
|description=This pendant makes it easier to project Blood magic at far away provinces and, as a side effect, it also grants its user enhanced strength and vision.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=425&lt;br /&gt;
|name=The Heart of Quickness&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=B2 F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (5), poison resistance (-5), reinvigoration (2), quickness, cursed, map move bonus (12), cannot be found, chest wound, no inanimate&lt;br /&gt;
|description=This heart made from ruby and blood is full of life force and magic power. By replacing a person&#039;s heart with this one he will become much quicker and be constantly reinvigorated by the fast flowing blood. The drawbacks are a higher sensitivity to poison and much accelerated aging. A person with this heart will age about four times as quickly as ordinary beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=426&lt;br /&gt;
|name=The Ruby Eye&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, Fire magic bonus, cannot be found&lt;br /&gt;
|description=By replacing his own eye with this fiery, eye-shaped ruby, a mage will become more powerful in Fire magic. Every now and again, the magic ruby will shed tears of magical Water gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=427&lt;br /&gt;
|name=Fever Fetish&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F1 N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=disease&lt;br /&gt;
|description=This fetish will disease its bearer and use the heat of his fever to produce magical Fire gems. It usually takes a few months for the fever to become intense enough to produce the magic gems, but putting the amulet on a wounded soldier can speed up the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=428&lt;br /&gt;
|name=The Ark&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F5 S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=start battle spell (Ark), dominion spread (2), heavy&lt;br /&gt;
|description=The holiness of the Ark is so great that it constantly spreads the Dominion of its owner to all nearby provinces. If the Ark is brought into battle, it will kill and blind all heretics and spread disease among them. Only priests and sacred troops of the proper religion are spared from the wrath of the Ark.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=429&lt;br /&gt;
|name=Amulet of the Doppelganger&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth (50), seduction (9), bestow to mount&lt;br /&gt;
|description=The amulet makes the wearer look like an ordinary commoner, which makes it possible to move unnoticed in enemy territory. It works just as well on a large golem as it does on a human, making it an ideal item for when you need to sneak a large monster into enemy territory.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=430&lt;br /&gt;
|name=The Flying Ship&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=heavy&lt;br /&gt;
|description=This golden ship is able to grow and shrink whenever it is needed.  The owner of the ship will be able to fly across the land with an entire army. The flying ship has no effect in combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=431&lt;br /&gt;
|name=Igor Könhelm&#039;s Tome&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=A2 D2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=storm power (5)&lt;br /&gt;
|description=Herr Könhelm was famous for his ability to put together parts of corpses and reanimate them with the power of lightning. With the help of this tome, a mage will be able to produce corpse constructs at a much higher rate than normal. The owner of this book will also become much more physically powerful during a storm.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=432&lt;br /&gt;
|name=Tome of High Power&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=A2 S2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=taint (5), Air magic bonus, Astral magic bonus, fire range (2), air range (2), water range (2), earth range (2), astral range (2), death range (2), nature range (2), glamour range (2), blood range (2)&lt;br /&gt;
|description=This ancient book is infused with the power of the Sky and enhances the use of Air and Astral magic. It can also be used to greatly extend the range of magic rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=433&lt;br /&gt;
|name=The Magic Lamp&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=A5 F4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Summon Jinn)&lt;br /&gt;
|description=This lamp contains Al-Khazim, the almighty Djinn. By performing a simple ritual, the lamp can be destroyed and the Djinn will be released. Grateful for his release, Al-Khazim will serve anyone who releases him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=434&lt;br /&gt;
|name=Krupp&#039;s Bracers&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|gear=armor: Krupp&#039;s Bracers&lt;br /&gt;
|effects=prot 4, def +4; reinvigoration (3)&lt;br /&gt;
|description=These magical steel bracers were specially made for the warlord Krupp. The bracers not only increase the defense of their wearer and the strength of his armor, but they also reinvigorate him so that he can fight for a very long time without tiring.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=435&lt;br /&gt;
|name=Draupnir&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gold generation (400)&lt;br /&gt;
|description=A golden ring of dwarven craftsmanship. Every night it gives birth to eight identical rings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=436&lt;br /&gt;
|name=The First Anvil&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E6&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=master smith&lt;br /&gt;
|description=The first anvil was made by the god of forging and then given to the mortals so they could discover the art of forging. It is an invaluable tool when crafting magic items.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=437&lt;br /&gt;
|name=Holger the Head&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E1 D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=supply bonus (-3), start battle spell (Grow Headless Hoburg)&lt;br /&gt;
|description=This is a small and very fierce head that belongs to that most renowned and admired of all Hoburg heroes, Holger the Headless Hoburg Hero.  As soon as it is known that Holger lives again, many would-be Hoburg heroes are likely to flock to him, in order to join his next adventure.  When this head is held and boldly presented to the enemy, Holger will come rushing from wherever he is stuffing his headless neck with pre-chewed food or filtered soup.  Once the battle is joined, Holger will do his best to finish it quickly, so that he might once more return to his headless gluttony. Should Holger&#039;s body be slain, a new one will grow after a few days and start stuffing itself with food.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=438&lt;br /&gt;
|name=Percival the Pocket Knight&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E1 N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=start battle spell (Grow Knight)&lt;br /&gt;
|description=Percival the Pocket Knight is, as his name implies, a Pocket Knight. He was made by an unknown craftsman long ago and has since shown up in various battles throughout the ages. Percival looks much like any knight, except that he is made out of tin. He also behaves much like an ordinary knight, except that he lives in a pocket. When the horns of battle call, Percival will charge out of his owner&#039;s pocket, land on the ground, grow to full size and deliver fierce battle to the enemy. Percival&#039;s main diet is lint, with an occasional shot of tin polish.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=439&lt;br /&gt;
|name=Alchemist&#039;s Stone&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E1 F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (15), cold resistance (15), acid resistance (15), alchemy (50)&lt;br /&gt;
|description=This stone allows the wearer to transmute base metals into gold, resulting in greatly enhanced gains from alchemical transmutation.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=440&lt;br /&gt;
|name=Gate Stone&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E7 S7&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Astral Travel), heavy&lt;br /&gt;
|description=An intricately carved stone puzzle inscribed with arcane runes, it allows its owner to open an arcane gateway to a distant province and let his army step through.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=441&lt;br /&gt;
|name=Atlas of Creation&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E5 S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=taint (5), Earth magic bonus, Astral magic bonus, Nature magic bonus, item spell (Record of Creation)&lt;br /&gt;
|description=This large tome is filled with truths concerning the creation of the world. When referencing your current location with the indisputable truths of this tome, you can find all sites of power in your vicinity.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=442&lt;br /&gt;
|name=Bell of Cleansing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (5), auto combat spell (Cleansing Chime)&lt;br /&gt;
|description=As soon as a hostile demon comes close, the bell will chime and send powerful blasts at the demon.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=443&lt;br /&gt;
|name=Orb of Atlantis&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=W4 E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gift of water breathing (600), magic leadership (25), Water magic bonus, item spell (Summon Lesser Water Elemental), start battle spell (Friendly Currents)&lt;br /&gt;
|description=This crystal sphere grants its owner the ability to lead one hundred men into the sea and lets him control water currents to hamper the movement of enemy soldiers. Finally, it also gives the owner the power to summon and lead small water elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=444&lt;br /&gt;
|name=Dome of the Ancients&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (6), bestow to mount, heavy&lt;br /&gt;
|description=Mages have the knowledge to protect entire provinces with the help of powerful rituals, but these rituals are always extremely time consuming and costly in magical resources.  However in ancient times Guskovinus the wisest of archmages created a portable dome that could protect an entire province and still be moved around, like a normal albeit slightly heavy magic item.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=445&lt;br /&gt;
|name=The Astral Harpoon&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S5 B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Astral Harpoon)&lt;br /&gt;
|description=An ancient harpoon made of bone with a tip of rusted iron. Tied to it is an ominous silver string. No one knows who made this ancient weapon. Perhaps it was even crafted by Horrors, given what is known of its deadly powers. It will travel through the ether until it reaches the destination specified by its wielder, and there it will strike its target. Then, the user yanks the string and its hooked prey is pulled back through the ether to where the user awaits. However, the user must beware, for if the harpoon hits a prey too mighty, the prey might yank him through the ether instead. The skill used for utilizing the harpoon is a combination of strength and Astral magic, and being very strong usually trumps normal strength and mediocre magic abilities.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=446&lt;br /&gt;
|name=The Forbidden Light&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S5 F5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (5), cold resistance (5), cursed, taint (50), Fire magic bonus (2), Astral magic bonus (2), start battle spell (Solar Brilliance), void return (25), bestow to mount&lt;br /&gt;
|description=This stolen piece of the Sun contains enormous power that can greatly enhance the wielder&#039;s skills in Astral and Fire magic, but this Sun material is very sought after by astral beings. In combat, the Forbidden Light will shine with a holy light that slays undead and blinds everyone else. The wielder of the Forbidden Light will grow older at an accelerated age, but that is unlikely to be his cause of death because many Horrors will also seek possession of this precious item. Any province where this piece of light is, will always count as if it is in the presence of the sun.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=447&lt;br /&gt;
|name=Nethgul&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S3 W2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=auto combat spell (Nethgul), void return (-4)&lt;br /&gt;
|description=Nethgul is an ancient Starspawn whose body has been dead for a very long time. Part of his mind has been preserved in an enchanted jar. From this jar, Nethgul can cast powerful spells at any enemies who come within sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=448&lt;br /&gt;
|name=The Black Mirror&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S4 B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (-4), curse, Glamour magic bonus, item spell (Mind Hunt), heavy&lt;br /&gt;
|description=This magic mirror is cracked by the tension between the Astral magic used to forge the mirror and the magic from the bloodsoaked frame. A glamour mage can make great use of the mirror as it will make it easier to manipulate the false world. But the real power of the mirror can only be unlocked by an Astral mage: The ability to destroy other people&#039;s minds from faraway lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=449&lt;br /&gt;
|name=The Horror Harmonica&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S5 G4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (-2), taint (30), item spell (Call Horror), start battle spell (Wailing Winds)&lt;br /&gt;
|description=As soon as combat starts, the harmonica will start its ominous wail. Everyone who can hear the wailing will feel their spirits sink and their hearts will be gripped with fear. The harmonica is seldom played, because it also summons evil Horrors that will slay everyone in sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=450&lt;br /&gt;
|name=Tome of the Lower Planes&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S3 B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Blood magic bonus&lt;br /&gt;
|description=This book contains a study about the planes of Hell and the magic that holds them together. Using this tome, it should be possible to navigate these planes. The book can also be of great aid when performing Blood magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=451&lt;br /&gt;
|name=The Death Globes&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=dancing weapon (772), strikes (6)&lt;br /&gt;
|description=These three spheres consist of pure death magic and a capable death mage is required to control them.  In combat they will strike nearby enemies and kill them unless they manage to resist the fatal magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=452&lt;br /&gt;
|name=Carcator the Pocket Lich&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=undead leadership (50), research bonus (4), start battle spell (Grow Lich)&lt;br /&gt;
|description=Carcator is a Pocket Lich. In fact, he is the only known existing Pocket Lich. Several hundred years ago, an unimaginably powerful entity tore off the head of a Lich that annoyed it, shrunk the head, and bound the will of the Lich to the head. Carcator&#039;s head is now the size of a big apple and the magic that binds him makes him serve his owner to the best of his abilities. Carcator has become increasingly grumpy over the years and spits and whispers foul curses at anyone nearby.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=453&lt;br /&gt;
|name=The Ankh&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=shock resistance (5), taint (3), start battle spell (Life after Death)&lt;br /&gt;
|description=Also known as the Amulet of Life, the Ankh was made in ancient times to cheat Death of its prize. The mere presence of the Ankh prohibits the souls of the dead from leaving this world. Even the soul of the wearer will not pass on upon death. Instead, the soul will reanimate the corpse of the Ankh wearer.  The powers of the Amulet of Life are so strong that the wearer may decide who will die and who will continue to fight when Death calls.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=454&lt;br /&gt;
|name=Disease Grinder&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D3 F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This item will grind down one disease per month and the resulting disease powder can be used to fuel Death magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=455&lt;br /&gt;
|name=The Black Book of Secrets&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D2 B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fear (5), Death magic bonus, Blood magic bonus&lt;br /&gt;
|description=This ancient book is infused with power and can be a great help when using Death and Blood magic. The secrets contained in this book also emit a strong aura of fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=456&lt;br /&gt;
|name=The Green Eye&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spell penetration (2), cursed, auto combat spell (Sleep), cannot be found&lt;br /&gt;
|description=This eye once belonged to a mighty druid. If the owner replaces his own eye with this one, the Green Eye will come alive and assist him by casting spells at any enemy who comes within sight. The Green Eye will also give increased magic penetration when the owner of the eye casts spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=457&lt;br /&gt;
|name=Wondrous Box of Monsters&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=auto combat spell (Grow Monster), heavy&lt;br /&gt;
|description=When opened in battle, random monsters will start to appear and attack the owner&#039;s enemies. In rare cases the box may malfunction and pop a few monsters that try to kill the wrong side.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=458&lt;br /&gt;
|name=Fountain of Youth&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=N3 F3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=When the Fountain of Youth was first discovered it was too far away from the kings who would surely benefit the most from a very long life. So a large royal barrel was filled up with the water. The fountain dried up shortly after but, on the other hand, the barrel seems to never run out of its magic water. By drinking a spoonful of water from the barrel once a week you can halt most of the aging process and expect a significantly longer life. Everyone in the same province as the barrel will be able to drink from it and receive this benefit.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=459&lt;br /&gt;
|name=Midget&#039;s Revenge&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=N1 W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (2), attack (3), defence (3), invulnerability (20), enlargement&lt;br /&gt;
|description=Once upon a time there was Gustafus, who was a little person. Even though he was little, he was large in his faith and prayed every day to become larger so he could punish the large people who were often cruel to him. One day his God was in a good mood and gave him an amulet that enabled him to take revenge upon the people in his village. Gustafus was killed by a mob shortly after he had killed a substantial number of the villagers. The amulet can only be used by units with a natural size that is smaller than a human.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=460&lt;br /&gt;
|name=Soulstone of the Wolves&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=N6 E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Call of the Wild), start battle spell (Howl)&lt;br /&gt;
|description=This stone is a symbol of all wolvenkin. Its bearer is considered a friend of the wolves and they will come to his aid in battle. The bearer of the Soulstone can also cast Call of the Wild once per full moon without using any magic gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=461&lt;br /&gt;
|name=The Chalice&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=N5 S3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=healer (5), item spell (Banishment), slow aging (100)&lt;br /&gt;
|description=The bearer of this much sought after artifact will live in constant peril for the rest of his life, for questing knights will come from time to time and seek to wrest it from his hands. The golden cup is filled with blood of unknown origin that, when applied to wounds, will instantly close them.  The blood can heal all manner of ills and afflictions and the wielder of the chalice will never grow old.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=462&lt;br /&gt;
|name=The Tome of Gaia&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=N2 E2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Earth magic bonus, Nature magic bonus&lt;br /&gt;
|description=This ancient book is infused with Gaia&#039;s power and can be a great help when using Earth and Nature magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=463&lt;br /&gt;
|name=The Protection of Geryon&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, banish killer (-12), cannot be found, no mindless, item cost modifier (100)&lt;br /&gt;
|description=With a sizable sacrifice, a deal with the demon lord Geryon is struck to ensure the protection of one individual. If the protected individual is killed, Geryon will immediately drag down the killer to Inferno. The deal only works if Geryon is in the Infernal Realms.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=464&lt;br /&gt;
|name=The Manual of Cross Breeding&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=B3 N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=taint (5), crossbreeder (20)&lt;br /&gt;
|description=This tome contains the results of cross breeding between all kinds of different species using various techniques. It is an immense help when performing experimental cross breeding and will increase the amount of surviving subjects, as well as increasing the chance of breeding something powerful.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=465&lt;br /&gt;
|name=The Gift of Kurgi&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|gear=armor: The Gift of Kurgi&lt;br /&gt;
|effects=def +8; protection (20), flying, ethereal, curse, cursed, taint (20), fear (30), item spell (Send Lesser Horror), start battle spell (Call Lesser Horror), bearer gains insanity (10), void return (5), storm immunity, bestow to mount, no mindless&lt;br /&gt;
|description=This will be granted to the man who first brings Kurgi the fine gift of twoscore blood slaves. Kurgi is an ancient Horror and his gift will bring both tremendous power and misfortune.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=466&lt;br /&gt;
|name=Ardmon&#039;s Soul Trap&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=B3 S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (-2), reinvigoration (-1), start battle spell (Open Soul Trap)&lt;br /&gt;
|description=This trap was devised by the feared Blood mage Ardmon. Inside it he trapped the heads of those opponents he deemed worthy to be preserved. In battle a few of the trapped spirits will emerge and aid the wielder of the Soul Trap. Some heads come from mighty warriors and some come from Fire and Earth mages. Holding this many souls is demanding and will tax the strength of the wielder of the Soul Trap.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=467&lt;br /&gt;
|name=Tome of the Forgotten Masons&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E5 B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, taint (10), mason&lt;br /&gt;
|description=Master Masons are known for their great skill at constructing fortifications, but there was a trio of Masons who showed skills that were far beyond that which other Master Masons could achieve. The trio of Masons constructed some of the most wonderful buildings before they disappeared and were never heard from again. Most people forgot about them, but the Master Masons remembered and continued to research how they could construct such buildings. Rumor says the trio made a pact with infernal powers using blood sacrifices to gain their great skills. The owner of this tome will be able to construct forts that are one level better than what would otherwise be possible.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=468&lt;br /&gt;
|name=The Silver Arms&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E3 F3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (4), cursed, extra arms (2)&lt;br /&gt;
|description=After having observed the gods for a long while, a most cunning dwarf created these magic silver arms in an earlier era in order to replicate the power of the gods.  The secret of the gods is that they have 4 arms instead of two like the mortal beings.  By attaching these arms a mortal being can get power close to that of the gods and the ability to wield four weapons at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=469&lt;br /&gt;
|name=Tome of Legends&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=G5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Glamour magic bonus (2)&lt;br /&gt;
|description=This ancient tome is filled with the legends of old as well being enchanted with powerful glamour magic.  Just reading from the tome will make the stories come to life almost literally.  The tome is not only of great help when performing glamour magic, it will also protect its owner with a goodhearted beast from a story.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=470&lt;br /&gt;
|name=The Missing Tune&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=G5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (-2), morale (4), start battle spell (The Missing Tune)&lt;br /&gt;
|description=The missing tune will play for all enemies on the battlefield.  This tune sounds marvelous, a bit strange maybe, but it is so very safe and comforting.  All enemies hearing the song will feel emboldened and go to sleep.  While sleeping they are likely to get confused from the strange dreams and should they be awake they will not know what to do.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=471&lt;br /&gt;
|name=The Trapped Dreams of Hruvur&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=G4 S4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (-2), strength (2), spell penetration (2), cursed, taint (50), Astral magic bonus, Glamour magic bonus, Blood magic bonus&lt;br /&gt;
|description=Gustius was the most famous mage of the discipline of mind and dreams. Having completed the studies of the human mind he decided to begin the study of horrors instead, probably in order to save humankind from their influence. The pinnacle of his achievements was the successful capture of the dreams of Hruvur, the Abomination of Desolation, a horror of immense power. After capturing these dreams he grew not only more powerful, but also increasingly mad and eventually he was found maimed and dead in his laboratory. The gem in which he trapped the horror&#039;s dreams was still there however, better hide it away somewhere safe.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=472&lt;br /&gt;
|name=Orb of Elemental Fire&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (25), Fire magic bonus, heat aura (3), bestow to mount&lt;br /&gt;
|description=This orb was forged from pure fire and is constantly radiating heat from the fire inside it. A mage wielding this orb will be able to greatly increase his power over fire. However the orb&#039;s true power lies in the summoning of fire elementals, which will be extremely powerful if summoned while wielding the orb.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=473&lt;br /&gt;
|name=Orb of Elemental Air&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=shock resistance (25), Air magic bonus, stun attackers, bestow to mount&lt;br /&gt;
|description=This orb was sculpted from pure air and is constantly sparkling and crackling from the lightning trapped inside it. A mage wielding this orb will be able to greatly increase his power over air. However the orb&#039;s true power lies in the summoning of air elementals, which will be extremely powerful if summoned while wielding the orb.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=474&lt;br /&gt;
|name=Orb of Elemental Water&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (25), Water magic bonus, bestow to mount&lt;br /&gt;
|description=This orb was sculpted from pure water and is constantly making pleasant sounds from the waves trapped inside it. A mage wielding this orb will be able to greatly increase his power over water. However the orb&#039;s true power lies in the summoning of water elementals, which will be extremely powerful if summoned while wielding the orb.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=475&lt;br /&gt;
|name=Orb of Elemental Earth&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (2), Earth magic bonus, bestow to mount, strength required (16), heavy&lt;br /&gt;
|description=This orb was forged from pure earth and is extremely heavy. A mage strong enough to wield this orb will be able to greatly increase his power over earth. However the orb&#039;s true power lies in the summoning of earth elementals, which will be extremely powerful if summoned while wielding the orb.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=476&lt;br /&gt;
|name=The Void Sphere&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S6 B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, taint (75), Astral magic bonus (2), temporary astral gems (3)&lt;br /&gt;
|description=Karomatus the Great had dedicated most of his life to his artifact that would trap a piece of the void in a magic orb. Carrying essence from the astral plane this close to you would be an enormous boost when it comes to performing magic. However no matter how much he tried, there was always something that eluded him and completing the sphere never succeeded. That was until one night when the solution appeared in a dream, by mixing in the blood of just a few young girls the sphere would become so much stronger. Staring into the Void Sphere is not without danger to the mage&#039;s mind, but there is also so much to be learned by doing it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=477&lt;br /&gt;
|name=Windcatcher Sail&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=far sailing, nation restriction (77)&lt;br /&gt;
|description=The Weavers of Phaeacia make the sails of the fabled Dark Ships that travel without oars or captains. But their skill in weaving and sail-making is not limited to the Dark Sails. They also make Windcatcher Sails used by regular ships to travel quick and far. A commander equipped with a Windcatcher Sail can travel one province further than normal with a sailing army.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=478&lt;br /&gt;
|name=Companion Bracelet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=luck, cursed, research bonus (4), start battle spell (Summon Qarin), nation restriction (18), nation restriction (65)&lt;br /&gt;
|description=The wearer of this silver bracelet has bonded with a Qarin, a Jiniri spirit companion that protects him and aids him in magical research and other endeavors. The Qarin has some skills in air and astral magic and will aid him in battles with protective spells. The bond between the wearer and the Qarin is unbreakable once the final vows are spoken and the bracelet cannot be removed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=479&lt;br /&gt;
|name=Ring of Dwarven Gold&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=E5 F5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, starting item (4)&lt;br /&gt;
|description=This ring was forged by the Eldest Dwarf. It surpasses every other ring in beauty and craftsmanship. So remarkable was its splendor that the younger brother of the eldest dwarf stole the ring and turned into a monster of greed to protect it. The ring has no powers apart from its maddening beauty.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=480&lt;br /&gt;
|name=Jinn Bottle&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=A1 E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=waste survival, magic leadership, nation restriction (65)&lt;br /&gt;
|description=The Nabaean Sahirs are known for their skills in Jinn magic. But some of them also summon and bind Jinn and trap them in ceramic bottles. The bottle gives its owner an enslaved Jinn. The Jinn serves its master in all manners, such as cooking or opening doors and windows to keep the owner cool. The owner will be protected from the scorching winds of the desert, but the Jinn is also a skilled warrior that protects him in battles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=481&lt;br /&gt;
|name=Golden Apple&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (2)&lt;br /&gt;
|description=This is one of the Golden Apples of the Hesperides. It grants youth to the old and a bold heart.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=482&lt;br /&gt;
|name=Eye of the Grey Ones&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=15&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spirit sight, starting item (7)&lt;br /&gt;
|description=The ancient crones known as the Grey Ones suffered millennial imprisonment. Growing older and weaker, two of them eventually lost eyesight. Now they share a single eye between the three of them. If stolen, the eye can be used by anyone with an eye socket. The eye grants both the ability to see spirits and the ability to see at all.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=483&lt;br /&gt;
|name=Holy Thing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (4), luck, start battle spell (Divine Blessing)&lt;br /&gt;
|description=This item is most holy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=484&lt;br /&gt;
|name=Mercury Barrel&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=W1 E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic leadership, heavy, nation restriction (102)&lt;br /&gt;
|description=When the Ktonian Alchemists discovered the old Agarthan secrets of mercurial alchemy they refined the methods of animating the magical metal. Instead of enchanting the liquid metal, they enchanted the barrel in which the material was contained. Enchanted barrels filled with mercury were a lot easier to move around, and the raw magical power needed to animate the metal was reduced. A problem with the magical metal is that it reeks with fumes detrimental to living beings. The barrels are often given to the reawakened dead and placed far from living soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=485&lt;br /&gt;
|name=Enchanted Saddle&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=proud steed&lt;br /&gt;
|description=This saddle will give a mount limited protection from physical and magical attacks, as well as increased morale.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=486&lt;br /&gt;
|name=Enchanted Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=armor: Enchanted Leather Barding&lt;br /&gt;
|effects=prot 10/6/6/10&lt;br /&gt;
|description=A leather barding enchanted with nature magic to make it stronger and more durable.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=487&lt;br /&gt;
|name=Boar Leather Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|gear=armor: Boar Leather Barding&lt;br /&gt;
|effects=prot 15/7/7/15&lt;br /&gt;
|description=This iron-studded leather barding is made from boar leather enchanted to draw forth the ferocious rage of the wild boars from which is was made.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=488&lt;br /&gt;
|name=Knight&#039;s Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=A1 E1&lt;br /&gt;
|gear=armor: Enchanted Plate Barding&lt;br /&gt;
|effects=prot 23/17/17/23, def -1, enc +2; air shield (80)&lt;br /&gt;
|description=A barding made from iron of incredible durability and enchanted with air magic to protect the mount from incoming arrows.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=489&lt;br /&gt;
|name=Blacksteel Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|gear=armor: Blacksteel Barding&lt;br /&gt;
|effects=prot 24/18/18/24, def -2, enc +3&lt;br /&gt;
|description=A barding made from a black, ferrous alloy of incredible strength and durability.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=490&lt;br /&gt;
|name=Gossamer Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|gear=armor: Gossamer Barding&lt;br /&gt;
|effects=prot 13/7/7/13; blur&lt;br /&gt;
|description=This barding is made from woven spider silk that is enchanted with glamour magic. The barding shifts in different colors and its edges smear into the surroundings, making it difficult to focus your eyes on.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=491&lt;br /&gt;
|name=Fay Steed Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=G1 E1&lt;br /&gt;
|gear=armor: Fay Steed Barding&lt;br /&gt;
|effects=prot 21/16/16/21, def -1, enc +2; awe (2)&lt;br /&gt;
|description=This barding is made from a strange metal that shimmers in all the colors of the rainbow. Anyone trying to attack this mount will be struck by awe from the glamour enchanted colors.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=492&lt;br /&gt;
|name=Lightweight Cataphract Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|gear=armor: Lightweight Cataphract Barding&lt;br /&gt;
|effects=prot 16/12/12/22, enc +1&lt;br /&gt;
|description=This barding has been enchanted with air magic to make it extremely light and easy for the mount to move around with.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=493&lt;br /&gt;
|name=Golden Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=F1 S1&lt;br /&gt;
|gear=armor: Golden Barding&lt;br /&gt;
|effects=prot 23/17/17/23, def -2, enc +3; fire resistance (5), proud steed&lt;br /&gt;
|description=This barding is made out of real gold and enchanted with magic to make it even better. Any mount wearing this will get their ability and will to fight enhanced as well as receiving some protection from fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=494&lt;br /&gt;
|name=Sunrise Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F2 E2&lt;br /&gt;
|gear=armor: King&#039;s Barding&lt;br /&gt;
|effects=prot 23/20/20/23, enc +1; shock resistance (15), fire resistance (15), magic resistance (4)&lt;br /&gt;
|description=It is said that an archmage from previous times had a most magnificent steed called Sunrise. He loved it dearly and spent his entire life creating the perfect barding for it, so it shouldn&#039;t get hurt from all the spells that gets hurled around the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=495&lt;br /&gt;
|name=Shortsword&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|gear=weapon: Shortsword&lt;br /&gt;
|effects=dmg 12, att +3, def +4, len 1; air shield (80)&lt;br /&gt;
|description=This is the sword used by the legendary Hoburg, Oberführer. This huge sword is called Shortsword and inflicts greatly increased damage on anyone larger than its bearer. Shortsword also grants protection from arrows by creating an Air Shield around its wielder.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=496&lt;br /&gt;
|name=Hammer of the Cyclops&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=E6&lt;br /&gt;
|gear=weapon: Hammer of the Cyclops&lt;br /&gt;
|effects=dmg 27, def -1, len 2; master smith&lt;br /&gt;
|description=This well-crafted hammer was made by the mighty Cyclops, Polyperchon. There can be no better tool than this when crafting magic items.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=497&lt;br /&gt;
|name=The Admiral&#039;s Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|gear=weapon: The Admiral&#039;s Sword&lt;br /&gt;
|effects=dmg 12, att +5, def +2, len 1, secondary #694; fear (5)&lt;br /&gt;
|description=This sword was used by Admiral Torgrin to kill many people during his life. When he was finally killed, he rose from the dead and continued killing as an undead. During the centuries of killing, this sword has become more and more bent with heavy use. Anyone who survives a hit from this sword will be cursed for the rest of his life.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=498&lt;br /&gt;
|name=Precious&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (4), attack (4)&lt;br /&gt;
|description=This ring was first found and used by a Troll Raider hero called Bogus. It grants increased attack skill and strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=499&lt;br /&gt;
|name=Vial of Frozen Tears&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=W4 D3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Water magic bonus, Death magic bonus&lt;br /&gt;
|description=This vial contains frozen tears collected by the Ice Druid Starke to increase his powers in Water and Death magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=500&lt;br /&gt;
|name=Crown of Katafagus&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=D6&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; shock resistance (15), fire resistance (15), cursed, fear (5), Death magic bonus&lt;br /&gt;
|description=This is the crown of Katafagus the Lich. It enables its wearer to call mummies to his side and it also partially protects him from fire and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=501&lt;br /&gt;
|name=Crown of Ptah&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F5 D6&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; magic resistance (3), morale (4), curse, cursed, fear (10), item spell (Control the Dead), start battle spell (Power of the Sepulchre)&lt;br /&gt;
|description=Ptah was an evil tyrant who ruled with an iron fist and an army of undead. He made this crown to strengthen his control over the dead and bring fear to his subjects.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=502&lt;br /&gt;
|name=Robe of the Sorceress&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=E5 S5&lt;br /&gt;
|gear=armor: Robe of the Sorceress&lt;br /&gt;
|effects=prot 16/16/16; Astral magic bonus, Death magic bonus, Nature magic bonus, Glamour magic bonus&lt;br /&gt;
|description=This robe of woven metal was enchanted by the sorceress Satina to increase her sorcerous powers and protect her from harm.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=503&lt;br /&gt;
|name=Sun Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|gear=armor: Sun Armor&lt;br /&gt;
|effects=prot 25/25/25, def -3, enc +4; morale (4), awe (3)&lt;br /&gt;
|description=This is the holy armor of Solaris. It shines with the brilliance of the Sun and only the bravest of men will dare strike its wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=504&lt;br /&gt;
|name=Sun Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|gear=armor: Sun Helmet&lt;br /&gt;
|effects=prot 25; magic resistance (5), awe&lt;br /&gt;
|description=This is the holy helmet of Solaris. It protects him from magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=505&lt;br /&gt;
|name=Sun Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|gear=weapon: Sun Sword&lt;br /&gt;
|effects=dmg 15, att +3, def +3, len 1, always secondary #276; bless, leadership (50), berserk (2), berserker&lt;br /&gt;
|description=This is the holy sword of Solaris. It will bless its wielder with holy rage and unleash holy fire upon enemies in close combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=506&lt;br /&gt;
|name=Sun Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|gear=armor: Sun Shield&lt;br /&gt;
|effects=prot 25, def +6, enc +2; shock resistance (15), fire resistance (15), awe&lt;br /&gt;
|description=This is the holy shield of Solaris. It partially protects him from fire and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=507&lt;br /&gt;
|name=Greenstone Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|gear=armor: Greenstone Armor&lt;br /&gt;
|effects=prot 23/18/18, def -3, enc +6; acid resistance (10), heavy&lt;br /&gt;
|description=Greenstone Armor is the property of Bogus the Troll. It is made of enchanted plates of green stone and is extremely heavy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=508&lt;br /&gt;
|name=Dragon Pearl&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=W5 S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water breathing, cursed, Water magic bonus, temporary water gems, starting item, bestow to mount&lt;br /&gt;
|description=This huge pearl is the most prized possession of a huge dragon. The dragon would never give its pearl away, in fact it will not even put it aside for a moment, much preferring to constantly hold it and be reassured of its presence. It is often said that if a mortal gets hold of the pearl he can control the dragon. However this is most likely false and it is easy to see how a rumor like this could start considering how possessive the dragon is of its shiny pearl.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=509&lt;br /&gt;
|name=Dragon Pearl&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=A5 S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water breathing, cursed, Astral magic bonus, temporary astral gems, starting item (2), bestow to mount&lt;br /&gt;
|description=This huge pearl is the most prized possession of a huge dragon. The dragon would never give its pearl away, in fact it will not even put it aside for a moment, much preferring to constantly hold it and be reassured of its presence. It is often said that if a mortal gets hold of the pearl he can control the dragon. However this is most likely false and it is easy to see how a rumor like this could start considering how possessive the dragon is of its shiny pearl.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=510&lt;br /&gt;
|name=Dragon Pearl&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=N5 S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water breathing, cursed, Nature magic bonus, temporary nature gems, starting item (9)&lt;br /&gt;
|description=This huge pearl is the most prized possession of a huge dragon. The dragon would never give its pearl away, in fact it will not even put it aside for a moment, much preferring to constantly hold it and be reassured of its presence. It is often said that if a mortal gets hold of the pearl he can control the dragon. However this is most likely false and it is easy to see how a rumor like this could start considering how possessive the dragon is of its shiny pearl.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=511&lt;br /&gt;
|name=Pearl of Light&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=W5 S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spell penetration, flying, water breathing, cursed, Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus, starting item (3), bestow to mount&lt;br /&gt;
|description=The Pearl of Light is the most prized possession of the Dragon King. It was given to the Bodhisattva of Mercy after she saved his son from being eaten by unknowing fishermen who had caught the Dragon Prince in the shape of a fish. The Bodhisattva only accepted the gift if the messenger, the Dragon King&#039;s granddaughter, would take the Pearl instead. The Dragon Girl and the Bodhisattva are now inseparable, and Longnu carries the Pearl at all times.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=512&lt;br /&gt;
|name=Helmet of Invisibility&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|gear=armor: Helmet of Invisibility&lt;br /&gt;
|effects=prot 23; cursed, spirit sight, invisibility, starting item (5)&lt;br /&gt;
|description=This helmet was made by some of the best cyclops smiths of Tartarus as a gift to the Titan of the Underworld. Anyone wearing it cannot be seen by the living.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=513&lt;br /&gt;
|name=Crown of Ohya&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=G3 F2&lt;br /&gt;
|gear=armor: War Crown&lt;br /&gt;
|effects=prot 14; awe (2), starting item (8)&lt;br /&gt;
|description=This crown was forged especially for Ohya, a giant bound to never leave his homeland. The crown can circumvent the decree that binds him and lets him move around the world freely.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=514&lt;br /&gt;
|name=Champion&#039;s Trident&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|gear=weapon: Champion&#039;s Trident&lt;br /&gt;
|effects=dmg 12, att +3, def +6, len 3, attacks 2; quickness, luck, cursed, leadership (50), must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this trident. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=515&lt;br /&gt;
|name=Champion&#039;s Cuirass&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|gear=armor: Champion&#039;s Cuirass&lt;br /&gt;
|effects=prot 23/13/13, def -1, enc +3; quickness, luck, cursed, awe, regeneration (5), must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this armor. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=516&lt;br /&gt;
|name=Champion&#039;s Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|gear=armor: Helmet of Champions&lt;br /&gt;
|effects=prot 19; morale (4), quickness, luck, cursed, inspirational (2), awe, must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this helmet. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=517&lt;br /&gt;
|name=Champion&#039;s Gladius&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|gear=weapon: Champion&#039;s Gladius&lt;br /&gt;
|effects=dmg 8, att +2, def +4, len 1; wound fend (2), quickness, luck, cursed, inspirational, must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this gladius. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=518&lt;br /&gt;
|name=Golden Sandals&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=defence (5), quickness, luck, cursed, leadership (50), map move bonus (6), must fight in arena, cannot be found&lt;br /&gt;
|description=These shiny sandals signify that the wearer has won the arena death match. Anyone wearing them will gain the respect of all fighting men and be able to run and strike with astonishing speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=519&lt;br /&gt;
|name=Champion&#039;s Medal&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=quickness, luck, cursed, leadership (50), inspirational, spirit sight, must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this prestigious medal. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=520&lt;br /&gt;
|name=Champion&#039;s Headband&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|gear=armor: Champion&#039;s Headband&lt;br /&gt;
|effects=prot 10; quickness, luck, cursed, leadership (50), inspirational (3), awe, must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this headband. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=521&lt;br /&gt;
|name=Storm Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|gear=armor: Storm Armor&lt;br /&gt;
|effects=prot 22/22/22, def -2, enc +3; shock resistance (15), storm immunity, bestow to mount&lt;br /&gt;
|description=This full plate armor is enchanted with storm magic. Dark clouds constantly sweep across its surface and sometimes a spark of lightning can be seen in the joints of the armor. Its wearer becomes resistant lightning and is unhindered by storms should he be able to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=522&lt;br /&gt;
|name=Carrion Seed&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1 D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=disease, cursed, cannot be found, nation restriction (53)&lt;br /&gt;
|description=Sometimes a gift is not what it seems. The black dryads of Asphodel enchant these thorny heart-shaped seeds and give them to loyal subjects with a promise of eternal life. Soon the recipient becomes feverish and weak. Within months his body withers and dies. Upon death the seed will sprout and reanimate the dead one as a manikin, alive again, but bereft of his old identity.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=523&lt;br /&gt;
|name=Carrion Bow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1 D1&lt;br /&gt;
|gear=weapon: Carrion Bow&lt;br /&gt;
|effects=dmg 5, ammo 12, always secondary #870; nation restriction (53), item cost modifier (-40), item cost modifier (-60)&lt;br /&gt;
|description=The Black Dryads of the Vengeful Woods creates magic bows will fire arrows of bones and infected vines at the target. The vine arrows are not very accurate, but they will halt anyone hit and possibly infect them with a carrion seed. If the victim dies during the battle the seed will sprout and reanimate the corpse as a manikin serving the dark God of Asphodel.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=524&lt;br /&gt;
|name=Soul Scales&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=B1 G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=dream enhancer (2)&lt;br /&gt;
|description=This set of scales allows its wielder to measure the worth of a person&#039;s soul. By weighing the dreams and ambitions of the victim, the chance of a successful dream seduction is increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=525&lt;br /&gt;
|name=White Dragon Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|gear=armor: Dragon Scale Mail&lt;br /&gt;
|effects=prot 22/11/11, def -1, enc +1; shock resistance (15), morale (4)&lt;br /&gt;
|description=Armor made from the scales of a true dragon, it is almost weightless and very durable. It protects its wearer from both fear and shock.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=526&lt;br /&gt;
|name=Black Dragon Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|gear=armor: Dragon Scale Mail&lt;br /&gt;
|effects=prot 22/11/11, def -1, enc +1; acid resistance (15), morale (4)&lt;br /&gt;
|description=Armor made from the scales of a true dragon, it is almost weightless and very durable. It protects its wearer from both fear and acid.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=527&lt;br /&gt;
|name=The Quintessence Chest&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S3 E2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=temporary fire gems (2), temporary air gems (2), temporary water gems (2), temporary earth gems (2), temporary astral gems (2), temporary death gems (2), temporary nature gems (2), temporary glamour gems (2), heavy&lt;br /&gt;
|description=This marble chest is covered with quintessence, the source of all magic, on its inside. Inside it magic gems of all types will grow just from being surrounded by the quintessence. These magic gems and pearls are short lived however and once removed from the chest they must be used instantly.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=528&lt;br /&gt;
|name=Armor of Twisting Thorns&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=B3 N2&lt;br /&gt;
|gear=armor: Twisting Thorns&lt;br /&gt;
|effects=prot 13, def -1, enc +5; poison resistance (5), cursed, Nature magic bonus, Blood magic bonus, poison armor (10), cannot be found&lt;br /&gt;
|description=Thorns will protrude from all over the mage&#039;s body. The thorns twist whenever the mage makes any sudden movements, making combat and spell casting extremely arduous. However, the blood that is brought forth by the thorns will enhance the mage&#039;s power in Blood and Nature magic. The thorns are poisonous, so striking the mage without the use of a long weapon is not recommended.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=529&lt;br /&gt;
|name=Pillar of Truths&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E4 S4&lt;br /&gt;
|gear=weapon: Pillar of Truths&lt;br /&gt;
|effects=dmg 35, att -2, def -5, len 2, always secondary #875; magic resistance (4), start battle spell (Pillar of Truths), strength required (20), heavy&lt;br /&gt;
|description=When the Pantokrator wanted a battle to be without magic and illusions, the Pillar of Truth was brought to the battle. Once this pillar is present, all units on the battlefield will be able to see through illusions and withstand magic better. If swung in battle, the pillar will strike truths of the Pantokrator into the enemies, paralyzing those who dare defy them.&lt;br /&gt;
&lt;br /&gt;
All units: MR +2, disbelieve 2, true sight&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Template:Item&amp;diff=10335</id>
		<title>Template:Item</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Template:Item&amp;diff=10335"/>
		<updated>2026-05-15T16:29:52Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Render path requirements through Lua module&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{#cargo_declare:_table=Items&lt;br /&gt;
|ItemId=Integer&lt;br /&gt;
|Name=String&lt;br /&gt;
|Slot=String&lt;br /&gt;
|Construction=Integer&lt;br /&gt;
|Requirement=String&lt;br /&gt;
|Gear=String&lt;br /&gt;
|Effects=Text&lt;br /&gt;
|Description=Text&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{{#cargo_store:_table=Items&lt;br /&gt;
|ItemId={{{id|}}}&lt;br /&gt;
|Name={{{name|}}}&lt;br /&gt;
|Slot={{{slot|}}}&lt;br /&gt;
|Construction={{{construction|}}}&lt;br /&gt;
|Requirement={{{requirement|}}}&lt;br /&gt;
|Gear={{{gear|}}}&lt;br /&gt;
|Effects={{{effects|}}}&lt;br /&gt;
|Description={{{description|}}}&lt;br /&gt;
}}&lt;br /&gt;
|- class=&amp;quot;item-list__row&amp;quot; data-slot=&amp;quot;{{{slot|}}}&amp;quot; data-construction=&amp;quot;{{{construction|}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;item-list__icon&amp;quot; | [[File:item{{{id|}}}.png|32x32px|link=]]&lt;br /&gt;
| data-sort-value=&amp;quot;{{{name|}}}&amp;quot; | &#039;&#039;&#039;{{{name|}}}&#039;&#039;&#039;&lt;br /&gt;
| {{{slot|}}}&lt;br /&gt;
| {{{construction|}}}&lt;br /&gt;
| data-sort-value=&amp;quot;{{{requirement|}}}&amp;quot; | {{#invoke:Path|requirement|{{{requirement|}}}|class=item-list__path}}&lt;br /&gt;
| {{{effects|}}}&lt;br /&gt;
| class=&amp;quot;item-list__description&amp;quot; | {{{description|}}}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Module:Path&amp;diff=10334</id>
		<title>Module:Path</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Module:Path&amp;diff=10334"/>
		<updated>2026-05-15T16:29:52Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Render path requirements through Lua module&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local p = {}&lt;br /&gt;
&lt;br /&gt;
local names = {&lt;br /&gt;
	F = &#039;Fire&#039;,&lt;br /&gt;
	A = &#039;Air&#039;,&lt;br /&gt;
	W = &#039;Water&#039;,&lt;br /&gt;
	E = &#039;Earth&#039;,&lt;br /&gt;
	S = &#039;Astral&#039;,&lt;br /&gt;
	D = &#039;Death&#039;,&lt;br /&gt;
	N = &#039;Nature&#039;,&lt;br /&gt;
	G = &#039;Glamour&#039;,&lt;br /&gt;
	B = &#039;Blood&#039;,&lt;br /&gt;
	H = &#039;Holy&#039;,&lt;br /&gt;
	R = &#039;Research&#039;,&lt;br /&gt;
	U = &#039;Unholy&#039;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
function p.requirement(frame)&lt;br /&gt;
	local raw = frame.args[1] or &#039;&#039;&lt;br /&gt;
	local class = frame.args.class or &#039;domwiki-path&#039;&lt;br /&gt;
	local size = frame.args.size or &#039;18x18px&#039;&lt;br /&gt;
	local output = {}&lt;br /&gt;
&lt;br /&gt;
	raw = mw.text.trim(raw:gsub(&#039;,&#039;, &#039; &#039;))&lt;br /&gt;
	for token in raw:gmatch(&#039;%S+&#039;) do&lt;br /&gt;
		local path, level = token:match(&#039;^([FAWESDNGBHRU])(%-?%d+)$&#039;)&lt;br /&gt;
		if path then&lt;br /&gt;
			local label = names[path] or path&lt;br /&gt;
			local file = string.format(&#039;[[File:Path_%s.png|%s|link=|alt=%s]]&#039;, path, size, label)&lt;br /&gt;
			local span = mw.html.create(&#039;span&#039;)&lt;br /&gt;
				:addClass(class)&lt;br /&gt;
				:wikitext(file .. level)&lt;br /&gt;
			table.insert(output, tostring(span))&lt;br /&gt;
		else&lt;br /&gt;
			table.insert(output, token)&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return table.concat(output, &#039; &#039;)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Spells&amp;diff=10333</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Spells&amp;diff=10333"/>
		<updated>2026-05-15T16:23:14Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Create generated spells table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;templatestyles src=&amp;quot;Spell/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
{{DISPLAYTITLE:Spells}}&lt;br /&gt;
&lt;br /&gt;
Dominions 6 spells. This table is generated from the Dom6Inspector export in &amp;lt;code&amp;gt;gamedata/spells.csv&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;spell-list-filter domwiki-filter&amp;quot; data-target=&amp;quot;.spell-list&amp;quot; data-filter-fields=&amp;quot;school:School:All schools|research:Research:All levels|path:Path:All paths|type:Type:All types&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable spell-list&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! School&lt;br /&gt;
! Research&lt;br /&gt;
! Paths&lt;br /&gt;
! Type&lt;br /&gt;
! Cost&lt;br /&gt;
! Range&lt;br /&gt;
! Area&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=364&lt;br /&gt;
|name=Call Ephor&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2845&lt;br /&gt;
|description=The humans of Therodos were struck hardest by the cataclysm. Those who survived the initial blast drowned when the land sank underneath the waves. Once dead their shattered souls were barred from entering the underworld and their ghosts remained in the sunken lands they once inhabited, unaware of their undead state of existence. The Ephoroi were once magistrates and leaders of the human population of Therodos. They presided over religious ceremonies where the Meliai were not present. Now they are the leaders of the ghostly realm of the drowned dead, serving the Hekaterides and their Meliai daughters as they did before the fall. The Ephoroi are able to call human spectres to fill the ranks of the ghostly armies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=365&lt;br /&gt;
|name=Call Spectral Philosopher&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=11 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2846&lt;br /&gt;
|description=The humans of Therodos were struck hardest by the cataclysm. Those who survived the initial blast drowned when the land sank underneath the waves. Once dead their shattered souls were barred from entering the underworld and their ghosts remained in the sunken lands they once inhabited, unaware of their undead state of existence. In the blessed lands of the Telkhines there were little hardship for the privileged and some humans were able to spend their days thinking and debating with each other. The ghosts of these men still linger and their voices can be heard in the shattered agoras of ancient Therodos. Their conclusions on the subject of magic will contribute to the research of the nation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=697&lt;br /&gt;
|name=Cave Collapse&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=&lt;br /&gt;
|requirement=&lt;br /&gt;
|pathSort=Z0&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=10%&lt;br /&gt;
|effect=Damage, value 20&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=291&lt;br /&gt;
|name=Greater Hannya Pact&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Polymorph Caster, value 1432&lt;br /&gt;
|description=The Chunari seals a second and final pact with the Oni Kings, giving up the last shreds of humanity to become a true Hannya. The Hannya gains further powers in death and fire magic. A fiery aura and a serpent tail are also given to her to remind her of who her true masters are.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=290&lt;br /&gt;
|name=Hannya Pact&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Polymorph Caster, value 3070&lt;br /&gt;
|description=The Namanari seals a pact with the Oni Kings, giving up her humanity to become a Chunari. The Chunari gains powers in death and fire magic and a demonic nature. Jealous and greedy for power a Chunari will sooner or later strengthen her pact with her masters losing her humanity altogether.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=385&lt;br /&gt;
|name=Revive Acolyte&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 256&lt;br /&gt;
|description=The necromancer revives an ancient and unholy priest. The Priests of Eldregate were responsible for performing the ceremonies in the Holy City of Eldregate. When the Dusk Elders succumbed to the dark lure of Death magic, the Priests of Eldregate sat silent and watched the Empire fall. As a result, they were cursed more strongly than the rest of the population and are the ones who perform the unholy rites of reanimation. The Priests of Eldregate are surrounded by a wind of numbing cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=387&lt;br /&gt;
|name=Revive Arch Bishop&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=23 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 258&lt;br /&gt;
|description=The necromancer revives an ancient and unholy priest. The Priests of Eldregate were responsible for performing the ceremonies in the Holy City of Eldregate. When the Dusk Elders succumbed to the dark lure of Death magic, the Priests of Eldregate sat silent and watched the Empire fall. As a result, they were cursed more strongly than the rest of the population and are the ones who perform the unholy rites of reanimation. The Priests of Eldregate are surrounded by a wind of numbing cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=386&lt;br /&gt;
|name=Revive Bishop&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=16 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 257&lt;br /&gt;
|description=The necromancer revives an ancient and unholy priest. The Priests of Eldregate were responsible for performing the ceremonies in the Holy City of Eldregate. When the Dusk Elders succumbed to the dark lure of Death magic, the Priests of Eldregate sat silent and watched the Empire fall. As a result, they were cursed more strongly than the rest of the population and are the ones who perform the unholy rites of reanimation. The Priests of Eldregate are surrounded by a wind of numbing cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=384&lt;br /&gt;
|name=Revive Censor&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 260&lt;br /&gt;
|description=The necromancer revives an Ermorian Censor. The Censors were judges in the Old Empire. They are armed as Lictors and share their powers and weaknesses. Censors are commanders, able to lead the dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=389&lt;br /&gt;
|name=Revive Dusk Elder&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 253&lt;br /&gt;
|description=The necromancer revives the spectre of an ancient Ermorian mage. The mages of Ermor were the ones who performed the rituals that corrupted and destroyed the old empire. The mages do not possess solid bodies, but their spirits are connected to the Netherworld and their powers of Death magic are greater than ever before. The touch of these mages will drain the life energy of the target and replenish the power of the mage. They are ethereal and are very difficult to harm without using magic weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=402&lt;br /&gt;
|name=Revive Grand Lemur&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2335&lt;br /&gt;
|description=A Grand Lemur is the spirit of an ancient Scelerian Grand Thaumaturg that has been brought back from the Underworld. The thaumaturgs were the leading mage priests of the empire and the architects of the scelerian death cult. The souls of these powerful Lemures have broken the cycle of death and rebirth and will return from the Land of the Dead if slain in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=400&lt;br /&gt;
|name=Revive Lemur Acolyte&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=11 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2333&lt;br /&gt;
|description=A Lemur Acolyte is the spirit of an ancient Scelerian Acolyte that has been brought back from the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=397&lt;br /&gt;
|name=Revive Lemur Centurion&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 678&lt;br /&gt;
|description=A Lemur Centurion is the spirit of an ancient Scelerian Centurion that has been brought back from the Underworld. The Centurions were commanders of the Scelerian legions before the fall.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=399&lt;br /&gt;
|name=Revive Lemur Consul&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 679&lt;br /&gt;
|description=A Lemur Consul is the spirit of an ancient Scelerian Consul that has been brought back from the Underworld. Able commanders and powerful priests, the Consuls were influential Senators chosen to command the legions of Sceleria. The souls of these powerful Lemures have broken the cycle of death and rebirth and will return from the Land of the Dead if slain in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=398&lt;br /&gt;
|name=Revive Lemur Senator&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 680&lt;br /&gt;
|description=A Lemur Senator is the spirit of an ancient Scelerian Senator that has been brought back from the Underworld. The Senators were the political and religious leaders of Sceleria and they rarely led armies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=401&lt;br /&gt;
|name=Revive Lemur Thaumaturg&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2334&lt;br /&gt;
|description=A Lemur Thaumaturg is the spirit of an ancient Scelerian Thaumaturg that has been brought back from the Underworld. The thaumaturgs were the leading mage priests of the empire and the architects of the scelerian death cult.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=383&lt;br /&gt;
|name=Revive Lictor&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 259&lt;br /&gt;
|description=The necromancer revives an Ermorian Lictor. The Lictors were dignitaries entrusted with keeping the order during the Empire&#039;s glory days. Lictors are corporeal undead of great physical strength. They are armored with rusty plate hauberks and wield great axes formerly used as a sign of their office. Lictors are so closely connected with the Netherworld that they are surrounded by a wind of numbing cold. If revived by a necromancer wearing a Black Laurel, three additional Lictors will reawaken from the dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=396&lt;br /&gt;
|name=Revive Shadow Tribune&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 681&lt;br /&gt;
|description=The spirit of an old Ermorian Tribune is brought back through a Soul Gate. The Tribune was a representative of the people in old times.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=388&lt;br /&gt;
|name=Revive Spectator&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 254&lt;br /&gt;
|description=The necromancer revives the spectre of an ancient Ermorian mage. The mages of Ermor were the ones who performed the rituals that corrupted and destroyed the old empire. The mages do not possess solid bodies, but their spirits are connected to the Netherworld and their powers of Death magic are greater than ever before. The touch of these mages will drain the life energy of the target and replenish the power of the mage. They are ethereal and are very difficult to harm without using magic weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=534&lt;br /&gt;
|name=Call Ancestor&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1363&lt;br /&gt;
|description=The spirit of a deceased ancestor is called to the battle. Ancestors are sacred, but while they can influence fortunes of the living, they have few other powers useful in large battles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=529&lt;br /&gt;
|name=Celestial Servant&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 903&lt;br /&gt;
|description=This spell summons a Celestial Servant who is loyal to the Empire. The Celestial Servant is a gardener or servitor of the Celestial Sphere. It has the appearance of an obese pig-man. Celestial Servants are very strong, but not very skilled as warriors. They arm themselves with rakes and do not carry armor. Celestial Servants do not need food of this world to survive, but they do love to eat, and they have huge appetites. One Celestial Servant will eat as much food as seven ordinary men.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=925&lt;br /&gt;
|name=Shadow Servant&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 434&lt;br /&gt;
|description=The Shadow Servant is a creature made out of solid darkness. It is stealthy and is often used to scout enemy provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=924&lt;br /&gt;
|name=Spirit Curse&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 2&lt;br /&gt;
|description=The caster summons a malign spirit from the underworld and coerces it to curse an enemy. In return, it is set free to wreak havoc on the living. The spirit never joins battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=921&lt;br /&gt;
|name=Summon Animals&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Animals, value 403&lt;br /&gt;
|description=The caster summons several animals and binds them to his service. Different animals answer the call in different terrains.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=919&lt;br /&gt;
|name=Summon Cave Grubs&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2526&lt;br /&gt;
|description=In the deep caverns of the earth strange worms and crawling beasts can be found. The Cave Grubs are huge larvae with highly corrosive saliva able to dig through the earth and stone of the under-earth. Their tunnels are used by the Pale ones and other cave dwellers. Cave Grubs have weak minds and are easy to control and compel with magic, but they need magical leadership. They are sometimes summoned to be used in sieges.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=923&lt;br /&gt;
|name=Summon Crocodiles&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2185&lt;br /&gt;
|description=This ritual summons a few crocodiles and has them assist in battles. Crocodiles are not well suited to fight against humans, but their bite can still be deadly for soldiers who are neither well armored nor fast enough to evade.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=504&lt;br /&gt;
|name=Summon Jaguar Toads&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1359&lt;br /&gt;
|description=Great toads are found in the deep forests of Mictlan. The reddish, spotted Jaguar Toad is highly revered as it wears the coat of the jaguar, the most sacred of all animals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=587&lt;br /&gt;
|name=Summon Kappa&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1482&lt;br /&gt;
|description=The Kappa is a scaled humanoid with a turtle shell on its back. It is a being of water and haunts rivers and wild coasts. The Kappa has a water-filled depression on the top of its head. If this water is spilled, it loses its strength. In battles on dry land, the Kappa will gain fatigue until unconscious. It is also a master of Koppo, the bone breaking technique. The Kappa is also able to mend broken bones if it suffers injury.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=586&lt;br /&gt;
|name=Summon Ko-Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1260&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=922&lt;br /&gt;
|name=Summon Sea Dogs&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1064&lt;br /&gt;
|description=Life underneath the waves corresponds in many ways to that on dry land. The Sea Dog is a dog with webbed feet and fish scales instead of fur. Sea Dogs are amphibious and roam the shorelines at night.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=920&lt;br /&gt;
|name=Tangle Vines&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=Vines will ensnare anyone in the targeted area. The ensnared victims cannot move or attack anyone until they have destroyed the vines holding them. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=933&lt;br /&gt;
|name=Awaken Algae Men&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2976&lt;br /&gt;
|description=The mage awakens some Algae Men and persuades them to serve him. Algae Men are masses of corals, algae and other kinds of seaweed in the general form of a humanoid. Algae Men will return to their slumbering state if left without magic leadership on the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=932&lt;br /&gt;
|name=Awaken Vine Men&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 361&lt;br /&gt;
|description=The mage awakens some Vine Men and persuades them to serve him. Vine Men are masses of roots, vines and moss in the general form of a humanoid. Vine Men will return to their slumbering state if left without magic leadership on the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=584&lt;br /&gt;
|name=Host of Ganas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1764&lt;br /&gt;
|description=Ganas are ghostly warriors serving the Daityas of the Nether Realms. They can be summoned by dark magic and coerced into servitude.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=935&lt;br /&gt;
|name=Pack of Wolves&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 284&lt;br /&gt;
|description=The caster summons a pack of ferocious wolves and binds them to service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=390&lt;br /&gt;
|name=Revive Wailing Lady&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 255&lt;br /&gt;
|description=The necromancer revives the spectre of an Ermorian lady. The Wailing Lady weeps in lamentation over the annihilation of the Empire. The apparition is horrible to behold and her sorrow impossible to bear. Living beings drop dead upon hearing the wail of the spectral Lady. The Wailing Ladies are ethereal and difficult to damage with non-magical weapons. They are sacred and can be blessed by the priests of Ermor. Wailing Ladies can enter the sea.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=315&lt;br /&gt;
|name=Summon Abysian Ancestors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1971&lt;br /&gt;
|description=The Anathemant summons the spirits of ancient Abysian warriors. These spirits are surrounded by ethereal flames and are sacred to the humanbred population.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=588&lt;br /&gt;
|name=Summon Ao-Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1264&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=438&lt;br /&gt;
|name=Summon Black Dogs&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1769&lt;br /&gt;
|description=The caster summons a pack of Black Dogs. Black Dogs are large, black fay hounds that roam desolate highlands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=926&lt;br /&gt;
|name=Summon Fire Ants&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2225&lt;br /&gt;
|description=This ritual summons a bunch of extremely large fire ants. The ants are larger than horses and a lot more dangerous. Unfortunately they are also dumber than horses and need a mage to control them in order to be useful.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=927&lt;br /&gt;
|name=Summon Hawk&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Edge of Battlefield Summon, value 517&lt;br /&gt;
|description=The caster shrieks and soon a Black Hawk will appear on the battlefield. Black Hawks are not very powerful, but they might distract advancing enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=936&lt;br /&gt;
|name=Summon Horned Serpents&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 403&lt;br /&gt;
|description=The mage ventures into a sandy desert to summon and bind several Horned Serpents. The Cerastes are large, venomous serpents that hide beneath the sands in order to surprise their prey.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=589&lt;br /&gt;
|name=Summon Karasu Tengus&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1478&lt;br /&gt;
|description=The Karasu Tengu is a sacred being of the wild and the winds. It has the appearance of a man with the head, wings and feet of a crow. It is a mischievous being and often harasses humans who dare pass beneath its nest. Tengu are masters of swordsmanship and legends tell of heroes who have been trained by Tengu swordmasters. All Tengu have power over the winds and weather and can fly during storms and unleash lightning upon their enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=934&lt;br /&gt;
|name=Summon Killer Mantis&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2226&lt;br /&gt;
|description=This ritual summons a bunch of giant killer mantis. These beasts are as large as fully grown moose and they are well equipped to kill with their amazing speed and sharp claws. In addition to being dangerous, they are also very stupid and need a mage in order to control them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=930&lt;br /&gt;
|name=Summon Ogres&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2135&lt;br /&gt;
|description=The caster summons a group of Ogres and convinces them to serve. Ogres are large, strong and stupid humanoids that find humans delicious.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=931&lt;br /&gt;
|name=Summon Shades&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 676&lt;br /&gt;
|description=The caster summons a group of Shades to serve him. Shades are dark spirits from the Shade Lands between the land of the living and the Underworld. They are ethereal and able to drain the strength of living beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=322&lt;br /&gt;
|name=Summon Simargl&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1947&lt;br /&gt;
|description=The caster summons a Simargl. The Simargl is a strange winged dog from the lands of Rus. It is sometimes summoned by mages to aid in hunts and patrols.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=317&lt;br /&gt;
|name=Summon Spectral Infantry&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1656&lt;br /&gt;
|description=This spell will summon the spirits of a few formidable Abysian warriors who have died in battle. These spirits are called Smoulderghosts and are even fiercer fighters now that they have died.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=928&lt;br /&gt;
|name=Summon Storm Power&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8192&lt;br /&gt;
|description=During a storm, this spell can be used to channel the power of the storm through the mage. This enables the mage to cast more powerful Air magic spells. This spell only works during a storm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=929&lt;br /&gt;
|name=Summon Water Power&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 524288&lt;br /&gt;
|description=The mage gathers power from the surrounding water to enable him to cast more powerful Water magic spells. This spell can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=937&lt;br /&gt;
|name=Tapestry of Dreams&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 138&lt;br /&gt;
|description=The caster conjures the dreams and memories of a distant land and weaves them into a tapestry that reveals what transpires in the province. The tapestry will dissolve over a month, but can be made to last longer if additional gems are used in the casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=957&lt;br /&gt;
|name=Ambush of Tigers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1140&lt;br /&gt;
|description=The caster summons an ambush of Tigers and binds them to service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=622&lt;br /&gt;
|name=Awaken Shard Wights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2509&lt;br /&gt;
|description=Shard Wights are reanimated Pale Ones taken from their final resting places to serve a Ktonian necromancer or an Oracle of the Ancients as guardians or company. Since the Breaking of the Seal it is no longer difficult to coerce the spirits of the dead, and shards of enchanted obsidian can be found near the Chamber of the Broken seal. These shards are crafted into cursed weapons and given to the Shard Wights.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=609&lt;br /&gt;
|name=Barathrus Pact&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3741&lt;br /&gt;
|description=An Agarthan Oracle ventures down to the Roots of the Earth and seals a pact with Barathrus, the King of Deeper Earth. The Oracle is granted a couple of Earth Elementals that will serve him in the surface world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=600&lt;br /&gt;
|name=Bind Penumbral&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2497&lt;br /&gt;
|description=An Oracle of the Dead ventures down to the deeper reaches of Agartha and the Chamber of the Seal to summon and bind a Penumbral. Penumbrals are shadow beings resembling Pale Ones with elongated faces and drooling mouths. Agarthan legends claim that they are the souls of those who sacrificed themselves to seal the Chamber. The disturbing fact that they have become more numerous has led some to believe that the Seal is weakening.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=940&lt;br /&gt;
|name=Bind Scorpion Beast&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 524&lt;br /&gt;
|description=The caster summons and binds a huge scorpion. The Scorpion Beast has a mighty stinger, which is poisonous and can pierce even the thickest armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=536&lt;br /&gt;
|name=Call Cyclops Tribe&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3381&lt;br /&gt;
|description=There are in Ind many strange men. Large men, small men, and men with eyes in the back. There are also Cyclopses living in Magnificent Ind. Groups of these giants can be contacted and convinced to serve the Prester King.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=945&lt;br /&gt;
|name=Call Krakens&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 438&lt;br /&gt;
|description=Summons several huge octopoid beasts to serve the caster. The beasts are aquatic and cannot leave the sea.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=959&lt;br /&gt;
|name=Call of the Wild&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value 284&lt;br /&gt;
|description=Summons a werewolf and a large pack of wolves in a distant land. The werewolf is under the command of its summoner.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=942&lt;br /&gt;
|name=Call of the Winds&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value 517&lt;br /&gt;
|description=Summons a Great Hawk, along with a large flock of Black Hawks, in a province far away. Great Hawks are intelligent and can command troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=963&lt;br /&gt;
|name=Conjure Phantasmal Wolves&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3625&lt;br /&gt;
|description=The caster conjures Phantasmal Wolves to aid him in battle. Phantasmal Wolves are beings of the Dreamwild, made of memories, dreams and legends. They surpass ordinary wolves in every way, but are not real. However, they can interact with creation if conjured with glamour magic. They are insubstantial and difficult to harm with physical weapons. Phantasms cannot hold on to reality for long and will disperse when the battle is over. If cast under water phantasmal sea dogs will appear instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=300&lt;br /&gt;
|name=Contact Bakeneko&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3268&lt;br /&gt;
|description=The caster contacts and makes a deal with a Bakeneko, a ghost cat of Shinuyama. The Bakeneko is a cat that has lived for decades and developed shapeshifting abilities and magical powers. Some are prone to setting things on fire, others reanimate dead corpses to use in their nefarious schemes. Bakeneko are attuned to magic and their powers are greater in lands of magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=325&lt;br /&gt;
|name=Contact Sirin&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1945&lt;br /&gt;
|description=The caster contacts a Sirin and persuades it to aid him. The Sirin is a magical half-woman, half-bird of Rus. It has the head and chest of a woman and the body and lower parts of a dark bird. The Sirin is a most sinister being. It can speak with the voice of saints and entice men, tell them of future fortunes and lure them into lifelong slavery.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=262&lt;br /&gt;
|name=Curse Tablet&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Curse, value 2&lt;br /&gt;
|description=With the emergent interest in the fate of souls in Arcoscephale, necromantic practices have emerged. While most Orphic Mystics try to find the mysteries of a blessed afterlife, some less scrupulous individuals have used the new insights to command the newly dead. With this ritual the necromancer approaches the grave of a newly dead and places a tablet on it. The soul of the dead one is prevented from transmigrating or finding rest until it has performed the curse on the tablet. The spirit will travel to a distant province and curse a commander before finding final rest.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=952&lt;br /&gt;
|name=Dark Knowledge&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 5&lt;br /&gt;
|description=The caster summons a spirit of the Underworld and coerces it to reveal knowledge of sites of Death in a distant province. The spell can not be used to find magic in enemy provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=530&lt;br /&gt;
|name=Heavenly Rivers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 904&lt;br /&gt;
|description=The Demon of Heavenly Rivers is a violent Celestial being sprung from heavenly rivers. It has the appearance of a furious blue-skinned ogre with wild red hair. The demon is armed with a great club and wears an enchanted necklace made from the skulls of men unfortunate enough to try to cross a river guarded by the demon. Demons of Heavenly Rivers are sacred and amphibious.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=958&lt;br /&gt;
|name=Herd of Buffaloes&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3009&lt;br /&gt;
|description=This ritual summons a herd of buffaloes and makes them loyal to the caster. Buffaloes are strong and fierce and can be quite aggressive when they perceive a threat to their herd. Buffaloes are held in high esteem in the ancient lands of Ur, but there are other cultures that also revere their great strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=340&lt;br /&gt;
|name=Herd of Elephants&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2398&lt;br /&gt;
|description=This ritual summons a herd of elephants and makes them loyal to the caster. Elephants are devastating when released upon enemy armies, but if they flee they will trample through the ranks of their own side as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1466&lt;br /&gt;
|name=Herd of Moose&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1084&lt;br /&gt;
|description=The caster summons a herd of Moose and binds them to his service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=391&lt;br /&gt;
|name=Lictorian Guard&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 259&lt;br /&gt;
|description=This spell summons a handful of Lictors. Lictors are sacred and were the peacekeepers of the Old Empire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=938&lt;br /&gt;
|name=Phoenix Power&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 262144&lt;br /&gt;
|description=This spell enables the mage to cast more powerful Fire spells and also grants him resistance to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=951&lt;br /&gt;
|name=Power of the Spheres&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 128&lt;br /&gt;
|description=This spell makes the caster more powerful in the elemental and sorcery paths of magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=956&lt;br /&gt;
|name=Pride of Lions&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 628&lt;br /&gt;
|description=The caster summons a pride of Great Lions and binds them to his service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=954&lt;br /&gt;
|name=Revive Bane&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 185&lt;br /&gt;
|description=With this ritual, the necromancer revives a Bane and binds him to service. The Bane is armed with a Bane Blade. Banes are the generals of the Underworld and are able to lead large numbers of undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=605&lt;br /&gt;
|name=Revive Cavern Wights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1501&lt;br /&gt;
|description=Since the planning of the War under the Sun some Oracles of the Dead have begun experimenting with summoning of the dead. With this ritual an Oracle of the dead summons the souls of a few Pale Ones and makes them repossess their mummified bodies. The corpses of Pale Ones are entombed and well cared for and their souls are generally calm. Reviving them is remarkably difficult and time consuming. So far no one has tried to awaken the soul of an ancient Pale One.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=953&lt;br /&gt;
|name=Revive Wights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 533&lt;br /&gt;
|description=With this ritual, the necromancer revives a small group of Wights and binds them to serve. Wights are armed with horrible Bane Blades that cause mortal flesh to decay and shrivel.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=608&lt;br /&gt;
|name=Rhuax Pact&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 640&lt;br /&gt;
|description=An Oracle of Subterranean Fires ventures down to the Roots of the Earth and seals a pact with Rhuax, the King of Magma. The Oracle is granted a group of Magma Children that will serve him in the surface world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=436&lt;br /&gt;
|name=Sleep Vines&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=Strange vines with purple flowers will emerge from the ground. The vines will ensnare and exhaust anyone in the targeted area. The ensnared victims cannot move or attack anyone until they have destroyed the vines holding them. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=955&lt;br /&gt;
|name=Sloth of Bears&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 694&lt;br /&gt;
|description=The caster summons a sloth of Great Bears and binds them to service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=281&lt;br /&gt;
|name=Sounder of Boars&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1807&lt;br /&gt;
|description=The caster, often a Gutuater, summons a sounder of Great Boars. Great Boars are almost as heavy as an ox and are sacred to the people of Marverni.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=590&lt;br /&gt;
|name=Summon Aka-Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1266&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=943&lt;br /&gt;
|name=Summon Amphiptere&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1412&lt;br /&gt;
|description=The caster summons an Amphiptere. The Amphiptere is a huge winged serpent. It can fly and its breath is poisonous.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=555&lt;br /&gt;
|name=Summon Angiri&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3666&lt;br /&gt;
|description=Angiris are sun-born warriors that left this world ages ago. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer. Angiris are resistant to fires and are blessed with an Aura of Splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=557&lt;br /&gt;
|name=Summon Apsaras&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1332&lt;br /&gt;
|description=Apsaras are divine nymphs that have left this world ages ago. They serve the Celestial Gods as untiring dancers and singers. They are sometimes summoned by the calls of the monkey people living on the sacred mountain where the worlds lie closer. Apsaras are blessed with an aura of splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=321&lt;br /&gt;
|name=Summon Bears&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3003&lt;br /&gt;
|description=The Great Bear is a magnificent and sacred creature. This ritual summons an entire sloth of Great Bears.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=961&lt;br /&gt;
|name=Summon Bog Beasts&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 578&lt;br /&gt;
|description=The mage summons and binds a few Bog Beasts. Bog Beasts are large poison-spitting creatures surrounded by the noxious fumes they breathe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=947&lt;br /&gt;
|name=Summon Cave Cows&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2512&lt;br /&gt;
|description=The mage ventures down into a deep cavern to summon and bind a herd of Cave Cows. Cave Cows are strange beings from the under-earth that feed on fungi and minerals. Its saliva is highly corrosive and can dissolve rocks and minerals. Cave Cows can only be summoned in cave provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=950&lt;br /&gt;
|name=Summon Cave Crab&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2514&lt;br /&gt;
|description=The Cave Crab resembles an ordinary crab, only larger than a horse instead of a lot smaller than one. It has a thick outer skeleton and one enormous claw that is capable of pinching through just about anything. The Cave Crab is usually not aggressive but wise beings leave it alone as it scuttles along sideways in the caverns. The crab feeds mainly on fungi and dead cave beings, but if presented with the opportunity it might very well produce a few extra dead cave beings to feed on later. With this ritual the mage summons one of the giant crabs and makes it ready to be released upon an enemy army.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=474&lt;br /&gt;
|name=Summon Condors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2694&lt;br /&gt;
|description=The Condor is sacred to the people of Nazca. It is considered a messenger of the sun and herald of storms. The sacred bird is sometimes summoned by the Sun Kings to aid armies or to patrol the lands. No other bird can soar at such heights, thus Condor scouts are rarely seen and almost impossible to catch.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=439&lt;br /&gt;
|name=Summon Cu Sidhe&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1770&lt;br /&gt;
|description=The caster summons a pack of Cu Sidhe. Cu Sidhe are huge, dark green fay hounds from the Land of the Ever Young. They are sacred.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=948&lt;br /&gt;
|name=Summon Earthpower&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4096&lt;br /&gt;
|description=The Earth will lend its endurance to the mage. All Earth spells will be less demanding to cast and the mage will be constantly invigorated by the Earth&#039;s power.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=962&lt;br /&gt;
|name=Summon Fay Folk&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -26&lt;br /&gt;
|description=The caster summons a group of Fay Folk. Fay Folk are small fay creatures from the Dreamwild who occasionally appear on the fringes of civilized lands. Few Fay Folk look alike, and many have animal features, but all fay are able to use glamour and their true appearance is rarely what it seems. Like all fay they are vulnerable to iron.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=323&lt;br /&gt;
|name=Summon Firebird&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1946&lt;br /&gt;
|description=The caster summons a Firebird. The Firebird is a legendary bird with a brightly glowing plumage. It lives in the far wilderness of Rus and is often sought by heroes for its ability to bring good fortune.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=495&lt;br /&gt;
|name=Summon Glosos&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=13 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2363&lt;br /&gt;
|description=The caster travels to a graveyard and summons the vile sows known as Glosos and binds them to his service. The Gloso or Glow Sow is a horrible dark boar with glowing eyes and razor sharp bristles on its back. They live in ancient dolmens or graveyards where they sharpen their bristles by scrubbing them against the gravestones. Glosos fight by running at its target and slicing him with the bristles on its back.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=501&lt;br /&gt;
|name=Summon Glosos&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2363&lt;br /&gt;
|description=The caster travels to a graveyard and summons the vile sows known as Glosos and binds them to his service. The Gloso or Glow Sow is a horrible dark boar with glowing eyes and razor sharp bristles on its back. They live in ancient dolmens or graveyards where they sharpen their bristles by scrubbing them against the gravestones. Glosos fight by running at its target and slicing him with the bristles on its back.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=505&lt;br /&gt;
|name=Summon Jaguars&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 859&lt;br /&gt;
|description=The caster summons a pack of Jaguars and binds them to service. Jaguars are feared and revered as the great hunters of the forest. They are sacred to the people and sacred warriors don jaguar hides.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=591&lt;br /&gt;
|name=Summon Konoha Tengus&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1479&lt;br /&gt;
|description=This spell summons a handful of Konoha Tengu, sacred beings of the mountain winds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=941&lt;br /&gt;
|name=Summon Lesser Air Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3727&lt;br /&gt;
|description=The caster summons a Lesser Air Elemental to aid him in battle. Air Elementals can fly and can send enemies flying through the air. They are very difficult to harm. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=949&lt;br /&gt;
|name=Summon Lesser Earth Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3743&lt;br /&gt;
|description=The caster summons a Lesser Earth Elemental to aid him in battle. Earth Elementals are robust and regenerate damage. They can trample enemies or strike with mighty fists. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=939&lt;br /&gt;
|name=Summon Lesser Fire Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3719&lt;br /&gt;
|description=The caster summons a Lesser Fire Elemental to aid him in a battle. Fire Elementals are difficult to harm and dangerous to be near. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=944&lt;br /&gt;
|name=Summon Lesser Water Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3735&lt;br /&gt;
|description=The caster summons a Lesser Water Elemental to aid him in battle. Water Elementals are quick and crush enemies regardless of their armor. Elementals shrink when they are hit by powerful strikes. Water Elementals summoned in cold climates will be composed of ice. Ice Elementals are stronger but slower than Water Elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=358&lt;br /&gt;
|name=Summon Mazzikim&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2072&lt;br /&gt;
|description=The caster summons a group of Mazzikim from the wild. Mazzikim are imps of the wild who terrorize unwary travelers. They are mischievous rather than malign, but can cause some havoc in enough numbers. Since they are of this world, they can be summoned without a sacrifice of blood, even if demonic by nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=556&lt;br /&gt;
|name=Summon Nagas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1319&lt;br /&gt;
|description=Nagas are semi-divine serpent beings of the Nether World of Patala. They are sacred, can see in the dark and breathe under water. They are sprung from the Underworld and are skilled in metalworking and gem crafting. Naga warriors don gilded armor set with gleaming jewels that shine in the dark.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=299&lt;br /&gt;
|name=Summon Okami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3264&lt;br /&gt;
|description=The caster summons a pack of Okami, supernatural wolves of Shinuyama. In the enchanted forests of Mount Shinuyama live animals gifted with supernatural longevity and magic abilities. When an animal gets older and wiser it becomes increasingly more powerful. The Okami is a magical wolf of Shinuyama gifted with longevity and magical strength. Many Okami are benevolent and they sometimes follow travelers and protect them from harm. The Okami is attuned to magic and its powers are greater where magic is strong.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=601&lt;br /&gt;
|name=Summon Penumbrals&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2497&lt;br /&gt;
|description=An Oracle or a Ktonian Necromancer ventures down to the deeper reaches of Agartha and the Chamber of the Broken Seal to summon and bind a Penumbral. Penumbrals are shadow beings resembling Pale Ones with elongated faces and drooling mouths. They are the tortured souls of those who died in the Breaking of the Seal. Penumbrals are not at all as rare as they were before the Breaking and the rituals needed to bind them are more easily performed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=518&lt;br /&gt;
|name=Summon Sacred Scorpion&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2690&lt;br /&gt;
|description=The dark realm of Xibalba is home to many horrors. Among the more numerous are scorpions of all sizes. The largest and most ancient of the creatures are considered sacred and are summoned forth by the Chilan cave priests.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=960&lt;br /&gt;
|name=Summon Sea Lions&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1063&lt;br /&gt;
|description=Life underneath the waves corresponds in many ways to that on dry land. The Sea Lion is a great aquatic lion with a fish tail instead of hind quarters. It is a ferocious predator.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1468&lt;br /&gt;
|name=Summon Unseelie Folk&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -26&lt;br /&gt;
|description=The caster summons a group of Unseelie Fay Folk. Fay Folk are small fay creatures from the Dreamwild who occasionally appear on the fringes of civilized lands. In the frozen forests of the world the Fay reflect the cold and hostile nature of the dreamwild. Few Fay Folk look alike, and many have animal features, but all fay are able to use glamour and their true appearance is rarely what it seems. Like all fay they are vulnerable to iron.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=946&lt;br /&gt;
|name=Summon Yetis&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2231&lt;br /&gt;
|description=The caster summons a group of Yeti from the mountains. The Yeti is a huge ape-like monster of the mountain glaciers. Yetis are gifted with magical strength and are always surrounded by by icy winds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=986&lt;br /&gt;
|name=At the End of the Rainbow&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 7&lt;br /&gt;
|description=The caster conjures dreams from beyond the Gate of Horn to find what lies hidden at the End of the Rainbow. All sites of glamour in the targeted province are revealed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=493&lt;br /&gt;
|name=Awaken Draugar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2190&lt;br /&gt;
|description=The Draug is a corporeal undead van. They are incredibly strong and can change their size at will or if they are wounded. Draugar stink of decay and rotting flesh and are surrounded by ice cold winds. With this ritual a few Draugar are coerced to leave their mounds and kill the enemies of the realm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=497&lt;br /&gt;
|name=Awaken Jotun Draugar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3193&lt;br /&gt;
|description=The Draug is a corporeal undead Jotun Giant. They are incredibly strong and can change their size at will or if they are wounded. Draugar stink of decay and rotting flesh and are surrounded by ice cold winds. With this ritual a few Draugar are coerced to leave their mounds and kill the enemies of the realm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=981&lt;br /&gt;
|name=Awaken Vine Ogres&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 362&lt;br /&gt;
|description=The mage awakens a group of Vine Ogres and persuades them to serve him. The Vine Ogre is a strange creature composed of roots, vines and moss. They have the general form of a large humanoid. Vine Ogres will return to their slumbering state if there are no commanders on the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=496&lt;br /&gt;
|name=Brood of Garm&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1309&lt;br /&gt;
|description=The caster summons a pack of the huge wolves that roam the Jotun forests. The wolves are sacred and their howls can scare even a giant.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=352&lt;br /&gt;
|name=Call Malakh&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2056&lt;br /&gt;
|description=The caster calls down a heavenly messenger from the Celestial Sphere. It appears in human form, winged and dressed in a white robe and surrounded by an aura of divine splendor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=531&lt;br /&gt;
|name=Celestial Hounds&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1338&lt;br /&gt;
|description=This spell summons a pair of hounds from the Celestial Sphere. They have the appearance of lion-maned dogs with huge staring eyes and flaming tails. They can run on the wind and are immune to lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=503&lt;br /&gt;
|name=Command Draugar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2190&lt;br /&gt;
|description=Nidavangr has fought endless battles against the vanir and the jotuns. The Seithberenders of the Crow Clan have discovered that the burial mounds of their enemies hold dark magics to protect them from intruders. With this ritual the Seithberender disturbs the burial mound and binds the Draugar dwelling within to his will. Draugar are corporeal undead vanir. They are incredibly strong and can change their size at will or if they are wounded. Draugar stink of decay and rotting flesh and are surrounded by ice cold winds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=987&lt;br /&gt;
|name=Conjure Phantasmal Warriors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3624&lt;br /&gt;
|description=The caster conjures Phantasmal Warriors to aid him in battle. A Phantasmal Warrior is a being of the Dreamwild, made of memories, dreams and legends. Phantasms are not real, but can interact with creation if conjured with glamour magic. Phantasmal warriors come armed with phantasmal weapons, wearing gossamer weave armors. They are insubstantial and difficult to harm with physical weapons. Phantasms cannot hold on to reality for long and will disperse when the battle is over. If cast under water phantasmal tritons will appear instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=329&lt;br /&gt;
|name=Contact Alkonost&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1943&lt;br /&gt;
|description=The caster contacts a Alkonost and persuades it to aid him. The Alkonost is a magical half-woman, half-bird of Rus. It has the head and chest of a woman and the body and lower parts of a bird. It is a bird of the Paradise gifted with the voice of saints. It is a powerful priest and will inspire men to bravery.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=302&lt;br /&gt;
|name=Contact Jigami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2089&lt;br /&gt;
|description=The Shugenja contacts and strikes a bargain with a Jigami, a kami of the farms and fields. They protect villages and farms in rural areas and have powers over fertility and growth. They are not powerful enough to influence entire provinces, but their presence yield food and supplies in the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=539&lt;br /&gt;
|name=Contact Jinn&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=18 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3353&lt;br /&gt;
|description=Jinnun are spiritual beings born from smokeless flame in a distant past. They replaced the Hinn and Binn during the reign of a previous Pantokrator. They are naturally invisible and ethereal, but can take physical form when they interact with men. Once the Jinnun lived in Ubar, a magic desert kingdom of marvelous riches, but when magic dwindled they scattered and Ubar was forgotten. There are many Jinn races with different abilities and powers, but they are all born from smokeless flame and therefore ethereal and invisible unless they wish to be seen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=561&lt;br /&gt;
|name=Contact Nagini&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1322&lt;br /&gt;
|description=The Nagini is a Naga Princess from the Jeweled City of Patala. She is able to change her shape and wander the land of humans unnoticed. Naginis in human shape are strikingly beautiful and many young men have given up their comfortable lives to follow a Nagini into the Underworld. The Nagini can use their powers of seduction to lure generals from their masters and priests from their god. The Naginis are also skilled Water mages. In their Naga shape, their skill in Water magic is enhanced.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=559&lt;br /&gt;
|name=Contact Yaksha&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1329&lt;br /&gt;
|description=Yakshas are semi-divine beings of the sacred Mount Kailasa. Their time has passed and the most powerful of them have left this world and entered the Celestial Spheres. The few that still linger on are the ones infatuated with the beauty of the wild and the riches of this world. They have bred and led the monkey people into servitude. Yakshas are gifted with celestial splendor that strikes lowly beings with awe. They are sacred to the monkey people. Yakshas are spirits of Nature and the riches of the Earth and are powerful Earth mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=560&lt;br /&gt;
|name=Contact Yakshini&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1330&lt;br /&gt;
|description=Yakshinis are female Yakshas, semi-divine beings of the sacred Mount Kailasa. Their time has passed and the most powerful of them have left this world and entered the Celestial Spheres. The few that still linger on are the ones infatuated with the beauty of the wild and the riches of this world. They have bred and led the monkey people into servitude. Yakshinis are gifted with celestial splendor that strikes lowly beings with awe. They are sacred to the monkey people. Yakshinis often inhabit springs, lakes and rivers and are powerful Water mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=592&lt;br /&gt;
|name=Ghost General&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1256&lt;br /&gt;
|description=This spell summons a Shura, or warrior ghost, from the Underworld. The Shura is the vengeful ghost of a general slain by treason. The Shura appears as a horrible ghostly samurai armed with a sickly green blade that causes living bodies to shrivel and die.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=341&lt;br /&gt;
|name=God Brood&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 888&lt;br /&gt;
|description=The sorcerer enters the God Forest and summons a brood of sacred hunter spiders. Hunter Spiders are stupid and act erratically unless controlled by a skilled rider. However, when summoned and commanded by sorcery they can act according to their master&#039;s wishes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=447&lt;br /&gt;
|name=Herd of Morvarc&#039;h&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3980&lt;br /&gt;
|description=The caster summons a herd of Morvarc&#039;h, legendary black sea-horses with flaming nostrils and burning manes. They are able to gallop on the sea and swim under water. They are sacred to the people of Ys.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=283&lt;br /&gt;
|name=Herd of Unicorns&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3899&lt;br /&gt;
|description=Unicorns are legendary beings of the Dreamwild. They appear as proud white stallions with a single horn of coral. Their hooves are also of coral and they have a golden mane and beard reminiscent of a goat&#039;s. They are sometimes found in wild forests far from civilized men, but are most commonly known to live in the enchanted forest of Avalon where they are trained to be mounts of the fabled Knights of Avalon. The Alicorn, the coral horn of a unicorn, is highly magical and can heal the wounds of its rider as well as grant him some of the unicorn&#039;s resistance to poison and disease. Unicorns are considered sacred in Man.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=975&lt;br /&gt;
|name=Light of the Northern Star&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 40&lt;br /&gt;
|description=This spell makes all wizards on the battlefield more powerful in Astral magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=978&lt;br /&gt;
|name=Maggots&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Poison (HP damage), value 50&lt;br /&gt;
|description=The mage conjures thousands of maggots, which will start to feed upon an undead being. The maggots will slowly but surely consume the undead. Large undead can survive the maggots by removing them after they have become satiated. Ethereal undead are rarely affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=985&lt;br /&gt;
|name=Nest of Asps&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3657&lt;br /&gt;
|description=The caster conjures a nest of Asps, the deadliest of all serpents, whose poison will desiccate and mummify its victim.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=964&lt;br /&gt;
|name=Nest of Salamanders&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3658&lt;br /&gt;
|description=The caster conjures a nest of Salamander Asps. Salamander Asps are small snakes wreathed in flames. They are sometimes found nesting in hearths or ovens. Their poison burns with the heat of the Salamander.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=603&lt;br /&gt;
|name=Olm Conclave&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2527&lt;br /&gt;
|description=The caster contacts the Great Olms of the deeper earth, once allied to the Oracles of Agartha, and persuades them to hold a conclave. More than a dozen Great Olms led by an Olm Sage gather and are coerced into aiding the mage and the awakening God of Agartha.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=339&lt;br /&gt;
|name=Sacred Crocodile&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2186&lt;br /&gt;
|description=All crocodiles are more or less sacred to the populace of C&#039;tis. In the temple marshes some crocodiles are fed slaves and captives. These crocodiles grow to huge proportions. When fed they return into the marshes with their prize and legend has it that they feed their father, a spawn of God, in the depths of the marsh. Blessed by his magic they return to the temples and wait for another sacrifice. This ritual summons a huge blessed crocodile and coerces it to assist in battles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=970&lt;br /&gt;
|name=School of Sharks&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Edge of Battlefield Summon, value 815&lt;br /&gt;
|description=The caster attracts several small sharks and makes them attack the enemies. Sharks are very stupid and not entirely reliable. Powerful mages can attract large numbers of sharks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=326&lt;br /&gt;
|name=Send Vodyanoy&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon Stealthy Commander, value 1953&lt;br /&gt;
|description=The caster summons and sends a Vodyanoy to a distant sea province. This ritual can be cast on land. The Vodyanoy is a water spirit that resembles a man with the lower parts of a fish. It is covered in black fish-scales, algae and mud. Vodyanoy generally dislike humans and can only be coerced into servitude with the aid of magic. They are powerful users of Water magic, but cannot leave the water.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=984&lt;br /&gt;
|name=Strength of Gaia&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1048576&lt;br /&gt;
|description=The caster connects himself with the might of the living Earth. This connection gives him regenerative abilities, increased strength, a rougher skin and increased Nature magic power.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=440&lt;br /&gt;
|name=Summon Barghests&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1768&lt;br /&gt;
|description=The caster summons a pack of Barghests. Barghests are huge, black fay hounds from the Fomorian plains. Some say that they are manifestations of darkness and ill fates. Barghests are sacred.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=974&lt;br /&gt;
|name=Summon Cave Drake&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 522&lt;br /&gt;
|description=The caster summons a Cave Drake and binds it to his service. The Cave Drake is a huge beast with incredibly thick scales.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=989&lt;br /&gt;
|name=Summon Cave Kobolds&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3890&lt;br /&gt;
|description=The caster summons a group of Cave Kobolds that have lived manifest in this world for a while. Kobolds are small fay creatures from the Dreamwild who occasionally appear on the fringes of civilized lands. They are surprisingly strong, are well versed in mining and have exceptional knowledge of where to find veins of metal. If given gold they can aid miners and underground workers. Cave Kobolds are also efficient sappers, should they be used in sieges. Being fay creatures they are sensitive to iron and can use glamour to hide their true appearances. Cave Kobolds use enchanted pick axes to mine or attack perceived threats.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1467&lt;br /&gt;
|name=Summon Fay Archers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 4116&lt;br /&gt;
|description=The caster summons a group of soldiers from the Dreamwild. The Fay mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. Fay Archers are alabaster-skinned soldiers wreathed in illusions. They don shimmering vests adorned with crystals and mother of pearl and their bows are stringed with moonbeams. In the dreamwild the lands are divided between the summer courts and the winter courts. If cast in a cold province Unseelie Archers will appear instead of Fay Archers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=990&lt;br /&gt;
|name=Summon Fay Footfolk&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3903&lt;br /&gt;
|description=The caster summons a group of soldiers from the Dreamwild. The Fay mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. Fay Footmen are alabaster-skinned warriors wreathed in illusions. They don shimmering armors of crystal and mother of pearl and their swords are made of dreamwrought glass. In the dreamwild the lands are divided between the summer courts and the winter courts. If cast in a cold province Unseelie Soldiers will appear instead of Fay Footmen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=965&lt;br /&gt;
|name=Summon Fire Drake&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 523&lt;br /&gt;
|description=The caster summons a Fire Drake and binds it to his service. The Fire Drake is a huge and scaly beast, able to breathe fire like a dragon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=966&lt;br /&gt;
|name=Summon Flame Jellies&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2854&lt;br /&gt;
|description=The caster summons a swarm of Flame Jellies. Flame Jellies are huge Jellyfish sprung from the heat of magma vents. They radiate heat and their tentacle strikes with burning poison. They are strangely resistant to magic and are almost impossible to affect with spells that do not cause physical harm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=969&lt;br /&gt;
|name=Summon Gryphons&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2131&lt;br /&gt;
|description=The caster summons and takes control of a convocation of gryphons. The Gryphon is a mythical beast, part lion, part eagle. It nests in remote mountains and reputedly collects gems to attract a mate.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=972&lt;br /&gt;
|name=Summon Ice Drake&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 579&lt;br /&gt;
|description=The caster summons an Ice Drake and binds it to his service. The Ice Drake is a huge and scaly beast, able to breathe bolts of frost.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=506&lt;br /&gt;
|name=Summon Jade Serpents&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1889&lt;br /&gt;
|description=The Priest summons two Jade Serpents to serve as temple guardians. Jade Serpents are enormous serpents crowned with feathery plumages. They are only found in the forests of Mictlan. It is sacred and can inspire nearby soldiers to great deeds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=983&lt;br /&gt;
|name=Summon Kithaironic Lion&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 514&lt;br /&gt;
|description=The caster summons a Kithaironic Lion and binds it to his service. The Lion is large and has an exceptionally thick hide.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=360&lt;br /&gt;
|name=Summon Kusarikkus&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3068&lt;br /&gt;
|description=The caster summons a pair of Kusarikku, fabled Bull Men of enkidu legends. They have been revered by the enkidus since before the founding of the First City and are known to protect the Ensis and Entus, as well as the entrances to the great temple. The Kusarikku are gifted with the strength of the earth and they wield spears that halt demons in their steps.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=977&lt;br /&gt;
|name=Summon Lammashtas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Call Horror, value 393&lt;br /&gt;
|description=The caster summons two Lammashtas to the battle. A Lammashta is a horrific angelic being that serves the Lord of the Underworld. Ethereal and capable of flight, these female entities wield Wraith Swords, which drain the life from those wounded by their blades. They do not serve the caster but rather the Lord of the Underworld. They will appear at the edge of the battlefield and will probably not attack the caster at the start of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=980&lt;br /&gt;
|name=Summon Leogryphs&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2132&lt;br /&gt;
|description=With this ritual a convocation of Leogryphs is summoned and controlled. The Leogryph is a mythical halfbeast, part lion, part eagle. It is by some scholars considered to be a degenerate form of the gryphon. They are only slightly stronger than lions, but their mythical heritage makes them more resistant to magic effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=328&lt;br /&gt;
|name=Summon Likho&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1952&lt;br /&gt;
|description=The caster summons a crone of misfortune. She appears as an one-eyed old hag in dark robes. Her mere presence will cause ill fortune and misery. Her evil eye will curse those she gazes upon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=303&lt;br /&gt;
|name=Summon Omukade&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3269&lt;br /&gt;
|description=The caster summons an Omukade, a monstrous centipede that lives in the lands of the Bakemono. Its scales are as hard as iron and its poison is strong enough to kill any beast. The Omukade is strong enough to be feared even by the Tatsu. There are even reports of Omukade driving dragons from their homes and settling in the cave.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=593&lt;br /&gt;
|name=Summon Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1272&lt;br /&gt;
|description=This spell summons three Oni. Oni are small ugly demons with wild staring eyes, unkempt red hair and pot-bellies. They have clawed feet, fangs and porcine faces. Oni dress in tiger skins and wield huge swords and carry javelins. Oni don&#039;t need to eat. However, they have tremendous appetites and like to eat and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Their residual spirit form is a ghost and can be banished.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=327&lt;br /&gt;
|name=Summon Rusalka&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=16 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1954&lt;br /&gt;
|description=The caster approaches a river or lake where a young maiden has drowned herself and summons her dead spirit. The Rusalka is the spirit of a young woman that committed suicide by drowning herself after being scorned by her lover. She must now haunt the waterway where she took her life. The Rusalka has the appearance of a young, pale and beautiful naked woman with green eyes and green perpetually wet hair. The Rusalka is not necessarily malevolent, but she likes living men and will come out of the water at night to climb a tree and sit there singing and combing her hair, anticipating unwary wanderers to snare with her songs. Handsome passersby will be invited to join her in singing and dancing and will be brought into the watery abode of the Rusalka. The Rusalka has some skills in Water and Death magic and is able to bring her companions with her under the waves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=973&lt;br /&gt;
|name=Summon Sea Serpent&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 565&lt;br /&gt;
|description=The caster summons a Sea Serpent and binds it to his service. The Serpent is a huge and scaly beast with a deadly bite. It cannot leave the sea.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=976&lt;br /&gt;
|name=Summon Shade Beasts&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 442&lt;br /&gt;
|description=The caster summons several Shade Beasts to serve him. Shade Beasts are black hounds with bared skulls. They are ethereal, but are not as powerful as Spectres or Wights.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=301&lt;br /&gt;
|name=Summon Shikome&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2100&lt;br /&gt;
|description=The shikome are hags of the underworld. They are sent to hunt down those who try to escape the land of the dead. They appear as mad, starving hags with claws and pointy teeth. Their claws are able to harm and incapacitate ghosts and spirits. Shikome are never given food by their cruel lords and they all have an insatiable appetite for the food of the living. They take every opportunity to feast on flesh or fruits unavailable to them in the halls of the underworld. Shikome are the personal servants of the lords of the underworld and are revered by the Oni.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=979&lt;br /&gt;
|name=Summon Spine Frog&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3712&lt;br /&gt;
|description=The caster summons a Spine Frog and binds it to his service. The Spine Frog is a large amphibian beast found in warm swamps and marshlands. Their skin is highly poisonous and they can spit poison when they feel threatened. When hunting they grab their prey with their tongue and often swallow it whole.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=968&lt;br /&gt;
|name=Summon Storm Drake&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3991&lt;br /&gt;
|description=The caster summons a Storm Drake and binds it to his service. Storm Drakes are winged, scaly reptiles capable of breathing lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=982&lt;br /&gt;
|name=Summon Swamp Drake&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2196&lt;br /&gt;
|description=The mage summons a Swamp Drake and binds it to his service. The Swamp Drake is a huge and spined beast, able to breathe toxic gas like a dragon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1470&lt;br /&gt;
|name=Summon Unseelie Archers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 4117&lt;br /&gt;
|description=The caster summons a group of soldiers from the Dreamwild. The Fay mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. In the frozen forests of the world the Fay reflect the cold and hostile nature of the Dreamwild. Unseelie Archers are alabaster-skinned soldiers wreathed in illusions. They don glittering frost-covered vests that tempers in cold lands, and their bows are stringed with beams of starlight. The unseelie are strongly connected to the winter and they are all resistant to cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1469&lt;br /&gt;
|name=Summon Unseelie Soldiers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3906&lt;br /&gt;
|description=The caster summons a group of soldiers from the Dreamwild. The Fay mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. In the frozen forests of the world the Fay reflect the cold and hostile nature of the dreamwild. Unseelie Soldiers are alabaster-skinned warriors wreathed in illusions. They don glittering armors of crystal and ice that tempers in cold lands, and their swords are made of dreamwrought ice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=558&lt;br /&gt;
|name=Summon Vidyadhara&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3668&lt;br /&gt;
|description=Vidyadharas are divine sages that left this world ages ago. They are spiritual beings who can fly without wings. Vidyadharas are known for their wisdom and magical abilities. They are primarily skilled in astral magic, but have some skills in air magic as well. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=988&lt;br /&gt;
|name=Summon Water Kobold&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3911&lt;br /&gt;
|description=The caster summons a water Kobold. Kobolds are small fay creatures from the Dreamwild who occasionally appear on the fringes of civilized lands. Water Kobolds live on ships and are generally merry and friendly. Water Kobolds aren&#039;t very good leaders, but they can bring soldiers with them across the sea. They appear as small and weathered fishermen in yellow clothes and are usually puffing on a tobacco pipe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=967&lt;br /&gt;
|name=Summon Wyverns&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 520&lt;br /&gt;
|description=The caster summons two wyverns and binds them to his service. The wyvern is a large, scaly beast with leathery wings and a poison stinger.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1457&lt;br /&gt;
|name=Tangle Thicket&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=Vines will ensnare anyone in the targeted area. The ensnared victims cannot move or attack anyone until they have destroyed the vines holding them. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=437&lt;br /&gt;
|name=Vengeful Vines&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=Poisonous vines with dark flowers will emerge from the ground. Anyone in the targeted area is ensnared, poisoned and infected with a carrion seed. If a seed carrier dies during the battle the seed sprouts and reanimates the victim as a manikin serving the Vengeful God.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=971&lt;br /&gt;
|name=Voice of Apsu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 2&lt;br /&gt;
|description=The caster conjures the dreams of Apsu, the Fresh Water Underneath. He has knowledge of all sweet water. The voice of his dreams, when rightly interpreted, reveals sites of Water power located above the surface. The dreams will find their way to everyone living in the targeted province and the magical sites will no longer be hidden.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1012&lt;br /&gt;
|name=Acashic Record&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Acashic Record, value 999&lt;br /&gt;
|description=This spell lets the caster access the acashic records to find out the history for one nation. The spell must be targeted on a capital to give any useful information.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=623&lt;br /&gt;
|name=Awaken Sepulchral&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1500&lt;br /&gt;
|description=A Ktonian Necromancer summons the soul of a dead Seal Guard and makes it repossess its mummified body. Since the Breaking of the Seal the veil between the underworld and the world of the living seems to be shredded and torn, and with their considerable knowledge in necromancy, the Ktonian Necromancers have managed to summon even the most reluctant souls, once sworn to defend the Chamber of the Seal. Sepulchrals are sacred undead and wield magical obsidian glaives.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1024&lt;br /&gt;
|name=Awaken Sleeper&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 559&lt;br /&gt;
|description=The caster locates and awakens an ancient hero from his eternal sleep. The Sleeper is a huge human hero armed with ancient weapons, waiting for the final cataclysmic battle that will decide the fate of the world. The hero is awakened and made to serve the caster until that time. The Sleeper is an exceptionally good general and soldiers under his command will rarely be routed from battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=606&lt;br /&gt;
|name=Bind Umbral&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1490&lt;br /&gt;
|description=An Oracle of the Dead ventures down to the deeper reaches of Agartha and the Chamber of the Seal to summon and bind an Umbral. Umbrals are shadow beings resembling ancient Pale Ones with elongated faces and drooling mouths. Agarthan legends claim that they are the souls of those who sacrificed themselves to seal the Chamber. The disturbing fact that the Umbrals have become more numerous has led some to believe that the Seal is weakening.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=462&lt;br /&gt;
|name=Call Ahurani&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2637&lt;br /&gt;
|description=The Ahuranis are Yazatas of waters, rains, prosperity and health. They were once companions of the great Ahura of the Waters, but when he was banished from this world, they fled creation. Their presence will bring rainfall and they can cure diseases and bring their subjects with them beneath the waves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=467&lt;br /&gt;
|name=Call Daevas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2630&lt;br /&gt;
|description=Once the Caelian peoples were under the rule of divine beings known as Yazatas and Daevas. When these lesser divinities threatened the world with their never-ending war, they were banished by the Pantokrator. With their disappearance from the world the Caelians gained independence and formed a kingdom of their own, but the memory of the old gods remained. With the aid of arcane rituals it is possible to circumvent the ban and summon the demonic entities of old. Daevas are winged demonic beings surrounded by an aura that strikes mortals with fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=468&lt;br /&gt;
|name=Call Jahi&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2631&lt;br /&gt;
|description=The Jahis, &#039;whores&#039;, are thought to be the wives of the Destructive Spirit. They are seducers of men and apostles of Druj, falsehood. The Jahis are sent to lead mortals astray and spread wickedness and evil thoughts to the realms of men.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1021&lt;br /&gt;
|name=Conjure Phantasmal Beast&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3626&lt;br /&gt;
|description=The caster conjures a Phantasmal Beast to aid him in battle. A Phantasmal Beasts is a being of the Dreamwild, made of memories, dreams and legends. Phantasms are not real, but can interact with creation if conjured with glamour magic. They are insubstantial and difficult to harm with physical weapons. Phantasms cannot hold on to reality for long and will disperse when the battle is over.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=477&lt;br /&gt;
|name=Contact Angel of the Host&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3870&lt;br /&gt;
|description=The caster contacts an Angel of the Host and asks for its aid. Angels are divine beings in human form. They are winged and armed with flaming swords that destroy undead beings. They are surrounded by a radiant aura that intimidates cowardly beings. Angels have partial resistance to lightning and fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=282&lt;br /&gt;
|name=Contact Boar of Carnutes&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1809&lt;br /&gt;
|description=The caster summons one of the Great Boars of Carnutes. These magnificent beasts live in the depths of the sacred forest. They occasionally emerge from the depths of the forest to inspect the sacred grove of the Druids. Such appearances are rare and considered important omens. Its mere presence is said to prevent bad events. The Great Boar of Carnutes is the king of all boars and ordinary boars will constantly emerge from the forests to follow the Great Boar of Carnutes. It is sacred to the people of Marverni.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=594&lt;br /&gt;
|name=Contact Dai Tengu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=55 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1480&lt;br /&gt;
|description=The caster ventures into the wild mountains and makes a pact with a Tengu King. The Dai Tengu and a retinue of Tengu will heed the call. The Dai Tengu is a powerful wind crafter and priest.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=998&lt;br /&gt;
|name=Contact Draconians&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 620&lt;br /&gt;
|description=The caster summons a tribe of Draconians and binds them to his service. The Draconians are large beings that resemble both human and dragon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1016&lt;br /&gt;
|name=Contact Forest Trolls&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2219&lt;br /&gt;
|description=The caster contacts a few Forest Trolls and persuades them to serve in exchange for the chance to eat a child or two. Forest Trolls are slightly smaller than ordinary trolls, but they are also more cunning. Trolls are known to regenerate wounds very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=332&lt;br /&gt;
|name=Contact Gamayun&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1944&lt;br /&gt;
|description=The caster contacts a Gamayun and persuades it to aid him. The Gamayun is a magical half-woman, half-bird of Rus. It has the head and chest of a woman and the body and lower parts of a bird. It is a bird of wisdom and prophecy gifted with the knowledge of saints. It has magical skills as well as prophetic ones and is sometimes summoned to reveal magical secrets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=306&lt;br /&gt;
|name=Contact Kaijin&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2106&lt;br /&gt;
|description=The caster contacts a Kaijin and convinces it to serve the Lord. Kaijin are kami of the sea. They appear as noblemen in sea-colored silken robes. They wield mighty yaris and enchanted nets that can trap even the strongest opponents. Kaijin are mighty mages of water, but they lose some of their powers when they leave their watery realms. The Kaijin do not serve the dragon kings and have long fought the Ryujin for dominance of the deeps.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=275&lt;br /&gt;
|name=Contact Lar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=16 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3087&lt;br /&gt;
|description=A priest of the old faith summons and persuades a Lar to join the servants of the empire. Lares are rural spirits and household gods. If treated well they bring prosperity to the farm where they dwell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=304&lt;br /&gt;
|name=Contact Mori-no-kami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=21 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2093&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=307&lt;br /&gt;
|name=Contact Mujina&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=21 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3273&lt;br /&gt;
|description=The caster contacts and makes a deal with a Mujina, a magical badger. In the enchanted forests of Mount Shinuyama live animals gifted with supernatural longevity and magic abilities. When an animal gets older and wiser it becomes increasingly more powerful. The Mujina is a badger several centuries old. Gifted with shapeshifting abilities and magical powers it loves to cause mischief and even harm to travelers and unwary peasants. A favorite guise of many Mujinas is that of a Noppera-bo, a faceless apparition that drives men mad with fear. The Mujina is attuned to magic and its powers are greater where magic is strong.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=564&lt;br /&gt;
|name=Contact Nagaraja&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1320&lt;br /&gt;
|description=Nagarajas, Naga Kings, are the rulers of the Jeweled City of Patala. They are skilled generals and powerful mages and priests. They often take the shape of a Gandharva when leading mundane armies. If killed in Gandharva shape, they revert to their serpent form and fight on. Nagarajas in Naga shape have their skills in Water magic increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1003&lt;br /&gt;
|name=Contact Naiad&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1226&lt;br /&gt;
|description=The caster goes to a river and makes a deal with a Naiad. Naiads are river spirits that manifest themselves as incredibly beautiful women. Few mortals would dream of harming a Naiad. They are connected with their river and slowly die when they leave their home. Naiads are powerful mages of Water and Nature&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=595&lt;br /&gt;
|name=Contact Nushi&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1431&lt;br /&gt;
|description=The Nushi is a swamp spirit. It has the appearance of a withered old crone, but takes the appearance of a beautiful woman when in the company of men. When it strikes, it reverts to the crone form and claws its enemies. All Nushis can change shape into serpents if threatened. The Nushi is attuned to its swamp and will gradually wither and die if it leaves its home.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1001&lt;br /&gt;
|name=Contact Sea Trolls&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 564&lt;br /&gt;
|description=The caster contacts a few Sea Trolls and persuades them to serve in exchange for the chance to eat a child or two. Sea Trolls are robust humanoid creatures of huge size. They are larger than ordinary Trolls, but their skin is softer. Sea Trolls are known to regenerate wounds and can enter the sea.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=308&lt;br /&gt;
|name=Contact Tanuki&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=26 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3266&lt;br /&gt;
|description=The caster contacts and makes a deal with a Tanuki, a magical raccoon dog. In the enchanted forests of Mount Shinuyama live animals gifted with supernatural longevity and magic abilities. When an animal gets older and wiser it becomes increasingly more powerful. The Tanuki is a raccoon dog several centuries old. Gifted with shapeshifting abilities and magical powers it loves to cause mischief and even harm to travelers and unwary peasants. Many Tanuki are fond of strong drinks and often present a rowdy behavior. A favorite guise of many Tanuki is that of an impious monk leading people astray. The Tanuki is attuned to magic and its powers are greater where magic is strong.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1007&lt;br /&gt;
|name=Contact Trolls&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 518&lt;br /&gt;
|description=The caster contacts a few Trolls and persuades them to serve in exchange for the chance to eat a child or two. Trolls are robust humanoid creatures with stonelike skin. Trolls are known to regenerate wounds very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1010&lt;br /&gt;
|name=Corpse Candle&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Edge of Battlefield Summon, value 528&lt;br /&gt;
|description=Some Corpse Candles are summoned to help their summoner in battle. They appear at the edges of the battlefield. A Corpse Candle is a glowing sphere, appearing like the light from a bright green lantern. In combat, its light intensifies and anyone touched by the light will start to age at increased speed. It is very difficult to hit the Corpse Candle in combat due to its great speed and small size.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1009&lt;br /&gt;
|name=Ghost Grip&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fatigue, value 2023&lt;br /&gt;
|description=The caster summons energies from beyond the grave to target some troops on the battlefield. The targeted troops lose some of their life energy and become exhausted. The effect of the Ghost Grip is reduced by heavy armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=532&lt;br /&gt;
|name=Heavenly Fires&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 926&lt;br /&gt;
|description=The Demon of Heavenly Fires is a violent Celestial being sprung from heavenly fires. It has the appearance of a furious man in golden robes. The demon throws flaming wheels and can fly. Demons of Heavenly Fires are sacred and are more powerful in hot, dry lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1014&lt;br /&gt;
|name=Howl&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 88&lt;br /&gt;
|description=The caster summons a pack of wolves to aid him in battle. The wolves will come from all directions and may even attack the enemy from behind.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=392&lt;br /&gt;
|name=Lamentation&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 255&lt;br /&gt;
|description=This spell summons a handful of Wailing Ladies. Wailing Ladies are sacred and their weeping for the annihilated Empire is unbearable to behold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1020&lt;br /&gt;
|name=Messenger Crows&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 120&lt;br /&gt;
|description=The caster sends out a vast murder of crows to scout a distant province. The birds will continue to scout the province until the spell ends or until the province is lost. Enemy scouts and sneaking armies will become aware that crows are present everywhere, glaring suspiciously.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=253&lt;br /&gt;
|name=Monster Boar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 11&lt;br /&gt;
|description=The caster summons a monster boar and sends it to a distant province to ravage the land. The boar is a descendant of the monster boars sent by the Lady of the Hunt to ravage the farmlands of obnoxious peasants. The boar will cause unrest in the province until it is found and slain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1004&lt;br /&gt;
|name=Naiad Warriors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=18 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1227&lt;br /&gt;
|description=The caster summons a contingent of Kydnides, warrior Naiads willing to leave their native river to wreak vengeance upon those who harm the rivers of the world. Kydnides manifest themselves as incredibly beautiful women dressed in gleaming bronze armor. Unlike other Naiads, Kydnides do not die if they leave their home.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=369&lt;br /&gt;
|name=Procession of the Underworld&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=13 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3210&lt;br /&gt;
|description=The caster leads a Lampade procession astray from its travels through the Underworld. Lampades, the nymphs of the Underworld, are joyful beings with a twisted sense of humor, that delight in dancing, revelry and hauntings and they willingly serve their new master, should opportunities of merriment present themselves. Lampades can guide the living and dead through the Underworld if their master can open a Stygian Gate.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=997&lt;br /&gt;
|name=Raven Feast&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Raven Feast, value 100&lt;br /&gt;
|description=The caster summons an unkindness of ravens and sends them into a distant province to feast upon the newly dead. The ravens consume the rotting corpses and return to be slaughtered for the raw death essence they then contain. Provinces struck by plagues or containing recent battlefields can give the caster large amounts of Death gems. All unburied dead in a province are consumed. Enemy provinces can be targeted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1011&lt;br /&gt;
|name=Revive Bane Lord&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 998&lt;br /&gt;
|description=With this ritual, the necromancer revives a Bane Lord, an ancient hero serving the Lord of the Underworld. Bane Lords are mighty warriors and skilled generals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=331&lt;br /&gt;
|name=Send Bukavac&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Temporary units), value 1948&lt;br /&gt;
|description=The caster summons and sends a Bukavac to wreak havoc in a distant sea province. This ritual can be cast on land. The Bukavac is a huge and horrible water being with a frightening call and six tentacle-like legs. It lives in the murky lakes of Rus, but is known to wreak havoc in coastal seas, perhaps guided by malign magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=324&lt;br /&gt;
|name=Send Lady Midday&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon - Assassination, value 1956&lt;br /&gt;
|description=The Lady Midday is a malign spirit of the noon. She appears as a young girl surrounded by whirling dust and armed with a scythe that stinks of disease. Sometimes she will stop people and ask them a question. Failure to answer results in her displeasure and she will use her scythe to disease or chop off the head of the victim. The caster of this ritual will contact the spirit and force it to appear in a suitable province where it will attack and try to slay a commander.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1008&lt;br /&gt;
|name=Spirit Mastery&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 674&lt;br /&gt;
|description=The caster summons spirits of the newly dead and prevents them from entering the Underworld. The spirits are ethereal but quite weak.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1015&lt;br /&gt;
|name=Spirits of the Wood&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 932&lt;br /&gt;
|description=The caster summons several spirits that inhabit ancient trees. These Woodland Spirits are stunningly beautiful, ethereal and regenerate wounds as long as their trees are not destroyed. They never leave the land of their home.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=994&lt;br /&gt;
|name=Summon Air Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3724&lt;br /&gt;
|description=The caster summons an Air Elemental to aid him in battle. Air Elementals can fly and can send enemies flying through the air. They are very difficult to harm. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=441&lt;br /&gt;
|name=Summon Bean Sidhe&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1776&lt;br /&gt;
|description=The Caster summons the spirit of a long dead Sidhe woman. Bean Sidhe are pale and horrible apparitions whose wail predicts the death of men. They can be sent to haunt and slay important enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1022&lt;br /&gt;
|name=Summon Bluecap&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3891&lt;br /&gt;
|description=The caster summons a Cave Kobold from the Dreamwild and prevents the magic of the dreamwild to leave its body. The true shape of a Bluecap that hasn&#039;t lived in this world for too long is a dancing blue flame, but it often takes the shape of a Cave Kobold with a bright blue cap. Normally Bluecaps lose some of their connection with the Dreamwild over time, and with it its magic abilities, turning into a regular Cave Kobold. Bluecaps are skilled in earth and glamour magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1005&lt;br /&gt;
|name=Summon Earth Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3740&lt;br /&gt;
|description=The caster summons an Earth Elemental to aid him in a battle. Earth Elementals are robust and regenerate damage. They can trample enemies or strike with mighty fists. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1013&lt;br /&gt;
|name=Summon Ether Warriors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 736&lt;br /&gt;
|description=The caster opens a rift in space and summons a few Ether Warriors. The Ether Warriors were banished from this world in ancient times. Their wars drained the world of Arcana and they were forced to enter other realms of existence in order to continue their clan wars. The lesser races and their gods sealed the Astral Gates to rid the world of the plague. Ether Warriors are, naturally, ethereal and thus very difficult to harm with non-magical weapons. They use Moon Blades, magical swords that cause additional damage to magical beings. If cast where there is an open Ether Gate two additional Ether Warriors will answer the call.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1006&lt;br /&gt;
|name=Summon Fall Bears&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=13 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 512&lt;br /&gt;
|description=The caster summons and binds five Fall Bears. The Fall Bear is one of the four seasonal spirits. It is a large, ethereal bear. It is a magical, mindless being that must be commanded by a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1023&lt;br /&gt;
|name=Summon Fay Knights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3901&lt;br /&gt;
|description=The caster summons a few mounted knights from the Dreamwild. The fay are beings of the Dreamwild. They mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. Fay Knights wreath themselves in illusions and don shimmering armors of crystal and mother of pearl, and their swords are made of dreamwrought glass. Fay Knights are mounted on Fay horses stronger and swifter than any mount found in human lands. In the dreamwild the lands are divided between the summer courts and the winter courts. If cast in a cold province Unseelie Knights will appear instead of Fay Knights.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=992&lt;br /&gt;
|name=Summon Fire Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3716&lt;br /&gt;
|description=The Caster summons a Fire Elemental to aid him in a battle. Fire Elementals are difficult to harm and dangerous to be near. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=562&lt;br /&gt;
|name=Summon Gandharvas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1335&lt;br /&gt;
|description=Gandharvas are divine warrior-musicians that left this world ages ago. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer. Gandharvas are blessed with an aura of splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=367&lt;br /&gt;
|name=Summon Hekateride&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2834&lt;br /&gt;
|description=When the spectre of Therodos was laid to rest the remaining Daktyloi and Hekaterides sequestered themselves on remote islands. Pelagian mages have tried to contact them ever since. Hekaterides are nymphs of Telkhine ancestry that once ruled the human population of ancient Therodos.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=254&lt;br /&gt;
|name=Summon Hound of Twilight&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3168&lt;br /&gt;
|description=The Hounds of Twilight are stygian monsters spawned by the Mother of Monsters at the dawn of time. The greatest of them was fettered at the Gates of the Underworld to prevent the dead from returning to the land of the living. His siblings were lesser in might and were allowed to reign free. The beasts appear as black, two-headed hounds with serpent tails. They are huge and frightening to behold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=475&lt;br /&gt;
|name=Summon Huacas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2697&lt;br /&gt;
|description=The Huacas, &#039;sacred ones&#039;, were semi-divine beings of an earlier age and the ancestors of the Nazcans. Their power was broken by the previous Pantokrator and most fled to the Celestial Sphere ages ago. With the aid of arcane rituals, the Coyas try to circumvent the ban and summon the ancestral divinities to lead the nation anew. Huacas are winged angelic beings surrounded by auras of divine splendor. If the spell is cast by a mage wearing a Huaca Headdress two additional Huacas will arrive.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=540&lt;br /&gt;
|name=Summon Jinn Warriors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=13 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3354&lt;br /&gt;
|description=Jinnun are spiritual beings born from smokeless flame in a distant past. They replaced the Hinn and Binn during the reign of a previous Pantokrator. They are naturally invisible and ethereal, but can take physical form when they interact with men. Once the Jinnun lived in Ubar, a magic desert kingdom of marvelous riches. The City of Brass fielded armies of Jinnun, wielding magic and armed with enchanted weapons. These Jinn Warriors are sometimes called upon by the Jiniri Queens of Na&#039;Ba. True-blooded Jinnun are sacred in the queendom of Na&#039;Ba.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=563&lt;br /&gt;
|name=Summon Kimpurushas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3665&lt;br /&gt;
|description=Kimpurushas are divine lion-headed warriors that left this world ages ago. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer. Kimpurushas are blessed with an Aura of Splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=596&lt;br /&gt;
|name=Summon Kuro-Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1274&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=359&lt;br /&gt;
|name=Summon Lilot&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2071&lt;br /&gt;
|description=The caster summons a Lilot from the wild. The Lilin are the offspring of Lilith, a demoness of primeval times and the Mother of Demons. Lilin appear as winged women with the lower part of a hind. Their appearance is strangely alluring and they seduce and abduct men of weak morals. Regardless of their ancestry, they are of this world and can be summoned without the sacrifice of blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1018&lt;br /&gt;
|name=Summon Manticores&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2130&lt;br /&gt;
|description=The Manticore, or man-eater, is a horrible half-beast that prowls the wilderness. Sometimes they attack remote villages and devour its inhabitants and livestock. The Manticore have a body and mane of a lion, the head of an imbecile man with three rows of teeth, great flapping wings and the tail of a scorpion. It is horrible to behold and strikes fear in the hearts of men.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=507&lt;br /&gt;
|name=Summon Monster Toad&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1358&lt;br /&gt;
|description=The Monster Toad is a huge toad only found in the forests of Mictlan and the temple marshes of C&#039;tis. It is a horrible being that spews forth noxious vapors and tramples lesser beings. They are sacred and fed with slaves at the temples of both cultures.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=459&lt;br /&gt;
|name=Summon Monster Toads&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1358&lt;br /&gt;
|description=The Monster Toad is a huge toad only found in the forests of Mictlan and the temple marshes of C&#039;tis. It is a horrible being that spews forth noxious vapors and tramples lesser beings. Monster Toads are sacred and fed with slaves at the temples of both cultures.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=498&lt;br /&gt;
|name=Summon Rimvaettir&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3420&lt;br /&gt;
|description=The Skratti summons a group of Rimvaettir, small beings spawned from Glacial Frost in ancient times and reminiscent of the Niefel Giants in all but size.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=995&lt;br /&gt;
|name=Summon Spring Hawks&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=13 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 513&lt;br /&gt;
|description=The caster summons and binds five Spring Hawks. The Spring Hawk is one of the four seasonal spirits. It is a large, ethereal hawk able to discharge lightning bolts. It is a magical, mindless being that must be commanded by a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=993&lt;br /&gt;
|name=Summon Summer Lions&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=13 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 515&lt;br /&gt;
|description=The caster summons and binds five Summer Lions. The Summer Lion is one of the four seasonal spirits. It is a large, ethereal lion, radiating heat like the summer sun. It is a magical, mindless being that must be commanded by a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=476&lt;br /&gt;
|name=Summon Supayas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2700&lt;br /&gt;
|description=The Supaya is the ghost of a Huaca, the semi-divine ancestors of the Nazcans. While their bodies decayed long before the Nazcans had begun to mummify their dead, the spirits of the ancestors can still be called upon by powerful mages. The Huaca ghost has lost its divine splendor, but is still revered as a divine being. Supayas are ethereal and difficult to harm with mundane weapons. If the spell is cast by a mage wearing a Huaca Headdress two additional Supayas will arrive.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=361&lt;br /&gt;
|name=Summon Ugallu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=24 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3095&lt;br /&gt;
|description=The caster summons an Ugallu to smite the demons of evil. Ugallus are lesser storm deities of enkidu legends revered since before the founding of the First City. They appear as lion-headed men with donkey ears and bird feet. They command the weather and carry demon slaying bronze daggers and flint maces that halts demons in their steps.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=305&lt;br /&gt;
|name=Summon Ujigami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2095&lt;br /&gt;
|description=The caster summons an Ujigami from the spirit world. An Ujigami is the ancestral kami of a Jomonese clan. It manifests as a mighty warrior, a great general and a priest of the ancestral spirits. As a manifestation of a clan, Ujigami are closely connected to the welfare of the people and they have a slight chance of preventing bad events. Ujigami lose some of their priestly authority if they leave their ancestral home.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=602&lt;br /&gt;
|name=Summon Umbrals&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1490&lt;br /&gt;
|description=An Oracle or a Ktonian Necromancer ventures down to the deeper reaches of Agartha and the Chamber of the Broken Seal to summon and bind an Umbral. Umbrals are shadow beings resembling ancient Pale Ones with elongated faces and drooling mouths. They are the tortured souls of those who died in the Breaking of the Seal. Umbrals are not at all as rare as they were before the Breaking and the rituals needed to bind them are more easily performed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1471&lt;br /&gt;
|name=Summon Unseelie Knights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3907&lt;br /&gt;
|description=The caster summons a few mounted knights from the Dreamwild. The fay are beings of the Dreamwild. They mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. In the frozen forests of the world the Fay reflect the cold and hostile nature of the Dreamwild. Unseelie Knights wreath themselves in illusions and don glittering armors of crystal and ice that tempers in cold lands, and their swords are made of dreamwrought ice. Unseelie Knights are mounted on Fay horses stronger and swifter than any mount found in human lands. The unseelie are strongly connected to the winter and they are all resistant to cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=585&lt;br /&gt;
|name=Summon Vetalas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1765&lt;br /&gt;
|description=A Vetala is a malicious spirit who haunts graveyards and takes possession of corpses. They are sometimes coerced into servitude by sorcerers. Their touch can drive people mad.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1000&lt;br /&gt;
|name=Summon Water Elemental&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3732&lt;br /&gt;
|description=The caster summons a Water Elemental to aid him in battle. Water Elementals are quick and crush enemies regardless of armor. Elementals shrink when they are hit by powerful strikes. Water Elementals summoned in cold climates will be composed of ice. Ice Elementals are stronger but slower than Water Elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1002&lt;br /&gt;
|name=Summon Winter Wolves&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 511&lt;br /&gt;
|description=The caster summons and binds five Winter Wolves. The Winter Wolf is one of the four seasonal spirits. It is a large, ethereal wolf surrounded by an icy wind. It is a magical, mindless being that must be commanded by a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=466&lt;br /&gt;
|name=Summon Yazatas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1607&lt;br /&gt;
|description=Once the Caelian peoples were under the rule of divine beings known as Yazatas and Daevas. When these lesser divinities threatened the world with their never-ending war, they were banished by the Pantokrator. With their disappearance from the world the Caelians gained independence and formed a kingdom of their own, but the memory of the &#039;Adorable Ones&#039; remained. With the aid of arcane rituals, the Seraphs try to circumvent the ban and summon the divinities of old to lead the nation anew. Yazatas are winged angelic beings surrounded by auras of divine splendor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=330&lt;br /&gt;
|name=Summon Zmey&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1940&lt;br /&gt;
|description=The caster summons a Zmey. The Zmey is a three headed dragon capable of breathing flames. It is larger than a wyvern, but smaller than a true dragon. It is indigenous to the lands of Rus and can be summoned by Fire mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1019&lt;br /&gt;
|name=Vermin Feast&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 99&lt;br /&gt;
|description=The caster makes vermin like rats and cockroaches (or shrimps and crabs) attracted to the supply stores of a besieged castle. The vermin will make sure that the supplies do not last very long. The more gems spent in this ritual the longer it will last. Having more than one Vermin Feast ritual active on the same province will not add to the effect and the ritual has no effect on an unbesieged castle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=999&lt;br /&gt;
|name=Voice of Tiamat&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 51&lt;br /&gt;
|description=The caster conjures up the dreams of Tiamat, the Raging Sea. She has knowledge of all that lies underneath the sea. The voice of her dreams, when rightly interpreted, reveals all sites of Elemental power in a sea. The dreams will find their way to everyone living in that province and the magical sites will no longer be secret. This spell can only be cast under water.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=991&lt;br /&gt;
|name=Will o&#039; the Wisp&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Edge of Battlefield Summon, value 527&lt;br /&gt;
|description=Two Will o&#039; the Wisps are summoned to help their summoner in battle. They appear at the edges of the battlefield. A Will o&#039; the Wisp is a glowing sphere, looking like a light from a bright lantern. In combat, it glows with great intensity, burning anyone nearby. It is very difficult to hit a Will o&#039; the Wisp in combat due to its great speed and small size.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=996&lt;br /&gt;
|name=Wind Ride&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Wind Ride, value 100&lt;br /&gt;
|description=The Air mage summons a whirlwind in a province of his choice. The whirlwind will try to find a commander in the province and transport him to where the Air mage is located. This spell is an effective way to rescue cornered commanders, but it can also be a very effective way to get enemy commanders out of the way. Large beings are difficult or impossible to lift and might fall to the ground somewhere along the way, possibly dying upon impact. Powerful Earth mages are likewise difficult to transport.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1017&lt;br /&gt;
|name=Winged Monkeys&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Winged Monkeys, value 1&lt;br /&gt;
|description=The caster summons a troop of winged monkeys and sends them away to fetch a commander from a distant land. The monkeys will try to grab and fly away with the helpless commander, but will attack if the target is too heavy. The monkeys are afraid of mages and will never try to snatch a mage from the ground. The monkeys leave after they have accomplished their mission.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1034&lt;br /&gt;
|name=Acashic Knowledge&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 55&lt;br /&gt;
|description=This spell lets the caster tap information from the memory of the Spheres to reveal the presence of all magical sites in a given province. The spell cannot be used to find magic sites in enemy provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=479&lt;br /&gt;
|name=Angelic Choir&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1367&lt;br /&gt;
|description=The caster contacts an angelic choir and asks for its aid. Three Angels of the Heavenly Choir answer the call. Angels are divine beings in human form. They are winged and dressed in white robes. Angels sing praises to the Lord and will automatically join an arcane chorus as chorus slaves. They are surrounded by a radiant aura that intimidates cowardly beings. Angels have partial resistance to lightning and fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=624&lt;br /&gt;
|name=Awaken Tomb Oracle&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1476&lt;br /&gt;
|description=When one of the ancient Oracles dies, it is mummified and buried in a tomb under the Hall of the Oracles. The dead Oracles can be awakened as living dead with the help of necromantic rituals. These reawakened Oracles are known as Tomb Oracles and are both powerful mages and priests.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=256&lt;br /&gt;
|name=Bind Keres&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3127&lt;br /&gt;
|description=The caster summons and binds three Keres. Keres are daimones of the underworld and servants of the Fates. They rip the souls from those dying on the battlefield and send them to the nether realms. They have a hunger for blood and unless bound by magic they will gladly wreak havoc among men. The Keres are invisible, but to those able to see them they appear as furious, winged women dressed in bloody garments. Their fangs and talons are imbued with the powers of the underworld and will harm the spirits of the dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=533&lt;br /&gt;
|name=Call Celestial Soldiers&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 902&lt;br /&gt;
|description=The Celestial Soldier is a being of the Celestial Sphere. It has the appearance of a horse-man in full scale armor, armed with a glaive. Celestial Soldiers are sacred.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=463&lt;br /&gt;
|name=Call Celestial Yazad&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value -16&lt;br /&gt;
|description=Once the Caelian peoples were under the rule of divine beings known as Yazatas and Daevas. When these lesser divinities threatened the world with their never-ending war, they were banished by the Pantokrator. With their disappearance from the world the Caelians gained independence and formed a kingdom of their own, but the memory of the &#039;Adorable Ones&#039; remained. With the aid of arcane rituals, the Seraphs try to circumvent the ban and summon the divinities of old to lead the nation anew. The most powerful of these ancient divinities, the Celestial Yazatas, are servants of the Amesha Spentas and the Ahuras.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=353&lt;br /&gt;
|name=Call Hashmal&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=21 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2057&lt;br /&gt;
|description=The caster calls down a manifestation of heavenly power from the Celestial Sphere. The Hashmalim appear as brilliant clouds of flashing fire, at the center of which is a body of brass with the likeness of a living being with four faces. Their will can be felt as they proclaim the Glory of the reawakening God. The Hashmalim are particularly good at strengthening the faith of the unsure.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=266&lt;br /&gt;
|name=Call Ladon&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon if not dead, value 3167&lt;br /&gt;
|description=The caster summons Ladon, the Hesperian Dragon, and ends its eternal vigil. With the golden apples of immortality no longer guarded by the monster, expeditions to the blessed gardens can be undertaken. Ladon is a many-headed serpent of tremendous size spawned by the Mother of Monsters. The Hesperian Dragon can only be summoned once and when it dies it is gone forever.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=469&lt;br /&gt;
|name=Call Yata&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value -17&lt;br /&gt;
|description=Once the Caelian peoples were under the rule of divine beings known as Yazatas and Daevas. When these lesser divinities threatened the world with their never-ending war, they were banished by the Pantokrator. With their disappearance from the world the Caelians gained independence and formed a kingdom of their own, but the memory of the old gods remained. With the aid of arcane rituals it is possible to circumvent the ban and summon the demonic entities of old. Yatas and Pairikas, the most powerful of these ancient demons, are servants of the Daevic Heptad and the Destructive Spirit.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=537&lt;br /&gt;
|name=Call the Birds of Splendor&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Call the Birds of Splendour, value 3382&lt;br /&gt;
|description=In Magnificent Ind lives the Yllerions, the Birds of Splendor. They are magnificent birds of flaming colors with wings as sharp as razors and claws of burning gold. All birds in creation follow their command and gather to witness their demise and rebirth. Only two such birds exist and should one die the other one is escorted by birds and plunge into the sea, drowning itself. Then two new birds are born from the flaming eggs in their nest.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=333&lt;br /&gt;
|name=Contact Beregina&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1955&lt;br /&gt;
|description=The caster approaches a shore or riverbank and tries to contact a Beregina. The Beregina is a spirit of the shore, where water meets land. Bereginy manifest themselves as incredibly beautiful women. Few mortals would dream of harming a Beregina. They are powerful mages of Water, but are also skilled in magic of the land. The Bereginy are able to bring a few companions with them under the waves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=508&lt;br /&gt;
|name=Contact Couatl&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 525&lt;br /&gt;
|description=The mage contacts a Couatl and persuades it to aid him. The Couatl is a mythic serpent with feathery wings. They are considered to be sacred in most societies and are known to be powerful mages and priests.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1039&lt;br /&gt;
|name=Contact Forest Giants&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2229&lt;br /&gt;
|description=This ritual summons a pair of Giants and forces them to serve. Apart from being large and strong, giants are also very dumb and cruel. Encountering a giant in the wild should be avoided at all costs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=478&lt;br /&gt;
|name=Contact Harbinger&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 464&lt;br /&gt;
|description=The caster contacts a heavenly Harbinger. The Harbinger is a powerful angelic being armed with a heavenly horn that will blast undead beings with divine wrath. The angel is also skilled in Air magic and has priestly powers. The harbinger will automatically join any arcane chorus as a chorus master.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=265&lt;br /&gt;
|name=Contact Hesperide&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3160&lt;br /&gt;
|description=The caster contacts and attracts one of the Hesperides. The Hesperides are the nymphs of the sunset. They tend the gold apple tree in the fabled garden of the setting sun. The garden is hidden in the far reaches of the known world, but it is rumored that it was once visited by Phaeacian explorers. The Daduchoi, the Erytheian mystics of the setting sun, might also have discovered the mythical gardens. Hesperides bring hope and health to the land in which they dwell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1032&lt;br /&gt;
|name=Contact Hill Giant&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2230&lt;br /&gt;
|description=This ritual summons a Giant and forces him to serve. Apart from being large and strong, giants are also very dumb and cruel. Encountering a giant in the wild should be avoided at all costs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=541&lt;br /&gt;
|name=Contact Houri&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=26 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3375&lt;br /&gt;
|description=The Malika contacts a Houri and persuades her to use her skills to infiltrate and seduce the enemies of the awakening Lord. Houris, The Fair Ones, were once concubines and entertainers of the Sultans of Old Ubar chosen for their beauty and exquisite manners. The Houris lived sequestered lives in Jannah, the enchanted garden of Ubar, and were rarely allowed to leave their paradise unless tasked by their Sultans to perform a special mission. When magic dwindled and Ubar lost influence most of them dispersed and fled, but a few Houris remained, clinging to the residual magic of the Garden. Houris are Jiniris and share the traits of pure-blooded Jinnun, such as glamour, invisibility and a strong connection with magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=287&lt;br /&gt;
|name=Contact Huli Jing&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1908&lt;br /&gt;
|description=The Huli Jing is a fox spirit. It has the appearance of a silvery fox with many tails. It is magically powerful and is able to take the appearance of a beautiful woman. The Huli Jing is a trickster and often whimsical or even mischievous in nature. In human guise, it might play pranks on unsuspecting travelers, aid lowborn peasants to greatness or plot the rise or downfall of kingdoms. Huli Jing are stealthy and in human guise have the abilities of a spy. All Huli Jing are powerful mages of Glamour, but most have other magic skills as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=312&lt;br /&gt;
|name=Contact Jorogumo&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=32 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3263&lt;br /&gt;
|description=The caster contacts and makes a deal with a Jorogumo, a supernatural spider. In the enchanted forests of Mount Shinuyama live animals gifted with supernatural longevity and magic abilities. When an animal gets older and wiser it becomes increasingly more powerful. Jorogumos are golden spiders of the enchanted forests of Shinuyama who have reached the age of at least four centuries. At this age the Jorogumo acquires magical powers and the ability to shapeshift. The Jorogumo often takes the appearance of a comely young woman and uses it to lure young men and trap them in their webs. Many Jorogumo live in waterfalls and drag their victims to their deaths in the cascading water. The Jorogumo is attuned to magic and its powers are greater where magic is strong.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=598&lt;br /&gt;
|name=Contact Kitsune&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1434&lt;br /&gt;
|description=The Kitsune is a fox spirit. It has the appearance of a silvery fox with many tails. It is magically powerful and is able to take the appearance of a beautiful woman. The Kitsune is a trickster and often whimsical or even mischievous in nature. In human guise, it might play pranks on unsuspecting travelers, aid lowborn peasants to greatness or plot the rise or downfall of kingdoms. Kitsune are stealthy and in human guise have the abilities of a spy. All Kitsune are powerful mages of Nature, but most have other magic skills as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1043&lt;br /&gt;
|name=Contact Lamia Queen&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 609&lt;br /&gt;
|description=The caster performs the rites necessary to communicate with and persuade a Lamia Queen to aid him. The Lamia Queen is an ancient Lamia sorceress of great power. She carries an oath rod that will destroy the minds of those it strikes. The Lamia Queen has an amazing regenerative ability and when killed, will transform into a black serpent and continue fighting. If she is killed a second time, however, she will remain dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1041&lt;br /&gt;
|name=Contact Lamias&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 394&lt;br /&gt;
|description=The caster performs the rites necessary to summon Lamias, serpent women, to aid him. They have amazing regenerative abilities and when killed, will transform into black serpents and continue fighting. If a Lamia is killed a second time, however, she will remain dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=568&lt;br /&gt;
|name=Contact Nagarishi&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1321&lt;br /&gt;
|description=Nagarishis are sages of considerable power living in the Jeweled City of Patala. They often take the shape of a Yaksha when traveling in the sunlit world. If killed in Yaksha shape, they revert to their serpent form and fight on. Nagarishis in Naga shape have their skills in Water magic increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=309&lt;br /&gt;
|name=Contact Tatsu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=19 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2099&lt;br /&gt;
|description=The shugenja ventures up into a mountainous region and makes contact with a tatsu. The tatsu is a lesser Jomonese dragon. It has a sinuous body and resembles the great Dragons of the sea, but it only has three claws on its feet. It is covered in iridescent scales and spines run along its back. Its head resembles a camel with horns of a stag and the eyes of a demon. Under its chin is a burning pearl that is the source of its power. If they lose the pearl they lose their power of flight. All tatsu have magic skills and each follow one of the Five Paths.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=627&lt;br /&gt;
|name=Contact Void Spectre&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1562&lt;br /&gt;
|description=With this spell an Astral mage can contact a dead Starspawn and call him forth into this world as a Void Spectre. A Void Spectre affects the dreams of entire provinces and can use this to spread insanity in enemy territories.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=347&lt;br /&gt;
|name=Dirge for the Dead&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2045&lt;br /&gt;
|description=The Zamzummite contacts and summons a Ditanu from Sheol. The Ditanim are ancient Rephaite heroes bound in Sheol for their sins. They serve the Malikum, deified kings of the Underworld. Ditanim are huge, ethereal apparitions armed with weaponry enchanted at the dawn of time. They are formidable warriors endowed with magical powers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1035&lt;br /&gt;
|name=Ether Gate&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=90 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 117&lt;br /&gt;
|description=This ritual opens a gate to the Astral Plane and summons a clan of Ether Warriors led by an Ether Lord. The Ether Warriors were banished from this world in ancient times. Their wars drained the world of Arcana and they were forced to enter other realms of existence in order to continue their clan wars. The lesser races and their gods sealed the Astral Gates to rid the world of the plague. Ether Warriors are, naturally, ethereal and thus very difficult to harm with non-magical weapons. They use Moon Blades, magical swords that cause additional damage to magical beings. When the gate opens, vast powers are released and the magic level is increased in the province. If cast with additional gems the gate will last for several months and further rituals that summons Ether Warriors will have increased effect.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1038&lt;br /&gt;
|name=Forest Troll Tribe&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=37 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2220&lt;br /&gt;
|description=The caster contacts a Troll Shaman and his retinue of fifteen Forest Trolls. The Troll Shaman is a cunning mage capable of using both death and nature magic. His magic combined with being a large troll make the Shaman a very formidable opponent.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1042&lt;br /&gt;
|name=Locust Swarms&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 8&lt;br /&gt;
|description=The caster unleashes swarms of locusts upon a province. The locusts will cause panic, consume crops and cause the loss of taxes. The swarms will appear as a natural event.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1030&lt;br /&gt;
|name=Sea King&#039;s Court&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=55 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 580&lt;br /&gt;
|description=The caster contacts a Sea King and his retinue of twenty Sea Trolls. The Sea King is a powerful Water mage who may grant humans water-breathing abilities if they accompany him.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=449&lt;br /&gt;
|name=Send Aatxe&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon - Assassination, value 3629&lt;br /&gt;
|description=The Aatxe is a flaming bull spirit and servant of the Mother of Storms. It emerges from its cave abode during storms and bad weather to punish those who have angered their mistress. In ancient times the Sorginak were granted the means to call the Aatxe and send it against those who have wronged them or their mistress.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1029&lt;br /&gt;
|name=Shark Attack&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 78&lt;br /&gt;
|description=The caster attracts sharks to the smell of blood in the water. For the duration of the battle, there is a chance that a shark will arrive whenever a living being is wounded. The sharks are stupid, but the spell is strong enough to make them attack enemies more often than friends.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1031&lt;br /&gt;
|name=Streams from Hades&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1477&lt;br /&gt;
|description=The caster draws forth water from the Underworld and summons a Kokythiad. Kokythiai are Naiads of Kokytos, a river of the Underworld. They are powerful mages of Water and Death whose aura of fear terrifies most mortals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=553&lt;br /&gt;
|name=Summon Binn&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3476&lt;br /&gt;
|description=The Binn are spiritual beings of an earlier time. They were vanquished by the Jinnun during the reign of an earlier Pantokrator, long before mankind emerged. A few of them still roam the deserts and uninhabitable regions of the world. The Binn were born from stagnant water and blistering winds and are invisible unless they want to be seen. When visible they take the shape of strange dog-headed half-men with burning eyes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1028&lt;br /&gt;
|name=Summon Bishop Fish&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1040&lt;br /&gt;
|description=The caster summons a Bishop Fish. The legendary Bishop Fish is a strange fish with fins resembling priestly robes. It is a powerful priest, but it cannot leave its maritime realm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=368&lt;br /&gt;
|name=Summon Daktyl&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2836&lt;br /&gt;
|description=When the spectre of Therodos was laid to rest the remaining Daktyloi and Hekaterides sequestered themselves on remote islands. Pelagian mages have tried to contact them ever since. Daktyloi are sea daimones of Telkhine ancestry that once ruled the human population of ancient Therodos. They are masterful smiths and crafters.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1044&lt;br /&gt;
|name=Summon Fay Prince&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3904&lt;br /&gt;
|description=The caster summons a Fay Prince from the Dreamwild. The fay are beings of the Dreamwild. They mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. Fay Princes are mighty Fay beings serving their queens with their magic and unparalleled battle prowess. In the dreamwild the lands are divided between the summer courts and the winter courts. If cast in a cold province an Unseelie Prince will appear instead of a Fay Prince.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1025&lt;br /&gt;
|name=Summon Fire Snakes&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 814&lt;br /&gt;
|description=The caster summons and binds several Fire Snakes. Fire Snakes are large serpents with golden skin. Their smoldering bodies can release blazing flames if threatened. Their bite is highly poisonous.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1026&lt;br /&gt;
|name=Summon Flame Spirit&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2626&lt;br /&gt;
|description=This ritual summons a Flame Spirit. Flame Spirits are beings made of pure fire that are highly skilled in fire magic. In combat they are helped by the Will o&#039; the Wisps that surround them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=565&lt;br /&gt;
|name=Summon Garudas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=21 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3664&lt;br /&gt;
|description=Garudas are divine bird-warriors that left this world ages ago. They are eternal enemies of Nagas and serpent-kin and are highly resistant to poison. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer. Garudas are blessed with an Aura of Splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1037&lt;br /&gt;
|name=Summon Ghosts&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 566&lt;br /&gt;
|description=Ghosts are the souls of slain humans summoned from the Underworld. Ghosts are frightening ethereal beings that can drain the life force from living beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1045&lt;br /&gt;
|name=Summon Gnome&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 345&lt;br /&gt;
|description=The caster summons a Gnome to serve him. The Gnome is a small fay creature of the Dreamwild. They usually live in forests or vales far from civilization, where they tend the flora and fauna of the region. All Gnomes are skilled in the magic of the land as well as in glamour magic which they use to hide themselves from pesky humans. They appear as small, gnarled old men with bright, red caps. Gnomes are fay creatures and are vulnerable to iron.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=311&lt;br /&gt;
|name=Summon Gozu Mezu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2091&lt;br /&gt;
|description=The caster opens a gate to the underworld and calls forth a pair of demon jailers and torturers of the dead, Ox-head and Horse-face. They are mighty warriors armed with enchanted pole arms that trap souls.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1027&lt;br /&gt;
|name=Summon Great Eagles&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1381&lt;br /&gt;
|description=Great Eagles are eagles large enough to carry a horse and fierce enough to battle a dragon. They are quite intelligent and can understand human speech. They live in mountain regions far from men, but can be summoned by powerful mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=542&lt;br /&gt;
|name=Summon Hinn&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3367&lt;br /&gt;
|description=The Hinn are spiritual beings of an earlier time. They were vanquished by the Jinnun during the reign of an earlier Pantokrator, long before mankind emerged. A few of them still roam the deserts and uninhabitable regions of the world. The Hinn were born from scorching wind and fire and are invisible unless they want to be seen. When visible they take the shape of strange dogs with burning eyes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=310&lt;br /&gt;
|name=Summon Kenzoku&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2096&lt;br /&gt;
|description=The caster summons a Kenzoku from the spirit world. Kenzoku are noble warrior-kami of great prowess. Once human, they were rewarded with immortality for their deeds. Kenzoku are popular kami among the samurai. They fight with magic swords sprung from their martial essence and are surrounded by a divine aura that intimidates lesser beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=567&lt;br /&gt;
|name=Summon Kinnara&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1331&lt;br /&gt;
|description=The Kinnara is a divine being and musician of the Spheres. It has the appearance of a winged horse-man robed in splendor that strikes mortals with awe.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1464&lt;br /&gt;
|name=Summon Lauma&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 4092&lt;br /&gt;
|description=The caster performs a ritual dance to attract a Lauma. The Lauma is a fay being of the Zemaitian woodlands that has been worshiped as a lesser divinity since time immemorial. It has the appearance of a woman with the head and lower parts of a goat with bird claws instead of hooves. They are beings of the wild woodlands and are closely associated with water. They live near lakes, rivers and streams and it is said that their dances will make it rain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=566&lt;br /&gt;
|name=Summon Maruts&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=18 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3667&lt;br /&gt;
|description=Maruts are storm-born divine warriors armed with lightning and demon-slaying swords. While once of this world, they left it for the celestial realms ages ago. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=370&lt;br /&gt;
|name=Summon Monster Fish&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1664&lt;br /&gt;
|description=This spell summons a Monster Fish. This huge fish lives only in the deepest gorges of the ocean. When it is hunting, it will light up its antenna to lure prey closer. When the prey comes close, it will open its enormous mouth and swallow the prey whole. This works best against prey that is smaller than the Monster Fish, but it also has some sharp teeth to use against the really large opponents that can be found in the oceans.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=442&lt;br /&gt;
|name=Summon Morrigan&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1821&lt;br /&gt;
|description=The caster summons one of the Morrigans in an attempt to turn the tide of the battle. The Morrigans are heralds of death, collectors of souls and bringers of strife. They are the fates of the battleground, weaving looms of entrails with arrows for shuttles. Their chant colors the skies red before battle. In the shapes of crows they pick out the eyes of the dead. The Morrigans are horrible beings of death and destruction. They appear as grisly warrior women armed with spears enchanted to kill. They are sacred to the Fomorians.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=597&lt;br /&gt;
|name=Summon Oni General&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1276&lt;br /&gt;
|description=This spell summons a mighty Oni General. Oni of exceptional strength and power are given heavy armor and position as generals by their kings. The Oni General is always guarded by three wolves that will appear as soon as an enemy approaches. Oni don&#039;t need to eat. However, they have tremendous appetites and like to eat and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Their residual spirit form is a ghost and can be banished.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=554&lt;br /&gt;
|name=Summon Si&#039;lat&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=21 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3483&lt;br /&gt;
|description=The Sahir summons a Si&#039;lat and binds it to his service. The Si&#039;lat is a malign Jiniri spirit with shapeshifting abilities. They might be mistaken for Ghulahs, but are closer to the true Jinn and share many of their abilities, such as glamour, although they are not invisible. They are more closely attuned to storms and winds than the pure-blooded jinn born from Smokeless Flame. Si&#039;lat likes to seduce and ensnare men with their powers, but unlike the Ghulahs they do not feed on the flesh of their victims. Just like a Ghulah their shapeshifting is limited and they always retain some animal part, which they try to hide underneath lavish gowns and dresses.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1036&lt;br /&gt;
|name=Summon Spectre&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=22 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 329&lt;br /&gt;
|description=The necromancer summons the Spectre of a dead mage and binds it to his service. The Spectre has some skill in Death magic as well as other paths of magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1040&lt;br /&gt;
|name=Summon Sprites&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 592&lt;br /&gt;
|description=The caster summons six sprites to aid him in battle. Sprites are small faeries with insect wings. They can fire elf shots, which will incapacitate those hit. Sprites are magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1472&lt;br /&gt;
|name=Summon Unseelie Prince&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3909&lt;br /&gt;
|description=The caster summons a Fay Prince from the Dreamwild. The fay are beings of the Dreamwild. They mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. In the frozen forests of the world the Fay reflect the cold and hostile nature of the Dreamwild. Unseelie Princes appear as immaculate knights with alabaster-pale skin and silver locks, wreathed in icy winds and illusions. They are mighty Fay beings serving their queens with their magic and unparalleled battle prowess.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=492&lt;br /&gt;
|name=Summon Valkyries&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 261&lt;br /&gt;
|description=The caster summons a group of Valkyries to aid him in battle. Valkyries are female Vanir and have the ability to fool humans with illusions. The Valkyries were granted the ability to fly in ancient times by a dead god who used them as messengers of death. The Valkyries still possess the power of flight. They come armed and ready for battle when summoned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1033&lt;br /&gt;
|name=Troll King&#039;s Court&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=65 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 519&lt;br /&gt;
|description=The caster contacts a Troll King and his retinue of Trolls. The Troll King is a powerful Earth mage and armed to the teeth. The Troll King is in no way less powerful than his kin.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=480&lt;br /&gt;
|name=Angelic Host&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value 3870&lt;br /&gt;
|description=The caster contacts an Arch Angel and asks for its aid. The Arch Angel is accompanied by a host of six angels and may appear in a distant province. The Arch Angel, armed with a flaming sword, is also a powerful Fire mage and priest.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1055&lt;br /&gt;
|name=Animal Horde&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Animals, value 403&lt;br /&gt;
|description=The caster summons a horde of animals and binds them to his service. Different animals answer the call in different terrains.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1056&lt;br /&gt;
|name=Awaken Ivy King&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 931&lt;br /&gt;
|description=The mage awakens an ancient Ivy King and persuades him to serve him. The Ivy King is an ancient and powerful Vine Ogre skilled in Nature magic. The Ivy Kings are served by Vine Men and they will arrive in greater numbers when called by an Ivy King.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=362&lt;br /&gt;
|name=Call Anzus&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3064&lt;br /&gt;
|description=The caster summons a pair of Anzu bird-monsters. The Anzus were conceived by the pure water and the wide earth in primordial times. They appear as huge lion-headed eagles that breathes fire and water.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=354&lt;br /&gt;
|name=Call Arel&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=39 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2058&lt;br /&gt;
|description=The caster calls down a manifestation of heavenly power from the Celestial Sphere. The Arelim appear as beautiful winged beings. They are the most gentle of all beings of the Celestial Sphere. They nurture nature and are protectors of the weak. They weep for the wounded and follow armies in lamentation of the wars brought by the gifts of the Watchers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=464&lt;br /&gt;
|name=Call Fravashi&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2563&lt;br /&gt;
|description=With the aid of arcane rituals the Seraphs can summon the divinities of old to lead the nation anew. Fravashis are the deified souls of ancient heroes. They are revered and worshiped as messengers of the God.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1060&lt;br /&gt;
|name=Conjure Phantasmal Knight&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3627&lt;br /&gt;
|description=The caster conjures a Phantasmal Knight to aid him in battle. A Phantasmal Knight is a being of the Dreamwild, made of memories, dreams and legends. Phantasms are not real, but can interact with creation if conjured with glamour magic. Phantasmal Knights are manifest dreams of heroic knights armed in shining armor. They are insubstantial and difficult to harm with physical weapons. Phantasms cannot hold on to reality for long and will disperse when the battle is over. When cast under water phantasmal triton knights will appear.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=335&lt;br /&gt;
|name=Contact Cloud Vila&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1941&lt;br /&gt;
|description=The caster travels to a remote mountain top to contact a Vila and persuade her to aid him. The Vila is a powerful female spirit of the wild. The Cloud Vila appears as a naked, winged woman with cloud-like hair. Her beauty is only marred by her hoofed feet and anyone rude enough to mention this fact will be struck down or cursed for the rest of his life. The Cloud Vila can fascinate and lure men into servitude with her spellsongs and otherworldly beauty. She has the power to give and take health, but is also a powerful mage of the Air who wields the lightning and rides the storms. The Cloud Vila is not as skilled in healing as the Mountain Vila.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=460&lt;br /&gt;
|name=Contact Couatl&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 525&lt;br /&gt;
|description=The mage contacts a Couatl and persuades it to aid him. The Couatl is a mythic serpent with feathery wings. They are considered to be sacred in most societies and are known to be powerful mages and priests.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=334&lt;br /&gt;
|name=Contact Mountain Vila&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1942&lt;br /&gt;
|description=The caster travels to a remote mountain to contact a Vila and persuade her to aid him. The Vila is a powerful female spirit of the wild. The Mountain Vila appears as a naked woman mounted on a stag. Her beauty is only marred by her hoofed feet and anyone rude enough to mention this fact will be struck down or cursed for the rest of his life. The Mountain Vila can fascinate and lure men into servitude with her spellsongs and otherworldly beauty. She has the power to give and take health and is a powerful mage of Nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=314&lt;br /&gt;
|name=Contact Yama-no-kami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=28 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2097&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=393&lt;br /&gt;
|name=Great Lamentation&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=33 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 255&lt;br /&gt;
|description=This spell summons a great number of Wailing Ladies. Wailing Ladies are sacred and their weeping for the annihilated Empire is unbearable to behold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1053&lt;br /&gt;
|name=Harvester of Sorrows&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 491&lt;br /&gt;
|description=A Harvester of Sorrows is summoned. The Harvester is a messenger of death and disease. It likes to stalk humans at night, feeding on their fears and pains. A province in which a Harvester of Sorrows has hidden itself will suffer an outbreak of disease and unrest. The Harvester will also stalk and spread disease among any military units in the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=481&lt;br /&gt;
|name=Heavenly Wrath&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1369&lt;br /&gt;
|description=This spell calls down an Angel of Fury from the heavens so he can aid the Pretender God in punishing all false Pretenders.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1059&lt;br /&gt;
|name=Living Castle&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 9&lt;br /&gt;
|description=The caster conjures a castle of living kelp and algae. The castle can only be created in a friendly sea. This spell cannot be cast above the waves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1047&lt;br /&gt;
|name=Living Clouds&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3725&lt;br /&gt;
|description=The caster releases the power of the winds and calls forth several mid-sized Air Elementals. A powerful mage can summon larger numbers of elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1051&lt;br /&gt;
|name=Living Earth&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3741&lt;br /&gt;
|description=The caster releases the powers of the Earth and calls forth several mid-sized Earth Elementals. A powerful mage can summon larger numbers of elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1046&lt;br /&gt;
|name=Living Fire&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3717&lt;br /&gt;
|description=The caster releases the powers of Fire and calls forth several mid-sized Fire Elementals. A powerful mage can summon larger numbers of elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1049&lt;br /&gt;
|name=Living Water&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3733&lt;br /&gt;
|description=The caster releases the powers of Water and calls forth several mid-sized Water Elementals. A powerful mage can summon larger numbers of elementals. Water Elementals summoned in cold climates will be composed of ice. Ice Elementals are stronger but slower than Water Elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1061&lt;br /&gt;
|name=Lore of Legends&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Set Effect Value (2) if lower, value 1086&lt;br /&gt;
|description=The caster taps into the legends of the dreamwild to unearth long forgotten lore. For one month the caster&#039;s magic skills become legendary and his skills in all magic paths are increased. After a month has passed the powers fade and the caster is once more bound by the restrictions of this world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=313&lt;br /&gt;
|name=Summon Araburu-kami&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3270&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1048&lt;br /&gt;
|name=Summon Asp Turtle&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1234&lt;br /&gt;
|description=The Asp Turtle is probably the most powerful beast encountered outside the deep gorges in the ocean. The turtle is normally peaceful and lives in relatively shallow waters. With this spell, an Asp Turtle is summoned, bound and turned into a very deadly killing machine. Its huge size and heavy armor make it easy for the turtle to kill smaller beings by trampling them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=527&lt;br /&gt;
|name=Summon Balam&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 17&lt;br /&gt;
|description=The caster summons one of the four Balam. The Balam are powerful jaguar shaped spirits of fertility and servants of the Awakening Lord. There is one spirit for each cardinal direction. The Balam are able to change their shape at will. To the Zotz they often appear as Onaquis or Zotz sorcerers, but in battle they take their true form. The Balam are connected to the four cardinal directions and have corresponding powers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1057&lt;br /&gt;
|name=Summon Calydonian Boar&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3684&lt;br /&gt;
|description=The caster summons a Calydonian Boar and binds it to his service. The Calydonian Boar is a horrible monster boar with burning eyes, spear-like bristles of iron and tusks like that of an elephant. Anyone unfortunate enough to come close to the dreadful beast is set ablaze by the scorching heat of its eyes. The boar breathes flames and its tusks crackles with lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1050&lt;br /&gt;
|name=Summon Catoblepas&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1290&lt;br /&gt;
|description=The caster ventures into a deep and unwholesome swamp and summons a Catoblepas, a horrible beastly bull that breathes poison and whose gaze is death.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1052&lt;br /&gt;
|name=Summon Mound Fiend&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=28 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 439&lt;br /&gt;
|description=The necromancer summons and binds a Mound Fiend, an apparition able to reanimate the dead and curse humans with its hunger. The Mound Fiend is also a powerful Death mage in his own right.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=569&lt;br /&gt;
|name=Summon Siddha&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1337&lt;br /&gt;
|description=This spell summons a Siddha, a sacred being that has achieved physical as well as spiritual perfection. The Siddha is a powerful priest and mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=509&lt;br /&gt;
|name=Summon Tlaloque&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 13&lt;br /&gt;
|description=The mage-priest summons one of the four Tlaloque. The Tlaloque are powerful rain spirits and high servants of the Awakening Lord. The Tlaloque are the ones who carry and open the jugs of heavenly waters to let the rain fall upon the Terrestrial Sphere and they are always accompanied by rainfalls. There is one spirit for each cardinal direction. The Tlaloque of the East brings a rain of fertility and growth. The Tlaloque of the South brings warm summer rains. The Tlaloque of the West brings rains of fever and pestilence. The Tlaloque of the North brings rain storms and cold winds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1058&lt;br /&gt;
|name=Wild Hunt&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 75&lt;br /&gt;
|description=The caster unleashes the Wild Hunt upon the world. The Hunt is led by Herne the Lord of the Hunt, an ancient deity of the wild roaming the woodlands in search of those who have offended the wild and its inhabitants. When the Hunt has been called, powerful priests of enemy faiths will be hunted down for as long as the Lord is not slain. Apart from the main hunt led by Herne the Lord of the Hunt, there are also up to four lesser hunts that helps him hunt down less important enemy sacred commanders. Sneaking commanders might fool the lesser hunts, but Herne is extremely skilled and will find anyone eventually.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=535&lt;br /&gt;
|name=Wrath of the Ancestors&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1363&lt;br /&gt;
|description=A host of wrathful ancestral spirits is summoned to decide the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=348&lt;br /&gt;
|name=Banquet for the Dead&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=55 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2039&lt;br /&gt;
|description=The Zamzummite holds a banquet for the deified dead. For three days the living and the shades of the dead share tables and meals. At the eastern end of the table is a throne for the living Adon and at the western end is an empty throne. Each night the ghostly shapes in the empty seats and throne become more solid. At the final night the Zamzummite sacrifices himself at the banquet and is devoured by the dead king who can manifest in the land of the living as a reawakened god. The Malik manifests with his host of Ditanim.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=465&lt;br /&gt;
|name=Call Amesha Spenta&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 12&lt;br /&gt;
|description=One of the six Amesha Spentas is summoned from the Stellar Sphere. The Amesha Spentas are divine beings and servants of the Lord of Wisdom. Each Spenta represents an aspect of their Lord. There are Spentas of animals, fire, sky and metals, earth, water and plants. All are powerful beings with magic corresponding to their nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=363&lt;br /&gt;
|name=Call Apkallu&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2966&lt;br /&gt;
|description=The Mashmashu contacts the celestial sphere to call upon an Umu-apkallu. The Umu-apkallu are celestial sages blessed by the Wise Waters. They resemble four-winged enkidus of great beauty. They serve as messengers of the celestial sphere and are powerful mages of the stars, the sky and anything beneath it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=471&lt;br /&gt;
|name=Call Greater Daeva&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 16&lt;br /&gt;
|description=One of the Greater Daevas of the Daevic Heptad is summoned. These are six demonic beings of vast power who serve the Lord of Destruction. Each Daeva represents an aspect of their Lord. There are Daevas of Evil Intentions, Frozen Minds, Oppression, Discontent, Destruction and Aging. All are powerful destructive beings with magic corresponding to their nature. Their mere presence will cause turmoil, unrest and maladies where they dwell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=355&lt;br /&gt;
|name=Call Ophan&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=49 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2051&lt;br /&gt;
|description=The caster calls down a manifestation of heavenly power from the Celestial Sphere. The Ophanim, wheels, are angelic beings of unfathomable and otherworldly might. They appear as a brilliance covered by four wings, that when unfolded reveal a wheel intersecting another wheel of gleaming brass. The rim of the wheel is covered by eyes of sparkling chrysolite and the being is surrounded by a blaze like that of the sun. The Ophanim see all that passes under their many eyes and watch the affairs of men from the heavenly spheres.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1054&lt;br /&gt;
|name=Call Wraith Lord&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 181&lt;br /&gt;
|description=The caster summons a Wraith Lord from the Underworld to serve him. The Wraith Lord is the spirit of an ancient lord given physical form. Wraith Lords are immortal and will return from the land of the dead if defeated in battle. The Wraith Lord is a master of Death magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1072&lt;br /&gt;
|name=Call the Eater of the Dead&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Unit, value 994&lt;br /&gt;
|description=The Death mage uses ancient and unholy rituals to call forth the Eater of the Dead, a dreadful being once banished to the Void by the previous Pantokrator.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=455&lt;br /&gt;
|name=Contact Iron Angel&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1975&lt;br /&gt;
|description=The caster contacts an Iron Angel to teach the weak to be strong. The Angel is a divine being professing the might of skill and craftsmanship. It teaches men not to trust in sorcery or religion. Only faith in yourself and the weapon you wield will grant you true strength. The Iron Angel is not sacred and will readily hunt down and slay fanatical adherents of other faiths.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=336&lt;br /&gt;
|name=Contact Leshiy&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1949&lt;br /&gt;
|description=The caster enters a deep forest and contacts its spirit ruler and persuades it to aid him. The Leshiy is a guardian of forests. In the heart of its forest it takes the appearance of a huge man with grayish green skin, covered in lichen, grass and vines. A single horn grows from his forehead and his feet are hoofed. If he leaves his forest he will shrink and become smaller and smaller and lose much of his magical powers. While inside a forest, the Leshiy is able to shapeshift into a great bear covered in moss and lichen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=546&lt;br /&gt;
|name=Contact Marid&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3376&lt;br /&gt;
|description=The caster contacts a Marid and persuades it to abandon its rebellious ways and return to serve the awakening Lord. Marids are rebellious Jinnun of vast powers banished from the City of Brass by the Ifrit Sultans. Everywhere they went they caused strife and disorder so the Sultans hunted them until they fled into the ocean depths. They are powerful Jinn born from smokeless flame, but their maritime exile has granted them powers over water as well as the powers of fire, air and earth.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=318&lt;br /&gt;
|name=Contact Scorpion Man&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1649&lt;br /&gt;
|description=The Scorpion Man is the most frightening beast that wanders the desert. It is said that when a scorpion man looks at a mountain, the mountain shivers in fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=443&lt;br /&gt;
|name=Dance of the Morrigans&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 86&lt;br /&gt;
|description=The caster unleashes the Morrigans on the battlefield, coloring the skies red and wrathful. Wailing and dressed in terror, they arrive in earnest as the ground is soiled with blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=272&lt;br /&gt;
|name=Daughter of Typhon&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Unit, value 1822&lt;br /&gt;
|description=The mage enters the misty swamps of Pythia to find the entrance to the underworld hidden there. Once there the mage will lure and bind the guardian of the gate to his service. The guardian is a beast of might and malice unequaled. She is the daughter of Typhon, Enemy of Gods, and Echidna, Mother of Monsters and her name is Hydra. Like her lesser kin, she has nine heads. However, her central head is blessed by her father and is immortal. Should it be cut off a new body will regrow from the stump within weeks. Hydra is sacred.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1067&lt;br /&gt;
|name=Earth Attack&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon - Assassination, value 3741&lt;br /&gt;
|description=A huge Earth Elemental will appear in a province of the caster&#039;s choice. Here, it will travel under the ground and search for enemy commanders. When it finds one, it will rise out of the ground and strike it down. The Earth Elemental disappears when it has completed this task or if it can&#039;t find an enemy commander. The elemental can only find targets that are grounded, thus floating beings will never be attacked by the elemental.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1075&lt;br /&gt;
|name=Faerie Court&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 627&lt;br /&gt;
|description=The caster summons a Faery Queen and her court from the Dreamwild. Faery Queens are mighty fay beings that sometimes emerge in deep woodland realms where they form courts of fay beings mimicking their human counterparts. Calling themselves Queens they take the appearance of beautiful butterfly-winged females dressed in unimaginable splendour. Faery Queens are skilled mages of the Dreamwild and are adept at Glamour and Nature magic. They also have limited skills in air, water or earth magic. If cast in a frozen forest an unseelie queen and her court will answer the call instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1066&lt;br /&gt;
|name=Guardians of the Deep&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 52&lt;br /&gt;
|description=Sea monsters will help the local militia defend underwater provinces for as long as this spell is in effect. The defending monsters are dependent on the terrain and type of sea. The monsters require some small degree of leadership and guidance, so a small local defence is required for the enchantment to have any effect, but sometimes a group of monsters can emerge and attack enemy provinces under your dominion. The global enchantment will last until it is dispelled or the caster dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=625&lt;br /&gt;
|name=Hall of the Dead&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2509&lt;br /&gt;
|description=A Tomb Oracle or a powerful Ktonian Necromancer releases vast powers and opens a tomb hall to let unquiet spirits animate the entire tomb. A great number of Shard Wights are created.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1071&lt;br /&gt;
|name=King of Banefires&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 9&lt;br /&gt;
|description=The caster calls upon the supernatural forces of Fire itself and summons Anthrax, the King of Banefires. Anthrax was once one of the Kings of Elemental Fire and known as Catharsis. He has since fallen, earning himself a new name and title in the process. The King is a master of Fire and Death magic and is surrounded by a sickly green blaze of banefire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1068&lt;br /&gt;
|name=King of Elemental Earth&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 4&lt;br /&gt;
|description=The caster calls upon the supernatural forces of the Earth itself and summons one of the Kings of Elemental Earth. There were once three such beings, but since Pedoseion was tainted with blood sacrifices, there are but two Kings left. The Kings are masters of Earth magic in addition to being physically powerful.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1062&lt;br /&gt;
|name=King of Elemental Fire&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 8&lt;br /&gt;
|description=The caster calls upon the supernatural forces of Fire itself and summons one of the Kings of Elemental Fire. There were once three such beings, but since the fall of Catharsis, there are but two. The Kings are masters of Fire magic and are surrounded by blazing flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=394&lt;br /&gt;
|name=Lictorian Legion&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 259&lt;br /&gt;
|description=This spell summons an entire legion of Lictors. Lictors are sacred and were the peacekeepers of the Old Empire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1069&lt;br /&gt;
|name=Manifestation&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Manifestation, value 392&lt;br /&gt;
|description=With this spell, an Ashen Angel is summoned with the promise of an opportunity to kill a commander in this realm and to bring his soul back to the Lord of the Netherworld. The Ashen Angel will appear in a province of the mage&#039;s choice and search for a suitable commander. If no suitable commander is found, the Angel will return to the mage and kill him instead. A commander who is horror marked runs a greater risk of being chosen by the Angel.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1064&lt;br /&gt;
|name=Queen of Elemental Air&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 7&lt;br /&gt;
|description=The caster calls on the supernatural forces of the sky itself and summons one of the three Queens of Elemental Air. The Queens are masters of Air magic, can fly and are ethereal in nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1065&lt;br /&gt;
|name=Queen of Elemental Water&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 6&lt;br /&gt;
|description=The caster calls the supernatural forces of the sea itself and summons one of the three Queens of Elemental Water. The Queens are masters of Water magic and difficult to damage when they are underwater. Unless they are completely killed in one combat round, they will heal all their wounds at the end of each round. Only one of the three Queens is able to leave the sea.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=528&lt;br /&gt;
|name=Summon Chaac&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=75 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 18&lt;br /&gt;
|description=The caster summons one of the four Chaac, powerful warrior spirits of thunder and rain. They have strangely elongated noses and blueish skin. They guard the subjects of the Awakening God with their thunderous might. The Chaac are connected to the four cardinal directions and have corresponding powers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=599&lt;br /&gt;
|name=Summon Dai Oni&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=45 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1316&lt;br /&gt;
|description=This spells summons a mighty demon king from the Netherworld. These Dai Oni are huge and command vast magical powers. They rule by fear and swift, arbitrary justice rather than skill and their lands are often torn by civil wars and uprisings. This matters little as Oni are almost immortal. The Dai Oni delight in warfare and are often found in the front ranks of their armies, butchering enemies. Dai Oni are violent and rather thick-headed. While magically powerful, they are not clever enough to be good researchers. Unscrupulous human sorcerers are given gold and magical power in return for their services. Oni don&#039;t need to eat. However, they have tremendous appetites and like to eat and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Their residual spirit form is a ghost and can be banished.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=570&lt;br /&gt;
|name=Summon Devata&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=45 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1336&lt;br /&gt;
|description=This spell summons a Devata, a lesser divinity of the Celestial Sphere. The Devata is a powerful warrior, priest and mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=491&lt;br /&gt;
|name=Summon Dwarf of the Four Directions&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=62 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value -21&lt;br /&gt;
|description=In every cardinal direction the Sky and the Earth meet, and in each of these places there is a dwarf of vast powers holding the Dome of the Sky in place. Should any of these dwarves be tricked to leave their task the world would start to collapse and storms would ravage the world. It is believed that wicked giants and Seithberenders would try to see the end of this world by removing these dwarves from their eternal task. The dwarves are immortal and should one be slain he would probably resume his task of holding the Sky in its proper place.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=545&lt;br /&gt;
|name=Summon Marid&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=66 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3374&lt;br /&gt;
|description=The Marids are rebellious Jinnun of vast powers. Banished from the City of Brass by the Ifrit Sultans they fled into the depths of the ocean. When mankind overtook the world and magic was lost, Ubar could no longer keep rebellious Marids at bay and they returned to the world. Marids are attracted to magic and can be lured and bound with powerful sorcery. They are powerful Jinn born from smokeless flame, but their maritime exile has granted them powers over water as well as the powers of fire, air and earth.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=366&lt;br /&gt;
|name=Summon Telkhine&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=69 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2874&lt;br /&gt;
|description=The caster releases one of the Telkhines from its Tartarian prison. Telkhines are sea-daimones of vast powers. They bring hailstorms and blizzards and cause great devastation. They are also great sages and unparalleled craftsmen. Their dabbling in stygian magic caused their final downfall and imprisonment. Telkhines are able to change their shape. In their demonic form their magic powers over storms and the sea are increased. In human shape their skills in forging are increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1063&lt;br /&gt;
|name=The Kindly Ones&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]6&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 80&lt;br /&gt;
|description=The caster unleashes the Erinyes upon the world.  The Erinyes are three horrible spirits of vengeance that punish those who slay innocent women. In elder times, they upheld the ban against Blood magic, but they have since returned to the darkness whence they came.  They are sometimes called the Eumenides, the Kindly Ones, but their true names are Avenger of Murder, Grudging Anger and The Unrelenting One.  Sinners will hear the horrible baying of the sisters and madness will strike them unless they are found and most gruesomely slain by the sisters.  The first sister kills those who have killed, the second one hunts those who use blood magic and the third one hunts the enemies of he who summoned her and her sisters.  The Kindly Ones remain in the world until the enchantment is dispelled or the three of them are slain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1070&lt;br /&gt;
|name=Well of Misery&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=80 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 33&lt;br /&gt;
|description=This mighty ritual is a blessing to units across the world. Diseases, old age, suffering and pains are all drained of some of their essence. All malign energies are siphoned from the world and concentrated in the Well of Misery, effectively giving the caster a huge income of magical gems of Death. Each month a large amount of death gems are generated and the growth scale is increased in all provinces of the world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1074&lt;br /&gt;
|name=Wild Growth&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=Vines and roots sprout from the ground, grabbing all enemies within reach. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1081&lt;br /&gt;
|name=Awaken Tarrasque&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 925&lt;br /&gt;
|description=The caster awakens an ancient sleeping dragon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1077&lt;br /&gt;
|name=Call Abomination&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 521&lt;br /&gt;
|description=The caster summons an Abomination from the nether planes. The beast is huge and horrible to behold, capable of shredding the minds of weaker beings with its gaze.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1076&lt;br /&gt;
|name=Call Ancient Presence&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2251&lt;br /&gt;
|description=In the deepest parts of the most fearsome swamps there is something that devours everything that dares to enter. This is known as the ancient presence. It is very old and grows larger by incorporating the victims that it devours whole. No hero can stand against the ancient presence, it devours and incorporates anyone that gets close and only gets stronger by it. The ritual to call an ancient presence can only be performed in large swamp.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=356&lt;br /&gt;
|name=Call Merkavah&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]7&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=222 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2052&lt;br /&gt;
|description=With a tremendous sacrifice of power the caster calls down the ultimate manifestation of heavenly power. A Merkavah, a heavenly chariot of vast and unbearable power forms in the skies. In a blaze of otherworldly splendor, four wheels covered by four wings move the Merkavah in four directions. Above the four wheels at the center of the solar glory is a living being with four faces, four wings, four colors and four lives. Above the living being is a sapphire dome of stellar might beyond which the unbearable might of the Celestial Thrones is visible. After the vision of the heavens subsides, the four wheels and the Tetramorph remain to command the faithful and destroy the servants of sin.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1082&lt;br /&gt;
|name=Enchanted Forests&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]7&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=90 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 24&lt;br /&gt;
|description=All forests will start to whisper the hymns to the pretender that controls this enchantment. This will spread dominion to the places where false pretenders were worshiped. When a forest has the right dominion it will start to attack instead of whispering hymns. Enemies in that province or neighboring provinces will be attacked by creatures of the awakening forest.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1078&lt;br /&gt;
|name=Ghost Riders&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Temporary units), value 189&lt;br /&gt;
|description=This spell summons 75 Longdead Horsemen led by a Wraith Lord of the Netherworld. The horsemen will wreak havoc upon a province of the caster&#039;s choice but are not otherwise under the control of their summoner.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=482&lt;br /&gt;
|name=Heavenly Choir&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]7&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=144 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1368&lt;br /&gt;
|description=This spell calls down a Seraph from the heavens so he can serve the Pretender God. The Seraph is accompanied by a choir of angels.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1079&lt;br /&gt;
|name=Legion of Wights&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 533&lt;br /&gt;
|description=The necromancer summons a contingent of Wights from the Underworld to serve him. Wights are powerful undead warriors armed with Bane Blades and heavy armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=571&lt;br /&gt;
|name=Summon Devala&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=55 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1713&lt;br /&gt;
|description=The Devala is a personification of music and lesser god of the Celestial Sphere. The divine tunes of the Devalas once filled this world, but when the Devatas of Kailasa withdrew to the heavens, the Devalas followed and the world was made a duller place. The mere presence of a Devala will cause the divine music to once again permeate the world and increase the magic scale of a province. It is a powerful mage-priest and a formidable warrior. The Devala is sacred.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=572&lt;br /&gt;
|name=Summon Rudra&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=55 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1906&lt;br /&gt;
|description=The caster summons one of the Rudras from the Celestial Spheres. Rudras are raging demigods of destruction armed with enchanted weaponry, thunder and plague. They bring death by arms or sorcery to mortals and demons alike. Their bows strike the targets with plague and their swords are the bane of demons. The Rudras are sprung from hurricanes and are able to fly even during storms. Their sorcerous might is directed towards destruction and they never pause to study or forge items.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1080&lt;br /&gt;
|name=Tartarian Gate&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]7&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Tartarian Gate, value 10&lt;br /&gt;
|description=The caster opens a gate to Tartarus and releases a dead Titan or Monstrum imprisoned in that horrible place. The Titans were gods in ancient times, but were defeated and imprisoned in Tartarus aeons ago. The dead Titan once had tremendous powers, but the imprisonment in the realm of perpetual pain might have destroyed the mind of the ancient god.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=245&lt;br /&gt;
|name=Air Shield&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8&lt;br /&gt;
|description=The air shield solidifies the air above the caster to protect him or her from incoming missiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1458&lt;br /&gt;
|name=Carrion Fortress&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=45 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 10&lt;br /&gt;
|description=This ritual forms a fortress of brambles, roots and bones in a matter of weeks, sturdy enough to rival stone walls. Defenders can stand on the walls and fire missiles from the parapets. This ritual can only be cast in forests or shallow seas, where nature has plenty of material to build from.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=337&lt;br /&gt;
|name=Grow Fortress&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 10&lt;br /&gt;
|description=This ritual forces nature to form a complete fortress in a matter of weeks, sturdy enough to rival stone walls. Defenders can stand on the walls and fire missiles from the parapets. This ritual can only be cast in forests or shallow seas, where nature has plenty of material to build from.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=249&lt;br /&gt;
|name=Hand of Dust&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1005&lt;br /&gt;
|description=The caster&#039;s left hand becomes deadly, able to turn anything it touches to ashes. The spell is limited in power but ignores armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=250&lt;br /&gt;
|name=Poison Touch&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Poison (HP damage), value 5005&lt;br /&gt;
|description=By touching a target, the magician can poison him. A successful attack roll is required to hit the target, but armor offers no protection.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=248&lt;br /&gt;
|name=Twist Fate&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=0&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1&lt;br /&gt;
|description=The caster changes his future fate. Twist Fate negates the first successful strike against the one protected by this spell. Any type of caster, including those that are undead or inanimate can use this spell to alter its fate.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=769&lt;br /&gt;
|name=Blurred Body&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4398046511104&lt;br /&gt;
|description=The mage&#039;s body becomes blurred, transparent and difficult to strike in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=766&lt;br /&gt;
|name=Cat Eyes&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 35184372088832&lt;br /&gt;
|description=This spell grants the caster partial darkvision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=760&lt;br /&gt;
|name=Charge Body&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 16384&lt;br /&gt;
|description=When a charged body is struck in melee combat, a powerful jolt of electricity will strike the attacker. However the mage will also receive some shock damage from the discharge, but it will be much less severe. The damage caused by the electrical charge bypasses the protection of armor and is very deadly. Once hit, the mage&#039;s body will become discharged and, if the mage survives, will need to be recharged.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=759&lt;br /&gt;
|name=Distill Gold&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 250&lt;br /&gt;
|description=The alchemist distills gold from minerals. The process is time consuming and requires the alchemist to use fire gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=765&lt;br /&gt;
|name=Eagle Eyes&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4&lt;br /&gt;
|description=This spell grants the mage superior vision and accuracy for both spell casting and archery.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=762&lt;br /&gt;
|name=Earth Grip&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 16384&lt;br /&gt;
|description=The mage orders the earth to swallow a single target. If the target is affected, he will be unable to move unless he succeeds in breaking free.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=761&lt;br /&gt;
|name=Fists of Iron&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 15&lt;br /&gt;
|description=The caster enchants his hands, transforming them into pistons able to strike down even the largest of foes. The assault lasts only one round and the targeted unit must be in reach. The magician attacks the target multiple times with increased skill. The damage of the spell increases with the strength of the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=763&lt;br /&gt;
|name=Hand of Death&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 5030&lt;br /&gt;
|description=The left hand of the caster becomes deadly and destroys anything it touches. The power of the hand is strong enough to kill giants.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=768&lt;br /&gt;
|name=Personal Barkskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16&lt;br /&gt;
|description=The skin of the caster is transformed into a rough, bark-like hide. This makes the caster less vulnerable to weapons, but more vulnerable to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=767&lt;br /&gt;
|name=Personal Poison Resistance&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 288230376151711744&lt;br /&gt;
|description=This spell makes the caster quite resistant to poison. The spell does not neutralize poison already affecting the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=764&lt;br /&gt;
|name=Skeletal Body&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 274877906944&lt;br /&gt;
|description=The body of the caster dries up and becomes impossibly thin and skeletal. Piercing weapons hitting the caster will cause less damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=778&lt;br /&gt;
|name=Alchemical Transmutation&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 200&lt;br /&gt;
|description=The alchemist transmutes base metals into precious ones. The process is time consuming and requires the alchemist to use earth gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=780&lt;br /&gt;
|name=Armor of Achilles&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage Armor (no effect on magic items), value 10&lt;br /&gt;
|description=Almost totally destroys the target&#039;s armor and shield. Magical armor is likely to resist the effect of this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=785&lt;br /&gt;
|name=Blur&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4398046511104&lt;br /&gt;
|description=A few soldiers becomes blurred, transparent and difficult to strike in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=770&lt;br /&gt;
|name=Burn&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 512&lt;br /&gt;
|description=The targeted enemy is set ablaze. The spell ignores enemy armor, but it is not always strong enough to kill the victim. Also, rain or snow will put the flames out very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=783&lt;br /&gt;
|name=Enlarge&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2147483648&lt;br /&gt;
|description=A few soldiers are magically enlarged for the duration of the battle. Enlarged soldiers get increased size, hit points and strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=781&lt;br /&gt;
|name=Gift of Cheated Fate&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1&lt;br /&gt;
|description=The caster changes the future fates of a few soldiers. Cheat Fate negates the first successful strike against the one protected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=775&lt;br /&gt;
|name=Gooey Water&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 134217728&lt;br /&gt;
|description=The caster turns a patch of water into sticky slime. Units stuck in the slime will move and attack more slowly and have trouble defending themselves. The slime effect will wear off more quickly on targets with high magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=774&lt;br /&gt;
|name=Ice Shield&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 549755813888&lt;br /&gt;
|description=The mage transforms the water around him into a shield of ice that protects him from harm. The shield will randomly block about half of the attacks against his person.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=784&lt;br /&gt;
|name=Mirror Image&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 2000&lt;br /&gt;
|description=This spell creates illusionary images of the caster. A skilled Glamour mage will get more images than a less skilled one. The images will surround the mage and make it harder for enemies to figure out which one to strike.  A strike will have an equal chance of hitting each image and the mage. If an image is hit it will disappear and further attacks are more likely to hit the caster. Unlike some other glamour effects, mirror images are not negated by true sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=776&lt;br /&gt;
|name=Personal Mistform&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 65536&lt;br /&gt;
|description=The mage&#039;s body becomes mist. Striking the mist that makes up the mage&#039;s body causes the mage very little damage. The mistform will end if the mage gets hit exceptionally hard or by a magical weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=779&lt;br /&gt;
|name=Personal Stoneskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 65536&lt;br /&gt;
|description=The skin of the caster is transformed into a rough, stone-like hide. As a side effect the caster will take additional damage from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=773&lt;br /&gt;
|name=Quicken Self&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 262144&lt;br /&gt;
|description=Quickness increases the speed of the caster and enhances his ability to dodge and evade incoming attacks. The quickened one can perform regular combat actions twice every turn, but still cannot cast more than one spell per combat round.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=771&lt;br /&gt;
|name=Resist Cold&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell makes the caster resistant to cold. It also negates the chill effect caused by some undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=772&lt;br /&gt;
|name=Resist Fire&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell makes the caster&#039;s body resistant to fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=777&lt;br /&gt;
|name=Resist Lightning&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell makes the caster highly resistant to thunder and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=782&lt;br /&gt;
|name=Weakness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Weaken, value 3&lt;br /&gt;
|description=The mage damages the life force of the target making it permanently weaker.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=799&lt;br /&gt;
|name=Animate Tree&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=value 361&lt;br /&gt;
|description=This spell will cause a small tree or a couple of large bushes to come alive, uproot themselves and start to fight for the nature mage that awakened them. Bushes are usually slow and not very well suited for fighting, but they are surprisingly strong and they may easily kill a human should they get hold of one.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=798&lt;br /&gt;
|name=Barkskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16&lt;br /&gt;
|description=The skin of a few soldiers are transformed into a rough, bark-like hide. This makes them less vulnerable to weapons, but more vulnerable to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=796&lt;br /&gt;
|name=Body Ethereal&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 134217728&lt;br /&gt;
|description=The target&#039;s body becomes hazy and transparent. The target can pass through obstacles and non-magical weapons usually just pass through his body without harming it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=791&lt;br /&gt;
|name=Cold Resistance&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell makes a few units resistant to cold. It also reduces the chill effect caused by some undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=802&lt;br /&gt;
|name=Displace Body&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8796093022208&lt;br /&gt;
|description=The mage&#039;s image appears beside his actual location and is very difficult to hit in melee. The first attack against the displaced unit will almost always miss as the enemy will swing straight at the false image.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=795&lt;br /&gt;
|name=Earth Meld&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=60 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Cause Affliction, value 16384&lt;br /&gt;
|description=The targeted soldiers start to sink into the ground. Affected troops must struggle to free themselves from the ground. During the struggle, they are unable to move or attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=786&lt;br /&gt;
|name=Fire Resistance&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell makes a few units&#039; bodies resistant to fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=792&lt;br /&gt;
|name=Freeze&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 268435456&lt;br /&gt;
|description=The caster freezes his enemies. Frozen units are slowed and suffer from fatigue each turn. The spell only lowers the temperature of the soldiers themselves. There is no lingering cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=261&lt;br /&gt;
|name=From Death Comes Life&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 94&lt;br /&gt;
|description=The Panageis uses sacred carcasses from a Megara Chasm to complete the cycle of death and rebirth and procure fertility in the province. The growth scale of the province is increased by two. The ritual lasts longer if more gems are used.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=797&lt;br /&gt;
|name=Gift of Cat Eyes&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 35184372088832&lt;br /&gt;
|description=This spell grants a few soldiers partial darkvision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=803&lt;br /&gt;
|name=Group Blur&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4398046511104&lt;br /&gt;
|description=Several soldiers becomes blurred, transparent and difficult to strike in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=787&lt;br /&gt;
|name=Immolation&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=7&lt;br /&gt;
|effect=Damage, value 1010&lt;br /&gt;
|description=The caster bursts into white-hot flames, badly burning everyone within range. Armor offers little protection against the flames. The spell will consume the caster if he is unprotected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=788&lt;br /&gt;
|name=Inner Sun&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 67108864&lt;br /&gt;
|description=This spell provides the mage with a way to retaliate when attacked by undead warriors. When the mage is slain, a shower of light will shoot forth from the body and burn all undead beings in the vicinity. The Inner Sun spell is a ritual and will last until the mage is killed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=793&lt;br /&gt;
|name=Lightning Resistance&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell makes units resistant to the damage and stun effects caused by lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=790&lt;br /&gt;
|name=Mist&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 71&lt;br /&gt;
|description=The caster creates a dense magical mist across the battlefield that makes it difficult to see far and prevents any cloud effects from dissipating properly. The mist will limit the precision of all spells and missiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=801&lt;br /&gt;
|name=Mossbody&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8&lt;br /&gt;
|description=The caster covers the body of a small number of troops in a moist magical moss. The moss has a large chance of providing an extra layer of protection against any attack as well as giving a certain protection against fire. If the moss is struck it has a chance of bursting in a cloud of poison and after that the protective effect will be over. The harder the hit the greater the chance of the moss bursting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=794&lt;br /&gt;
|name=Personal Ironskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268435456&lt;br /&gt;
|description=The skin of the caster is transformed into a hard, metallic hide. As a side effect the caster will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=789&lt;br /&gt;
|name=Protective Winds&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8&lt;br /&gt;
|description=Powerful winds will protect a group of friendly units from enemy projectiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=800&lt;br /&gt;
|name=Torpor&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=35&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Fatigue, value 5010&lt;br /&gt;
|description=This spell targets the metabolism and bodily functions of a few units. The targets become unnaturally tired.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=487&lt;br /&gt;
|name=Amalgamation of Air and Flesh&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3865&lt;br /&gt;
|description=The alchemists of Marignon have, with the possible aid of infernal tutors, devised means to fuse human bodies with elemental essence creating living amalgams of flesh and air. The amalgam retains his mind and soul so early experiments with prisoners have been discarded and now only able and willing soldiers are used in the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=489&lt;br /&gt;
|name=Amalgamation of Earth and Flesh&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3867&lt;br /&gt;
|description=The alchemists of Marignon have, with the possible aid of infernal tutors, devised means to fuse human bodies with elemental essence creating living amalgams of flesh and earth. The amalgam retains his mind and soul so early experiments with prisoners have been discarded and now only able and willing soldiers are used in the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=486&lt;br /&gt;
|name=Amalgamation of Fire and Flesh&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3864&lt;br /&gt;
|description=The alchemists of Marignon have, with the possible aid of infernal tutors, devised means to fuse human bodies with elemental essence creating living amalgams of flesh and fire. The amalgam retains his mind and soul so early experiments with prisoners have been discarded and now only able and willing soldiers are used in the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=488&lt;br /&gt;
|name=Amalgamation of Water and Flesh&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3866&lt;br /&gt;
|description=The alchemists of Marignon have, with the possible aid of infernal tutors, devised means to fuse human bodies with elemental essence creating living amalgams of flesh and water. The amalgam retains his mind and soul so early experiments with prisoners have been discarded and now only able and willing soldiers are used in the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=817&lt;br /&gt;
|name=Arouse Hunger&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value -4&lt;br /&gt;
|description=The necromancer curses about forty beings in a far away province with undeath, more for skillful death mages. The victims will become ghouls that serve the necromancer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=816&lt;br /&gt;
|name=Blight&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 9&lt;br /&gt;
|description=The caster unleashes a blight upon a distant province. Five percent of the population will die, unrest increases and one hundred and twenty pounds of gold must be used to feed the starving.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=804&lt;br /&gt;
|name=Combustion&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 512&lt;br /&gt;
|description=A few enemies are set ablaze. The spell ignores enemy armor, but it is not always strong enough to kill the victim. Also, rain or snow will put the flames out very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=815&lt;br /&gt;
|name=Curse of Stones&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 32&lt;br /&gt;
|description=The caster curses the enemy army with the weight of earth and stones. Affected enemy units are severely burdened and moving will be slow and exhausting. Attack speed will not be affected, but fighting will be extra exhausting and can prove disastrous even for lightly armed soldiers. The curse will last until the battle is over.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=814&lt;br /&gt;
|name=Destruction&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=6&lt;br /&gt;
|effect=Damage Armor (no effect on magic items), value 5&lt;br /&gt;
|description=The armor of several soldiers is destroyed and falls to the ground in useless heaps. Magical armor is much less likely to be affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=818&lt;br /&gt;
|name=Elemental Fortitude&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 7168&lt;br /&gt;
|description=Increases resistance to fire, cold and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=809&lt;br /&gt;
|name=Encase in Ice&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Add To Effect Value (10), value 299&lt;br /&gt;
|description=The caster transforms the water surrounding some enemies into ice. The encased targets are protected from strikes, but must break free to be able to move or defend themselves. While encased they will become chilled and numbed and suffer fatigue.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=819&lt;br /&gt;
|name=Group Barkskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16&lt;br /&gt;
|description=The skin of several soldiers are transformed into a rough, bark-like hide. This makes them less vulnerable to weapons, but more vulnerable to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=805&lt;br /&gt;
|name=Lacerating Winds&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Damage, value 1003&lt;br /&gt;
|description=The caster makes the very winds themselves attack his enemies by hardening and sharpening the air itself. The winds will slash and bruise unprotected enemies in a large area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=806&lt;br /&gt;
|name=Liquid Body&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2680059592704&lt;br /&gt;
|description=The caster transforms himself into a semi-liquid being. He becomes very difficult to harm by physical means and wounds will rarely become permanent afflictions. As a by-effect the caster will lose some strength and movement speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=811&lt;br /&gt;
|name=Mistform&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 65536&lt;br /&gt;
|description=The bodies of a few soldiers becomes mist. Striking the mist that makes up the mage&#039;s body causes the mage very little damage. The mistform will end if the mage gets hit exceptionally hard or by a magical weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=807&lt;br /&gt;
|name=Quickness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 262144&lt;br /&gt;
|description=Quickness increases the speed of a small number of units and enhances their ability to dodge and evade incoming attacks. The quickened ones can act twice every turn, but quickened spell casters still cannot cast more than one spell per combat round.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=822&lt;br /&gt;
|name=Shrink&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=16+2/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 4294967296&lt;br /&gt;
|description=A few soldiers are shrunk for the rest of their lives. Shrunk beings have reduced size, strength and hit points. As a side effect defence is increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=808&lt;br /&gt;
|name=Slow&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 68719476736&lt;br /&gt;
|description=This spell will slow down a small group of enemies. The slowed units will require twice as long time to move, attack or cast spells. The effect will last for the entire battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=812&lt;br /&gt;
|name=Stoneskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 65536&lt;br /&gt;
|description=The skin of a few soldiers are transformed into a rough, stone-like hide. As a side effect the targets will take additional damage from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=821&lt;br /&gt;
|name=Stygian Skin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 17179869184&lt;br /&gt;
|description=The caster drenches his skin in stygian water, making him almost impervious to physical damage. Only living beings are affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=820&lt;br /&gt;
|name=Swarm&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -9&lt;br /&gt;
|description=The caster summons and transforms several insects, bugs and reptiles. The enlarged bugs aren&#039;t very dangerous, but will surely disturb those they attack. If cast under water shrimps and small fish will appear instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=813&lt;br /&gt;
|name=Temper Flesh&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 481036338176&lt;br /&gt;
|description=The flesh of the caster is tempered with earth magic and made highly resistant to physical damage as well as fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=824&lt;br /&gt;
|name=Twilight&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 115&lt;br /&gt;
|description=The caster shrouds the battlefield in twilight. Vision is slightly hampered and it is difficult to discern details. That which is small seems large and that which is close seems far away. Appearances are deceiving and it is difficult to separate dreams from reality. All glamour mages have their glamour skills empowered as long as the twilight remains. The twilight cannot be cast in darkness, and it is dispelled by battlefield lights as well as darkness.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=810&lt;br /&gt;
|name=Wolven Winter&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 3&lt;br /&gt;
|description=The caster curses a distant province with a dramatic fall in temperature. The mage can target any province of his choice and those affected will not know who has cast this spell upon them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=829&lt;br /&gt;
|name=Arrow Ward&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8&lt;br /&gt;
|description=The air itself will protect a large number of friendly units from enemy projectiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=840&lt;br /&gt;
|name=Baleful Star&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 5&lt;br /&gt;
|description=The caster invokes the great Maleficent and forces the evil star to take a conjunctive position in the heavens above one province, causing unfortunate events and evil deeds to occur. Anyone exposed to the evil star risks getting cursed for the rest of his life.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=844&lt;br /&gt;
|name=Blood Poisoning&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Poison (HP damage), value 2011&lt;br /&gt;
|description=The blood of the target is turned into poison. Even poison resistant beings are likely to suffer and die from their own blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=834&lt;br /&gt;
|name=Bone Melter&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=When affected by this spell, the targets will melt, dissolving instantly, resulting in a quick and certain death. Ethereal units are nearly immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=845&lt;br /&gt;
|name=Cat-eyed Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 35184372088832&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=826&lt;br /&gt;
|name=Cold Resistant Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell makes several units resistant to cold. It also reduces the chill effect caused by some undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=843&lt;br /&gt;
|name=Drain Life&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Drain Life, value 1010&lt;br /&gt;
|description=The caster drains life force from the target, adding it to his own health and endurance.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=841&lt;br /&gt;
|name=Enfeeble&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=25&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Weaken, value 2&lt;br /&gt;
|description=The mage damages the life force of the targets making them permanently weaker.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=833&lt;br /&gt;
|name=Fire Resistant Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell makes units&#039; bodies resistant to fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=338&lt;br /&gt;
|name=Fort of the Ancients&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 10&lt;br /&gt;
|description=In ancient times, Pangaea made its forts not from mud and mortar but bramble and birch. This ritual forces nature to form a complete fortress in a matter of weeks, sturdy enough to rival stone walls. The ritual can only be cast in forests or shallow seas, where an appropriate amount of vegetation can be found.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=831&lt;br /&gt;
|name=Gift of Formlessness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2680059592704&lt;br /&gt;
|description=The caster transforms a handful of soldiers into semi-liquid beings. The transformed soldiers become very difficult to harm by physical means and wounds will rarely become permanent afflictions. As a by-effect the affected soldiers will lose some strength and movement speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=835&lt;br /&gt;
|name=Group Stoneskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 65536&lt;br /&gt;
|description=The skin of a group of soldiers are transformed into a rough, stone-like hide. As a side effect the targets will take additional damage from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=827&lt;br /&gt;
|name=Incinerate&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 2012&lt;br /&gt;
|description=A single target is consumed by flames from the inside. Armor does not protect against this spell. It can target victims over long distances and it is one of the very few Fire spells that can be used underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=289&lt;br /&gt;
|name=Internal Alchemy&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Internal Alchemy, value 15&lt;br /&gt;
|description=The mystics and hermits of T&#039;ien Ch&#039;i have always been obsessed with longevity. Internal Alchemy is a method to transmute the inner self instead of external substances. Meditation, severe asceticism and breathing techniques are used to access the inner cinnabar fields in an attempt to alter them. Often the alchemist feeds on cinnabar, transmuted quicksilver, the most highly regarded alchemical substance, during the process. The transformative nature of the cinnabar might also transmute the mind of the hermit.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=842&lt;br /&gt;
|name=Invulnerability&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 2&lt;br /&gt;
|description=The flesh of the caster is made almost invulnerable from normal weapons. Only magic weapons or strikes from mighty giants will be able to harm the invulnerable one.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=626&lt;br /&gt;
|name=Iron Marionettes&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=30&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=This spell is primarily used to boost the power of the Agarthan Iron Corpses, but the spell works on other undead units as well. Any undead affected by this spell will move with great speed and fight with relentless fervor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=838&lt;br /&gt;
|name=Ironskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268435456&lt;br /&gt;
|description=The skins of a few soldiers are transformed into a hard, metallic hide. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=836&lt;br /&gt;
|name=Lightning Resistant Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell makes several units resistant to the damage and stun effects caused by lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=837&lt;br /&gt;
|name=Maws of the Earth&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=4+1/lvl&lt;br /&gt;
|effect=Damage, value 1012&lt;br /&gt;
|description=The earth cringes and heaves and a great maw with teeth of rock opens and swallows those unfortunate to be standing in the area. Those who survive will be partially buried in the ground and immobilized.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=846&lt;br /&gt;
|name=Mother Oak&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 46&lt;br /&gt;
|description=The oldest and mightiest of all oaks in the realm is enchanted to become the greatest oak there ever was. The Mother Oak produces magical acorns that can be harvested and made into Nature gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=847&lt;br /&gt;
|name=Nightfall&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 97&lt;br /&gt;
|description=The caster shrouds the battlefield in darkness. The spell can only be cast if the spell Twilight is already active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=848&lt;br /&gt;
|name=Shadow Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=20&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4398046511104&lt;br /&gt;
|description=A large group of soldiers becomes blurred, transparent and difficult to strike in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=839&lt;br /&gt;
|name=Shatter&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Shatter, value 5020&lt;br /&gt;
|description=This spell shatters metal and stone, wood and bone. Constructs and other inanimate beings targeted by the spell will take tremendous damage, but it has no effect against living beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=828&lt;br /&gt;
|name=Solar Eclipse&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 97&lt;br /&gt;
|description=The spell will blot out the sun, but only for a little while and in a limited area. It is enough to make a battlefield as dark as the night and will impair all units without darkvision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=830&lt;br /&gt;
|name=Storm&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 1&lt;br /&gt;
|description=The caster controls the weather and conjures a mighty storm on the battlefield. In cold provinces the storm will turn into a blizzard. The storm makes all cloud effect dissipate much faster, it also makes flying impossible and shooting very difficult. A rain storm will also make it more difficult to use Fire magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=825&lt;br /&gt;
|name=Transmute Fire&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 350&lt;br /&gt;
|description=The alchemist transmutes fire gems into gold. Every gem spent gives the alchemist several pounds of gold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=832&lt;br /&gt;
|name=Winter&#039;s Chill&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 268435456&lt;br /&gt;
|description=The caster freezes several enemy soldiers. Frozen units are slowed and suffer from fatigue each turn. The spell only lowers the temperature of the soldiers themselves. There is no lingering cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=849&lt;br /&gt;
|name=Blindness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 4096&lt;br /&gt;
|description=A very bright light flashes in the target&#039;s eyes. The target will be permanently blinded unless the spell is resisted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=852&lt;br /&gt;
|name=Blizzard&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 81&lt;br /&gt;
|description=The caster conjures an unexpected blizzard. The blizzard spell can only be cast in regions of neutral or slight heat. When cast the temperature drops suddenly and a snowstorm covers the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=851&lt;br /&gt;
|name=Boil&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1006&lt;br /&gt;
|description=This spell heats up a large underwater area to the point of boiling. This spell can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=861&lt;br /&gt;
|name=Control&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster alters the magical bonds of a magical being, making it serve him instead of its creator.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=902&lt;br /&gt;
|name=Crumble&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Crumble, value -50150&lt;br /&gt;
|description=The caster unleashes great power upon a besieged castle. The walls of the castle will fall apart and debris will crash down upon the unwary defenders.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=864&lt;br /&gt;
|name=Darkness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 77&lt;br /&gt;
|description=The battlefield is covered in a blanket of darkness that even renders torches useless. Most ordinary beings will stumble and have great difficulty fighting or shooting in the darkness. The darkness ends if the caster dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=823&lt;br /&gt;
|name=Eagle-eyed Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=856&lt;br /&gt;
|name=Earth Gem Alchemy&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 300&lt;br /&gt;
|description=The alchemist transmutes earth gems into precious metals. Every gem spent gives the alchemist several pounds of gold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=293&lt;br /&gt;
|name=End of Weakness&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 17179869184&lt;br /&gt;
|description=All Oni on the battlefield are enchanted with the strength of the Underworld and their skin becomes almost impervious to non magical weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=853&lt;br /&gt;
|name=Frozen Heart&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 2008&lt;br /&gt;
|description=The victim&#039;s heart is instantly frozen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=867&lt;br /&gt;
|name=Giant Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2147483648&lt;br /&gt;
|description=A large group of soldiers are magically enlarged for the duration of the battle. Enlarged soldiers get increased size, hit points and strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=869&lt;br /&gt;
|name=Gift of Displacement&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8796093022208&lt;br /&gt;
|description=The target&#039;s images appear beside their actual location and are very difficult to hit in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=855&lt;br /&gt;
|name=Group Ironskin&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=60 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268435456&lt;br /&gt;
|description=The skins of a group of soldiers are transformed into a hard, metallic hide. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=850&lt;br /&gt;
|name=Hellscape&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 16&lt;br /&gt;
|description=The caster calls on the fires of Rhuax to curse a distant province with blistering heat. Smoke and wildfires will erupt as the very ground will burn with unnatural heat. The Hellscape will appear as an unnatural event, but those affected will not know who has cast the curse upon them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=870&lt;br /&gt;
|name=Invisibility&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1073741824&lt;br /&gt;
|description=The caster becomes invisible and will be almost impossible to hit in melee. The invisibility ends if the caster is wounded.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=857&lt;br /&gt;
|name=Iron Bane&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 2199023255552&lt;br /&gt;
|description=The armor of all soldiers on the battlefield will rust and become weakened. Weakened armor can be destroyed by a hard blow from a weapon. Magical armor is not affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=859&lt;br /&gt;
|name=Iron Pigs&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 924&lt;br /&gt;
|description=The caster transforms seven ordinary boars into beings of flesh and steel. People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies. Pigs, on the other hand, are not bothered, or at least they don&#039;t complain. Pigs are also preferred to dogs, as they have the size and strength to trample human-sized opponents. The transformation does not make the pigs braver.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=854&lt;br /&gt;
|name=Manifest Vitriol&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1983&lt;br /&gt;
|description=The alchemist conjures a manifestation of the alchemical principle of vitriol. It appears as a large, green, ethereal lion, whose breath will destroy all metals but gold. It is a magical, mindless being that must be commanded by a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=872&lt;br /&gt;
|name=Mirage&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 139&lt;br /&gt;
|description=The mage creates an illusory castle in a distant province to fool neighboring nations. Only upon besieging the castle will the truth be revealed to an advancing army. The enchantment lasts longer the more gems the caster invests.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=858&lt;br /&gt;
|name=Petrify&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Petrify, value 999&lt;br /&gt;
|description=The caster transforms some targets into stone. The target might end up dead when the petrification ends.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=860&lt;br /&gt;
|name=Rewrite Fate&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1&lt;br /&gt;
|description=The caster alters the fate of a large group of soldiers. Rewrite Fate negates the first successful strike against the ones protected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=862&lt;br /&gt;
|name=Skeletal Legion&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 274877906944&lt;br /&gt;
|description=The caster transforms an entire army into skeletal beings, making them highly resistant to piercing attacks. The transformation can be harmful and the transformed soldiers might get diseased by the spell. High magic resistance will protect the affected soldiers from the disease. The caster is exempt from the effects of the spell&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=863&lt;br /&gt;
|name=Soul Vortex&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 2048&lt;br /&gt;
|description=Anyone close to the necromancer will have his life force drained from him. The life force will be used by the necromancer to restore his own health and endurance. The necromancer and his mount if any are not drained by the soul vortex.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=866&lt;br /&gt;
|name=Transformation&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Transformation, value 1&lt;br /&gt;
|description=The caster is transformed into a random monster or animal. Some monsters, such as fire drakes, are closely attuned to an element or other magical path. If the caster successfully transforms into such a being he might gain magic power. Also the caster&#039;s new body is young and healthy. The transformation is not without risk, however, as the caster&#039;s mind and body may be damaged in the process. Sometimes a failed transformation can result in the form of a mindless being and usually mind and magic abilities are lost as a result. But sometimes a being with powerful magic can retain his magic ability as the magic is too strong to let the absence of a mind stop it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=868&lt;br /&gt;
|name=Venomous Death&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Poison (HP damage), value 3019&lt;br /&gt;
|description=The caster emulates the horrible bite of the Asp, the most deadly of snakes. The target is poisoned and his flesh will shrivel and his blood dry up.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=865&lt;br /&gt;
|name=Wooden Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16&lt;br /&gt;
|description=This spell gives Barkskin to a large group of soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=890&lt;br /&gt;
|name=Army of Shades&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4398046511104&lt;br /&gt;
|description=The entire army becomes blurred, transparent and difficult to strike in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=874&lt;br /&gt;
|name=Arrow Fend&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8&lt;br /&gt;
|description=The air itself will protect all friendly units from enemy projectiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=886&lt;br /&gt;
|name=Bone Grinding&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]7&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D7&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Damage, value 3&lt;br /&gt;
|description=With a horrible grinding noise, all units on the battlefield fall to the ground as their bones crack and break. Strong victims might get away with a broken bone, more unfortunate ones will become crippled for life. Ethereal beings are rarely hurt by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=877&lt;br /&gt;
|name=Crawl&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 68719476736&lt;br /&gt;
|description=This spell will slow down a large group of enemies. The slowed units will require twice as long time to move, attack or cast spells. The effect will last for the entire battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=888&lt;br /&gt;
|name=Creeping Doom&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -9&lt;br /&gt;
|description=This spell enlarges a huge number of insects to enormous proportions. The insects will aid the caster by attacking or at least disturb his enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=887&lt;br /&gt;
|name=Curse of the Frog Prince&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Polymorph, value 2222&lt;br /&gt;
|description=The victim is cursed with the form of a frog for the rest of his life.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=883&lt;br /&gt;
|name=Doom&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 2&lt;br /&gt;
|description=This spell curses all enemy units on the battlefield. Cursed units have bad luck in combat. A curse can never be removed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=885&lt;br /&gt;
|name=Enchanted Walls&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 142&lt;br /&gt;
|description=By enchanting the walls of a castle they will become slightly more difficult to breach, but more importantly ethereal beings will not be able to pass through the walls. The enchantment lasts for at least 6 months, longer if extra pearls are used for the ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=875&lt;br /&gt;
|name=Fog Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 65536&lt;br /&gt;
|description=The bodies of a large group of friendly troops become misty and almost impossible to damage. A unit&#039;s mistform will end if it is hit by an exceptionally hard blow or by a magic weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=879&lt;br /&gt;
|name=Ice Walls&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 129&lt;br /&gt;
|description=The caster strengthens the walls of a castle by covering them in ice, making the walls very difficult to breach. The ice walls get thicker the colder the province is and will disappear if the province should become non-cold. The alteration lasts as long as the caster remains alive, the province is cold and the fort is not conquered. The enchantment will not help an already breached wall.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=891&lt;br /&gt;
|name=Immaculate Fort&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 130&lt;br /&gt;
|description=With the help of glamour a fortification and everything in it is made perfect, at least that is how it seems. The air is cleaner, the food tastes better, the streets are always clean and all the buildings are in better shape than when they were just built. The fortification also looks perfectly fine, no matter how much damage it sustains. This makes it very difficult to figure out how to breach the walls, but when they are finally breached the opening will be seen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=882&lt;br /&gt;
|name=Iron Walls&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 113&lt;br /&gt;
|description=The caster transforms the stone walls of a castle into iron walls, making it almost impregnable. The alteration lasts for at least 6 months, longer if additional gems are used in the ritual, but will end prematurely if the caster should be killed. The enchantment will not help an already breached wall.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=881&lt;br /&gt;
|name=Marble Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 65536&lt;br /&gt;
|description=The caster transforms the skin of a large group of soldiers into a hard marble-like hide. The warriors become marble white and difficult to damage. As a side effect the targets will take additional damage from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=889&lt;br /&gt;
|name=Oaken Army&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16&lt;br /&gt;
|description=This spell gives Barkskin to all friendly units on the entire battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=873&lt;br /&gt;
|name=Phoenix Pyre&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 134217728&lt;br /&gt;
|description=This spell gives the mage limited immortality. When the mage is slain, he will explode in a cloud of fire and reappear somewhere else on the battlefield. The spell lasts for the entire battle, no matter how many times the mage is killed. However, being killed is exhausting and the spell will not work while the mage is unconscious.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=876&lt;br /&gt;
|name=Prison of Sedna&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Add To Effect Value (10), value 299&lt;br /&gt;
|description=The caster transforms the water surrounding the enemies into ice. The encased targets are protected from strikes, but must break free to be able to move or defend themselves. While encased they will become chilled and numbed and suffer fatigue.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=880&lt;br /&gt;
|name=Sea of Ice&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=80 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 28&lt;br /&gt;
|description=All lakes, seas and rivers in the world are frozen by this powerful enchantment. This makes travel between land and sea impossible, except by magical means such as teleportation. The frozen seas also stop Vanheim and other seafaring nations from sailing.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=878&lt;br /&gt;
|name=Wave Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2680059592704&lt;br /&gt;
|description=The caster transforms a large group of soldiers into semi-liquid beings. The transformed soldiers become very difficult to harm by physical means and wounds will rarely become permanent afflictions. As a by-effect the affected soldiers will lose some strength and movement speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=884&lt;br /&gt;
|name=Will of the Fates&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1&lt;br /&gt;
|description=The caster alters the fate of an entire battle. Will of the Fates negates the first successful strike against the ones protected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=894&lt;br /&gt;
|name=All-consuming Pyre&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=40&lt;br /&gt;
|effect=Damage, value 2010&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=904&lt;br /&gt;
|name=Arcane Domination&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]7&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S7&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster alters the magical bonds of all magical beings on the battlefield, making them serve him instead of their creators.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=907&lt;br /&gt;
|name=Army of Giants&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2147483648&lt;br /&gt;
|description=An entire army is magically enlarged for the duration of the battle. Enlarged soldiers get increased size, hit points and strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=895&lt;br /&gt;
|name=Army of Mist&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 65536&lt;br /&gt;
|description=The entire army becomes misty and almost impossible to damage. A unit&#039;s mistform will end if it is hit by an exceptionally hard blow or by a magic weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=892&lt;br /&gt;
|name=Conflagration&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Cause Affliction, value 512&lt;br /&gt;
|description=Many enemies are set ablaze. The spell ignores enemy armor, but it is not always strong enough to kill the victims. Also, rain or snow will put the flames out very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=905&lt;br /&gt;
|name=Disintegrate&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Disintegrate, value 999&lt;br /&gt;
|description=The necromancer points a bony finger at a target, who instantly turns to dust.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=909&lt;br /&gt;
|name=Displaced Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8796093022208&lt;br /&gt;
|description=A large group of soldiers get their images displaced to appear beside their actual location. Displaced warriors are very difficult to hit in melee.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=908&lt;br /&gt;
|name=Eternal Twilight&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]8&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=90 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 118&lt;br /&gt;
|description=The entire world is stuck in between the day and the night, an eternal twilight. Vision is hampered and it is difficult to discern details. That which is small seems large and that which is close seems far away. Appearances are deceiving and it is difficult to separate dreams from reality. The caster&#039;s dominion will protect friendly provinces from any adverse effects, but outside people will struggle in their daily labor. Hostile units must be constantly suspicious of what they see, or they will wander off a cliff or maybe into the sea. This enchantment requires the presence of a single sun in order to function properly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=893&lt;br /&gt;
|name=Flameflesh Army&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell transforms the caster&#039;s entire army into a legion of red-hued apparitions. All beings in the army become hot to the touch and highly resistant to cold. The transformation also protects from the chill effects of some creatures, such as Wights and Winter Wolves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=898&lt;br /&gt;
|name=Frostflesh Army&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell transforms the caster&#039;s entire army into a legion of half-frozen apparitions. All beings in the army become pale and cold to the touch. The half-frozen warriors are highly resistant to heat and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=903&lt;br /&gt;
|name=Ground Army&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell makes the entire army highly resistant to lightning and thunder.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=899&lt;br /&gt;
|name=Iron Warriors&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268435456&lt;br /&gt;
|description=The skins of a large group of soldiers are transformed into hard, metallic hides. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=897&lt;br /&gt;
|name=Liquify&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=The targets are turned into pools of liquid flesh, causing instant death. If a target resists the spell he is only partially liquified and will probably become permanently crippled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=900&lt;br /&gt;
|name=Marble Army&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 65536&lt;br /&gt;
|description=The caster transforms the skin of the entire army into a hard marble-like hide. The warriors become marble white and difficult to damage. As a side effect the targets will take additional damage from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=906&lt;br /&gt;
|name=Polymorph&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=25&lt;br /&gt;
|area=4+2/lvl&lt;br /&gt;
|effect=Polymorph, value 549&lt;br /&gt;
|description=The caster transforms his enemies into swine.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=896&lt;br /&gt;
|name=Quickening&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=20&lt;br /&gt;
|area=7+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 262144&lt;br /&gt;
|description=This spells grants quickness to a large number of units. Quickness increases the speed and ability to dodge of the quickened one. A quickened person can act twice every turn, but quickened spell casters still cannot cast more than one spell per combat round.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=607&lt;br /&gt;
|name=Unleash Imprisoned Ones&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]6&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=100 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Swallow if Smaller, value 1&lt;br /&gt;
|description=Since before the founding of Agartha there has been a forbidden chamber under the Roots of the Earth. Agarthan legends tell of three dark gods of an earlier age imprisoned with the help of the first Pale Ones. The Seal was strengthened with the souls of thousands of Pale Ones who gave their lives to protect the world from the Imprisoned Ones. Now the Seal seems to be weakening and there are rumors of a crack in the Seal. Some Oracles of the Dead have heard silent whispers in their dreams. Whispers of promise. A promise to spare the Agarthan people if the Imprisoned Ones are released. The oldest and most influential of the Oracles of the Dead has spoken against it, but desperate times need desperate measures, and the whispered promise has not been forgotten.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=901&lt;br /&gt;
|name=Wizard&#039;s Tower&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 24&lt;br /&gt;
|description=The caster raises a tall impregnable stone tower from the ground in any friendly province within range. It is very difficult to break down the walls of this tower, but the administrative facilities are not to the same high standard.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=913&lt;br /&gt;
|name=Arcane Decree&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 126&lt;br /&gt;
|description=This decree forbids anyone but the rightful Pretender God from manipulating the global enchantments. Any hostile mage trying to cast or dispel a global enchantment must first overcome the arcane decree, which will weaken the manipulation attempt even if it should manage to get through. This also applies to any dispel attempt against the arcane decree.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=910&lt;br /&gt;
|name=Army of Bronze&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E6&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268435584&lt;br /&gt;
|description=An entire army is physically altered into beings with bronze skin. The warriors can withstand severe punishment and become incredibly strong. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=911&lt;br /&gt;
|name=Army of Gold&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 268436480&lt;br /&gt;
|description=An entire army is physically altered into beings with golden skin. The golden warriors can withstand severe punishment and are resistant to heat and flames. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=912&lt;br /&gt;
|name=Army of Lead&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 335544320&lt;br /&gt;
|description=An entire army is physically altered into beings with leaden skin. The leaden warriors can withstand severe punishment and are very difficult to affect with magic. As a side effect the targets will take additional damage from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=917&lt;br /&gt;
|name=Army of Rats&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 4297064448&lt;br /&gt;
|description=The entire enemy army takes on the aspect of the rat and becomes small and nervous for the rest of their lives. Those affected have their size, strength, hit points and morale reduced. As a side effect defence is increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=918&lt;br /&gt;
|name=Awaken Forest&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=50%&lt;br /&gt;
|effect=value 361&lt;br /&gt;
|description=This spell will awaken all the bushes and small trees on the battlefield. The awakened trees and bushes will uproot themselves and start to fight for the nature mage that awakened them. Bushes are usually slow and not very well suited for fighting, but they are surprisingly strong and they may easily kill a human should they get hold of one.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=914&lt;br /&gt;
|name=Time Stop&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S6&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Time Stop, value 104&lt;br /&gt;
|description=This powerful alteration will slow down time to almost a standstill for everyone but the caster. Any ongoing effects like regeneration or heat clouds will also be slowed down, regardless if they affect the caster or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=916&lt;br /&gt;
|name=Utterdark&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]9&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D9&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=100 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 56&lt;br /&gt;
|description=The world is covered by a blanket of utter darkness. All living beings must use torches to see even a few feet in front of themselves. During the perpetual night, forces of darkness and roaming shades will attack enemy provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=915&lt;br /&gt;
|name=Wish&lt;br /&gt;
|school=Alteration&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]9&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S9&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=100 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=&lt;br /&gt;
|description=This ritual taps the primal powers from beyond the Spheres. By projection of his own will upon the Principle of Beginning, the caster can affect the very processes of creation and receive an answer to his wish. There are many things to wish for, but the outcome is not always good. If you want something good and safe, you can try wishing for an artifact or magic gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=244&lt;br /&gt;
|name=Fire Flies&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=0&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 8&lt;br /&gt;
|description=Six burning sparks shoot forth from the wizard&#039;s hand. The sparks have very limited armor penetration and will be ineffective against armored troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=247&lt;br /&gt;
|name=Flying Shards&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=0&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1006&lt;br /&gt;
|description=The caster hurls several stones towards enemy units. The shards are not very powerful, but can severely injure lightly armored units. The number of shards hurled depends on the skill of the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=246&lt;br /&gt;
|name=Freezing Touch&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=0&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1008&lt;br /&gt;
|description=The mage touches an enemy who will suffer from severe freezing damage, possibly even die from it. This is an effective spell because armor offers no protection against this quite potent attack. On the other hand, it might be very hard to actually touch an enemy in the heat of battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=642&lt;br /&gt;
|name=Acid Spray&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=2&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The mage extends his hands, spraying acid at his enemies. The acid sprays over quite a large area and the mage might also be hit if he is not careful.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=645&lt;br /&gt;
|name=Arcane Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1008&lt;br /&gt;
|description=The caster fires a bolt of arcane energies that is deadly for magic beings but harmless for humans.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=643&lt;br /&gt;
|name=Astral Projection&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 37&lt;br /&gt;
|description=The caster&#039;s mind is separated from his body and travels the Astral Planes in search of military information. His mind and body are connected with a silvery cord, which can be detected by unfriendly Astral mages. Once detected, the cord of the mage can be severed - a traumatic experience indeed. Each casting of this ritual allows the mage to scry on one province. The use of extra astral pearls increases the duration of the ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=647&lt;br /&gt;
|name=Bewitching Lights&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Stun/Fascinate, value 100&lt;br /&gt;
|description=The caster creates a bewitching display of dancing lights. Anyone in the area stares blankly at the lights, momentarily forgetting the battle raging around them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=633&lt;br /&gt;
|name=Burning Hands&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=1&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1014&lt;br /&gt;
|description=Flames will issue forth from the mage&#039;s hands, killing anyone in front of him.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=640&lt;br /&gt;
|name=Cold Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=40+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1011&lt;br /&gt;
|description=A bolt of intense cold issues forth from the caster&#039;s hands. It can be hurled over very long distances.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=634&lt;br /&gt;
|name=Fire Darts&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=With this spell, a mage can fire many burning missiles towards his enemies. A powerful Fire mage can fire the darts in rapid succession over long range. The spell is quite useless against heavily armored men and is best used to eliminate or scare away more poorly armored troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=635&lt;br /&gt;
|name=Flame Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=35+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2011&lt;br /&gt;
|description=With this spell, a mage can send a powerful bolt of flame towards a target.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=641&lt;br /&gt;
|name=Geyser&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage, value 1005&lt;br /&gt;
|description=A steaming-hot bolt of water rushes from the caster&#039;s hands. The water splashes upon impact and affects everyone in a small area. Armor offers protection from the boiling water.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=637&lt;br /&gt;
|name=Gust of Winds&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=2&lt;br /&gt;
|effect=Stun/Fascinate, value 2013&lt;br /&gt;
|description=Creates a wind gust strong enough to knock soldiers prone. Large beings are rarely affected by the spell and titans and other huge beings will ignore the winds entirely.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=636&lt;br /&gt;
|name=Shocking Grasp&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 fatigue&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 3015&lt;br /&gt;
|description=Shocking Grasp causes a target to spasm violently as energies pass at close range from the caster&#039;s hands through his body. Shocking Grasp can cause considerable harm. Armor offers no protection.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=638&lt;br /&gt;
|name=Slime&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 134217728&lt;br /&gt;
|description=The caster hurls a ball of sticky goo at his enemies. Units stuck in the slime will move and attack more slowly and have trouble defending themselves. The slime effect will wear off more quickly on targets with high magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=644&lt;br /&gt;
|name=Star Fires&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=35&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1004&lt;br /&gt;
|description=The caster focuses the lights of several stellar bodies and projects them onto his enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=646&lt;br /&gt;
|name=Vine Arrow&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1013&lt;br /&gt;
|description=The caster shoots an enchanted arrow of vines against his enemies. The arrow will come alive and entangle the target if it hits.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=639&lt;br /&gt;
|name=Water Strike&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2011&lt;br /&gt;
|description=This spell creates a torrent of Water magic that can rip flesh from bone. It can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=651&lt;br /&gt;
|name=Cold Blast&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=5+1/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage, value 2008&lt;br /&gt;
|description=A powerful blast of cold strikes a small area close to the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=657&lt;br /&gt;
|name=Ephemeral Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1002&lt;br /&gt;
|description=The caster projects a bolt of ephemeral power against his enemies. Drawn from the Dreamwild the bolt causes the target to imagine himself being wounded regardless of his armor and suffering great pain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=648&lt;br /&gt;
|name=Fire Blast&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=5+1/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage, value 2011&lt;br /&gt;
|description=A powerful blast of fiery energies strikes a small area close to the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=649&lt;br /&gt;
|name=Flare&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=50 fatigue&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2016&lt;br /&gt;
|description=With this spell, a mage can send a ball of flame towards his enemies. The flare can hit several targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=652&lt;br /&gt;
|name=Lightning Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1012&lt;br /&gt;
|description=The mage hurls a bolt of lightning towards an enemy. The lightning bolt can be hurled quite accurately over long distances and is very useful for eliminating heavily armored targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=654&lt;br /&gt;
|name=Rust Mist&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=7+1/lvl&lt;br /&gt;
|effect=value 32768&lt;br /&gt;
|description=Highly corrosive mists appear on the battlefield. Troops passing through the mist will see their armor and weapons corrode and weaken.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=653&lt;br /&gt;
|name=Shock Wave&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=2&lt;br /&gt;
|area=6&lt;br /&gt;
|effect=Damage, value 1007&lt;br /&gt;
|description=An electric shock wave will hit a large area in front of the caster. This is a very dangerous spell to cast, as an unlucky caster might also be killed by the electric shock.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=655&lt;br /&gt;
|name=Solar Rays&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1012&lt;br /&gt;
|description=This spell calls down rays of fire from the sun that set undead targets ablaze.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=650&lt;br /&gt;
|name=Sulphur Haze&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=value 4096&lt;br /&gt;
|description=This spell creates several clouds of toxic mist that remain on the battlefield. Units passing through these mists will suffer from sore throats and poisoning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=658&lt;br /&gt;
|name=Warrior Illusion&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 297&lt;br /&gt;
|description=The illusionist creates a Warrior Illusion who attacks the enemy. Illusions inflict false damage that is eventually made real by the presence of glamour mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=656&lt;br /&gt;
|name=Web&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=23+2/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Cause Affliction, value 536870912&lt;br /&gt;
|description=The mage projects a mass of sticky webs that will trap a small number of enemies. Very large or strong beings will not be hindered by the web.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=663&lt;br /&gt;
|name=Acid Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1014&lt;br /&gt;
|description=A gush of highly corrosive fluid flows from the mouth of the caster. The acid burns the armor of the target as well as his, her or its flesh.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=665&lt;br /&gt;
|name=Arcane Probing&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 4&lt;br /&gt;
|description=The caster projects his astral self in an attempt to locate sites of Astral power. This spell can only be used to search for magic in friendly provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=673&lt;br /&gt;
|name=Cloud of Dreamless Slumber&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Lingering Cloud, value 2097152&lt;br /&gt;
|description=This spell creates a cloud that will cause those passing through to fall asleep in a dreamless slumber unless strong of mind. Undead and mindless units do not sleep and are not affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=672&lt;br /&gt;
|name=Dance of Ephemeral Swords&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 72057594037927936&lt;br /&gt;
|description=The caster is surrounded by ephemeral dancing swords. The swords are only illusions, but they will attack, harass and harm enemies unless they perceive the illusions for what they are.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=671&lt;br /&gt;
|name=Elf Shot&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fatigue, value 100&lt;br /&gt;
|description=This spell mimics the abilities used by sprites to strike humans down without harming them. The target is struck unconscious unless the magic is resisted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=670&lt;br /&gt;
|name=False Fire&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2012&lt;br /&gt;
|description=This spell resembles the normal fireball, but the fire is not real and has a purple tone to it. While not a real fire, being burned by it will feel real enough to kill those without the mental discipline required to resist the imaginary fire. As the fire is not real, there will not be any lingering heat left afterwards, but the illusion is so intense that there will be a small cloud of shimmering colors left instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=659&lt;br /&gt;
|name=Fireball&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2012&lt;br /&gt;
|description=The hallmark of Fire magic, this spell allows the mage to throw a ball of flame toward his enemies. The ball is quite difficult to aim, but does considerable damage wherever it lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=662&lt;br /&gt;
|name=Freezing Mist&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=7+1/lvl&lt;br /&gt;
|effect=Lingering Cloud, value 1&lt;br /&gt;
|description=This spell creates a large cloud of numbing cold that remains on the battlefield. Units passing through these mists will be badly hurt by the cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=667&lt;br /&gt;
|name=Healing Light&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Heal, value 15&lt;br /&gt;
|description=A cascade of warm and wonderful light showers the targets. Wounds close in the light and pains ease. The spell doesn&#039;t affect undead or inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=453&lt;br /&gt;
|name=Iron Darts&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=40&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage (x2 vs Magic Beings), value 13&lt;br /&gt;
|description=The Black Priest throws darts of cold iron against his enemies. The iron and the antimagic theurgy of the darts will severely hurt magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=666&lt;br /&gt;
|name=Magic Duel&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Magic Duel, value 999&lt;br /&gt;
|description=By use of this spell, one Astral mage challenges another Astral mage to a mental duel. At most one of the mages can survive this duel. The most powerful Astral mage is also the most likely winner. This spell cannot be used by or against mindless beings and it can only be used against Astral mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=664&lt;br /&gt;
|name=Magma Bolts&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 2023&lt;br /&gt;
|description=Five bolts of magma shoot towards the enemy at high speed. Anyone struck by a bolt will most likely die unless protected by very heavy armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=669&lt;br /&gt;
|name=Poison Darts&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Capped Damage, value 9&lt;br /&gt;
|description=The caster shoots a handful of enchanted darts against his enemies. The darts will not cause serious damage, but are coated in serpent venom that can hurt and possibly kill a human.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=661&lt;br /&gt;
|name=Rain&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 7&lt;br /&gt;
|description=This spell creates a heavy rain upon the battlefield. This makes it harder to fly, fires will be put out quicker and any cloud effects will dissipate faster than usual. Fire magic is more difficult to use during heavy rain. If it is cold the rain will become snow instead. Snow does not increase the fatigue for fire spells, but it still puts out fires and dissipates clouds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=668&lt;br /&gt;
|name=Shadow Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1005&lt;br /&gt;
|description=The necromancer hurls a bolt of dark energies against his enemies. The bolt ignores all armor and can paralyze the target. The undead are immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=660&lt;br /&gt;
|name=Storm Wind&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=4+2/lvl&lt;br /&gt;
|effect=Stun/Fascinate, value 2013&lt;br /&gt;
|description=Creates winds strong enough to knock soldiers prone. Large beings are rarely affected by the spell and titans and other huge beings will ignore the winds entirely.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=679&lt;br /&gt;
|name=Acid Rain&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Damage, value 12&lt;br /&gt;
|description=Highly acidic fluids pour down from the sky, showering a limited area with corrosive bile. Both the armor and flesh of those hit will suffer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=683&lt;br /&gt;
|name=Bane Fire Dart&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 2013&lt;br /&gt;
|description=The caster projects a dart of Bane Fire against his enemies. The Bane Fire is a sickly greenish flame said to burn in the braziers of the Underworld. The green flame consumes the life force of those burnt by it, even after the flames themselves have subsided. Everyone close to the initial target of the spell may be affected by the decaying effects of the Bane Fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=680&lt;br /&gt;
|name=Blade Wind&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=80 fatigue&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 14&lt;br /&gt;
|description=The caster throws a huge swarm of whirling blades towards his enemies. The blade wind is an excellent spell against lightly-armored troops, but almost useless against heavily armored ones.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=682&lt;br /&gt;
|name=Bolt of Unlife&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=28+1/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Unlife Damage, value 1013&lt;br /&gt;
|description=This bolt passes straight through armor and damages the target&#039;s soul directly. If the target is slain he will be filled by the energies from this spell and rise as a soulless warrior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=676&lt;br /&gt;
|name=Breath of the Desert&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 13&lt;br /&gt;
|description=The caster curses a distant province with a dramatic rise in temperature. The mage can target any province of his choice and those affected will not know who has cast this spell upon them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=684&lt;br /&gt;
|name=Breath of the Dragon&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10+5/lvl&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=Poison (HP damage), value 2003&lt;br /&gt;
|description=The caster opens his mouth to let bile stream against his enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=685&lt;br /&gt;
|name=Ephemeral Blast&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Damage, value 2001&lt;br /&gt;
|description=The caster projects a blast of ephemeral power against his enemies. Drawn from the Dreamwild the blast causes the targets to imagine themselves being wounded regardless of their armor and suffering great pain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=675&lt;br /&gt;
|name=Fate of Oedipus&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=75 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fate of Oedipus&lt;br /&gt;
|description=The caster punishes a mage for having claimed the Eyes of God. The mage&#039;s eyes are blasted by brilliance, his eye sockets emptied forever, and the Eyes of God no longer observe the world. This spell can only be cast if the Eyes of God enchantment is active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=674&lt;br /&gt;
|name=Fire Cloud&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=5+1/lvl&lt;br /&gt;
|effect=Lingering Cloud, value 8&lt;br /&gt;
|description=This spell creates a large cloud of fire and smoke that remain on the battlefield. Units passing through this cloud will be severely burned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=686&lt;br /&gt;
|name=Ghost Wolves&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 298&lt;br /&gt;
|description=The illusionist creates two illusory wolves that attack the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=448&lt;br /&gt;
|name=Holy Pyre&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=3+10/lvl&lt;br /&gt;
|effect=Damage (x3 vs Undead/Demon), value 1005&lt;br /&gt;
|description=The Holy Pyre burns living targets and consumes undead ones. Undead beings and demons take increased damage from the Holy Pyre.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=678&lt;br /&gt;
|name=Hurricane&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 7&lt;br /&gt;
|description=The caster unleashes a violent hurricane upon a province, devastating the countryside. The hurricane will appear as a natural event. Unrest will increase and part of the population will die.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=681&lt;br /&gt;
|name=Nether Bolt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=15 fatigue&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1019&lt;br /&gt;
|description=The mage fires a bolt of dark energies towards his enemies. Those who survive the bolt may become feebleminded by the strange energies it releases.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=547&lt;br /&gt;
|name=Scorching Wind&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=40&lt;br /&gt;
|area=4+1/lvl&lt;br /&gt;
|effect=Set Effect Value (2) if lower, value 250&lt;br /&gt;
|description=The Scorching Wind is the primordial wind from which the Hinn were spawned. It is unbearably dry and hot and will dehydrate living beings within minutes. The spell has no effect on living beings resistant to heat or with wasteland survival abilities.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=345&lt;br /&gt;
|name=Strange Fire&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage (x3 vs Undead/Demon), value 1006&lt;br /&gt;
|description=The caster unleashes otherworldly fire to smite his enemies. The Strange Fire is of the Celestial Sphere and will destroy demons and other beings abominable to the world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=677&lt;br /&gt;
|name=Thunder Strike&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=50 fatigue&lt;br /&gt;
|range=100&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2020&lt;br /&gt;
|description=A thunderbolt strikes the battlefield. The mage can make the thunderbolt strike very far away. Even if it misses, the shock wave is powerful enough to severely stun and damage anyone nearby.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=700&lt;br /&gt;
|name=Astral Geyser&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=35+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Add To Effect Value (2), value 261&lt;br /&gt;
|description=Tiny holes are blasted into the astral space. For a short time rays of astral energy will blast out of the holes and anyone hit will be severely horror marked. Anyone in the vicinity of the astral energy rays will get hit by deadly residual magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=286&lt;br /&gt;
|name=Celestial Chastisement&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1005&lt;br /&gt;
|description=The mage invokes the laws of the Celestial Bureaucracy and chastises a magical being for serving a false god. The target is wounded, regardless of armor and magic resistance and is compelled to switch sides. Powerful beings often disregard the compulsion.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=696&lt;br /&gt;
|name=Earthquake&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Damage, value 8&lt;br /&gt;
|description=With a thundering boom, the ground heaves and erupts, throwing soldiers into crevices that close after a few seconds. If cast in a cave province the effects are devastating.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=687&lt;br /&gt;
|name=Falling Fires&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=50&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Damage, value 15&lt;br /&gt;
|description=This spell calls down a rain of searing flames on the enemy. The spell can strike targets far away, but takes longer time to cast then most other evocations.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=694&lt;br /&gt;
|name=Falling Frost&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=50&lt;br /&gt;
|area=7+1/lvl&lt;br /&gt;
|effect=Damage, value 1007&lt;br /&gt;
|description=Bolts of breathtaking frost bombard an area. Cold resistance and armor will protect the targets from damage. The spell can strike targets far away, but takes longer time to cast then most other evocations.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=688&lt;br /&gt;
|name=Fires from Afar&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fires from Afar, value 2012&lt;br /&gt;
|description=The mage fires a row of flame bolts towards an enemy army camp located in a province far away. The more units present in the camp, the greater the chance of hitting a target. The spell can also be used to harass a besieging force or the defenders of a castle. A scout or a scrying spell will be required to see whether the spell was successful or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=698&lt;br /&gt;
|name=Gifts from Heaven&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=50 fatigue&lt;br /&gt;
|range=100&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 150&lt;br /&gt;
|description=A strange whizzing sound emanates from the heavens. Soon, three meteors, glowing with astral fire, plummet from the Stellar Sphere onto the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=692&lt;br /&gt;
|name=Hidden Flame&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 3016&lt;br /&gt;
|description=The caster unleashes the Hidden Flame upon the enemies of this world. Initially created by the Arch Wizards of the Hidden Flame to combat the Horrors of the Void, it is equally effective against other otherworldly and magical beings. The Hidden Flame burns with an intense blueish flame that consumes magic essence and destroys magical beings. Anyone standing close to the Flame will risk getting soul burns.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=704&lt;br /&gt;
|name=Illusory Army&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 297&lt;br /&gt;
|description=The illusionist creates a whole contingent of illusory warriors. The illusions attack the enemy, inflicting false damage as they strike.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=690&lt;br /&gt;
|name=Liquid Flames of Rhuax&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2018&lt;br /&gt;
|description=This deadly spell hurls a ball of molten metal at the enemies. The molten metal will splash out and anyone nearby will be hit by the hot liquid and the area will remain extremely hot for a long while.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=695&lt;br /&gt;
|name=Orb Lightning&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Chaining Damage, value 5&lt;br /&gt;
|description=The mage hurls an orb of pure lightning towards the enemies. Where the orb lands a lightning will strike a nearby unit and continue to travel to other nearby units until it eventually dissipates.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=702&lt;br /&gt;
|name=Poison Arrows&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1013&lt;br /&gt;
|description=The caster shoots a few enchanted arrows against his enemies. The arrows are coated in serpent venom and anyone surviving the initial shot will become poisoned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=703&lt;br /&gt;
|name=Poison Cloud&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Lingering Cloud, value 64&lt;br /&gt;
|description=The caster creates a cloud of noxious spores dangerous to men. The cloud remains on the battlefield for some time and everyone entering the cloud will be affected by its poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=705&lt;br /&gt;
|name=Project Self&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 10&lt;br /&gt;
|description=The caster sends a projection of himself to a distant land.  The projection is an ethereal replica of the caster with the same magical skills as the caster.  Items are not projected, gems and blood slaves cannot be used, but any path boosting magic items will still have effect.  The projection is shortlived and will only last enough for one battle.  It can only be used against hostile provinces as the projection won&#039;t last long enough to wait for any enemies to arrive in still friendly provinces. It cannot be used on your own forts when they are under siege.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=701&lt;br /&gt;
|name=Shadow Blast&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=7+1/lvl&lt;br /&gt;
|effect=Damage, value 1006&lt;br /&gt;
|description=The necromancer hurls a blast of dark energies against his enemies. The blast ignores all armor and can paralyze those wounded by the spell. The undead are immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=699&lt;br /&gt;
|name=Stellar Cascades&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=35&lt;br /&gt;
|area=7&lt;br /&gt;
|effect=Fatigue, value 25&lt;br /&gt;
|description=Light from a stellar body will shower down upon a group of enemies. Everyone caught in the shower of light will become exhausted as the light sucks energy through their skin.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=712&lt;br /&gt;
|name=Astral Fires&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=Astral fires consume the essence of materials as ordinary fires consume wood. Even stones will burn with the hazy blue flames characteristic of these otherworldly fires. This is the only fire that will burn underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=715&lt;br /&gt;
|name=Bane Fire&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1052&lt;br /&gt;
|description=The Bane Fire is a sickly greenish flame said to burn in the braziers of the Underworld. The green flame consumes the life force of those burnt by it, even after the flames themselves have subsided. Everyone close to the initial eruption may be affected by the decaying effects of the Bane Fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=714&lt;br /&gt;
|name=Blast of Unlife&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=27+1/lvl&lt;br /&gt;
|area=2&lt;br /&gt;
|effect=Unlife Damage, value 1017&lt;br /&gt;
|description=This blast passes straight through armor and damages the targets&#039; souls directly. If a target is slain he will be filled by the energies from this spell and rise as a soulless warrior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=709&lt;br /&gt;
|name=Cleansing Water&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Damage, value 1003&lt;br /&gt;
|description=The caster projects a torrent of water against undead enemies. The cleansing water will damage undead beings and demons, but not other magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=717&lt;br /&gt;
|name=False Horror&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 448&lt;br /&gt;
|description=The illusionist creates a frightening illusion of a Horror. Ordinary men will surely falter at the sight of a Horror, but those brave enough to fight the apparition will find it quite vulnerable.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=706&lt;br /&gt;
|name=Flame Eruption&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=5+1/lvl&lt;br /&gt;
|area=15&lt;br /&gt;
|effect=Damage, value 1011&lt;br /&gt;
|description=This spell works like the Burning Hands spell except that the flames cover a much larger area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=454&lt;br /&gt;
|name=Iron Blizzard&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=50 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage (x2 vs Magic Beings), value 10&lt;br /&gt;
|description=The Black Priest throws a swarm of cold iron darts against his enemies. The iron and the antimagic theurgy of the darts will severely hurt magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=710&lt;br /&gt;
|name=Magma Eruption&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=50 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=4+1/lvl&lt;br /&gt;
|effect=Damage, value 1020&lt;br /&gt;
|description=A shower of magma and rocks shoots out from the ground. Anyone standing near the eruption will find himself struck by the full force of the spell and only very heavy armor can help him survive it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=711&lt;br /&gt;
|name=Mind Hunt&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Mind Hunt, value 999&lt;br /&gt;
|description=The caster&#039;s mind is separated from his body and travels the astral planes in search of enemy commanders&#039; minds. His mind and body are connected with a silvery cord, which can be detected by unfriendly Astral mages. Once detected, the cord of the mage can be severed - a traumatic experience indeed. Each casting of this ritual allows the mage to find and attack one enemy commander in a specific province. The attack will be either a Mind Burn or Soul Slay spell, depending on which spell the caster knows. There will be no attack if he doesn&#039;t know either of those spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=708&lt;br /&gt;
|name=Perpetual Storm&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=70 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 16&lt;br /&gt;
|description=An enormous storm will rage constantly over the entire world. This will reduce the income of all land provinces. Supplies are scarce, as transportation is difficult and sailing and flying is impossible. All mountain passes are unusable during the perpetual storm and shooting in battle is very difficult. Evocations cast upon distant provinces might fail as the magical gale pushes the projectiles out of their trajectory.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=548&lt;br /&gt;
|name=Smokeless Flame&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1042&lt;br /&gt;
|description=The Smokeless Flame is the primordial fire from which the Jinn were spawned. It is a pure green and yellow flame that burns with supernatural heat. Those hit, even if resistant to heat, will suffer badly. Everyone close to the eruption might be set ablaze by the heat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=716&lt;br /&gt;
|name=Stream of Life&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Stream of Life, value 5025&lt;br /&gt;
|description=The caster pours life into the bodies of his enemies in an attempt to overload the body systems of the targets. If targets fail to resist the spell, they will either die or become stronger, healed and overcome by berserker rage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=713&lt;br /&gt;
|name=The Wrath of God&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=70 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 14&lt;br /&gt;
|description=With this enchantment, lighting will strike the enemies of the God, no matter where they are. However, the lightning bolts strike most powerfully in provinces where the God has a strong Dominion. In provinces with a high turmoil scale more thunderbolts strike. Enemies under water or inside caves are not affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=707&lt;br /&gt;
|name=Wrathful Skies&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 34&lt;br /&gt;
|description=The sky turns dark and lightning strikes all over the battlefield. This spell is most effective during a storm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=726&lt;br /&gt;
|name=Acid Storm&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 11&lt;br /&gt;
|description=The whole battlefield is showered in highly corrosive fluids pouring down from the heavens.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=730&lt;br /&gt;
|name=Cloud of Death&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=7+2/lvl&lt;br /&gt;
|effect=Cloud, value 262144&lt;br /&gt;
|description=A deadly grey cloud will form upon the battlefield. Anyone standing in the cloud will wither and die unless able to leave it. The cloud will remain on the battlefield for some time before dissolving.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=727&lt;br /&gt;
|name=Elemental Opposition of Air&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Elemental Opposition, value 1&lt;br /&gt;
|description=The caster channels vast amounts of Earth arcana against all active Global Air Enchantments to simultaneously dispel them. The gems spent, in excess of the cost to cast the spell, is compared to the gems used to overcast each of the Global Enchantments. If the Opposition matches any of the Globals, that Global is dispelled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=722&lt;br /&gt;
|name=Elemental Opposition of Earth&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Elemental Opposition, value 3&lt;br /&gt;
|description=The caster channels vast amounts of Air Arcana against all active Global Earth Enchantments to simultaneously dispel them. The gems spent, in excess of the cost to cast the spell, is compared to the gems used to overcast each of the Global Enchantments. If the Opposition matches any of the Globals, that Global is dispelled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=725&lt;br /&gt;
|name=Elemental Opposition of Fire&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Elemental Opposition&lt;br /&gt;
|description=The caster channels vast amounts of Water Arcana against all active Global Fire Enchantments to simultaneously dispel them. The gems spent, in excess of the cost to cast the spell, is compared to the gems used to overcast each of the Global Enchantments. If the Opposition matches any of the Globals, that Global is dispelled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=719&lt;br /&gt;
|name=Elemental Opposition of Water&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Elemental Opposition, value 2&lt;br /&gt;
|description=The caster channels vast amounts of Fire Arcana against all active Global Water Enchantments to simultaneously dispel them. The gems spent, in excess of the cost to cast the spell, is compared to the gems used to overcast each of the Global Enchantments. If the Opposition matches any of the Globals, that Global is dispelled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=718&lt;br /&gt;
|name=Fire Storm&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 25&lt;br /&gt;
|description=A massive storm of fire is unleashed on the battlefield. Everyone on the battlefield will be burned to cinders within minutes. The storm lasts for the duration of the battle or until the fire mage dies. The fire storm will also shroud the entire battlefield in brightness, reducing the effect of night and certain spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=723&lt;br /&gt;
|name=Ice Strike&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 18&lt;br /&gt;
|description=The caster hurls a ball of ice at his enemies. When the ball strikes, it explodes into thousands of ice shards. Cold resistance offers no protection against this spell, but heavy armor does.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=737&lt;br /&gt;
|name=Illusory Attack&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Temporary units), value 297&lt;br /&gt;
|description=The mage projects an illusionary army at a province far away. The mage is able to guide the army into killing any enemies located there. The illusionary army will dissolve once the attack has been completed or if there are no enemies in the targeted province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=735&lt;br /&gt;
|name=Miasma&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fires from Afar, value 1001&lt;br /&gt;
|description=With this ritual a nature mage will try to poison an entire enemy army camp by releasing the poisonous gases that are trapped under the ground. This ritual will only work against armies that are located in swamps or drip caves as only these terrains have these gases trapped beneath them. The nature mage will be able to view the release of the gases through the ritual and observe the effects on the enemy army.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=724&lt;br /&gt;
|name=Murdering Winter&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Half of Army in Province, value 8&lt;br /&gt;
|description=A sudden, furious blizzard will strike an enemy army camp in a province of the mage&#039;s choice. The blizzard is very powerful and will kill most normal men unless they are located in a hot province. The spell will be extremely powerful if it is cast in a very cold province and almost useless if cast in a very hot province. The spell has a very large area of effect and most of the enemy army is likely to be affected. Commanders have access to the good tents and will take reduced damage from the cold. The ritual can target cave provinces, but the effect will be much reduced there.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=729&lt;br /&gt;
|name=Nether Darts&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=15 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1014&lt;br /&gt;
|description=The mage fires dark energies towards his enemies. Those who survive the darts may become feebleminded by the strange energies they release. Even weak mages can fire a large number of the otherworldly darts.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=734&lt;br /&gt;
|name=Poison Mist&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=6+3/lvl&lt;br /&gt;
|effect=Cloud, value 64&lt;br /&gt;
|description=The caster creates a large cloud of noxious spores dangerous to men. The cloud remains on the battlefield for some time and everyone entering the cloud will be affected by its poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=728&lt;br /&gt;
|name=Rain of Stones&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 102&lt;br /&gt;
|description=The sky blackens and rumbling sounds echo over the battlefield. Stones and small rocks begin to fall from the heavens, striking down soldiers. Shields and other things that protect vs arrows will also protect soldiers from getting hit by the rocks. Most of the falling stones will result in head hits.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=738&lt;br /&gt;
|name=Shimmering Fields&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=25&lt;br /&gt;
|area=50&lt;br /&gt;
|effect=Damage, value 1004&lt;br /&gt;
|description=The caster projects a storm of ephemeral power against his enemies.  Whilst the damage from the ephemeral power is not real, the presence of glamour mages will make it real enough to kill.  The Shimmering Field is not selective and can destroy friends as well as enemies if not used carefully.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=733&lt;br /&gt;
|name=Storm of Thorns&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1013&lt;br /&gt;
|description=The caster shoots a storm of enchanted Vine Arrows against his enemies. The arrows will come alive and entangle anyone who is hit.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=732&lt;br /&gt;
|name=Stygian Rains&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 17179869184&lt;br /&gt;
|description=The caster channels the forces of the underworld and releases a torrent of stygian rains upon the battlefield. The stygian water transforms the skin of all living entities making them almost impervious to physical damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=720&lt;br /&gt;
|name=Thunderstorm&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fires from Afar, value 2020&lt;br /&gt;
|description=The caster unleashes a devastating thunderstorm upon an enemy army. Lightning strikes randomly hit the army, killing and maiming many. The storm is localized and doesn&#039;t affect the civilian population of the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=739&lt;br /&gt;
|name=Wailing Winds&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 12&lt;br /&gt;
|description=The mage releases a wind of horrible screams and sighs. All enemies hearing the wailing will feel their spirits sink and have their hearts gripped with fear. The spell affects the whole battlefield until the battle is over or the caster is killed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=731&lt;br /&gt;
|name=Wind of Death&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 256&lt;br /&gt;
|description=With this horrible spell, the necromancer releases a wind thick with the stench of open graves. The ice-cold wind is silent as it rends the flesh of living beings. With an effect similar to leprosy, the flesh of those affected turns pale and cracks open, leaving bare bones. Only death will stop the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=745&lt;br /&gt;
|name=Astral Tempest&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 3&lt;br /&gt;
|description=The caster unleashes an astral storm upon the battlefield. The storm is physically undetectable, but every unit that is not mindless takes damage as the storm rips the very souls from their bodies. Spellcasting is extra difficult during the astral tempest and all non mindless magic users will have trouble casting spells unless they have very high magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=747&lt;br /&gt;
|name=Aurora Borealis&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 122&lt;br /&gt;
|description=The caster drapes the night skies in dancing curtains of otherworldly lights. For the remainder of the battle those weak of mind will occasionally stop in their tracks and stare at the otherworldly splendor, regardless of the battles raging around them. The spell can only be cast under an open sky when the sun is obscured or not present.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=743&lt;br /&gt;
|name=Chain Lightning&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Chaining Damage, value 1003&lt;br /&gt;
|description=The mage hurls an orb of pure lightning towards the enemies. Where the orb lands lightning will strike a nearby unit and then continue to bounce between nearby units until it eventually dissipates.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=742&lt;br /&gt;
|name=Maelstrom&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=80 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 47&lt;br /&gt;
|description=A huge magical maelstrom is created in a sea. The maelstrom constantly sucks in huge amounts of water and filters out its magical essence. This results in a huge amount of magic gems for the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=744&lt;br /&gt;
|name=Meteor Shower&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 103&lt;br /&gt;
|description=This spell should only be cast as a last resort as it will likely kill the friendly forces as well as the enemy ones. After being cast strange whizzing sound will emanate from the heavens and soon nothing but the loud impacts from meteors will be heard.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=740&lt;br /&gt;
|name=Pillar of Fire&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=100&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 3029&lt;br /&gt;
|description=This spell creates a huge column of fire that strikes from the sky. It will kill those who are hit and set fire to anyone who is standing nearby.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=741&lt;br /&gt;
|name=Second Sun&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]8&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=80 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 41&lt;br /&gt;
|description=The caster creates a huge ball of fire in the sky. This Second Sun will always shine, day and night, resulting in severe effects across the entire world. Provinces will become hotter and drier every turn until the Second Sun is destroyed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=754&lt;br /&gt;
|name=Tidal Wave&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 10&lt;br /&gt;
|description=The caster unleashes a huge tidal wave upon a distant province, destroying the lands and killing the people.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=746&lt;br /&gt;
|name=Vortex of Unlife&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20+2/lvl&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Unlife Damage, value 1011&lt;br /&gt;
|description=This vortex affects a large area and passes straight through armor and damages the targets&#039; souls directly. If a target is slain he will be filled by the energies from this spell and rise as a soulless warrior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1083&lt;br /&gt;
|name=Celestial Rainbow&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]7&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=80 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 90&lt;br /&gt;
|description=This ritual creates a rainbow large enough to be seen from everywhere in the world. The mage can direct where he wants the rainbow to appear and by doing this huge amounts of gold can easily be collected at the base of the rainbow. While the rainbow is in place luck will increase in all the caster&#039;s provinces. Once the luck is positive in a province the luck of the rainbow will protect it from hostile spells. The more luck in a province, the greater chance of hostile spells failing.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=750&lt;br /&gt;
|name=Flame Storm&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=50&lt;br /&gt;
|effect=Damage, value 2005&lt;br /&gt;
|description=A shower of fire shoots out from the caster&#039;s hands and strikes the enemy ranks. The flame storm is extremely powerful and can annihilate entire armies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=748&lt;br /&gt;
|name=Flames from the Sky&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=10%&lt;br /&gt;
|effect=Fires from Afar, value 1015&lt;br /&gt;
|description=With this spell, the mage hurls a maelstrom of flaming spheres towards an enemy province. The flame storm will strike an enemy army camp within the province with enormous force. Most likely, the majority of the units present will die from this powerful attack, but units resistant to fire or more sturdy than ordinary humans have a good chance of surviving. Through this ritual, the fire mage will also be able to see exactly what is happening as the flaming spheres strike the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=752&lt;br /&gt;
|name=Lightning Field&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A6&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=30&lt;br /&gt;
|area=100&lt;br /&gt;
|effect=Chaining Damage, value 1&lt;br /&gt;
|description=This very powerful spell charges a large area with the power of air and thunder. Bolts of lightning will soon start to bounce between any targets in the area and destroy everything.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=755&lt;br /&gt;
|name=Lost Land&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]6&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=100 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 20&lt;br /&gt;
|description=This most powerful ritual will cause an entire province to slowly sink until it has become lost far under the surface of the sea. While the land sinks slowly it will still be difficult for the population to escape and those who live too far away from safety are likely to drown. Military units in the land are likely to escape if they are fast moving. If they can fly or float they are guaranteed to make it away safely if possible.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=753&lt;br /&gt;
|name=Niefel Flames&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=50+5/lvl&lt;br /&gt;
|effect=Damage, value 1007&lt;br /&gt;
|description=A shower of blue flames shoots out from the caster&#039;s hands and flies towards the enemy ranks. The blue Niefel Flames are extremely cold and this spell can easily freeze an entire enemy army to death.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=757&lt;br /&gt;
|name=Stellar Strike&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fires from Afar, value 150&lt;br /&gt;
|description=By reading the stars carefully the astral mage will be able to foresee the perfect opportunity to inflict maximum damage on the enemy. When it is time a large swarm of meteors will be coaxed to fall down from the sky just as they pass above an enemy army camp in a faraway province. The astral mage will be able to observe the event as the meteors hit.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=756&lt;br /&gt;
|name=Strands of Arcane Power&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]7&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=70 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 79&lt;br /&gt;
|description=This mighty enchantment enables the caster to project his mind to many distant places at once, via strands of arcane power. While projected, the caster will only be able to sense and affect magic, but this still makes it possible to search for magic sites and enemy mages. The caster will be able to project himself into all provinces that have a friendly Dominion.&lt;br /&gt;
&lt;br /&gt;
Magic sites are more elusive when searching in this way and a very powerful mage is required to find those that are well hidden. Mages are usually able to stay hidden from the projected mind if they have a good magic resistance value. If an Astral mage is found, a battle of the minds will ensue. Only one will leave it with their mind intact. Non-astral mages cannot try to retaliate, but neither do they risk losing their sanity in the process. However, they will be subjected to a minor Mind Burn attack if they are found. If the caster becomes feebleminded the enchantment will dissipate.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=751&lt;br /&gt;
|name=Volcanic Eruption&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|research=9&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 4&lt;br /&gt;
|description=The caster unleashes a volcanic eruption upon a distant province, destroying the lands and killing one third of the population.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1085&lt;br /&gt;
|name=Clockwork Soldiers&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2321&lt;br /&gt;
|description=This spell creates a few soldiers driven by magic clockwork. The clockwork allows for great speed for short periods, after which it must be rewound.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1087&lt;br /&gt;
|name=Construct Manikin&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 313&lt;br /&gt;
|description=This ritual lets vines and roots animate human skeletons. The beings thus created are known as Manikins. Manikins are undead and will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1084&lt;br /&gt;
|name=Corpse Man Construction&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 534&lt;br /&gt;
|description=A stream of lightning is channeled into a body composed of several human corpses, reawakening it. The reawakened corpse is mindless and obeys its creator as best it can. A mage equipped with a lightning rod can reawaken additional corpses.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1086&lt;br /&gt;
|name=Temper Armors&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 64&lt;br /&gt;
|description=The armor of several soldiers is tempered with magic, making it more durable.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1088&lt;br /&gt;
|name=Clockwork Horrors&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 982&lt;br /&gt;
|description=This spell recreates the work of the infamous watchmaker, Dr. Scheuer, who, in an attempt to increase the crop of prime Hoburg weed, designed a Hoburg-sized clockwork-driven automated harvester. Unfortunately, tragedy ensued when the harvesters used their piston-driven scythe arms not just on the crop but also on the hapless inhabitants of Hoburg. The inexplicable ferocity of the clockwork harvesters have since made them popular in more warlike circumstances.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1092&lt;br /&gt;
|name=Construct Mandragora&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 314&lt;br /&gt;
|description=This ritual lets vines and roots animate human corpses. The Wight-like beings thus created are known as Mandragoras. Powerful mages can make more of the beasts with each casting of the spell. Mandragoras are undead and will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1089&lt;br /&gt;
|name=Crusher Construction&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 475&lt;br /&gt;
|description=Creates one Crusher. A Crusher is a magically animated rock construction of immense strength. It is almost invulnerable and strikes with stony fists. The Crusher is a magical construct and will fall apart if left on the battlefield without magical leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=267&lt;br /&gt;
|name=Dogs of Gold and Silver&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3169&lt;br /&gt;
|description=The opulent halls of the Orichalcum Palace are known for its guardian dogs of gold and silver. The caster crafts a pair of dogs automatas, one of gold and one of silver. The dogs of silver are better at finding sneaking spies and assassins whilst the dogs of gold are stronger and better personal guardians. They both have exceptional senses and can detect even invisible trespassers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1090&lt;br /&gt;
|name=Soldiers of Steel&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=60 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 64&lt;br /&gt;
|description=The armor of a large group of soldiers is tempered with magic, making it more durable.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=288&lt;br /&gt;
|name=Thousand Year Ginseng&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Age Caster, value -5&lt;br /&gt;
|description=The mystics and hermits of T&#039;ien Ch&#039;i have always been obsessed with longevity. During the Time of the Bureaucracy and the prevalence of herbal medicine, one means to this end was found. The Thousand Year Ginseng will give the imbiber longevity and good health and is the closest to immortality one can come without practicing Internal Alchemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1091&lt;br /&gt;
|name=Wooden Construction&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 476&lt;br /&gt;
|description=Creates Lumber Constructs. A Lumber Construct is a magically animated wooden construction resembling a human. These constructs will fall apart if left on the battlefield without magical leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=269&lt;br /&gt;
|name=Craft Keledone&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3164&lt;br /&gt;
|description=The caster crafts a Keledone, a wondrous statue of gold, and gives it the ability to sing heavenly songs. The songs of the Keledones are attuned to the music of the spheres and they are constantly joined in an arcane communion. They have the form of beautiful women cast of pure gold. They are too heavy to be moved and cannot move on their own accord.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=270&lt;br /&gt;
|name=Forge Brass Bull&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3171&lt;br /&gt;
|description=The caster forges one of the fabled Khalkotauroi, huge automatas appearing as fire breathing Brass Bulls.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1095&lt;br /&gt;
|name=Forge of the Ancients&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=80 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 20&lt;br /&gt;
|description=The ancient forge of the Great One&#039;s servants is reconstructed. The magic of the forge will reduce the need for magic essence when forging magic items. It also enables mages to create more powerful items.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1097&lt;br /&gt;
|name=Golem Construction&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 471&lt;br /&gt;
|description=The Golem is a clay construction that is given life by the divine names inscribed on its surface. The Golem is physically strong and skilled in Astral magic. The Golem cannot command troops, however. It will never retreat from battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1093&lt;br /&gt;
|name=Iron Gryphon&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3831&lt;br /&gt;
|description=The mage casts an iron statue in the form of a gryphon and infuses it with fiery magic. It can unleash cones of flames upon enemies in its vicinity. The Iron Gryphon is immobile and often placed in a defensible position in a fort or army camp where it can impress onlookers as well as blast would be attackers with fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1094&lt;br /&gt;
|name=Legions of Steel&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 64&lt;br /&gt;
|description=The armor of all soldiers on the battlefield is tempered with magic, making it more durable. This spell will not affect units that only have natural protection and no worn armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1096&lt;br /&gt;
|name=Mechanical Men&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 532&lt;br /&gt;
|description=The caster makes a group of Mechanical Men to serve him. The fragile skeletal structure of the construct is covered with full plate armor and the construct is given a metal shield and a sword. The iron men are not affected by heat, cold, shock or poison. They are mindless, magical beings that will cease to function when left without magical leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1099&lt;br /&gt;
|name=Iron Dragon&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 531&lt;br /&gt;
|description=The caster makes a mechanical dragon covered with thick iron plates. The iron dragon is tremendously large, almost invulnerable and unaffected by heat, cold, shock and poison. They are able to fly and can trample smaller beings. In its iron belly a furnace of magic flames waits to be released upon its enemies. Should the dragon be destroyed the magical furnace will explode and kill everyone near the iron monstrosity. Iron Dragons are mindless, magical beings and will cease to function when left without magical leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1101&lt;br /&gt;
|name=Juggernaut Construction&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 781&lt;br /&gt;
|description=The Juggernaut is a colossal structure made out of religious idols and two pairs of enormous wheels. The machine is powered by Astral magic and will require magic leadership in order to make it move. A construction like this has to be almost as holy as the God itself and, rightfully, it does spread the Dominion of its God just like a Prophet. To make it complete, the Juggernaut is covered by a layer of gold to make it look even more religiously important.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1100&lt;br /&gt;
|name=Mechanical Militia&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=80 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 51&lt;br /&gt;
|description=Mechanical Men will help the local militia defend their provinces as long as this spell is in effect. The constructs require leadership and guidance, so a small local defence is required for the enchantment to have any effect. The global enchantment will last until it is dispelled or the caster dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1102&lt;br /&gt;
|name=Poison Golem&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1099&lt;br /&gt;
|description=The mage creates a Poison Golem, a metal giant made of dark alloys from the Underworld. The Poison Golem is made for a single purpose, destruction, and its mere presence is harmful to the living. The very land in which it stays will slowly wither and die. The construct is always surrounded by the sickly green flames of the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1098&lt;br /&gt;
|name=Siege Golem&lt;br /&gt;
|school=Construction&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 760&lt;br /&gt;
|description=The mage creates a Siege Golem, a metal giant able to destroy walls with its enchanted fists. The Siege Golem is even larger than the Iron Dragon, but not as powerful in regular combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=263&lt;br /&gt;
|name=Blessing of the God-slayer&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Set Effect Value (12) if lower, value 654&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=427&lt;br /&gt;
|name=Carrion Centaur&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 714&lt;br /&gt;
|description=The Panic Apostate gives unholy life and powers to the carcass of a rotting Centaur. The priestly powers of the former Centaur are corrupted. Instead, the Carrion Centaur has unholy powers over the dead and is able to create Manikins by animating vines, roots and the bones of dead beasts.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=434&lt;br /&gt;
|name=Carrion Growth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 536870912&lt;br /&gt;
|description=An unholy prayer that makes the animating vines of most Manikins on the battlefield regrow at incredible speed. Damage sustained by a regrowing Manikin will quickly heal. Magically powerful Mandragoras are not always affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=428&lt;br /&gt;
|name=Carrion Lady&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=16 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 711&lt;br /&gt;
|description=The Panic Apostate gives unholy life and powers to the carcass of a rotting Dryad. The Carrion Lady still has some skills in the use of Nature magic, but her priestly powers are corrupted. She has unholy powers over the dead and is able to create Manikins by animating vines, roots and the bones of dead beasts.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=429&lt;br /&gt;
|name=Carrion Lord&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 710&lt;br /&gt;
|description=The Panic Apostate gives unholy life and powers to the carcass of a rotting Pan. The Carrion Lord is a powerful wielder of Nature magic, but is also given unholy powers over the dead. The Carrion Lord can create Manikins by animating vines, roots and the bones of dead beasts.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=432&lt;br /&gt;
|name=Mend the Dead&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Heal, value 10020&lt;br /&gt;
|description=An unholy prayer that instantly mends the bones, vines and roots of a Manikin or carrion beast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=433&lt;br /&gt;
|name=Puppet Mastery&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4&lt;br /&gt;
|description=An unholy prayer that quickens the vines reanimating Manikins. Puppet Mastery affects most Manikin on the entire battlefield, but magically powerful Mandragoras are sometimes not affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=430&lt;br /&gt;
|name=Quick Roots&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4&lt;br /&gt;
|description=An unholy prayer that quickens the vines reanimating Manikins.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=431&lt;br /&gt;
|name=Regrowth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 536870912&lt;br /&gt;
|description=An unholy prayer that makes the animating vines of the Manikin regrow at incredible speed. Damage sustained by a regrowing Manikin will quickly heal.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=415&lt;br /&gt;
|name=Revive Grave Consort&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 690&lt;br /&gt;
|description=The mummified corpse of a Hierodule is brought from the tomb of a High Priest and given life through dark rites of rebirth.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=417&lt;br /&gt;
|name=Revive Tomb King&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=23 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 692&lt;br /&gt;
|description=The mummified corpse of an ancient Lizard King is brought from his sacred tomb and given life through dark rites of rebirth.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=416&lt;br /&gt;
|name=Revive Tomb Priest&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=16 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 691&lt;br /&gt;
|description=The mummified corpse of a High Priest is brought from his tomb and given life through dark rites of rebirth.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=426&lt;br /&gt;
|name=Tune of Dancing Death&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Fatigue, value 1030&lt;br /&gt;
|description=Nearby enemies start to jerk and move in an uncontrolled manner. They will become exhausted and will eventually fall unconscious unless the musician stops playing.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=424&lt;br /&gt;
|name=Tune of Fear&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Cause Fear (Type I), value 3&lt;br /&gt;
|description=This sinister tune frightens nearby enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=425&lt;br /&gt;
|name=Tune of Growth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=0&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Cause Affliction, value 64&lt;br /&gt;
|description=This tune makes roots and vines grow from the ground, entangling nearby enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1112&lt;br /&gt;
|name=Animate Dead&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -3&lt;br /&gt;
|description=The necromancer animates a lifeless corpse to unholy service. The resulting Soulless will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1111&lt;br /&gt;
|name=Animate Skeleton&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -2&lt;br /&gt;
|description=The necromancer enchants the bones of a fallen warrior, giving it false life. Skeletons will fall apart if left on the battlefield without a commander.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=611&lt;br /&gt;
|name=Attentive Statues&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1497&lt;br /&gt;
|description=The ancient statues of old Agartha are sacred and rare. Human ones are not treated with the same respect as statues of the Ancients, but are quite common. Enlivened by the Golem Crafters, these statues are placed near gates to stand watch and wait for trespassers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1117&lt;br /&gt;
|name=False Fetters&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 131072&lt;br /&gt;
|description=Illusionary fetters form around the ankles of a limited number of units. The victims will not be able to move or fight until they have overcome the fetters&#039; magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1115&lt;br /&gt;
|name=Healing Touch&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=1&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Heal, value 10020&lt;br /&gt;
|description=This spell heals a few targets within reach of the caster. The spell doesn&#039;t affect inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1104&lt;br /&gt;
|name=Levitate&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4503599627370496&lt;br /&gt;
|description=Grants the caster the ability to float a few inches above the ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1108&lt;br /&gt;
|name=Protection from Cold&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 144115188075855872&lt;br /&gt;
|description=This spell protects the caster from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1103&lt;br /&gt;
|name=Protection from Fire&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 36028797018963968&lt;br /&gt;
|description=This spell partially protects the caster from fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1107&lt;br /&gt;
|name=Protection from Lightning&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 72057594037927936&lt;br /&gt;
|description=This spell protects the caster from thunder and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1114&lt;br /&gt;
|name=Protection from Poison&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4611686018427387904&lt;br /&gt;
|description=This spell protects the caster from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1113&lt;br /&gt;
|name=Reanimation&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -2&lt;br /&gt;
|description=The necromancer enchants ten well-prepared corpses and gives them false life. Skeletons are undead and will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1110&lt;br /&gt;
|name=Resist Magic&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=The caster of this spell will have his magic resistance increased for the duration of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1109&lt;br /&gt;
|name=Strength of Giants&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=5&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 128&lt;br /&gt;
|description=Gives a few nearby soldiers increased strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1116&lt;br /&gt;
|name=True Sight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 70368744177664&lt;br /&gt;
|description=The caster gains the ability to discern illusions and see the unseen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1105&lt;br /&gt;
|name=Trueshot&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4&lt;br /&gt;
|description=A few soldiers get increased Precision. This increases the chance of hitting with missile weapons and spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1106&lt;br /&gt;
|name=Windrunner&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=1&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4&lt;br /&gt;
|description=With this spell the caster will be aided by the wind when he is running.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1121&lt;br /&gt;
|name=Breath of Winter&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8192&lt;br /&gt;
|description=The caster is surrounded by extreme cold. Anyone close to the caster will suffer severe fatigue damage from the cold. The caster becomes resistant to all cold effects when casting this spell. The Breath of Winter works best in cold provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1127&lt;br /&gt;
|name=Envenom Arrows&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1125899906842624&lt;br /&gt;
|description=The mage enchants the arrows of a few archers. The arrows become coated in serpent venom. Those wounded by the arrows take additional poison damage. The spell will not affect magical weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=473&lt;br /&gt;
|name=Eyes of the Condors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 36&lt;br /&gt;
|description=The Condor is sacred to the people of Nazca. It is considered a messenger of the sun and herald of storms. No other bird can soar at such heights, thus Condor scouts are rarely seen and almost impossible to catch. With this ritual the caster borrows the all perceiving eyes of the Condors and send the sacred birds to a distant province to scry.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1122&lt;br /&gt;
|name=Flying Shield&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 549755813888&lt;br /&gt;
|description=The mage animates a shield to protect himself from incoming attacks. The shield will randomly block about half of the attacks against his person.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1125&lt;br /&gt;
|name=Gift of the Hare&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4&lt;br /&gt;
|description=Some soldiers are given quick feet.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=273&lt;br /&gt;
|name=Gift of the Sacred Swamp&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=3+2/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 288230376151711744&lt;br /&gt;
|description=The serpent priest grants some soldiers protection from the noxious fumes of the Sacred Swamp.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1128&lt;br /&gt;
|name=Gift of the Serpent&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 288230376151711744&lt;br /&gt;
|description=This spell protects some soldiers from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1118&lt;br /&gt;
|name=Ignite Arrows&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8388608&lt;br /&gt;
|description=The mage enchants the arrows of a few archers on the battlefield. The arrows burst into flame as they are fired, doing considerable damage to their targets. The spell will not affect magical weapons. The fire damage of the arrow is magic and will affect ethereal and invulnerable creatures even if the arrow itself doesn&#039;t.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=618&lt;br /&gt;
|name=Iron Corpse Reanimation&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1439&lt;br /&gt;
|description=The Ktonian Necromancers of Agartha use the dead in many ways. Soulless bodies toil and fight for their masters. Corpses are strengthened with iron parts and armed with short blades. These Iron Corpses are quite robust, but lack the skills of living soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1119&lt;br /&gt;
|name=Personal Flight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 131072&lt;br /&gt;
|description=Grants the caster the ability to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1126&lt;br /&gt;
|name=Personal Regeneration&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=Gives the caster regenerative powers. However inanimate mages are not affected by regeneration spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1124&lt;br /&gt;
|name=Proud Steed&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 536870912&lt;br /&gt;
|description=The caster enchants an animal mount giving it increased intelligence and defensive prowess.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=619&lt;br /&gt;
|name=Reanimate Ancestor&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1440&lt;br /&gt;
|description=An Iron Ancestor is a reanimated and iron-forged dead body possessed by a ghost. They resemble Iron Corpses, but are aware and skilled warriors. They are used as commanders of the Ktonian legions.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1123&lt;br /&gt;
|name=Revive King&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 188&lt;br /&gt;
|description=The king is dead, long live the king! With this ritual, the necromancer revives a Mound King and binds him to his service. The King is intelligent and shares his master&#039;s motives.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1129&lt;br /&gt;
|name=Shroud of Splendor&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 36028797018963968&lt;br /&gt;
|description=The caster is wreathed in fiery splendor. Attackers are awestruck and only brave soldiers will attempt to strike the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1120&lt;br /&gt;
|name=Water Shield&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 32&lt;br /&gt;
|description=The caster is surrounded by strong currents, making him very difficult to hit in combat. The spell can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1132&lt;br /&gt;
|name=Arrow of the Western Wind&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=40+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1018&lt;br /&gt;
|description=With a few swift words the caster enchants an arrow with the power of the Western Wind, the strongest of the four winds, and sends it towards an enemy. It strikes with great force and precision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1140&lt;br /&gt;
|name=Astral Shield&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 268435456&lt;br /&gt;
|description=A shield of Astral energies forms around the mage. Anyone trying to strike through the shield will have their mind blasted unconscious by the force of the shield. Magic resistance may negate the effect of the shield and allow enemies to strike the mage. The power of the Astral Shield is greater for mages who are highly skilled in Astral magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=280&lt;br /&gt;
|name=Awaken Tattoos&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=18+2/lvl&lt;br /&gt;
|area=3+2/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 549755813888&lt;br /&gt;
|description=The caster activates the dormant powers of enchanted tattoos. The unit gains limited invulnerability and increased stats depending on tattoo type. Horse tattoos grant increased defence skill and speed, bear tattoos grant increased strength, boar tattoos grant increased invulnerability, wolf tattoos grant increased attack skill and snake tattoos grant magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1138&lt;br /&gt;
|name=Claymen&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 817&lt;br /&gt;
|description=The caster forms several clay figures and gives them enchanted life. The Claymen are stronger than humans, never rout and regenerate damage. The Claymen are given hammers to fight with. Powerful mages can create more Claymen with each casting of the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1143&lt;br /&gt;
|name=Create Revenant&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 396&lt;br /&gt;
|description=The necromancer summons a spirit from the Underworld and makes it possess a human corpse. The revenant thus created has some knowledge of Death magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=612&lt;br /&gt;
|name=Enliven Sentinel&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1496&lt;br /&gt;
|description=Everything left by the Ancient Ones has become subject to worship by the humans of Agartha. Statues left in the halls underneath the earth are adored and worshiped, enchanted and given magical life by the Golem Crafters. Statues of the Pale Ones stand guard ever watching and waiting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=277&lt;br /&gt;
|name=Epopteia&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Enchant Province - Gem Duration, value 94&lt;br /&gt;
|description=Mystics of the Great Mother gather in the spring and perform the Epopteia, Greater Mystery, in order to bless the land with one year of fertility. The Greater Mystery is a ceremony of a foreign faith and will reduce belief in the True God.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1133&lt;br /&gt;
|name=Farflight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 562949953421312&lt;br /&gt;
|description=The caster enchants the arrows and bolts of a small group of soldiers, making the arrows fly swift and far. Range for all missile weapons are greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1131&lt;br /&gt;
|name=Fire Shield&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 32768&lt;br /&gt;
|description=A wall of fire surrounds the mage. Anyone trying to strike the mage in melee combat will be burned by the Fire Shield immediately after attacking. Attackers with long weapons such as spears and pikes will not suffer as severe burns as an attacker with a shortsword or a dagger.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1134&lt;br /&gt;
|name=Gift of Flight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 131072&lt;br /&gt;
|description=Grants a few units the ability to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1139&lt;br /&gt;
|name=Gift of Giant Strength&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 128&lt;br /&gt;
|description=Gives a group of soldiers increased strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1146&lt;br /&gt;
|name=Gift of True Sight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 70368744177664&lt;br /&gt;
|description=A few soldiers are granted the ability to discern illusions and see the unseen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1145&lt;br /&gt;
|name=Heal&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Heal, value 10020&lt;br /&gt;
|description=This spell can heal up to three human-sized targets within close range. The spell doesn&#039;t affect inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1148&lt;br /&gt;
|name=Horrible Visage&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 16&lt;br /&gt;
|description=The caster is wreathed in terror and his face becomes horrible to behold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=276&lt;br /&gt;
|name=Katabasis&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 2199023255552&lt;br /&gt;
|description=A mystic of the Sacred River of Death and Rebirth descends into the underworld through the Sacred River and prepares a path for an eventual return from the underworld. If the Renatus or Renata is slain, he or she returns from the underworld to the province where the ritual was cast. They will be soaked in stygian waters and possibly gaining dark insights in the process. For the ritual to work, the province it was cast in must be in friendly hands when the mystic dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1130&lt;br /&gt;
|name=Lesser Flame Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell partially protects a few units from fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1135&lt;br /&gt;
|name=Lesser Thunder Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell protects a few units from the damage and stun effects caused by lightning and thunder.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1137&lt;br /&gt;
|name=Lesser Winter Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell protects several units from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1142&lt;br /&gt;
|name=Raise Skeletons&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -2&lt;br /&gt;
|description=The necromancer enchants the bones of a handful warriors, giving them false life. Skeletons will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1144&lt;br /&gt;
|name=Regeneration&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=This spell gives a small number of targets regenerative powers. It does not work on inanimate targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1141&lt;br /&gt;
|name=Second Sight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 137438953472&lt;br /&gt;
|description=The caster opens his third eye and observes the spirit world. The caster gains Spirit Sight for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1136&lt;br /&gt;
|name=Seeking Arrow&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Seeking Arrow, value 8&lt;br /&gt;
|description=The caster sends an enchanted arrow across the world to find a suitable heart to penetrate. The arrow will target one leader in a province of the caster&#039;s choice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1147&lt;br /&gt;
|name=Shroud of Bewilderment&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 16777216&lt;br /&gt;
|description=The caster and his surroundings shift and change. Faces of friends and foes are swapped, images are altered, and colors and sounds shift and change. Enemies trying to attack the shrouded one will not know friend from foe and will randomly attack anyone in their vicinity.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1157&lt;br /&gt;
|name=Astral Healing&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Heal, value 2&lt;br /&gt;
|description=The mage summons Astral power to activate the healing energies inherent in the souls of all living beings. The spell only affects friendly units and only light wounds will be fully healed. The spell doesn&#039;t affect inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1160&lt;br /&gt;
|name=Behemoth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 452&lt;br /&gt;
|description=With this enchantment, the necromancer has mastered a dark ritual enabling him to reanimate the largest of all animals. The former elephant is preserved in a state of perpetual decay by a revenant mage who rides the Behemoth, constantly fueling it with energies from the Underworld. The most important part of the reanimation ritual is the binding of the revenant mage&#039;s spirit to the Behemoth. This direct spiritual control of the Behemoth gives it high magic resistance. As all of the revenant mage&#039;s energies are used in controlling and preserving the beast, he or she is unable to cast spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1152&lt;br /&gt;
|name=Cloud Trapeze&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cloud Trapeze, value 1&lt;br /&gt;
|description=The caster swings himself up and away with incredible speed, landing in a province far away. Although much faster than normal flying, the caster does not really teleport and can have the path blocked by impassable mountains ranges or the Sea of Ice global enchantment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=435&lt;br /&gt;
|name=Dark Slumber&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 17&lt;br /&gt;
|description=The Caster calls on the wrath of the forest to engulf a village in a distant province. The villagers succumb to an enchanted sleep and walk into the woods to die a dreamless death. Vines and roots begin to grow and reanimate the corpses. Within days an army of manikin emerges from the woods to claim the province from the living.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1153&lt;br /&gt;
|name=Earth Shatter Hammers&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2251799813685248&lt;br /&gt;
|description=The weapons of a few soldiers are enchanted with the power of the earth, making them stun those hit. This enchantment does not work on piercing weapons, weapons that are already magic or missile weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=620&lt;br /&gt;
|name=Flame Corpse Construction&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1441&lt;br /&gt;
|description=First, the major part of the corpse&#039;s midsection is removed and a wooden barrel is inserted in its place. The barrel is filled with Cave Fire, a magic substance discovered by the Alchemists, and the corpse is strengthened with iron parts and reanimated. The resulting Flame Corpse uses the magic fire for extra power and is stronger than an ordinary Soulless. If the Flame Corpse is slain, the fire barrel will instantly explode, which is what makes it so feared by its enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1166&lt;br /&gt;
|name=Gift of Splendor&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 36028797018963968&lt;br /&gt;
|description=A few soldiers are wreathed in fiery splendor. Attackers are awestruck and only brave soldiers will attempt to attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=457&lt;br /&gt;
|name=Gift of the Moon&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1099511627776&lt;br /&gt;
|description=The caster calls on the powers of the moon and enchants his wolven companions with invulnerability. Magic weapons and spells will still harm the wolves. The spell can only target wolves.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1162&lt;br /&gt;
|name=Haste&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4&lt;br /&gt;
|description=A large number of soldiers are given quick feet.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1161&lt;br /&gt;
|name=Immaculate Mounts&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 536870912&lt;br /&gt;
|description=The caster enchants animal mounts giving them increased intelligence and defensive prowess.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1150&lt;br /&gt;
|name=Levitate Soldiers&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4503599627370496&lt;br /&gt;
|description=Several soldiers are granted the ability to float a few inches above the ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1163&lt;br /&gt;
|name=Poison Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 288230376151711744&lt;br /&gt;
|description=This spell protects several units from natural poisons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1158&lt;br /&gt;
|name=Raise Dead&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -3&lt;br /&gt;
|description=The necromancer animates several corpses to unholy service. The spell is more effective if there are unburied dead on the battlefield. There will be fewer unburied dead in the province after the battle when this spell is used. Soulless will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1164&lt;br /&gt;
|name=Serpent Fang Arrows&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1125899906842624&lt;br /&gt;
|description=The mage enchants the arrows of a large number of archers. The arrows become coated in serpent venom. Those wounded by the arrows take additional poison damage. The spell will not affect magical weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1154&lt;br /&gt;
|name=Shroud of Flying Shards&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 18014398509481984&lt;br /&gt;
|description=The caster is surrounded by whirling winds and obsidian shards. The shards will harass and slash enemies in melee as well as knock incoming missiles out of the air.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1165&lt;br /&gt;
|name=Simulacrum&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 9007199254740992&lt;br /&gt;
|description=The caster creates a replica of himself and enchants it with glamour magic to give it false life. The simulacrum will be controlled by the original owner&#039;s soul and the simulacrum also inherits all the magic powers of its creator. In turn the creator&#039;s body is placed in a state of deep torpor that only ends when the simulacrum dies. However, there is a chance that the caster&#039;s soul will fail to return and become trapped and lost in the dreamwild, possibly until his soul withers away and dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1156&lt;br /&gt;
|name=Spell Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=The mage seals the minds of a large group of friendly units against malign spells. The units will receive increased magic resistance for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1149&lt;br /&gt;
|name=Terracotta Army&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=9 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2134&lt;br /&gt;
|description=The caster crafts an army of terracotta soldiers and imbues them with false life. Terracotta Soldiers are highly resistant to fire, but are somewhat brittle if struck by blunt weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1151&lt;br /&gt;
|name=Trueshot Warriors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4&lt;br /&gt;
|description=A large group of soldiers get increased Precision. This increases the chance of hitting with missile weapons and spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1159&lt;br /&gt;
|name=Twiceborn&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4194304&lt;br /&gt;
|description=With this ritual, the necromancer enchants his own body to protect himself from death. If the necromancer is slain, he is revived as a Wight Mage in the province where the ritual was cast, possibly gaining dark insights in the process. For the ritual to work, the province it was cast in must be in friendly hands when the necromancer dies. This spell requires more power to affect large beings and the cost of casting the ritual is increased with the caster&#039;s size. Undead, demons, plants, inanimates, pretender gods as well as most monsters that aren&#039;t even remotely humanoid (e.g. hydras and sea serpents) cannot be twiceborned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1155&lt;br /&gt;
|name=Vile Water&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2159&lt;br /&gt;
|description=The alchemist creates a bath of water and vitriol. The vitriolic water is given form and purpose through powerful alchemical rituals. The alchemical entity is known as a Gelatinous Cube. It slowly slides forward and swallows anything it passes over. Swallowed beings quickly dissolve in the vitriol, unless the cube is destroyed and its magic unraveled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=274&lt;br /&gt;
|name=Awaken Hamadryad&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3066&lt;br /&gt;
|description=Hamadryads are tree-nymphs. They are wise and skilled in nature magic and protect the forests they inhabit. However seeking advice from a Hamadryad can be quite difficult as there is usually a flock of loud chattering harpies nesting among the branches of the Hamadryad.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1465&lt;br /&gt;
|name=Awaken the Dreamwild&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=18 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 145&lt;br /&gt;
|description=The caster enters the heart of a forest and performs a ritual to awaken the slumbering powers of the Dreamwild. Soon strange magic will permeate the woodland and what was once certain becomes vague and undefined like a dream or legend. In this enchanted land Fay Folk thrive.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1180&lt;br /&gt;
|name=Dispel&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Dispel, value 1&lt;br /&gt;
|description=This enchantment enables a mage to destroy an active global enchantment. The power of global enchantments is often boosted with the use of additional gems. This number of gems must be matched in order for the dispel to work.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1187&lt;br /&gt;
|name=Dreamwild Demesne&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 140&lt;br /&gt;
|description=The caster enchants an entire province with the magic of the Dreamwild, creating a land of hope and peace free from misery and woe. As long as the enchantment is active unrest will decrease and few bad events will disturb the peace. The enchantment is broken if the land is conquered by hostile forces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1178&lt;br /&gt;
|name=Enliven Gargoyles&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2368&lt;br /&gt;
|description=A group of grotesque, winged statues are given false life by this powerful enchantment. Gargoyles can fly and are difficult to destroy, but will revert to an inanimate state if there are no mages left on the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=613&lt;br /&gt;
|name=Enliven Granite Guard&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1498&lt;br /&gt;
|description=Everything left by the Ancient Ones has become subject to worship by the humans of Agartha. Statues left in halls underneath the earth are adored and worshiped, enchanted and given magical life by the Golem Crafters. The great statues of ancient Seal Guards are the foremost of these living statues: sacred guardians ever watching and waiting. This spell will make one of these statues come to life.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1186&lt;br /&gt;
|name=Faery Trod&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Faery Trod, value 1&lt;br /&gt;
|description=The mage leads his army into a magic forest to find a Faery Trod. The army follows this strange path through faerie lands and will finally arrive in a distant forest. Both the source and destination provinces must be forests for this spell to work. Navigating on the faerie paths is a tricky adventure and it might be that you won&#039;t emerge exactly where you planned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1169&lt;br /&gt;
|name=Farflight Arrows&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 562949953421312&lt;br /&gt;
|description=The caster enchants the arrows and bolts of a large group of soldiers, making the arrows fly swift and far. Range for all missile weapons are greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1168&lt;br /&gt;
|name=Flame Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell partially protects several units from fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1167&lt;br /&gt;
|name=Flaming Arrows&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8388608&lt;br /&gt;
|description=The mage enchants the arrows of a large number of friendly archers. The arrows burst into flame as they are fired, doing considerable damage to their targets. The spell will not affect magical weapons. The fire damage of the arrow is magic and will affect ethereal and invulnerable creatures even if the arrow itself doesn&#039;t.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1174&lt;br /&gt;
|name=Friendly Currents&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 2&lt;br /&gt;
|description=This spell makes the water currents aid the caster and all his allies. Those aided by this spell can move further every turn and are less exhausted by fighting. This spell can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=472&lt;br /&gt;
|name=Geoglyphs&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=18 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 100&lt;br /&gt;
|description=The Coyas of Nazca, daughters of the Moon, are accomplished students of the stellar bodies and their connection with the earth. They have discovered means to amplify the influence of the planets on the terrestrial sphere through vast geoglyphs inscribed on the bare ground. As long as the enchantment of the geoglyph is active magic in the province is increased as are the ranges of rituals. Enemies fighting in a province with an active geoglyph are more easily affected by magic and have their magic resistance reduced. It is only possible to cast the ritual if you can see the land from above. Thus only flying mages can cast the spell. For the enchantment to be effective the geoglyphs must be exposed to stellar lights, so it is only castable in barren lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1176&lt;br /&gt;
|name=Giant Strength Warriors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 128&lt;br /&gt;
|description=Gives a large group of soldiers increased strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1182&lt;br /&gt;
|name=Gift of Spirit Sight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 137438953472&lt;br /&gt;
|description=This spell grants a few soldiers spirit sight, making it possible to see invisible units and spirits.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1185&lt;br /&gt;
|name=Group Regeneration&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=60 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=This spell gives a group of targets regenerative powers. It does not work on inanimate targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1184&lt;br /&gt;
|name=Horde of Skeletons&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value -2&lt;br /&gt;
|description=The necromancer enchants the bones of the dead and calls forth a horde of Longdead Warriors.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=319&lt;br /&gt;
|name=Inner Furnace&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16384&lt;br /&gt;
|description=The caster invokes the power of Rhuax to strengthen the heat burning in every Abysian. All soldiers on the battlefield have the area of their heat effect increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=616&lt;br /&gt;
|name=Living Mercury&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3762&lt;br /&gt;
|description=Independent of each other the Oracles of the deeper earth and the alchemists of T&#039;ien Ch&#039;i have discovered the means to distill and animate the liquid silver of the deeps. Mercury is an inherently magical substance associated with change, fluidity and perfection. It is quite easy to enchant the liquid metal once the proper rituals are discovered. The Living Mercury shrinks when damaged. It is surrounded by fumes detrimental to living beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=346&lt;br /&gt;
|name=Memories of Stone&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1998&lt;br /&gt;
|description=In a barren desert the Yeddeoni have found the fossilized remains of Rephaim armed with archaic weapons. With the ancient magic of the Grigori, these fossils are endowed with memories of old and forced to once again move and fight for the descendants of the Fallen Angels. The spell can only be cast in wastelands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=617&lt;br /&gt;
|name=Nightmare Construction&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2520&lt;br /&gt;
|description=Not only human dead are crafted into servants of the necromancers. Beasts of burden are rare in the caverns, so the horses Agartha can get their hold on are used and reused in work and in war. Dead horses are quicker than humans, and can carry more. The Ktonian Necromancers have created horrible iron reinforced skeletal horses with Cave Fire barrels placed inside their chests. The nightmares are not very good at combat, but as carriers of the alchemical load they are superior to humans.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1183&lt;br /&gt;
|name=Pale Riders&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 189&lt;br /&gt;
|description=The necromancer enchants the bones of dead warriors and their horses, giving them false life. Powerful mages can reanimate larger numbers of these horsemen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1175&lt;br /&gt;
|name=Quagmire&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 85&lt;br /&gt;
|description=Water will start to seep from the ground that will quickly become soft and difficult to traverse. The battleground is turned into a swamp and most units will get penalized for fighting there. The enchantment lasts for the entire battle or until the caster dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=316&lt;br /&gt;
|name=Reawaken Fossil&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1977&lt;br /&gt;
|description=Abysian mages have recently discovered a gorge near the borders of Gath, where ancient magic has been uncovered by eroding winds and a mighty earthquake. Huge bones were found protruding from the very stone. Legends of the glorious victory against the Rephaim were remembered and soon the Abysian mages were trying to reawaken the fossilized giants once defeated by fire in the valley of Megiddo.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1179&lt;br /&gt;
|name=Ritual of Returning&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 8388608&lt;br /&gt;
|description=The mage will return to the home citadel at once if he is wounded. The spell lasts until the mage actually has been wounded and returned home. This ritual will result in swift death for a mage if the home citadel has been conquered by the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=371&lt;br /&gt;
|name=Send Tupilak&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon - Assassination, value 1624&lt;br /&gt;
|description=The Tupilak is an artificial animal made from various animal cadavers. It is able to take the appearance and attributes of any of its composite parts. Most Tupilaks are made from bears, ravens, seals and reindeer. This gives the Tupilak battle prowess and the ability of flight. After it has been created, it is given the task of hunting down and killing a specific enemy commander. Then the Tupilak will fly, run and swim across the world in order to find its prey and kill it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1181&lt;br /&gt;
|name=The Eyes of God&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 15&lt;br /&gt;
|description=This enchantment enables the mage to see all provinces in the world. Dominions can be seen in great detail and so can discovered magic sites, but income cannot be determined exactly. Inside the God&#039;s own Dominion income as well as any troop movements and battles can be seen in great detail. This includes the detection of any glamoured or invisible troops that are not stealthing. Patrolling units inside friendly dominion will find it much easier to detect enemy scouts and to quell unrest. The historic records for all nations can be accessed and everyone on the Hall of Fame can be inspected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1170&lt;br /&gt;
|name=Thunder Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell protects several units from the damage and stun effects caused by lightning and thunder.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1172&lt;br /&gt;
|name=Trade Wind&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 95&lt;br /&gt;
|description=The caster creates a perpetual stable wind in a coastal province that enables merchants to quickly sail to and from the province. The trade wind will greatly increase the income from the province. The spell lasts longer for every gem spent on the ritual. The enchantment will dissipate if the province is lost.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1171&lt;br /&gt;
|name=Watcher&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 768&lt;br /&gt;
|description=The mage creates a stone statue and gives it awareness and magical powers. The Watcher is placed on a tower or at a place with a view over the surrounding landscape and given the task of guarding a province from prying eyes. Watchers have incredible vision and will easily detect enemy scouts and spies. They are charged with air magic and can blast enemies with lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1177&lt;br /&gt;
|name=Weapons of Sharpness&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 524288&lt;br /&gt;
|description=A few friendly units are gifted with weapons so sharp that they can cut through armor and flesh with equal ease. This enchantment does not work on blunt or missile weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=343&lt;br /&gt;
|name=Weavers of the Wood&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 119&lt;br /&gt;
|description=The caster makes spiders large and small weave a giant web covering an entire forest province. Anyone trying to sneak through the forest is highly likely to be detected as the caster monitors the webs. The caster of the ritual will be able to direct both the local patrolling forces and spiders from the woods in order to attack any trespassers. The ritual will break if the caster leaves the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1173&lt;br /&gt;
|name=Winter Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell protects several units from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1213&lt;br /&gt;
|name=Aura of Splendor&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 36028797018963968&lt;br /&gt;
|description=Several soldiers are wreathed in fiery splendor. Attackers are awestruck and only brave soldiers will attempt to attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1204&lt;br /&gt;
|name=Dome of Arcane Warding&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 64&lt;br /&gt;
|description=An astral dome is created over the entire province that the mage is located in. The dome will protect the province from many spells that originate from outside the warded province. The more magic gems put into the spell, the longer it will last. If the mage dies, the dome dissolves instantly. The dome has a 50 percent chance of stopping each spell that tries to pass through it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1214&lt;br /&gt;
|name=Dome of Misdirection&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 67&lt;br /&gt;
|description=The entire province the mage is in is protected by a dome of glamour and illusions. The dome will fool enemy mages and protect the warded province from spells that originate outside the dome and make them target a neighboring province instead. The more magic gems put into the spell, the longer it will last.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1193&lt;br /&gt;
|name=Dome of Solid Air&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 61&lt;br /&gt;
|description=A dome made out of air is created over the entire province the mage is in. The dome will protect the province from many spells that originate outside the warded province. While undisturbed, the spell will last indefinitely, but if a spell passes through the dome, or if the mage who cast the dome dies, it will shatter instantly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1198&lt;br /&gt;
|name=Earthquake Warriors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2251799813685248&lt;br /&gt;
|description=The weapons of a large group of soldiers are enchanted with the power of the earth, making them stun those hit. This enchantment does not work on pierce or missile weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=614&lt;br /&gt;
|name=Enliven Marble Oracle&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1499&lt;br /&gt;
|description=Everything left by the Ancient Ones has become subject to worship by the humans of Agartha. Statues left in the halls underneath the earth are adored and worshiped, enchanted and given magical life by the Golem Crafters. The greatest of these statues are the ones of Ancient Oracles. Some remnant of an Ancient Oracle&#039;s memory gives the Marble Oracle a will and a mind. These telestic animates lumber to and fro in the underground city of Agartha looking for faithless humans. Sometimes they stop and raise their hands in the air in a gesture of worship. Marble Oracles have priestly powers and are sacred. They cannot lead armies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1200&lt;br /&gt;
|name=Enliven Statues&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 474&lt;br /&gt;
|description=Ten or more statues are given false life by this powerful enchantment. Powerful mages can enchant more than fifteen statues with one casting of this spell. The statues are difficult to destroy but will revert to an inanimate state if there are no mages left on the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=395&lt;br /&gt;
|name=Ermorian Legion&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 187&lt;br /&gt;
|description=This spell reanimates an entire legion of dead soldiers from the Old Empire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1188&lt;br /&gt;
|name=Eternal Pyre&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=80 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 17&lt;br /&gt;
|description=A huge blazing pyre lights up the landscape. It never burns out and the embers of the pyre will absorb the heat and can be harvested as magical gems imbued with the fiery power of the pyre. The Eternal Pyre causes the temperature to rise to unbearable levels in the province where it is cast. Once the eternal pyre has started burning, it will be impossible to extinguish without the use of magic. Even putting it underwater would only reduce its heat a little.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=871&lt;br /&gt;
|name=Fay-eyed Warriors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 70368744177664&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1210&lt;br /&gt;
|name=Forest Dome&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 66&lt;br /&gt;
|description=Vegetation will grow into a dome that covers the entire province where the spell is cast. The dome will protect the province from many spells that originate outside the warded province. If left undisturbed, the forest dome will last forever. However, if a Fire spell is absorbed by the dome, it may catch fire and be destroyed. If the caster dies, the dome will wither and die.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1211&lt;br /&gt;
|name=Foul Vapors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 45&lt;br /&gt;
|description=Poisonous gas will begin to seep from the ground shortly after this spell is cast. The gas will rise over a large area, covering the entire battlefield, and will continue to seep for the duration of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1196&lt;br /&gt;
|name=Frost Dome&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 62&lt;br /&gt;
|description=A frost dome is created over the entire province where the spell is cast. Any spells cast into this dome will trigger the deadly trap. A powerful frost blast will find its way to the enemy mage and freeze him to death. Every spell cast into the dome has a 30 percent chance of being destroyed by the frost dome. The more magic gems put into the spell, the longer it will last. If the mage who cast the dome dies, it will dissolve instantly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1192&lt;br /&gt;
|name=Greater Farflight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 562949953421312&lt;br /&gt;
|description=The caster enchants the arrows and bolts of all friendly soldiers on the battlefield, making the arrows fly swift and far. Range for all missile weapons are greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1195&lt;br /&gt;
|name=Grip of Winter&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 9&lt;br /&gt;
|description=The entire battlefield is harrowed by enormous cold. This cold quickly renders all units on the battlefield unconscious, after which death is certain. The Grip of Winter is most effective in cold provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1208&lt;br /&gt;
|name=Hail of Serpent Fangs&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1125899906842624&lt;br /&gt;
|description=The mage enchants the arrows of all friendly archers on the battlefield. The arrows become coated in serpent venom. Those wounded by the arrows take additional poison damage. The spell will not affect magical weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1189&lt;br /&gt;
|name=Heat from Hell&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 6&lt;br /&gt;
|description=The entire battlefield is struck by heat worse than that of the hottest of deserts. This heat soon renders all units on the battlefield unconscious, after which death is certain. This spell is most effective in warm provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1202&lt;br /&gt;
|name=Hidden Underneath&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=65 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Terrain-Specific Ritual Summon, value 3&lt;br /&gt;
|description=This spell can only be cast in a cave province. In the beginning of time there was a war among gods, and a previous Pantokrator defeated and imprisoned three mighty gods and their servants in the depths of the earth. The caster locates such a sealed chamber of the under-earth and releases its entombed prisoners. The released ones&#039; souls were imprisoned along with their bodies and could not escape to the underworld when they died. For millennia their spirits have remained trapped in their fossilizing bodies. When they are released they once more follow their former kings and sages to answer the call of the caster. Their Sages are skilled in earth, death and sometimes astral magic. If cast in a province of fortune or magic, a king with more sages is likely to be found.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1201&lt;br /&gt;
|name=Hidden in Sand&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=65 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Terrain-Specific Ritual Summon, value 2&lt;br /&gt;
|description=This spell can only be cast in a wasteland. The caster locates and releases a Dust King and his entombed servants hidden underneath layer upon layer of desert sands. In the beginning of time the first humans lived in scattered tribes. But with the influence of supernatural powers, civilization dawned upon mankind. Small kingdoms formed and order was established. These kingdoms and their rulers emerged and disappeared in quick succession. Driven by fear of being dead and forgotten, the kings built tomb palaces to create resting places where they could live on eternally. But with time came dust. The palaces were covered with sand and their memories forgotten. Inside the tombs the ancient kings and their soldiers still live on. If cast in a province of order a king with more warriors will be released. If cast in a province of fortune or magic, a king with more priests is likely to be found.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1197&lt;br /&gt;
|name=Hidden in Snow&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=65 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Terrain-Specific Ritual Summon, value 1&lt;br /&gt;
|description=This spell can only be cast where there are high mountains nearby. The caster locates and releases a tribe of ancient undead warriors from their glacial prison. A full tribe of Unfrozen is freed. The Unfrozen are led by a chieftain and a mage. If cast in a province of turmoil a warlike tribe with greater amounts of warriors will answer the call. If cast in a province of fortune or magic, a tribe with more mages is likely to answer the call.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=621&lt;br /&gt;
|name=Ktonian Legion&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1439&lt;br /&gt;
|description=The Ktonian Necromancers of Agartha use the dead in many ways. Soulless bodies toil and fight for their masters. Corpses are strengthened with iron parts and armed with short blades. These Iron Corpses are quite robust, but lack the skills of living soldiers. This spell creates a legion of these living Iron Corpses.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1203&lt;br /&gt;
|name=Opposition&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=The caster creates a supernatural force diametrically opposed to a target magical being. If the spell is powerful enough, the magical being will be disenchanted and cease to exist.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1206&lt;br /&gt;
|name=Reanimate Archers&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 535&lt;br /&gt;
|description=The necromancer enchants ten well-prepared corpses and gives them false life. The skeletons are then equipped with magic bows fueled by the power of the Underworld. Arrows fired from these bows will burst into the green flames of banefire. Flesh exposed to banefire will start to fester and decay. Skeletons are undead and will fall apart if left on the battlefield without undead leadership.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1209&lt;br /&gt;
|name=Relief&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 84&lt;br /&gt;
|description=This battle enchantment reduces the fatigue of all friendly units on the battlefield. It lasts until the battle ends or the caster is killed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1199&lt;br /&gt;
|name=Riches from Beneath&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=70 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 35&lt;br /&gt;
|description=This enchantment transforms mining from something harsh and dangerous to a really uplifting experience. The miners can carve out gold and iron with their knives and the stone is extra soft where the valuable ore veins are as if the mountain is trying to guide them. The enchantment only works within friendly dominion and a higher dominion score will make it more effective. The enchantment gives a major boost to resource production and a minor boost to gold production, both increases depend on the resource value of the province. Also all magic sites that are income yielding mines will have their income up to doubled.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1205&lt;br /&gt;
|name=Rigor Mortis&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 4&lt;br /&gt;
|description=The necromancer causes the joints of both friends and enemies to stiffen as their bodies suffer the fate of the newly dead. There is no immediate cure for the spell, but it ends after the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=255&lt;br /&gt;
|name=Sow Dragon Teeth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3119&lt;br /&gt;
|description=The caster sows a handful of dragon teeth and enchants them with powerful spells. Soon Spartoi, sown men, will emerge from the ground fully armed and ready for battle. The sown men are skeletal in appearance, but are not truly undead. They are armed in gleaming armaments and wield magical spears. The Spartoi will dissolve if left without magical leadership or when the battle is over.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1212&lt;br /&gt;
|name=Steal Sight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 4096&lt;br /&gt;
|description=The caster renders an enemy bereft of sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1190&lt;br /&gt;
|name=Vafur Flames&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 73&lt;br /&gt;
|description=This spell recreates the legendary enchantment of Asgård. The fortress is surrounded by a ring wall of enchanted flames. The flames are able to read the intentions of those who approach and will let friends pass safely through. Flying beings that pass over the flames will still be put on fire, but the damage will be less severe than for those walking through.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1194&lt;br /&gt;
|name=Water Ward&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Bless/Buff (Type II), value 32&lt;br /&gt;
|description=Many soldiers become surrounded by strong currents, making them very difficult to hit in combat. The spell can only be cast underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1191&lt;br /&gt;
|name=Wind Guide&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 256&lt;br /&gt;
|description=Makes all friendly units shoot more accurately and reduces the problem of firing during Storm.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1207&lt;br /&gt;
|name=Ziz&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1388&lt;br /&gt;
|description=The Ziz is a dead, rotting Great Eagle given false life by a necromancer. The beast is possessed by a spirit from the Underworld. It is enchanted with Air magic and can fly even during storms and it is surrounded by an icy wind that freezes the flesh of those nearby.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1223&lt;br /&gt;
|name=Antimagic&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=The mage seals the minds of all friendly units against malign spells. The units will receive increased magic resistance for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1463&lt;br /&gt;
|name=Army of Immaculate Mounts&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 536870912&lt;br /&gt;
|description=The caster enchants all friendly animal mounts on the battlefield, giving them increased intelligence and defensive prowess.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1235&lt;br /&gt;
|name=Aura of Bewilderment&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 16777216&lt;br /&gt;
|description=A group of soldiers are enchanted with glamour making their surroundings shift and change. Faces of friends and foes are swapped, images are altered, and colors and sounds shift and change. Attackers will not know friend from foe and will randomly attack anyone in his vicinity.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1233&lt;br /&gt;
|name=Awaken Treelord&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Awaken Treelord, value 11&lt;br /&gt;
|description=The Treelords are ancient living trees that were once vibrant and very powerful. Now they are dormant, becoming slower in mind and body with every passing year. These decaying Treelords can be reawakened by the use of Nature magic. A reawakened Treelord will serve its awakener until it dies. Treelords have very long lifespans.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1227&lt;br /&gt;
|name=Carrion Reanimation&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value -3&lt;br /&gt;
|description=During a dark and stormy night, the unburied dead stir as the necromancer unleashes the vast powers of his art. Up to two hundred unburied bodies in a province controlled by the caster will be reanimated as Soulless.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=444&lt;br /&gt;
|name=Curse of Balor&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=20&lt;br /&gt;
|area=8+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 4096&lt;br /&gt;
|description=The caster strikes his enemies with blindness.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1226&lt;br /&gt;
|name=Disenchantment&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 1&lt;br /&gt;
|description=This ritual is a more powerful Dispel. If cast at sufficient power it will destroy an active global enchantment, but if it fails it will still reduce the power of the targeted enchantment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1216&lt;br /&gt;
|name=Dome of Flaming Death&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 60&lt;br /&gt;
|description=An invisible web of Fire magic is created over the entire province where this spell is cast. Any spells cast into the protected province will trigger the deadly trap. A powerful blast of fire will find its way to the casting mage and burn him and possibly also the laboratory to cinders. The more magic gems put into the spell, the longer the dome lasts. If the mage who cast the dome dies, the dome dissolves instantly. The dome does not stop spells that pass through it, but it may stop the offending mage from ever casting spells again.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1222&lt;br /&gt;
|name=Earth Blood Deep Well&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=80 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 48&lt;br /&gt;
|description=A well, deeper than any other, is created. This well does not bring water, but rather blood from the Earth itself. This Earth Blood is then made into magical Earth gems that can be used for magic rituals. The well will work more effectively if it is created in a cave that is already deep down and thus closer to the earth blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1462&lt;br /&gt;
|name=Featherweight Army&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4503599627370496&lt;br /&gt;
|description=All soldiers on the battlefield are granted the ability to float a few inches above the ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1219&lt;br /&gt;
|name=Ghost Ship Armada&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 43&lt;br /&gt;
|description=This spell will awaken the dead Admiral Torgrin and make him fight for your cause. The Admiral will attack random coastal provinces controlled by your enemies and plunder it. The gold will be returned to the caster of the enchantment and the dead will be used to build up the armada. Once enough people have been killed the Admiral will create a new ghost armada. If the main armada with Admiral Torgrin is defeated no new armadas will be created. Once all armadas are defeated the enchantment will dissipate.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1234&lt;br /&gt;
|name=Gift of Health&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 30&lt;br /&gt;
|description=This gift grants excellent health to all loyal subjects inside the God&#039;s Dominion. The gifted ones receive extra hit points, grow old more slowly and may even heal permanent afflictions. Just like most healing effects, lifeless, undead and spiritform beings are not affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1215&lt;br /&gt;
|name=Hail of Burning Embers&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 8388608&lt;br /&gt;
|description=The mage enchants the arrows of all friendly archers on the battlefield. The arrows burst into flame as they are fired, doing considerable damage to their targets. The spell will not affect magical weapons. The fire damage of the arrow is magic and will affect ethereal and invulnerable creatures even if the arrow itself doesn&#039;t.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1239&lt;br /&gt;
|name=Land of the Ever Young&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 141&lt;br /&gt;
|description=With this enchantment in place everyone in the province will grow old much much slower than usual, only aging one year in four winters. It is a very sought after enchantment for old mages who have much magic research left to do, but not enough time to do it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1230&lt;br /&gt;
|name=Leviathan&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1235&lt;br /&gt;
|description=The Leviathan is a dead, rotting Asp Turtle given false life by a necromancer. The beast is possessed by a spirit from the Underworld. It can only be created in the sea, but it can crawl up on dry land.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1228&lt;br /&gt;
|name=Life after Death&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2097152&lt;br /&gt;
|description=This spell gives all friendly units a second chance to fight after dying in the battle. An affected unit that is killed will rise again as an undead being and continue to fight. As soon as the battle ends they will collapse and return to the realm of the dead where they belong. Pretenders, undead, spiritform and inanimate beings are not affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1221&lt;br /&gt;
|name=Lion Sentinels&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 105&lt;br /&gt;
|description=The caster sculpts eleven statues of lions and enchants them with powerful magic. Ten of them are placed outside the castle walls and the eleventh on the courtyard. Order and prosperity flowers as the lions sentinels protect the inhabitants and guard them from harm. Should the castle be attacked the lions will come to life and attack the besieging army. The lions are magical beings and require magical leadership. Should the lion in the courtyard be destroyed the lions will crumble, unless a mage can take command over the remaining lions.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1217&lt;br /&gt;
|name=Mass Flight&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 131072&lt;br /&gt;
|description=The caster grants a large number of soldiers the ability to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1231&lt;br /&gt;
|name=Mass Regeneration&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=Gives regenerative powers to a large group of units. Does not work on inanimate targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1237&lt;br /&gt;
|name=Nightmare Masks&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 16&lt;br /&gt;
|description=A few soldiers are wreathed in terror and their faces becomes horrible to behold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1229&lt;br /&gt;
|name=Ritual of Rebirth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual of Rebirth, value 398&lt;br /&gt;
|description=The caster of this spell revives a previously slain hero via the ancient Ritual of Rebirth. The ritual mummifies the dead hero before bringing him or her back to life. Only great heroes from the Hall of Fame can be resurrected by this ritual. The ritual can be performed multiple times on a single hero, should he have died again, as long as remains in the Hall of Fame. Inanimate, undead (except mummies) and spiritform beings are not affected by this spell&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1232&lt;br /&gt;
|name=Serpent&#039;s Blessing&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16777216&lt;br /&gt;
|description=This spell makes all friendly units on the battlefield resistant to natural poisons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1224&lt;br /&gt;
|name=Solar Brilliance&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 21&lt;br /&gt;
|description=The sun starts to shine with a brilliance that destroys the retinas of all soldiers on the battlefield and burns all undead and demonic units to cinders.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1220&lt;br /&gt;
|name=Steel Slice Warriors&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 524288&lt;br /&gt;
|description=A large number of friendly units are gifted with weapons so sharp that they can cut through armor and flesh with equal ease. This enchantment does not work on blunt or missile weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1225&lt;br /&gt;
|name=Stellar Focus&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 54&lt;br /&gt;
|description=This spell focuses the light of the night sky into a crystal sphere, depriving the entire world of some of its splendor. The entire world is drained of arcana while magic flows freely in the province where the ritual was cast. The light of the sphere can be distilled into pearls of arcane power.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1218&lt;br /&gt;
|name=Thetis&#039; Blessing&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 59&lt;br /&gt;
|description=Allows all troops in the world to enter the sea and breathe under water. Fighting below the surface will still be a little awkward for those not used to it, but at least it will be doable.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1236&lt;br /&gt;
|name=Veil of Perpetual Mists&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 114&lt;br /&gt;
|description=The caster shrouds an entire province in mists alive with whispers, screams and harrowing shapes. Anyone trying to enter the province without the consent of the caster will find themselves led astray and leave the province from whence they came. Troops with strong morale will follow their commander, but if he is weak of mind and succumbs to the enchantment they will follow him when he leaves the province. The more magic gems put into the spell, the longer it will last.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1238&lt;br /&gt;
|name=Warriors of the Dawn&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=20&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type II), value 36028797018963968&lt;br /&gt;
|description=A large group of soldiers are wreathed in fiery splendor. Attackers are awestruck and only brave soldiers will attempt to attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1249&lt;br /&gt;
|name=Army Regeneration&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=Gives regenerative powers to all friendly units on the battlefield. Does not work on inanimate targets.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1073&lt;br /&gt;
|name=Dragon Master&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1073741824&lt;br /&gt;
|description=The caster claims lordship over all serpentkin. Every time the caster summons a Drake, Wyvern or Sea Serpent, two additional beasts will heed the call.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1251&lt;br /&gt;
|name=Fata Morgana&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]7&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=90 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 53&lt;br /&gt;
|description=Under the fata morgana life seems much easier and everyone is happy. Phantasmal Warriors will assist the local defence in defending the province against invaders.  If the entire province should not be hidden from the enemy, enemy scouts will still be tricked by the illusions and likely give incorrect reports about armies present. All provinces in friendly dominion will be affected by the fata morgana.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1246&lt;br /&gt;
|name=Fields of the Dead&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 96&lt;br /&gt;
|description=The necromancer releases the powers of the underworld and reanimates bodies and bones across the entire battlefield. Ever more walking dead will emerge from the ground. Recently killed soldiers might reawaken and do battle against their former friends.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1240&lt;br /&gt;
|name=Fire Fend&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1024&lt;br /&gt;
|description=This spell partially protects the entire army from fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1241&lt;br /&gt;
|name=Frost Fend&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4096&lt;br /&gt;
|description=This spell protects the entire army from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=604&lt;br /&gt;
|name=Hall of Statues&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1496&lt;br /&gt;
|description=Some halls underneath the earth contain entire rows of the sacred status of the pale ones from before. With this ritual a large group of statues are given life. The amount of statues brought to life are highly dependent on the skill of mage performing the ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1250&lt;br /&gt;
|name=Haunted Forest&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 55&lt;br /&gt;
|description=Vines will merge with anyone killed in the God&#039;s Dominion, creating an undead Manikin. The Manikin will fight any enemies of the God for a short while before it is totally dissolved by the vines. Undead or inanimate beings are not affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1252&lt;br /&gt;
|name=Mists of Deception&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 72&lt;br /&gt;
|description=This powerful enchantment creates a magic mist on the battlefield. From this mist, illusory soldiers and beings will emerge to battle nearby enemies. More illusions will appear if the caster is very powerful. Just like a normal mist it will also limit sight and the dissipation of cloud effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1242&lt;br /&gt;
|name=Soaring Army&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 131072&lt;br /&gt;
|description=The caster grants all friendly soldiers on the battlefield the ability to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=517&lt;br /&gt;
|name=Theft of the Sun&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]6&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=70 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 101&lt;br /&gt;
|description=Since the disappearance of the Sun, the Zotz have longed for the warmth and reputed splendor of the celestial entity. With this spell the sorcerer lures the Sun from its heavenly abode to once more travel through Xibalba during the night. But the intent is a malicious one, for once the Sun has entered the labyrinthine caverns of Xibalba it is led astray and trapped in the Cavern of the Sun, giving its splendor to the Sun Guides and its fiery magic to the Ah K&#039;in. With only the moon and the stars lighting the sky, the world is plunged into darkness.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1243&lt;br /&gt;
|name=Thunder Fend&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2048&lt;br /&gt;
|description=This spell protects the entire army from damage and stun effects caused by lightning and thunder.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1248&lt;br /&gt;
|name=Unraveling&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S6&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Cause Affliction, value 256&lt;br /&gt;
|description=The caster unravels the enchantments that bind magic beings together. All magic beings on the battlefield, including your own, start to fall apart and dissolve. Mages may lose their minds and spell casting abilities.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1247&lt;br /&gt;
|name=Void Pattern Labyrinth&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 69&lt;br /&gt;
|description=A void pattern dome is created over the province that the mage is located in.  This pattern is invisible to human perception, but horrors will see the strange pattern and get confused and led astray when trying to pass.  The dome will protect the province from any horrors trying to attack from the outside, including against those drawn to horror marks.  The more magic gems put into the spell, the longer it will last.  If the mage dies, the void pattern labyrinth dissolves instantly.  The chance of warding off a Doom Horror is lower than for normal horrors.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1244&lt;br /&gt;
|name=Wrath of the Sea&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=8&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=70 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 18&lt;br /&gt;
|description=The sea will rise and flood all coastal provinces within just a few months. Provinces that are struck by the flood will have their income and population growth reduced. Once the enchantment is gone the flooded provinces will slowly start to return to normal.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1256&lt;br /&gt;
|name=Arcane Nexus&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]8&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=150 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 19&lt;br /&gt;
|description=This mighty enchantment absorbs magical energies worldwide to replenish the caster&#039;s magical resources. Half of all magic gems used to cast spells and to create magic items will be absorbed into the Arcane Nexus and converted into astral pearls at a two to one ratio. The purity of Astral and Blood magic makes it impossible for the Nexus to absorb any magic when these types of spells are cast, but all other types of magic will have some of their power absorbed by the Nexus. Even when no spells are cast or no items are forged, the Nexus will absorb some ambient magic energy from the world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1257&lt;br /&gt;
|name=Army of the Dead&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value -2&lt;br /&gt;
|description=Animates an entire army of skeletal Longdead Warriors in a distant province. Up to one hundred and fifty Soulless will join the attack if there are unburied bodies present. The undead summoned will be subservient to the necromancer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1254&lt;br /&gt;
|name=Demon Cleansing&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 83&lt;br /&gt;
|description=This spell is the bane of demons. When this enchantment is active, all demons will take double damage from all attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1255&lt;br /&gt;
|name=Dome of Seven Seals&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=14 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 132&lt;br /&gt;
|description=A magic dome is created over the entire province. The dome offers perfect protection against hostile magic targeted at the province, while allowing friendly mages to temporarily deactivate the seals and have their spells pass through. All friendly astral mages will know how to get through the seals safely. Each time a spell is stopped by the dome, one of the seven seals will crack. Once all seals are cracked or the caster dies the dome will dissolve.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1253&lt;br /&gt;
|name=Earth Shatter Army&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2251799813685248&lt;br /&gt;
|description=The weapons of all friendly soldiers are enchanted with the power of the earth, making them stun those hit. This enchantment does not work on pierce or missile weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1258&lt;br /&gt;
|name=Gaia&#039;s Blessing&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 16784384&lt;br /&gt;
|description=This powerful enchantment protects an entire army from the power of the elements. The units become resistant to flames, frost, lightning and poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1259&lt;br /&gt;
|name=Gift of Nature&#039;s Bounty&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]7&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=70 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 27&lt;br /&gt;
|description=All life in the God&#039;s Dominion is blessed. Grain grows more quickly, the mustard tastes better, the ducks are fatter and all living creatures mate and give birth to young. The income of lands under the God&#039;s Dominion is greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1245&lt;br /&gt;
|name=Lichcraft&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 178&lt;br /&gt;
|description=With knowledge of this ritual, the Death mage has discovered the means to remove his own viscera and place it in a jar, killing himself, only to return as an immortal undead being of great power. By dying and returning from the dead the Lich gains insights and powers in the path of death magic. Furthermore, the body of the Lich becomes almost impossible to harm with mundane weapons. Should the body of the Lich be physically destroyed, a new one is formed from the dust of the dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=251&lt;br /&gt;
|name=Sleep Ray&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=0&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=1&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 1024&lt;br /&gt;
|description=The caster projects a ray that will affect a small number of nearby enemies. Those who fail to resist will instantly fall into an enchanted slumber.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1262&lt;br /&gt;
|name=Blink&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Blink, value 30&lt;br /&gt;
|description=The caster creates an instability in space that transports him to another position on the battlefield. The mount if any will also be blinked away together with the mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=284&lt;br /&gt;
|name=Chorus Master&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 2305843009213693952&lt;br /&gt;
|description=The witches and bards of Man have developed the spell singing techniques of the Tuatha further. Through communal chanting they are able to strengthen the arcane harmonies of their spell songs. Chorus masters decide what spellsongs the chorus will chant. The fatigue that comes from casting spells will be distributed among all chorus members and the chorus master will also be able to cast more powerful spells than she could alone. While in a communal chorus, all spells that only affect the caster will affect all the chorus slaves as well. A chorus with two slaves will grant all masters one extra level in all their paths, four slaves will grant two levels, eight slaves will grant three levels, and so on. Only spell singers can cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=285&lt;br /&gt;
|name=Chorus Slave&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 4611686018427387904&lt;br /&gt;
|description=The witches and bards of Man have developed the spell singing techniques of the Tuatha further. Through communal chanting they are able to strengthen the arcane harmonies of their spell songs. Chorus slaves only follow the chant of the Chorus Masters and are inactive during the battle. If a chorus slave loses consciousness they leave the communal chant. Only spell singers can cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1263&lt;br /&gt;
|name=Communion Master&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 144115188075855872&lt;br /&gt;
|description=The mage who has cast this spell can use the magic power of the mages who have cast Communion Slave. The fatigue that comes from casting spells will be distributed among all communion members and the communion master will also be able to cast more powerful spells than he could alone. While in communion, all spells that only affect the caster will also affect all the communion slaves. A communion with two communion slaves will grant all masters one extra level in all their paths, four slaves will grant two levels, eight slaves will grant three levels, and so on. Casting spells while in a communion is complicated however and the casting time for all spells is increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1264&lt;br /&gt;
|name=Communion Slave&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 288230376151711744&lt;br /&gt;
|description=The caster opens his mind to allow other mages to guide his magic power. Mages who want to take advantage of the communion must cast the spell Communion Master (or carry an appropriate magic item). Being a communion slave can be dangerous if there are multiple communion masters or if the master is more skilled than the slave. The communion master can continue to drain energy from the communion slaves even if they become unconscious. This can be fatal.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1272&lt;br /&gt;
|name=Curse&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 2&lt;br /&gt;
|description=The mage curses the target with bad luck. The spell has long range and always hits the chosen target. There is no protection against being cursed and it can never be removed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1267&lt;br /&gt;
|name=Decay&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 256&lt;br /&gt;
|description=This spell makes the victim age, wither and die at an incredibly fast rate. Victims with high magic resistance and many years left to live might be able to survive the effects of this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1260&lt;br /&gt;
|name=Desiccation&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Set Effect Value (1) if lower, value 250&lt;br /&gt;
|description=This spell will affect a small number of targets with severe dehydration. The dehydrated targets will become more and more exhausted and may eventually lose consciousness. The duration of the dehydration depends on the magic resistance of the targets. Undead beings and constructs are not affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1266&lt;br /&gt;
|name=Dust to Dust&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 2020&lt;br /&gt;
|description=The mage destroys undead beings by unraveling the magic that holds them together. The spell affects all undead in a small area. Armor offers no protection from this spell, but magic resistance can reduce the damage somewhat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1261&lt;br /&gt;
|name=Farstrike&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1015&lt;br /&gt;
|description=The caster opens a rift in space and strikes through it with a fist as hard as steel. The strength of the caster adds to the damage of the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1270&lt;br /&gt;
|name=Fascination&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Stun/Fascinate, value 100&lt;br /&gt;
|description=The caster tries to project images and scents in an enemy&#039;s consciousness. Should it succeed the enemy will be distracted for a short while and hopefully enable someone to strike the enemy down.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1268&lt;br /&gt;
|name=Frighten&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 fatigue&lt;br /&gt;
|range=50&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Fear (Type II), value 5&lt;br /&gt;
|description=The spell fills the targeted unit with fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1265&lt;br /&gt;
|name=Horror Mark&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Add To Effect Value (1), value 261&lt;br /&gt;
|description=The Horror Mark is an astral beacon only perceivable by Horrors. Horrors, powerful astral beings, primarily attack marked people. This spell is the only way to direct Horrors and avoid disaster should one be summoned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1271&lt;br /&gt;
|name=Personal Luck&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The caster merges reality with the Dreamwild, where everything is possible. In dreams, even Fate itself can be tricked. He will have very good chance of escaping blows or magic that would otherwise have killed him.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1269&lt;br /&gt;
|name=Seven Year Fever&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=1&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 1&lt;br /&gt;
|description=The caster curses some targets with a horrible fever that never ends. The victims will not be severely affected during combat, but their wounds will never heal and the victim will slowly die in the following years.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1274&lt;br /&gt;
|name=Battle Fury&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of men with righteous fury. A few soldiers get increased morale and attack skill.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1280&lt;br /&gt;
|name=Beast Fury&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of beasts with fury. A few animals get increased morale and attack skill. If cast on mounted units only the animal mount will be affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1273&lt;br /&gt;
|name=Bonds of Fire&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 65536&lt;br /&gt;
|description=Shackles of fire will trap the victim of this spell. If the victim tries to escape, the shackles become exceedingly hot. Otherwise, the heat stays bearable. A high morale is required to fight the heat and escape. Trying to escape may very well kill a weaker man.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=522&lt;br /&gt;
|name=Break the Fourth Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 2&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell damages the soul of shadow, permanently cursing the target with bad luck. Ethereal beings do not cast shadows and are rarely affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=520&lt;br /&gt;
|name=Break the Second Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 262144&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell damages the soul of bone, making the target permanently limp. Ethereal beings have no bone soul and are rarely affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=521&lt;br /&gt;
|name=Break the Third Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fatigue, value 5015&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell damages the soul of breath making the target fatigued.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1276&lt;br /&gt;
|name=Calm Emotions&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 36028797018963968&lt;br /&gt;
|description=The caster afflicts the target with phlegmatic humors quenching his raging emotions. If cast on a berserker, the target will calm down and eventually lose his berserker rage. If cast on a less aggressive unit, it will simply become a bit less inclined to continue fighting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1279&lt;br /&gt;
|name=Mind Burn&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1010&lt;br /&gt;
|description=The caster tries to overload the mind of the target. If successful, the target experiences overwhelming pain as his mind is damaged. The spell is very accurate and always finds its intended target.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1278&lt;br /&gt;
|name=Returning&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Return Home, value 1&lt;br /&gt;
|description=The caster creates a rift in space that sucks him through, sweeping him back to the home citadel. It is a very fast but dangerous way of teleporting. If the caster is unlucky he might get lost in time and might return later, not at all or completely insane. The spell will not work on other planes or if the home citadel is controlled by the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1277&lt;br /&gt;
|name=Scrying Pool&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 36&lt;br /&gt;
|description=The mage will enchant a pool of water to provide images of a province far away. The more magic gems spent on the scrying pool, the longer it will last. The information gained by scrying is much more accurate than a normal scout can provide.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1281&lt;br /&gt;
|name=Sleep&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=35&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 1024&lt;br /&gt;
|description=The caster makes the target fall into an enchanted slumber.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1275&lt;br /&gt;
|name=Steal Breath&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=2&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Fatigue, value 5035&lt;br /&gt;
|description=The victim of this spell will have his breath stolen from him. Recovering the breath will require quite an effort and the leave the victim exhausted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1283&lt;br /&gt;
|name=Augury&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search&lt;br /&gt;
|description=The caster pours oil on a pile of soil from a distant province and sets it ablaze. The flickering flames will reveal all hidden sites of fiery power in the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1284&lt;br /&gt;
|name=Carrier Birds&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Transport gems, value 15&lt;br /&gt;
|description=This ritual summons a large flock of birds that will quickly transport the mage&#039;s magic gems to a commander in another province. A maximum of 15 magic gems can be transported and blood slaves are too heavy to be carried at all. The commander who receives the gems cannot belong to another nation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1285&lt;br /&gt;
|name=Carrier Eagle&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Transport heavy item, value 1&lt;br /&gt;
|description=This ritual summons a large eagle that will quickly transport a magic item to a commander in another province. Heavy items cannot be transported by this ritual. The commander who receives the magic item cannot belong to another nation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1293&lt;br /&gt;
|name=Despair&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=3+1/lvl&lt;br /&gt;
|effect=Cause Fear (Type II), value 4&lt;br /&gt;
|description=The enemies are overcome with despair and will be more likely to rout when they start taking casualties.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1294&lt;br /&gt;
|name=Geas&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 18014398509481984&lt;br /&gt;
|description=The caster places a geas on an enemy. The target is compelled to attack his friends and will act irrationally. The target may decide to act against the geas, which will then end and permanently curse the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=526&lt;br /&gt;
|name=Gift of the Fourth Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell strengthens the shadow soul of the target, giving him luck in battles. Ethereal beings do not cast shadows and are rarely affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=524&lt;br /&gt;
|name=Gift of the Second Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 137438953472&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell strengthens the bone soul of the target, making him less vulnerable to blunt damage. Ethereal beings have no bone soul and are rarely affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=525&lt;br /&gt;
|name=Gift of the Third Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 68719476736&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell strengthens the soul of breath, making the target shake off exhaustion and fatigue quicker.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1289&lt;br /&gt;
|name=Haruspex&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 6&lt;br /&gt;
|description=The caster opens the bellies of newly slaughtered animals and observes their livers. The state of the livers reveals distant locations of Nature power.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1287&lt;br /&gt;
|name=Iron Will&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=The caster strengthens the minds of some soldiers. Their ability to resist magic is increased for the duration of the battle. This spell cannot be cast on mindless beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1292&lt;br /&gt;
|name=Luck&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The caster merges reality with the Dreamwild, where everything is possible. In dreams, even Fate itself can be tricked. A small group of soldiers are granted unnatural luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=628&lt;br /&gt;
|name=Mind Vessel&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Mind Vessel, value 100&lt;br /&gt;
|description=This ritual puts a part of the Aboleth&#039;s mind in the humanlike vessel that has been bred for this purpose. After the ritual the vessel will have little left of its own mind and the Aboleth part will have to guide it along. After the merging of minds the vessel will be able to use its old magic knowledge as well as the astral knowledge of the Aboleth. The state of the Aboleth is constantly influencing its vessel and should the Aboleth die the vessel will not survive for more than a few days at the most. An Aboleth can not share his mind with more than one vessel at a time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1290&lt;br /&gt;
|name=Panic&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1+2/lvl&lt;br /&gt;
|effect=Cause Fear (Type II), value 1&lt;br /&gt;
|description=This spell will cause panic to spread among the enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1282&lt;br /&gt;
|name=Rage&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 128&lt;br /&gt;
|description=The spell fills the heart of a man with furious anger. The raging unit will attack anything nearby, even friends.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=257&lt;br /&gt;
|name=Rhapsody of Life&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Heal, value 1009&lt;br /&gt;
|description=The Rhapsodies are mystical spellsongs and elegies associated with the cycles of life and death. The Rhapsody of Life reinvigorates and heals a living being.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=259&lt;br /&gt;
|name=Rhapsody of the Dead&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=10+5/lvl&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Damage, value 1003&lt;br /&gt;
|description=The Rhapsodies are mystical spellsongs and elegies associated with the cycles of life and death. The Rhapsody of the Dead pushes a dead soul towards rebirth in a new body. Undead beings with a soul are wounded by the song and are compelled to flee the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1286&lt;br /&gt;
|name=Sailors&#039; Death&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 3005&lt;br /&gt;
|description=The lungs of a small number of targets are filled with water. Any target that cannot breathe water will take severe damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=278&lt;br /&gt;
|name=Taurobolium&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Set Effect Value (12) if lower, value 651&lt;br /&gt;
|description=The Heliodromus performs a ritual slaying of a sacred bull. The Heliodromus takes his place in a trench underneath a plate of copper pierced with holes. The sacred bull is slain by the participants and its blood pour down upon the Heliodromus. Baptized in blood the Heliodromus is purified and endowed with the power of the Solar Bull. For one year the reborn Heliodromus is worshiped by his fellows as an incarnate God. The Heliodromus receives increased magical understanding and false prophet status. There can only be one elevated Heliodromus.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1288&lt;br /&gt;
|name=Teleport Gems&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Transport gems, value 10&lt;br /&gt;
|description=This ritual can be used by an astral mage to teleport all his magic gems to a commander in a province far away. A maximum of 10 magic gems can be transported and blood slaves are not affected by this ritual. The commander who receives the gems cannot belong to another nation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1291&lt;br /&gt;
|name=Whispers of the Wild&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=3&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 36&lt;br /&gt;
|description=The caster taps into the minds and perceptions of the animals of a distant forest province to gain insight into what transpires in the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1302&lt;br /&gt;
|name=Astral Window&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 36&lt;br /&gt;
|description=The caster opens an arcane rift through which he can observe distant lands. The rift closes after a while, but the duration can be prolonged if extra magic gems are used in the casting. Each casting of this ritual allows the mage to scry on one province. The information gained by this spell is much more accurate than a normal scout can provide.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1297&lt;br /&gt;
|name=Auspex&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 1&lt;br /&gt;
|description=The caster listens to the winds and observes the flight of birds. The winds will carry legends of magical places and ancient storms. If the winds are correctly interpreted, the caster gains knowledge of sites of Air power in a distant province. This spell cannot be cast at an enemy province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1310&lt;br /&gt;
|name=Cure Disease&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cure Affliction on Others, value 1&lt;br /&gt;
|description=This ritual cures a unit from disease, an affliction that otherwise is certain to result in a quick and early death. The target unit must be in the same province as the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1298&lt;br /&gt;
|name=Curse of the Desert&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Set Effect Value (1) if lower, value 250&lt;br /&gt;
|description=This spell will affect several targets with severe dehydration. The dehydrated targets will become more and more exhausted and may eventually lose consciousness. The duration of the dehydration depends on the magic resistance of the targets. Undead beings and constructs are not affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1306&lt;br /&gt;
|name=Ferocity&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of beasts with fury. A group of animals get increased morale and attack skill. If cast on mounted units only the animal mounts will be affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1296&lt;br /&gt;
|name=Furious Warriors&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of men with righteous fury. Several soldiers get increased morale and attack skill.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1299&lt;br /&gt;
|name=Gnome Lore&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 3&lt;br /&gt;
|description=The caster bestows the knowledge of the gnomes upon himself and uses it to find places of Earth power. The spell will find all magic Earth sites in a friendly province of the caster&#039;s choice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1312&lt;br /&gt;
|name=Mind Blank&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 140737488355328&lt;br /&gt;
|description=The caster of this spell will shroud his mind with arcane energies. The next time he is targeted by a mind affecting spell the Mind Blank will disappear and most likely also negate the mind affecting effect. The Mind Blank can also help resist being targeted by Magic Duel.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=490&lt;br /&gt;
|name=Mirror Walk&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Teleport, value 1&lt;br /&gt;
|description=With the help of two large flawless and perfectly aligned mirrors, the mirror mage can step into one mirror and then exit through the other regardless of the distance between. The mirror mages make sure that all laboratories are setup with this perfect mirror in order to make it possible for the mages to easily travel between the labs. The mirror walk ritual takes some time to perform, but it consumes very few magic resources.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=610&lt;br /&gt;
|name=Mirror of Earth&#039;s Memories&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 5760&lt;br /&gt;
|description=An Agarthan Oracle ventures down to the Womb of the Earth and gazes into the reflections of the First Pool to gain knowledge of subterranean sources of magic. The spell reveals all magic sites of earth, fire, water and death in a distant cave province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1300&lt;br /&gt;
|name=Paralyze&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Paralyze, value 9042&lt;br /&gt;
|description=The caster overloads the target&#039;s mind and effectively paralyzes the target for a very long time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1295&lt;br /&gt;
|name=Prison of Fire&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 65536&lt;br /&gt;
|description=Shackles of fire will trap a group of enemies. If the victims tries to escape, the shackles become exceedingly hot. Otherwise, the heat stays bearable. A high morale is required to fight the heat and escape. Trying to escape may very well kill a weaker man.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1308&lt;br /&gt;
|name=Rage of the Cornered Rat&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 256&lt;br /&gt;
|description=A group of animals are provoked into a berserker rage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1311&lt;br /&gt;
|name=Slumber&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=35&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 1024&lt;br /&gt;
|description=The caster makes several targets fall into an enchanted slumber.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1303&lt;br /&gt;
|name=Teleport&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Teleport, value 1&lt;br /&gt;
|description=With this spell, the mage can transport himself to almost any province in the world, only those very very far away are out of range for this ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1301&lt;br /&gt;
|name=Telestic Animation&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 473&lt;br /&gt;
|description=The mage crafts a statue and places a golden plate inscribed with divine names within its head. The statue is thus animated by divine power and will speak the will of the Pretender God. The statue is imbued with great priestly powers, but is immobile.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1305&lt;br /&gt;
|name=Terror&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=Cause Fear (Type I), value 3&lt;br /&gt;
|description=A connection is created between living soldiers and the dead harrowed in the Netherworld. The targets are overwhelmed by fear and despair. Friendly troops are not exempt from the effect, should they stand in the way.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1307&lt;br /&gt;
|name=Touch of Madness&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 256&lt;br /&gt;
|description=A small group of soldiers are forced to go berserk. Berserkers never rout, get increased fighting skills, but do not care much for their own safety.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1304&lt;br /&gt;
|name=Vengeance of the Dead&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Vengeance of the Dead, value 999&lt;br /&gt;
|description=The mage will contact the dead souls of all the people or creatures that the target has slain. These dead souls will then be guided to the dreams of the target, where they can attack him in a horrible nightmare. The mage will ensure that the target is pulled strongly into the nightmare, so that he stays dead if the dead souls are successful in killing him. This spell does not work on mindless beings or those who never sleep and the target must have slain units in combat for the spell to work. One province is chosen for the spell and the greatest butcher of all enemy commanders in that province will be targeted for the nightmare.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1313&lt;br /&gt;
|name=Visions of Death&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 5010&lt;br /&gt;
|description=The target of this spell will see a vision of himself dying a violent death. This lifelike vision will feel real enough to instantly kill lesser men.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1309&lt;br /&gt;
|name=Wildness&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=4&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 17179869184&lt;br /&gt;
|description=Animals in the enemy army become wild, unpredictable and difficult to control.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=550&lt;br /&gt;
|name=Awaken Jinn Block&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3389&lt;br /&gt;
|description=The Karib awakens the Jinn inhabiting a stone idol. The Jinn Block has limited powers and is immobile, but will defend its lands from intruders. The Jinn Block is sacred to the Nabaean desert tribes and has some priestly powers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1324&lt;br /&gt;
|name=Charm Animal&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=An animal is charmed by the mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1328&lt;br /&gt;
|name=Confusion&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 17179869184&lt;br /&gt;
|description=The spell will confuse the minds of a group of soldiers for the remainder of the battle. The confused units can easily attack friends instead of enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1323&lt;br /&gt;
|name=Control the Dead&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster takes control over some undead beings. Powerful undead will be able to resist the necromancer.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1319&lt;br /&gt;
|name=Earth Sense&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=6 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 121&lt;br /&gt;
|description=The caster attunes himself with the earth itself to sense who treads upon it. Enemies trying to sneak around in the province will be detected and traced, even if invisible. The spell is broken if the caster leaves the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=629&lt;br /&gt;
|name=Enslave Sea Trolls&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1529&lt;br /&gt;
|description=An Aboleth Mind Lord extends his mind to locate and attract a group of Sea Troll Warriors. The trolls leave their king in the belief that they will gain fame and glory. When they arrive at the domains of the Aboleths the Mind Lord invades their minds and binds them into permanent servitude. Slave trolls were once guardians at their Sea King&#039;s court and come equipped with armaments of shells and corals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1327&lt;br /&gt;
|name=Gift of Reason&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Gift of Reason, value 1&lt;br /&gt;
|description=This gift grants commander status and a sharp intellect to any one being. The target unit must be in the same province as the caster. Mindless units cannot be affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1314&lt;br /&gt;
|name=Gift of the Furies&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=17+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of men with righteous fury. A large group of soldiers get increased morale and attack skill.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1329&lt;br /&gt;
|name=Group Luck&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The caster merges reality with the Dreamwild, where everything is possible. In dreams, even Fate itself can be tricked. Several soldiers are granted unnatural luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1322&lt;br /&gt;
|name=Leeching Darkness&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cloud, value 134217728&lt;br /&gt;
|description=A deadly cloud of darkness will form upon the battlefield. Anyone standing in the cloud will be wounded and permanently weakened. The cloud will remain on the battlefield for some time before dissolving.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1325&lt;br /&gt;
|name=Pack Ferocity&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=18+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of beasts with fury. A large group of animals get increased morale and attack skill. If cast on mounted units only the animal mounts will be affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1315&lt;br /&gt;
|name=Pyre of Catharsis&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cure Affliction on Self, value 1&lt;br /&gt;
|description=Catharsis was once the spirit of the Purifying Flames. He would cleanse bodily sicknesses of those who exposed themselves to his flames. Since his corruption by the Daevas and the wicked Mainyus he no longer controls the Purifying Flames and any powerful fire mage can wield his flames. With this ritual the caster sets himself ablaze on a pyre of Purifying Flames. The flames burns away any diseases he carries, but the caster is likely to suffer terribly from the flames unless properly protected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1317&lt;br /&gt;
|name=Raging Hearts&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 2&lt;br /&gt;
|description=Fury will start to grow in the hearts of all people in an entire province. Those affected will soon start to plunder and kill their fellow citizens. A mage can target any province of his choice and those affected will not know who has cast this spell on them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=494&lt;br /&gt;
|name=Seith Curse&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Curse, value 2&lt;br /&gt;
|description=Seith is an ancient form of sorcery, reputedly invented by Angerboda. It has been practiced by females of the nation through the ages. Gygjor, vaetti hags and human Seithkonur all have some knowledge of the Seith, but it is the Seithkonur of Utgård that have mastered the art. Seith can be used to spell doom upon a distant target. When cast, a single enemy commander in a faraway province is cursed for the rest of his life. However, the price is high, and the Fates will keep the balance. Someone close to the caster will also suffer a curse.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1318&lt;br /&gt;
|name=Serenity&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 36028797018963968&lt;br /&gt;
|description=The caster afflicts the targets with phlegmatic humors quenching their raging emotions. The targets calm down and lose their berserker rage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1321&lt;br /&gt;
|name=Soul Slay&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=The caster attempts to rip the target&#039;s mind from his body. If successful, the spell will slay the target. Immortal beings killed by this spell will stay dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1320&lt;br /&gt;
|name=Teleport Item&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Transport heavy item, value 1&lt;br /&gt;
|description=This ritual can be used by an astral mage to teleport a single magic item to a commander in a province far away. Heavy items cannot be transported by this ritual. The commander who receives the magic item cannot belong to another nation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=456&lt;br /&gt;
|name=Tempering the Will&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=The forces of Ulm have their strength of mind enhanced by magic. Soldiers and beings with high magic resistance are rarely affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1326&lt;br /&gt;
|name=The Ravenous Swarm&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=5&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 92&lt;br /&gt;
|description=This spell is sometimes used by nature mages to combat the undead. It is part of the natural order that the living finds sustenance from the dead, and with this spell the nature mage utilizes that and imbues a swarm of bugs with frenzied power and appetite to devour the walking dead. The swarm will consume the undead one after each other until the battle ends. Should the swarm fail to locate the dead it will start to eat the living instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1343&lt;br /&gt;
|name=Beckoning&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Beckoning, value 999&lt;br /&gt;
|description=The caster awakens the forces of the wild, which call out to lure the unwary. Those who fall prey vanish into the woodlands, never to be seen again. The Beckoning will only work in forests and forest beings are immune to the call. Those who are strong of mind or duty will resist the call.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=573&lt;br /&gt;
|name=Celestial Music&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 262144&lt;br /&gt;
|description=The caster begins playing the music of the Celestial Spheres. All celestial dancers (Apsaras, Gandharvas and Yakshas) become enthralled by the divine music and perform a celestial battle dance that gives them quickness.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1330&lt;br /&gt;
|name=Choleria&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 134&lt;br /&gt;
|description=The caster affects a friendly province with the humor of fire, choleria. The populace becomes energetic and productive, but also easy to anger. Production and income are increased, but quarrels are common and unrest will gradually increase.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=538&lt;br /&gt;
|name=Deceive the Decree of the Lost&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=45 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3879&lt;br /&gt;
|description=In Magnificent Ind there was a wasteland inhabited by six-fingered giants with skin as pale as death. In ancient times these giants were immensely large and powerful enough to threaten the gods themselves. They were bound to their land by a divine decree, lest they overtake the world. After the fall of Ind the Sage-Queens of Feminie have found the means to circumvent the ancient decree and unleash the Giants upon the world.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=630&lt;br /&gt;
|name=Dreams of R&#039;lyeh&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Dreams of R&#039;lyeh, value 2052&lt;br /&gt;
|description=This spell can target the dreams of an enemy commander anywhere in the world. It will pull his dream through the Void Gate in R&#039;lyeh and into the other world. Here the caster will manifest himself in the dream and kill the bewildered target. The spell does not work on mindless beings or those who never sleep.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=292&lt;br /&gt;
|name=End of Culture&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 106&lt;br /&gt;
|description=This is the End of Culture for the entire world as chaos will increase worldwide. Spawn rate of Oni, both from temples under friendly dominion and from Oni generals will be greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1334&lt;br /&gt;
|name=Enslave Mind&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster enslaves the body and mind of one target. The victim loses his will, along with his ability to command and cast magic. All the Pretender Gods are immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1345&lt;br /&gt;
|name=Forgotten Palace&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Permanent Duration, value 111&lt;br /&gt;
|description=The caster casts a spell on a fortress in a nearby province and makes it disappear from everyone&#039;s memories. People are able to see and interact with the fortification, but once they leave they will forget about it. Scouts will forget to report about the palace and neighboring provinces will not know about it. Mages who scry upon the province will be able to see the fortification however. The spell is broken if the fortification is besieged. The ritual can also be used to hide the construction of the fortification.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1339&lt;br /&gt;
|name=Foul Air&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=75 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 10&lt;br /&gt;
|description=The air will become polluted by a deadly disease when this enchantment is cast. Anyone who is wounded will instantly become diseased due to the foul air. This enchantment affects all land provinces in the entire world and will last until dispelled or the caster dies. Unrest will increase worldwide while the enchantment is active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1336&lt;br /&gt;
|name=Gateway&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Astral Travel, value 1&lt;br /&gt;
|description=The caster creates a rift in the fabric of space, allowing him to step through with all troops under his command and enter a distant laboratory that has been prepared for the gateway. The gateway can only lead to a lab controlled by the same nation, and it closes as soon as the troops have passed through.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1340&lt;br /&gt;
|name=Growing Fury&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 13&lt;br /&gt;
|description=A growing fury will affect all friendly units on the battlefield. They will find themselves becoming more and more ferocious and will go berserk at the slightest provocation, even if they are not usually able to do so.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1335&lt;br /&gt;
|name=Imprint Souls&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Imprint Souls, value 2052&lt;br /&gt;
|description=The people of a small village in a remote province will have their minds gradually broken down. When they are entirely lobotomized, their minds will be imprinted with religious zeal towards the rightful Pretender God. When the conversion is complete, they will attack the province in an attempt to conquer it and serve their God to the best of their abilities. This is a very dangerous process, many people die and most of the survivors are not fully restored with the proper religious zeal. A skillful mage and extra penetration skill from magic items will help in successful conversion of the villagers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1338&lt;br /&gt;
|name=Leprosy&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Leprosy, value 1&lt;br /&gt;
|description=The mage conjures forth a wasting disease upon an enemy army in a distant province. Diseased targets will never regain any lost hit points and will take damage every season they are alive. Undead, demons and inanimate beings are not affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1333&lt;br /&gt;
|name=Melancholia&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Single Turn, value 137&lt;br /&gt;
|description=The caster curses a province with the humor of earth, melancholia. The populace becomes depressed, cynical and listless. Peasants don&#039;t care about harvesting and let their livestock wander. Craftsmen only work when they feel like it and soldiers tend to desert unless whipped into obedience. Even the temples are left untended. The Dominion of the local god will decrease.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1341&lt;br /&gt;
|name=Mirror Mind&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=15&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 140737488355328&lt;br /&gt;
|description=The caster of this spell will shroud the minds of a few soldiers with arcane energies. The next mind affecting spell against a shrouded one is almost certain to fail.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=461&lt;br /&gt;
|name=Parting of the Soul&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=40 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Paralyze, value 5010&lt;br /&gt;
|description=Since the pollution of the Cleansing Flame, funerary pyres are strictly forbidden in Caelum. Instead, dead bodies are placed in roofless Towers of Silence where birds of prey tear the impure flesh from the bones of the dead. When the bones are bare, the soul is free to meet with its Daena, the manifestation of the inner self. This spell mimics the migration of the soul after death. First the soul is ripped from the body, rendering the body unable to move. Then birds of prey descend from the skies to feast on the flesh of the soulrent body. Since the body is not yet dead, the soul will return to its body unless the birds have killed it while the soul was gone. Birds of prey will attack the target, regardless of the success of the soulrending.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1332&lt;br /&gt;
|name=Phlegmatia&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Single Turn, value 136&lt;br /&gt;
|description=The caster curses a province with the humor of water, phlegmatia. The population becomes passive, quiet and unproductive. Work as well as religious duties are ignored and soldiers in the province are likely to desert.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1344&lt;br /&gt;
|name=Sandman&#039;s Blessing&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=25&lt;br /&gt;
|effect=Cause Affliction, value 1024&lt;br /&gt;
|description=A large number of soldiers are touched by the Sandman and will fall asleep. Those strong of mind can resist the effect. The Sandman is indiscriminate and the spells targets friend and foe in a large area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1331&lt;br /&gt;
|name=Sanguinia&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 135&lt;br /&gt;
|description=The caster affects a friendly province with the humor of air, sanguinia. Sanguine people are enthusiastic, social and active. The province will become a place of merriment, festivities and good spirits. Unrest will continuously decrease in the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1342&lt;br /&gt;
|name=Unending Nightmare&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=35&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 17179870208&lt;br /&gt;
|description=The target falls asleep in a fitful slumber haunted by nightmares. If the targets wakes up the nightmares remain and he is unable to tell friend from foe for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1337&lt;br /&gt;
|name=Wither Bones&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=6&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=50 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 2010&lt;br /&gt;
|description=This spell is the nightmare of necromancers. The spell destroys undead beings by unraveling the magic that holds them together. The spell affects all undead in a large area. Armor offer no protection from this spell, but magic resistance can reduce the damage somewhat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1352&lt;br /&gt;
|name=Burden of Time&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]7&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=70 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 29&lt;br /&gt;
|description=This evil enchantment will make everyone in the world age at a highly accelerated rate. Unrest will increase in the entire world and soldiers will soon become crippled and useless. While this enchantment is active, the world will become more and more desolate until everyone dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=470&lt;br /&gt;
|name=Call of the Drugvant&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 15&lt;br /&gt;
|description=The Drugvant are the People of the Lie, those under the influence of evil intentions. With this ritual the caster lets loose the will of the Destructive Spirit upon a remote land. Falsehood, wickedness and violence will spread in the province and in its wake Daevas will come. Unrest is greatly increased and the province is attacked by bandits and a host of Daevas.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1354&lt;br /&gt;
|name=Charm&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=30 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The victim of a Charm spell will become totally loyal to the caster of the spell. A charmed commander will retain all his special skills and magic items and use them for the benefit of his new master. All Pretender Gods are immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1347&lt;br /&gt;
|name=Dark Skies&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 32&lt;br /&gt;
|description=Black clouds billow forth and cover the lands of your Dominion. All enemies under your Dominion will perceive the heavens as dark and oppressing. The stronger the Dominion is, the more fearful the skies. The dark skies severely lower the morale of those affected. The darkness also gives slightly lowered attack and defense skills to units without darkvision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1349&lt;br /&gt;
|name=Divine Name&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Gift of Reason, value 1&lt;br /&gt;
|description=The caster inscribes a divine name on a piece of paper and places it in the head of a mindless being. The being is gifted with an artificial mind and commanding abilities. The caster can also inscribe the name on the forehead of a willing target, increasing his mental faculties and making him a commander.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1353&lt;br /&gt;
|name=Fury of the Wild&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 281474976710656&lt;br /&gt;
|description=The caster fills the hearts of beasts with fury. All animals on the battlefield get increased morale and attack skill. If cast on mounted units only the animal mount will be affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1356&lt;br /&gt;
|name=Gates of Horn and Ivory&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 116&lt;br /&gt;
|description=The caster erects two gates into the Dreamwild. Through the first comes fulfillment and true dreams that tell of the future, from the other comes dreams of deception or despair. Rituals cast at the Gates of Horn and Ivory will have their reach extended greatly. Also a huge amount of Glamour gems can be harvested from the gates each month.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=264&lt;br /&gt;
|name=Gigantomachia&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 107&lt;br /&gt;
|description=The war upon the gods is declared. Trembling and cowering in fear, false gods sense the rattling of spears forged for the armies of the giants. The will of false pretenders withdraw from the might of the giants who gather in ever greater numbers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1355&lt;br /&gt;
|name=Mass Confusion&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=10 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=2+1/lvl&lt;br /&gt;
|effect=Cause Affliction, value 17179869184&lt;br /&gt;
|description=The spell will confuse the minds of a large group of soldiers for the remainder of the battle. The confused units can easily attack friends instead of enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1351&lt;br /&gt;
|name=Plague&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=25&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 8&lt;br /&gt;
|description=With this spell, the mage will bring a magic plague on some victims. The magic plague kills and spreads at an enormous rate. It does not take long to catch the disease from an infected friend, nor does it take long to die once you are infected. Undead beings and demons are not affected by this magic plague.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1346&lt;br /&gt;
|name=Purgatory&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 26&lt;br /&gt;
|description=Holy fire will strike undead enemy creatures in the God&#039;s Dominion. The more powerful the Dominion, the more undead will be killed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1348&lt;br /&gt;
|name=Vengeful Water&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=W&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]7&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=W7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=70 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 93&lt;br /&gt;
|description=The caster chains the seven pillars of water to his god&#039;s command. Wherever the pretender god has influence water will rise up and strike down any heathens that plot against him.  Water in friendly dominion will animate and try to kill enemy commanders whenever possible. The elemental is stronger in provinces with a rich water supply than in dry provinces. A waste with no access to water will never get any attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1350&lt;br /&gt;
|name=Vortex of Returning&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=7&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Return Home, value 1&lt;br /&gt;
|description=The caster creates a rift in space that carries the entire army back to the home province on astral currents. The same restrictions and dangers as the Returning ritual applies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1361&lt;br /&gt;
|name=Astral Travel&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Astral Travel, value 1&lt;br /&gt;
|description=The caster creates a rift in the fabric of space, allowing him to step through with all troops under his command and enter a distant province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1367&lt;br /&gt;
|name=Battle Fortune&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=15&lt;br /&gt;
|area=16+1/lvl&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The caster merges reality with the Dreamwild and tricks fate itself to grant a large number of soldiers unnatural luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1364&lt;br /&gt;
|name=Black Death&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 1&lt;br /&gt;
|description=The necromancer curses a province with the Black Death. This plague will kill thousands upon thousands of people. The spell is targeted at the general population and will probably not affect the military units in the province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1366&lt;br /&gt;
|name=Call the Worm That Walks&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2217&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1359&lt;br /&gt;
|name=Gale Gate&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 49&lt;br /&gt;
|description=The caster opens a rift in space creating a gate into a realm of storms. Huge amounts of aerial magic are effectively channeled through this gate, producing twenty Air gems each turn. Also air elementals summoned anywhere in the world will be extra powerful while the gale gate is open. Not all of the powers of the Gale Gate can be harnessed though. Hurricanes and storms will be randomly unleashed and hit a province somewhere in the world. The caster will be able to direct hurricanes and have them strike provinces that are controlled by the enemies. A high skill in air magic makes it more likely to successfully steer the hurricanes away.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1357&lt;br /&gt;
|name=Hydrophobia&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=30&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Cause Affliction, value 128&lt;br /&gt;
|description=The spell afflicts enemies with rabies. Affected units become rabid and will attack anything nearby, even friends. Only living targets can be affected by the disease.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1360&lt;br /&gt;
|name=Lure of the Deep&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=70 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 50&lt;br /&gt;
|description=Sirens will start to emerge from the deeps when this powerful enchantment is cast. The Sirens will sing to enemy troops and lure them down to certain death in the deeps. The lure is most persuasive in coastal and sea provinces with strong friendly Dominion. Inland provinces are not affected at all. Nations that can recruit Sirens will find that this is cheaper while this enchantment is in effect. This global enchantment can only be cast in an underwater laboratory.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1358&lt;br /&gt;
|name=Ordeal by Fire&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=F&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]6&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=F6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=70 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 131&lt;br /&gt;
|description=This enchantment sets the magical ether ablaze by utilizing a huge amount of magic fire gems. As long as the ether is ablaze it will be difficult to manipulate any kind of magic without also taking fire damage from the heat. It is still possible to perform rituals and forge magic items, but if not properly protected the chance of burning to death is high. Performing simple spells in combat is possible without risk as long as they don&#039;t require any magic gems. Blood magic is unaffected by this ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1362&lt;br /&gt;
|name=Soul Drain&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 5&lt;br /&gt;
|description=The caster creates a well of unlife on the battlefield and opens a channel between himself and the well. Every soul on the battlefield takes damage as their psychic energies rush from their bodies into the well to heal and reinvigorate the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1363&lt;br /&gt;
|name=Stygian Paths&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Stygian Paths, value 1&lt;br /&gt;
|description=All lands are connected to the Underworld and every location in the Underworld corresponds to a location in the lands of the living, but time passes differently in the Underworld. By traveling in the Underworld, great distances can be covered in a short period of time. When this ritual is cast, a gateway into the realm of the dead is opened. The necromancer then leads his followers on dark paths through the Underworld to emerge in a faraway province. The journey, however, is not free from risk: no one is allowed to leave the lands of the dead. Everyone using the Stygian paths risks injury or even death by poisoning, spirit attacks or fates even worse. Stealthy units are less likely to be detected by the guardians of the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1365&lt;br /&gt;
|name=Undead Mastery&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=8&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]7&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D7&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster takes control over all undead beings on the entire battlefield. Powerful undead will be able to resist the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1370&lt;br /&gt;
|name=Arcane Analysis&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 1&lt;br /&gt;
|description=With this ritual a skillful astral mage can send a thaumaturgical probe into the ether in order to examine the strength and weaknesses of a global enchantment. The mage chooses a single global enchantment to examine and he will get a fairly accurate measure of the number of astral pearls worth of overcast that would be required to dispel it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1371&lt;br /&gt;
|name=Astral Disruption&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 1&lt;br /&gt;
|description=The mage manipulates the astral plane, creating ripples that overload the world with magic. This magic overload will dispel all enchantments in the entire world if done with enough strength. However manipulating the astral world in such a great way always comes with a certain risk, both to the world and the mage performing the ritual.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1375&lt;br /&gt;
|name=Beast Mastery&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=N&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=N6&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=All animals on the battlefield are bound to the will of the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1378&lt;br /&gt;
|name=Dreams of the Awakening God&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]8&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=90 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 125&lt;br /&gt;
|description=Everywhere where it is not yet worshiped, people will start dreaming of the rightful Pretender God. Maybe just a glimpse of its wonderful promises, maybe an excruciating nightmare showing what can befall its enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1376&lt;br /&gt;
|name=Dreamwild Legion&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 2&lt;br /&gt;
|description=The caster conjures the memories and dreams of battles of the Dreamwild, where soldiers never die, and merges them with the reality of the physical world. Dreamwild Legion grants an entire army unnatural luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1369&lt;br /&gt;
|name=Elemental Dampening&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=E&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]7&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=E7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=60 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 123&lt;br /&gt;
|description=This ritual dampens any attempt at manipulating the elemental powers. All combat spells of primarily the elemental paths will be much slower to cast. Any elemental beings summoned will be slightly weaker than usual. This dampening will also make it more difficult to perform elemental rituals and forging magic items that are mainly elemental in nature, additional gems are required when performing these activities.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1377&lt;br /&gt;
|name=Legion&#039;s Demise&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=B&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]7&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=B7&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 143&lt;br /&gt;
|description=When this enchantment is active the enemies will experience relentless attacks on themselves and all their allies. Arrows will come hailing down, twisted hands will emerge from the ground and scratch them, swords will appear out of thin air and strike at them. The damage is not real, but with the help of glamour magic it will be deadly as soon as it has become severe enough.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1372&lt;br /&gt;
|name=Master Enslave&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]8&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S8&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=The caster unleashes vast arcane powers, ripping the free will from his foes and turning them into loyal thralls. The thralls will aid the caster until they die. There is no way to break free once enslaved by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1373&lt;br /&gt;
|name=Nexus Gate&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=S&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=S5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=value 1&lt;br /&gt;
|description=The caster enscribes and enchants a great stone archway, creating an arcane portal to Nexus, a place between places. Armies may hereafter use the portal to enter Nexus. Nexus is connected to all active Nexus Gates and individuals and armies in Nexus may leave through any gate, even those created by other Pretenders. The Nexus Gate is permanent and once created it cannot be dispelled. Dwelling in Nexus for longer than necessary is not recommended, as it is located in the Void where horrors thrive.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1374&lt;br /&gt;
|name=Remnants in the Depths&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=D&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]6&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=D6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=90 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 124&lt;br /&gt;
|description=Massive amounts of death and disease have always been safely locked away at the bottom of the oceans. Maybe the world once had too much disease and the old pantokrator stashed away most of it there as a gesture of generosity. No one knows for sure, but many wise old people seem to remember tales of a god saving the world from a horrible plague. With this enchantment the lock will be opened, just a little, to let the death and disease out into the oceans. All seas will start to get increased death scales until they reach the maximum, at which point everyone will start to get diseased and population will die completely in just a few years time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1368&lt;br /&gt;
|name=Winds of Arcane Drought&lt;br /&gt;
|school=Thaumaturgy&lt;br /&gt;
|research=9&lt;br /&gt;
|path=A&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]7&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=A7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=90 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 133&lt;br /&gt;
|description=The caster creates an enormous whirlwind that originates in the province where the ritual is performed.  With the help of astral magic the whirlwind will be sucked dry of any magical energies and then when it sweeps out over the world it will absorb elemental magic to replenish itself.  The absorbed magic is then distilled into pure air gems at the origin.  All elemental gem producing sites within range will have their output severely reduced as their magic is absorbed by the wind instead.  Air being light is most affected, leaving nothing left and earth being heavy is least affected.  Sites and rituals that extend the range of air rituals from a province will help the winds reach further.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=252&lt;br /&gt;
|name=Bleed&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=0&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 8192&lt;br /&gt;
|description=The Bleed spell causes blood to pour out of the victim&#039;s nose, ears and mouth. The effect is a prolonged and painful death. Magic resistance can negate the effect.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=458&lt;br /&gt;
|name=Sanguine Heritage&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=0&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=44 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 19&lt;br /&gt;
|description=During the Malediction, evil was let loose in the kingdom. The Hunger that was aroused resulted in cannibalism and practices even worse. Some of the warring nobles succumbed and became Vampires thirsting for human blood. Most of them have disappeared or fallen into perpetual sleep since then, but if enough blood is sacrificed, they might well awaken and serve the Dark God of Ulm. This ritual uses 44 blood slaves to awaken one of the sleeping nobles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=451&lt;br /&gt;
|name=Summon Incubus&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=0&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=66 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 4053&lt;br /&gt;
|description=Since the Red Mistress was first summoned by a bishop centuries ago, the secrets of contacting demon lovers have spread throughout the higher echelons of the church. Incubi have the appearance of handsome naked men with leathery bat-wings. They are able to enter the dreams of women to seduce and corrupt their souls. An Incubus that successfully seduces an enemy commander will take her from her bed and fly her home to his master where she will serve until she dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=452&lt;br /&gt;
|name=Summon Succubus&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=0&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=66 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 811&lt;br /&gt;
|description=Since the Red Mistress was first summoned by a bishop centuries ago, the secrets of contacting demon lovers have spread throughout the higher echelons of the church. Succubi have the appearance of beautiful naked women with leathery bat-wings. They are able to enter the dreams of men to seduce and corrupt their souls. A Succubus that successfully seduces an enemy commander will take him from his bed and fly him home to her master where he will serve until he dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1386&lt;br /&gt;
|name=Bind Fiery Imps&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2286&lt;br /&gt;
|description=The caster sacrifices blood slaves to summon and bind a few fiery imps. Imps are small and weak devils, but this kind is surrounded by hot flames and can throw darts of fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=483&lt;br /&gt;
|name=Bind Harlequin&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1000&lt;br /&gt;
|description=The Diabolist summons and binds a Demon Jester. Demon Jesters are lowly winged devils with distorted bodies. Unlike other devils, they are not fire resistant.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1384&lt;br /&gt;
|name=Bind Shadow Imp&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2287&lt;br /&gt;
|description=The caster sacrifices blood slaves to summon and bind imp familiar. The familiar retains most of its free will and can be used as a scout.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1387&lt;br /&gt;
|name=Blood Boil&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=50 fatigue&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1010&lt;br /&gt;
|description=The spell boils the blood of the chosen victim. This spell uses much power from the Path of Fire and is one of the few Blood magic spells that doesn&#039;t require huge amounts of sacrificial blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1379&lt;br /&gt;
|name=Blood Burst&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=35&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Damage, value 1010&lt;br /&gt;
|description=The Blood Burst causes the victims&#039; blood to explode. Neither armor nor magic resistance can protect the targets. The spell demands large quantities of sacrificial blood and will exhaust even the most powerful of mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1380&lt;br /&gt;
|name=Blood Heal&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Heal, value 50&lt;br /&gt;
|description=The mage spills the blood of a blood slave and is healed in return. The spell doesn&#039;t affect inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=271&lt;br /&gt;
|name=Orgy&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1881&lt;br /&gt;
|description=The reveler organizes a wild orgy in the woods with the sacrifice of a virgin as the climactic finale. The orgy will attract a satyr intent on uninhibited fornication. During the orgy six women will be struck by the madness of the wild, shedding all clothes and civilized manners and turning to the wild as raging maenads. The satyr will remain after the orgy to lure more women into the wild.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1383&lt;br /&gt;
|name=Reinvigoration&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remove Fatigue (?), value 200&lt;br /&gt;
|description=By sacrificing one blood slave, the mage will remove all of his fatigue.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1381&lt;br /&gt;
|name=Sabbath Master&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 576460752303423488&lt;br /&gt;
|description=By casting this spell, the mage can take command of a Sabbath and add the power of other mages who have cast Sabbath Slave. The fatigue that comes from casting spells will be distributed among all sabbath members and the communion master will also be able to cast more powerful spells than he could alone. While in a sabbath, all spells that only affect the caster will also affect all the sabbath slaves. A sabbath with two slaves will grant all masters one extra level in all their paths, four slaves will grant two levels, eight slaves will grant three levels, and so on.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1382&lt;br /&gt;
|name=Sabbath Slave&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 1152921504606846976&lt;br /&gt;
|description=By casting this spell, the mage allows his magic powers to be guided by a Sabbath master. The caster opens his mind to allow other mages to guide his magic power. Mages who want to take advantage of the sabbath must cast the spell Sabbath Master (or carry an appropriate magic item). Being a sabbath slave can be dangerous if there are multiple sabbath masters or if the master is more skilled than the slave. The sabbath master can continue to drain energy from the sabbath slaves even if they become unconscious. This can be fatal.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1385&lt;br /&gt;
|name=Summon Imps&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 303&lt;br /&gt;
|description=The caster summons some Imps to aid him in the battle. Imps are lowly devils summoned from the Inferno with blood sacrifice. Born in infernal fires, they are fire resistant but do not radiate the infernal heat of more powerful devils. Imps can fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=574&lt;br /&gt;
|name=Summon Rakshasas&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=1&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1736&lt;br /&gt;
|description=Rakshasas are black-skinned demon ogres of the wild forests. They feast on the flesh of monkeys and men and are greatly feared. Rakshasas have ravenous appetites and are best kept well fed. Most Rakshasas are found in the demon kingdom of Lanka, but some are summoned by unscrupulous monkey sorcerers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1389&lt;br /&gt;
|name=Agony&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=40&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1&lt;br /&gt;
|description=The mage kills one or more blood slaves in an extremely painful way and transfers their pain onto a large number of enemies. Being struck by this pain is unbearable and has a truly devastating effect on morale. Undead units are not affected by this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1390&lt;br /&gt;
|name=Banish Demon&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=The caster banishes one demon back to Hell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=510&lt;br /&gt;
|name=Bind Beast Bats&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1357&lt;br /&gt;
|description=Beast Bats are sacred bat fiends of the Mictlan forests. They are summoned and bound by human sacrifice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1393&lt;br /&gt;
|name=Bind Bone Fiends&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 433&lt;br /&gt;
|description=The caster sacrifices several blood slaves to summon and bind several Bone Fiends from the realms of the dead. Bone Fiends are strange skeletal demons believed to be the remains of dead Devils.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1392&lt;br /&gt;
|name=Bind Fiend&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 88&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Fiend of Darkness. Fiends of Darkness are coal-black demons summoned from the Abyss. They fight with venomous claws and have bat-like wings. Fiends of Darkness are able to hide in the night and are stealthy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1391&lt;br /&gt;
|name=Bind Spine Devil&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 638&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Spine Devil. Spine Devils are spine-covered, wingless demons that fight with two venomous claws. The spines covering their bodies are poisonous and anyone attacking them with short weapons may get poisoned.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1388&lt;br /&gt;
|name=Bowl of Blood&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Site Search, value 8&lt;br /&gt;
|description=The caster fills a bowl with blood, mixes it with soil from a distant land and observes the five signs. The signs will reveal all sites of blood power in that province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=519&lt;br /&gt;
|name=Break the First Soul&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cause Affliction, value 8192&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell damages the soul of blood, making the target bleed profusely from bodily orifices and possibly causing the soul of the blood to permanently die and the target to waste away and die over the next couple of months. Undead and inanimate beings have no blood and are not affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=575&lt;br /&gt;
|name=Feast of Flesh&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1742&lt;br /&gt;
|description=For this ritual, the Blood mage requires a huge banquet of food, drink and young girls. Praghasas are fat demon ogres of huge appetites and after they have eaten all the girls they are bound to serve the Blood mage forever. These demons are known as the gluttons and in combat they rely mostly on their great strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1394&lt;br /&gt;
|name=Hell Power&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=2&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 131072&lt;br /&gt;
|description=By sacrificing a large number of blood slaves, the caster attracts attention from the Netherworld. Fiends from beyond grant the caster tremendous physical and magical power for one battle. The price for this power is unwanted attention from other Horrors. For every minute the battle lasts, there is a chance that a Horror will materialize in the vicinity of the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1398&lt;br /&gt;
|name=Bind Devil&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 304&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Devil. Devils are infernal beings of great strength. They are born in the fires of the Inferno and are impervious to heat and flame. Their glowing bodies radiate heat and bat-like wings grow from their shoulders. Devils are armed with a trident and their barbed tails can sting opponents in close combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1399&lt;br /&gt;
|name=Bind Frost Fiend&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=7 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 449&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Frost Fiend. Frost Fiends are devils from Kokytos, the icy realms of the Inferno. In the constant wars of their native plane, the Frost Fiends are feared by all fiery devils. Frost Fiends wear robes of woven ice and are constantly surrounded by an icy wind. They wield ice rods and can unleash blasts of infernal cold upon their enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1401&lt;br /&gt;
|name=Blood Feast&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Blood Feast, value 50&lt;br /&gt;
|description=The caster has learned the recuperative secrets of cannibalism. In a gruesome ritual lasting a month he consumes the blood and feast of ritually purified sacrifices. The blood feast requires copious amounts of flesh and blood of unpurified victims as well however, so the populace in the province where the caster resides is slaughtered in great quantities. The flesh and blood of the victims rejuvenates the caster, healing him of all or at least most afflictions. Bloodmages who partake too often in blood feasts often develop uncontrollable cravings for human flesh. The ritual does not work on inanimate beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1400&lt;br /&gt;
|name=Cross Breeding&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cross Breeding, value 1&lt;br /&gt;
|description=Hundreds of different creatures from mice to humans are magically cross-bred and grown in an effort to produce a powerful monster. Most offspring die early, but some survive and are bound to serve their creator. Luck is required to breed the more powerful creatures.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=523&lt;br /&gt;
|name=Gift of the First Soul&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32&lt;br /&gt;
|description=The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell strengthens the blood soul of the target, making him regenerate wounds. Undead and inanimate beings have no blood and are not affected by the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=320&lt;br /&gt;
|name=Infernal Breeding&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Infernal Breeding, value 1&lt;br /&gt;
|description=The Warlocks of Abysia have experimented with crossbreeding since they first discovered blood magic. Under the influence of infernal magic Abysians, humans and giants are crossbred with demons, salamanders and other beasts. In the early days most of the experiments were conducted on Abysians, but the wars with Hinnom made the blood of giants occasionally available. In later times humans and humanbreds have dominated the breeding stock and abysian crossbreds are rarer. Due to the creation process many Hell Spawn suffer from various afflictions and early aging.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1397&lt;br /&gt;
|name=Infernal Circle&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 89&lt;br /&gt;
|description=The caster creates a circle with infernal symbols drawn in the blood of virgins. Blood rituals cast from the circle with have their range increased. The circle will dissipate eventually, but the more blood slaves used for the circle, the longer it will last.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1395&lt;br /&gt;
|name=Leeching Touch&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Drain Life, value 1014&lt;br /&gt;
|description=The mage tries to touch a target and will drain some of the target&#039;s life force if successful. The life force drained will be used to heal and reinvigorate the mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1396&lt;br /&gt;
|name=Pain Transfer&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=20 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 512&lt;br /&gt;
|description=Wounds taken by the mage will be transferred to blood slaves that are nearby. Damage absorbed by the slaves will be half of the damage that was inflicted on the blood mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=349&lt;br /&gt;
|name=Scapegoats&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2074&lt;br /&gt;
|description=With a sacrifice of blood, the caster prepares two goats and presents them with the sins of the people. One goat is for the Lord and one for Azazel. The scapegoats are then sent into the desert carrying the sins of the people. Soon two Se&#039;irim, goat-demons spawned by Azazel, return from the desert to serve the priest. The Se&#039;irim were sacred to the Hinnomites that influenced the Berytian priests and they call the Se&#039;irim sacred as well. The spell can only be cast in wastelands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=576&lt;br /&gt;
|name=Summon Asrapas&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=8 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1741&lt;br /&gt;
|description=Asrapas, or Blood Drinkers, are female demonesses dancing into battle to feast on the blood of monkeys and men. They are red-skinned horrors with magical athames that feed their users&#039; lust for blood and life. Asrapas become enraged at the loss of their own blood and rarely rout in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=350&lt;br /&gt;
|name=Summon Se&#039;irim&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=3&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=23 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2074&lt;br /&gt;
|description=With a sacrifice of blood, the caster summons five Se&#039;irim from the desert. The Se&#039;irim are goat-demons begotten by Azazel, Bringer and Taker of Civilization. The Se&#039;irim are sacred to Avvim and the Horim have encountered them in the desert and mistakenly worship them as lords of the wild. The spell can only be cast in wastelands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=511&lt;br /&gt;
|name=Bind Jaguar Fiends&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=16 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1356&lt;br /&gt;
|description=The Ozelotl is a sacred jaguar fiend of the Mictlan forests. It is summoned and bound by human sacrifice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1402&lt;br /&gt;
|name=Bind Serpent Fiends&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 526&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a few Serpent Fiends. Serpent Fiends are bat-winged, serpent-like demons summoned from the Abyss. Their bite is highly venomous.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1406&lt;br /&gt;
|name=Bind Storm Demon&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 632&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Storm Demon. Storm Demons are devils of the tempest realm. The bodies of the Storm Demons consist partly of storm clouds. They are ethereal and can unleash blasts of infernal lightning upon their enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1408&lt;br /&gt;
|name=Blood Fecundity&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 94&lt;br /&gt;
|description=The mage performs a great blood ceremony in order to increase the fertility of the land. The growth scale of the province will be increased for as long as the ritual lasts. The spell lasts longer if more slaves are sacrificed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1403&lt;br /&gt;
|name=Blood Lust&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 128&lt;br /&gt;
|description=By sacrificing blood, the mage awakens the blood lust of demons, giving them increased strength during battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1407&lt;br /&gt;
|name=Call Lesser Horror&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Call Horror, value -6&lt;br /&gt;
|description=The caster sacrifices human blood to attract a few Lesser Horrors. Horrors will feed off the fear and suffering of dying soldiers and will continue to attack until everyone is slain. The horror will appear at the edge of the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=551&lt;br /&gt;
|name=Feast for Ghuls&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=16 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3479&lt;br /&gt;
|description=Sorcerers skilled in blood magic can invite demonic beings of the desert to join him in a grisly feast. A number of Ghuls are summoned and bound to servitude. Ghuls are monstrous beings related to the Jinnun of the deserts. They haunt graveyards and remote deserts where they waylay travelers and feed upon their flesh. Ghuls are spiritual beings with hyena heads and ass&#039;s hooves. They are able to change their shape and take physical form, although they can never change their hooves. Ghuls are almost unkillable, and only if you strike it down in one blow will it die permanently. If it is not killed outright it will revert to its spiritual hyena-headed form. Ghuls are demonic in nature and can be banished by servants of the Divine.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1404&lt;br /&gt;
|name=Hell Ride&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cloud Trapeze, value 1&lt;br /&gt;
|description=The caster summons a swarm of imps and commands them to carry him to a distant province with haste. Although supernaturally fast the imps are not very strong and can&#039;t lift anything heavier than a human. While the imps are faster than normal fliers they cannot teleport and can have the path blocked by impassable mountains, cave walls or the Sea of Ice global enchantment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1405&lt;br /&gt;
|name=Hellfire&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=3&lt;br /&gt;
|effect=Damage, value 1008&lt;br /&gt;
|description=The caster opens a channel to the Inferno through which the dark flames of the sulphur lake pour. Those burned by the hellish flames will suffer infernal pains.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=577&lt;br /&gt;
|name=Summon Rakshasa Warriors&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=21 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1737&lt;br /&gt;
|description=Rakshasas are black-skinned demon ogres of the wild forests. They feast on the flesh of monkeys and men and are greatly feared. Rakshasas have ravenous appetites and are best kept well fed. Most Rakshasas are found in the demon kingdom of Lanka, but some are summoned by unscrupulous monkey sorcerers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=351&lt;br /&gt;
|name=Summon Shedim&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=4&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=28 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 2073&lt;br /&gt;
|description=With a sacrifice of blood, the caster summons three Shedim from the desert. The Shedim are winged, ox-headed storm demons and possibly servants of Pazuzu roaming the wastelands. The spell can only be cast in wastelands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1415&lt;br /&gt;
|name=Awaken Dark Vines&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=12 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 330&lt;br /&gt;
|description=The caster spills sacrificial blood in the depths of dark forests to awaken forces that have slept since the coming of man. Dark Vines are huge beasts composed of roots, vines and blood-drenched moss.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1414&lt;br /&gt;
|name=Bind Demon Knight&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 489&lt;br /&gt;
|description=The caster sacrifices several blood slaves to summon and bind a Demon Knight to his service. The Demon Knight is an armored demon riding a demonic steed with glowing red eyes. Demon Knights are horrible to behold and their mere presence will cause panic among weaker troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1459&lt;br /&gt;
|name=Bind Incubus&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=66 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 4053&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind an Incubus, or demon lover. Incubi have the appearance of handsome naked men with leathery bat-wings. They are able to enter the dreams of women to seduce and corrupt their souls. An Incubus that successfully seduces an enemy commander will take her from her bed and fly her home to his master where she will serve until she dies. The victim of the seduction might give birth to a Cambion Progeny.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1412&lt;br /&gt;
|name=Bind Succubus&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=66 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 811&lt;br /&gt;
|description=The caster sacrifices several blood slaves to contact and bind a Succubus, or demon lover. Succubi have the appearance of beautiful naked women with leathery bat-wings. They are able to enter the dreams of men to seduce and corrupt their souls. A Succubus that successfully seduces an enemy commander will take him from his bed and fly him home to her master where he will serve until he dies. The Succubus will collect the semen of her victim to engender a Cambion Progeny.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1411&lt;br /&gt;
|name=Bloodletting&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=4 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Drain Life, value 1&lt;br /&gt;
|description=With this arduous spell, the mage tries to drain blood from everyone on the battlefield. All drained blood will be added to the mage&#039;s life force.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=512&lt;br /&gt;
|name=Contact Civateteo&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=36 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1422&lt;br /&gt;
|description=The mage-priest sits at a crossroads or in a graveyard for a week. After seven days, a Civateteo will appear. The mage persuades her to serve the Hungry God. Civateteo are noblewomen who died in childbirth and are called back to haunt the living. They are dressed in dark tattered robes and their faces and arms are covered with white chalk. They are shriveled and terrible to behold. They have priestly powers as well as skills in the dark arts.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1409&lt;br /&gt;
|name=Hellbind Heart&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The caster binds an enemy soul to his service.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1410&lt;br /&gt;
|name=Horde from Hell&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=44 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value 303&lt;br /&gt;
|description=The caster sends a horde of Imps led by a Devil to a distant province. The horde remains after battle and may continue to wreak havoc in neighboring provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1418&lt;br /&gt;
|name=Rain of Toads&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 6&lt;br /&gt;
|description=The caster creates a horrible omen, turning the falling rain in a target province into toads. The target province will suffer from unrest and misfortune. Soldiers stationed in the province will risk becoming diseased when dead toads fester in the wells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1416&lt;br /&gt;
|name=Send Lesser Horror&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=14 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Temporary units), value -6&lt;br /&gt;
|description=The caster contacts and forces one or a few Lesser Horrors to attack a distant province. The Lesser Horrors will try to annihilate any army not hiding inside a fortress before disappearing. Dealing with horrors is not without risk however and the caster of this ritual might attract some unwanted attention.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=552&lt;br /&gt;
|name=Summon Ghulah&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=31 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3481&lt;br /&gt;
|description=The caster summons and binds a Ghulah to his service. The Ghulah is a female ghul. They share the traits and appetites of male ghuls, but they are also skilled sorcerers and are by far more feared than their male counterparts. Ghulahs use their shapeshifting tricks to come close to and kill unsuspecting men and feast upon their flesh. Although they are skilled shapeshifters they cannot alter the shape of their ass&#039;s hooves and they hide their feet with long white gowns. When they are wounded they revert to their hyena-headed beastly form, dressed in tattered rags.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=543&lt;br /&gt;
|name=Summon Ifrit&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=58 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3372&lt;br /&gt;
|description=Afarit are powerful Jinnun born from smokeless flame. Endowed with exceptional physical and magical might they are arrogant and cruel and might be perceived as outright evil. Once rulers of the magical kingdom of Ubar the Afarit were scattered and lost when the magic of the world dwindled and died. Now, with magic scarce, the Afarit are drawn to the smell of sacrificial blood. Afarit are spiritual beings and are invisible until they manifest. When wounded they reveal their true form, ablaze with smokeless flame, a pure green and yellow fire of incredible heat. Afarit are attuned to magic and are stronger in provinces where magic is strong.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1417&lt;br /&gt;
|name=Summon Illearth&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3756&lt;br /&gt;
|description=The caster summons an Earth Elemental to aid him in a battle. The earth elemental will be corrupted by the use of blood to summon it and the result is known as an illearth elemental. Illearth elementals are just as strong as real earth elementals and the blood gives them power to regenerate wounds even faster. Elementals shrink when they are hit by powerful strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=578&lt;br /&gt;
|name=Summon Sandhyabalas&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1743&lt;br /&gt;
|description=The Sandhyabalas, Strong-in-Twilight, are demon ogres of the night. They can only be summoned at dusk and their powers are greatest in darkness. Sandhyabalas are demon warriors of great renown, but they are even more vulnerable to fire than other Rakshasas. They wield magical moon blades that cause additional harm to magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1413&lt;br /&gt;
|name=Wrath of Pazuzu&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=5&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 14&lt;br /&gt;
|description=The caster unleashes an infernal tempest from the realm of Pazuzu upon a province. The storm is anything but natural and Shedim, servants of Pazuzu, can be heard bellowing in the gale. The storm causes unrest and devastation upon a province.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1424&lt;br /&gt;
|name=Bind Ice Devil&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=88 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 1&lt;br /&gt;
|description=The Blood mage sacrifices several blood slaves to contact and bind one of the six Ice Devils. Each Ice Devil is the ruler of one of the six icy realms of Kokytos, the cold lands of the Inferno. Their large bodies are composed of ice and they are constantly surrounded by a wind of infernal cold. Ice Devils are powerful mages of Water, but it is their physical might that sets them apart as generals of the Infernal wars.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=513&lt;br /&gt;
|name=Bind Tzitzimitl&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1483&lt;br /&gt;
|description=Tzitzimitl are demons of the Stellar Spheres. Once they rebelled against the Celestial Divinities and were thrown down to the Terrestrial Sphere. Here, they found worshipers in the people of Mictlan. With the awakening of the Bloodthirsty Lord, the Star Demons became sacred messengers and servants. Tzitzimitl are glowing blue man-scorpions with crowns and girdles that radiate stellar light. They have feathered arms that let them fly. In battle, the Star Demons unleash bolts of stellar power that kill those with tender souls.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1421&lt;br /&gt;
|name=Blood Rain&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 112&lt;br /&gt;
|description=Blood pours down over the battlefield, lowering everyone&#039;s morale.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1425&lt;br /&gt;
|name=Blood Rite&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=11 gems&lt;br /&gt;
|range=1&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 405&lt;br /&gt;
|description=The caster curses a human thrall with vampirism. The vampire is invulnerable to mundane weapons. It is also immortal and will be reborn in its master&#039;s citadel, should it be killed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1426&lt;br /&gt;
|name=Call Horror&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Call Horror, value -7&lt;br /&gt;
|description=The caster sacrifices human blood to attract a Horror. The being will feed on the fear and suffering of dying soldiers and will continue to attack everyone on the battlefield until all are dead. The horror will appear at the edge of the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=344&lt;br /&gt;
|name=Call Melqart&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=99 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 2267&lt;br /&gt;
|description=The Melqart is a Rephaite king of a city. Once the Rephaim all lived in Hinnom, but when the Berytians founded colonies near Ashdod, they were influenced by Rephaites and began to worship the Rephaite kings as gods. Now most Berytian colonies have a great temple to a Melqart god, praying for its eventual arrival. With this ritual the Blood mage will summon a Melqart to help the empire of Berytos.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=514&lt;br /&gt;
|name=Contact Tlahuelpuchi&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=42 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1558&lt;br /&gt;
|description=The mage-priest collects a newborn child and ventures into the woods to attract a Tlahuelpuchi and propose a pact. Tlahuelpuchi are bloodsucking witches who are able to take animal shape. In animal form, they stalk villages and wait for newborn babies, their favorite food, to be left alone. When a Tlahuelpuchi finds such a child, she transforms back to human shape and gorges on the blood of the newborn. Tlahuelpuchi can be persuaded to use their skills to get close to men of influence and assassinate them. They can perform a strange ritual in which they remove their feet and start flying. They use this ability to travel swiftly and far. Tlahuelpuchi are creatures of the night and have perfect darkvision. In animal shape, their stealth is unsurpassed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1419&lt;br /&gt;
|name=Harm&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 1000&lt;br /&gt;
|description=This spell causes severe damage to the victims&#039; chests and stomachs. The unfortunate victims will start to cough up blood and will most likely never fully recover from the harm done to them. Inanimate beings are immune to this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=500&lt;br /&gt;
|name=Illwinter&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=120 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 44&lt;br /&gt;
|description=The caster sacrifices the blood of innocent virgins in an attempt to revive the old Rimtursar, ancient giants of terrible might and the ancestors of the Jotun. The giants are slow to awaken but their presence will cause blizzards, wolf attacks and severe cold all over the world. The Illwinter is the most feared of all omens and unrest will increase worldwide.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1422&lt;br /&gt;
|name=Infernal Disease&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=5 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon - Assassination, value 1662&lt;br /&gt;
|description=This ritual starts with a month of scribing complex magic symbols and eventually culminates with the sacrifice of five young girls. When the ritual is finished, a Disease Demon is bound and ordered to attack an enemy commander wherever in the world the caster chooses. The demon is very deadly and should be a sure way to kill an enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1420&lt;br /&gt;
|name=Rejuvenate&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=10 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Age Caster, value -10&lt;br /&gt;
|description=The mage drenches himself in the blood of ten young girls in an attempt to become younger. Each offered girl will make the caster one year younger.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1423&lt;br /&gt;
|name=Ritual of Five Gates&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=33 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 88&lt;br /&gt;
|description=The demonologist inscribes a pentagram on the floor of his summoning chamber and opens a gate in each point of the star. Fiends from five infernal realms enter this world simultaneously in an attempt to prevent forces from the other gates from emerging. Trapped by the pentagram, all five are bound by the demonologist for a lifetime and a day.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1460&lt;br /&gt;
|name=Soul Transaction&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The caster tries to buy the soul and servitude of the target with the promise to protect him from his former masters. If the persuasion is successful the target is granted invisibility by infernal forces as he tries to leave the battle. If he successfully leaves the battle he will join his new master. The spell is difficult to resist magically, but those of strong morals are rarely affected.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=579&lt;br /&gt;
|name=Summon Dakini&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=81 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1714&lt;br /&gt;
|description=The Dakini is a bloodthirsty apparition of vengeance from the Nether Realms. It is a sky dancer and divine messenger banished to the Nether Realms in ages past for serving as a divine acolyte of a bloodthirsty Pretender. Dakinis share their old mistress&#039; appetites and can be summoned by the sacrifice of innocents. Their flaying daggers are enchanted to drain the life of their victims. The Dakini is a powerful Blood mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=544&lt;br /&gt;
|name=Summon Shaytan&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=73 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 3373&lt;br /&gt;
|description=The Shayatin are malign Jinnun, spiritual beings born from smokeless flame. Once they served the Sultans of Ubar with their silver tongues and crafty lies. As masters of manipulation they led the enemies of Ubar astray. When magic started to drain from the world they blamed mankind and convinced their Sultans to wage war upon humanity. When the magic of Ubar dwindled and the Jinnun were forgotten they scattered and hid in remote areas where they seek vengeance upon men. Shayatin are masters of lies and can corrupt and lead the most loyal servant away from his master. Shayatin are pure-blooded Jinnun and share their traits, such as invisibility, glamour and a strong connection with magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=499&lt;br /&gt;
|name=Winter&#039;s Call&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=6&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=86 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 844&lt;br /&gt;
|description=The caster sacrifices blood to summon a Herald of the Eternal Winter. A Niefel Jarl, a frost giant of an earlier era, is drawn into this world to serve the maker of the Illwinter. This ritual is only castable if the global enchantment Illwinter is active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1429&lt;br /&gt;
|name=Bind Arch Devil&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=99 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 2&lt;br /&gt;
|description=The Blood mage sacrifices several blood slaves to contact and bind one of the five Arch Devils to serve him. Arch Devils are the lords of the fiery regions of the Inferno. Winged and powerful, they lead the armies of the Inferno. They wield terrible weapons and can use their barbed tails to lash out at enemies, but it is their skill with Fire magic that makes them truly fearsome. Arch Devils radiate heat and are impervious to flames. Once an Arch Devil dies, it returns whence it came and can be summoned once again.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1433&lt;br /&gt;
|name=Blood Moon&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]7&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=90 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 128&lt;br /&gt;
|description=By making an enormous blood sacrifice when both the stars and the moon are right, it is possible to imbue the moon with the power of the blood. The moon will turn red as blood and as long as it is visible in the night sky, performing blood magic during the night will be much easier. The moon turning red is a powerful sign of misfortune and that will be felt in the entire world. All blood mages will start to perform their rituals under the moon at night and have their power increased for rituals and blood hunting. The moon will not have any effect in caves, underwater or if there is no night, e.g. in the presence of two suns.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=515&lt;br /&gt;
|name=Contact Onaqui&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=101 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1360&lt;br /&gt;
|description=The priest ventures into the depths of the Mictlan forests and makes a pact with an Onaqui. The Onaqui is a beast, half-man and half-animal, which feeds on human hearts. Onaqui are powerful Blood mages and dark sorcerers. They are accompanied by a swarm of Beast Bats that grows in the Dominion of the Dark Lord.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1432&lt;br /&gt;
|name=Dome of Corruption&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Local Enchant Province - Gem Duration, value 68&lt;br /&gt;
|description=The caster seals a pact with Horrors. The Horrors create a dome that protects the province from most spells that originate from outside the warded province. Trying to cast a spell through this dome is very dangerous and might drive the casting mage insane. A good side effect of the dome is that it exudes magic and will raise the magic scales of the province considerably, making it easy for mages to do their research. The pact has a downside too, which will become apparent to mages living under the dome. The creators of the dome will occasionally attack and consume a mage. The dome will dissolve instantly if the caster of this ritual dies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1430&lt;br /&gt;
|name=Father Illearth&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=105 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 5&lt;br /&gt;
|description=The Blood mage spills sacrificial blood on the ground to awaken Pedoseion, the fallen King of Elemental Earth. The spirit is horribly tainted by the blood and has lost some of its connection with the Earth. In return, however, Pedoseion has gained knowledge of the power and cravings of Blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1427&lt;br /&gt;
|name=Leech&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=30&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Drain Life, value 1024&lt;br /&gt;
|description=The mage drains the life force of a small group of enemies. The life force drained will be used to heal and reinvigorate the mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1428&lt;br /&gt;
|name=Plague of Locusts&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=88 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Permanent Units), value 2794&lt;br /&gt;
|description=After sacrificing eight and eighty slaves a chasm smoking with sulfur opens in a distant land. From the infernal pit demon locusts swarm forth to bring destruction and heresy. Demonic Locusts appear as giant locusts with crowned human heads and scales of brass and iron. Their shrill angelic voices can be heard for miles and their words are those of false prophets and rebellious demagogues. A swarm of Demonic Locusts will quickly decrease dominion in a province unless dealt with.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1434&lt;br /&gt;
|name=Purify Blood&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=3 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 288230376151711744&lt;br /&gt;
|description=The entire army is purified and protected from poisons for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=485&lt;br /&gt;
|name=Reascendance&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=88 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 626&lt;br /&gt;
|description=By sacrificing enough blood, the caster shatters the infernal prison of a Fallen Angel, allowing it to reascend to the Earthly Spheres. The Fallen Angel will gladly serve its liberator and will use all its powers to further his goals. The Angel was a powerful user of Fire magic before its fall from grace. Now it has learned to use Blood magic as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1431&lt;br /&gt;
|name=Send Dream Horror&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=15 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Affect Province with Anonymous Event, value 12&lt;br /&gt;
|description=The caster sends a Defiler of Dreams to attack a distant province. The Dream Horror will project nightmares and feed on the emotional distress of its victims. Unrest will increase in the province until the Horror is found and slain. Dealing with horrors is not without risk however and the caster of this ritual might attract some unwanted attention.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=580&lt;br /&gt;
|name=Summon Samanishada&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=7&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=35 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 1744&lt;br /&gt;
|description=The Samanishadas, Night Walkers, are demon assassins of great renown. They can only be summoned at dusk and their powers are greatest in darkness. They wield magical moon blades and duskdaggers that will cut through all armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1438&lt;br /&gt;
|name=Bind Heliophagus&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=111 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 3&lt;br /&gt;
|description=The Blood mage sacrifices several blood slaves to contact and bind one of the four Heliophagii to serve him. Winged and powerful, the Heliophagii lead the armies of the Abyss. They are composed of darkness, but their claws and horns are golden and enchanted. Their ability to become invisible in shadows makes them truly horrible. Heliophagii are skilled in Blood magic. Once a Heliophagus dies, it returns to the Abyss and can be summoned once again.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1440&lt;br /&gt;
|name=Blood Vortex&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]7&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H7&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=166 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 87&lt;br /&gt;
|description=This horrifying ritual creates the blood vortex. A churning pool of polluted blood that roars horrible yet terribly alluring songs. The song of the vortex is heard by all mortals in the world, whispering sweet melodies of death and carnage, beckoning all people to come bask in its crimson presence. Its song is especially strongly felt by those whose blood is suitable for blood rituals, summoning them to the site of the ritual. The mortals that enter its presence stare dumbfounded on the waves and swirls in the vortex, or throw themselves heedlessly to drown in the bloody swirls. The master of the ritual then collects suitable victims to use in other rituals. Eventually, when no life is left in the world around the vortex, it dries out and dies. Provinces with strong influences of order will be less affected by the beckoning and those with strong turmoil influences will be more drawn to the vortex.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1442&lt;br /&gt;
|name=Claws of Kokytos&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=35&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Planeshift Other, value -13&lt;br /&gt;
|description=A gate is opened and the target is instantly thrown into Kokytos, the icy realm of Devils. This effect cannot be resisted by any means and being sent to Kokytos means certain death for most mortals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1444&lt;br /&gt;
|name=Curse of Blood&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=96 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Commander, value 404&lt;br /&gt;
|description=The caster creates a Vampire Lord by cursing the blood of a suitable human servant. The Vampire Lord is an immortal being of great magic power able to enslave humans with their powerful presence.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1435&lt;br /&gt;
|name=Damage Reversal&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Set Effect Value (1) if lower, value 1064&lt;br /&gt;
|description=This spell will bring the ultimate protection for a mage in battle. Whenever the mage is wounded, the damage is transferred to the one who tried to wound him. Magic resistance might prevent this from taking effect, so the mage is not fully invulnerable. This method of protection is also rumored to be used by some of the most powerful and magically attuned beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1443&lt;br /&gt;
|name=Horror Seed&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H3&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=25 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Horror Seed, value 9&lt;br /&gt;
|description=A Horror is sent to possess a far away enemy. The Horror hides its true self and spreads its evil ways, marking and cursing soldiers in the province. The most horrible ability of the possessing Horror is to infect living soldiers with Parasitic Horrors. These Parasitic Horrors sooner or later break the mind and body of their host, transforming them into full fledged Horrors. Should the host of the Master Horror be slain, the true Horror will manifest and attack everything alive.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1445&lt;br /&gt;
|name=Improved Cross Breeding&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H2&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=20 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Cross Breeding, value 1&lt;br /&gt;
|description=Hundreds of different creatures from mice to humans are magically cross-bred and grown in an effort to produce a powerful monster. Most offspring die early, but some survive and are bound to serve their creator. Luck is required to breed the more powerful creatures.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1441&lt;br /&gt;
|name=Infernal Prison&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=2 gems&lt;br /&gt;
|range=35&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Planeshift Other, value -12&lt;br /&gt;
|description=A gate is opened and the target is instantly thrown into the Inferno, the realm of Devils. This effect cannot be resisted by any means and being sent to the Inferno means certain death for most mortals.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1437&lt;br /&gt;
|name=Life for a Life&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=99 fatigue, 1 gems&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 5025&lt;br /&gt;
|description=The Blood mage sacrifices a virgin and in exchange one of his foes on the battlefield is slain. Inanimate beings are immune to this spell, everyone else will take severe and irresistible damage from it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=516&lt;br /&gt;
|name=Rain of Jaguars&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]6&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1356&lt;br /&gt;
|description=The Ozelotl is a sacred jaguar fiend of the Mictlan forests. This spell summons and binds a number of jaguar fiends by using a formidable human sacrifice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1436&lt;br /&gt;
|name=Rush of Strength&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=1 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 128&lt;br /&gt;
|description=By sacrificing a blood slave, all friendly units receive increased physical strength for the duration of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=583&lt;br /&gt;
|name=Summon Daitya&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=45 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 3663&lt;br /&gt;
|description=Daityas are handsome demon-titans of ancient times. Together with the Danavas they led the Rakshasas in a great war against the Devatas and Gandharvas of Kailasa. The demon armies were defeated and the Daityas and Davanas were banished to the Nether Realms where they made themselves lords and kings. With this ritual they can be summoned to serve a new God on its path to ascendancy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=582&lt;br /&gt;
|name=Summon Danavas&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=70 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 1767&lt;br /&gt;
|description=Danavas are demon titans of ancient times. After the great wars with the Devatas of Kailasa, they were banished to the Nether Realms, where they made themselves kings. With this ritual they can be summoned to serve a new God on its path to ascendancy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=581&lt;br /&gt;
|name=Summon Mandeha&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=133 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 20&lt;br /&gt;
|description=The Mandehas are three huge and horrible Rakshasa brothers intent on one goal and one goal only: To gobble up the sun and plunge the world into eternal slumber. As eternal enemies of the sun, they are surrounded by perpetual darkness, for the rays of the sun fear them. The Mandehas are huge, monstrous beings with great wings, horns and burning red eyes. Their hatred for the sun comes with a price. All fires recognize them for what they are and will burn them severely. Anyone fighting with the Mandeha will soon suffer from its will to plunge the world into slumber and fall asleep.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1439&lt;br /&gt;
|name=Three Red Seconds&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=8&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=120 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Fort Construction, value 25&lt;br /&gt;
|description=The caster summons a horde of Imps and commands them to raise a fortress. In three red seconds, a mighty citadel is built in a province of the caster&#039;s choice.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1456&lt;br /&gt;
|name=Astral Corruption&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]6&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=166 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 57&lt;br /&gt;
|description=This horrible ritual is the cause of Blood magic being banned in ancient times. With an awesome sacrifice, the fabric of astral space becomes tainted with blood. All spell casting uses the tainted Arcana and attracts the attention of Horrors. Every time a non-Blood magic ritual is cast, a magic item is forged or a mage is empowering himself, there is a chance that a Horror will follow the arcane flow and attack the mage. The more gems spent the greater the chance of attracting a horror.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1450&lt;br /&gt;
|name=Bind Demon Lord&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]8&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=150 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 10&lt;br /&gt;
|description=The Blood mage performs a beastly ritual, sacrificing vast numbers of slaves in an attempt to contact and bind one of the Demon Lords. There are but a few of these infernal rulers and their powers are shrouded in mystery.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1448&lt;br /&gt;
|name=Forces of Darkness&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H6&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 88&lt;br /&gt;
|description=The caster summons and binds several Fiends of Darkness. Fiends of Darkness are coal-black demons summoned from the Abyss with human sacrifices. They fight with venomous claws and have bat-like wings. Fiends of Darkness are stealthy and able to hide in the night.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1453&lt;br /&gt;
|name=Forces of Ice&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 449&lt;br /&gt;
|description=The caster summons and binds several Frost Fiends. Frost Fiends are devils of Kokytos, the icy realms of the Inferno. In the constant wars of their home plane, the Frost Fiends are feared by all fiery devils. Frost Fiends wear robes of woven ice and are constantly surrounded by an icy wind. They wield ice rods and can unleash blasts of infernal cold upon their enemies. Frost Fiends are more powerful in cold provinces and weaker in hot lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1454&lt;br /&gt;
|name=Infernal Crusade&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 489&lt;br /&gt;
|description=The caster summons and binds several Demon Knights. Demon Knights are armored demons riding demonic steeds with glowing red eyes. Demon Knights are horrible to behold and their mere presence will cause panic among weaker troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1451&lt;br /&gt;
|name=Infernal Forces&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 304&lt;br /&gt;
|description=The caster summons and binds several Devils and twenty Imps. Devils are infernal beings of great strength. They are born in the fires of the Inferno and are impervious to heat and flame. Their glowing bodies radiate heat and bat-like wings grow from their shoulders. They are armed with a trident and their barbed tail can sting opponents in close combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1446&lt;br /&gt;
|name=Infernal Fumes&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=40 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=50%&lt;br /&gt;
|effect=Fires from Afar, value 1006&lt;br /&gt;
|description=This ritual opens up a way for the hot infernal gases trapped under the depths, to make their way into the sea. The blood and earth mage casting the ritual will guide the fumes to just where the enemy forces are camping. The gases are blisteringly hot and deadly poisonous to most living beings. The mage will also get a vision of the effect taking place.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1452&lt;br /&gt;
|name=Infernal Tempest&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H5&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=50 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Summon Units, value 632&lt;br /&gt;
|description=The caster unleashes an infernal tempest. With the gale come several Storm Demons bent on wreaking havoc. The caster binds them to his service before they can destroy his laboratory. Storm Demons are devils of the tempest realm. The bodies of the Storm Demons consist partly of storm clouds. They are ethereal and can unleash blasts of infernal lightning upon their enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=357&lt;br /&gt;
|name=Release Lord of Civilization&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]8&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=177 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Ritual Summon Unique Commander, value 14&lt;br /&gt;
|description=The caster performs a vast sacrifice of blood to release one of the six Grigori from their infernal prison. The Grigori, or Watchers, were angelic beings who taught the forbidden lore of civilization, warcraft and magic to the Avvim at the dawn of time. The Grigori are still worshiped by the Avvim as bringers of civilization and fathers of the Nephilim.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1455&lt;br /&gt;
|name=Send Horror&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H4&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=30 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remote Summon (Temporary units), value -7&lt;br /&gt;
|description=The caster contacts and forces a Horror to attack a distant province. The Horror will annihilate any army that is not hiding inside a fortress before disappearing. Dealing with horrors is not without risk however and the caster of this ritual might attract some unwanted attention.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=1449&lt;br /&gt;
|name=The Looming Hell&lt;br /&gt;
|school=Blood&lt;br /&gt;
|research=9&lt;br /&gt;
|path=H&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_H.png|18x18px|link=|alt=Holy]]8&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=H8&lt;br /&gt;
|type=Ritual&lt;br /&gt;
|cost=150 gems&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 42&lt;br /&gt;
|description=Devils will appear in the dreams of some unfortunate enemies whenever they try to sleep. These Devils, through various threats, will try to persuade their victims to sell their souls and join in the killing of their own commander. The strength of the threats depends on the strength of the God&#039;s Dominion, but extreme courage is always required to defy the Devils. The Devils are totally powerless if they are unable to persuade any victims, which may well happen should the enemy commander be more feared than they are.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=407&lt;br /&gt;
|name=Anathema&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=50&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Cause Affliction, value 2&lt;br /&gt;
|description=The unholy priest curses an enemy priest or a small group of holy enemy units. The cursed ones have a greatly increased chance of obtaining permanent afflictions if they are wounded.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=378&lt;br /&gt;
|name=Apostasy&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The unholy priest corrupts the faith of an enemy priest or sacred soldier. The apostate will join forces with the caster and his priestly powers will be tainted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=410&lt;br /&gt;
|name=Apostasy&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The unholy priest corrupts the faith of an enemy priest or sacred soldier. The apostate will join forces with the caster and his priestly powers will be tainted.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=202&lt;br /&gt;
|name=Ashes to Ashes&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Damage, value 3001&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=201&lt;br /&gt;
|name=Banishment&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Damage, value 3001&lt;br /&gt;
|description=With this prayer the priest smites undead beings with the power of his God. The undead will take damage unless they manage to resist the banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=200&lt;br /&gt;
|name=Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=5+10/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer can be used to bless the priest or a group of sacred warriors. Blessed units receive increased morale and additional powers if their God is powerful enough to claim a divine title.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=240&lt;br /&gt;
|name=Claim Life&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 20&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. Anyone affected but surviving this smite will have a chest wound for the rest of their life.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=210&lt;br /&gt;
|name=Decree of the Underworld&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Damage, value 3001&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest targets undead beings with the power of his God. A large number of undead beings will take damage unless they manage to resist the banishment. Undead beings with their minds intact may find themselves unable to resist the decree and act erratically.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=220&lt;br /&gt;
|name=Divine Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This is the same as the Blessing prayer, except that it affects all holy units on the entire battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=243&lt;br /&gt;
|name=Divine Channeling&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G5&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=90 fatigue&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enchant Battlefield {{!}} Enchant World, value 91&lt;br /&gt;
|description=The priest channels the divine might of his God onto the battlefield. All friendly priests of low power have their priest skill increased for the duration of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=297&lt;br /&gt;
|name=Earth-touching Sign&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=242&lt;br /&gt;
|name=Fanaticism&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Temporary Morale Boost, value 1&lt;br /&gt;
|description=This prayer has the same effect as Sermon of Courage, but it affects all friendly units on the entire battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=295&lt;br /&gt;
|name=Fear-not Sign&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=15&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 32776&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=209&lt;br /&gt;
|name=Final Rest&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=1+1/lvl&lt;br /&gt;
|effect=Damage, value 999&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest calls upon the life-giving powers of his God to restore the natural order and destroy undead beings. The prayer will destroy undead beings outright unless they manage to resist the banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=222&lt;br /&gt;
|name=Heavenly Fire&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=228&lt;br /&gt;
|name=Heavenly Strike&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=50&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=219&lt;br /&gt;
|name=Holy Avenger&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type I), value 4194304&lt;br /&gt;
|description=Any harm done to the casting priest will result in a divine bolt striking in the midst of the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=218&lt;br /&gt;
|name=Holy Word&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Stun/Fascinate, value 100&lt;br /&gt;
|description=With a holy word from the next true God the priest is able to stun a sacred warrior of a false pretender.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=298&lt;br /&gt;
|name=Meditation Sign&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Remove Fatigue (?), value 15&lt;br /&gt;
|description=The monks of Jomon have for centuries used five hand gestures representing the five peaceful aspects of the Lord. The meditation sign allows the monk to focus his mind on the divine principle and purify his spirit from weariness.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=419&lt;br /&gt;
|name=Power of the Grave&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=423&lt;br /&gt;
|name=Power of the Reborn King&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=The Tomb King fills all his subjects with ancient power. The effect is identical to Power of the Grave but this prayer affects all undead beings in the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=382&lt;br /&gt;
|name=Power of the Sepulchre&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=The Ermorian priest makes his undead subjects dance and twitch with the power of the Unholy Sepulchre. All undead beings on the battlefield will get increased movement speed and attack skill.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=414&lt;br /&gt;
|name=Power of the Shadelands&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G4&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=The Lemurian priest infuses the undead with the power of the shadelands. All undead beings on the battlefield get increased movement speed and attack skill.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=418&lt;br /&gt;
|name=Protection of the Grave&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=420&lt;br /&gt;
|name=Protection of the Grave&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=381&lt;br /&gt;
|name=Protection of the Sepulchre&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to most undead beings on the battlefield. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=413&lt;br /&gt;
|name=Protection of the Shadelands&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, a Lemurian priest grants magic resistance to most undead beings on the battlefield. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=206&lt;br /&gt;
|name=Pull from the Grave&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=2+2/lvl&lt;br /&gt;
|effect=Damage, value 3001&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest targets undead beings with the Chthonian power of his God. A large number of undead beings will take damage unless they manage to resist the banishment. They might also be pulled into the ground and buried.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=204&lt;br /&gt;
|name=Purifying Water&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=3+3/lvl&lt;br /&gt;
|effect=Damage, value 1001&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest smites undead beings with the purifying power of his God. A large number of undead beings will take severe damage unless they manage to resist the banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=214&lt;br /&gt;
|name=Return of the Past&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=4+4/lvl&lt;br /&gt;
|effect=Damage, value 1001&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest releases the memories of life upon undead beings. A large number of undead beings will take damage unless they manage to resist the banishment. Undead beings with their minds intact are haunted by the memories of their previous lives and their souls are shredded.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=421&lt;br /&gt;
|name=Royal Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=The Tomb King fills all his subjects with ancient power. The effect is identical to Power of the Grave but this prayer affects several undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=422&lt;br /&gt;
|name=Royal Protection&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, a Tomb King grants magic resistance to most of his undead subjects. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=208&lt;br /&gt;
|name=Sacred Wind&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25+5/lvl&lt;br /&gt;
|area=10+5/lvl&lt;br /&gt;
|effect=Damage, value 1&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest unleashes a wind that is harmful to undead beings. The wind will cover a large area and any undead within it will take damage unless they manage to resist the banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=216&lt;br /&gt;
|name=Sermon of Courage&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=15+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Temporary Morale Boost, value 1&lt;br /&gt;
|description=Soldiers&#039; morale is increased with the help of this prayer. This prayer can also reduce the negative morale effects from spells and monsters that cause fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=221&lt;br /&gt;
|name=Smite&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=217&lt;br /&gt;
|name=Smite Demon&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20+5/lvl&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 5005&lt;br /&gt;
|description=This prayer will make a divine bolt strike down from the sky and deliver massive damage to a demon who fails to resist the spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=212&lt;br /&gt;
|name=Stellar Decree&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30+5/lvl&lt;br /&gt;
|area=4+4/lvl&lt;br /&gt;
|effect=Damage, value 1001&lt;br /&gt;
|description=This is a banish spell.&lt;br /&gt;
With this prayer the priest smites undead beings with the power of his celestial God. A large number of undead beings will take damage and stop in their tracks unless they manage to resist the banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=232&lt;br /&gt;
|name=Syllable of Death&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. This prayer is imbued with death and anyone affected will die instantly or at least be fatigued from resisting the death.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=294&lt;br /&gt;
|name=Teaching Sign&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Bless/Buff (Type II), value 128&lt;br /&gt;
|description=The monks of Jomon have for centuries used five hand gestures representing the five peaceful aspects of the Lord. The teaching sign allows the monk to use the pure knowledge of the divine principle, increasing his esoteric skills.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=374&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=377&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=380&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=405&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=409&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=412&lt;br /&gt;
|name=Unholy Blessing&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=&lt;br /&gt;
|area=100%&lt;br /&gt;
|effect=Bless/Buff (Type I), value 1&lt;br /&gt;
|description=This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=372&lt;br /&gt;
|name=Unholy Command&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=An unholy priest commands an enemy undead being to serve him.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=403&lt;br /&gt;
|name=Unholy Command&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Enslave, value 999&lt;br /&gt;
|description=An unholy priest commands an enemy undead being to serve him.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=375&lt;br /&gt;
|name=Unholy Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=379&lt;br /&gt;
|name=Unholy Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=406&lt;br /&gt;
|name=Unholy Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=411&lt;br /&gt;
|name=Unholy Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=5&lt;br /&gt;
|effect=Bless/Buff (Type II), value 33554432&lt;br /&gt;
|description=With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=373&lt;br /&gt;
|name=Unholy Protection&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=376&lt;br /&gt;
|name=Unholy Protection&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=404&lt;br /&gt;
|name=Unholy Protection&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=20&lt;br /&gt;
|area=1&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=408&lt;br /&gt;
|name=Unholy Protection&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G2&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=10&lt;br /&gt;
|area=10&lt;br /&gt;
|effect=Bless/Buff (Type I), value 67108864&lt;br /&gt;
|description=With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=224&lt;br /&gt;
|name=Watery Death&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=296&lt;br /&gt;
|name=Welcome Sign&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G1&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=5&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Charm, value 999&lt;br /&gt;
|description=The monks of Jomon have for centuries used five hand gestures representing the five peaceful aspects of the Lord. The welcoming sign allows the monk to reach out to the unwary with the comfort of the divine hearth. Enemies that perceive the gesture abandon their misdirected allegiances and turn their efforts to the true Lord.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=238&lt;br /&gt;
|name=Word of Bewilderment&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. Anyone surviving this smite will risk being confused for the remainder of the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=230&lt;br /&gt;
|name=Word of Power&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=100&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. Anyone surviving this smite will still risk being paralyzed for a long time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=226&lt;br /&gt;
|name=Word of Stone&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=25&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 10&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. Anyone surviving this smite will risk being petrified as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|id=235&lt;br /&gt;
|name=Word of Thorns&lt;br /&gt;
|school=Divine&lt;br /&gt;
|research=0&lt;br /&gt;
|path=G&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;spell-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|pathSort=G3&lt;br /&gt;
|type=Battle&lt;br /&gt;
|cost=&lt;br /&gt;
|range=30&lt;br /&gt;
|area=&lt;br /&gt;
|effect=Damage, value 5&lt;br /&gt;
|description=The priest utters a prayer most holy and a heathen is struck by a divine bolt. This prayer is imbued with nature and vines will rise from the ground and drag the target with its sharp thorns, causing severe bleeding in the process.&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Template:Spell/styles.css&amp;diff=10332</id>
		<title>Template:Spell/styles.css</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Template:Spell/styles.css&amp;diff=10332"/>
		<updated>2026-05-15T16:23:14Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Create generated spells table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.spell-list {&lt;br /&gt;
    width: 100%;&lt;br /&gt;
    font-size: 0.95em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.spell-list th,&lt;br /&gt;
.spell-list td {&lt;br /&gt;
    vertical-align: top;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.spell-list__description {&lt;br /&gt;
    max-width: 34em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.spell-list-filter {&lt;br /&gt;
    align-items: end;&lt;br /&gt;
    display: flex;&lt;br /&gt;
    flex-wrap: wrap;&lt;br /&gt;
    gap: 0.75rem;&lt;br /&gt;
    margin: 1rem 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.spell-list-filter label {&lt;br /&gt;
    display: grid;&lt;br /&gt;
    gap: 0.25rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.spell-list-filter select,&lt;br /&gt;
.spell-list-filter button {&lt;br /&gt;
    min-height: 2rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.spell-list-filter__count {&lt;br /&gt;
    margin-left: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.spell-list__path {&lt;br /&gt;
    align-items: center;&lt;br /&gt;
    display: inline-flex;&lt;br /&gt;
    gap: 2px;&lt;br /&gt;
    margin-right: 0.35em;&lt;br /&gt;
    white-space: nowrap;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.spell-list__path img {&lt;br /&gt;
    vertical-align: -0.2em;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Template:Spell&amp;diff=10331</id>
		<title>Template:Spell</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Template:Spell&amp;diff=10331"/>
		<updated>2026-05-15T16:23:14Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Create generated spells table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{#cargo_declare:_table=Spells&lt;br /&gt;
|SpellId=Integer&lt;br /&gt;
|Name=String&lt;br /&gt;
|School=String&lt;br /&gt;
|Research=Integer&lt;br /&gt;
|Path=String&lt;br /&gt;
|Requirement=String&lt;br /&gt;
|Type=String&lt;br /&gt;
|Cost=String&lt;br /&gt;
|Range=String&lt;br /&gt;
|Area=String&lt;br /&gt;
|Effect=Text&lt;br /&gt;
|Description=Text&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{{#cargo_store:_table=Spells&lt;br /&gt;
|SpellId={{{id|}}}&lt;br /&gt;
|Name={{{name|}}}&lt;br /&gt;
|School={{{school|}}}&lt;br /&gt;
|Research={{{research|}}}&lt;br /&gt;
|Path={{{path|}}}&lt;br /&gt;
|Requirement={{{requirement|}}}&lt;br /&gt;
|Type={{{type|}}}&lt;br /&gt;
|Cost={{{cost|}}}&lt;br /&gt;
|Range={{{range|}}}&lt;br /&gt;
|Area={{{area|}}}&lt;br /&gt;
|Effect={{{effect|}}}&lt;br /&gt;
|Description={{{description|}}}&lt;br /&gt;
}}&lt;br /&gt;
|- class=&amp;quot;spell-list__row&amp;quot; data-school=&amp;quot;{{{school|}}}&amp;quot; data-research=&amp;quot;{{{research|}}}&amp;quot; data-path=&amp;quot;{{{path|}}}&amp;quot; data-type=&amp;quot;{{{type|}}}&amp;quot;&lt;br /&gt;
| data-sort-value=&amp;quot;{{{name|}}}&amp;quot; | &#039;&#039;&#039;{{{name|}}}&#039;&#039;&#039;&lt;br /&gt;
| {{{school|}}}&lt;br /&gt;
| {{{research|}}}&lt;br /&gt;
| data-sort-value=&amp;quot;{{{pathSort|}}}&amp;quot; | {{{requirement|}}}&lt;br /&gt;
| {{{type|}}}&lt;br /&gt;
| {{{cost|}}}&lt;br /&gt;
| {{{range|}}}&lt;br /&gt;
| {{{area|}}}&lt;br /&gt;
| {{{effect|}}}&lt;br /&gt;
| class=&amp;quot;spell-list__description&amp;quot; | {{{description|}}}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=MediaWiki:Common.js&amp;diff=10330</id>
		<title>MediaWiki:Common.js</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=MediaWiki:Common.js&amp;diff=10330"/>
		<updated>2026-05-15T16:23:12Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Create generated spells table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;( function () {&lt;br /&gt;
	function initFilter( filter ) {&lt;br /&gt;
		if ( filter.dataset.initialized ) {&lt;br /&gt;
			return;&lt;br /&gt;
		}&lt;br /&gt;
		filter.dataset.initialized = &#039;1&#039;;&lt;br /&gt;
&lt;br /&gt;
		var targetSelector = filter.getAttribute( &#039;data-target&#039; );&lt;br /&gt;
		var table = targetSelector ? document.querySelector( targetSelector ) : null;&lt;br /&gt;
		if ( !table ) {&lt;br /&gt;
			return;&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		var rows = Array.prototype.slice.call( table.querySelectorAll( &#039;tr.item-list__row, tr.spell-list__row&#039; ) );&lt;br /&gt;
		var count = document.createElement( &#039;span&#039; );&lt;br /&gt;
		var reset = document.createElement( &#039;button&#039; );&lt;br /&gt;
		var fields = parseFields( filter.getAttribute( &#039;data-filter-fields&#039; ) );&lt;br /&gt;
		var selects = fields.map( function ( field ) {&lt;br /&gt;
			return buildSelect( rows, field.key, field.label, field.all );&lt;br /&gt;
		} );&lt;br /&gt;
&lt;br /&gt;
		filter.textContent = &#039;&#039;;&lt;br /&gt;
		selects.forEach( function ( select ) {&lt;br /&gt;
			filter.appendChild( select.label );&lt;br /&gt;
		} );&lt;br /&gt;
&lt;br /&gt;
		reset.type = &#039;button&#039;;&lt;br /&gt;
		reset.textContent = &#039;Reset&#039;;&lt;br /&gt;
		filter.appendChild( reset );&lt;br /&gt;
&lt;br /&gt;
		count.className = filter.classList.contains( &#039;spell-list-filter&#039; ) ?&lt;br /&gt;
			&#039;spell-list-filter__count&#039; :&lt;br /&gt;
			&#039;item-list-filter__count&#039;;&lt;br /&gt;
		filter.appendChild( count );&lt;br /&gt;
&lt;br /&gt;
		function parseFields( value ) {&lt;br /&gt;
			if ( !value ) {&lt;br /&gt;
				return [&lt;br /&gt;
					{ key: &#039;slot&#039;, label: &#039;Slot&#039;, all: &#039;All slots&#039; },&lt;br /&gt;
					{ key: &#039;construction&#039;, label: &#039;Construction&#039;, all: &#039;All levels&#039; }&lt;br /&gt;
				];&lt;br /&gt;
			}&lt;br /&gt;
			return value.split( &#039;|&#039; ).map( function ( spec ) {&lt;br /&gt;
				var parts = spec.split( &#039;:&#039; );&lt;br /&gt;
				return {&lt;br /&gt;
					key: parts[ 0 ],&lt;br /&gt;
					label: parts[ 1 ] || parts[ 0 ],&lt;br /&gt;
					all: parts[ 2 ] || &#039;All&#039;&lt;br /&gt;
				};&lt;br /&gt;
			} );&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		function buildSelect( sourceRows, key, labelText, allText ) {&lt;br /&gt;
			var label = document.createElement( &#039;label&#039; );&lt;br /&gt;
			var select = document.createElement( &#039;select&#039; );&lt;br /&gt;
			var values = [];&lt;br /&gt;
			var seen = {};&lt;br /&gt;
&lt;br /&gt;
			sourceRows.forEach( function ( row ) {&lt;br /&gt;
				var value = row.dataset[ key ];&lt;br /&gt;
				if ( value &amp;amp;&amp;amp; !seen[ value ] ) {&lt;br /&gt;
					seen[ value ] = true;&lt;br /&gt;
					values.push( value );&lt;br /&gt;
				}&lt;br /&gt;
			} );&lt;br /&gt;
&lt;br /&gt;
			values.sort( function ( a, b ) {&lt;br /&gt;
				if ( key === &#039;construction&#039; || key === &#039;research&#039; ) {&lt;br /&gt;
					return Number( a ) - Number( b );&lt;br /&gt;
				}&lt;br /&gt;
				return a.localeCompare( b );&lt;br /&gt;
			} );&lt;br /&gt;
&lt;br /&gt;
			select.dataset.filter = key;&lt;br /&gt;
			select.appendChild( new Option( allText, &#039;&#039; ) );&lt;br /&gt;
			values.forEach( function ( value ) {&lt;br /&gt;
				select.appendChild( new Option( value, value ) );&lt;br /&gt;
			} );&lt;br /&gt;
&lt;br /&gt;
			label.appendChild( document.createTextNode( labelText + &#039; &#039; ) );&lt;br /&gt;
			label.appendChild( select );&lt;br /&gt;
			select.label = label;&lt;br /&gt;
			return select;&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		function applyFilters() {&lt;br /&gt;
			var visible = 0;&lt;br /&gt;
			rows.forEach( function ( row ) {&lt;br /&gt;
				var keep = selects.every( function ( select ) {&lt;br /&gt;
					var value = select.value;&lt;br /&gt;
					var key = select.getAttribute( &#039;data-filter&#039; );&lt;br /&gt;
					return !value || row.dataset[ key ] === value;&lt;br /&gt;
				} );&lt;br /&gt;
				row.hidden = !keep;&lt;br /&gt;
				if ( keep ) {&lt;br /&gt;
					visible += 1;&lt;br /&gt;
				}&lt;br /&gt;
			} );&lt;br /&gt;
			if ( count ) {&lt;br /&gt;
				count.textContent = visible + &#039; items&#039;;&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		selects.forEach( function ( select ) {&lt;br /&gt;
			select.addEventListener( &#039;change&#039;, applyFilters );&lt;br /&gt;
		} );&lt;br /&gt;
&lt;br /&gt;
		reset.addEventListener( &#039;click&#039;, function () {&lt;br /&gt;
			selects.forEach( function ( select ) {&lt;br /&gt;
				select.value = &#039;&#039;;&lt;br /&gt;
			} );&lt;br /&gt;
			applyFilters();&lt;br /&gt;
		} );&lt;br /&gt;
&lt;br /&gt;
		applyFilters();&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	mw.hook( &#039;wikipage.content&#039; ).add( function ( $content ) {&lt;br /&gt;
		var content = $content &amp;amp;&amp;amp; $content[ 0 ] ? $content[ 0 ] : document;&lt;br /&gt;
		Array.prototype.forEach.call( content.querySelectorAll( &#039;.domwiki-filter&#039; ), initFilter );&lt;br /&gt;
	} );&lt;br /&gt;
}() );&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Items&amp;diff=10329</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Items&amp;diff=10329"/>
		<updated>2026-05-15T16:17:31Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Fix item filters markup and simplify effects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;templatestyles src=&amp;quot;Item/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
{{DISPLAYTITLE:Items}}&lt;br /&gt;
&lt;br /&gt;
Dominions 6 magic items. This table is generated from the Dom6Inspector export in &amp;lt;code&amp;gt;gamedata/BaseI.csv&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;item-list-filter domwiki-filter&amp;quot; data-target=&amp;quot;.item-list&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable item-list&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Name&lt;br /&gt;
! Slot&lt;br /&gt;
! Construction&lt;br /&gt;
! Paths&lt;br /&gt;
! Effects&lt;br /&gt;
! Description&lt;br /&gt;
{{Item&lt;br /&gt;
|id=1&lt;br /&gt;
|name=Fire Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Fire Sword&lt;br /&gt;
|effects=dmg 10, att +1, def +1, len 1&lt;br /&gt;
|description=The Fire Sword is enchanted with Fire magic. The offensive skills of the wielder are enhanced.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=2&lt;br /&gt;
|name=Ice Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Ice Sword&lt;br /&gt;
|effects=dmg 6, att +1, def +3, len 1&lt;br /&gt;
|description=The Ice Sword is the signature weapon of the Ice Crafters of Caelum.  It is made mostly out of ice and enchanted with Water magic to increase the defensive skills of the wielder. Like all ice weapons it cannot be affected by any flaming weapon enhancement.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=3&lt;br /&gt;
|name=Ice Lance&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Ice Lance&lt;br /&gt;
|effects=dmg 3, att +1, def +2, len 3&lt;br /&gt;
|description=The Ice Lance is a spear made mostly out of ice and enchanted with Water magic that increases the defensive skills of the wielder. As a light lance this weapon is most effective on its first strike and when used by fast or flying units. Like all ice weapons it cannot be affected by any flaming weapon enhancement.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=4&lt;br /&gt;
|name=Blacksteel Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Blacksteel Sword&lt;br /&gt;
|effects=dmg 9, att +2, def +2, len 1&lt;br /&gt;
|description=The nation of Ulm is famous for its incredibly strong blacksteel. This sword is made of high quality blacksteel and is very well crafted.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=5&lt;br /&gt;
|name=Enchanted Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Enchanted Sword&lt;br /&gt;
|effects=dmg 8, att +1, def +2, len 1&lt;br /&gt;
|description=This sword is enchanted with accuracy and quickness.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=6&lt;br /&gt;
|name=Enchanted Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Enchanted Spear&lt;br /&gt;
|effects=dmg 7, att +2, def +2, len 3&lt;br /&gt;
|description=This spear is enchanted with accuracy and quickness.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=7&lt;br /&gt;
|name=Enchanted Pike&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Enchanted Pike&lt;br /&gt;
|effects=dmg 9, att +3, def +1, len 5&lt;br /&gt;
|description=This pike is enchanted with accuracy and quickness.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=8&lt;br /&gt;
|name=Hardwood Club&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Hardwood Club&lt;br /&gt;
|effects=dmg 5, att +1, def +1, len 1&lt;br /&gt;
|description=This club has been enchanted with Nature magic to make it extraordinarily sturdy, and is at least as effective as a proper iron mace.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=9&lt;br /&gt;
|name=Sceptre of Authority&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Magic Sceptre&lt;br /&gt;
|effects=att +1, len 1; leadership (50), item spell (Burn)&lt;br /&gt;
|description=This golden sceptre will grant the wielder an aura of authority, making it possible to command more men. The ruby atop the sceptre grants the wielder the ability to set any possible dissenters on fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=10&lt;br /&gt;
|name=Burning Blade&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Burning Blade&lt;br /&gt;
|effects=dmg 12, att +3, def +1, len 1&lt;br /&gt;
|description=The blade of this sword is constantly burning unless it is sheathed in its scabbard. Anyone struck by the blade will be burned by the intense heat as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=11&lt;br /&gt;
|name=Holy Scourge&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Holy Scourge&lt;br /&gt;
|effects=dmg 6, att +5, def -2, len 2, attacks 2&lt;br /&gt;
|description=This morningstar is enchanted with pure fire for the purpose of destroying undead beings. An undead creature hit by the Holy Scourge will most likely be burned to ashes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=12&lt;br /&gt;
|name=Mace of Eruption&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Mace of Eruption&lt;br /&gt;
|effects=dmg 8, att +1, len 1, secondary #683&lt;br /&gt;
|description=This ornate mace looks expensive enough to be used by a king. When the mace hits something a sea of flames will burst from it and burn its target as well as anyone nearby.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=13&lt;br /&gt;
|name=Staff of Flame Focus&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=dmg 3, att +2, def +4, len 3; fire range&lt;br /&gt;
|description=This staff is infused with the power of Fire and will help project Fire magic rituals at faraway provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=14&lt;br /&gt;
|name=Flambeau&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=weapon: Flambeau&lt;br /&gt;
|effects=dmg 13, att +4, def +2, len 2, always secondary #405; fire resistance (5), item spell (Holy Pyre)&lt;br /&gt;
|description=This sword is heavily infused with pure Fire magic and it is capable of shooting holy fire that will burn undead beings to cinders. The blade is constantly burning and anyone struck will be seared by the extremely hot flames. The sword partially protects its wielder from fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=15&lt;br /&gt;
|name=Thunder Whip&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Thunder Whip&lt;br /&gt;
|effects=dmg 2, len 4, always secondary #134; shock resistance (5)&lt;br /&gt;
|description=Whenever this whip cracks a powerful jolt of lightning will erupt and shock anyone nearby. This might include the wielder of the whip, however the whip&#039;s magic properties should protect him from the worst of it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=16&lt;br /&gt;
|name=Ice Pebble Staff&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=dmg 3, att +2, def +4, len 3; cold resistance (5), item spell (Winter&#039;s Chill)&lt;br /&gt;
|description=This strange staff is adorned with pebbles of ice. The owner of the staff is partially protected from frost and can release the cold of the staff at his enemies, making them numb and frozen.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=17&lt;br /&gt;
|name=Ice Mist Scimitar&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Ice Mist Scimitar&lt;br /&gt;
|effects=dmg 8, att +2, def +3, len 1; cold resistance (10)&lt;br /&gt;
|description=The Ice Mist Scimitar will cause an ice mist to spread out whenever it is swung. The mist is extremely cold and will freeze and exhaust anyone who stands in it. The wielder of the scimitar is protected from cold and is thus able to wield the scimitar without discomfort.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=18&lt;br /&gt;
|name=Coral Blade&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Coral Blade&lt;br /&gt;
|effects=dmg 9, att +2, def +2, len 1, secondary #690&lt;br /&gt;
|description=Red Coral is commonly used in enchanted items to protect against the bleeding caused by battle wounds, but it can just as easily be enchanted to cause bleeding. The coral sword has a bit of both enchantments, it will protect its wielder as well as cause bleeding that is very hard to stop in anyone it wounds.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=19&lt;br /&gt;
|name=Stinger&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Stinger&lt;br /&gt;
|effects=dmg 7, att +2, def +1, len 3&lt;br /&gt;
|description=A needle-sharp spear that can pierce the thickest of armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=20&lt;br /&gt;
|name=Sword of Sharpness&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Sword of Sharpness&lt;br /&gt;
|effects=dmg 10, att +2, def +2, len 1&lt;br /&gt;
|description=A sword with extraordinarily sharp edges, this blade will cut through most armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=21&lt;br /&gt;
|name=Axe of Sharpness&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Axe of Sharpness&lt;br /&gt;
|effects=dmg 11, att +2, len 1&lt;br /&gt;
|description=An axe with a magically sharpened edge, this weapon will cut through most armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=22&lt;br /&gt;
|name=Greatsword of Sharpness&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Greatsword of Sharpness&lt;br /&gt;
|effects=dmg 15, att +4, def +4, len 2&lt;br /&gt;
|description=A large sword with extraordinarily sharp edges, this blade will cut through most armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=23&lt;br /&gt;
|name=Main Gauche of Parrying&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Main Gauche of Parrying&lt;br /&gt;
|effects=dmg 4, att +1, def +6&lt;br /&gt;
|description=The Main Gauche of Parrying is made of superior steel and enchanted with quickness and lightness to better enable its wielder to counter incoming attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=24&lt;br /&gt;
|name=Halberd of Might&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Halberd of Might&lt;br /&gt;
|effects=dmg 16, att +2, def +3, len 3; strength (4)&lt;br /&gt;
|description=This heavy halberd increases the physical strength of the wielder.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=25&lt;br /&gt;
|name=Smasher&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=weapon: Smasher&lt;br /&gt;
|effects=dmg 16, att +2, len 1, always secondary #328&lt;br /&gt;
|description=This is a special magic hammer that is used to smash objects into small pieces. It has now been modified for purposes of war and can be used to inflict great damage on inanimate beings. It is a great weapon against mechanical constructs and certain undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=26&lt;br /&gt;
|name=Hammer of the Mountains&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Hammer of the Mountains&lt;br /&gt;
|effects=dmg 25, att -1, def -3, len 3, always secondary #699&lt;br /&gt;
|description=The Hammer of the Mountains is an enormous, rune-inscribed raw-iron hammer that strikes with the force of the mountains. Unfortunately, its great weight makes the bearer quite easy to hit.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=27&lt;br /&gt;
|name=Lightning Rod&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=dmg 3, att +2, def +4, len 3; shock resistance (15)&lt;br /&gt;
|description=A cast-iron staff that will channel the energy of an electric attack harmlessly into the earth, and can also increase the effectiveness of the Corpse Man Construction spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=28&lt;br /&gt;
|name=Star of Heroes&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=weapon: Star of Heroes&lt;br /&gt;
|effects=dmg 12, att +4, def -2, len 1, secondary #174&lt;br /&gt;
|description=All but the most powerful armor will be destroyed when hit by this morningstar. All morningstars have an increased attack value against targets with shields.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=29&lt;br /&gt;
|name=Dwarven Hammer&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=weapon: Dwarven Hammer&lt;br /&gt;
|effects=dmg 8, def -1, len 1; fixed forge bonus (2)&lt;br /&gt;
|description=A well-crafted hammer made of blackest dwarven iron, this hammer is enchanted with Earth magic. When used in the forge, it will help the smith produce magical wonders.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=30&lt;br /&gt;
|name=Eyecatcher&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Eyecatcher&lt;br /&gt;
|effects=dmg -5, att -2, secondary #333&lt;br /&gt;
|description=This magical instrument will automatically hit the enemy in the eye and spoon it out.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=31&lt;br /&gt;
|name=Faithful&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Faithful&lt;br /&gt;
|effects=dmg 7, att +2, def +4, len 1; wound fend, luck&lt;br /&gt;
|description=This short sword will grant its wielder luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=32&lt;br /&gt;
|name=Rod of the Leper King&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Magic Sceptre&lt;br /&gt;
|effects=att +1, len 1; disease, undead leadership (100)&lt;br /&gt;
|description=This green metal sceptre will grant the wielder the ability to lead more of the undead and will grant that ability to those previously unable to do so. Unfortunately, the wearer will become diseased unless immune.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=33&lt;br /&gt;
|name=Duskdagger&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Duskdagger&lt;br /&gt;
|effects=dmg 3, att +3, def +1, secondary #690&lt;br /&gt;
|description=A slim dagger made of darkened steel, it is crafted according to methods long used by the Wolfkin of Jotun. It is unnaturally sharp and anyone cut by its razor edges will bleed profusely. The blade&#039;s supernatural sharpness also allows it to bypass any armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=34&lt;br /&gt;
|name=Bane Blade&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Bane Blade&lt;br /&gt;
|effects=dmg 7, att +1, def +2, len 1, secondary #64&lt;br /&gt;
|description=Bane Blades are horrible swords made from a strange alloy crafted in the Underworld. A cut from a Bane Blade will fester and rot within moments. Bane Blades are often used by the servants of the King of the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=35&lt;br /&gt;
|name=Bane Blade&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Bane Blade&lt;br /&gt;
|effects=dmg 10, att +2, def +3, len 2, secondary #64&lt;br /&gt;
|description=Bane Blades are horrible swords made from a strange alloy crafted in the Underworld. A cut from a Bane Blade will fester and rot within moments. Bane Blades are often used by the servants of the King of the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=36&lt;br /&gt;
|name=Doom Glaive&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Doom Glaive&lt;br /&gt;
|effects=dmg 16, att +2, def +2, len 3, always secondary #431&lt;br /&gt;
|description=The Doom Glaive is a truly fearsome weapon used by some undead warriors. Those close to where it strikes will be cursed for the rest of their lives. But those lives may be very short because the victims may age and die within minutes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=37&lt;br /&gt;
|name=Hunter&#039;s Knife&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Hunter&#039;s Knife&lt;br /&gt;
|effects=dmg 4, att +2, def +1&lt;br /&gt;
|description=This knife has been enchanted with Nature magic and is so sharp that it can cut through chainmail as easily as a deer skin.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=38&lt;br /&gt;
|name=Thorn Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Thorn Spear&lt;br /&gt;
|effects=dmg 5, att +2, def +2, len 3, secondary #51&lt;br /&gt;
|description=This wooden spear is covered with poisonous thorns.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=39&lt;br /&gt;
|name=Thorn Staff&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Thorn Staff&lt;br /&gt;
|effects=dmg 5, att +3, def +5, len 3, secondary #51&lt;br /&gt;
|description=This wooden quarterstaff is covered with poisonous thorns.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=40&lt;br /&gt;
|name=Vine Whip&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=weapon: Vine Whip&lt;br /&gt;
|effects=att +3, len 4, always secondary #137&lt;br /&gt;
|description=This whip has been enchanted with the essence of Nature. Anyone hit by it will be Entangled in magic vines.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=41&lt;br /&gt;
|name=Gloves of the Gladiator&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=weapon: Gloves of the Gladiator&lt;br /&gt;
|effects=dmg 3, att +2, def +1, attacks 4; magic resistance, strength (3)&lt;br /&gt;
|description=These gloves are straps made from the cured skin of master gladiators. They are enchanted, weighted down with magical lead, and wrapped tightly around the hands of the wearer. The Gloves of the Gladiator are often awarded to successful gladiators in the fighting pits of Pythium.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=42&lt;br /&gt;
|name=Knife of the Damned&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Knife of the Damned&lt;br /&gt;
|effects=dmg 4, att +4, def +1, secondary #694; curse, cursed&lt;br /&gt;
|description=This knife will curse anyone it touches.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=43&lt;br /&gt;
|name=Jade Knife&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Jade Knife&lt;br /&gt;
|effects=dmg 1, att +1; blood sacrifice (2), nation restriction (111), nation restriction (73), nation restriction (25)&lt;br /&gt;
|description=A Jade Knife is enchanted with Blood magic and used by Mictlan&#039;s priests to increase the effectiveness of their blood sacrifices. A priest using a Jade Knife can sacrifice two more slaves than usual. Only the priests of certain nations can make blood sacrifices.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=44&lt;br /&gt;
|name=Pixie Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Pixie Spear&lt;br /&gt;
|effects=dmg 5, att +3, def +1, len 3, secondary #790&lt;br /&gt;
|description=While pixies do not actually use spears like this, they are an important ingredient when creating this magic spear. Anyone wounded by this spear will be affected by extreme fatigue, just as if they had been hit by an elf shot from a living pixie.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=45&lt;br /&gt;
|name=Toy Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Toy Sword&lt;br /&gt;
|effects=dmg 1, att +2, def +2, len 1, always secondary #794&lt;br /&gt;
|description=A simple wooden sword made for children&#039;s play. But what might be a true sword for a child, might be a true sword in the dreams of men.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=46&lt;br /&gt;
|name=Shillelagh&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Shillelagh&lt;br /&gt;
|effects=dmg 5, att +1, def +1, len 1; luck, nation restriction (58), nation restriction (11), item cost modifier (-40), item cost modifier (-60)&lt;br /&gt;
|description=A Shillelagh is made from a piece of an old oak that is inhabited by faeries. To create the Shillelagh the mage enters a pact with the faeries, forcing them to protect the wielder. The faeries will bring luck and always have someone nearby to protect from unforeseen enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=47&lt;br /&gt;
|name=Blade of Grass&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Blade of Grass&lt;br /&gt;
|effects=dmg 7, att +2, def +2, len 1, secondary #690&lt;br /&gt;
|description=This sword is actually a blade of grass, large as any sword and enchanted by the magic of the dreamwild. It is as sharp as any blade crafted by man and those cut by its edge will start to bleed profusely.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=48&lt;br /&gt;
|name=Wand of Wild Fire&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=weapon: Magic Sceptre&lt;br /&gt;
|effects=att +1, len 1; item spell (Fireball)&lt;br /&gt;
|description=The wielder of this powerful wand can shoot huge Fireballs at the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=49&lt;br /&gt;
|name=Fire Brand&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Fire Brand&lt;br /&gt;
|effects=dmg 8, att +3, len 1, always secondary #171; fire resistance (5), morale (2)&lt;br /&gt;
|description=As soon as this sword is drawn, the blade will burst into flames and anyone close to where it strikes will be burned by a burst of extremely hot fire. Earth magic has been used to sharpen the edges of this sword so that it can cut straight through any armor. The flaming sword partially protects its wielder from fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=50&lt;br /&gt;
|name=Lightning Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Lightning Spear&lt;br /&gt;
|effects=dmg 5, att +2, def +2, len 3; shock resistance (5)&lt;br /&gt;
|description=This spear unleashes a bolt of lightning whenever it strikes a target.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=51&lt;br /&gt;
|name=Shock Trident&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Shock Trident&lt;br /&gt;
|effects=dmg 10, att +3, def +4, len 3, always secondary #854; shock resistance (5)&lt;br /&gt;
|description=Whenever this trident strikes, a powerful jolt of lightning will erupt and shock anyone nearby. This might include the wielder of the trident, however the weapon&#039;s magic properties should protect him from the worst of it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=52&lt;br /&gt;
|name=Staff of Corrosion&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=dmg 3, att +2, def +4, len 3; item spell (Acid Bolt)&lt;br /&gt;
|description=This staff can be used to fire Acid Bolts at the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=53&lt;br /&gt;
|name=Rune Smasher&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=weapon: Rune Smasher&lt;br /&gt;
|effects=dmg 7, att +2, def +1, len 1; spell penetration (2)&lt;br /&gt;
|description=The Rune Smasher will break down the enemy&#039;s magic resistance just before its wielder casts a spell. This makes it very hard to resist spells cast by the wielder of the Rune Smasher.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=54&lt;br /&gt;
|name=Frost Brand&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Frost Brand&lt;br /&gt;
|effects=dmg 8, att +1, def +2, len 1, always secondary #765; cold resistance (5)&lt;br /&gt;
|description=As soon as this sword is drawn, the blade will burst into icy blue flames and anyone hit will be frozen by the extremely cold fire. The sword partially protects its wielder from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=55&lt;br /&gt;
|name=Sword of Swiftness&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=weapon: Sword of Swiftness&lt;br /&gt;
|effects=dmg 10, att +2, def +4, len 1, attacks 2&lt;br /&gt;
|description=This sword is amazingly light and quick, allowing its wielder to strike at twice the speed of any normal man.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=56&lt;br /&gt;
|name=Midget Masher&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Midget Masher&lt;br /&gt;
|effects=dmg 20, att +3, def +1, len 2&lt;br /&gt;
|description=This huge weapon causes double damage against smaller opponents.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=57&lt;br /&gt;
|name=Elf Bane&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Elf Bane&lt;br /&gt;
|effects=dmg 12, att +3, len 1, secondary #247&lt;br /&gt;
|description=This mighty axe shreds the strands of arcane energy that hold magical beings together. Its sharp edges cut through most armor and magical beings may be destroyed by the slightest scratch.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=58&lt;br /&gt;
|name=Implementor Axe&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Implementor Axe&lt;br /&gt;
|effects=dmg 10, att +2, len 2; fear (10), pillage bonus (25)&lt;br /&gt;
|description=This axe screams with unholy voices that can be heard during the night. If used during pillaging, frightened peasants will come begging the wielder to spare their souls. The efficiency of pillaging is greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=59&lt;br /&gt;
|name=Starfire Staff&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=weapon: Magic Sceptre&lt;br /&gt;
|effects=att +1, len 1; astral range, item spell (Star Fires)&lt;br /&gt;
|description=A staff enchanted with the power of the Stellar Spheres. It can project bolts of stellar might upon enemies, but its greatest power is that it increases the range of Astral rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=60&lt;br /&gt;
|name=Herald Lance&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=weapon: Herald Lance&lt;br /&gt;
|effects=dmg 6, att +1, def +1, len 3; inspirational, item spell (Solar Rays)&lt;br /&gt;
|description=This spear is enchanted with essence from the Sun. When used against undead beings, it will strike with enormous force. It can fire Solar Rays that burn undead beings from a distance. The brilliance of this spear will inspire all friendly units under the spear wielders command.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=61&lt;br /&gt;
|name=Wraith Sword&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=weapon: Wraith Sword&lt;br /&gt;
|effects=dmg 11, att +2, def +3, len 2&lt;br /&gt;
|description=When in command of a Wraith Sword, a warrior can replenish his life energy by stealing it from those he cuts down. This sword is often used by powerful undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=62&lt;br /&gt;
|name=Skull Staff&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=dmg 3, att +2, def +4, len 3; Death magic bonus&lt;br /&gt;
|description=The Skull Staff is an ebony staff adorned with a human skull. The skull has to be taken from a necromancer with great experience in Death magic. The skull will give advice on necromancy and increase its wielder&#039;s power in Death magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=63&lt;br /&gt;
|name=Serpent Kryss&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Serpent Kryss&lt;br /&gt;
|effects=dmg 4, att +2, def +1, secondary #52; poison resistance (5)&lt;br /&gt;
|description=This green blade is tempered in the venom of seven poisonous snakes. The wavy blade is venomous and extremely sharp. The dagger partially protects its wielder from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=64&lt;br /&gt;
|name=Snake Bladder Stick&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Snake Bladder Stick&lt;br /&gt;
|effects=dmg 64, def +1, len 2&lt;br /&gt;
|description=This is a simple wooden stick with an inflated bladder attached to one end, much like the bladders carried by fools and jesters. The bladder of this particular weapon is taken from an unbelievably venomous snake and is enchanted to fill with poisonous gas that puffs out of the stick whenever it strikes an enemy.  The poisonous gas puff is quite large and can easily kill both the wielder and his enemies unless they are properly protected.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=65&lt;br /&gt;
|name=Thistle Mace&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=weapon: Thistle Mace&lt;br /&gt;
|effects=dmg 3, att -1, def -1, len 1, secondary #51; Nature magic bonus&lt;br /&gt;
|description=This enchanted thistle is shaped like a mace and hard enough to crack skulls. Anyone wounded by the Thistle Mace will be poisoned by its thorns. A Nature mage can increase his magical power by wielding the enchanted thistle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=66&lt;br /&gt;
|name=Whip of Command&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Whip of Command&lt;br /&gt;
|effects=dmg 1, att +3, len 4; leadership (150), inspirational (-2), taskmaster (3)&lt;br /&gt;
|description=The wielder of this whip will have his authority greatly increased and will be able to command more men. However, the morale of those under his command will decrease from being whipped. Slaves are used to being whipped, and their morale will increase instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=67&lt;br /&gt;
|name=Rat Tail&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Rat Tail&lt;br /&gt;
|effects=att +2, len 4, always secondary #139; taskmaster&lt;br /&gt;
|description=This whip is made from the hair of one hundred rats that were enchanted by a Nature mage. Anyone struck by the whip will also suffer from overwhelming fear. Animals will be very reluctant to attack the wielder of the whip. It is also effective for keeping slaves in line.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=68&lt;br /&gt;
|name=Skull Standard&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=weapon: Standard&lt;br /&gt;
|effects=dmg 1, att -2, def -3, len 4; fear (5), item spell (Panic)&lt;br /&gt;
|description=The goatlike skull of a Pan is inscribed with a rune of horror and placed on top of a foul standard. The skull causes fear to grow in the hearts of enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=69&lt;br /&gt;
|name=Summer Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=weapon: Summer Sword&lt;br /&gt;
|effects=dmg 11, att +1, def +2, len 1; supply bonus (150), item spell (Tangle Vines)&lt;br /&gt;
|description=If thrust into the ground, this sword brings good weather and fertility to the surrounding countryside. The increased fertility is enough to feed a hundred soldiers. The wielder of the Summer Sword can animate plants in order to entangle enemies. The sword is rather heavy and unbalanced.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=70&lt;br /&gt;
|name=Unseen Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Unseen Sword&lt;br /&gt;
|effects=dmg 8, att +2, def +2, len 1&lt;br /&gt;
|description=This sword is invisible. Even seasoned warriors would have a hard time defending against the wielder of such a blade. Beings with True Sight or Spirit Sight can see the sword and will defend normally. The sword is commonly given to assassins as it might allow them to get close enough to launch a surprise attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=71&lt;br /&gt;
|name=Flesh Eater&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=weapon: Flesh Eater&lt;br /&gt;
|effects=dmg 14, att +4, def -1, len 1, secondary #150; berserk (3)&lt;br /&gt;
|description=This is an axe that has been trained to yearn after human flesh. Once it tastes the blood of an enemy, it will quickly devour the victim, resulting in a permanent chest wound. The wielder of this axe will yearn for combat and, if wounded, might go berserk.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=72&lt;br /&gt;
|name=Heart Finder Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=weapon: Heart Finder Sword&lt;br /&gt;
|effects=dmg 10, att +4, def +2, len 1, secondary #112&lt;br /&gt;
|description=The magic of this sword is released as soon as the blade hits the flesh of an enemy. The sword will unerringly seek its way to the blood-filled heart and destroy it. This results in instant death, but an enemy with high magic resistance may be able to avoid the evil of the sword.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=73&lt;br /&gt;
|name=Twilight Glaive&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=weapon: Twilight Glaive&lt;br /&gt;
|effects=dmg 15, att +4, def +4, len 3, always secondary #792&lt;br /&gt;
|description=This glaive is enchanted with the powers of glamour magic. When day turns into night, twilight appears and emits fatigue into all living beings, making them get tired. This fatigue effects is unleashed a hundredfold wherever this glaive strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=74&lt;br /&gt;
|name=Dragon Sceptre&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=weapon: Wand&lt;br /&gt;
|effects=dmg -2, att -2; item spell (Flame Bolt)&lt;br /&gt;
|description=This sceptre will make it easier for mages to summon and control various kinds of smaller dragons. The sceptre can also be used to hurl bolts of flame in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=75&lt;br /&gt;
|name=Rod of the Phoenix&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=weapon: Wand&lt;br /&gt;
|effects=dmg -2, att -2; item spell (Incinerate)&lt;br /&gt;
|description=The wielder of this wand will be able to Incinerate enemies at will.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=76&lt;br /&gt;
|name=Staff of Elemental Mastery&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=dmg 3, att +2, def +4, len 3; fire resistance (5), cold resistance (5), Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus, fire range, air range, water range, earth range&lt;br /&gt;
|description=A mage who wields this staff will enjoy increased power in all Elemental paths of magic (Fire, Air, Water and Earth), and can cast Elemental rituals at a greater range. The staff also provides partial protection against the two Elements used in its forging.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=77&lt;br /&gt;
|name=Carmine Cleaver&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=weapon: Carmine Cleaver&lt;br /&gt;
|effects=dmg 18, att +4, def +1, len 2, secondary #571; fire resistance (5), fire shield&lt;br /&gt;
|description=A battle axe made of stabilized lavasteel. The wielder is surrounded by a furnace-like heat that burns attackers into cinders. The axe causes horrible burns to anyone hit by its smoldering blade.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=78&lt;br /&gt;
|name=Evening Star&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Evening Star&lt;br /&gt;
|effects=dmg 10, att +6, def -2, len 1, always secondary #305&lt;br /&gt;
|description=This morningstar is enchanted with the fires of the Evening Star. It will unleash flames upon those hit and drain their strength. Magic resistance does not protect the targets from the weakness. All morningstars have an increased attack value against targets with shields.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=79&lt;br /&gt;
|name=Demon Whip&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Demon Whip&lt;br /&gt;
|effects=dmg 2, att +4, len 4, always secondary #237&lt;br /&gt;
|description=When this burning whip cracks at the enemy, severe heat is unleashed and everyone nearby will get trapped in bonds of fire. The bonds can be evaded if you are quick enough, but once trapped you cannot escape without taking damage from the fiery shackles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=80&lt;br /&gt;
|name=Staff of Storms&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=weapon: Staff of Storms&lt;br /&gt;
|effects=dmg 3, att +2, def +4, len 3; item spell (Lightning Bolt), start battle spell (Storm)&lt;br /&gt;
|description=The owner of this potent item is always accompanied by heavy rainstorms and thunder. In battle, the staff can project lightning bolts upon enemies and in melee combat the staff strikes enemies with lightning. The staff can also be used to greatly increase the effectiveness of the Corpse Man Construction spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=81&lt;br /&gt;
|name=Star of Thraldom&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Star of Thraldom&lt;br /&gt;
|effects=dmg 10, att +6, def -2, len 1, always secondary #219&lt;br /&gt;
|description=Those close to where this morningstar strikes may find themselves magically shackled. The shackles are illusions that can be resisted. All morningstars have an increased attack value against targets with shields.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=82&lt;br /&gt;
|name=Staff of Elemental Mastery&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A4&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=dmg 3, att +2, def +4, len 3; shock resistance (5), stoneskin, Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus, fire range, air range, water range, earth range&lt;br /&gt;
|description=A mage who wields this staff will enjoy increased power in all Elemental paths of magic (Fire, Air, Water and Earth), and can cast Elemental rituals at a greater range. The staff also provides partial protection against the two Elements used in its forging.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=83&lt;br /&gt;
|name=Demon Bane&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Demon Bane&lt;br /&gt;
|effects=dmg 15, att +5, def +2, len 2; fire resistance (15)&lt;br /&gt;
|description=Created to slay demons, this sword protects its wielder from fire and delivers severe damage to its target.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=84&lt;br /&gt;
|name=Wave Breaker&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=weapon: Wave Breaker&lt;br /&gt;
|effects=dmg 10, att +3, def +3, len 3, attacks 3; water breathing, start battle spell (Friendly Currents)&lt;br /&gt;
|description=The wielder of this trident will be able to command the currents of the sea to help him and his friends. When used during battle, the Wave Breaker strikes with incredible speed. The trident gives the wielder the ability to breathe underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=85&lt;br /&gt;
|name=Rime Hammer&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=weapon: Rime Hammer&lt;br /&gt;
|effects=dmg 21, att +5, def +1, len 3; cold resistance (10)&lt;br /&gt;
|description=This huge maul is enchanted with water to make it strike hard and with air to make it light to swing. When the hammer is swung it hits with a tremendous force, making the elements of water and air interact in a violent way. This violent interacting will result in a freezing cold mist that will cover the vicinity for a while.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=86&lt;br /&gt;
|name=Gate Cleaver&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=weapon: Gate Cleaver&lt;br /&gt;
|effects=dmg 29, att -1, def -1, len 2; siege bonus (100)&lt;br /&gt;
|description=This enormous axe can chop through anything, be it flesh, stone or steel. The axe is somewhat cumbersome to use in combat, but it works wonders when used against enemy castle gates. A besieging commander who has this axe will be able to breach the castle walls with ease.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=87&lt;br /&gt;
|name=Moon Blade&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Moon Blade&lt;br /&gt;
|effects=dmg 13, att +4, def +5, len 2&lt;br /&gt;
|description=A blade tempered in stellar light, it causes additional damage to magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=88&lt;br /&gt;
|name=Shadow Brand&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=weapon: Shadow Brand&lt;br /&gt;
|effects=dmg 12, att +4, def +1, len 1, always secondary #396&lt;br /&gt;
|description=As soon as this sword is drawn, the blade will burst into flames of darkness and anyone nearby where it strikes will be burned by the shriveling fire. Earth magic has been used to sharpen the edges of this sword so that it can cut straight through any armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=89&lt;br /&gt;
|name=Standard of the Damned&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D4&lt;br /&gt;
|gear=weapon: Standard&lt;br /&gt;
|effects=dmg 1, att -2, def -3, len 4; fear (5), item spell (Drain Life)&lt;br /&gt;
|description=This standard drains life energy from enemies and adds it to the owner of the standard. The standard also causes fear in all nearby enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=90&lt;br /&gt;
|name=Banner of the Northern Star&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S4&lt;br /&gt;
|gear=weapon: Standard&lt;br /&gt;
|effects=dmg 1, att -2, def -3, len 4; magic resistance (-2), start battle spell (Light of the Northern Star)&lt;br /&gt;
|description=This banner calls down light from the Northern Star, making all Astral mages on the battlefield more powerful. The banner&#039;s wielder will have his protection against magic decreased due to the Astral power rushing through him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=91&lt;br /&gt;
|name=Axe of Hate&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Axe of Hate&lt;br /&gt;
|effects=dmg 13, att +4, len 1, secondary #413; poison resistance (-15)&lt;br /&gt;
|description=Enchanting this axe takes a long period of time, during which it is used to slowly chop down the tree from which it was made. This yields an axe enchanted by Nature that has a natural hatred for living beings. Any living being struck by the axe will have some of his energy drained from him and risks getting a deadly disease. The person wielding this axe will suffer the minor side effect of being very susceptible to poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=92&lt;br /&gt;
|name=Treelord&#039;s Staff&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N5&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=dmg 3, att +2, def +4, len 3; forest survival, Nature magic bonus (2), nature range, ivy lord (2)&lt;br /&gt;
|description=A staff carved from the trunk of a dying Treelord, it is alive and covered with bark and leaves sprouting along its entire length. The power of the dying Treelord will mightily increase the owner&#039;s skills in Nature magic. When traveling in forests, the trees will make way for the power of this staff as best they can, making traveling as easy as on a road. The staff is also of great help when awakening vine creatures in the forest and will increase the effectiveness of the Awaken Vine Men and Awaken Vine Ogre spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=93&lt;br /&gt;
|name=Singing Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=weapon: Singing Sword&lt;br /&gt;
|effects=dmg 9, att +2, def +3, len 1; auto combat spell (Entrancement)&lt;br /&gt;
|description=This strange weapon will start to sing its otherworldly songs as soon as any enemies come near. Unless they manage to resist it, the enemies will become bewildered by the strangely beautiful song and become unable to act for a short while.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=94&lt;br /&gt;
|name=Blood Thorn&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=weapon: Blood Thorn&lt;br /&gt;
|effects=dmg 4, att +2; Blood magic bonus&lt;br /&gt;
|description=A blade demon-forged into the shape of the athame of high sacrifice. It drains the life of those it strikes and adds that to its wielder&#039;s life force. The dagger also increases the Blood magic skill of the wielder if it is used by a Blood mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=95&lt;br /&gt;
|name=Hell Sword&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=weapon: Hell Sword&lt;br /&gt;
|effects=dmg 14, att +5, def +1, len 2; fire resistance (10), berserk (3)&lt;br /&gt;
|description=A sword infused with the power of blood sacrifice, it will drain the life force of anyone struck by its blade and give that life force to its wielder. The sword also grants its wielder partial protection from fire and the ability to go berserk.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=96&lt;br /&gt;
|name=Master&#039;s Athame&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=weapon: Master&#039;s Athame&lt;br /&gt;
|effects=dmg 5&lt;br /&gt;
|description=A demon-forged blade, created with the purpose of harnessing the magic provided by lesser beings.  The wielder of this blade will be able to command the magic provided by sabbath slaves and use it to power his own magic in battles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=97&lt;br /&gt;
|name=O&#039;al Kan&#039;s Sceptre&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=weapon: O&#039;al Kan&#039;s Sceptre&lt;br /&gt;
|effects=len 1, always secondary #411; cold resistance (10), leadership (100), fire range (2), item spell (Flare)&lt;br /&gt;
|description=This sceptre was created long ago for a powerful Abysian warlord.  The sceptre makes it possible to command more men and hurl huge balls of flame at the enemy. It grants partial protection from cold and, if used in melee, will inflict fatigue on anyone close to where it strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=98&lt;br /&gt;
|name=Unquenched Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=weapon: Unquenched Sword&lt;br /&gt;
|effects=dmg 22, att +4, def +1, len 1, always secondary #525; berserk, start battle spell (Heat from Hell)&lt;br /&gt;
|description=This blade is made of solid Fire tempered in an Elemental brazier. The flames that lick the ever-burning edge are incredibly hot and will cut through armor and flesh with equal ease. The heat of the blade will cause the temperature to rise on the entire battlefield and everyone to suffer from severe fatigue unless protected. This sword should be wielded only by those protected from fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=99&lt;br /&gt;
|name=Ember&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=weapon: Ember&lt;br /&gt;
|effects=dmg 15, att +5, def +4, len 1, always secondary #192; fire resistance (10), cold resistance (10)&lt;br /&gt;
|description=Ember is the sword that is cold and hot at the same time. Where Ember strikes, fire and frost will strike as well, killing the victim and anyone foolish enough to stand too close. The wielder of this sword is granted resistance to both heat and cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=100&lt;br /&gt;
|name=Sword of Justice&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=weapon: Sword of Justice&lt;br /&gt;
|effects=dmg 15, att +3, def +4, len 2, always secondary #405; fire resistance (15), Holy magic bonus, item spell (Prison of Fire)&lt;br /&gt;
|description=This sword will increase the priestly authority of any priest who wields it. When used in combat, it will burst into flames and can be used to imprison enemies in fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=101&lt;br /&gt;
|name=Tempest&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=weapon: Tempest&lt;br /&gt;
|effects=dmg 15, att +5, def +6, len 2, always secondary #114; shock resistance (15), item spell (Thunder Strike), start battle spell (Storm)&lt;br /&gt;
|description=A blade forged during a thunderstorm and tempered by lightning, this sword crackles and hisses, striking enemies with lightning. The wielder of the sword is resistant to lightning and may send Thunder Strikes against his enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=102&lt;br /&gt;
|name=Winter Bringer&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=weapon: Winter Bringer&lt;br /&gt;
|effects=dmg 2; cold resistance (15), item spell (Falling Frost)&lt;br /&gt;
|description=The wielder of this wand can shower frost and ice among the enemy ranks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=103&lt;br /&gt;
|name=Trident from Beyond&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=weapon: Trident from Beyond&lt;br /&gt;
|effects=dmg 13, att +2, def +3, len 3, secondary #194; Water magic bonus&lt;br /&gt;
|description=Anyone struck by this trident will risk having his soul torn to pieces, so even the smallest scratch from this weapon can be deadly. Mindless units are immune to its soul-shredding effect.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=104&lt;br /&gt;
|name=Dawn Fang&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=weapon: Dawn Fang&lt;br /&gt;
|effects=dmg 10, att +3, def +3, len 2; wound fend, magic resistance, awe&lt;br /&gt;
|description=At the dawn of time a great Enkidu hero crafted a set of magical weapons under the tutelage of the Sun. Now known only as the Dawn Warrior, he forged the First Kingdom. His items were crafted from bronze and set with lapis lazuli, the stone of the sky and the kings of old. Under the rays of the sun, the items grant their wearer the prowess and splendor of the Sun himself. The items also grant their wearer resistance against wounds and and protection from magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=105&lt;br /&gt;
|name=The Summit&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=weapon: The Summit&lt;br /&gt;
|effects=dmg 28, att +12, def +6, len 1&lt;br /&gt;
|description=This beautiful axe was once used by a great Dwarf Lord. The pure quality of this weapon has never been surpassed. In fact the axe is of such quality that there are no known means to withstand the damage caused by this weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=106&lt;br /&gt;
|name=The Stone Sword&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=weapon: Stone Sword&lt;br /&gt;
|effects=dmg 10, att +4, def +7, len 2, always secondary #104; magic resistance (4)&lt;br /&gt;
|description=This mighty sword will strike everyone in its vicinity with petrification, including the wielder. Only those highly resistant to magic will survive.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=107&lt;br /&gt;
|name=Mage Bane&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E6&lt;br /&gt;
|gear=weapon: Mage Bane&lt;br /&gt;
|effects=dmg 10, att +5, def +6, len 1, secondary #88; magic resistance (5), taint (10)&lt;br /&gt;
|description=As the name implies, this sword was designed to destroy mages. The sword gives increased magic resistance to its wielder and anyone hit by the blade will be struck unconscious. This power of the Mage Bane cannot be stopped by any magic resistance. Magic beings struck by the weapon may be destroyed as the magical energies that animate them are dissolved.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=108&lt;br /&gt;
|name=Hammer of the Forge Lord&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=weapon: Hammer of the Forge Lord&lt;br /&gt;
|effects=dmg 20, att +1, len 2, always secondary #171; fixed forge bonus (4)&lt;br /&gt;
|description=A very sturdy sledgehammer made of the blackest dwarven iron, this hammer was made by an ancient Vanheim dwarf to help him in battle and in his craft. It is enchanted with the magic of Fire and Earth. When it strikes, it unleashes tremendous heat, and, when swung in the forge, it will ease the burden on the smith and facilitate his work.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=109&lt;br /&gt;
|name=The Tartarian Chains&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=weapon: Tartarian Chains&lt;br /&gt;
|effects=dmg 5, att +3, def -2, len 2, attacks 2, always secondary #189&lt;br /&gt;
|description=The ancient god who once wore these chains is unknown, but the purpose of the chains is not. They once held a fallen god captive in the Underworld, but he apparently broke free, since the chains now exist in the world of men. Some of the power of their captive is still retained in the black iron of their coils. When swung, the chains hit with tremendous force, but their primary power is that anyone surviving the force of the blow runs the risk of having his soul enslaved to the wielder of the chains. The chains have a downside, though. Anyone who wields these chains will soon find himself attacked by guards from the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=110&lt;br /&gt;
|name=The Sword of Many Colors&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G4&lt;br /&gt;
|gear=weapon: Sword of Many Colors&lt;br /&gt;
|effects=dmg 17, att +3, def +5, len 2, always secondary #196; awe (3), Glamour magic bonus, temporary glamour gems (2)&lt;br /&gt;
|description=When this sword is swung in combat, it will explode in a shower of light. Any enemies nearby will be severely injured unless they have very high magic resistance. A mage who carries the sword will have his Glamour power increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=111&lt;br /&gt;
|name=Twin Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Twin Spear&lt;br /&gt;
|effects=dmg 10, att +2, def +2, len 3; luck, leadership (100), item spell (Call Lesser Horror)&lt;br /&gt;
|description=This is one of two spears made for the sons of a king in ancient times. The spears give the wielder increased leadership and luck in battle. One spear was given power over Death and the other was given power over the Void. The first one reanimates those killed by its deadly point. The second spear allows the wielder to call Lesser Horrors in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=112&lt;br /&gt;
|name=Twin Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Twin Spear&lt;br /&gt;
|effects=dmg 10, att +2, def +2, len 3; luck, leadership (100)&lt;br /&gt;
|description=This is one of two spears made for the sons of a king in ancient times. The spears give the wielder increased leadership and luck in battle. One spear was given power over Death and the other was given power over the Void. The first one reanimates those killed by its deadly point. The second spear allows the wielder to call Lesser Horrors in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=113&lt;br /&gt;
|name=The Oath Rod of Kurgi&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=weapon: Oath Rod&lt;br /&gt;
|effects=dmg 5, att +3, def +5, len 3, secondary #156; Astral magic bonus, Blood magic bonus, fire range, air range, water range, earth range, astral range, death range, nature range, glamour range, blood range, item spell (Horror Mark)&lt;br /&gt;
|description=This black staff is carved out of ancient wood and inscribed with the Oath of Kurgi, Slave to Unreason. Hidden among the other runes on the staff are skulls that endlessly shout out their mad anguish and blather oaths to Unreason. Those struck by the rod will lose their minds. The wielder can point the staff at living beings to mark them as Kurgi&#039;s to take.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=114&lt;br /&gt;
|name=The Sword of Aurgelmer&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G6&lt;br /&gt;
|gear=weapon: Sword of Aurgelmer&lt;br /&gt;
|effects=dmg 13, att +2, def +2, len 1, secondary #694; morale (4), luck, curse, start battle spell (Dreamwild Legion)&lt;br /&gt;
|description=This sword was made for a Jotun hero by Skuld, the Norna of Future Fates.  It gives its wielder&#039;s companions luck in battle but curses anyone who touches it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=115&lt;br /&gt;
|name=Rod of Death&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D3&lt;br /&gt;
|gear=weapon: Rod of Death&lt;br /&gt;
|effects=dmg 10, att +3, len 1; undead leadership (100), item spell (Control the Dead)&lt;br /&gt;
|description=This scepter was stolen from the Lord of the Underworld by a powerful necromancer and given to his mortal general. The rod grants the wielder the ability to take control of the walking dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=116&lt;br /&gt;
|name=The Flailing Hands&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=weapon: Flailing Hands&lt;br /&gt;
|effects=dmg 10, att +4, def -1, len 2, attacks 2, always secondary #159; magic resistance, spell penetration, Death magic bonus&lt;br /&gt;
|description=This flail is made of human bones bound with iron. Instead of spiked balls, its chains are tipped with mummified hands enchanted with the magic of Death. When the flail is swung, the chill touch of the hands will cause extreme discomfort to anyone hit. The hands will also aid during spell casting by making helpful gestures at crucial moments.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=117&lt;br /&gt;
|name=The Sickle whose Crop is Pain&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D6&lt;br /&gt;
|gear=weapon: Pain Sickle&lt;br /&gt;
|effects=dmg 5, att +4, def +4, len 1, secondary #64&lt;br /&gt;
|description=A sickle made from beaten bronze with runes inscribed along its edges and a blood-groove running down the center of the blade, this tool is not used to cut rye or wheat.  Instead, its harvest is of a far more sinister nature. When used in battle, the magic in the blade awakens and the sickle will harvest the pain of all those killed. Anyone surviving a hit from the sickle will start to decay and will die within minutes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=118&lt;br /&gt;
|name=Sceptre of Dark Regency&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D6&lt;br /&gt;
|gear=weapon: Sceptre of Dark Regency&lt;br /&gt;
|effects=att +1, len 1, secondary #385; Death magic bonus (2), death range (2)&lt;br /&gt;
|description=A sceptre of silver and steel, set with tourmalines and enchanted with black magic, this sceptre was crafted by Shantanok, the ruler of the Black Coven, in the forges of the Obsidian Citadel. A trained necromancer wielding this sceptre will be able to bend the power of Death magic to his will. But it comes with a cost because, while wielding the sceptre, the necromancer will age at an accelerated rate.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=119&lt;br /&gt;
|name=Sword of Injustice&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D4&lt;br /&gt;
|gear=weapon: Sword of Injustice&lt;br /&gt;
|effects=dmg 6, att +3, def +2, len 1, always secondary #774; Holy magic bonus, start battle spell (Protection of the Sepulchre)&lt;br /&gt;
|description=A simple sword of ordinary appearance, this blade was once not unlike other swords. After it was worn and wielded by the Grand Censor of Ermor who used it to mete out his depraved justice, it acquired considerable power from the innumerable innocents that died on its blade. The residue of these injustices residing in the blade was enhanced during the cataclysmic fall of Ermor, when it absorbed considerable amounts of unholy energy. The sword will now increase the holy might of its wielder and will strike anyone it hits with the rot of Hell. It also enables the owner to protect his undead minions from banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=120&lt;br /&gt;
|name=Woundflame&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D4&lt;br /&gt;
|gear=weapon: Woundflame&lt;br /&gt;
|effects=dmg 8, att +4, def +5, len 1, secondary #98; disease&lt;br /&gt;
|description=This short sword of black steel was quenched in the blood of lepers and the tears of plague victims during its creation. Any wounds inflicted by this blade will become grievously infected and fester at a supernatural rate. Furthermore, the bearer of the sword will become an infected carrier of an extremely virulent disease to which he and anyone nearby will likely succumb, unless undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=121&lt;br /&gt;
|name=Sun Slayer&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D6&lt;br /&gt;
|gear=weapon: Sun Slayer&lt;br /&gt;
|effects=dmg 13, att +5, def +6, len 2, always secondary #73; fear (5), Death magic bonus, item spell (Drain Life), start battle spell (Darkness)&lt;br /&gt;
|description=This gruesome blade was designed by Vestur of the Black Coven. The dark powers of the sword consumed its maker when he first used it in battle. The sword&#039;s powers were tamed when Vestur returned from beyond the grave. The black blade is covered with runes of death and destruction, and was tempered in the essence of dying souls. Only the undead are safe from the destructive powers of the sword.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=122&lt;br /&gt;
|name=Picus&#039;s Axe of Rulership&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=weapon: Picus&#039;s Axe of Rulership&lt;br /&gt;
|effects=dmg 12, att +5, def -2, len 1, always secondary #335&lt;br /&gt;
|description=Picus and Procas were two brothers who ruled a kingdom together. They were both wise mages: Picus was a specialist in Blood magic and Procas in Death magic. In order to strengthen their hold on the kingdom, they decided to forge a set of magic weapons together. Picus&#039;s axe was made to strengthen and protect the brothers and Procas&#039;s axe was made to put fear in both their enemies and the population.&lt;br /&gt;
&lt;br /&gt;
Whenever a citizen was to be punished, one of the brothers would chop off one of the citizen&#039;s arms and soon the axes became known as the Axes of Evil. The magic of the axes only manifested when the axes were wielded by both brothers simultaneously. Picus and Procas later died trying to defend their kingdom against a barbarian horde. The barbarian chief then managed to unleash the power of the axes by using one in each hand.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=123&lt;br /&gt;
|name=The Sharpest Tooth&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=weapon: The Sharpest Tooth&lt;br /&gt;
|effects=dmg 3, att +2, secondary #337; poison resistance (25)&lt;br /&gt;
|description=This is the sharpest tooth from the most venomous Wyrm ever known to have lived. It is now empowered with two sets of runes. The first amplifies the potency of the tooth&#039;s venom and enhances the poison resistance of its wielder. The second rune will grant the wielder extreme patience and enhanced awareness of his surroundings, which can make an assassin extremely efficient. There is no handle as such, but the base of the tooth is wrapped in angel skin to nullify the otherwise baneful effect on the wielder. It is so venomous that it will affect even poison-immune creatures.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=124&lt;br /&gt;
|name=Sceptre of Corruption&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B4&lt;br /&gt;
|gear=weapon: Sceptre of Corruption&lt;br /&gt;
|effects=dmg 1, att +2, len 1, always secondary #64; cursed, taint (10), leadership (100), item spell (Bane Fire)&lt;br /&gt;
|description=This unholy sceptre was the sign of office of the Great Sarlah. It allowed him to rule the living as well as his usual servants. Apart from its powers of domination, it allows its wielder to project unholy Bane Fire upon those who dissatisfy him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=125&lt;br /&gt;
|name=Procas&#039;s Axe of Rulership&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=weapon: Procas&#039;s Axe of Rulership&lt;br /&gt;
|effects=dmg 14, att +3, def -2, len 1, always secondary #335&lt;br /&gt;
|description=Picus and Procas were two brothers who ruled a kingdom together. They were both wise mages: Picus was a specialist in Blood magic and Procas in Death magic. In order to strengthen their hold on the kingdom, they decided to forge a set of magic weapons together. Picus&#039;s axe was made to strengthen and protect the brothers and Procas&#039;s axe was made to put fear in both their enemies and the population.&lt;br /&gt;
&lt;br /&gt;
Whenever a citizen was to be punished, one of the brothers would chop off one of the citizen&#039;s arms and soon the axes became known as the Axes of Evil. The magic of the axes only manifested when the axes were wielded by both brothers simultaneously. Picus and Procas later died trying to defend their kingdom against a barbarian horde. The barbarian chief then managed to unleash the power of the axes by using one in each hand.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=126&lt;br /&gt;
|name=Harvest Blade&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=weapon: Harvest Blade&lt;br /&gt;
|effects=dmg 16, att +10, def -5, always secondary #125; morale (2), cursed, fear (5), berserk (2), berserker&lt;br /&gt;
|description=A large and robust scythe with a rusty blade, it is always accompanied by an overpowering smell of blood. When this blade is wielded, the smell of blood becomes ever stronger and its wielder is filled with the rapturous joy of slaughter. Wading into the enemy ranks, the wielder swings the hungry blade in wide arcs, cutting off the calves of his horrified enemies, who are felled like rye at harvest.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=127&lt;br /&gt;
|name=Dimensional Rod&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=weapon: Dimensional Rod&lt;br /&gt;
|effects=att +1, def +1, len 1, always secondary #442; quickness, cursed, taint (20), Astral magic bonus, astral range&lt;br /&gt;
|description=This rod has a close connection to time and space. The wielder of the rod will be able to move very quickly and strike people in order to shift them out of this world. The rod is very addictive and a sure way to insanity.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=128&lt;br /&gt;
|name=Infernal Sword&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=weapon: Infernal Sword&lt;br /&gt;
|effects=dmg 14, att +4, def +4, len 2, secondary #441; fire resistance (5)&lt;br /&gt;
|description=This sword was first forged by Igarak the Arch Devil and given to a devoted servant in the world of the living. Anyone struck by the sword will be banished from the world and sent to the Inferno. Getting back from there is not easy, but stories have been told of great heroes who were banished to the Inferno and made their way back alive.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=129&lt;br /&gt;
|name=The Staff from the Sun&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S5&lt;br /&gt;
|gear=weapon: The Staff from the Sun&lt;br /&gt;
|effects=dmg 4, att +3, def +3, len 3, always secondary #541; fire resistance (15), Fire magic bonus, fire range (2), temporary fire gems&lt;br /&gt;
|description=A mighty astrologer who studied the Sun discovered that a branch of some kind was stuck on the underside of the Sun. After researching a spell to loosen the branch, he traveled to directly below the Sun. He performed the ritual to loosen the branch, and this magic staff was what fell into the desert, right where the astrologer was.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=130&lt;br /&gt;
|name=Star of Darkness&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Star of Darkness&lt;br /&gt;
|effects=dmg 10, att +2, def +1, len 1, secondary #788&lt;br /&gt;
|description=This morningstar is enchanted with the magic of death and anyone wounded by it will have their vitality sucked out from them.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=131&lt;br /&gt;
|name=Shaman&#039;s Staff&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=dmg 3, att +2, def +4, len 3; reinvigoration, spell penetration, nature range&lt;br /&gt;
|description=Even though this staff is useful for all mages, it is especially useful for those who can manipulate the powers of nature.  A nature mage wielding this staff will be able to cast his nature spells at a greater range than what would otherwise be possible.  In addition to this the staff will also help all mages deal with fatigue and overcome the magic resistance of enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=132&lt;br /&gt;
|name=Black Halberd&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Black Halberd&lt;br /&gt;
|effects=dmg 12, att +1, def +2, len 3, always secondary #509; nation restriction (60), nation restriction (101)&lt;br /&gt;
|description=The Black Halberd is made of high quality blacksteel and inscribed with the most sacred words. When the halberd is swung enemies of the faith are struck by exhaustion as the divine powers clash.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=133&lt;br /&gt;
|name=God-Slayer Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: God-Slayer Spear&lt;br /&gt;
|effects=dmg 6, att +2, len 3, always secondary #509; nation restriction (6), nation restriction (51)&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=134&lt;br /&gt;
|name=Anemone Mace&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Anemone Mace&lt;br /&gt;
|effects=dmg -2, att +4, def +1, len 1, always secondary #654; nation restriction (44), nation restriction (89), nation restriction (127)&lt;br /&gt;
|description=This horrid living weapon is grown in the lightless chasms of the deep seas. It consists of a fleshy stalk, serving as a haft, ending in a living anemonelike creature with swaying tendrils that searchingly probe the air. Any victim struck by the mace will be stung, stunned, seared, and disgusted as the tendrils lash out, seeking the warmth of exposed flesh.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=135&lt;br /&gt;
|name=Mercybrand&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=weapon: Mercybrand&lt;br /&gt;
|effects=dmg 7, att +1, def +1, len 1, secondary #662; fear (5), patrol bonus (10), inquisitor, nation restriction (61)&lt;br /&gt;
|description=A branding iron, ever hot and glowing red, forged in the House of Just Fires. The brand bears with it the terrible authority of the inquisition, and anyone whose flesh it marks will experience the excruciating pain of absolute truth. The dread that this implement inspires make it a useful tool when rooting out heretics, and when brandished in battle it will fill those who see it with great fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=136&lt;br /&gt;
|name=Cockerel Scepter&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=weapon: Cockerel Sceptre&lt;br /&gt;
|effects=dmg 6, att +2, def +1, len 1, always secondary #660; item spell (Holy Pyre), nation restriction (61)&lt;br /&gt;
|description=A short scepter whose head bears the likeness of the head a cockerel, wrought in gold and orichalcum. The cockerel scepter, bearing the semblance of the herald of dawn, has great powers against the forces of night. Anyone struck by the weapon runs the risk of being permanently blinded by the scepter, and undead struck will suffer tremendous damage. The scepter also enables its wielder to call upon the holy flames of the House of Just Fires.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=137&lt;br /&gt;
|name=Jellyberd&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Jellyberd&lt;br /&gt;
|effects=att +2, def +3, len 3, always secondary #657; protection (20), nation restriction (89), nation restriction (127)&lt;br /&gt;
|description=A grotesque polearm in the shape of a runed iron shaft ending in a pulsing reddish jellyfish, trailing stinging tendrils. Those who have seen it wielded by the Illithids have dubbed it the jellyberd. When swung the tendrils will flail about and will not just hit the primary target, but will strike anyone standing close to the target too, paralyzing and poisoning those struck. The jellyfish also protects its wielder with an astral force.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=138&lt;br /&gt;
|name=Sword of the Five Elements&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Sword of the Five Elements&lt;br /&gt;
|effects=dmg 8, att +3, def +4, len 1; reinvigoration (2), nation restriction (22), nation restriction (69), nation restriction (109), item cost modifier (-60), item cost modifier (-60)&lt;br /&gt;
|description=The weapon smiths of T&#039;ien Ch&#039;i have mastered the means to balance the elements into a single perfect blade. The weapon is usually given to kings and princes, but sometimes an accomplished swordmaster is granted one of the perfect blades. The Sword of Five Elements is remarkably well balanced and reinvigorates its wielder.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=139&lt;br /&gt;
|name=Spear of the Morrigan&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Spear of the Morrigan&lt;br /&gt;
|effects=dmg 6, att +3, def +2, len 3, secondary #64; nation restriction (10)&lt;br /&gt;
|description=The Morrigans are heralds of death, collectors of souls and bringers of strife. A Morrigan&#039;s spear will drain the lifeforce from anyone wounded by it, and any target that survives the immediate hit will suffer from decay and age unnaturally.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=140&lt;br /&gt;
|name=Vajra&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=weapon: Vajra&lt;br /&gt;
|effects=dmg 5, att +2; shock resistance (10), item spell (Lightning Bolt), nation restriction (20), nation restriction (68)&lt;br /&gt;
|description=The vajra, the diamond thunderbolt, is the weapon of the gods. Forged in the likeness of the celestial god-weapon by the sages of the monkey people, a vajra can project lightning upon the enemies of its wielder. It also protects its wielder from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=141&lt;br /&gt;
|name=Flail of Misfortune&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=weapon: Flail of Misfortune&lt;br /&gt;
|effects=dmg 13, att +6, def +1, len 2, attacks 2, always secondary #366; spell penetration (2)&lt;br /&gt;
|description=This is the Flail of Belial, Lord of Corruption.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=142&lt;br /&gt;
|name=Sling of Accuracy&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Sling of Accuracy&lt;br /&gt;
|effects=dmg 12, att +5, ammo 15&lt;br /&gt;
|description=Most slings are difficult to aim, but this one has been enchanted with Air magic to make it shoot further and much more accurately.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=143&lt;br /&gt;
|name=Just Man&#039;s Cross&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Just Man&#039;s Cross&lt;br /&gt;
|effects=dmg 12, att +4, attacks -2, ammo 12&lt;br /&gt;
|description=This crossbow is enchanted with pure fire for the purpose of destroying undead beings. An undead creature hit by a bolt from this crossbow will most likely be burned to ashes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=144&lt;br /&gt;
|name=Trueshot Longbow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Trueshot Longbow&lt;br /&gt;
|effects=dmg 12, att +30, ammo 12&lt;br /&gt;
|description=Arrows fired from this bow will find their intended target, regardless of distance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=145&lt;br /&gt;
|name=The Pebble Pouch&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Boulder&lt;br /&gt;
|effects=dmg 8, ammo 15; strength required (20)&lt;br /&gt;
|description=A rather nondescript pouch made of cured Jotun skin. The pebble pouch&#039;s powers will be revealed when the user withdraws one of the pebbles lying inside the pouch. When the pebble is withdrawn it will grow into a large boulder, ready to be thrown. This item can only be used by those of giant size and strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=146&lt;br /&gt;
|name=Piercer&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Piercer&lt;br /&gt;
|effects=dmg 12, att +10, attacks -2, ammo 12&lt;br /&gt;
|description=Bolts fired from this crossbow are extremely sharp and will go straight through any shields or armor in their path. The Piercer can also be used underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=147&lt;br /&gt;
|name=Black Bow of Botulf&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Black Bow&lt;br /&gt;
|effects=dmg 12, att +5, ammo 12, secondary #156&lt;br /&gt;
|description=Crafted from unknown materials, anyone hurt by an arrow from this black bow will become feebleminded for the rest of its life.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=148&lt;br /&gt;
|name=Mirage Bola&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Mirage Bola&lt;br /&gt;
|effects=att +2, ammo 50, always secondary #810&lt;br /&gt;
|description=This weapon is composed of three globes shining with a faint light, all connected to each other with a thin red cord. When thrown against an enemy, it will wrap itself around the target, immobilizing him. The bola will reform itself in its user&#039;s hands after being thrown and only imaginary threads will remain tying up the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=149&lt;br /&gt;
|name=Fire Bola&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Fire Bola&lt;br /&gt;
|effects=dmg 2, att +2, ammo 50, always secondary #302&lt;br /&gt;
|description=This weapon is composed of three glowing metal lumps tied together with a cord of fire. When thrown against an enemy, it will wrap itself around the target, burning and immobilizing him. The bola will reform itself in its user&#039;s hands after being thrown.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=150&lt;br /&gt;
|name=Thunder Bow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=weapon: Lightning&lt;br /&gt;
|effects=att +3, ammo 1005, always secondary #704&lt;br /&gt;
|description=When the string of the Thunder Bow is drawn, a lightning bolt will appear where the arrow should have been, ready to be fired at the archer&#039;s enemies. The further the string is drawn, the more powerful the lightning bolt will be. The Thunder Bow can be a very formidable weapon in the hands of a man with strong arms and a good eye.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=151&lt;br /&gt;
|name=Golden Arbalest&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Golden Arbalest&lt;br /&gt;
|effects=dmg 15, att +10, attacks 2, ammo 12&lt;br /&gt;
|description=An arbalest of remarkable craftsmanship, it has an ingenious loading mechanism enchanted to automatically load and fire at incredible speed. The Golden Arbalest is able to fire and reload several times faster than a normal arbalest. Further enchantments are applied to increase the strength of the bow and the accuracy of the bolts.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=152&lt;br /&gt;
|name=Vision&#039;s Foe&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Vision&#039;s Foe&lt;br /&gt;
|effects=dmg 13, att +10, attacks -3, ammo 10, always secondary #333&lt;br /&gt;
|description=This arbalest is made of yew and steel and inscribed with intricate patterns and twisting runes. Any arrows fired from the Vision&#039;s Foe will always pierce the eye of the target, bypassing any armor and impairing vision.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=153&lt;br /&gt;
|name=Vine Bow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Vine Bow&lt;br /&gt;
|effects=dmg 5, ammo 12, always secondary #137&lt;br /&gt;
|description=This magic bow will fire living vines at the target. The vine arrows are neither very accurate nor effective, but they will stop even the largest of monsters for at least a short while.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=154&lt;br /&gt;
|name=Sling of Crystal Shards&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Sling of Crystal Shards&lt;br /&gt;
|effects=dmg 6, att -1, attacks 6, ammo 12, secondary #815&lt;br /&gt;
|description=This magic sling throws a large number of crystal shards towards the enemy. Anyone wounded by a shard will be affected by the magic inside the crystal. The stored magic will harness the fear generated from being wounded and use it to create an illusion that will start to fight the enemies. Mindless units are immune to the effects of this sling.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=155&lt;br /&gt;
|name=Bow of War&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Bow of War&lt;br /&gt;
|effects=dmg 8, attacks 13, ammo 7&lt;br /&gt;
|description=Arrows fired from this bow will split into thirteen lethal arrows.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=156&lt;br /&gt;
|name=Ethereal Crossbow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Ethereal Crossbow&lt;br /&gt;
|effects=dmg 999, att +5, attacks -2, ammo 12&lt;br /&gt;
|description=The hazy quarrels of this crossbow pierce all armor and slay the soul of anyone hit. This missile weapon can also be used underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=157&lt;br /&gt;
|name=Ivory Bow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D3&lt;br /&gt;
|gear=weapon: Ivory Bow&lt;br /&gt;
|effects=dmg 12, att +2, attacks 3, ammo 12, secondary #64; undead leadership (15)&lt;br /&gt;
|description=This horrible bow is made from the Ivory of the Underworld, human bones. It is strangely shaped and would not work, were it not enchanted with Air magic. The bow fires volleys of deadly arrows burning with the sickly green flames of bane fire. As if this was not enough, the arrows will trap the souls of those killed, coercing their bodies to continue fighting, but for a new master, their slayer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=158&lt;br /&gt;
|name=Banefire Crossbow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Banefire Crossbow&lt;br /&gt;
|effects=dmg 10, att +2, attacks -2, ammo 14, always secondary #435; curse&lt;br /&gt;
|description=This weapon is loaded with bolts from the Realm of Dead. The bolts will explode in a shower of Death magic when they strike. Those affected by it will wither and die within minutes. Anyone who carries this weapon will be cursed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=159&lt;br /&gt;
|name=Bow of the Titans&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A3&lt;br /&gt;
|gear=weapon: Bow of the Titans&lt;br /&gt;
|effects=dmg 22, att +100, attacks -2, ammo 10; air range, item spell (Seeking Arrow), strength required (18)&lt;br /&gt;
|description=It takes a really strong man to use this very large and exquisitely ornate bow. But a strong man can use the bow to perform the most miraculous shots. He will be able to fire arrows at targets in another province, or use it in combat to fire giant arrows with unlimited range and perfect accuracy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=160&lt;br /&gt;
|name=Blacksteel Tower Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Blacksteel Tower Shield&lt;br /&gt;
|effects=prot 23, def +7, enc +2; no mount&lt;br /&gt;
|description=This tower shield is made of a black, ferrous alloy of incredible strength and durability. Tower shields can&#039;t be used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=161&lt;br /&gt;
|name=Blacksteel Kite Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Blacksteel Kite Shield&lt;br /&gt;
|effects=prot 29, def +6, enc +2&lt;br /&gt;
|description=This kite shield is made of a black, ferrous alloy of incredible strength and durability. Kite shields are usually used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=162&lt;br /&gt;
|name=Enchanted Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=armor: Enchanted Shield&lt;br /&gt;
|effects=prot 17, def +6, enc +1&lt;br /&gt;
|description=This round shield is enchanted with Astral magic, making it quicker than all ordinary shields.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=163&lt;br /&gt;
|name=Raw Hide Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Magic Leather Shield&lt;br /&gt;
|effects=prot 13, def +4&lt;br /&gt;
|description=This shield is made from the hides of exceptional bulls. The shield is not as sturdy as a good iron shield, but it is very light and doesn&#039;t encumber its bearer. The Raw Hide Shield is often used by mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=164&lt;br /&gt;
|name=Weightless Tower Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=armor: Weightless Tower Shield&lt;br /&gt;
|effects=prot 16, def +8; no mount&lt;br /&gt;
|description=This tower shield is enchanted with Air magic, making it light and quick. Tower shields can&#039;t be used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=165&lt;br /&gt;
|name=Weightless Kite Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=armor: Weightless Kite Shield&lt;br /&gt;
|effects=prot 21, def +7&lt;br /&gt;
|description=This kite shield is enchanted with Air magic, making it light and quick. Kite shields are usually used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=166&lt;br /&gt;
|name=Lead Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Lead Shield&lt;br /&gt;
|effects=prot 23, def +3, enc +3; magic resistance (4)&lt;br /&gt;
|description=The Lead Shield is very heavy and is enchanted to protect its wielder from hostile magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=167&lt;br /&gt;
|name=Shield of Valor&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Shield of Valor&lt;br /&gt;
|effects=prot 21, def +7, enc +1&lt;br /&gt;
|description=This formidable shield is enchanted with Earth and Air to make it both strong and light. Symbols of power are inscribed on the surface of the shield to protect the bearer from missiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=168&lt;br /&gt;
|name=Lucky Coin&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=armor: Lucky Coin&lt;br /&gt;
|effects=prot 19, def +4; luck&lt;br /&gt;
|description=A buckler of polished silver, it has inscribed on its surface the face of an unknown statesman grinning at some private joke. The figure on the surface of the shield is reputedly the lover of Lady Luck and his face makes the bearer pleasant in the eyes of the Lady.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=169&lt;br /&gt;
|name=Shield of Meteoritic Iron&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=armor: Shield of Meteoritic Iron&lt;br /&gt;
|effects=prot 30, def +3, enc +4; start battle spell (Power of the Spheres), no mount&lt;br /&gt;
|description=This heavy shield is made of sky metal, a material known to focus and enhance arcane powers. The shield is cumbersome, but its enchantments will empower a mage in battle, increasing his power in all magic Paths. Tower shields cannot be used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=170&lt;br /&gt;
|name=Eye Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=armor: Eye Shield&lt;br /&gt;
|effects=prot 16, def +5&lt;br /&gt;
|description=A buckler made to resemble a single round eye, this item is disturbingly lifelike. Anyone who hits the Eye Shield will be punished by the vengeful spirit locked inside the eye of the shield. The spirit will strike at the eyes of the perpetrator.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=171&lt;br /&gt;
|name=Ice Aegis&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=armor: Ice Aegis&lt;br /&gt;
|effects=prot 21, def +7, enc +1; cold resistance (5), ice protection&lt;br /&gt;
|description=This shield is made of enchanted ice and its enchantment will increase in power when it is cold and decrease when it is warm. The shield will also protect it wielder from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=172&lt;br /&gt;
|name=Golden Hoplon&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=armor: Gold Shield&lt;br /&gt;
|effects=prot 23, def +8, enc +1; fire resistance (15)&lt;br /&gt;
|description=A great golden hoplon enchanted to protect its wielder from fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=173&lt;br /&gt;
|name=Charcoal Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Charcoal Shield&lt;br /&gt;
|effects=prot 26, def +4, enc +1; fire resistance (10), fire shield&lt;br /&gt;
|description=A massive, round shield made of beaten bronze and set with ever-glowing coals whose fierce heat can be felt several feet away, this shield was reputedly made by the same god who once constructed the Aegis. Anyone who strikes the surface of the shield will find that the immense heat of the shield will instantly pass through his weapon and into his body, causing extreme pain. The shield partially protects its wielder from fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=174&lt;br /&gt;
|name=Mirror of Long Lost Battles&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=armor: Mirror Shield&lt;br /&gt;
|effects=prot 22, def +6, enc +2; no mount&lt;br /&gt;
|description=This heavy bronze and silver tower shield is enchanted with glamour magic. Hazy images of past battles appear on its polished silver surface. Whenever an enemy is close one of the warriors of the mirror steps through to fight for the wielder.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=175&lt;br /&gt;
|name=Shield of the Accursed&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=armor: Shield of the Accursed&lt;br /&gt;
|effects=prot 21, def +6, enc +1; defence (3)&lt;br /&gt;
|description=This large, round shield is carved with disturbing patterns. The patterns on the shield are locked into the very fabric of reality. Any disturbance to their integrity will risk damaging the Veil that locks out the Horrors, allowing the Horrors to mark the striker for special attention. The patterns on the shield are also painful to look at and will cause opponents to have problems focusing on the shield and its bearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=176&lt;br /&gt;
|name=Vine Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=armor: Vine Shield&lt;br /&gt;
|effects=prot 13, def +5&lt;br /&gt;
|description=This is a buckler made of tightly woven, living vines that writhe and twist like snakes. Anyone in close combat with the bearer will find that the vines on the shield will lash out and try to hold him still.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=177&lt;br /&gt;
|name=Totem Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=armor: Magic Leather Shield&lt;br /&gt;
|effects=prot 13, def +4; curse attacker (5)&lt;br /&gt;
|description=The head painted on this shield will cast curses on anyone striking its bearer. The Totem Shield is often used by evil witch doctors to discourage people from attacking them.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=178&lt;br /&gt;
|name=Shield of Gleaming Gold&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Gold Shield&lt;br /&gt;
|effects=prot 23, def +8, enc +1; awe&lt;br /&gt;
|description=This gilded, octagonal shield shines so brightly that enemies must avert their gaze from its polished surface. Only brave soldiers will ignore the bright aura of the shield and strike its bearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=179&lt;br /&gt;
|name=Scutata Volturnus&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Scutata Volturnus&lt;br /&gt;
|effects=prot 21, def +7, enc +2; shock resistance (5), auto combat spell (Shocking Grasp), no mount&lt;br /&gt;
|description=This formidable tower shield is enchanted with Earth to make it strong.  On its surface is an enchanted symbol that will strike nearby enemies with lightning. The wielder is also partially protected from lightning. Tower shields cannot be used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=180&lt;br /&gt;
|name=Lantern Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=armor: Lantern Shield&lt;br /&gt;
|effects=prot 23, def +5, enc +1; magic leadership, fear (5)&lt;br /&gt;
|description=This metal shield is set with turquoise stones that burn with otherworldly light. The enchanted stones will release imprisoned Corpse Candles in battle. The eerie lights and sounds of the stones will frighten cowardly enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=181&lt;br /&gt;
|name=Immaculate Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=armor: Immaculate Shield&lt;br /&gt;
|effects=prot 30, def +8, enc +1; bless, awe (2), Holy magic bonus&lt;br /&gt;
|description=A shield once worn by a great warrior prophet. It shines with holy splendor and sings like a choir of angels. A priest bearing the shield has his priestly authority increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=182&lt;br /&gt;
|name=Barrier&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=armor: Barrier&lt;br /&gt;
|effects=prot 40, def +9, enc +2; shock resistance (15), fire resistance (15), strength (4), no mount&lt;br /&gt;
|description=This great shield is inscribed with runes of fortitude and swiftness. It is said to be indestructible until its creator has died. The shield grants its bearer strength from the Earth itself, as well as protection from fire and lightning. Tower shields cannot be used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=183&lt;br /&gt;
|name=The Aegis&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=armor: Aegis&lt;br /&gt;
|effects=prot 25, def +6, enc +1; fear (5), petrification&lt;br /&gt;
|description=This is a round shield of hardened leather with tufts of goat hair surrounding its edge. Upon the leather surface, the unknown maker painted an extremely vivid image of the Medusa. The image is so vivid that anyone who meets the mad gaze of the painted eyes will be instantly petrified. Anyone fighting the Aegis-bearer tries to avoid the leering face of the Medusa and will thus have trouble watching and predicting the Aegis-bearer&#039;s actions.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=184&lt;br /&gt;
|name=Shield of the Dawn&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Shield of the Dawn&lt;br /&gt;
|effects=prot 35, def +7, enc +2; fire resistance (5), wound fend, magic resistance, awe&lt;br /&gt;
|description=At the dawn of time a great Enkidu hero crafted a set of magical weapons under the tutelage of the Sun. Now known only as the Dawn Warrior, he forged the First Kingdom. His items were crafted from bronze and set with lapis lazuli, the stone of the sky and the kings of old. Under the rays of the sun, the items grant their wearer the prowess and splendor of the Sun himself. The items also grant their wearer resistance against wounds and and protection from magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=185&lt;br /&gt;
|name=Blacksteel Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Blacksteel Helmet&lt;br /&gt;
|effects=prot 24&lt;br /&gt;
|description=This helmet is made of a black, ferrous alloy of incredible strength and durability.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=186&lt;br /&gt;
|name=Enchanted Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=armor: Enchanted Helmet&lt;br /&gt;
|effects=prot 15&lt;br /&gt;
|description=This enchanted helmet is both sturdy and comfortable.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=187&lt;br /&gt;
|name=Dragon Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Magic Helmet&lt;br /&gt;
|effects=prot 22; fire resistance (5), darkvision (50), morale (4)&lt;br /&gt;
|description=In addition to becoming resistant to fire, the wearer of this helmet will be able to see in the dark and will be incredibly brave in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=188&lt;br /&gt;
|name=Crown of Lead&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 6; magic resistance&lt;br /&gt;
|description=A crown made with a rich portion of lead and a simple enchantment to make it repel hostile magics.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=189&lt;br /&gt;
|name=Ivy Crown&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=forest survival, ivy lord&lt;br /&gt;
|description=The Ivy Crown is a replica of the ivy crowns that were worn by exalted Vine Men in the ancient times before men came and drove them away. The forests and the Vine Men who live there perceive the wearer as an ancient Vine Lord and will gladly assist him. The crown is of great help when awakening vine creatures and will increase the effect of the Awaken Vine Men and Awaken Vine Ogre spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=190&lt;br /&gt;
|name=Horned Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Gore, armor: Magic Helmet&lt;br /&gt;
|effects=att -1, def -1; prot 22&lt;br /&gt;
|description=An imposing helmet sporting two great horns, this item allows its wearer to deliver a powerful gore attack in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=191&lt;br /&gt;
|name=Ice Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=armor: Ice Cap&lt;br /&gt;
|effects=prot 18; cold resistance (5)&lt;br /&gt;
|description=This helmet is made of enchanted ice and will protect its wearer from both physical harm and cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=192&lt;br /&gt;
|name=Flame Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=armor: Flame Helmet&lt;br /&gt;
|effects=prot 5/21; reinvigoration (-3), Fire magic bonus&lt;br /&gt;
|description=Flames will start to burn on top of this helmet as soon as it is worn.  The flames are a visible manifestation of the wearer&#039;s life force and will enhance his power in Fire magic and protect him from heat. Wearing this helmet in combat is quite strenuous, but the protection gained is formidable.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=193&lt;br /&gt;
|name=Helmet of Heroes&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Helmet of Champions&lt;br /&gt;
|effects=prot 19; inspirational (2)&lt;br /&gt;
|description=This wearer of this helmet will be able to inspire his men to great deeds.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=194&lt;br /&gt;
|name=Dragon Crown&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9&lt;br /&gt;
|description=This crown is shaped like the skull of a dragon. If worn when summoning dragonkin its powers manifest themselves and additional drakes will answer the call.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=195&lt;br /&gt;
|name=Winged Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A4&lt;br /&gt;
|gear=armor: Magic Helmet&lt;br /&gt;
|effects=prot 22; Air magic bonus&lt;br /&gt;
|description=This helmet will increase the wearer&#039;s skill in Air magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=196&lt;br /&gt;
|name=Crown of Command&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; leadership (100), magic leadership (50), inspirational&lt;br /&gt;
|description=With this crown, a commander can lead more men than ever before. The commander will even be able to command magical beings as if he were a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=197&lt;br /&gt;
|name=Spirit Mask&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=armor: Wooden Mask&lt;br /&gt;
|effects=prot 10, def -1; magic resistance, auto combat spell (Frighten), spirit sight&lt;br /&gt;
|description=A mask carved from spirit wood, painted with magical patterns in order to bind a vengeful spirit. The mask will project its ill will upon the enemies of its wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=198&lt;br /&gt;
|name=Mistletoe Garland&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (5), luck&lt;br /&gt;
|description=A garland enchanted to draw forth the magical properties of mistletoe, which grants good luck and protection from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=199&lt;br /&gt;
|name=Horror Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=armor: Magic Helmet&lt;br /&gt;
|effects=prot 22; fear (5)&lt;br /&gt;
|description=A dark helmet with strange appendages, it is enchanted with dark magic, allowing its wearer to rout all but the bravest of opponents.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=200&lt;br /&gt;
|name=Crown of Bones&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; undead leadership (150), inspirational (-1)&lt;br /&gt;
|description=This crown is made from the bones of dead apprentices of necromancers. Hopefully the bones will be of use as a magic crown, because the apprentices were failures and wastes of time in their short lives. Anyone wearing this crown will be able to command many undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=201&lt;br /&gt;
|name=Gossamer Veil&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth (20), Glamour magic bonus, blur&lt;br /&gt;
|description=This veil is woven of gossamer, the fabric of dreams and glamour. It grants its wearer increased powers in glamour magic as well as the ability to hide his presence, if not already able to do so. Even close up the wearer is blurred and difficult to see.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=202&lt;br /&gt;
|name=Crown of the Whispering Dead&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; no mindless&lt;br /&gt;
|description=This crown is forged simultaneously in this world and the nightmare realm of the dreamwild. When worn you enter a state of wake dreaming and your mind enters the dreamwild taking command over the horrors of that dreadful place. Nightmares will manifest and harass those who oppose the dreamer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=203&lt;br /&gt;
|name=Scorpion Crown&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; poison resistance (5), magic leadership (5)&lt;br /&gt;
|description=The wearer of this crown will be seen as a god in the eye of simple scorpions.  Whenever the wearer of the crown is in combat scorpions will appear continuously and attack enemies. No scorpions will appear in cold provinces or under water.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=204&lt;br /&gt;
|name=Spirit Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A3&lt;br /&gt;
|gear=armor: Spirit Helmet&lt;br /&gt;
|effects=prot 20; auto combat spell (Lightning Bolt)&lt;br /&gt;
|description=An Air spirit is trapped within the gem placed on the front of this helmet. The Air spirit will throw lightning bolts at any enemy that comes within sight. The Air spirit does this independently of its owner&#039;s activities.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=205&lt;br /&gt;
|name=Iron Face&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=armor: Iron Face&lt;br /&gt;
|effects=prot 23; ironskin&lt;br /&gt;
|description=This helmet will turn the face and the rest of the skin of its wearer into iron. The iron skin is very hard for enemies to penetrate with their weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=206&lt;br /&gt;
|name=Crown of the Titans&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; leadership (100), inspirational, enlargement&lt;br /&gt;
|description=This item will make its wearer grow larger and exhibit great confidence, thus inspiring anyone who sees him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=207&lt;br /&gt;
|name=Starshine Skullcap&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=armor: Starshine Skullcap&lt;br /&gt;
|effects=prot 8; magic resistance (2), Astral magic bonus&lt;br /&gt;
|description=This skullcap is enchanted with pure Astral light, which gives it an eerie glow. When worn, it will be easier to cast Astral magic and resist hostile spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=208&lt;br /&gt;
|name=Crown of the Magi&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; magic leadership (25), fast casting (30)&lt;br /&gt;
|description=This crown is suited for the most powerful of mages. It enables its wearer to cast combat spells much quicker than otherwise possible.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=209&lt;br /&gt;
|name=Skullface&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D5&lt;br /&gt;
|gear=armor: Skullface&lt;br /&gt;
|effects=prot 18, def -1; undead leadership (25), Death magic bonus, item spell (Horde of Skeletons), spirit sight&lt;br /&gt;
|description=This helmet is made out of a human skull and enchanted with black magic. The helmet increases the wearer&#039;s skill in Death magic and enables him to animate skeletons during battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=210&lt;br /&gt;
|name=Wraith Crown&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D5&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; ethereal, undead leadership (100), spirit sight&lt;br /&gt;
|description=Wraith Crowns are worn by the wraith lords of the Underworld. The crown will summon undead servants at the start of a battle. The wearer of the crown will be able to command undead beings as if he were a necromancer. The crown will also make its wearer ethereal and thus almost invulnerable to non-magical weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=211&lt;br /&gt;
|name=Mask of Face-borrowing&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth (30)&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=212&lt;br /&gt;
|name=Headband of Woven Dreams&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 6; no mindless&lt;br /&gt;
|description=With the help of magic the dreams of a hundred old men are woven into a beautiful headband. When worn the crown will project its sleep inducing dreams at any nearby enemies, making them fall asleep instantly. The headband has been adorned with an enchanted purple pearl, designed to keep the wearer safe from the sleep inducing magics of the dreams.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=213&lt;br /&gt;
|name=Crown of Overmight&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=armor: Crown of Overmight&lt;br /&gt;
|effects=prot 21, def -3, enc +2; protection (30), magic resistance (4), strength (5), cursed, leadership (150), inspirational, auto combat spell (Charm)&lt;br /&gt;
|description=This elaborate golden crown will graft itself onto its wearer&#039;s head when worn in order to keep it from being misplaced. Unfortunately, the gilded crown is so heavy and cumbersome that the wearer&#039;s movement will be severely hindered, should he ever be forced to move swiftly. It provides its wearer with an aura of royal awe, which causes people to flock to his cause and makes soldiers more willingly follow his lead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=214&lt;br /&gt;
|name=Amon Hotep&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; fire resistance (15), magic resistance (5), cursed, awe (5), item spell (Mummification), invulnerability (25)&lt;br /&gt;
|description=This golden headgear contains the soul of Amon Hotep, the First Mummy. The power of Amon Hotep gives its wearer protection from both physical and mental harm. Amon Hotep&#039;s skill in mummification enables the headgear&#039;s wearer to create mummies at will.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=215&lt;br /&gt;
|name=Helmet of Perfection&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=armor: Helmet of Perfection&lt;br /&gt;
|effects=prot 25; inspirational (3), awe (5)&lt;br /&gt;
|description=This helmet is perfect. The men whose leader wears this helmet are very unlikely to break, and any enemy who tries to strike against the helmet will be struck by awe or have one of his eyes put out for his impudence.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=216&lt;br /&gt;
|name=Helmet of the Dawn&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Helmet of the Dawn&lt;br /&gt;
|effects=prot 23; wound fend, magic resistance (2), awe&lt;br /&gt;
|description=At the dawn of time a great Enkidu hero crafted a set of magical weapons under the tutelage of the Sun. Now known only as the Dawn Warrior, he forged the First Kingdom. His items were crafted from bronze and set with lapis lazuli, the stone of the sky and the kings of old. Under the rays of the sun, the items grant their wearer the prowess and splendor of the Sun himself. The items also grant their wearer resistance against wounds and and protection from magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=217&lt;br /&gt;
|name=Crown of the Ivy King&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (15), forest survival, barkskin, ivy lord (3), item spell (Awaken Vine Men), regeneration (5)&lt;br /&gt;
|description=This crown was worn by the High King of the exalted Vine Men in ancient times, when the Vine Men were still a great race. Vine Men perceive the wearer of this crown as their rightful king and will gladly serve him. The crown is of great help when awakening vine creatures in the forests and will increase the effect of the Awaken Vine Men and Awaken Vine Ogre spells.  Animals confronted with the crown will feel its power and hesitate before striking. The wearer of the crown will also be resistant to poison and regenerate wounds very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=218&lt;br /&gt;
|name=The Crown of Despair&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; darkvision (100), cursed, fear (10), death range&lt;br /&gt;
|description=This beautiful but ominous crown was originally crafted by the sorcerer-king Raigömur, who was also the high priest of the Prince of Death. Those who behold the crown will quiver in fear. The crown is of great help when performing Death magic and when animating the dead, but the crown also makes the wearer grow attached to it and only death will see them apart.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=219&lt;br /&gt;
|name=Crown of the Fire King&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; fire resistance (25), reinvigoration (-1), cursed, magic leadership (50), fire shield, heat aura (3)&lt;br /&gt;
|description=This crown has an ancient, powerful fire being trapped in its rubies. Anyone putting on the crown will soon become influenced by the fire being and claim the crown as his forever. The wearer of the crown will radiate severe heat and will also be protected by two fire elementals whenever he is threatened.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=220&lt;br /&gt;
|name=Crown of the Frost King&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; cold resistance (25), cursed, magic leadership (50), cold aura (25)&lt;br /&gt;
|description=This crown has an ancient, powerful frost being trapped in its diamonds. Anyone putting on the crown will soon become influenced by the elemental being and claim the crown as his forever. The wearer of the crown will radiate severe cold and will also be protected by two ice elementals whenever he is threatened.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=221&lt;br /&gt;
|name=The First Crown&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; cursed, taint (50), awe (5), master ritualist (2)&lt;br /&gt;
|description=It may be that there were other crowns made before this one, but they were certainly nowhere near as perfectly crafted. The crown is made from the finest gold and set with the very best gems. In fact the crown is so perfect that all the great smiths claim that only one of their lineage could have made something this great. Some say it was crafted by the gods and some say the Pantokrator conquered it in a fight on another plane. Its true origin is unknown, but wise mages say that its construction has been heavily influenced by horrors and that only the wisest of the wise would be able to wear this crown without being destroyed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=222&lt;br /&gt;
|name=The Crown of Pure Blood&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; cursed, fear (10)&lt;br /&gt;
|description=This crown was first created by a mad vampire lord with a particular fondness of eating blood slaves. The enchantments on the crown will draw blood slaves to it for the surrounding lands. The crown will not attract blood slaves underwater, but almost everywhere else the blood slaves will find the crown.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=223&lt;br /&gt;
|name=Crown of the Elements&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; shock resistance (10), fire resistance (10), cold resistance (10), Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus&lt;br /&gt;
|description=This is the crown worn by the lord of the elements. The elemental powers recognize its authority and will pay a magic gem as tribute each month. In battle a large number of lesser elementals will appear to protect the lord of the elements. A mage wearing this crown will also be able to harness some of its power into elemental magic power.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=224&lt;br /&gt;
|name=Oppressors Headband&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 6; magic resistance (-2), nation restriction (51), nation restriction (96)&lt;br /&gt;
|description=With the aid of Phlegyas the Theurg Tyrant and his superior arcane understanding, the Elder Cyclopes have crafted the means to dominate mages joined in communion. All oppressors are equipped with iron headbands and are trained to join the communion. Untrained mages, such as the Gigante Tyrants, are given headbands with stronger enchantments that take magical resources to craft.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=225&lt;br /&gt;
|name=Crown of the Shah&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; cursed, leadership (150), undead leadership (50), magic leadership (50), inspirational, Holy magic bonus, start battle spell (Fanaticism), cannot be found, nation restriction (105)&lt;br /&gt;
|description=The Crown of the Shah is the Crown made by the High Magi for the Shahanshah, King of Kings. The Shahs are petty kings of Ragha and their power stems from the kingdom, not from the Shah himself. The Crown is linked to the land itself and will give the Shah vast religious authority as the Shahanshah. Only one among the Shahs can be appointed King of Kings and his powers are linked to his crown. Should the king die, a new crown must be forged for the new Shahanshah. There can only be one Crown and it can only be used by a Shah of Ragha. The Shahanshah will never give up his crown, and only if the king dies can a new one be made.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=226&lt;br /&gt;
|name=The Jade Mask&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]6&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D6&lt;br /&gt;
|gear=armor: Jade Mask&lt;br /&gt;
|effects=prot 20; poison resistance (15), darkvision (50), magic resistance (3), fear (10), Death magic bonus (2), item spell (Rigor Mortis), regeneration (5), nation restriction (27), nation restriction (75), nation restriction (113)&lt;br /&gt;
|description=This powerful mask will spread fear among all enemies nearby and will grant its wearer regeneration, partial poison resistance and increased magic resistance. It will also greatly increase its wearer&#039;s skill in Death Magic and may fatigue all living beings present on a battlefield. The mask can only be used by cold-blooded beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=227&lt;br /&gt;
|name=Headdress of the Bull&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Magic Headdress&lt;br /&gt;
|effects=prot 8; strength (2), nation restriction (19), nation restriction (66), nation restriction (68), nation restriction (20), nation restriction (21), nation restriction (108)&lt;br /&gt;
|description=The Buffalo is a symbol of strength, beauty and fierce loyalty. The wearer of this enchanted headdress will receive increased strength. Whenever the wearer is in danger, a buffalo will suddenly appear and charge straight at any enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=228&lt;br /&gt;
|name=Huaca Headdress&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; leadership (25), undead leadership (25), magic leadership (25), inspirational, nation restriction (72)&lt;br /&gt;
|description=The Huaca Headdress is a golden crown of ancient times. It represents the divine glory of the sun and will inspire Nazcans, living and dead. The divine glow of the headdress will make Huacas and their Supaya ghosts arrive in greater numbers and allow Royal Mallquis to reanimate additional Supayas. One extra per month for holy reanimation or two extra for magic rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=229&lt;br /&gt;
|name=Black Laurel&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=nation restriction (54)&lt;br /&gt;
|description=This black crown is a laurel that was once carried by the dictator who plunged Ermor into the endless despair of undeath. The twisted and blackened leaves of the crown still command the respect of the Lictors of Ermor, who will remember their ancient oaths and shamble forth to mete out the justice of their dictator. Three additional Lictors are summoned with the spell Revive Lictor. This item is only useful to the Ashen Empire of Ermor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=230&lt;br /&gt;
|name=Blacksteel Plate&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Blacksteel Plate&lt;br /&gt;
|effects=prot 24/10/10, def -1, enc +2&lt;br /&gt;
|description=The Blacksteel Plate cuirass is made from a black, ferrous alloy of incredible strength and durability. The plate cuirass is not as heavy as the full plate armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=231&lt;br /&gt;
|name=Blacksteel Full Plate&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Blacksteel Full Plate&lt;br /&gt;
|effects=prot 24/24/24, def -3, enc +4&lt;br /&gt;
|description=Blacksteel Full Plate armor is made from a black, ferrous alloy of incredible strength and durability.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=232&lt;br /&gt;
|name=Enchanted Ring Mail Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=armor: Enchanted Ring Mail Hauberk&lt;br /&gt;
|effects=prot 15/11/11, def -1, enc +1&lt;br /&gt;
|description=This ring mail is enchanted to be particularly durable.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=233&lt;br /&gt;
|name=Berserker Pelt&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Magic Furs&lt;br /&gt;
|effects=prot 10/8/8; berserk, berserker&lt;br /&gt;
|description=This wolf pelt will enrage its wearer, increasing his strength and battle prowess, but reducing his defence.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=234&lt;br /&gt;
|name=Fire Plate&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Fire Plate&lt;br /&gt;
|effects=prot 23/9/9, def -1, enc +2; fire resistance (5), morale (2)&lt;br /&gt;
|description=The wearer of this magic plate cuirass will be resistant to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=235&lt;br /&gt;
|name=Robe of Missile Protection&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Magic Robes&lt;br /&gt;
|effects=prot 3/3/3; air shield (80)&lt;br /&gt;
|description=This robe has the power to repel incoming missiles with strong gusts of wind.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=236&lt;br /&gt;
|name=Lightweight Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Lightweight Scale Mail&lt;br /&gt;
|effects=prot 16/8/8, enc +1&lt;br /&gt;
|description=Lightweight Scale Mail has been enchanted with Air magic, making it lighter.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=237&lt;br /&gt;
|name=Mirror Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=armor: Mirror Armor&lt;br /&gt;
|effects=prot 17/9/9, def -1, enc +1; magic resistance (3)&lt;br /&gt;
|description=This leather armor has a large polished metal plate on the chest that is enchanted to protects the wearer against hostile magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=238&lt;br /&gt;
|name=Shambler Skin Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=armor: Shambler Skin Hauberk&lt;br /&gt;
|effects=prot 11/8/7, enc +1; water breathing, air breathing&lt;br /&gt;
|description=Made from the skin of a single huge Atlantian, this armor grants the wearer the ability to breathe both air and water.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=239&lt;br /&gt;
|name=Dire Wolf Pelt&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Dire Wolf Pelt&lt;br /&gt;
|effects=prot 9/7/7, enc +1; cold resistance (5), attack, defence&lt;br /&gt;
|description=This enchanted dire wolf pelt is very light and will increase the battle skill of its wearer as well as protect him from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=240&lt;br /&gt;
|name=Kithaironic Lion Pelt&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Kithaironic Lion Pelt&lt;br /&gt;
|effects=prot 6/7/6/6, def -1, enc +1; invulnerability (18), item cost modifier (-40), item cost modifier (-60)&lt;br /&gt;
|description=The Kithaironic Lion is famous for its unpiercable skin that makes the lion so difficult to hunt. With the right preparations and enchantments the lion skin can be made into armor that is light to bear and offers excellent protection.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=241&lt;br /&gt;
|name=Ranger&#039;s Cloak&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Light Magic Furs&lt;br /&gt;
|effects=prot 6/4/4; stealth bonus (30)&lt;br /&gt;
|description=This robe will make its wearer blend into the surroundings, a very useful thing when sneaking.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=242&lt;br /&gt;
|name=Gossamer Gown&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=armor: Gossamer Gown&lt;br /&gt;
|effects=prot 3/3/3; awe&lt;br /&gt;
|description=This gown looks like it was dreamed up, and it probably was. It will catch the eyes of everyone and any attacker would hesitate to strike at such beauty.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=243&lt;br /&gt;
|name=Red Dragon Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=armor: Dragon Scale Mail&lt;br /&gt;
|effects=prot 22/11/11, def -1, enc +1; fire resistance (15), morale (4)&lt;br /&gt;
|description=Armor made from the scales of a true dragon, it is almost weightless and very durable. It protects its wearer from both fear and fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=244&lt;br /&gt;
|name=Copper Plate&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Copper Plate&lt;br /&gt;
|effects=prot 18/8/8, def -1, enc +2; shock resistance (10), start battle spell (Charge Body)&lt;br /&gt;
|description=The wearer of this magic plate cuirass is granted resistance to lightning.  When first struck in battle, the armor will unleash a blast of lightning upon the attacker.  There will also be a lesser lightning discharge against the wearer of the magic plate cuirass, but the lightning resistance will usually nullify that.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=245&lt;br /&gt;
|name=Silver Hauberk&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=armor: Silver Hauberk&lt;br /&gt;
|effects=prot 20/14/14, def -1, enc +1; air shield (80)&lt;br /&gt;
|description=A chainmail hauberk made of brightest silver, this armor is said to distract the eyes of enemies. As a result, few, if any, arrows will ever hit the wearer. The exquisite design of the mail makes it very light.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=246&lt;br /&gt;
|name=Brightmail Haubergeon&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Brightmail Haubergeon&lt;br /&gt;
|effects=prot 20/7/7; reinvigoration&lt;br /&gt;
|description=A silvery haubergeon enchanted to be exceptionally light and durable. It is further enchanted to reinvigorate the wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=247&lt;br /&gt;
|name=Brightmail Hauberk&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=armor: Brightmail Hauberk&lt;br /&gt;
|effects=prot 20/14/14; reinvigoration (2)&lt;br /&gt;
|description=A silvery hauberk enchanted to be exceptionally light and durable. It is further enchanted to reinvigorate the wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=248&lt;br /&gt;
|name=Armor of Meteoritic Iron&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Armor of Meteoritic Iron&lt;br /&gt;
|effects=prot 23/23/23, def -3, enc +5; magic resistance (3)&lt;br /&gt;
|description=This heavy plate armor is made of sky metal, a material that can be enchanted to enhance or dampen magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=249&lt;br /&gt;
|name=Elemental Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Elemental Armor&lt;br /&gt;
|effects=prot 24/16/16, def -3, enc +4; shock resistance (10), fire resistance (10), cold resistance (10)&lt;br /&gt;
|description=This enchanted plate hauberk protects its wearer from heat, cold, and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=250&lt;br /&gt;
|name=Blue Dragon Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=armor: Dragon Scale Mail&lt;br /&gt;
|effects=prot 22/11/11, def -1, enc +1; cold resistance (15), morale (4)&lt;br /&gt;
|description=Armor made from the scales of a true dragon, it is almost weightless and very durable. It protects its wearer from both fear and cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=251&lt;br /&gt;
|name=Robe of the Sea&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=armor: Magic Robes&lt;br /&gt;
|effects=prot 3/3/3; water breathing, air breathing, Water magic bonus&lt;br /&gt;
|description=A Water mage who wears this robe will find that it helps him in the use of Water magic. This robe makes it possible for anyone wearing it to breathe underwater and on land.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=252&lt;br /&gt;
|name=Shroud of the Battle Saint&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=armor: Shroud of the Battle Saint&lt;br /&gt;
|effects=prot 11/9/6; bless, cursed, cannot be found&lt;br /&gt;
|description=This simple shroud is drenched in the blood of champions of the Faith who have fallen in battle. The blood on the shroud never dries and the wearer is constantly reminded of his predecessors&#039; greatness by the smell and fresh wetness of their blood. The wearer is always blessed, even if he is not sacred. Once worn, the shroud cannot be removed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=253&lt;br /&gt;
|name=Robe of Shadows&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=armor: Magic Robes&lt;br /&gt;
|effects=prot 3/3/3; stealth bonus (20), ethereal&lt;br /&gt;
|description=This robe will make its wearer ethereal and thus almost invulnerable to non-magical damage. It also helps the wielder avoid being seen when sneaking.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=254&lt;br /&gt;
|name=Shademail Haubergeon&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=armor: Shademail Haubergeon&lt;br /&gt;
|effects=prot 20/7/7; stealth (20)&lt;br /&gt;
|description=A dark haubergeon, enchanted to be exceptionally light and durable. It gives the wearer the ability to blend into shadows and is therefore popular among thieves and murderers.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=255&lt;br /&gt;
|name=Green Dragon Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=armor: Dragon Scale Mail&lt;br /&gt;
|effects=prot 22/11/11, def -1, enc +1; poison resistance (15), morale (4)&lt;br /&gt;
|description=Armor made from the scales of a true dragon, it is almost weightless and very durable. It protects its wearer from both fear and poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=256&lt;br /&gt;
|name=Chain Mail of Displacement&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=armor: Chain Mail of Displacement&lt;br /&gt;
|effects=prot 19/19/19, def -2, enc +2&lt;br /&gt;
|description=The wearer of this full suit of chainmail will have his image displaced by a couple of feet. This makes it very hard for his opponents to hit him in combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=257&lt;br /&gt;
|name=Armor of Souls&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B5&lt;br /&gt;
|gear=armor: Armor of Souls&lt;br /&gt;
|effects=prot 19/13/13, def -1, enc +1; magic resistance (5), Blood magic bonus, invulnerability (15)&lt;br /&gt;
|description=This suit of chainmail was forged from forty pure souls. The souls inside the armor will help protect the wearer from both physical and magical attacks. A mage skilled in Blood magic will also experience increased magical powers while wearing this armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=258&lt;br /&gt;
|name=Armor of Twisted Thorns&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=armor: Twisting Thorns&lt;br /&gt;
|effects=prot 13, def -1, enc +5; poison resistance (5), cursed, Nature magic bonus, Blood magic bonus, poison armor (10), cannot be found&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=259&lt;br /&gt;
|name=Armor of Knights&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Armor of Knights&lt;br /&gt;
|effects=prot 23/18/18, def -2, enc +3&lt;br /&gt;
|description=This magic armor is extremely well made. It is lighter than ordinary full armor, yet much stronger.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=260&lt;br /&gt;
|name=Marble Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Marble Breastplate&lt;br /&gt;
|effects=prot 23/10/10, def -1, enc +3; stoneskin&lt;br /&gt;
|description=This breastplate is made from a single block of marble. When worn, it transforms the wearer into a living marble statue. Beings that are already rock hard do not benefit from the transformation, but the breastplate still offers some protection.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=261&lt;br /&gt;
|name=Stymphalian Wings&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=armor: Stymphalian Wings&lt;br /&gt;
|effects=prot 24/16/10, def -4, enc +3; attack (-4), flying, trample, fear (5), no mount&lt;br /&gt;
|description=This is an intricate device, consisting of two enormous wings made of copper feathers fastened to a bronze breastplate that is securely strapped to its wearer. In front of the breastplate are two bronze arms ending in handles. These handles are connected with wires to the wings. The handles are held by the bearer, who vigorously pumps them, thus gaining the ability to fly. The whole device is heavily enchanted with the raw power of Earth, which lends the bearer the strength required to use the device. Unfortunately, the manner of its construction and its enormous bulk will make it difficult to wield weapons. On the upside, a flying bearer landing among his enemy with furiously beating wings will scatter them like so many leaves in a storm. The sound of the copper feathers grating against each other will also make a horrible thundering noise that will cause panic in enemy ranks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=262&lt;br /&gt;
|name=Weightless Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Weightless Scale&lt;br /&gt;
|effects=prot 16/8/8&lt;br /&gt;
|description=Weightless Scale Mail is the armor of choice for any magician. The fine scales are enchanted with Air magic, making the armor almost weightless.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=263&lt;br /&gt;
|name=Rainbow Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=armor: Rainbow Armor&lt;br /&gt;
|effects=prot 16/7/7, def -1, enc +1; magic resistance (2), reinvigoration (3)&lt;br /&gt;
|description=This brilliant armor is made of small crystals and enchanted with the protective powers of the rainbow. It gives its wearer magic resistance and reinvigoration.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=264&lt;br /&gt;
|name=Robe of the Magi&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=armor: Magic Robes&lt;br /&gt;
|effects=prot 3/3/3; reinvigoration (5), taint (5), Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus, Astral magic bonus, Death magic bonus, Nature magic bonus, Glamour magic bonus, Blood magic bonus&lt;br /&gt;
|description=This robe is infused with the power of Air and the blood of forty virgins. This robe is coveted by ambitious arch mages because of its unsurpassed power-enhancing abilities. When worn, it will increase power in all magic paths and reinvigorate its wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=265&lt;br /&gt;
|name=Robe of Invulnerability&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=armor: Heavy Magic Robes&lt;br /&gt;
|effects=prot 4/4/4; invulnerability (25)&lt;br /&gt;
|description=This cloak makes its wearer invulnerable to all but the most powerful non-magical attacks. The Robe of Invulnerability is highly coveted by mages because it offers the best possible protection to non-magical attacks and does not encumber their spell casting at all.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=266&lt;br /&gt;
|name=Rime Hauberk&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=armor: Rime Hauberk&lt;br /&gt;
|effects=prot 19/13/13, def -2, enc +2; cold resistance (10), ice protection, cold aura (8)&lt;br /&gt;
|description=Armor made of interlinked ice crystals, it protects the wearer from cold and surrounds him with a wind of ice and snow. The icy wind can harm both enemies and friends in the vicinity of the wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=267&lt;br /&gt;
|name=Jade Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=armor: Jade Scale Armor&lt;br /&gt;
|effects=prot 19/14/14, def -1, enc +4; quickness&lt;br /&gt;
|description=A heavy scale mail composed of small bits of jade stone. The enchantment of the armor quickens the wearer and increases his defensive capabilities. The weight of the armor can be a problem in prolonged battles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=268&lt;br /&gt;
|name=Bone Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D4&lt;br /&gt;
|gear=armor: Bone Armor&lt;br /&gt;
|effects=prot 15, def -2, enc +2; cold resistance (5), invulnerability (15), soul vortex&lt;br /&gt;
|description=Armor crafted from the ribs of lepers, it is inscribed with runes that leech the life force from living beings and grant that energy to its wearer. It also partially protects its wearer from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=269&lt;br /&gt;
|name=Hydra Skin Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=armor: Hydra Skin Armor&lt;br /&gt;
|effects=prot 12/12/12, def -1, enc +1; poison resistance (15), regeneration (10)&lt;br /&gt;
|description=This armor is made from the skin of a hydra. It grants the wearer the regenerative powers of the hydra and protects its wearer from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=270&lt;br /&gt;
|name=Cloak of Invisibility&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G3&lt;br /&gt;
|gear=armor: Magic Robes&lt;br /&gt;
|effects=prot 3/3/3; stealth (20), unseen&lt;br /&gt;
|description=This cloak makes the wearer invisible. The invisibility ends if the wearer is hurt.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=271&lt;br /&gt;
|name=Bloodstone Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=armor: Bloodstone Armor&lt;br /&gt;
|effects=prot 23/18/18, def -3, enc +6; strength (2), regeneration (10), heavy&lt;br /&gt;
|description=This armor is made from plates of enchanted blood stone. It is extremely heavy, but it grants the wearer regenerative powers and physical strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=272&lt;br /&gt;
|name=Abominable Arms&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=attack (-3), defence (-3), cursed, taint (5), chest wound, extra arms (2), no inanimate&lt;br /&gt;
|description=The blood mage uses a flesh-crafting ritual to make a new pair of arms and stitch them to a harness of flesh and bone. The harness can be donned by a willing recipient who will merge with it and form a four-armed amalgam of dead and living tissue. The new arms are somewhat unwieldy, but fully capable of swinging weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=273&lt;br /&gt;
|name=Aseftik&#039;s Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=armor: Aseftik&#039;s Armor&lt;br /&gt;
|effects=prot 30/30/30, def -3, enc +4; magic resistance (4), morale (8), cursed&lt;br /&gt;
|description=This golden full plate armor was crafted for the hero Aseftik to wear in his battle against Harakhtor of the Black Coven. The armor is more skillfully crafted than any other armor ever made. Only the black Monolith Armor worn by the lord whom Aseftik fought is heavier. The armor is said to have protected Aseftik from the magic of the Black Coven.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=274&lt;br /&gt;
|name=Monolith Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=armor: Monolith Armor&lt;br /&gt;
|effects=prot 34/34/34, def -8, enc +10; morale (10), regeneration (10), no mount, heavy&lt;br /&gt;
|description=This unbelievably massive armor is crafted out of black obsidian and is so heavy that it seems immovable. Indeed, were it not for the powerful spells welded into its construction, the enormous weight would render the wearer immobile. As it is, the wearer will be able to move only with tremendous exertion. On the other hand, the wearer will be rendered virtually impervious to any sort of harm and the wounds upon his flesh will close at awesome speed. The wearer of this massive armor will also be almost impervious to fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=275&lt;br /&gt;
|name=Armor of the Dawn&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Armor of the Dawn&lt;br /&gt;
|effects=prot 23/17/20, def -1, enc +2; fire resistance (15), wound fend (2), magic resistance, awe&lt;br /&gt;
|description=At the dawn of time a great Enkidu hero crafted a set of magical weapons under the tutelage of the Sun. Now known only as the Dawn Warrior, he forged the First Kingdom. His items were crafted from bronze and set with lapis lazuli, the stone of the sky and the kings of old. Under the rays of the sun, the items grant their wearer the prowess and splendor of the Sun himself. The items also grant their wearer resistance against wounds and and protection from magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=276&lt;br /&gt;
|name=Robe of Calius the Druid&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=armor: Heavy Magic Robes&lt;br /&gt;
|effects=prot 4/4/4; shock resistance (10), fire resistance (10), cold resistance (10), magic resistance (3), stealth bonus (20), water breathing&lt;br /&gt;
|description=This robe was created by Calius to protect him from magic and all of the Elements. As a side effect, this also enabled him to breathe underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=277&lt;br /&gt;
|name=Fenris&#039; Pelt&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N4&lt;br /&gt;
|gear=armor: Fenris&#039; Pelt&lt;br /&gt;
|effects=prot 20/13/13, enc +1; cold resistance (10), mountain survival, berserk (4), berserker, start battle spell (Howl), swiftness (50)&lt;br /&gt;
|description=This pelt is the flayed skin of the Father of All Wolves.  It is coal-black, shaggy and huge. The pelt will imbue the wearer with the strength, speed, and rage of the Father of Wolves. Wolves will also come to his side in times of need and serve him as if he were their patriarch.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=278&lt;br /&gt;
|name=Armor of Virtue&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=armor: Armor of Virtue&lt;br /&gt;
|effects=prot 22/10/10, def -1, enc +1; bless, awe (4), returning&lt;br /&gt;
|description=This brilliant armor blesses the wearer and protects him from harm and malice. Enemies stand in awe when confronted with the virtuous hero wearing the armor and, should they strike and hurt him, the armor will instantly take him home, away from any enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=279&lt;br /&gt;
|name=Flesh Ward&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B4&lt;br /&gt;
|gear=armor: Flesh Ward&lt;br /&gt;
|effects=prot 0; strength (4), reinvigoration (2), cursed, taint (10), Blood magic bonus, damage reversal (2), cannot be found, no inanimate&lt;br /&gt;
|description=The Flesh Ward is a breastplate, in a very literal sense. It is constructed out of a still-bloody ribcage that envelops the wearer&#039;s chest. Upon first donning the ribcage, the wearer will find that the ribcage fastens itself to him with tendons and tissue, sending veins into his body to supply it with sustenance. The ribcage will grant its wearer amazing strength and ease his use of Blood magic. It will also channel the force of any attack into the person who harmed him instead. This channeling of wounds works regardless of distance, but strong magic resistance may save the attacker.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=280&lt;br /&gt;
|name=Pebble Skin Suit&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (2), stoneskin, cursed, Earth magic bonus, regeneration (10), no inanimate&lt;br /&gt;
|description=The skin of the long dead troll king Uffga, the Barrow Squatter. After Vanlade the Vanadrott slew Uffga, he flayed the ancient troll and inscribed Uffga&#039;s skin with runes and blessings of Blood magic that preserved in it the character of its original owner. Vanlade, who was already a wise and ancient Van, had not become old through incaution, so he gave the skin of the querulous old troll to one of his favored einheres and it was with only mild surprise that he found Uffga&#039;s quarrelsome stubbornness eventually dominating the will of the einhere. In time the skinsuit almost subsumed the personality of the einhere and his body turned into that of a troll, though one of lesser stature and power. Vanlade was forced to slay this diminished Uffga again and wisely decided to pass its skin on to followers who would not have to spend time in his vicinity, lest Uffga once more try to work his vengeance on Vanlade through his remains.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=281&lt;br /&gt;
|name=Purple Silk Garments&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=armor: Magic Silk Garments&lt;br /&gt;
|effects=prot 8/8/8; magic resistance, defence (2), nation restriction (77), item cost modifier (-40), item cost modifier (-60)&lt;br /&gt;
|description=The Weavers of Phaeacia make the sails of the fabled Dark Ships that travel without oars or captains. But their skill in weaving is not limited to sail-making. They also weave fate and silk of royal purple into enchanted garments used by the queens and nobles of the Isle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=282&lt;br /&gt;
|name=Salamander Silk Garments&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Magic Silk Garments&lt;br /&gt;
|effects=prot 8/8/8; fire resistance (15), magic resistance, awe, nation restriction (67)&lt;br /&gt;
|description=In Magnificent Ind are worms called Salamanders. These worms can only live in fire, and they build cocoons like silk-worms. The cocoons are unwound by the ladies of the Sublime Palace, and spun into cloth and dresses. These dresses protect its wearer from heat and flames and, in order to be cleaned and washed, are cast into flames that burn the stains away. These dresses are so finely woven that every observer is struck by their beauty and brilliance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=283&lt;br /&gt;
|name=Silver Silk Garments&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=armor: Magic Silk Garments&lt;br /&gt;
|effects=prot 8/8/8; magic resistance (2), reinvigoration (2), nation restriction (77), item cost modifier (-40), item cost modifier (-60)&lt;br /&gt;
|description=The Weavers of Phaeacia make the sails of the fabled Dark Ships that travel without oars or captains. But their skill in weaving is not limited to sail-making. They also weave fate and moonbeams into enchanted garments used by the queens and nobles of the Isle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=284&lt;br /&gt;
|name=Armor of the Five Elements&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Armor of the Five Elements&lt;br /&gt;
|effects=prot 17/17/17, def -1, enc +2; shock resistance (5), fire resistance (5), cold resistance (5), magic resistance, nation restriction (22), nation restriction (69), nation restriction (109), item cost modifier (-60), item cost modifier (-60)&lt;br /&gt;
|description=The weapon smiths of T&#039;ien Ch&#039;i have mastered the means to balance the elements into an armor of unequaled resistance. The armor is given to kings and princes to protect them from all possible threats.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=285&lt;br /&gt;
|name=Boots of Long Strides&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=map move bonus (6), swiftness (100)&lt;br /&gt;
|description=These soft boots are made from the skin of unborn calves. They grant their wearer the ability to run with unsurpassed speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=286&lt;br /&gt;
|name=Fish Scale Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=swimming&lt;br /&gt;
|description=With these boots on the wearer will be able to both run on water and swim in it with surprising speed. With these boots it is possible to pass rivers and other short stretches of water. If fighting underwater these boots reduce the penalty of fighting underwater (-1 Def, +1 Enc).&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=287&lt;br /&gt;
|name=Silent Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth bonus (20)&lt;br /&gt;
|description=Anyone wearing these boots will be able to move around without making any sound. An excellent item for scouts and other people who want to move around unnoticed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=288&lt;br /&gt;
|name=Chi Shoes&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Chi Kick&lt;br /&gt;
|effects=len -1&lt;br /&gt;
|description=These shoes are still amazingly light despite their iron soles. The shoes will allow their wearer to deliver powerful kicks in addition to his normal attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=289&lt;br /&gt;
|name=Boots of the Behemoth&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=trample, heavy&lt;br /&gt;
|description=The Boots of the Behemoth are enormous lead boots that seem to be too heavy to lift. Indeed, they require four strong men to be carried into battle, but when the wearer of the boots unleashes their power and charges into the enemy ranks, he will crush them beneath his enormous metal tread and scatter them like chaff before the wind.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=290&lt;br /&gt;
|name=Boots of Giant Strength&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (5)&lt;br /&gt;
|description=These boots give the wearer increased strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=291&lt;br /&gt;
|name=Birch Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (10), mountain survival, winter move&lt;br /&gt;
|description=These boots made from a combination of hide and birch are surprisingly soft and comfortable. They are often used by northern wizards who must be able to travel far in cold and inhospitable provinces. The magical qualities of these boots give the wearer partial resistance to cold and the ability to move unhindered on snow.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=292&lt;br /&gt;
|name=Ranger&#039;s Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (2), stealth bonus (20), forest survival&lt;br /&gt;
|description=These magic boots are made for rangers and scouts who need to move far and without being noticed. The boots make their wearer recover from fatigue very quickly and will also enable him to move more stealthily.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=293&lt;br /&gt;
|name=Brimstone Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (15), strength (4), waste survival&lt;br /&gt;
|description=These hard boots grant fire immunity and extra strength to the wearer. They will also allow their wearer to travel through wastelands without hindrance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=294&lt;br /&gt;
|name=Winged Shoes&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=flying&lt;br /&gt;
|description=These shoes grant their wearer the ability to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=295&lt;br /&gt;
|name=Earth Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Earth magic bonus&lt;br /&gt;
|description=An Earth mage who wears these boots will be able to drain power from the ground, making him more powerful in Earth magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=296&lt;br /&gt;
|name=Boots of Stone&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=mountain survival, stoneskin&lt;br /&gt;
|description=When these soft boots are put on, they will become quite hard, almost like stone. The same happens to the wearer&#039;s skin, giving him excellent protection without hampering his movement. The wearer will also find it much easier to climb rock surfaces and he will be able to travel through difficult mountain passes without any trouble.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=297&lt;br /&gt;
|name=Boots of the Messenger&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (3), map move bonus (9)&lt;br /&gt;
|description=Well-made boots crafted out of unicorn leather, they allow their wearer to run any distance without getting tired.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=298&lt;br /&gt;
|name=Pixie Shoes&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=defence (2), luck, map move bonus (6)&lt;br /&gt;
|description=By getting hold of a couple of pixies and enchanting them it is possible to transfer many of their good properties into these magic shoes. The wearer of these will be extraordinarily lucky and be able to move quickly and without effort, just like a pixie.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=299&lt;br /&gt;
|name=Boots of Quickness&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=quickness, map move bonus (12)&lt;br /&gt;
|description=Anyone who puts these boots on will find himself moving and acting much more quickly. When used in battle, the boots make their wearer attack and run at about twice the normal speed. Spell casting is not affected because the time it takes to gather the power required for a spell is not influenced by the enchantment of the boots. A side effect of using these boots is that the wearer will also grow old twice as fast as ordinary people.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=300&lt;br /&gt;
|name=Boots of Grasping Earth&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=These boots command the very earth around them. Anyone with hostile intentions in the vicinity of the wearer will find themselves unable to move as their feet sink into the ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=301&lt;br /&gt;
|name=Boots of Youth&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (3), slow aging (90)&lt;br /&gt;
|description=These leather boots have been drenched in the blood of ten young virgins. The wearer of these boots will almost completely cease his aging and will be magically reinvigorated during battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=302&lt;br /&gt;
|name=Boots of the Spider&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=forest survival, mountain survival, swamp survival, winter move, unhindered (75)&lt;br /&gt;
|description=Just like a spider, the wearer of these boots will be able to walk on sheer walls as well as sticky webs without problem, and will also be protected from nets and from being entangled. These boots will also enable the wearer to traverse snowy mountains and other difficult terrains with ease.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=303&lt;br /&gt;
|name=Boots of Seven Mile Strides&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=map move bonus (18)&lt;br /&gt;
|description=Most of the strides taken with these boots will be perfectly normal, but on occasions a stride will be many miles long instead. This considerably reduces travel time and makes it possible to travel further than even the fastest unicorn.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=304&lt;br /&gt;
|name=Boots of Antaeus&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (5), Earth magic bonus, regeneration (10), map move bonus (6)&lt;br /&gt;
|description=These boots were given to the Favored of Gaia. The wearer is constantly reinvigorated, healed and empowered in Earth magic if standing firmly on the ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=305&lt;br /&gt;
|name=Sandals of the Crane&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=auto combat spell (Blink)&lt;br /&gt;
|description=These worn sandals of unknown origin will teleport the wearer around the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=306&lt;br /&gt;
|name=Boots of the Planes&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=ethereal, taint (50), item spell (Teleport)&lt;br /&gt;
|description=These boots allow the wearer to pass through the very fabric of reality. He can step through rifts in space and travel great distances in a single bound.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=307&lt;br /&gt;
|name=The Boots of Calius the Druid&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (10), forest survival, map move bonus (9)&lt;br /&gt;
|description=This pair of boots was created by the powerful druid Calius. These boots reinvigorate the wearer at an incredible rate.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=308&lt;br /&gt;
|name=Wyrmskin Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (15), magic resistance (2), swamp survival, water breathing, cursed, regeneration (20)&lt;br /&gt;
|description=These boots were crafted from the skin of a mighty Wyrm and enchanted with magic to bring forth all the powers that the Wyrm possessed in life. Once put on, the boots will bond to its wearer and cannot be removed as long as he is alive.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=309&lt;br /&gt;
|name=Ring of Fire&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (15), bestow to mount&lt;br /&gt;
|description=The ruby in this ring eats fire and gives the wearer almost total immunity from heat and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=310&lt;br /&gt;
|name=Ring of Tamed Lightning&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=shock resistance (15), bestow to mount&lt;br /&gt;
|description=This aquamarine ring gives the owner almost total immunity from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=311&lt;br /&gt;
|name=Ring of Frost&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (15), bestow to mount&lt;br /&gt;
|description=This sapphire ring gives the owner almost total immunity from cold in all forms.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=312&lt;br /&gt;
|name=Bear Claw Talisman&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (2), strength (5), bestow to mount, beauty (-1)&lt;br /&gt;
|description=This bear claw is enchanted to strengthen its wearer. This is a very manly talisman and it is said that a woman wearing it will grow a deeper voice and maybe even a beard.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=313&lt;br /&gt;
|name=Rabbit Foot Charm&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=bestow to mount&lt;br /&gt;
|description=The rabbit foot is a symbol of good luck. Once per month the luck from the rabbit foot will be able to negate an attack that should otherwise have injured its wearer. The attack can be negated even outside of combat, but the amulet does not protect against attacks that cause instant death.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=314&lt;br /&gt;
|name=Skull Talisman&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=undead leadership (5)&lt;br /&gt;
|description=This talisman grants the wearer the ability to lead a few undead units as if he were a novice necromancer. In addition, one skeleton will guard the wearer of the talisman at all times.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=315&lt;br /&gt;
|name=Snake Ring&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (30), item spell (Poison Touch), bestow to mount&lt;br /&gt;
|description=This ring gives the wearer almost total immunity to poisons and the ability to poison enemies by touching them.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=316&lt;br /&gt;
|name=Slave Collar&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (20), cursed, starting item (6), cannot be found, feeblemind&lt;br /&gt;
|description=This copper collar is sometimes given by magicians to cowardly commanders. The power of the collar serves to kill the free will of the wearer, making him obedient and less prone to panic during battle. As a side effect, the wearer also becomes feebleminded. Once equipped, the Slave Collar cannot be removed. When the wearer of the collar dies the slave collar will lose its effect and become an ordinary useless collar.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=317&lt;br /&gt;
|name=Pendant of Courage&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (5), bestow to mount&lt;br /&gt;
|description=This rose crystal pendant gives the wearer increased morale.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=318&lt;br /&gt;
|name=Burning Pearl&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (5), attack (4)&lt;br /&gt;
|description=Inside this pearl is a small, ever-burning fire that flickers in the dark. The pearl will grant partial protection from fire and increased attack skill to anyone holding it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=319&lt;br /&gt;
|name=Fire in a Jar&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (5), temporary fire gems, bestow to mount&lt;br /&gt;
|description=This jar contains fire that can be used instead of a Fire gem to power one Fire combat spell per battle. The power of the fire is too short-lived to be used for rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=320&lt;br /&gt;
|name=Ring of Warning&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=patrol bonus (10), warning (60)&lt;br /&gt;
|description=This ring will warn its wearer of impending danger and gives him a chance of evading assassination and seduction attempts.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=321&lt;br /&gt;
|name=Ring of Levitation&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This ring will make its wearer levitate a foot above the ground. Useful for not getting your boots dirty as well as evading earthquakes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=322&lt;br /&gt;
|name=Owl Quill&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=research bonus (6)&lt;br /&gt;
|description=This pen writes down everything its owner says, making research easier.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=323&lt;br /&gt;
|name=Eye of Aiming&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=precision (8), cursed, cannot be found&lt;br /&gt;
|description=By replacing his own eye with this magic gem, a man will improve the eyesight of his remaining eye enormously. This can be very useful for archers or mages who need to target enemies at long distances.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=324&lt;br /&gt;
|name=Amulet of Missile Protection&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=air shield (80)&lt;br /&gt;
|description=This amulet protects its wearer from incoming missiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=325&lt;br /&gt;
|name=Amulet of Breathing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water breathing&lt;br /&gt;
|description=Anyone wearing this item will be able to breathe underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=326&lt;br /&gt;
|name=Flying Ointment&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=flying, storm immunity, nation restriction (14)&lt;br /&gt;
|description=The Sorginak of Pyrene have learned the means to brew an ointment of belladonna and morning dew. If properly prepared and kept in a container the salve will retain its potency for a long time. The witches are known to give these to prominent leaders as tokens of gratitude.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=327&lt;br /&gt;
|name=Ring of Water Breathing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water breathing&lt;br /&gt;
|description=Anyone wearing this item will be able to breathe underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=328&lt;br /&gt;
|name=Flask of Holy Water&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=bestow to mount&lt;br /&gt;
|description=This flask is full of water blessed by a high ranking priest and enchanted by a Water mage to keep the bless from dissipating. A sacred unit can sprinkle some of this water on himself in combat and become blessed in an instant.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=329&lt;br /&gt;
|name=Clam of Pearls&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=temporary astral gems (2)&lt;br /&gt;
|description=This small shell is taken from a living clam and inscribed with runes of creation and absorption. The enchanted shell contains two pearls of short lived Astral essence. These pearls can be used to power up to two Astral combat spells per battle, but the pearls are not stable enough to be used for more time-consuming rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=330&lt;br /&gt;
|name=Bracers of Protection&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Magic Bracers&lt;br /&gt;
|effects=prot 2, def +2&lt;br /&gt;
|description=These steel bracers are inscribed with protective runes. The bracers increase the defense of the owner and the strength of his armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=331&lt;br /&gt;
|name=Lodestone Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (2), bestow to mount&lt;br /&gt;
|description=An enchanted lodestone that gives the wearer some protection from magical attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=332&lt;br /&gt;
|name=Wound Fend Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=wound fend (2), bestow to mount&lt;br /&gt;
|description=An amulet set with an enchanted lapis lazuli stone. Lapis lazuli is known as the sky stone. It can grant both physical and mental health if properly enchanted.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=333&lt;br /&gt;
|name=Stone Birds&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=dancing weapon (176), strikes (8)&lt;br /&gt;
|description=These four birds will float constantly above its owner until the owner gets into melee with his enemies. The Stone Birds will then attack any nearby enemies with incredible speed by crashing into the targets&#039; heads repeatedly. The birds are made out of magical stone and can float in the air without unfolding its wings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=334&lt;br /&gt;
|name=Cat&#039;s Eye Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=darkvision (50), stealth bonus (20), bestow to mount&lt;br /&gt;
|description=An amulet in the shape of a cat&#039;s face set with two cat&#039;s eye stones. When properly enchanted, the stones will give the wearer darkvision and, if he is already stealthy, will also enhance that ability. This amulet is popular among thieves and murderers.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=335&lt;br /&gt;
|name=Clockwork Bird&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=warning (60)&lt;br /&gt;
|description=A small, enchanted mechanical bird placed in a metal cage. Every morning the owner takes out the bird to wind it up. For the rest of the day the bird observes the surroundings and lets out a shrill note if enemies approach.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=336&lt;br /&gt;
|name=Champion&#039;s Skull&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=monthly experience (3)&lt;br /&gt;
|description=Every night, this skull whispers battle wisdom into the ears of its pupil. By owning this skull, one will become a seasoned warrior in no time.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=337&lt;br /&gt;
|name=Effigy of War&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The shamans of the Wolf Tribes are known to craft effigies from wood and from the bones of beasts and fallen enemies. These effigies project the memories of the bones and are surrounded by the spirits of the dead. Spectral beasts and warriors appear in the vicinity of the army, fooling scouts and spies that observe the army. An army with an effigy will appear to be 50 units larger than it actually is.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=338&lt;br /&gt;
|name=Handful of Acorns&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic leadership&lt;br /&gt;
|description=When planted in the ground, these enchanted acorns will produce three Vine Men that will aid the owner in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=339&lt;br /&gt;
|name=Barkskin Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=barkskin&lt;br /&gt;
|description=The flesh of the wearer turns rough and barklike, making him less vulnerable to cuts and bruises. Unfortunately, he will also become somewhat more susceptible to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=340&lt;br /&gt;
|name=Cat Charm&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=defence (4), bestow to mount, beauty&lt;br /&gt;
|description=The wearer of this charm will have catlike reflexes when threatened. These reflexes can make all the difference when it comes to surviving a battle. It is also said that a woman wearing this amulet will become more beautiful and a man wearing it will become more feminine.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=341&lt;br /&gt;
|name=Enormous Cauldron of Broth&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=supply bonus (150), heavy&lt;br /&gt;
|description=As the name implies, this is a truly enormous cauldron filled with broth. Once emptied, the cauldron will begin to refill itself, ready to be emptied again. Although not very popular among the ranks, the broth is filling and the cauldron provides large quantities of food.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=342&lt;br /&gt;
|name=Pendant of Luck&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=luck&lt;br /&gt;
|description=The unicorn is a symbol of good luck. This amulet will grant the wearer luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=343&lt;br /&gt;
|name=Amulet of Clarity&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=true sight&lt;br /&gt;
|description=This moonstone amulet grants the wearer the ability to tell truth from falsehood.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=344&lt;br /&gt;
|name=Tablecloth of Marvelous Feasts&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=false supplies (400)&lt;br /&gt;
|description=When this enchanted tablecloth is put on a table a marvelous buffet of exotic foods appear out of thin air. Soldiers can gorge themselves on the extravagant foods and drinks on the table. As long as the tablecloth remains on the table plates and carafes are refilled with food and wine. But the feast is conjured from the Dreamwild and is not real. The soldiers partaking in the feast might feel content, but they will still starve as no real nutrition has been provided by the marvelous feast.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=345&lt;br /&gt;
|name=Gossamer Cloth&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A piece of cloth made from dreams and hopes. It is said that the Tuatha wear clothing made from gossamer for they have the power of Glamour. The Gossamer Cloth enables its wearer to cover his fellows in glamour and shadows, preventing them from being detected by enemy scouts. Up to 25 units are made invisible by the enchantment of the cloth, although the enchantment does not function when weapons are drawn and battle begins.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=346&lt;br /&gt;
|name=Ring of the Warrior&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (2), attack (5), bestow to mount&lt;br /&gt;
|description=This ruby ring is drenched in the blood of innocents. It grants greatly increased attack skill to anyone wearing it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=347&lt;br /&gt;
|name=Imp Familiar&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, taint, undead leadership, research bonus (3), cannot be found&lt;br /&gt;
|description=The Blood mage sacrifices several victims to summon and bind an imp familiar in a small stone figurine. The imp can be called forth from the figurine to aid the mage in research, but it will also emerge from its prison to protect its master should he be attacked.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=348&lt;br /&gt;
|name=Soul Contract&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, taint (10), undead leadership (10), cannot be found, no mindless, item cost modifier (400)&lt;br /&gt;
|description=The Blood mage sacrifices nearly fivescore slaves to get the attention of Infernal powers.  When contact is made, an Infernal Lord offers a contract, to be signed in blood. Whoever signs the contract promises his soul, to be collected at the time of his death, to the Infernal Lord.  In exchange for this fair and valuable consideration, the signatory will, for as long as he lives, receive one bound devil each month from the Infernal Lord.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=349&lt;br /&gt;
|name=Witches&#039; Ointment&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=flying, storm immunity, nation restriction (62)&lt;br /&gt;
|description=The Sorginak of Pyrene once learned the means to make a salve that grants the user the ability to fly. With the arrival of the Akerbeltz the Sorginak mastered new means of magic and refined their recipes. Most of the ingredients used in the salve were replaced by the fat of children strong of blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=350&lt;br /&gt;
|name=Medallion of Vengeance&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=When the bearer of this medallion dies, he will explode and kill anyone near him, including, hopefully, the one who killed him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=351&lt;br /&gt;
|name=Pills of Water Breathing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gift of water breathing (75)&lt;br /&gt;
|description=These pills grant waterbreathing ability to 25 human-sized soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=352&lt;br /&gt;
|name=Dancing Trident&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=dancing weapon (121), strikes (2)&lt;br /&gt;
|description=This trident is enchanted with spells of flight. The trident constantly hovers around the owner and fights his enemies in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=353&lt;br /&gt;
|name=Storm Spool&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=shock resistance (10), stun attackers&lt;br /&gt;
|description=An arcane device used to trap and store lightning. This device will increase the effectiveness of the Corpse Man Construction spell. When carried in combat anyone striking its wielder might get stunned by the energy of the storm spool.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=354&lt;br /&gt;
|name=Bag of Winds&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic leadership, temporary air gems&lt;br /&gt;
|description=An entire storm is trapped inside this bag. When used by an Air mage, the bag will ease the casting of Air spells. Anyone holding the bag can release and command one small air elemental at the start of each battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=355&lt;br /&gt;
|name=Wall Shaker&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Panic), siege bonus (50)&lt;br /&gt;
|description=This horn is designed to tear down castle walls. When blown before a castle wall, that wall will shake and eventually crumble to dust. The Wall Shaker is thus a great help during sieges. The horn can also be blown during combat and will cause panic in the enemy ranks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=356&lt;br /&gt;
|name=Flying Carpet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This carpet can be used to fly through as many as three provinces per turn. It can carry 10 human-sized units, 6 mounted units, or about 4 giants. The flying carpet is only used for long distance flying and cannot be used in combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=357&lt;br /&gt;
|name=Horn of Storms&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Air magic bonus, item spell (Storm Wind)&lt;br /&gt;
|description=This horn is made of turquoise and blued steel. In the horn a storm has been trapped. When the horn is sounded the power of the storm is released. An air mage wielding the Storm Horn can also harness its powers to increase his powers in Air magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=358&lt;br /&gt;
|name=Dancing Shield&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=protection (20)&lt;br /&gt;
|description=This shield is enchanted with spells of flight, durability and protection. The shield has a 50% chance of blocking any incoming attack, including spells and area attacks, reducing its damage. However armor negating attacks will completely ignore the shield.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=359&lt;br /&gt;
|name=Mirror of Trapped Images&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Warrior Illusion)&lt;br /&gt;
|description=This gold and silver hand mirror is enchanted with glamour magic. It can trap images and release them as illusions during battles. It also prevents illusions from dispersing, should all glamour mages perish or abandon the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=360&lt;br /&gt;
|name=Enchanted Mirror&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This mirror projects images of those around it. Enemy scouts are fooled and perceive the army as 75 units larger than it actually is.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=361&lt;br /&gt;
|name=Cauldron of the Elven Halls&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=heavy&lt;br /&gt;
|description=A great silver cauldron enchanted with the magic of the Vanir. Soup made in the silver cauldron will turn those who feed on it invisible. By the law of some unknown power the enchantment ends when weapons are drawn and battle begins. The army with the cauldron appears to be 75 units smaller than it actually is.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=362&lt;br /&gt;
|name=Water Lens&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water range, temporary water gems&lt;br /&gt;
|description=This liquid globe makes it easier to project Water rituals at faraway provinces, and can also be used to empower combat spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=363&lt;br /&gt;
|name=Amulet of the Fish&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=air breathing, bestow to mount&lt;br /&gt;
|description=This amulet turns the air into water all around the wearer. This will enable an aquatic being to breathe and even swim on dry land.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=364&lt;br /&gt;
|name=Manual of Water Breathing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gift of water breathing (150)&lt;br /&gt;
|description=The owner of this magic book can grant up to 50 human-sized soldiers the ability to breathe water.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=365&lt;br /&gt;
|name=Enchanted Salt&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Throw Salt&lt;br /&gt;
|effects=dmg 1, len 5&lt;br /&gt;
|description=Many ghosts and spiritual beings, and the Jinnun of Ubar in particular, are sensitive to salt. One of the few means to protect oneself from the Unseen is salt. When enchanted, salt will not only cause discomfort, but outright harm Jinnun. Enchanted salt thrown at the Unseen will stun them, harm them, disrupt their glamour and force them to become visible.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=366&lt;br /&gt;
|name=Girdle of Might&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (3), reinvigoration (3)&lt;br /&gt;
|description=This golden girdle is set with a single amber stone. The power of the stone will reinvigorate and strengthen the bearer, making strenuous tasks less burdensome.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=367&lt;br /&gt;
|name=Sky Metal Matrix&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The Sky Metal Matrix grants a mage the ability to command a communion. The owner of the Matrix can use communion slaves as if he has cast the Communion Master spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=368&lt;br /&gt;
|name=Slave Matrix&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The Slave Matrix opens the bearer&#039;s mind so that his power can be used by another mage. The effect is similar to that of the Communion Slave spell. This item is only useful for mages because non mages cannot help in a communion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=369&lt;br /&gt;
|name=Amulet of Antimagic&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (4), bestow to mount&lt;br /&gt;
|description=This star-shaped amulet will grant increased magic resistance to its wearer, but remember: Not all spells can be resisted with magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=370&lt;br /&gt;
|name=Spell Focus&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spell penetration, fool&#039;s luck&lt;br /&gt;
|description=Spells cast with the help of a Spell Focus are harder to resist with magic resistance. This item can be most useful when trying to affect enemy mages with spells that can be negated by magic resistance. A side effect of using this item is the luck induced in the mage. This luck can be useful but it turns bad after being used up.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=371&lt;br /&gt;
|name=Eye of the Void&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (-2), spell penetration (2), cursed, taint (3), spirit sight, cannot be found&lt;br /&gt;
|description=This eye, taken from a dead Void being, should be put in the eye socket of a newly removed eye. By doing this, the patient will open a path to the Void into which he can see with his new eye. This will enable him to see the world as it really is and see through any illusion very effectively. He will also be able to cast spells more effectively, but at the cost of also being more vulnerable to enemy spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=372&lt;br /&gt;
|name=Coin of Meteoritic Iron&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance, Astral magic bonus, bestow to mount&lt;br /&gt;
|description=This medallion is made of Sky Metal, a material that can be found when a shooting star leaves the outer spheres and crashes down upon the earth. Sky metal is a known amplifier of astral magic and an astral mage wearing the coin will have his powers increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=373&lt;br /&gt;
|name=Amulet of the Dead&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=undead leadership (5), item spell (Animate Skeleton)&lt;br /&gt;
|description=This amulet is made of a green turquoise and will enhance its user&#039;s effectiveness at raising the dead. It is commonly used by necromancers and undead priests. The creation of permanent Ghouls, Longdead, and Soulless is enhanced by this amulet.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=374&lt;br /&gt;
|name=Skull Mentor&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=research bonus (14)&lt;br /&gt;
|description=This cranium of a dead mage will aid its owner in the study of magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=375&lt;br /&gt;
|name=Bane Venom Charm&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=disease&lt;br /&gt;
|description=A dark green crystalline jewel that throbs with a dull light, this item is used by spies to poison wells near enemy armies. Its poisonous radiance is so strong that the land itself will begin to suffer under its curse. Crops and foliage will sicken and die and both men and beasts will suffer the curse of the Bane Venom Charm. Even its bearer, who is shielded by the most powerful protective runes, knows that the sickness inhabiting the charm will also afflict him. Once the charm is removed from the lab, it will begin to poison whatever province it is located in.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=376&lt;br /&gt;
|name=Spider Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (15), bestow to mount&lt;br /&gt;
|description=This amulet is enchanted to bestow the properties of a spider to its user.  The wearer of this amulet will become almost immune to poison and be able to climb any surface as easily as a spider.  The climbing ability makes it a very popular item for assassins who need to get in or out of castles unseen.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=377&lt;br /&gt;
|name=Horn of Valor&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=inspirational&lt;br /&gt;
|description=The sound of this horn will encourage friends in battle. The horn continues to sound throughout the entire battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=378&lt;br /&gt;
|name=Acorn Necklace&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=shock resistance (15), luck, bestow to mount&lt;br /&gt;
|description=The oak is the tree of thunder and a necklace made from its enchanted acorns will bring both luck and protection from thunder.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=379&lt;br /&gt;
|name=Endless Bag of Wine&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=supply bonus (75)&lt;br /&gt;
|description=This wineskin is enchanted with powers of creation and produces endless amounts of wine. The wine can feed up to seventy five soldiers in barren lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=380&lt;br /&gt;
|name=Amulet of Giants&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=limited enlargement&lt;br /&gt;
|description=The wearer of this amulet will instantly grow in size and become as strong as a giant. The amulet only works on beings that are smaller than a giant to begin with.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=381&lt;br /&gt;
|name=Lychantropos&#039; Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=darkvision (50), strength (4), cursed, berserk, berserker, regeneration (10)&lt;br /&gt;
|description=This iron amulet is crafted in the image of a wolf&#039;s head. Its eyes are as red as the rage that fills the heart of the wearer. The amulet grants the wearer regenerative powers in addition to increased strength, berserker rage, and superior night vision. The wild powers of the amulet will eventually turn the wearer into a beast.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=382&lt;br /&gt;
|name=Ring of Regeneration&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=regeneration (10), bestow to mount&lt;br /&gt;
|description=This golden ring is set with enchanted turquoises and amber stones. The wearer is affected by the wild magic of the stones and his body will regenerate when wounded. Regeneration does not affect inanimate beings like golems and longdead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=383&lt;br /&gt;
|name=Amulet of Resilience&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (5), bestow to mount&lt;br /&gt;
|description=This leather amulet is set with nine amber stones that pulsate with power.  The amber stones reinvigorate the owner, making strenuous tasks much less burdensome.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=384&lt;br /&gt;
|name=Homunculus&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, magic leadership, research bonus (11), cannot be found&lt;br /&gt;
|description=The caster awakens and befriends a mandrake root by feeding it his own blood. The mandrake root is a plant most magical, endowed with sentience and a deep magical understanding. The root resembles a human and can walk around by itself once awakened. The Homunculus is fed with the blood of the caster and is bound to him and him alone. It acts as a personal servant that will aid him in research. In combat the Homunculus will aid its master with the strange power known as elf-shot.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=385&lt;br /&gt;
|name=Cornucopia&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=temporary nature gems (2), supply bonus (75)&lt;br /&gt;
|description=Blowing the Horn of Plenty will not only produce all manner of fruits and legumes but also a limited quantity of short lived Nature gems. These gems can be used by Nature mages to fuel their combat spells, but they are too short lived to be of any use in rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=386&lt;br /&gt;
|name=Miraculous Cure All Elixir&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=disease healer&lt;br /&gt;
|description=This elixir is brewed from magic leaves of very strong potency. Drinking the brew will cure a person from any known disease. After being used, it is refilled with water and, after a month, the leaves will have turned the water into another miraculous elixir.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=387&lt;br /&gt;
|name=Astral Serpent&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (5), bestow to mount, dancing weapon (177), strikes (2)&lt;br /&gt;
|description=Trapped inside this snake-shaped jade amulet is the spirit of a very venomous serpent. Whenever the wearer of the amulet strikes at someone, the spirit will emerge and strike simultaneously, ignoring any armor that the enemy might be wearing. The serpent spirit will also grant the amulet&#039;s wearer partial resistance from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=388&lt;br /&gt;
|name=Pendant of Beauty&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=beauty (2)&lt;br /&gt;
|description=Anyone putting on this amulet will have their beauty greatly increased. While being a most popular item for wealthy kings to give to their brides, it is also used by some seducing monsters to make them even harder to resist.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=389&lt;br /&gt;
|name=Dream Spool&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=temporary glamour gems&lt;br /&gt;
|description=This spool can collect the dreams of those sleeping. During the night the owner sits beside a sleeping object and slowly spins his dreams onto the spool. The dreams can later be released to empower glamour spells. The dreams can also be spun into images of soldiers and the owner is at all times protected by two illusory warriors.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=390&lt;br /&gt;
|name=Dreamstone&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (-2), research bonus (9)&lt;br /&gt;
|description=Anyone wielding this stone for a few days will suddenly start to dream every night and remember them clearly afterwards. A glamour mage can use this to steer the dreams into conjuring useful magic research ideas. Then he can write down the dreams in the morning and thus speed up his research greatly. The drawback is that opening of the mage&#039;s senses to let the dreams in will also make him more vulnerable to hostile magic effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=391&lt;br /&gt;
|name=Stone Sphere&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=taint (3), item spell (Astral Window)&lt;br /&gt;
|description=A smooth, black stone sphere wrapped in black cloth to protect it from the sun, it will become transparent when exposed to moonlight and will reveal shifting images of distant places.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=392&lt;br /&gt;
|name=Neverending Keg of Mead&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=supply bonus (50), false supplies (150)&lt;br /&gt;
|description=This keg is enchanted with the magic of the fay. The mead in the keg never runs out, but the otherworldly brew is not as fulfilling to men as the beverages of this world and while happy the imbibers might still suffer from starvation.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=393&lt;br /&gt;
|name=Sanguine Dowsing Rod&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This dowsing rod will lead its owner to suitable blood slaves. The rod can only be used by those with knowledge in Blood magic and will make it easier for the skilled to find blood slaves.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=394&lt;br /&gt;
|name=Brazen Vessel&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Blood magic bonus&lt;br /&gt;
|description=This metal skull contains a bound devil. The devil whispers secrets into the ears of the bearer and enhances his skills in Blood magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=395&lt;br /&gt;
|name=The Heart of Life&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (5), reinvigoration (10), cursed, slow aging (50), cannot be found, chest wound, no inanimate&lt;br /&gt;
|description=This powerful heart is the result of the concentrated life force of many slaves. By replacing the bearer&#039;s ordinary heart with this one, the owner will recover from exhaustion at an amazing rate and, as a side effect, will efficiently rid his body of poison. The crude surgery required to replace the heart will most likely permanently damage its owner. One being can have multiple magic hearts at once. Inanimate beings cannot use magic hearts.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=396&lt;br /&gt;
|name=Lifelong Protection&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, taint (5), undead leadership (5), cannot be found, no mindless, item cost modifier (300)&lt;br /&gt;
|description=The Blood mage sacrifices twoscore slaves to get the attention of Infernal powers. When contact is made, a powerful demon will offer a contract, to be signed in blood. Whoever signs his name to the contract will be protected in battle by a horde of imps. In exchange for this fair and valuable consideration, he agrees to transfer his soul to the demon when the contract ends.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=397&lt;br /&gt;
|name=Blood Stone&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Earth magic bonus, temporary earth gems&lt;br /&gt;
|description=The wound on this stone is constantly wet from Earth Blood. This dark blood is of great help when using Earth magic. This blood can also be crystallized into Earth gems to power spells and enchantments in battle. The crystallized Earth Blood is too brittle and unstable to store for long periods and cannot be used for more time consuming rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=398&lt;br /&gt;
|name=Slave&#039;s Heart&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (10), cursed, cannot be found, chest wound, no inanimate&lt;br /&gt;
|description=By replacing a mage&#039;s heart with this one he will become an obedient and capable member of any sabbath.  As soon as he enters combat he will stand motionless and provide all of his magic power and possibly his life in order to power his master&#039;s spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=399&lt;br /&gt;
|name=Lightless Lantern&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=darkvision (100), taint (3), research bonus (12), void return (10), bestow to mount&lt;br /&gt;
|description=This lantern shines with hidden light. The dark light reveals secrets and is a great help when researching magic spells. However, this dark light may also reveal the bearer of the lantern to the Horrors lurking beyond the Veil.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=400&lt;br /&gt;
|name=Skull of Fire&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (-5), Fire magic bonus&lt;br /&gt;
|description=A Fire wizard&#039;s skull inscribed with runes of flame and obedience, it aids its owner in the use of Fire magic. The owner of this skull will suffer more from any cold effects that might befall him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=401&lt;br /&gt;
|name=Barrel of Air&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gift of water breathing (450), heavy&lt;br /&gt;
|description=This magic item will enable a commander to travel underwater with an army consisting of up to 150 human-sized troops or 50 humans with horses.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=402&lt;br /&gt;
|name=Mirror of False Impressions&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=leadership (-50)&lt;br /&gt;
|description=This mirror makes everyone in the entire army look the same. This is very useful to camouflage important monsters from enemy eyes, but it also makes commanding the army difficult because anyone can pretend to be the commander.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=403&lt;br /&gt;
|name=Water Bracelet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Water magic bonus&lt;br /&gt;
|description=This bracelet is made of water and makes the casting of Water magic less arduous.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=404&lt;br /&gt;
|name=Bottle of Living Water&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic leadership&lt;br /&gt;
|description=A water elemental is imprisoned in this bottle. The elemental is released in battle and will fight for the owner of the bottle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=405&lt;br /&gt;
|name=Sea King&#039;s Goblet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gift of water breathing (300)&lt;br /&gt;
|description=This magic item will enable a commander to travel underwater with an army consisting of up to 100 human-sized troops or 25 giants.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=406&lt;br /&gt;
|name=Chains of Reconstruction&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration, bestow to mount&lt;br /&gt;
|description=These chains are enchanted with the earth magic of construction. This magic will repair an object and return it to its intended shape as soon as it is altered. This is great for inanimate objects that have been damaged. The magic of the chains will also remove fatigue at a slow pace from anyone who wears it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=407&lt;br /&gt;
|name=The Copper Arm&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, extra arms&lt;br /&gt;
|description=The smiths of Ulm have always dreamed of holding more hammers in their hands. This elaborate copper arm which attaches to the ribs is the result of their labors.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=408&lt;br /&gt;
|name=Crystal Heart&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=luck, cursed, extra life, cannot be found, chest wound, no inanimate&lt;br /&gt;
|description=The Crystal Heart is a heart-shaped crystal placed in the chest of its owner behind his ordinary heart. If the owner later dies, the crystal will release its energies and restore the owner to full health.  The crude surgery used when embedding the heart will most likely permanently damage its owner. One being can have multiple magic hearts at once. Inanimate beings cannot use magic hearts.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=409&lt;br /&gt;
|name=Stone Idol&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=heretic (3), heavy&lt;br /&gt;
|description=A stone crafted in the image of a false god. The power of the idol will draw the attention of the faithful and they will worship the stone image as if it were their lord and master. People across the entire province in which the idol is located will abandon their former faith and the Dominion of any Pretender God will be reduced.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=410&lt;br /&gt;
|name=Eye Pendant&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=disease healer, patrol bonus (10), warning (80)&lt;br /&gt;
|description=A pendant set with three enchanted Eye Agates. The stones are powerful charms against Labashtu, the disease demon, but will also grant the pendant&#039;s wearer enhanced awareness and will warn him of impending danger. The wearer can cure diseased soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=411&lt;br /&gt;
|name=Arcane Lens&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire range, air range, water range, earth range, astral range, death range, nature range, glamour range, blood range&lt;br /&gt;
|description=The arcane lens makes it easier to project magic rituals at far away provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=412&lt;br /&gt;
|name=Ring of Returning&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=returning&lt;br /&gt;
|description=This magical ring will know if its wearer gets wounded. If that happens, it will immediately teleport its wearer back home. This returning is as safe as it can be but, if the home castle has been conquered by enemies, the returning will most likely become disastrous.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=413&lt;br /&gt;
|name=Ring of Wizardry&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]7&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S7&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spell penetration, Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus, Astral magic bonus, Death magic bonus, Nature magic bonus, Glamour magic bonus, Blood magic bonus&lt;br /&gt;
|description=This ring may be the most powerful of all magic-enhancing objects. It increases the mage&#039;s power in all paths of magic and makes it easier to penetrate enemy magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=414&lt;br /&gt;
|name=Ring of Sorcery&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S6&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spell penetration, Astral magic bonus, Death magic bonus, Nature magic bonus, Glamour magic bonus&lt;br /&gt;
|description=This ring is one of the most powerful magic-enhancing objects. It increases the mage&#039;s power in all paths of Sorcery and makes it easier to penetrate enemy magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=415&lt;br /&gt;
|name=Elixir of Life&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=slow aging (80), extra life&lt;br /&gt;
|description=With the Elixir of Life, a man can keep living forever. The owner of the bottle will almost cease to age at all and, should he die a violent death, he will be instantly brought back to life. The Elixir is consumed and will disappear if the owner has to be brought back from the dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=416&lt;br /&gt;
|name=Pocket Ship&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This ship is able to grow and shrink whenever it is needed. The owner of the ship will be able to sail over the ocean of up to 200 human-sized troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=417&lt;br /&gt;
|name=Moonvine Bracelet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Nature magic bonus&lt;br /&gt;
|description=A bracelet made of the legendary Moonvine, which flowers only under the full moon and bears fruit only during lunar eclipses, this simple bracelet will serve to link its wearer more closely to the powers of Nature and increase his command of plant life. This allows him to call upon the aid of one Vine Man in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=418&lt;br /&gt;
|name=Eye of Innocence&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth bonus (40), cursed, cannot be found&lt;br /&gt;
|description=This magic gemstone is activated by replacing one of the user&#039;s eyes with it. Those who look into the magic eye will perceive that person as innocent of whatever he may be suspected of. A man with such an innocent look cannot possibly have done anything bad. This eye helps tremendously when skulking about in enemy territory and trying not to get caught.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=419&lt;br /&gt;
|name=Mirage Crystal&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Glamour magic bonus&lt;br /&gt;
|description=A flawless crystal found in a sandy desert enchanted with the powers of the Unseen. It will create false images and impressions and can hide up to 50 units in a province. It also empowers its user in glamour magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=420&lt;br /&gt;
|name=Eye of the Oracle&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=attack (5), defence (5), precision (4), cursed, taint (5), warning (80), cannot be found&lt;br /&gt;
|description=Athandemos was once the greatest oracle and foreteller of a vast kingdom. He managed to foresee and prevent every major problem that arose in the kingdom and was liked by the King for a long time.  Then the King&#039;s favorite daughter died suddenly and the Oracle was swiftly killed for withholding this information.  Still there was no doubt that Athandemos had been most useful for a long time and thus the King ordered his mages to preserve the left eye of Athandemos.  This was the eye that saw into the future and the King let his own left eye be replaced with that of Athandemos.  Now no one would be able to withhold the future events from the rightful ruler.&lt;br /&gt;
 In addition to foreseeing great events, the eye can also see the near future which is very helpful in combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=421&lt;br /&gt;
|name=Ring of Invisibility&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth (20), invisibility, bestow to mount&lt;br /&gt;
|description=This ring is set with an enchanted opal. The Opal is known to grant invisibility to thieves, wizards and other scoundrels.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=422&lt;br /&gt;
|name=Ring of the False Prophet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (5), cursed, Holy magic bonus&lt;br /&gt;
|description=This ring is enchanted with magic to trick and persuade people into thinking the wearer is a truly extraordinary prophet.  The magic will affect the common people, priests and pretenders as well as himself. Once put on, the wearer will never remove the ring willingly again.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=423&lt;br /&gt;
|name=The Black Heart&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (2), cursed, assassin, cannot be found, chest wound, no inanimate&lt;br /&gt;
|description=By replacing their original heart with this one, the owner of the Black Heart will receive the skills and morals needed to be a professional assassin. The heart can only be used by stealthy beings. The crude surgery required to replace hearts will most likely permanently damage its owner. One being can have multiple magic hearts at once. Inanimate beings cannot use magic hearts.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=424&lt;br /&gt;
|name=Blood Pendant&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=darkvision (50), strength (2), blood range, bestow to mount&lt;br /&gt;
|description=This pendant makes it easier to project Blood magic at far away provinces and, as a side effect, it also grants its user enhanced strength and vision.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=425&lt;br /&gt;
|name=The Heart of Quickness&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (5), poison resistance (-5), reinvigoration (2), quickness, cursed, map move bonus (12), cannot be found, chest wound, no inanimate&lt;br /&gt;
|description=This heart made from ruby and blood is full of life force and magic power. By replacing a person&#039;s heart with this one he will become much quicker and be constantly reinvigorated by the fast flowing blood. The drawbacks are a higher sensitivity to poison and much accelerated aging. A person with this heart will age about four times as quickly as ordinary beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=426&lt;br /&gt;
|name=The Ruby Eye&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, Fire magic bonus, cannot be found&lt;br /&gt;
|description=By replacing his own eye with this fiery, eye-shaped ruby, a mage will become more powerful in Fire magic. Every now and again, the magic ruby will shed tears of magical Water gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=427&lt;br /&gt;
|name=Fever Fetish&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=disease&lt;br /&gt;
|description=This fetish will disease its bearer and use the heat of his fever to produce magical Fire gems. It usually takes a few months for the fever to become intense enough to produce the magic gems, but putting the amulet on a wounded soldier can speed up the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=428&lt;br /&gt;
|name=The Ark&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=start battle spell (Ark), dominion spread (2), heavy&lt;br /&gt;
|description=The holiness of the Ark is so great that it constantly spreads the Dominion of its owner to all nearby provinces. If the Ark is brought into battle, it will kill and blind all heretics and spread disease among them. Only priests and sacred troops of the proper religion are spared from the wrath of the Ark.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=429&lt;br /&gt;
|name=Amulet of the Doppelganger&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth (50), seduction (9), bestow to mount&lt;br /&gt;
|description=The amulet makes the wearer look like an ordinary commoner, which makes it possible to move unnoticed in enemy territory. It works just as well on a large golem as it does on a human, making it an ideal item for when you need to sneak a large monster into enemy territory.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=430&lt;br /&gt;
|name=The Flying Ship&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=heavy&lt;br /&gt;
|description=This golden ship is able to grow and shrink whenever it is needed.  The owner of the ship will be able to fly across the land with an entire army. The flying ship has no effect in combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=431&lt;br /&gt;
|name=Igor Könhelm&#039;s Tome&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=storm power (5)&lt;br /&gt;
|description=Herr Könhelm was famous for his ability to put together parts of corpses and reanimate them with the power of lightning. With the help of this tome, a mage will be able to produce corpse constructs at a much higher rate than normal. The owner of this book will also become much more physically powerful during a storm.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=432&lt;br /&gt;
|name=Tome of High Power&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=taint (5), Air magic bonus, Astral magic bonus, fire range (2), air range (2), water range (2), earth range (2), astral range (2), death range (2), nature range (2), glamour range (2), blood range (2)&lt;br /&gt;
|description=This ancient book is infused with the power of the Sky and enhances the use of Air and Astral magic. It can also be used to greatly extend the range of magic rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=433&lt;br /&gt;
|name=The Magic Lamp&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Summon Jinn)&lt;br /&gt;
|description=This lamp contains Al-Khazim, the almighty Djinn. By performing a simple ritual, the lamp can be destroyed and the Djinn will be released. Grateful for his release, Al-Khazim will serve anyone who releases him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=434&lt;br /&gt;
|name=Krupp&#039;s Bracers&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Krupp&#039;s Bracers&lt;br /&gt;
|effects=prot 4, def +4; reinvigoration (3)&lt;br /&gt;
|description=These magical steel bracers were specially made for the warlord Krupp. The bracers not only increase the defense of their wearer and the strength of his armor, but they also reinvigorate him so that he can fight for a very long time without tiring.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=435&lt;br /&gt;
|name=Draupnir&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gold generation (400)&lt;br /&gt;
|description=A golden ring of dwarven craftsmanship. Every night it gives birth to eight identical rings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=436&lt;br /&gt;
|name=The First Anvil&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E6&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=master smith&lt;br /&gt;
|description=The first anvil was made by the god of forging and then given to the mortals so they could discover the art of forging. It is an invaluable tool when crafting magic items.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=437&lt;br /&gt;
|name=Holger the Head&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=supply bonus (-3), start battle spell (Grow Headless Hoburg)&lt;br /&gt;
|description=This is a small and very fierce head that belongs to that most renowned and admired of all Hoburg heroes, Holger the Headless Hoburg Hero.  As soon as it is known that Holger lives again, many would-be Hoburg heroes are likely to flock to him, in order to join his next adventure.  When this head is held and boldly presented to the enemy, Holger will come rushing from wherever he is stuffing his headless neck with pre-chewed food or filtered soup.  Once the battle is joined, Holger will do his best to finish it quickly, so that he might once more return to his headless gluttony. Should Holger&#039;s body be slain, a new one will grow after a few days and start stuffing itself with food.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=438&lt;br /&gt;
|name=Percival the Pocket Knight&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=start battle spell (Grow Knight)&lt;br /&gt;
|description=Percival the Pocket Knight is, as his name implies, a Pocket Knight. He was made by an unknown craftsman long ago and has since shown up in various battles throughout the ages. Percival looks much like any knight, except that he is made out of tin. He also behaves much like an ordinary knight, except that he lives in a pocket. When the horns of battle call, Percival will charge out of his owner&#039;s pocket, land on the ground, grow to full size and deliver fierce battle to the enemy. Percival&#039;s main diet is lint, with an occasional shot of tin polish.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=439&lt;br /&gt;
|name=Alchemist&#039;s Stone&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (15), cold resistance (15), acid resistance (15), alchemy (50)&lt;br /&gt;
|description=This stone allows the wearer to transmute base metals into gold, resulting in greatly enhanced gains from alchemical transmutation.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=440&lt;br /&gt;
|name=Gate Stone&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]7&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]7&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E7&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Astral Travel), heavy&lt;br /&gt;
|description=An intricately carved stone puzzle inscribed with arcane runes, it allows its owner to open an arcane gateway to a distant province and let his army step through.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=441&lt;br /&gt;
|name=Atlas of Creation&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=taint (5), Earth magic bonus, Astral magic bonus, Nature magic bonus, item spell (Record of Creation)&lt;br /&gt;
|description=This large tome is filled with truths concerning the creation of the world. When referencing your current location with the indisputable truths of this tome, you can find all sites of power in your vicinity.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=442&lt;br /&gt;
|name=Bell of Cleansing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (5), auto combat spell (Cleansing Chime)&lt;br /&gt;
|description=As soon as a hostile demon comes close, the bell will chime and send powerful blasts at the demon.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=443&lt;br /&gt;
|name=Orb of Atlantis&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gift of water breathing (600), magic leadership (25), Water magic bonus, item spell (Summon Lesser Water Elemental), start battle spell (Friendly Currents)&lt;br /&gt;
|description=This crystal sphere grants its owner the ability to lead one hundred men into the sea and lets him control water currents to hamper the movement of enemy soldiers. Finally, it also gives the owner the power to summon and lead small water elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=444&lt;br /&gt;
|name=Dome of the Ancients&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (6), bestow to mount, heavy&lt;br /&gt;
|description=Mages have the knowledge to protect entire provinces with the help of powerful rituals, but these rituals are always extremely time consuming and costly in magical resources.  However in ancient times Guskovinus the wisest of archmages created a portable dome that could protect an entire province and still be moved around, like a normal albeit slightly heavy magic item.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=445&lt;br /&gt;
|name=The Astral Harpoon&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Astral Harpoon)&lt;br /&gt;
|description=An ancient harpoon made of bone with a tip of rusted iron. Tied to it is an ominous silver string. No one knows who made this ancient weapon. Perhaps it was even crafted by Horrors, given what is known of its deadly powers. It will travel through the ether until it reaches the destination specified by its wielder, and there it will strike its target. Then, the user yanks the string and its hooked prey is pulled back through the ether to where the user awaits. However, the user must beware, for if the harpoon hits a prey too mighty, the prey might yank him through the ether instead. The skill used for utilizing the harpoon is a combination of strength and Astral magic, and being very strong usually trumps normal strength and mediocre magic abilities.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=446&lt;br /&gt;
|name=The Forbidden Light&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (5), cold resistance (5), cursed, taint (50), Fire magic bonus (2), Astral magic bonus (2), start battle spell (Solar Brilliance), void return (25), bestow to mount&lt;br /&gt;
|description=This stolen piece of the Sun contains enormous power that can greatly enhance the wielder&#039;s skills in Astral and Fire magic, but this Sun material is very sought after by astral beings. In combat, the Forbidden Light will shine with a holy light that slays undead and blinds everyone else. The wielder of the Forbidden Light will grow older at an accelerated age, but that is unlikely to be his cause of death because many Horrors will also seek possession of this precious item. Any province where this piece of light is, will always count as if it is in the presence of the sun.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=447&lt;br /&gt;
|name=Nethgul&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=auto combat spell (Nethgul), void return (-4)&lt;br /&gt;
|description=Nethgul is an ancient Starspawn whose body has been dead for a very long time. Part of his mind has been preserved in an enchanted jar. From this jar, Nethgul can cast powerful spells at any enemies who come within sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=448&lt;br /&gt;
|name=The Black Mirror&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (-4), curse, Glamour magic bonus, item spell (Mind Hunt), heavy&lt;br /&gt;
|description=This magic mirror is cracked by the tension between the Astral magic used to forge the mirror and the magic from the bloodsoaked frame. A glamour mage can make great use of the mirror as it will make it easier to manipulate the false world. But the real power of the mirror can only be unlocked by an Astral mage: The ability to destroy other people&#039;s minds from faraway lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=449&lt;br /&gt;
|name=The Horror Harmonica&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (-2), taint (30), item spell (Call Horror), start battle spell (Wailing Winds)&lt;br /&gt;
|description=As soon as combat starts, the harmonica will start its ominous wail. Everyone who can hear the wailing will feel their spirits sink and their hearts will be gripped with fear. The harmonica is seldom played, because it also summons evil Horrors that will slay everyone in sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=450&lt;br /&gt;
|name=Tome of the Lower Planes&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Blood magic bonus&lt;br /&gt;
|description=This book contains a study about the planes of Hell and the magic that holds them together. Using this tome, it should be possible to navigate these planes. The book can also be of great aid when performing Blood magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=451&lt;br /&gt;
|name=The Death Globes&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=dancing weapon (772), strikes (6)&lt;br /&gt;
|description=These three spheres consist of pure death magic and a capable death mage is required to control them.  In combat they will strike nearby enemies and kill them unless they manage to resist the fatal magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=452&lt;br /&gt;
|name=Carcator the Pocket Lich&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=undead leadership (50), research bonus (4), start battle spell (Grow Lich)&lt;br /&gt;
|description=Carcator is a Pocket Lich. In fact, he is the only known existing Pocket Lich. Several hundred years ago, an unimaginably powerful entity tore off the head of a Lich that annoyed it, shrunk the head, and bound the will of the Lich to the head. Carcator&#039;s head is now the size of a big apple and the magic that binds him makes him serve his owner to the best of his abilities. Carcator has become increasingly grumpy over the years and spits and whispers foul curses at anyone nearby.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=453&lt;br /&gt;
|name=The Ankh&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=shock resistance (5), taint (3), start battle spell (Life after Death)&lt;br /&gt;
|description=Also known as the Amulet of Life, the Ankh was made in ancient times to cheat Death of its prize. The mere presence of the Ankh prohibits the souls of the dead from leaving this world. Even the soul of the wearer will not pass on upon death. Instead, the soul will reanimate the corpse of the Ankh wearer.  The powers of the Amulet of Life are so strong that the wearer may decide who will die and who will continue to fight when Death calls.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=454&lt;br /&gt;
|name=Disease Grinder&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This item will grind down one disease per month and the resulting disease powder can be used to fuel Death magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=455&lt;br /&gt;
|name=The Black Book of Secrets&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fear (5), Death magic bonus, Blood magic bonus&lt;br /&gt;
|description=This ancient book is infused with power and can be a great help when using Death and Blood magic. The secrets contained in this book also emit a strong aura of fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=456&lt;br /&gt;
|name=The Green Eye&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spell penetration (2), cursed, auto combat spell (Sleep), cannot be found&lt;br /&gt;
|description=This eye once belonged to a mighty druid. If the owner replaces his own eye with this one, the Green Eye will come alive and assist him by casting spells at any enemy who comes within sight. The Green Eye will also give increased magic penetration when the owner of the eye casts spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=457&lt;br /&gt;
|name=Wondrous Box of Monsters&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=auto combat spell (Grow Monster), heavy&lt;br /&gt;
|description=When opened in battle, random monsters will start to appear and attack the owner&#039;s enemies. In rare cases the box may malfunction and pop a few monsters that try to kill the wrong side.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=458&lt;br /&gt;
|name=Fountain of Youth&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=When the Fountain of Youth was first discovered it was too far away from the kings who would surely benefit the most from a very long life. So a large royal barrel was filled up with the water. The fountain dried up shortly after but, on the other hand, the barrel seems to never run out of its magic water. By drinking a spoonful of water from the barrel once a week you can halt most of the aging process and expect a significantly longer life. Everyone in the same province as the barrel will be able to drink from it and receive this benefit.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=459&lt;br /&gt;
|name=Midget&#039;s Revenge&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (2), attack (3), defence (3), invulnerability (20), enlargement&lt;br /&gt;
|description=Once upon a time there was Gustafus, who was a little person. Even though he was little, he was large in his faith and prayed every day to become larger so he could punish the large people who were often cruel to him. One day his God was in a good mood and gave him an amulet that enabled him to take revenge upon the people in his village. Gustafus was killed by a mob shortly after he had killed a substantial number of the villagers. The amulet can only be used by units with a natural size that is smaller than a human.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=460&lt;br /&gt;
|name=Soulstone of the Wolves&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]6&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N6&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Call of the Wild), start battle spell (Howl)&lt;br /&gt;
|description=This stone is a symbol of all wolvenkin. Its bearer is considered a friend of the wolves and they will come to his aid in battle. The bearer of the Soulstone can also cast Call of the Wild once per full moon without using any magic gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=461&lt;br /&gt;
|name=The Chalice&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=healer (5), item spell (Banishment), slow aging (100)&lt;br /&gt;
|description=The bearer of this much sought after artifact will live in constant peril for the rest of his life, for questing knights will come from time to time and seek to wrest it from his hands. The golden cup is filled with blood of unknown origin that, when applied to wounds, will instantly close them.  The blood can heal all manner of ills and afflictions and the wielder of the chalice will never grow old.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=462&lt;br /&gt;
|name=The Tome of Gaia&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Earth magic bonus, Nature magic bonus&lt;br /&gt;
|description=This ancient book is infused with Gaia&#039;s power and can be a great help when using Earth and Nature magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=463&lt;br /&gt;
|name=The Protection of Geryon&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, banish killer (-12), cannot be found, no mindless, item cost modifier (100)&lt;br /&gt;
|description=With a sizable sacrifice, a deal with the demon lord Geryon is struck to ensure the protection of one individual. If the protected individual is killed, Geryon will immediately drag down the killer to Inferno. The deal only works if Geryon is in the Infernal Realms.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=464&lt;br /&gt;
|name=The Manual of Cross Breeding&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=taint (5), crossbreeder (20)&lt;br /&gt;
|description=This tome contains the results of cross breeding between all kinds of different species using various techniques. It is an immense help when performing experimental cross breeding and will increase the amount of surviving subjects, as well as increasing the chance of breeding something powerful.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=465&lt;br /&gt;
|name=The Gift of Kurgi&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B5&lt;br /&gt;
|gear=armor: The Gift of Kurgi&lt;br /&gt;
|effects=def +8; protection (20), flying, ethereal, curse, cursed, taint (20), fear (30), item spell (Send Lesser Horror), start battle spell (Call Lesser Horror), bearer gains insanity (10), void return (5), storm immunity, bestow to mount, no mindless&lt;br /&gt;
|description=This will be granted to the man who first brings Kurgi the fine gift of twoscore blood slaves. Kurgi is an ancient Horror and his gift will bring both tremendous power and misfortune.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=466&lt;br /&gt;
|name=Ardmon&#039;s Soul Trap&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (-2), reinvigoration (-1), start battle spell (Open Soul Trap)&lt;br /&gt;
|description=This trap was devised by the feared Blood mage Ardmon. Inside it he trapped the heads of those opponents he deemed worthy to be preserved. In battle a few of the trapped spirits will emerge and aid the wielder of the Soul Trap. Some heads come from mighty warriors and some come from Fire and Earth mages. Holding this many souls is demanding and will tax the strength of the wielder of the Soul Trap.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=467&lt;br /&gt;
|name=Tome of the Forgotten Masons&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, taint (10), mason&lt;br /&gt;
|description=Master Masons are known for their great skill at constructing fortifications, but there was a trio of Masons who showed skills that were far beyond that which other Master Masons could achieve. The trio of Masons constructed some of the most wonderful buildings before they disappeared and were never heard from again. Most people forgot about them, but the Master Masons remembered and continued to research how they could construct such buildings. Rumor says the trio made a pact with infernal powers using blood sacrifices to gain their great skills. The owner of this tome will be able to construct forts that are one level better than what would otherwise be possible.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=468&lt;br /&gt;
|name=The Silver Arms&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (4), cursed, extra arms (2)&lt;br /&gt;
|description=After having observed the gods for a long while, a most cunning dwarf created these magic silver arms in an earlier era in order to replicate the power of the gods.  The secret of the gods is that they have 4 arms instead of two like the mortal beings.  By attaching these arms a mortal being can get power close to that of the gods and the ability to wield four weapons at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=469&lt;br /&gt;
|name=Tome of Legends&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Glamour magic bonus (2)&lt;br /&gt;
|description=This ancient tome is filled with the legends of old as well being enchanted with powerful glamour magic.  Just reading from the tome will make the stories come to life almost literally.  The tome is not only of great help when performing glamour magic, it will also protect its owner with a goodhearted beast from a story.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=470&lt;br /&gt;
|name=The Missing Tune&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (-2), morale (4), start battle spell (The Missing Tune)&lt;br /&gt;
|description=The missing tune will play for all enemies on the battlefield.  This tune sounds marvelous, a bit strange maybe, but it is so very safe and comforting.  All enemies hearing the song will feel emboldened and go to sleep.  While sleeping they are likely to get confused from the strange dreams and should they be awake they will not know what to do.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=471&lt;br /&gt;
|name=The Trapped Dreams of Hruvur&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (-2), strength (2), spell penetration (2), cursed, taint (50), Astral magic bonus, Glamour magic bonus, Blood magic bonus&lt;br /&gt;
|description=Gustius was the most famous mage of the discipline of mind and dreams. Having completed the studies of the human mind he decided to begin the study of horrors instead, probably in order to save humankind from their influence. The pinnacle of his achievements was the successful capture of the dreams of Hruvur, the Abomination of Desolation, a horror of immense power. After capturing these dreams he grew not only more powerful, but also increasingly mad and eventually he was found maimed and dead in his laboratory. The gem in which he trapped the horror&#039;s dreams was still there however, better hide it away somewhere safe.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=472&lt;br /&gt;
|name=Orb of Elemental Fire&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (25), Fire magic bonus, heat aura (3), bestow to mount&lt;br /&gt;
|description=This orb was forged from pure fire and is constantly radiating heat from the fire inside it. A mage wielding this orb will be able to greatly increase his power over fire. However the orb&#039;s true power lies in the summoning of fire elementals, which will be extremely powerful if summoned while wielding the orb.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=473&lt;br /&gt;
|name=Orb of Elemental Air&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=shock resistance (25), Air magic bonus, stun attackers, bestow to mount&lt;br /&gt;
|description=This orb was sculpted from pure air and is constantly sparkling and crackling from the lightning trapped inside it. A mage wielding this orb will be able to greatly increase his power over air. However the orb&#039;s true power lies in the summoning of air elementals, which will be extremely powerful if summoned while wielding the orb.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=474&lt;br /&gt;
|name=Orb of Elemental Water&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (25), Water magic bonus, bestow to mount&lt;br /&gt;
|description=This orb was sculpted from pure water and is constantly making pleasant sounds from the waves trapped inside it. A mage wielding this orb will be able to greatly increase his power over water. However the orb&#039;s true power lies in the summoning of water elementals, which will be extremely powerful if summoned while wielding the orb.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=475&lt;br /&gt;
|name=Orb of Elemental Earth&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (2), Earth magic bonus, bestow to mount, strength required (16), heavy&lt;br /&gt;
|description=This orb was forged from pure earth and is extremely heavy. A mage strong enough to wield this orb will be able to greatly increase his power over earth. However the orb&#039;s true power lies in the summoning of earth elementals, which will be extremely powerful if summoned while wielding the orb.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=476&lt;br /&gt;
|name=The Void Sphere&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]6&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S6&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, taint (75), Astral magic bonus (2), temporary astral gems (3)&lt;br /&gt;
|description=Karomatus the Great had dedicated most of his life to his artifact that would trap a piece of the void in a magic orb. Carrying essence from the astral plane this close to you would be an enormous boost when it comes to performing magic. However no matter how much he tried, there was always something that eluded him and completing the sphere never succeeded. That was until one night when the solution appeared in a dream, by mixing in the blood of just a few young girls the sphere would become so much stronger. Staring into the Void Sphere is not without danger to the mage&#039;s mind, but there is also so much to be learned by doing it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=477&lt;br /&gt;
|name=Windcatcher Sail&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=far sailing, nation restriction (77)&lt;br /&gt;
|description=The Weavers of Phaeacia make the sails of the fabled Dark Ships that travel without oars or captains. But their skill in weaving and sail-making is not limited to the Dark Sails. They also make Windcatcher Sails used by regular ships to travel quick and far. A commander equipped with a Windcatcher Sail can travel one province further than normal with a sailing army.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=478&lt;br /&gt;
|name=Companion Bracelet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=luck, cursed, research bonus (4), start battle spell (Summon Qarin), nation restriction (18), nation restriction (65)&lt;br /&gt;
|description=The wearer of this silver bracelet has bonded with a Qarin, a Jiniri spirit companion that protects him and aids him in magical research and other endeavors. The Qarin has some skills in air and astral magic and will aid him in battles with protective spells. The bond between the wearer and the Qarin is unbreakable once the final vows are spoken and the bracelet cannot be removed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=479&lt;br /&gt;
|name=Ring of Dwarven Gold&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, starting item (4)&lt;br /&gt;
|description=This ring was forged by the Eldest Dwarf. It surpasses every other ring in beauty and craftsmanship. So remarkable was its splendor that the younger brother of the eldest dwarf stole the ring and turned into a monster of greed to protect it. The ring has no powers apart from its maddening beauty.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=480&lt;br /&gt;
|name=Jinn Bottle&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=waste survival, magic leadership, nation restriction (65)&lt;br /&gt;
|description=The Nabaean Sahirs are known for their skills in Jinn magic. But some of them also summon and bind Jinn and trap them in ceramic bottles. The bottle gives its owner an enslaved Jinn. The Jinn serves its master in all manners, such as cooking or opening doors and windows to keep the owner cool. The owner will be protected from the scorching winds of the desert, but the Jinn is also a skilled warrior that protects him in battles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=481&lt;br /&gt;
|name=Golden Apple&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (2)&lt;br /&gt;
|description=This is one of the Golden Apples of the Hesperides. It grants youth to the old and a bold heart.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=482&lt;br /&gt;
|name=Eye of the Grey Ones&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=15&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spirit sight, starting item (7)&lt;br /&gt;
|description=The ancient crones known as the Grey Ones suffered millennial imprisonment. Growing older and weaker, two of them eventually lost eyesight. Now they share a single eye between the three of them. If stolen, the eye can be used by anyone with an eye socket. The eye grants both the ability to see spirits and the ability to see at all.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=483&lt;br /&gt;
|name=Holy Thing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (4), luck, start battle spell (Divine Blessing)&lt;br /&gt;
|description=This item is most holy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=484&lt;br /&gt;
|name=Mercury Barrel&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic leadership, heavy, nation restriction (102)&lt;br /&gt;
|description=When the Ktonian Alchemists discovered the old Agarthan secrets of mercurial alchemy they refined the methods of animating the magical metal. Instead of enchanting the liquid metal, they enchanted the barrel in which the material was contained. Enchanted barrels filled with mercury were a lot easier to move around, and the raw magical power needed to animate the metal was reduced. A problem with the magical metal is that it reeks with fumes detrimental to living beings. The barrels are often given to the reawakened dead and placed far from living soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=485&lt;br /&gt;
|name=Enchanted Saddle&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=proud steed&lt;br /&gt;
|description=This saddle will give a mount limited protection from physical and magical attacks, as well as increased morale.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=486&lt;br /&gt;
|name=Enchanted Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Enchanted Leather Barding&lt;br /&gt;
|effects=prot 10/6/6/10&lt;br /&gt;
|description=A leather barding enchanted with nature magic to make it stronger and more durable.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=487&lt;br /&gt;
|name=Boar Leather Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Boar Leather Barding&lt;br /&gt;
|effects=prot 15/7/7/15&lt;br /&gt;
|description=This iron-studded leather barding is made from boar leather enchanted to draw forth the ferocious rage of the wild boars from which is was made.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=488&lt;br /&gt;
|name=Knight&#039;s Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Enchanted Plate Barding&lt;br /&gt;
|effects=prot 23/17/17/23, def -1, enc +2; air shield (80)&lt;br /&gt;
|description=A barding made from iron of incredible durability and enchanted with air magic to protect the mount from incoming arrows.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=489&lt;br /&gt;
|name=Blacksteel Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Blacksteel Barding&lt;br /&gt;
|effects=prot 24/18/18/24, def -2, enc +3&lt;br /&gt;
|description=A barding made from a black, ferrous alloy of incredible strength and durability.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=490&lt;br /&gt;
|name=Gossamer Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=armor: Gossamer Barding&lt;br /&gt;
|effects=prot 13/7/7/13; blur&lt;br /&gt;
|description=This barding is made from woven spider silk that is enchanted with glamour magic. The barding shifts in different colors and its edges smear into the surroundings, making it difficult to focus your eyes on.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=491&lt;br /&gt;
|name=Fay Steed Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=armor: Fay Steed Barding&lt;br /&gt;
|effects=prot 21/16/16/21, def -1, enc +2; awe (2)&lt;br /&gt;
|description=This barding is made from a strange metal that shimmers in all the colors of the rainbow. Anyone trying to attack this mount will be struck by awe from the glamour enchanted colors.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=492&lt;br /&gt;
|name=Lightweight Cataphract Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=armor: Lightweight Cataphract Barding&lt;br /&gt;
|effects=prot 16/12/12/22, enc +1&lt;br /&gt;
|description=This barding has been enchanted with air magic to make it extremely light and easy for the mount to move around with.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=493&lt;br /&gt;
|name=Golden Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Golden Barding&lt;br /&gt;
|effects=prot 23/17/17/23, def -2, enc +3; fire resistance (5), proud steed&lt;br /&gt;
|description=This barding is made out of real gold and enchanted with magic to make it even better. Any mount wearing this will get their ability and will to fight enhanced as well as receiving some protection from fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=494&lt;br /&gt;
|name=Sunrise Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=armor: King&#039;s Barding&lt;br /&gt;
|effects=prot 23/20/20/23, enc +1; shock resistance (15), fire resistance (15), magic resistance (4)&lt;br /&gt;
|description=It is said that an archmage from previous times had a most magnificent steed called Sunrise. He loved it dearly and spent his entire life creating the perfect barding for it, so it shouldn&#039;t get hurt from all the spells that gets hurled around the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=495&lt;br /&gt;
|name=Shortsword&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=weapon: Shortsword&lt;br /&gt;
|effects=dmg 12, att +3, def +4, len 1; air shield (80)&lt;br /&gt;
|description=This is the sword used by the legendary Hoburg, Oberführer. This huge sword is called Shortsword and inflicts greatly increased damage on anyone larger than its bearer. Shortsword also grants protection from arrows by creating an Air Shield around its wielder.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=496&lt;br /&gt;
|name=Hammer of the Cyclops&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E6&lt;br /&gt;
|gear=weapon: Hammer of the Cyclops&lt;br /&gt;
|effects=dmg 27, def -1, len 2; master smith&lt;br /&gt;
|description=This well-crafted hammer was made by the mighty Cyclops, Polyperchon. There can be no better tool than this when crafting magic items.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=497&lt;br /&gt;
|name=The Admiral&#039;s Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D3&lt;br /&gt;
|gear=weapon: The Admiral&#039;s Sword&lt;br /&gt;
|effects=dmg 12, att +5, def +2, len 1, secondary #694; fear (5)&lt;br /&gt;
|description=This sword was used by Admiral Torgrin to kill many people during his life. When he was finally killed, he rose from the dead and continued killing as an undead. During the centuries of killing, this sword has become more and more bent with heavy use. Anyone who survives a hit from this sword will be cursed for the rest of his life.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=498&lt;br /&gt;
|name=Precious&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (4), attack (4)&lt;br /&gt;
|description=This ring was first found and used by a Troll Raider hero called Bogus. It grants increased attack skill and strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=499&lt;br /&gt;
|name=Vial of Frozen Tears&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Water magic bonus, Death magic bonus&lt;br /&gt;
|description=This vial contains frozen tears collected by the Ice Druid Starke to increase his powers in Water and Death magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=500&lt;br /&gt;
|name=Crown of Katafagus&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D6&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; shock resistance (15), fire resistance (15), cursed, fear (5), Death magic bonus&lt;br /&gt;
|description=This is the crown of Katafagus the Lich. It enables its wearer to call mummies to his side and it also partially protects him from fire and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=501&lt;br /&gt;
|name=Crown of Ptah&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=prot 9; magic resistance (3), morale (4), curse, cursed, fear (10), item spell (Control the Dead), start battle spell (Power of the Sepulchre)&lt;br /&gt;
|description=Ptah was an evil tyrant who ruled with an iron fist and an army of undead. He made this crown to strengthen his control over the dead and bring fear to his subjects.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=502&lt;br /&gt;
|name=Robe of the Sorceress&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=armor: Robe of the Sorceress&lt;br /&gt;
|effects=prot 16/16/16; Astral magic bonus, Death magic bonus, Nature magic bonus, Glamour magic bonus&lt;br /&gt;
|description=This robe of woven metal was enchanted by the sorceress Satina to increase her sorcerous powers and protect her from harm.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=503&lt;br /&gt;
|name=Sun Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=armor: Sun Armor&lt;br /&gt;
|effects=prot 25/25/25, def -3, enc +4; morale (4), awe (3)&lt;br /&gt;
|description=This is the holy armor of Solaris. It shines with the brilliance of the Sun and only the bravest of men will dare strike its wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=504&lt;br /&gt;
|name=Sun Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=armor: Sun Helmet&lt;br /&gt;
|effects=prot 25; magic resistance (5), awe&lt;br /&gt;
|description=This is the holy helmet of Solaris. It protects him from magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=505&lt;br /&gt;
|name=Sun Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=weapon: Sun Sword&lt;br /&gt;
|effects=dmg 15, att +3, def +3, len 1, always secondary #276; bless, leadership (50), berserk (2), berserker&lt;br /&gt;
|description=This is the holy sword of Solaris. It will bless its wielder with holy rage and unleash holy fire upon enemies in close combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=506&lt;br /&gt;
|name=Sun Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=armor: Sun Shield&lt;br /&gt;
|effects=prot 25, def +6, enc +2; shock resistance (15), fire resistance (15), awe&lt;br /&gt;
|description=This is the holy shield of Solaris. It partially protects him from fire and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=507&lt;br /&gt;
|name=Greenstone Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=armor: Greenstone Armor&lt;br /&gt;
|effects=prot 23/18/18, def -3, enc +6; acid resistance (10), heavy&lt;br /&gt;
|description=Greenstone Armor is the property of Bogus the Troll. It is made of enchanted plates of green stone and is extremely heavy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=508&lt;br /&gt;
|name=Dragon Pearl&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water breathing, cursed, Water magic bonus, temporary water gems, starting item, bestow to mount&lt;br /&gt;
|description=This huge pearl is the most prized possession of a huge dragon. The dragon would never give its pearl away, in fact it will not even put it aside for a moment, much preferring to constantly hold it and be reassured of its presence. It is often said that if a mortal gets hold of the pearl he can control the dragon. However this is most likely false and it is easy to see how a rumor like this could start considering how possessive the dragon is of its shiny pearl.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=509&lt;br /&gt;
|name=Dragon Pearl&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water breathing, cursed, Astral magic bonus, temporary astral gems, starting item (2), bestow to mount&lt;br /&gt;
|description=This huge pearl is the most prized possession of a huge dragon. The dragon would never give its pearl away, in fact it will not even put it aside for a moment, much preferring to constantly hold it and be reassured of its presence. It is often said that if a mortal gets hold of the pearl he can control the dragon. However this is most likely false and it is easy to see how a rumor like this could start considering how possessive the dragon is of its shiny pearl.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=510&lt;br /&gt;
|name=Dragon Pearl&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water breathing, cursed, Nature magic bonus, temporary nature gems, starting item (9)&lt;br /&gt;
|description=This huge pearl is the most prized possession of a huge dragon. The dragon would never give its pearl away, in fact it will not even put it aside for a moment, much preferring to constantly hold it and be reassured of its presence. It is often said that if a mortal gets hold of the pearl he can control the dragon. However this is most likely false and it is easy to see how a rumor like this could start considering how possessive the dragon is of its shiny pearl.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=511&lt;br /&gt;
|name=Pearl of Light&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spell penetration, flying, water breathing, cursed, Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus, starting item (3), bestow to mount&lt;br /&gt;
|description=The Pearl of Light is the most prized possession of the Dragon King. It was given to the Bodhisattva of Mercy after she saved his son from being eaten by unknowing fishermen who had caught the Dragon Prince in the shape of a fish. The Bodhisattva only accepted the gift if the messenger, the Dragon King&#039;s granddaughter, would take the Pearl instead. The Dragon Girl and the Bodhisattva are now inseparable, and Longnu carries the Pearl at all times.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=512&lt;br /&gt;
|name=Helmet of Invisibility&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D3&lt;br /&gt;
|gear=armor: Helmet of Invisibility&lt;br /&gt;
|effects=prot 23; cursed, spirit sight, invisibility, starting item (5)&lt;br /&gt;
|description=This helmet was made by some of the best cyclops smiths of Tartarus as a gift to the Titan of the Underworld. Anyone wearing it cannot be seen by the living.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=513&lt;br /&gt;
|name=Crown of Ohya&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G3&lt;br /&gt;
|gear=armor: War Crown&lt;br /&gt;
|effects=prot 14; awe (2), starting item (8)&lt;br /&gt;
|description=This crown was forged especially for Ohya, a giant bound to never leave his homeland. The crown can circumvent the decree that binds him and lets him move around the world freely.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=514&lt;br /&gt;
|name=Champion&#039;s Trident&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=weapon: Champion&#039;s Trident&lt;br /&gt;
|effects=dmg 12, att +3, def +6, len 3, attacks 2; quickness, luck, cursed, leadership (50), must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this trident. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=515&lt;br /&gt;
|name=Champion&#039;s Cuirass&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=armor: Champion&#039;s Cuirass&lt;br /&gt;
|effects=prot 23/13/13, def -1, enc +3; quickness, luck, cursed, awe, regeneration (5), must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this armor. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=516&lt;br /&gt;
|name=Champion&#039;s Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=armor: Helmet of Champions&lt;br /&gt;
|effects=prot 19; morale (4), quickness, luck, cursed, inspirational (2), awe, must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this helmet. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=517&lt;br /&gt;
|name=Champion&#039;s Gladius&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=weapon: Champion&#039;s Gladius&lt;br /&gt;
|effects=dmg 8, att +2, def +4, len 1; wound fend (2), quickness, luck, cursed, inspirational, must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this gladius. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=518&lt;br /&gt;
|name=Golden Sandals&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=defence (5), quickness, luck, cursed, leadership (50), map move bonus (6), must fight in arena, cannot be found&lt;br /&gt;
|description=These shiny sandals signify that the wearer has won the arena death match. Anyone wearing them will gain the respect of all fighting men and be able to run and strike with astonishing speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=519&lt;br /&gt;
|name=Champion&#039;s Medal&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=quickness, luck, cursed, leadership (50), inspirational, spirit sight, must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this prestigious medal. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=520&lt;br /&gt;
|name=Champion&#039;s Headband&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=armor: Champion&#039;s Headband&lt;br /&gt;
|effects=prot 10; quickness, luck, cursed, leadership (50), inspirational (3), awe, must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this headband. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=521&lt;br /&gt;
|name=Storm Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A3&lt;br /&gt;
|gear=armor: Storm Armor&lt;br /&gt;
|effects=prot 22/22/22, def -2, enc +3; shock resistance (15), storm immunity, bestow to mount&lt;br /&gt;
|description=This full plate armor is enchanted with storm magic. Dark clouds constantly sweep across its surface and sometimes a spark of lightning can be seen in the joints of the armor. Its wearer becomes resistant lightning and is unhindered by storms should he be able to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=522&lt;br /&gt;
|name=Carrion Seed&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=disease, cursed, cannot be found, nation restriction (53)&lt;br /&gt;
|description=Sometimes a gift is not what it seems. The black dryads of Asphodel enchant these thorny heart-shaped seeds and give them to loyal subjects with a promise of eternal life. Soon the recipient becomes feverish and weak. Within months his body withers and dies. Upon death the seed will sprout and reanimate the dead one as a manikin, alive again, but bereft of his old identity.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=523&lt;br /&gt;
|name=Carrion Bow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Carrion Bow&lt;br /&gt;
|effects=dmg 5, ammo 12, always secondary #870; nation restriction (53), item cost modifier (-40), item cost modifier (-60)&lt;br /&gt;
|description=The Black Dryads of the Vengeful Woods creates magic bows will fire arrows of bones and infected vines at the target. The vine arrows are not very accurate, but they will halt anyone hit and possibly infect them with a carrion seed. If the victim dies during the battle the seed will sprout and reanimate the corpse as a manikin serving the dark God of Asphodel.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=524&lt;br /&gt;
|name=Soul Scales&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=dream enhancer (2)&lt;br /&gt;
|description=This set of scales allows its wielder to measure the worth of a person&#039;s soul. By weighing the dreams and ambitions of the victim, the chance of a successful dream seduction is increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=525&lt;br /&gt;
|name=White Dragon Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=armor: Dragon Scale Mail&lt;br /&gt;
|effects=prot 22/11/11, def -1, enc +1; shock resistance (15), morale (4)&lt;br /&gt;
|description=Armor made from the scales of a true dragon, it is almost weightless and very durable. It protects its wearer from both fear and shock.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=526&lt;br /&gt;
|name=Black Dragon Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Dragon Scale Mail&lt;br /&gt;
|effects=prot 22/11/11, def -1, enc +1; acid resistance (15), morale (4)&lt;br /&gt;
|description=Armor made from the scales of a true dragon, it is almost weightless and very durable. It protects its wearer from both fear and acid.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=527&lt;br /&gt;
|name=The Quintessence Chest&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=temporary fire gems (2), temporary air gems (2), temporary water gems (2), temporary earth gems (2), temporary astral gems (2), temporary death gems (2), temporary nature gems (2), temporary glamour gems (2), heavy&lt;br /&gt;
|description=This marble chest is covered with quintessence, the source of all magic, on its inside. Inside it magic gems of all types will grow just from being surrounded by the quintessence. These magic gems and pearls are short lived however and once removed from the chest they must be used instantly.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=528&lt;br /&gt;
|name=Armor of Twisting Thorns&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=armor: Twisting Thorns&lt;br /&gt;
|effects=prot 13, def -1, enc +5; poison resistance (5), cursed, Nature magic bonus, Blood magic bonus, poison armor (10), cannot be found&lt;br /&gt;
|description=Thorns will protrude from all over the mage&#039;s body. The thorns twist whenever the mage makes any sudden movements, making combat and spell casting extremely arduous. However, the blood that is brought forth by the thorns will enhance the mage&#039;s power in Blood and Nature magic. The thorns are poisonous, so striking the mage without the use of a long weapon is not recommended.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=529&lt;br /&gt;
|name=Pillar of Truths&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=weapon: Pillar of Truths&lt;br /&gt;
|effects=dmg 35, att -2, def -5, len 2, always secondary #875; magic resistance (4), start battle spell (Pillar of Truths), strength required (20), heavy&lt;br /&gt;
|description=When the Pantokrator wanted a battle to be without magic and illusions, the Pillar of Truth was brought to the battle. Once this pillar is present, all units on the battlefield will be able to see through illusions and withstand magic better. If swung in battle, the pillar will strike truths of the Pantokrator into the enemies, paralyzing those who dare defy them.&lt;br /&gt;
&lt;br /&gt;
All units: MR +2, disbelieve 2, true sight&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=MediaWiki:Common.js&amp;diff=10328</id>
		<title>MediaWiki:Common.js</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=MediaWiki:Common.js&amp;diff=10328"/>
		<updated>2026-05-15T16:17:31Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Fix item filters markup and simplify effects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;( function () {&lt;br /&gt;
	function initFilter( filter ) {&lt;br /&gt;
		if ( filter.dataset.initialized ) {&lt;br /&gt;
			return;&lt;br /&gt;
		}&lt;br /&gt;
		filter.dataset.initialized = &#039;1&#039;;&lt;br /&gt;
&lt;br /&gt;
		var targetSelector = filter.getAttribute( &#039;data-target&#039; );&lt;br /&gt;
		var table = targetSelector ? document.querySelector( targetSelector ) : null;&lt;br /&gt;
		if ( !table ) {&lt;br /&gt;
			return;&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		var rows = Array.prototype.slice.call( table.querySelectorAll( &#039;tr.item-list__row&#039; ) );&lt;br /&gt;
		var count = document.createElement( &#039;span&#039; );&lt;br /&gt;
		var reset = document.createElement( &#039;button&#039; );&lt;br /&gt;
		var selects = [&lt;br /&gt;
			buildSelect( rows, &#039;slot&#039;, &#039;Slot&#039;, &#039;All slots&#039; ),&lt;br /&gt;
			buildSelect( rows, &#039;construction&#039;, &#039;Construction&#039;, &#039;All levels&#039; )&lt;br /&gt;
		];&lt;br /&gt;
&lt;br /&gt;
		filter.textContent = &#039;&#039;;&lt;br /&gt;
		selects.forEach( function ( select ) {&lt;br /&gt;
			filter.appendChild( select.label );&lt;br /&gt;
		} );&lt;br /&gt;
&lt;br /&gt;
		reset.type = &#039;button&#039;;&lt;br /&gt;
		reset.textContent = &#039;Reset&#039;;&lt;br /&gt;
		filter.appendChild( reset );&lt;br /&gt;
&lt;br /&gt;
		count.className = &#039;item-list-filter__count&#039;;&lt;br /&gt;
		filter.appendChild( count );&lt;br /&gt;
&lt;br /&gt;
		function buildSelect( sourceRows, key, labelText, allText ) {&lt;br /&gt;
			var label = document.createElement( &#039;label&#039; );&lt;br /&gt;
			var select = document.createElement( &#039;select&#039; );&lt;br /&gt;
			var values = [];&lt;br /&gt;
			var seen = {};&lt;br /&gt;
&lt;br /&gt;
			sourceRows.forEach( function ( row ) {&lt;br /&gt;
				var value = row.dataset[ key ];&lt;br /&gt;
				if ( value &amp;amp;&amp;amp; !seen[ value ] ) {&lt;br /&gt;
					seen[ value ] = true;&lt;br /&gt;
					values.push( value );&lt;br /&gt;
				}&lt;br /&gt;
			} );&lt;br /&gt;
&lt;br /&gt;
			values.sort( function ( a, b ) {&lt;br /&gt;
				if ( key === &#039;construction&#039; ) {&lt;br /&gt;
					return Number( a ) - Number( b );&lt;br /&gt;
				}&lt;br /&gt;
				return a.localeCompare( b );&lt;br /&gt;
			} );&lt;br /&gt;
&lt;br /&gt;
			select.dataset.filter = key;&lt;br /&gt;
			select.appendChild( new Option( allText, &#039;&#039; ) );&lt;br /&gt;
			values.forEach( function ( value ) {&lt;br /&gt;
				select.appendChild( new Option( value, value ) );&lt;br /&gt;
			} );&lt;br /&gt;
&lt;br /&gt;
			label.appendChild( document.createTextNode( labelText + &#039; &#039; ) );&lt;br /&gt;
			label.appendChild( select );&lt;br /&gt;
			select.label = label;&lt;br /&gt;
			return select;&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		function applyFilters() {&lt;br /&gt;
			var visible = 0;&lt;br /&gt;
			rows.forEach( function ( row ) {&lt;br /&gt;
				var keep = selects.every( function ( select ) {&lt;br /&gt;
					var value = select.value;&lt;br /&gt;
					var key = select.getAttribute( &#039;data-filter&#039; );&lt;br /&gt;
					return !value || row.dataset[ key ] === value;&lt;br /&gt;
				} );&lt;br /&gt;
				row.hidden = !keep;&lt;br /&gt;
				if ( keep ) {&lt;br /&gt;
					visible += 1;&lt;br /&gt;
				}&lt;br /&gt;
			} );&lt;br /&gt;
			if ( count ) {&lt;br /&gt;
				count.textContent = visible + &#039; items&#039;;&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		selects.forEach( function ( select ) {&lt;br /&gt;
			select.addEventListener( &#039;change&#039;, applyFilters );&lt;br /&gt;
		} );&lt;br /&gt;
&lt;br /&gt;
		reset.addEventListener( &#039;click&#039;, function () {&lt;br /&gt;
			selects.forEach( function ( select ) {&lt;br /&gt;
				select.value = &#039;&#039;;&lt;br /&gt;
			} );&lt;br /&gt;
			applyFilters();&lt;br /&gt;
		} );&lt;br /&gt;
&lt;br /&gt;
		applyFilters();&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	mw.hook( &#039;wikipage.content&#039; ).add( function ( $content ) {&lt;br /&gt;
		var content = $content &amp;amp;&amp;amp; $content[ 0 ] ? $content[ 0 ] : document;&lt;br /&gt;
		Array.prototype.forEach.call( content.querySelectorAll( &#039;.domwiki-filter&#039; ), initFilter );&lt;br /&gt;
	} );&lt;br /&gt;
}() );&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Items&amp;diff=10327</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Items&amp;diff=10327"/>
		<updated>2026-05-15T16:13:21Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Add item filters and combined effects column&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;templatestyles src=&amp;quot;Item/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
{{DISPLAYTITLE:Items}}&lt;br /&gt;
&lt;br /&gt;
Dominions 6 magic items. This table is generated from the Dom6Inspector export in &amp;lt;code&amp;gt;gamedata/BaseI.csv&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;item-list-filter domwiki-filter&amp;quot; data-target=&amp;quot;.item-list&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;label&amp;gt;Slot &amp;lt;select data-filter=&amp;quot;slot&amp;quot;&amp;gt;&amp;lt;option value=&amp;quot;&amp;quot;&amp;gt;All slots&amp;lt;/option&amp;gt;&lt;br /&gt;
&amp;lt;option value=&amp;quot;1-h wpn&amp;quot;&amp;gt;1-h wpn&amp;lt;/option&amp;gt;&lt;br /&gt;
&amp;lt;option value=&amp;quot;2-h wpn&amp;quot;&amp;gt;2-h wpn&amp;lt;/option&amp;gt;&lt;br /&gt;
&amp;lt;option value=&amp;quot;armor&amp;quot;&amp;gt;armor&amp;lt;/option&amp;gt;&lt;br /&gt;
&amp;lt;option value=&amp;quot;barding&amp;quot;&amp;gt;barding&amp;lt;/option&amp;gt;&lt;br /&gt;
&amp;lt;option value=&amp;quot;boots&amp;quot;&amp;gt;boots&amp;lt;/option&amp;gt;&lt;br /&gt;
&amp;lt;option value=&amp;quot;crown&amp;quot;&amp;gt;crown&amp;lt;/option&amp;gt;&lt;br /&gt;
&amp;lt;option value=&amp;quot;helm&amp;quot;&amp;gt;helm&amp;lt;/option&amp;gt;&lt;br /&gt;
&amp;lt;option value=&amp;quot;misc&amp;quot;&amp;gt;misc&amp;lt;/option&amp;gt;&lt;br /&gt;
&amp;lt;option value=&amp;quot;missile&amp;quot;&amp;gt;missile&amp;lt;/option&amp;gt;&lt;br /&gt;
&amp;lt;option value=&amp;quot;shield&amp;quot;&amp;gt;shield&amp;lt;/option&amp;gt;&lt;br /&gt;
&amp;lt;/select&amp;gt;&amp;lt;/label&amp;gt;&lt;br /&gt;
&amp;lt;label&amp;gt;Construction &amp;lt;select data-filter=&amp;quot;construction&amp;quot;&amp;gt;&amp;lt;option value=&amp;quot;&amp;quot;&amp;gt;All levels&amp;lt;/option&amp;gt;&lt;br /&gt;
&amp;lt;option value=&amp;quot;1&amp;quot;&amp;gt;1&amp;lt;/option&amp;gt;&lt;br /&gt;
&amp;lt;option value=&amp;quot;3&amp;quot;&amp;gt;3&amp;lt;/option&amp;gt;&lt;br /&gt;
&amp;lt;option value=&amp;quot;5&amp;quot;&amp;gt;5&amp;lt;/option&amp;gt;&lt;br /&gt;
&amp;lt;option value=&amp;quot;7&amp;quot;&amp;gt;7&amp;lt;/option&amp;gt;&lt;br /&gt;
&amp;lt;option value=&amp;quot;9&amp;quot;&amp;gt;9&amp;lt;/option&amp;gt;&lt;br /&gt;
&amp;lt;option value=&amp;quot;11&amp;quot;&amp;gt;11&amp;lt;/option&amp;gt;&lt;br /&gt;
&amp;lt;option value=&amp;quot;13&amp;quot;&amp;gt;13&amp;lt;/option&amp;gt;&lt;br /&gt;
&amp;lt;option value=&amp;quot;15&amp;quot;&amp;gt;15&amp;lt;/option&amp;gt;&lt;br /&gt;
&amp;lt;/select&amp;gt;&amp;lt;/label&amp;gt;&lt;br /&gt;
&amp;lt;button type=&amp;quot;button&amp;quot; data-filter-reset&amp;gt;Reset&amp;lt;/button&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;item-list-filter__count&amp;quot; data-filter-count&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable item-list&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Name&lt;br /&gt;
! Slot&lt;br /&gt;
! Construction&lt;br /&gt;
! Paths&lt;br /&gt;
! Effects&lt;br /&gt;
! Description&lt;br /&gt;
{{Item&lt;br /&gt;
|id=1&lt;br /&gt;
|name=Fire Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Fire Sword&lt;br /&gt;
|effects=Fire Sword (dmg 10, att +1, def +1, len 1)&lt;br /&gt;
|description=The Fire Sword is enchanted with Fire magic. The offensive skills of the wielder are enhanced.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=2&lt;br /&gt;
|name=Ice Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Ice Sword&lt;br /&gt;
|effects=Ice Sword (dmg 6, att +1, def +3, len 1)&lt;br /&gt;
|description=The Ice Sword is the signature weapon of the Ice Crafters of Caelum.  It is made mostly out of ice and enchanted with Water magic to increase the defensive skills of the wielder. Like all ice weapons it cannot be affected by any flaming weapon enhancement.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=3&lt;br /&gt;
|name=Ice Lance&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Ice Lance&lt;br /&gt;
|effects=Ice Lance (dmg 3, att +1, def +2, len 3)&lt;br /&gt;
|description=The Ice Lance is a spear made mostly out of ice and enchanted with Water magic that increases the defensive skills of the wielder. As a light lance this weapon is most effective on its first strike and when used by fast or flying units. Like all ice weapons it cannot be affected by any flaming weapon enhancement.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=4&lt;br /&gt;
|name=Blacksteel Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Blacksteel Sword&lt;br /&gt;
|effects=Blacksteel Sword (dmg 9, att +2, def +2, len 1)&lt;br /&gt;
|description=The nation of Ulm is famous for its incredibly strong blacksteel. This sword is made of high quality blacksteel and is very well crafted.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=5&lt;br /&gt;
|name=Enchanted Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Enchanted Sword&lt;br /&gt;
|effects=Enchanted Sword (dmg 8, att +1, def +2, len 1)&lt;br /&gt;
|description=This sword is enchanted with accuracy and quickness.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=6&lt;br /&gt;
|name=Enchanted Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Enchanted Spear&lt;br /&gt;
|effects=Enchanted Spear (dmg 7, att +2, def +2, len 3)&lt;br /&gt;
|description=This spear is enchanted with accuracy and quickness.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=7&lt;br /&gt;
|name=Enchanted Pike&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Enchanted Pike&lt;br /&gt;
|effects=Enchanted Pike (dmg 9, att +3, def +1, len 5)&lt;br /&gt;
|description=This pike is enchanted with accuracy and quickness.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=8&lt;br /&gt;
|name=Hardwood Club&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Hardwood Club&lt;br /&gt;
|effects=Hardwood Club (dmg 5, att +1, def +1, len 1)&lt;br /&gt;
|description=This club has been enchanted with Nature magic to make it extraordinarily sturdy, and is at least as effective as a proper iron mace.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=9&lt;br /&gt;
|name=Sceptre of Authority&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Magic Sceptre&lt;br /&gt;
|effects=Magic Sceptre (dmg 0, att +1, len 1); leadership (50), item spell (Burn)&lt;br /&gt;
|description=This golden sceptre will grant the wielder an aura of authority, making it possible to command more men. The ruby atop the sceptre grants the wielder the ability to set any possible dissenters on fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=10&lt;br /&gt;
|name=Burning Blade&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Burning Blade&lt;br /&gt;
|effects=Burning Blade (dmg 12, att +3, def +1, len 1)&lt;br /&gt;
|description=The blade of this sword is constantly burning unless it is sheathed in its scabbard. Anyone struck by the blade will be burned by the intense heat as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=11&lt;br /&gt;
|name=Holy Scourge&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Holy Scourge&lt;br /&gt;
|effects=Holy Scourge (dmg 6, att +5, def -2, len 2, attacks 2)&lt;br /&gt;
|description=This morningstar is enchanted with pure fire for the purpose of destroying undead beings. An undead creature hit by the Holy Scourge will most likely be burned to ashes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=12&lt;br /&gt;
|name=Mace of Eruption&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Mace of Eruption&lt;br /&gt;
|effects=Mace of Eruption (dmg 8, att +1, len 1, secondary #683)&lt;br /&gt;
|description=This ornate mace looks expensive enough to be used by a king. When the mace hits something a sea of flames will burst from it and burn its target as well as anyone nearby.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=13&lt;br /&gt;
|name=Staff of Flame Focus&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=Magic Staff (dmg 3, att +2, def +4, len 3); fire range&lt;br /&gt;
|description=This staff is infused with the power of Fire and will help project Fire magic rituals at faraway provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=14&lt;br /&gt;
|name=Flambeau&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=weapon: Flambeau&lt;br /&gt;
|effects=Flambeau (dmg 13, att +4, def +2, len 2, always secondary #405); fire resistance (5), item spell (Holy Pyre)&lt;br /&gt;
|description=This sword is heavily infused with pure Fire magic and it is capable of shooting holy fire that will burn undead beings to cinders. The blade is constantly burning and anyone struck will be seared by the extremely hot flames. The sword partially protects its wielder from fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=15&lt;br /&gt;
|name=Thunder Whip&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Thunder Whip&lt;br /&gt;
|effects=Thunder Whip (dmg 2, len 4, always secondary #134); shock resistance (5)&lt;br /&gt;
|description=Whenever this whip cracks a powerful jolt of lightning will erupt and shock anyone nearby. This might include the wielder of the whip, however the whip&#039;s magic properties should protect him from the worst of it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=16&lt;br /&gt;
|name=Ice Pebble Staff&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=Magic Staff (dmg 3, att +2, def +4, len 3); cold resistance (5), item spell (Winter&#039;s Chill)&lt;br /&gt;
|description=This strange staff is adorned with pebbles of ice. The owner of the staff is partially protected from frost and can release the cold of the staff at his enemies, making them numb and frozen.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=17&lt;br /&gt;
|name=Ice Mist Scimitar&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Ice Mist Scimitar&lt;br /&gt;
|effects=Ice Mist Scimitar (dmg 8, att +2, def +3, len 1); cold resistance (10)&lt;br /&gt;
|description=The Ice Mist Scimitar will cause an ice mist to spread out whenever it is swung. The mist is extremely cold and will freeze and exhaust anyone who stands in it. The wielder of the scimitar is protected from cold and is thus able to wield the scimitar without discomfort.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=18&lt;br /&gt;
|name=Coral Blade&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Coral Blade&lt;br /&gt;
|effects=Coral Blade (dmg 9, att +2, def +2, len 1, secondary #690)&lt;br /&gt;
|description=Red Coral is commonly used in enchanted items to protect against the bleeding caused by battle wounds, but it can just as easily be enchanted to cause bleeding. The coral sword has a bit of both enchantments, it will protect its wielder as well as cause bleeding that is very hard to stop in anyone it wounds.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=19&lt;br /&gt;
|name=Stinger&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Stinger&lt;br /&gt;
|effects=Stinger (dmg 7, att +2, def +1, len 3)&lt;br /&gt;
|description=A needle-sharp spear that can pierce the thickest of armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=20&lt;br /&gt;
|name=Sword of Sharpness&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Sword of Sharpness&lt;br /&gt;
|effects=Sword of Sharpness (dmg 10, att +2, def +2, len 1)&lt;br /&gt;
|description=A sword with extraordinarily sharp edges, this blade will cut through most armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=21&lt;br /&gt;
|name=Axe of Sharpness&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Axe of Sharpness&lt;br /&gt;
|effects=Axe of Sharpness (dmg 11, att +2, len 1)&lt;br /&gt;
|description=An axe with a magically sharpened edge, this weapon will cut through most armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=22&lt;br /&gt;
|name=Greatsword of Sharpness&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Greatsword of Sharpness&lt;br /&gt;
|effects=Greatsword of Sharpness (dmg 15, att +4, def +4, len 2)&lt;br /&gt;
|description=A large sword with extraordinarily sharp edges, this blade will cut through most armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=23&lt;br /&gt;
|name=Main Gauche of Parrying&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Main Gauche of Parrying&lt;br /&gt;
|effects=Main Gauche of Parrying (dmg 4, att +1, def +6)&lt;br /&gt;
|description=The Main Gauche of Parrying is made of superior steel and enchanted with quickness and lightness to better enable its wielder to counter incoming attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=24&lt;br /&gt;
|name=Halberd of Might&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Halberd of Might&lt;br /&gt;
|effects=Halberd of Might (dmg 16, att +2, def +3, len 3); strength (4)&lt;br /&gt;
|description=This heavy halberd increases the physical strength of the wielder.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=25&lt;br /&gt;
|name=Smasher&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=weapon: Smasher&lt;br /&gt;
|effects=Smasher (dmg 16, att +2, len 1, always secondary #328)&lt;br /&gt;
|description=This is a special magic hammer that is used to smash objects into small pieces. It has now been modified for purposes of war and can be used to inflict great damage on inanimate beings. It is a great weapon against mechanical constructs and certain undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=26&lt;br /&gt;
|name=Hammer of the Mountains&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Hammer of the Mountains&lt;br /&gt;
|effects=Hammer of the Mountains (dmg 25, att -1, def -3, len 3, always secondary #699)&lt;br /&gt;
|description=The Hammer of the Mountains is an enormous, rune-inscribed raw-iron hammer that strikes with the force of the mountains. Unfortunately, its great weight makes the bearer quite easy to hit.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=27&lt;br /&gt;
|name=Lightning Rod&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=Magic Staff (dmg 3, att +2, def +4, len 3); shock resistance (15)&lt;br /&gt;
|description=A cast-iron staff that will channel the energy of an electric attack harmlessly into the earth, and can also increase the effectiveness of the Corpse Man Construction spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=28&lt;br /&gt;
|name=Star of Heroes&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=weapon: Star of Heroes&lt;br /&gt;
|effects=Star of Heroes (dmg 12, att +4, def -2, len 1, secondary #174)&lt;br /&gt;
|description=All but the most powerful armor will be destroyed when hit by this morningstar. All morningstars have an increased attack value against targets with shields.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=29&lt;br /&gt;
|name=Dwarven Hammer&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=weapon: Dwarven Hammer&lt;br /&gt;
|effects=Dwarven Hammer (dmg 8, def -1, len 1); fixed forge bonus (2)&lt;br /&gt;
|description=A well-crafted hammer made of blackest dwarven iron, this hammer is enchanted with Earth magic. When used in the forge, it will help the smith produce magical wonders.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=30&lt;br /&gt;
|name=Eyecatcher&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Eyecatcher&lt;br /&gt;
|effects=Eyecatcher (dmg -5, att -2, secondary #333)&lt;br /&gt;
|description=This magical instrument will automatically hit the enemy in the eye and spoon it out.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=31&lt;br /&gt;
|name=Faithful&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Faithful&lt;br /&gt;
|effects=Faithful (dmg 7, att +2, def +4, len 1); wound fend, luck&lt;br /&gt;
|description=This short sword will grant its wielder luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=32&lt;br /&gt;
|name=Rod of the Leper King&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Magic Sceptre&lt;br /&gt;
|effects=Magic Sceptre (dmg 0, att +1, len 1); disease, undead leadership (100)&lt;br /&gt;
|description=This green metal sceptre will grant the wielder the ability to lead more of the undead and will grant that ability to those previously unable to do so. Unfortunately, the wearer will become diseased unless immune.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=33&lt;br /&gt;
|name=Duskdagger&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Duskdagger&lt;br /&gt;
|effects=Duskdagger (dmg 3, att +3, def +1, secondary #690)&lt;br /&gt;
|description=A slim dagger made of darkened steel, it is crafted according to methods long used by the Wolfkin of Jotun. It is unnaturally sharp and anyone cut by its razor edges will bleed profusely. The blade&#039;s supernatural sharpness also allows it to bypass any armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=34&lt;br /&gt;
|name=Bane Blade&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Bane Blade&lt;br /&gt;
|effects=Bane Blade (dmg 7, att +1, def +2, len 1, secondary #64)&lt;br /&gt;
|description=Bane Blades are horrible swords made from a strange alloy crafted in the Underworld. A cut from a Bane Blade will fester and rot within moments. Bane Blades are often used by the servants of the King of the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=35&lt;br /&gt;
|name=Bane Blade&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Bane Blade&lt;br /&gt;
|effects=Bane Blade (dmg 10, att +2, def +3, len 2, secondary #64)&lt;br /&gt;
|description=Bane Blades are horrible swords made from a strange alloy crafted in the Underworld. A cut from a Bane Blade will fester and rot within moments. Bane Blades are often used by the servants of the King of the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=36&lt;br /&gt;
|name=Doom Glaive&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Doom Glaive&lt;br /&gt;
|effects=Doom Glaive (dmg 16, att +2, def +2, len 3, always secondary #431)&lt;br /&gt;
|description=The Doom Glaive is a truly fearsome weapon used by some undead warriors. Those close to where it strikes will be cursed for the rest of their lives. But those lives may be very short because the victims may age and die within minutes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=37&lt;br /&gt;
|name=Hunter&#039;s Knife&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Hunter&#039;s Knife&lt;br /&gt;
|effects=Hunter&#039;s Knife (dmg 4, att +2, def +1)&lt;br /&gt;
|description=This knife has been enchanted with Nature magic and is so sharp that it can cut through chainmail as easily as a deer skin.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=38&lt;br /&gt;
|name=Thorn Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Thorn Spear&lt;br /&gt;
|effects=Thorn Spear (dmg 5, att +2, def +2, len 3, secondary #51)&lt;br /&gt;
|description=This wooden spear is covered with poisonous thorns.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=39&lt;br /&gt;
|name=Thorn Staff&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Thorn Staff&lt;br /&gt;
|effects=Thorn Staff (dmg 5, att +3, def +5, len 3, secondary #51)&lt;br /&gt;
|description=This wooden quarterstaff is covered with poisonous thorns.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=40&lt;br /&gt;
|name=Vine Whip&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=weapon: Vine Whip&lt;br /&gt;
|effects=Vine Whip (dmg 0, att +3, len 4, always secondary #137)&lt;br /&gt;
|description=This whip has been enchanted with the essence of Nature. Anyone hit by it will be Entangled in magic vines.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=41&lt;br /&gt;
|name=Gloves of the Gladiator&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=weapon: Gloves of the Gladiator&lt;br /&gt;
|effects=Gloves of the Gladiator (dmg 3, att +2, def +1, attacks 4); magic resistance, strength (3)&lt;br /&gt;
|description=These gloves are straps made from the cured skin of master gladiators. They are enchanted, weighted down with magical lead, and wrapped tightly around the hands of the wearer. The Gloves of the Gladiator are often awarded to successful gladiators in the fighting pits of Pythium.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=42&lt;br /&gt;
|name=Knife of the Damned&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Knife of the Damned&lt;br /&gt;
|effects=Knife of the Damned (dmg 4, att +4, def +1, secondary #694); curse, cursed&lt;br /&gt;
|description=This knife will curse anyone it touches.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=43&lt;br /&gt;
|name=Jade Knife&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Jade Knife&lt;br /&gt;
|effects=Jade Knife (dmg 1, att +1); blood sacrifice (2), nation restriction (111), nation restriction (73), nation restriction (25)&lt;br /&gt;
|description=A Jade Knife is enchanted with Blood magic and used by Mictlan&#039;s priests to increase the effectiveness of their blood sacrifices. A priest using a Jade Knife can sacrifice two more slaves than usual. Only the priests of certain nations can make blood sacrifices.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=44&lt;br /&gt;
|name=Pixie Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Pixie Spear&lt;br /&gt;
|effects=Pixie Spear (dmg 5, att +3, def +1, len 3, secondary #790)&lt;br /&gt;
|description=While pixies do not actually use spears like this, they are an important ingredient when creating this magic spear. Anyone wounded by this spear will be affected by extreme fatigue, just as if they had been hit by an elf shot from a living pixie.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=45&lt;br /&gt;
|name=Toy Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Toy Sword&lt;br /&gt;
|effects=Toy Sword (dmg 1, att +2, def +2, len 1, always secondary #794)&lt;br /&gt;
|description=A simple wooden sword made for children&#039;s play. But what might be a true sword for a child, might be a true sword in the dreams of men.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=46&lt;br /&gt;
|name=Shillelagh&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Shillelagh&lt;br /&gt;
|effects=Shillelagh (dmg 5, att +1, def +1, len 1); luck, nation restriction (58), nation restriction (11), item cost modifier (-40), item cost modifier (-60)&lt;br /&gt;
|description=A Shillelagh is made from a piece of an old oak that is inhabited by faeries. To create the Shillelagh the mage enters a pact with the faeries, forcing them to protect the wielder. The faeries will bring luck and always have someone nearby to protect from unforeseen enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=47&lt;br /&gt;
|name=Blade of Grass&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Blade of Grass&lt;br /&gt;
|effects=Blade of Grass (dmg 7, att +2, def +2, len 1, secondary #690)&lt;br /&gt;
|description=This sword is actually a blade of grass, large as any sword and enchanted by the magic of the dreamwild. It is as sharp as any blade crafted by man and those cut by its edge will start to bleed profusely.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=48&lt;br /&gt;
|name=Wand of Wild Fire&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=weapon: Magic Sceptre&lt;br /&gt;
|effects=Magic Sceptre (dmg 0, att +1, len 1); item spell (Fireball)&lt;br /&gt;
|description=The wielder of this powerful wand can shoot huge Fireballs at the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=49&lt;br /&gt;
|name=Fire Brand&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Fire Brand&lt;br /&gt;
|effects=Fire Brand (dmg 8, att +3, len 1, always secondary #171); fire resistance (5), morale (2)&lt;br /&gt;
|description=As soon as this sword is drawn, the blade will burst into flames and anyone close to where it strikes will be burned by a burst of extremely hot fire. Earth magic has been used to sharpen the edges of this sword so that it can cut straight through any armor. The flaming sword partially protects its wielder from fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=50&lt;br /&gt;
|name=Lightning Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Lightning Spear&lt;br /&gt;
|effects=Lightning Spear (dmg 5, att +2, def +2, len 3); shock resistance (5)&lt;br /&gt;
|description=This spear unleashes a bolt of lightning whenever it strikes a target.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=51&lt;br /&gt;
|name=Shock Trident&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Shock Trident&lt;br /&gt;
|effects=Shock Trident (dmg 10, att +3, def +4, len 3, always secondary #854); shock resistance (5)&lt;br /&gt;
|description=Whenever this trident strikes, a powerful jolt of lightning will erupt and shock anyone nearby. This might include the wielder of the trident, however the weapon&#039;s magic properties should protect him from the worst of it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=52&lt;br /&gt;
|name=Staff of Corrosion&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=Magic Staff (dmg 3, att +2, def +4, len 3); item spell (Acid Bolt)&lt;br /&gt;
|description=This staff can be used to fire Acid Bolts at the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=53&lt;br /&gt;
|name=Rune Smasher&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=weapon: Rune Smasher&lt;br /&gt;
|effects=Rune Smasher (dmg 7, att +2, def +1, len 1); spell penetration (2)&lt;br /&gt;
|description=The Rune Smasher will break down the enemy&#039;s magic resistance just before its wielder casts a spell. This makes it very hard to resist spells cast by the wielder of the Rune Smasher.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=54&lt;br /&gt;
|name=Frost Brand&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Frost Brand&lt;br /&gt;
|effects=Frost Brand (dmg 8, att +1, def +2, len 1, always secondary #765); cold resistance (5)&lt;br /&gt;
|description=As soon as this sword is drawn, the blade will burst into icy blue flames and anyone hit will be frozen by the extremely cold fire. The sword partially protects its wielder from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=55&lt;br /&gt;
|name=Sword of Swiftness&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=weapon: Sword of Swiftness&lt;br /&gt;
|effects=Sword of Swiftness (dmg 10, att +2, def +4, len 1, attacks 2)&lt;br /&gt;
|description=This sword is amazingly light and quick, allowing its wielder to strike at twice the speed of any normal man.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=56&lt;br /&gt;
|name=Midget Masher&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Midget Masher&lt;br /&gt;
|effects=Midget Masher (dmg 20, att +3, def +1, len 2)&lt;br /&gt;
|description=This huge weapon causes double damage against smaller opponents.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=57&lt;br /&gt;
|name=Elf Bane&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Elf Bane&lt;br /&gt;
|effects=Elf Bane (dmg 12, att +3, len 1, secondary #247)&lt;br /&gt;
|description=This mighty axe shreds the strands of arcane energy that hold magical beings together. Its sharp edges cut through most armor and magical beings may be destroyed by the slightest scratch.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=58&lt;br /&gt;
|name=Implementor Axe&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Implementor Axe&lt;br /&gt;
|effects=Implementor Axe (dmg 10, att +2, len 2); fear (10), pillage bonus (25)&lt;br /&gt;
|description=This axe screams with unholy voices that can be heard during the night. If used during pillaging, frightened peasants will come begging the wielder to spare their souls. The efficiency of pillaging is greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=59&lt;br /&gt;
|name=Starfire Staff&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=weapon: Magic Sceptre&lt;br /&gt;
|effects=Magic Sceptre (dmg 0, att +1, len 1); astral range, item spell (Star Fires)&lt;br /&gt;
|description=A staff enchanted with the power of the Stellar Spheres. It can project bolts of stellar might upon enemies, but its greatest power is that it increases the range of Astral rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=60&lt;br /&gt;
|name=Herald Lance&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=weapon: Herald Lance&lt;br /&gt;
|effects=Herald Lance (dmg 6, att +1, def +1, len 3); inspirational, item spell (Solar Rays)&lt;br /&gt;
|description=This spear is enchanted with essence from the Sun. When used against undead beings, it will strike with enormous force. It can fire Solar Rays that burn undead beings from a distance. The brilliance of this spear will inspire all friendly units under the spear wielders command.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=61&lt;br /&gt;
|name=Wraith Sword&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=weapon: Wraith Sword&lt;br /&gt;
|effects=Wraith Sword (dmg 11, att +2, def +3, len 2)&lt;br /&gt;
|description=When in command of a Wraith Sword, a warrior can replenish his life energy by stealing it from those he cuts down. This sword is often used by powerful undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=62&lt;br /&gt;
|name=Skull Staff&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=Magic Staff (dmg 3, att +2, def +4, len 3); Death magic bonus&lt;br /&gt;
|description=The Skull Staff is an ebony staff adorned with a human skull. The skull has to be taken from a necromancer with great experience in Death magic. The skull will give advice on necromancy and increase its wielder&#039;s power in Death magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=63&lt;br /&gt;
|name=Serpent Kryss&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Serpent Kryss&lt;br /&gt;
|effects=Serpent Kryss (dmg 4, att +2, def +1, secondary #52); poison resistance (5)&lt;br /&gt;
|description=This green blade is tempered in the venom of seven poisonous snakes. The wavy blade is venomous and extremely sharp. The dagger partially protects its wielder from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=64&lt;br /&gt;
|name=Snake Bladder Stick&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Snake Bladder Stick&lt;br /&gt;
|effects=Snake Bladder Stick (dmg 64, def +1, len 2)&lt;br /&gt;
|description=This is a simple wooden stick with an inflated bladder attached to one end, much like the bladders carried by fools and jesters. The bladder of this particular weapon is taken from an unbelievably venomous snake and is enchanted to fill with poisonous gas that puffs out of the stick whenever it strikes an enemy.  The poisonous gas puff is quite large and can easily kill both the wielder and his enemies unless they are properly protected.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=65&lt;br /&gt;
|name=Thistle Mace&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=weapon: Thistle Mace&lt;br /&gt;
|effects=Thistle Mace (dmg 3, att -1, def -1, len 1, secondary #51); Nature magic bonus&lt;br /&gt;
|description=This enchanted thistle is shaped like a mace and hard enough to crack skulls. Anyone wounded by the Thistle Mace will be poisoned by its thorns. A Nature mage can increase his magical power by wielding the enchanted thistle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=66&lt;br /&gt;
|name=Whip of Command&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Whip of Command&lt;br /&gt;
|effects=Whip of Command (dmg 1, att +3, len 4); leadership (150), inspirational (-2), taskmaster (3)&lt;br /&gt;
|description=The wielder of this whip will have his authority greatly increased and will be able to command more men. However, the morale of those under his command will decrease from being whipped. Slaves are used to being whipped, and their morale will increase instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=67&lt;br /&gt;
|name=Rat Tail&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Rat Tail&lt;br /&gt;
|effects=Rat Tail (dmg 0, att +2, len 4, always secondary #139); taskmaster&lt;br /&gt;
|description=This whip is made from the hair of one hundred rats that were enchanted by a Nature mage. Anyone struck by the whip will also suffer from overwhelming fear. Animals will be very reluctant to attack the wielder of the whip. It is also effective for keeping slaves in line.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=68&lt;br /&gt;
|name=Skull Standard&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=weapon: Standard&lt;br /&gt;
|effects=Standard (dmg 1, att -2, def -3, len 4); fear (5), item spell (Panic)&lt;br /&gt;
|description=The goatlike skull of a Pan is inscribed with a rune of horror and placed on top of a foul standard. The skull causes fear to grow in the hearts of enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=69&lt;br /&gt;
|name=Summer Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=weapon: Summer Sword&lt;br /&gt;
|effects=Summer Sword (dmg 11, att +1, def +2, len 1); supply bonus (150), item spell (Tangle Vines)&lt;br /&gt;
|description=If thrust into the ground, this sword brings good weather and fertility to the surrounding countryside. The increased fertility is enough to feed a hundred soldiers. The wielder of the Summer Sword can animate plants in order to entangle enemies. The sword is rather heavy and unbalanced.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=70&lt;br /&gt;
|name=Unseen Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Unseen Sword&lt;br /&gt;
|effects=Unseen Sword (dmg 8, att +2, def +2, len 1)&lt;br /&gt;
|description=This sword is invisible. Even seasoned warriors would have a hard time defending against the wielder of such a blade. Beings with True Sight or Spirit Sight can see the sword and will defend normally. The sword is commonly given to assassins as it might allow them to get close enough to launch a surprise attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=71&lt;br /&gt;
|name=Flesh Eater&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=weapon: Flesh Eater&lt;br /&gt;
|effects=Flesh Eater (dmg 14, att +4, def -1, len 1, secondary #150); berserk (3)&lt;br /&gt;
|description=This is an axe that has been trained to yearn after human flesh. Once it tastes the blood of an enemy, it will quickly devour the victim, resulting in a permanent chest wound. The wielder of this axe will yearn for combat and, if wounded, might go berserk.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=72&lt;br /&gt;
|name=Heart Finder Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=weapon: Heart Finder Sword&lt;br /&gt;
|effects=Heart Finder Sword (dmg 10, att +4, def +2, len 1, secondary #112)&lt;br /&gt;
|description=The magic of this sword is released as soon as the blade hits the flesh of an enemy. The sword will unerringly seek its way to the blood-filled heart and destroy it. This results in instant death, but an enemy with high magic resistance may be able to avoid the evil of the sword.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=73&lt;br /&gt;
|name=Twilight Glaive&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=weapon: Twilight Glaive&lt;br /&gt;
|effects=Twilight Glaive (dmg 15, att +4, def +4, len 3, always secondary #792)&lt;br /&gt;
|description=This glaive is enchanted with the powers of glamour magic. When day turns into night, twilight appears and emits fatigue into all living beings, making them get tired. This fatigue effects is unleashed a hundredfold wherever this glaive strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=74&lt;br /&gt;
|name=Dragon Sceptre&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=weapon: Wand&lt;br /&gt;
|effects=Wand (dmg -2, att -2); item spell (Flame Bolt)&lt;br /&gt;
|description=This sceptre will make it easier for mages to summon and control various kinds of smaller dragons. The sceptre can also be used to hurl bolts of flame in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=75&lt;br /&gt;
|name=Rod of the Phoenix&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=weapon: Wand&lt;br /&gt;
|effects=Wand (dmg -2, att -2); item spell (Incinerate)&lt;br /&gt;
|description=The wielder of this wand will be able to Incinerate enemies at will.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=76&lt;br /&gt;
|name=Staff of Elemental Mastery&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=Magic Staff (dmg 3, att +2, def +4, len 3); fire resistance (5), cold resistance (5), Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus, fire range, air range, water range, earth range&lt;br /&gt;
|description=A mage who wields this staff will enjoy increased power in all Elemental paths of magic (Fire, Air, Water and Earth), and can cast Elemental rituals at a greater range. The staff also provides partial protection against the two Elements used in its forging.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=77&lt;br /&gt;
|name=Carmine Cleaver&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=weapon: Carmine Cleaver&lt;br /&gt;
|effects=Carmine Cleaver (dmg 18, att +4, def +1, len 2, secondary #571); fire resistance (5), fire shield&lt;br /&gt;
|description=A battle axe made of stabilized lavasteel. The wielder is surrounded by a furnace-like heat that burns attackers into cinders. The axe causes horrible burns to anyone hit by its smoldering blade.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=78&lt;br /&gt;
|name=Evening Star&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Evening Star&lt;br /&gt;
|effects=Evening Star (dmg 10, att +6, def -2, len 1, always secondary #305)&lt;br /&gt;
|description=This morningstar is enchanted with the fires of the Evening Star. It will unleash flames upon those hit and drain their strength. Magic resistance does not protect the targets from the weakness. All morningstars have an increased attack value against targets with shields.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=79&lt;br /&gt;
|name=Demon Whip&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Demon Whip&lt;br /&gt;
|effects=Demon Whip (dmg 2, att +4, len 4, always secondary #237)&lt;br /&gt;
|description=When this burning whip cracks at the enemy, severe heat is unleashed and everyone nearby will get trapped in bonds of fire. The bonds can be evaded if you are quick enough, but once trapped you cannot escape without taking damage from the fiery shackles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=80&lt;br /&gt;
|name=Staff of Storms&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=weapon: Staff of Storms&lt;br /&gt;
|effects=Staff of Storms (dmg 3, att +2, def +4, len 3); item spell (Lightning Bolt), start battle spell (Storm)&lt;br /&gt;
|description=The owner of this potent item is always accompanied by heavy rainstorms and thunder. In battle, the staff can project lightning bolts upon enemies and in melee combat the staff strikes enemies with lightning. The staff can also be used to greatly increase the effectiveness of the Corpse Man Construction spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=81&lt;br /&gt;
|name=Star of Thraldom&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Star of Thraldom&lt;br /&gt;
|effects=Star of Thraldom (dmg 10, att +6, def -2, len 1, always secondary #219)&lt;br /&gt;
|description=Those close to where this morningstar strikes may find themselves magically shackled. The shackles are illusions that can be resisted. All morningstars have an increased attack value against targets with shields.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=82&lt;br /&gt;
|name=Staff of Elemental Mastery&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A4&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=Magic Staff (dmg 3, att +2, def +4, len 3); shock resistance (5), stoneskin, Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus, fire range, air range, water range, earth range&lt;br /&gt;
|description=A mage who wields this staff will enjoy increased power in all Elemental paths of magic (Fire, Air, Water and Earth), and can cast Elemental rituals at a greater range. The staff also provides partial protection against the two Elements used in its forging.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=83&lt;br /&gt;
|name=Demon Bane&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Demon Bane&lt;br /&gt;
|effects=Demon Bane (dmg 15, att +5, def +2, len 2); fire resistance (15)&lt;br /&gt;
|description=Created to slay demons, this sword protects its wielder from fire and delivers severe damage to its target.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=84&lt;br /&gt;
|name=Wave Breaker&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=weapon: Wave Breaker&lt;br /&gt;
|effects=Wave Breaker (dmg 10, att +3, def +3, len 3, attacks 3); water breathing, start battle spell (Friendly Currents)&lt;br /&gt;
|description=The wielder of this trident will be able to command the currents of the sea to help him and his friends. When used during battle, the Wave Breaker strikes with incredible speed. The trident gives the wielder the ability to breathe underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=85&lt;br /&gt;
|name=Rime Hammer&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=weapon: Rime Hammer&lt;br /&gt;
|effects=Rime Hammer (dmg 21, att +5, def +1, len 3); cold resistance (10)&lt;br /&gt;
|description=This huge maul is enchanted with water to make it strike hard and with air to make it light to swing. When the hammer is swung it hits with a tremendous force, making the elements of water and air interact in a violent way. This violent interacting will result in a freezing cold mist that will cover the vicinity for a while.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=86&lt;br /&gt;
|name=Gate Cleaver&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=weapon: Gate Cleaver&lt;br /&gt;
|effects=Gate Cleaver (dmg 29, att -1, def -1, len 2); siege bonus (100)&lt;br /&gt;
|description=This enormous axe can chop through anything, be it flesh, stone or steel. The axe is somewhat cumbersome to use in combat, but it works wonders when used against enemy castle gates. A besieging commander who has this axe will be able to breach the castle walls with ease.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=87&lt;br /&gt;
|name=Moon Blade&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Moon Blade&lt;br /&gt;
|effects=Moon Blade (dmg 13, att +4, def +5, len 2)&lt;br /&gt;
|description=A blade tempered in stellar light, it causes additional damage to magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=88&lt;br /&gt;
|name=Shadow Brand&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=weapon: Shadow Brand&lt;br /&gt;
|effects=Shadow Brand (dmg 12, att +4, def +1, len 1, always secondary #396)&lt;br /&gt;
|description=As soon as this sword is drawn, the blade will burst into flames of darkness and anyone nearby where it strikes will be burned by the shriveling fire. Earth magic has been used to sharpen the edges of this sword so that it can cut straight through any armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=89&lt;br /&gt;
|name=Standard of the Damned&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D4&lt;br /&gt;
|gear=weapon: Standard&lt;br /&gt;
|effects=Standard (dmg 1, att -2, def -3, len 4); fear (5), item spell (Drain Life)&lt;br /&gt;
|description=This standard drains life energy from enemies and adds it to the owner of the standard. The standard also causes fear in all nearby enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=90&lt;br /&gt;
|name=Banner of the Northern Star&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S4&lt;br /&gt;
|gear=weapon: Standard&lt;br /&gt;
|effects=Standard (dmg 1, att -2, def -3, len 4); magic resistance (-2), start battle spell (Light of the Northern Star)&lt;br /&gt;
|description=This banner calls down light from the Northern Star, making all Astral mages on the battlefield more powerful. The banner&#039;s wielder will have his protection against magic decreased due to the Astral power rushing through him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=91&lt;br /&gt;
|name=Axe of Hate&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Axe of Hate&lt;br /&gt;
|effects=Axe of Hate (dmg 13, att +4, len 1, secondary #413); poison resistance (-15)&lt;br /&gt;
|description=Enchanting this axe takes a long period of time, during which it is used to slowly chop down the tree from which it was made. This yields an axe enchanted by Nature that has a natural hatred for living beings. Any living being struck by the axe will have some of his energy drained from him and risks getting a deadly disease. The person wielding this axe will suffer the minor side effect of being very susceptible to poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=92&lt;br /&gt;
|name=Treelord&#039;s Staff&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N5&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=Magic Staff (dmg 3, att +2, def +4, len 3); forest survival, Nature magic bonus (2), nature range, ivy lord (2)&lt;br /&gt;
|description=A staff carved from the trunk of a dying Treelord, it is alive and covered with bark and leaves sprouting along its entire length. The power of the dying Treelord will mightily increase the owner&#039;s skills in Nature magic. When traveling in forests, the trees will make way for the power of this staff as best they can, making traveling as easy as on a road. The staff is also of great help when awakening vine creatures in the forest and will increase the effectiveness of the Awaken Vine Men and Awaken Vine Ogre spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=93&lt;br /&gt;
|name=Singing Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=weapon: Singing Sword&lt;br /&gt;
|effects=Singing Sword (dmg 9, att +2, def +3, len 1); auto combat spell (Entrancement)&lt;br /&gt;
|description=This strange weapon will start to sing its otherworldly songs as soon as any enemies come near. Unless they manage to resist it, the enemies will become bewildered by the strangely beautiful song and become unable to act for a short while.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=94&lt;br /&gt;
|name=Blood Thorn&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=weapon: Blood Thorn&lt;br /&gt;
|effects=Blood Thorn (dmg 4, att +2); Blood magic bonus&lt;br /&gt;
|description=A blade demon-forged into the shape of the athame of high sacrifice. It drains the life of those it strikes and adds that to its wielder&#039;s life force. The dagger also increases the Blood magic skill of the wielder if it is used by a Blood mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=95&lt;br /&gt;
|name=Hell Sword&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=weapon: Hell Sword&lt;br /&gt;
|effects=Hell Sword (dmg 14, att +5, def +1, len 2); fire resistance (10), berserk (3)&lt;br /&gt;
|description=A sword infused with the power of blood sacrifice, it will drain the life force of anyone struck by its blade and give that life force to its wielder. The sword also grants its wielder partial protection from fire and the ability to go berserk.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=96&lt;br /&gt;
|name=Master&#039;s Athame&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=weapon: Master&#039;s Athame&lt;br /&gt;
|effects=Master&#039;s Athame (dmg 5)&lt;br /&gt;
|description=A demon-forged blade, created with the purpose of harnessing the magic provided by lesser beings.  The wielder of this blade will be able to command the magic provided by sabbath slaves and use it to power his own magic in battles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=97&lt;br /&gt;
|name=O&#039;al Kan&#039;s Sceptre&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=weapon: O&#039;al Kan&#039;s Sceptre&lt;br /&gt;
|effects=O&#039;al Kan&#039;s Sceptre (dmg 0, len 1, always secondary #411); cold resistance (10), leadership (100), fire range (2), item spell (Flare)&lt;br /&gt;
|description=This sceptre was created long ago for a powerful Abysian warlord.  The sceptre makes it possible to command more men and hurl huge balls of flame at the enemy. It grants partial protection from cold and, if used in melee, will inflict fatigue on anyone close to where it strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=98&lt;br /&gt;
|name=Unquenched Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=weapon: Unquenched Sword&lt;br /&gt;
|effects=Unquenched Sword (dmg 22, att +4, def +1, len 1, always secondary #525); berserk, start battle spell (Heat from Hell)&lt;br /&gt;
|description=This blade is made of solid Fire tempered in an Elemental brazier. The flames that lick the ever-burning edge are incredibly hot and will cut through armor and flesh with equal ease. The heat of the blade will cause the temperature to rise on the entire battlefield and everyone to suffer from severe fatigue unless protected. This sword should be wielded only by those protected from fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=99&lt;br /&gt;
|name=Ember&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=weapon: Ember&lt;br /&gt;
|effects=Ember (dmg 15, att +5, def +4, len 1, always secondary #192); fire resistance (10), cold resistance (10)&lt;br /&gt;
|description=Ember is the sword that is cold and hot at the same time. Where Ember strikes, fire and frost will strike as well, killing the victim and anyone foolish enough to stand too close. The wielder of this sword is granted resistance to both heat and cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=100&lt;br /&gt;
|name=Sword of Justice&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=weapon: Sword of Justice&lt;br /&gt;
|effects=Sword of Justice (dmg 15, att +3, def +4, len 2, always secondary #405); fire resistance (15), Holy magic bonus, item spell (Prison of Fire)&lt;br /&gt;
|description=This sword will increase the priestly authority of any priest who wields it. When used in combat, it will burst into flames and can be used to imprison enemies in fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=101&lt;br /&gt;
|name=Tempest&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=weapon: Tempest&lt;br /&gt;
|effects=Tempest (dmg 15, att +5, def +6, len 2, always secondary #114); shock resistance (15), item spell (Thunder Strike), start battle spell (Storm)&lt;br /&gt;
|description=A blade forged during a thunderstorm and tempered by lightning, this sword crackles and hisses, striking enemies with lightning. The wielder of the sword is resistant to lightning and may send Thunder Strikes against his enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=102&lt;br /&gt;
|name=Winter Bringer&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=weapon: Winter Bringer&lt;br /&gt;
|effects=Winter Bringer (dmg 2); cold resistance (15), item spell (Falling Frost)&lt;br /&gt;
|description=The wielder of this wand can shower frost and ice among the enemy ranks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=103&lt;br /&gt;
|name=Trident from Beyond&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=weapon: Trident from Beyond&lt;br /&gt;
|effects=Trident from Beyond (dmg 13, att +2, def +3, len 3, secondary #194); Water magic bonus&lt;br /&gt;
|description=Anyone struck by this trident will risk having his soul torn to pieces, so even the smallest scratch from this weapon can be deadly. Mindless units are immune to its soul-shredding effect.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=104&lt;br /&gt;
|name=Dawn Fang&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=weapon: Dawn Fang&lt;br /&gt;
|effects=Dawn Fang (dmg 10, att +3, def +3, len 2); wound fend, magic resistance, awe&lt;br /&gt;
|description=At the dawn of time a great Enkidu hero crafted a set of magical weapons under the tutelage of the Sun. Now known only as the Dawn Warrior, he forged the First Kingdom. His items were crafted from bronze and set with lapis lazuli, the stone of the sky and the kings of old. Under the rays of the sun, the items grant their wearer the prowess and splendor of the Sun himself. The items also grant their wearer resistance against wounds and and protection from magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=105&lt;br /&gt;
|name=The Summit&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=weapon: The Summit&lt;br /&gt;
|effects=The Summit (dmg 28, att +12, def +6, len 1)&lt;br /&gt;
|description=This beautiful axe was once used by a great Dwarf Lord. The pure quality of this weapon has never been surpassed. In fact the axe is of such quality that there are no known means to withstand the damage caused by this weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=106&lt;br /&gt;
|name=The Stone Sword&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=weapon: Stone Sword&lt;br /&gt;
|effects=Stone Sword (dmg 10, att +4, def +7, len 2, always secondary #104); magic resistance (4)&lt;br /&gt;
|description=This mighty sword will strike everyone in its vicinity with petrification, including the wielder. Only those highly resistant to magic will survive.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=107&lt;br /&gt;
|name=Mage Bane&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E6&lt;br /&gt;
|gear=weapon: Mage Bane&lt;br /&gt;
|effects=Mage Bane (dmg 10, att +5, def +6, len 1, secondary #88); magic resistance (5), taint (10)&lt;br /&gt;
|description=As the name implies, this sword was designed to destroy mages. The sword gives increased magic resistance to its wielder and anyone hit by the blade will be struck unconscious. This power of the Mage Bane cannot be stopped by any magic resistance. Magic beings struck by the weapon may be destroyed as the magical energies that animate them are dissolved.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=108&lt;br /&gt;
|name=Hammer of the Forge Lord&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=weapon: Hammer of the Forge Lord&lt;br /&gt;
|effects=Hammer of the Forge Lord (dmg 20, att +1, len 2, always secondary #171); fixed forge bonus (4)&lt;br /&gt;
|description=A very sturdy sledgehammer made of the blackest dwarven iron, this hammer was made by an ancient Vanheim dwarf to help him in battle and in his craft. It is enchanted with the magic of Fire and Earth. When it strikes, it unleashes tremendous heat, and, when swung in the forge, it will ease the burden on the smith and facilitate his work.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=109&lt;br /&gt;
|name=The Tartarian Chains&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=weapon: Tartarian Chains&lt;br /&gt;
|effects=Tartarian Chains (dmg 5, att +3, def -2, len 2, attacks 2, always secondary #189)&lt;br /&gt;
|description=The ancient god who once wore these chains is unknown, but the purpose of the chains is not. They once held a fallen god captive in the Underworld, but he apparently broke free, since the chains now exist in the world of men. Some of the power of their captive is still retained in the black iron of their coils. When swung, the chains hit with tremendous force, but their primary power is that anyone surviving the force of the blow runs the risk of having his soul enslaved to the wielder of the chains. The chains have a downside, though. Anyone who wields these chains will soon find himself attacked by guards from the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=110&lt;br /&gt;
|name=The Sword of Many Colors&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G4&lt;br /&gt;
|gear=weapon: Sword of Many Colors&lt;br /&gt;
|effects=Sword of Many Colors (dmg 17, att +3, def +5, len 2, always secondary #196); awe (3), Glamour magic bonus, temporary glamour gems (2)&lt;br /&gt;
|description=When this sword is swung in combat, it will explode in a shower of light. Any enemies nearby will be severely injured unless they have very high magic resistance. A mage who carries the sword will have his Glamour power increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=111&lt;br /&gt;
|name=Twin Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Twin Spear&lt;br /&gt;
|effects=Twin Spear (dmg 10, att +2, def +2, len 3); luck, leadership (100), item spell (Call Lesser Horror)&lt;br /&gt;
|description=This is one of two spears made for the sons of a king in ancient times. The spears give the wielder increased leadership and luck in battle. One spear was given power over Death and the other was given power over the Void. The first one reanimates those killed by its deadly point. The second spear allows the wielder to call Lesser Horrors in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=112&lt;br /&gt;
|name=Twin Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Twin Spear&lt;br /&gt;
|effects=Twin Spear (dmg 10, att +2, def +2, len 3); luck, leadership (100)&lt;br /&gt;
|description=This is one of two spears made for the sons of a king in ancient times. The spears give the wielder increased leadership and luck in battle. One spear was given power over Death and the other was given power over the Void. The first one reanimates those killed by its deadly point. The second spear allows the wielder to call Lesser Horrors in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=113&lt;br /&gt;
|name=The Oath Rod of Kurgi&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=weapon: Oath Rod&lt;br /&gt;
|effects=Oath Rod (dmg 5, att +3, def +5, len 3, secondary #156); Astral magic bonus, Blood magic bonus, fire range, air range, water range, earth range, astral range, death range, nature range, glamour range, blood range, item spell (Horror Mark)&lt;br /&gt;
|description=This black staff is carved out of ancient wood and inscribed with the Oath of Kurgi, Slave to Unreason. Hidden among the other runes on the staff are skulls that endlessly shout out their mad anguish and blather oaths to Unreason. Those struck by the rod will lose their minds. The wielder can point the staff at living beings to mark them as Kurgi&#039;s to take.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=114&lt;br /&gt;
|name=The Sword of Aurgelmer&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G6&lt;br /&gt;
|gear=weapon: Sword of Aurgelmer&lt;br /&gt;
|effects=Sword of Aurgelmer (dmg 13, att +2, def +2, len 1, secondary #694); morale (4), luck, curse, start battle spell (Dreamwild Legion)&lt;br /&gt;
|description=This sword was made for a Jotun hero by Skuld, the Norna of Future Fates.  It gives its wielder&#039;s companions luck in battle but curses anyone who touches it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=115&lt;br /&gt;
|name=Rod of Death&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D3&lt;br /&gt;
|gear=weapon: Rod of Death&lt;br /&gt;
|effects=Rod of Death (dmg 10, att +3, len 1); undead leadership (100), item spell (Control the Dead)&lt;br /&gt;
|description=This scepter was stolen from the Lord of the Underworld by a powerful necromancer and given to his mortal general. The rod grants the wielder the ability to take control of the walking dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=116&lt;br /&gt;
|name=The Flailing Hands&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=weapon: Flailing Hands&lt;br /&gt;
|effects=Flailing Hands (dmg 10, att +4, def -1, len 2, attacks 2, always secondary #159); magic resistance, spell penetration, Death magic bonus&lt;br /&gt;
|description=This flail is made of human bones bound with iron. Instead of spiked balls, its chains are tipped with mummified hands enchanted with the magic of Death. When the flail is swung, the chill touch of the hands will cause extreme discomfort to anyone hit. The hands will also aid during spell casting by making helpful gestures at crucial moments.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=117&lt;br /&gt;
|name=The Sickle whose Crop is Pain&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D6&lt;br /&gt;
|gear=weapon: Pain Sickle&lt;br /&gt;
|effects=Pain Sickle (dmg 5, att +4, def +4, len 1, secondary #64)&lt;br /&gt;
|description=A sickle made from beaten bronze with runes inscribed along its edges and a blood-groove running down the center of the blade, this tool is not used to cut rye or wheat.  Instead, its harvest is of a far more sinister nature. When used in battle, the magic in the blade awakens and the sickle will harvest the pain of all those killed. Anyone surviving a hit from the sickle will start to decay and will die within minutes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=118&lt;br /&gt;
|name=Sceptre of Dark Regency&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D6&lt;br /&gt;
|gear=weapon: Sceptre of Dark Regency&lt;br /&gt;
|effects=Sceptre of Dark Regency (dmg 0, att +1, len 1, secondary #385); Death magic bonus (2), death range (2)&lt;br /&gt;
|description=A sceptre of silver and steel, set with tourmalines and enchanted with black magic, this sceptre was crafted by Shantanok, the ruler of the Black Coven, in the forges of the Obsidian Citadel. A trained necromancer wielding this sceptre will be able to bend the power of Death magic to his will. But it comes with a cost because, while wielding the sceptre, the necromancer will age at an accelerated rate.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=119&lt;br /&gt;
|name=Sword of Injustice&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D4&lt;br /&gt;
|gear=weapon: Sword of Injustice&lt;br /&gt;
|effects=Sword of Injustice (dmg 6, att +3, def +2, len 1, always secondary #774); Holy magic bonus, start battle spell (Protection of the Sepulchre)&lt;br /&gt;
|description=A simple sword of ordinary appearance, this blade was once not unlike other swords. After it was worn and wielded by the Grand Censor of Ermor who used it to mete out his depraved justice, it acquired considerable power from the innumerable innocents that died on its blade. The residue of these injustices residing in the blade was enhanced during the cataclysmic fall of Ermor, when it absorbed considerable amounts of unholy energy. The sword will now increase the holy might of its wielder and will strike anyone it hits with the rot of Hell. It also enables the owner to protect his undead minions from banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=120&lt;br /&gt;
|name=Woundflame&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D4&lt;br /&gt;
|gear=weapon: Woundflame&lt;br /&gt;
|effects=Woundflame (dmg 8, att +4, def +5, len 1, secondary #98); disease&lt;br /&gt;
|description=This short sword of black steel was quenched in the blood of lepers and the tears of plague victims during its creation. Any wounds inflicted by this blade will become grievously infected and fester at a supernatural rate. Furthermore, the bearer of the sword will become an infected carrier of an extremely virulent disease to which he and anyone nearby will likely succumb, unless undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=121&lt;br /&gt;
|name=Sun Slayer&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D6&lt;br /&gt;
|gear=weapon: Sun Slayer&lt;br /&gt;
|effects=Sun Slayer (dmg 13, att +5, def +6, len 2, always secondary #73); fear (5), Death magic bonus, item spell (Drain Life), start battle spell (Darkness)&lt;br /&gt;
|description=This gruesome blade was designed by Vestur of the Black Coven. The dark powers of the sword consumed its maker when he first used it in battle. The sword&#039;s powers were tamed when Vestur returned from beyond the grave. The black blade is covered with runes of death and destruction, and was tempered in the essence of dying souls. Only the undead are safe from the destructive powers of the sword.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=122&lt;br /&gt;
|name=Picus&#039;s Axe of Rulership&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=weapon: Picus&#039;s Axe of Rulership&lt;br /&gt;
|effects=Picus&#039;s Axe of Rulership (dmg 12, att +5, def -2, len 1, always secondary #335)&lt;br /&gt;
|description=Picus and Procas were two brothers who ruled a kingdom together. They were both wise mages: Picus was a specialist in Blood magic and Procas in Death magic. In order to strengthen their hold on the kingdom, they decided to forge a set of magic weapons together. Picus&#039;s axe was made to strengthen and protect the brothers and Procas&#039;s axe was made to put fear in both their enemies and the population.&lt;br /&gt;
&lt;br /&gt;
Whenever a citizen was to be punished, one of the brothers would chop off one of the citizen&#039;s arms and soon the axes became known as the Axes of Evil. The magic of the axes only manifested when the axes were wielded by both brothers simultaneously. Picus and Procas later died trying to defend their kingdom against a barbarian horde. The barbarian chief then managed to unleash the power of the axes by using one in each hand.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=123&lt;br /&gt;
|name=The Sharpest Tooth&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=weapon: The Sharpest Tooth&lt;br /&gt;
|effects=The Sharpest Tooth (dmg 3, att +2, secondary #337); poison resistance (25)&lt;br /&gt;
|description=This is the sharpest tooth from the most venomous Wyrm ever known to have lived. It is now empowered with two sets of runes. The first amplifies the potency of the tooth&#039;s venom and enhances the poison resistance of its wielder. The second rune will grant the wielder extreme patience and enhanced awareness of his surroundings, which can make an assassin extremely efficient. There is no handle as such, but the base of the tooth is wrapped in angel skin to nullify the otherwise baneful effect on the wielder. It is so venomous that it will affect even poison-immune creatures.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=124&lt;br /&gt;
|name=Sceptre of Corruption&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B4&lt;br /&gt;
|gear=weapon: Sceptre of Corruption&lt;br /&gt;
|effects=Sceptre of Corruption (dmg 1, att +2, len 1, always secondary #64); cursed, taint (10), leadership (100), item spell (Bane Fire)&lt;br /&gt;
|description=This unholy sceptre was the sign of office of the Great Sarlah. It allowed him to rule the living as well as his usual servants. Apart from its powers of domination, it allows its wielder to project unholy Bane Fire upon those who dissatisfy him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=125&lt;br /&gt;
|name=Procas&#039;s Axe of Rulership&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=weapon: Procas&#039;s Axe of Rulership&lt;br /&gt;
|effects=Procas&#039;s Axe of Rulership (dmg 14, att +3, def -2, len 1, always secondary #335)&lt;br /&gt;
|description=Picus and Procas were two brothers who ruled a kingdom together. They were both wise mages: Picus was a specialist in Blood magic and Procas in Death magic. In order to strengthen their hold on the kingdom, they decided to forge a set of magic weapons together. Picus&#039;s axe was made to strengthen and protect the brothers and Procas&#039;s axe was made to put fear in both their enemies and the population.&lt;br /&gt;
&lt;br /&gt;
Whenever a citizen was to be punished, one of the brothers would chop off one of the citizen&#039;s arms and soon the axes became known as the Axes of Evil. The magic of the axes only manifested when the axes were wielded by both brothers simultaneously. Picus and Procas later died trying to defend their kingdom against a barbarian horde. The barbarian chief then managed to unleash the power of the axes by using one in each hand.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=126&lt;br /&gt;
|name=Harvest Blade&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=weapon: Harvest Blade&lt;br /&gt;
|effects=Harvest Blade (dmg 16, att +10, def -5, always secondary #125); morale (2), cursed, fear (5), berserk (2), berserker&lt;br /&gt;
|description=A large and robust scythe with a rusty blade, it is always accompanied by an overpowering smell of blood. When this blade is wielded, the smell of blood becomes ever stronger and its wielder is filled with the rapturous joy of slaughter. Wading into the enemy ranks, the wielder swings the hungry blade in wide arcs, cutting off the calves of his horrified enemies, who are felled like rye at harvest.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=127&lt;br /&gt;
|name=Dimensional Rod&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=weapon: Dimensional Rod&lt;br /&gt;
|effects=Dimensional Rod (dmg 0, att +1, def +1, len 1, always secondary #442); quickness, cursed, taint (20), Astral magic bonus, astral range&lt;br /&gt;
|description=This rod has a close connection to time and space. The wielder of the rod will be able to move very quickly and strike people in order to shift them out of this world. The rod is very addictive and a sure way to insanity.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=128&lt;br /&gt;
|name=Infernal Sword&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=weapon: Infernal Sword&lt;br /&gt;
|effects=Infernal Sword (dmg 14, att +4, def +4, len 2, secondary #441); fire resistance (5)&lt;br /&gt;
|description=This sword was first forged by Igarak the Arch Devil and given to a devoted servant in the world of the living. Anyone struck by the sword will be banished from the world and sent to the Inferno. Getting back from there is not easy, but stories have been told of great heroes who were banished to the Inferno and made their way back alive.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=129&lt;br /&gt;
|name=The Staff from the Sun&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S5&lt;br /&gt;
|gear=weapon: The Staff from the Sun&lt;br /&gt;
|effects=The Staff from the Sun (dmg 4, att +3, def +3, len 3, always secondary #541); fire resistance (15), Fire magic bonus, fire range (2), temporary fire gems&lt;br /&gt;
|description=A mighty astrologer who studied the Sun discovered that a branch of some kind was stuck on the underside of the Sun. After researching a spell to loosen the branch, he traveled to directly below the Sun. He performed the ritual to loosen the branch, and this magic staff was what fell into the desert, right where the astrologer was.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=130&lt;br /&gt;
|name=Star of Darkness&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Star of Darkness&lt;br /&gt;
|effects=Star of Darkness (dmg 10, att +2, def +1, len 1, secondary #788)&lt;br /&gt;
|description=This morningstar is enchanted with the magic of death and anyone wounded by it will have their vitality sucked out from them.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=131&lt;br /&gt;
|name=Shaman&#039;s Staff&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=Magic Staff (dmg 3, att +2, def +4, len 3); reinvigoration, spell penetration, nature range&lt;br /&gt;
|description=Even though this staff is useful for all mages, it is especially useful for those who can manipulate the powers of nature.  A nature mage wielding this staff will be able to cast his nature spells at a greater range than what would otherwise be possible.  In addition to this the staff will also help all mages deal with fatigue and overcome the magic resistance of enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=132&lt;br /&gt;
|name=Black Halberd&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Black Halberd&lt;br /&gt;
|effects=Black Halberd (dmg 12, att +1, def +2, len 3, always secondary #509); nation restriction (60), nation restriction (101)&lt;br /&gt;
|description=The Black Halberd is made of high quality blacksteel and inscribed with the most sacred words. When the halberd is swung enemies of the faith are struck by exhaustion as the divine powers clash.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=133&lt;br /&gt;
|name=God-Slayer Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: God-Slayer Spear&lt;br /&gt;
|effects=God-Slayer Spear (dmg 6, att +2, len 3, always secondary #509); nation restriction (6), nation restriction (51)&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=134&lt;br /&gt;
|name=Anemone Mace&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Anemone Mace&lt;br /&gt;
|effects=Anemone Mace (dmg -2, att +4, def +1, len 1, always secondary #654); nation restriction (44), nation restriction (89), nation restriction (127)&lt;br /&gt;
|description=This horrid living weapon is grown in the lightless chasms of the deep seas. It consists of a fleshy stalk, serving as a haft, ending in a living anemonelike creature with swaying tendrils that searchingly probe the air. Any victim struck by the mace will be stung, stunned, seared, and disgusted as the tendrils lash out, seeking the warmth of exposed flesh.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=135&lt;br /&gt;
|name=Mercybrand&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=weapon: Mercybrand&lt;br /&gt;
|effects=Mercybrand (dmg 7, att +1, def +1, len 1, secondary #662); fear (5), patrol bonus (10), inquisitor, nation restriction (61)&lt;br /&gt;
|description=A branding iron, ever hot and glowing red, forged in the House of Just Fires. The brand bears with it the terrible authority of the inquisition, and anyone whose flesh it marks will experience the excruciating pain of absolute truth. The dread that this implement inspires make it a useful tool when rooting out heretics, and when brandished in battle it will fill those who see it with great fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=136&lt;br /&gt;
|name=Cockerel Scepter&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=weapon: Cockerel Sceptre&lt;br /&gt;
|effects=Cockerel Sceptre (dmg 6, att +2, def +1, len 1, always secondary #660); item spell (Holy Pyre), nation restriction (61)&lt;br /&gt;
|description=A short scepter whose head bears the likeness of the head a cockerel, wrought in gold and orichalcum. The cockerel scepter, bearing the semblance of the herald of dawn, has great powers against the forces of night. Anyone struck by the weapon runs the risk of being permanently blinded by the scepter, and undead struck will suffer tremendous damage. The scepter also enables its wielder to call upon the holy flames of the House of Just Fires.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=137&lt;br /&gt;
|name=Jellyberd&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Jellyberd&lt;br /&gt;
|effects=Jellyberd (dmg 0, att +2, def +3, len 3, always secondary #657); protection (20), nation restriction (89), nation restriction (127)&lt;br /&gt;
|description=A grotesque polearm in the shape of a runed iron shaft ending in a pulsing reddish jellyfish, trailing stinging tendrils. Those who have seen it wielded by the Illithids have dubbed it the jellyberd. When swung the tendrils will flail about and will not just hit the primary target, but will strike anyone standing close to the target too, paralyzing and poisoning those struck. The jellyfish also protects its wielder with an astral force.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=138&lt;br /&gt;
|name=Sword of the Five Elements&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Sword of the Five Elements&lt;br /&gt;
|effects=Sword of the Five Elements (dmg 8, att +3, def +4, len 1); reinvigoration (2), nation restriction (22), nation restriction (69), nation restriction (109), item cost modifier (-60), item cost modifier (-60)&lt;br /&gt;
|description=The weapon smiths of T&#039;ien Ch&#039;i have mastered the means to balance the elements into a single perfect blade. The weapon is usually given to kings and princes, but sometimes an accomplished swordmaster is granted one of the perfect blades. The Sword of Five Elements is remarkably well balanced and reinvigorates its wielder.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=139&lt;br /&gt;
|name=Spear of the Morrigan&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Spear of the Morrigan&lt;br /&gt;
|effects=Spear of the Morrigan (dmg 6, att +3, def +2, len 3, secondary #64); nation restriction (10)&lt;br /&gt;
|description=The Morrigans are heralds of death, collectors of souls and bringers of strife. A Morrigan&#039;s spear will drain the lifeforce from anyone wounded by it, and any target that survives the immediate hit will suffer from decay and age unnaturally.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=140&lt;br /&gt;
|name=Vajra&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=weapon: Vajra&lt;br /&gt;
|effects=Vajra (dmg 5, att +2); shock resistance (10), item spell (Lightning Bolt), nation restriction (20), nation restriction (68)&lt;br /&gt;
|description=The vajra, the diamond thunderbolt, is the weapon of the gods. Forged in the likeness of the celestial god-weapon by the sages of the monkey people, a vajra can project lightning upon the enemies of its wielder. It also protects its wielder from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=141&lt;br /&gt;
|name=Flail of Misfortune&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=weapon: Flail of Misfortune&lt;br /&gt;
|effects=Flail of Misfortune (dmg 13, att +6, def +1, len 2, attacks 2, always secondary #366); spell penetration (2)&lt;br /&gt;
|description=This is the Flail of Belial, Lord of Corruption.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=142&lt;br /&gt;
|name=Sling of Accuracy&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Sling of Accuracy&lt;br /&gt;
|effects=Sling of Accuracy (dmg 12, att +5, ammo 15)&lt;br /&gt;
|description=Most slings are difficult to aim, but this one has been enchanted with Air magic to make it shoot further and much more accurately.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=143&lt;br /&gt;
|name=Just Man&#039;s Cross&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Just Man&#039;s Cross&lt;br /&gt;
|effects=Just Man&#039;s Cross (dmg 12, att +4, attacks -2, ammo 12)&lt;br /&gt;
|description=This crossbow is enchanted with pure fire for the purpose of destroying undead beings. An undead creature hit by a bolt from this crossbow will most likely be burned to ashes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=144&lt;br /&gt;
|name=Trueshot Longbow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Trueshot Longbow&lt;br /&gt;
|effects=Trueshot Longbow (dmg 12, att +30, ammo 12)&lt;br /&gt;
|description=Arrows fired from this bow will find their intended target, regardless of distance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=145&lt;br /&gt;
|name=The Pebble Pouch&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Boulder&lt;br /&gt;
|effects=Boulder (dmg 8, ammo 15); strength required (20)&lt;br /&gt;
|description=A rather nondescript pouch made of cured Jotun skin. The pebble pouch&#039;s powers will be revealed when the user withdraws one of the pebbles lying inside the pouch. When the pebble is withdrawn it will grow into a large boulder, ready to be thrown. This item can only be used by those of giant size and strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=146&lt;br /&gt;
|name=Piercer&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Piercer&lt;br /&gt;
|effects=Piercer (dmg 12, att +10, attacks -2, ammo 12)&lt;br /&gt;
|description=Bolts fired from this crossbow are extremely sharp and will go straight through any shields or armor in their path. The Piercer can also be used underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=147&lt;br /&gt;
|name=Black Bow of Botulf&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Black Bow&lt;br /&gt;
|effects=Black Bow (dmg 12, att +5, ammo 12, secondary #156)&lt;br /&gt;
|description=Crafted from unknown materials, anyone hurt by an arrow from this black bow will become feebleminded for the rest of its life.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=148&lt;br /&gt;
|name=Mirage Bola&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Mirage Bola&lt;br /&gt;
|effects=Mirage Bola (dmg 0, att +2, ammo 50, always secondary #810)&lt;br /&gt;
|description=This weapon is composed of three globes shining with a faint light, all connected to each other with a thin red cord. When thrown against an enemy, it will wrap itself around the target, immobilizing him. The bola will reform itself in its user&#039;s hands after being thrown and only imaginary threads will remain tying up the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=149&lt;br /&gt;
|name=Fire Bola&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Fire Bola&lt;br /&gt;
|effects=Fire Bola (dmg 2, att +2, ammo 50, always secondary #302)&lt;br /&gt;
|description=This weapon is composed of three glowing metal lumps tied together with a cord of fire. When thrown against an enemy, it will wrap itself around the target, burning and immobilizing him. The bola will reform itself in its user&#039;s hands after being thrown.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=150&lt;br /&gt;
|name=Thunder Bow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=weapon: Lightning&lt;br /&gt;
|effects=Lightning (dmg 0, att +3, ammo 1005, always secondary #704)&lt;br /&gt;
|description=When the string of the Thunder Bow is drawn, a lightning bolt will appear where the arrow should have been, ready to be fired at the archer&#039;s enemies. The further the string is drawn, the more powerful the lightning bolt will be. The Thunder Bow can be a very formidable weapon in the hands of a man with strong arms and a good eye.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=151&lt;br /&gt;
|name=Golden Arbalest&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Golden Arbalest&lt;br /&gt;
|effects=Golden Arbalest (dmg 15, att +10, attacks 2, ammo 12)&lt;br /&gt;
|description=An arbalest of remarkable craftsmanship, it has an ingenious loading mechanism enchanted to automatically load and fire at incredible speed. The Golden Arbalest is able to fire and reload several times faster than a normal arbalest. Further enchantments are applied to increase the strength of the bow and the accuracy of the bolts.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=152&lt;br /&gt;
|name=Vision&#039;s Foe&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Vision&#039;s Foe&lt;br /&gt;
|effects=Vision&#039;s Foe (dmg 13, att +10, attacks -3, ammo 10, always secondary #333)&lt;br /&gt;
|description=This arbalest is made of yew and steel and inscribed with intricate patterns and twisting runes. Any arrows fired from the Vision&#039;s Foe will always pierce the eye of the target, bypassing any armor and impairing vision.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=153&lt;br /&gt;
|name=Vine Bow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Vine Bow&lt;br /&gt;
|effects=Vine Bow (dmg 5, ammo 12, always secondary #137)&lt;br /&gt;
|description=This magic bow will fire living vines at the target. The vine arrows are neither very accurate nor effective, but they will stop even the largest of monsters for at least a short while.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=154&lt;br /&gt;
|name=Sling of Crystal Shards&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Sling of Crystal Shards&lt;br /&gt;
|effects=Sling of Crystal Shards (dmg 6, att -1, attacks 6, ammo 12, secondary #815)&lt;br /&gt;
|description=This magic sling throws a large number of crystal shards towards the enemy. Anyone wounded by a shard will be affected by the magic inside the crystal. The stored magic will harness the fear generated from being wounded and use it to create an illusion that will start to fight the enemies. Mindless units are immune to the effects of this sling.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=155&lt;br /&gt;
|name=Bow of War&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Bow of War&lt;br /&gt;
|effects=Bow of War (dmg 8, attacks 13, ammo 7)&lt;br /&gt;
|description=Arrows fired from this bow will split into thirteen lethal arrows.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=156&lt;br /&gt;
|name=Ethereal Crossbow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Ethereal Crossbow&lt;br /&gt;
|effects=Ethereal Crossbow (dmg 999, att +5, attacks -2, ammo 12)&lt;br /&gt;
|description=The hazy quarrels of this crossbow pierce all armor and slay the soul of anyone hit. This missile weapon can also be used underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=157&lt;br /&gt;
|name=Ivory Bow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D3&lt;br /&gt;
|gear=weapon: Ivory Bow&lt;br /&gt;
|effects=Ivory Bow (dmg 12, att +2, attacks 3, ammo 12, secondary #64); undead leadership (15)&lt;br /&gt;
|description=This horrible bow is made from the Ivory of the Underworld, human bones. It is strangely shaped and would not work, were it not enchanted with Air magic. The bow fires volleys of deadly arrows burning with the sickly green flames of bane fire. As if this was not enough, the arrows will trap the souls of those killed, coercing their bodies to continue fighting, but for a new master, their slayer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=158&lt;br /&gt;
|name=Banefire Crossbow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Banefire Crossbow&lt;br /&gt;
|effects=Banefire Crossbow (dmg 10, att +2, attacks -2, ammo 14, always secondary #435); curse&lt;br /&gt;
|description=This weapon is loaded with bolts from the Realm of Dead. The bolts will explode in a shower of Death magic when they strike. Those affected by it will wither and die within minutes. Anyone who carries this weapon will be cursed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=159&lt;br /&gt;
|name=Bow of the Titans&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A3&lt;br /&gt;
|gear=weapon: Bow of the Titans&lt;br /&gt;
|effects=Bow of the Titans (dmg 22, att +100, attacks -2, ammo 10); air range, item spell (Seeking Arrow), strength required (18)&lt;br /&gt;
|description=It takes a really strong man to use this very large and exquisitely ornate bow. But a strong man can use the bow to perform the most miraculous shots. He will be able to fire arrows at targets in another province, or use it in combat to fire giant arrows with unlimited range and perfect accuracy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=160&lt;br /&gt;
|name=Blacksteel Tower Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Blacksteel Tower Shield&lt;br /&gt;
|effects=Blacksteel Tower Shield (prot 23, def +7, enc +2); no mount&lt;br /&gt;
|description=This tower shield is made of a black, ferrous alloy of incredible strength and durability. Tower shields can&#039;t be used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=161&lt;br /&gt;
|name=Blacksteel Kite Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Blacksteel Kite Shield&lt;br /&gt;
|effects=Blacksteel Kite Shield (prot 29, def +6, enc +2)&lt;br /&gt;
|description=This kite shield is made of a black, ferrous alloy of incredible strength and durability. Kite shields are usually used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=162&lt;br /&gt;
|name=Enchanted Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=armor: Enchanted Shield&lt;br /&gt;
|effects=Enchanted Shield (prot 17, def +6, enc +1)&lt;br /&gt;
|description=This round shield is enchanted with Astral magic, making it quicker than all ordinary shields.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=163&lt;br /&gt;
|name=Raw Hide Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Magic Leather Shield&lt;br /&gt;
|effects=Magic Leather Shield (prot 13, def +4)&lt;br /&gt;
|description=This shield is made from the hides of exceptional bulls. The shield is not as sturdy as a good iron shield, but it is very light and doesn&#039;t encumber its bearer. The Raw Hide Shield is often used by mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=164&lt;br /&gt;
|name=Weightless Tower Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=armor: Weightless Tower Shield&lt;br /&gt;
|effects=Weightless Tower Shield (prot 16, def +8); no mount&lt;br /&gt;
|description=This tower shield is enchanted with Air magic, making it light and quick. Tower shields can&#039;t be used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=165&lt;br /&gt;
|name=Weightless Kite Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=armor: Weightless Kite Shield&lt;br /&gt;
|effects=Weightless Kite Shield (prot 21, def +7)&lt;br /&gt;
|description=This kite shield is enchanted with Air magic, making it light and quick. Kite shields are usually used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=166&lt;br /&gt;
|name=Lead Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Lead Shield&lt;br /&gt;
|effects=Lead Shield (prot 23, def +3, enc +3); magic resistance (4)&lt;br /&gt;
|description=The Lead Shield is very heavy and is enchanted to protect its wielder from hostile magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=167&lt;br /&gt;
|name=Shield of Valor&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Shield of Valor&lt;br /&gt;
|effects=Shield of Valor (prot 21, def +7, enc +1)&lt;br /&gt;
|description=This formidable shield is enchanted with Earth and Air to make it both strong and light. Symbols of power are inscribed on the surface of the shield to protect the bearer from missiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=168&lt;br /&gt;
|name=Lucky Coin&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=armor: Lucky Coin&lt;br /&gt;
|effects=Lucky Coin (prot 19, def +4); luck&lt;br /&gt;
|description=A buckler of polished silver, it has inscribed on its surface the face of an unknown statesman grinning at some private joke. The figure on the surface of the shield is reputedly the lover of Lady Luck and his face makes the bearer pleasant in the eyes of the Lady.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=169&lt;br /&gt;
|name=Shield of Meteoritic Iron&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=armor: Shield of Meteoritic Iron&lt;br /&gt;
|effects=Shield of Meteoritic Iron (prot 30, def +3, enc +4); start battle spell (Power of the Spheres), no mount&lt;br /&gt;
|description=This heavy shield is made of sky metal, a material known to focus and enhance arcane powers. The shield is cumbersome, but its enchantments will empower a mage in battle, increasing his power in all magic Paths. Tower shields cannot be used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=170&lt;br /&gt;
|name=Eye Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=armor: Eye Shield&lt;br /&gt;
|effects=Eye Shield (prot 16, def +5)&lt;br /&gt;
|description=A buckler made to resemble a single round eye, this item is disturbingly lifelike. Anyone who hits the Eye Shield will be punished by the vengeful spirit locked inside the eye of the shield. The spirit will strike at the eyes of the perpetrator.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=171&lt;br /&gt;
|name=Ice Aegis&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=armor: Ice Aegis&lt;br /&gt;
|effects=Ice Aegis (prot 21, def +7, enc +1); cold resistance (5), ice protection&lt;br /&gt;
|description=This shield is made of enchanted ice and its enchantment will increase in power when it is cold and decrease when it is warm. The shield will also protect it wielder from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=172&lt;br /&gt;
|name=Golden Hoplon&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=armor: Gold Shield&lt;br /&gt;
|effects=Gold Shield (prot 23, def +8, enc +1); fire resistance (15)&lt;br /&gt;
|description=A great golden hoplon enchanted to protect its wielder from fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=173&lt;br /&gt;
|name=Charcoal Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Charcoal Shield&lt;br /&gt;
|effects=Charcoal Shield (prot 26, def +4, enc +1); fire resistance (10), fire shield&lt;br /&gt;
|description=A massive, round shield made of beaten bronze and set with ever-glowing coals whose fierce heat can be felt several feet away, this shield was reputedly made by the same god who once constructed the Aegis. Anyone who strikes the surface of the shield will find that the immense heat of the shield will instantly pass through his weapon and into his body, causing extreme pain. The shield partially protects its wielder from fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=174&lt;br /&gt;
|name=Mirror of Long Lost Battles&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=armor: Mirror Shield&lt;br /&gt;
|effects=Mirror Shield (prot 22, def +6, enc +2); no mount&lt;br /&gt;
|description=This heavy bronze and silver tower shield is enchanted with glamour magic. Hazy images of past battles appear on its polished silver surface. Whenever an enemy is close one of the warriors of the mirror steps through to fight for the wielder.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=175&lt;br /&gt;
|name=Shield of the Accursed&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=armor: Shield of the Accursed&lt;br /&gt;
|effects=Shield of the Accursed (prot 21, def +6, enc +1); defence (3)&lt;br /&gt;
|description=This large, round shield is carved with disturbing patterns. The patterns on the shield are locked into the very fabric of reality. Any disturbance to their integrity will risk damaging the Veil that locks out the Horrors, allowing the Horrors to mark the striker for special attention. The patterns on the shield are also painful to look at and will cause opponents to have problems focusing on the shield and its bearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=176&lt;br /&gt;
|name=Vine Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=armor: Vine Shield&lt;br /&gt;
|effects=Vine Shield (prot 13, def +5)&lt;br /&gt;
|description=This is a buckler made of tightly woven, living vines that writhe and twist like snakes. Anyone in close combat with the bearer will find that the vines on the shield will lash out and try to hold him still.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=177&lt;br /&gt;
|name=Totem Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=armor: Magic Leather Shield&lt;br /&gt;
|effects=Magic Leather Shield (prot 13, def +4); curse attacker (5)&lt;br /&gt;
|description=The head painted on this shield will cast curses on anyone striking its bearer. The Totem Shield is often used by evil witch doctors to discourage people from attacking them.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=178&lt;br /&gt;
|name=Shield of Gleaming Gold&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Gold Shield&lt;br /&gt;
|effects=Gold Shield (prot 23, def +8, enc +1); awe&lt;br /&gt;
|description=This gilded, octagonal shield shines so brightly that enemies must avert their gaze from its polished surface. Only brave soldiers will ignore the bright aura of the shield and strike its bearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=179&lt;br /&gt;
|name=Scutata Volturnus&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Scutata Volturnus&lt;br /&gt;
|effects=Scutata Volturnus (prot 21, def +7, enc +2); shock resistance (5), auto combat spell (Shocking Grasp), no mount&lt;br /&gt;
|description=This formidable tower shield is enchanted with Earth to make it strong.  On its surface is an enchanted symbol that will strike nearby enemies with lightning. The wielder is also partially protected from lightning. Tower shields cannot be used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=180&lt;br /&gt;
|name=Lantern Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=armor: Lantern Shield&lt;br /&gt;
|effects=Lantern Shield (prot 23, def +5, enc +1); magic leadership, fear (5)&lt;br /&gt;
|description=This metal shield is set with turquoise stones that burn with otherworldly light. The enchanted stones will release imprisoned Corpse Candles in battle. The eerie lights and sounds of the stones will frighten cowardly enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=181&lt;br /&gt;
|name=Immaculate Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=armor: Immaculate Shield&lt;br /&gt;
|effects=Immaculate Shield (prot 30, def +8, enc +1); bless, awe (2), Holy magic bonus&lt;br /&gt;
|description=A shield once worn by a great warrior prophet. It shines with holy splendor and sings like a choir of angels. A priest bearing the shield has his priestly authority increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=182&lt;br /&gt;
|name=Barrier&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=armor: Barrier&lt;br /&gt;
|effects=Barrier (prot 40, def +9, enc +2); shock resistance (15), fire resistance (15), strength (4), no mount&lt;br /&gt;
|description=This great shield is inscribed with runes of fortitude and swiftness. It is said to be indestructible until its creator has died. The shield grants its bearer strength from the Earth itself, as well as protection from fire and lightning. Tower shields cannot be used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=183&lt;br /&gt;
|name=The Aegis&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=armor: Aegis&lt;br /&gt;
|effects=Aegis (prot 25, def +6, enc +1); fear (5), petrification&lt;br /&gt;
|description=This is a round shield of hardened leather with tufts of goat hair surrounding its edge. Upon the leather surface, the unknown maker painted an extremely vivid image of the Medusa. The image is so vivid that anyone who meets the mad gaze of the painted eyes will be instantly petrified. Anyone fighting the Aegis-bearer tries to avoid the leering face of the Medusa and will thus have trouble watching and predicting the Aegis-bearer&#039;s actions.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=184&lt;br /&gt;
|name=Shield of the Dawn&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Shield of the Dawn&lt;br /&gt;
|effects=Shield of the Dawn (prot 35, def +7, enc +2); fire resistance (5), wound fend, magic resistance, awe&lt;br /&gt;
|description=At the dawn of time a great Enkidu hero crafted a set of magical weapons under the tutelage of the Sun. Now known only as the Dawn Warrior, he forged the First Kingdom. His items were crafted from bronze and set with lapis lazuli, the stone of the sky and the kings of old. Under the rays of the sun, the items grant their wearer the prowess and splendor of the Sun himself. The items also grant their wearer resistance against wounds and and protection from magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=185&lt;br /&gt;
|name=Blacksteel Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Blacksteel Helmet&lt;br /&gt;
|effects=Blacksteel Helmet (prot 24)&lt;br /&gt;
|description=This helmet is made of a black, ferrous alloy of incredible strength and durability.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=186&lt;br /&gt;
|name=Enchanted Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=armor: Enchanted Helmet&lt;br /&gt;
|effects=Enchanted Helmet (prot 15)&lt;br /&gt;
|description=This enchanted helmet is both sturdy and comfortable.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=187&lt;br /&gt;
|name=Dragon Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Magic Helmet&lt;br /&gt;
|effects=Magic Helmet (prot 22); fire resistance (5), darkvision (50), morale (4)&lt;br /&gt;
|description=In addition to becoming resistant to fire, the wearer of this helmet will be able to see in the dark and will be incredibly brave in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=188&lt;br /&gt;
|name=Crown of Lead&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=Magic Crown (prot 6); magic resistance&lt;br /&gt;
|description=A crown made with a rich portion of lead and a simple enchantment to make it repel hostile magics.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=189&lt;br /&gt;
|name=Ivy Crown&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=forest survival, ivy lord&lt;br /&gt;
|description=The Ivy Crown is a replica of the ivy crowns that were worn by exalted Vine Men in the ancient times before men came and drove them away. The forests and the Vine Men who live there perceive the wearer as an ancient Vine Lord and will gladly assist him. The crown is of great help when awakening vine creatures and will increase the effect of the Awaken Vine Men and Awaken Vine Ogre spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=190&lt;br /&gt;
|name=Horned Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Gore, armor: Magic Helmet&lt;br /&gt;
|effects=Gore (dmg 0, att -1, def -1); Magic Helmet (prot 22)&lt;br /&gt;
|description=An imposing helmet sporting two great horns, this item allows its wearer to deliver a powerful gore attack in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=191&lt;br /&gt;
|name=Ice Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=armor: Ice Cap&lt;br /&gt;
|effects=Ice Cap (prot 18); cold resistance (5)&lt;br /&gt;
|description=This helmet is made of enchanted ice and will protect its wearer from both physical harm and cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=192&lt;br /&gt;
|name=Flame Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=armor: Flame Helmet&lt;br /&gt;
|effects=Flame Helmet (prot 5/21); reinvigoration (-3), Fire magic bonus&lt;br /&gt;
|description=Flames will start to burn on top of this helmet as soon as it is worn.  The flames are a visible manifestation of the wearer&#039;s life force and will enhance his power in Fire magic and protect him from heat. Wearing this helmet in combat is quite strenuous, but the protection gained is formidable.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=193&lt;br /&gt;
|name=Helmet of Heroes&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Helmet of Champions&lt;br /&gt;
|effects=Helmet of Champions (prot 19); inspirational (2)&lt;br /&gt;
|description=This wearer of this helmet will be able to inspire his men to great deeds.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=194&lt;br /&gt;
|name=Dragon Crown&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=Magic Crown (prot 9)&lt;br /&gt;
|description=This crown is shaped like the skull of a dragon. If worn when summoning dragonkin its powers manifest themselves and additional drakes will answer the call.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=195&lt;br /&gt;
|name=Winged Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A4&lt;br /&gt;
|gear=armor: Magic Helmet&lt;br /&gt;
|effects=Magic Helmet (prot 22); Air magic bonus&lt;br /&gt;
|description=This helmet will increase the wearer&#039;s skill in Air magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=196&lt;br /&gt;
|name=Crown of Command&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=Magic Crown (prot 9); leadership (100), magic leadership (50), inspirational&lt;br /&gt;
|description=With this crown, a commander can lead more men than ever before. The commander will even be able to command magical beings as if he were a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=197&lt;br /&gt;
|name=Spirit Mask&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=armor: Wooden Mask&lt;br /&gt;
|effects=Wooden Mask (prot 10, def -1); magic resistance, auto combat spell (Frighten), spirit sight&lt;br /&gt;
|description=A mask carved from spirit wood, painted with magical patterns in order to bind a vengeful spirit. The mask will project its ill will upon the enemies of its wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=198&lt;br /&gt;
|name=Mistletoe Garland&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (5), luck&lt;br /&gt;
|description=A garland enchanted to draw forth the magical properties of mistletoe, which grants good luck and protection from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=199&lt;br /&gt;
|name=Horror Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=armor: Magic Helmet&lt;br /&gt;
|effects=Magic Helmet (prot 22); fear (5)&lt;br /&gt;
|description=A dark helmet with strange appendages, it is enchanted with dark magic, allowing its wearer to rout all but the bravest of opponents.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=200&lt;br /&gt;
|name=Crown of Bones&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=Magic Crown (prot 9); undead leadership (150), inspirational (-1)&lt;br /&gt;
|description=This crown is made from the bones of dead apprentices of necromancers. Hopefully the bones will be of use as a magic crown, because the apprentices were failures and wastes of time in their short lives. Anyone wearing this crown will be able to command many undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=201&lt;br /&gt;
|name=Gossamer Veil&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth (20), Glamour magic bonus, blur&lt;br /&gt;
|description=This veil is woven of gossamer, the fabric of dreams and glamour. It grants its wearer increased powers in glamour magic as well as the ability to hide his presence, if not already able to do so. Even close up the wearer is blurred and difficult to see.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=202&lt;br /&gt;
|name=Crown of the Whispering Dead&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=Magic Crown (prot 9); no mindless&lt;br /&gt;
|description=This crown is forged simultaneously in this world and the nightmare realm of the dreamwild. When worn you enter a state of wake dreaming and your mind enters the dreamwild taking command over the horrors of that dreadful place. Nightmares will manifest and harass those who oppose the dreamer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=203&lt;br /&gt;
|name=Scorpion Crown&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=Magic Crown (prot 9); poison resistance (5), magic leadership (5)&lt;br /&gt;
|description=The wearer of this crown will be seen as a god in the eye of simple scorpions.  Whenever the wearer of the crown is in combat scorpions will appear continuously and attack enemies. No scorpions will appear in cold provinces or under water.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=204&lt;br /&gt;
|name=Spirit Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A3&lt;br /&gt;
|gear=armor: Spirit Helmet&lt;br /&gt;
|effects=Spirit Helmet (prot 20); auto combat spell (Lightning Bolt)&lt;br /&gt;
|description=An Air spirit is trapped within the gem placed on the front of this helmet. The Air spirit will throw lightning bolts at any enemy that comes within sight. The Air spirit does this independently of its owner&#039;s activities.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=205&lt;br /&gt;
|name=Iron Face&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=armor: Iron Face&lt;br /&gt;
|effects=Iron Face (prot 23); ironskin&lt;br /&gt;
|description=This helmet will turn the face and the rest of the skin of its wearer into iron. The iron skin is very hard for enemies to penetrate with their weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=206&lt;br /&gt;
|name=Crown of the Titans&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=Magic Crown (prot 9); leadership (100), inspirational, enlargement&lt;br /&gt;
|description=This item will make its wearer grow larger and exhibit great confidence, thus inspiring anyone who sees him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=207&lt;br /&gt;
|name=Starshine Skullcap&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=armor: Starshine Skullcap&lt;br /&gt;
|effects=Starshine Skullcap (prot 8); magic resistance (2), Astral magic bonus&lt;br /&gt;
|description=This skullcap is enchanted with pure Astral light, which gives it an eerie glow. When worn, it will be easier to cast Astral magic and resist hostile spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=208&lt;br /&gt;
|name=Crown of the Magi&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=Magic Crown (prot 9); magic leadership (25), fast casting (30)&lt;br /&gt;
|description=This crown is suited for the most powerful of mages. It enables its wearer to cast combat spells much quicker than otherwise possible.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=209&lt;br /&gt;
|name=Skullface&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D5&lt;br /&gt;
|gear=armor: Skullface&lt;br /&gt;
|effects=Skullface (prot 18, def -1); undead leadership (25), Death magic bonus, item spell (Horde of Skeletons), spirit sight&lt;br /&gt;
|description=This helmet is made out of a human skull and enchanted with black magic. The helmet increases the wearer&#039;s skill in Death magic and enables him to animate skeletons during battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=210&lt;br /&gt;
|name=Wraith Crown&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D5&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=Magic Crown (prot 9); ethereal, undead leadership (100), spirit sight&lt;br /&gt;
|description=Wraith Crowns are worn by the wraith lords of the Underworld. The crown will summon undead servants at the start of a battle. The wearer of the crown will be able to command undead beings as if he were a necromancer. The crown will also make its wearer ethereal and thus almost invulnerable to non-magical weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=211&lt;br /&gt;
|name=Mask of Face-borrowing&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth (30)&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=212&lt;br /&gt;
|name=Headband of Woven Dreams&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=Magic Crown (prot 6); no mindless&lt;br /&gt;
|description=With the help of magic the dreams of a hundred old men are woven into a beautiful headband. When worn the crown will project its sleep inducing dreams at any nearby enemies, making them fall asleep instantly. The headband has been adorned with an enchanted purple pearl, designed to keep the wearer safe from the sleep inducing magics of the dreams.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=213&lt;br /&gt;
|name=Crown of Overmight&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=armor: Crown of Overmight&lt;br /&gt;
|effects=Crown of Overmight (prot 21, def -3, enc +2); protection (30), magic resistance (4), strength (5), cursed, leadership (150), inspirational, auto combat spell (Charm)&lt;br /&gt;
|description=This elaborate golden crown will graft itself onto its wearer&#039;s head when worn in order to keep it from being misplaced. Unfortunately, the gilded crown is so heavy and cumbersome that the wearer&#039;s movement will be severely hindered, should he ever be forced to move swiftly. It provides its wearer with an aura of royal awe, which causes people to flock to his cause and makes soldiers more willingly follow his lead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=214&lt;br /&gt;
|name=Amon Hotep&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=Magic Crown (prot 9); fire resistance (15), magic resistance (5), cursed, awe (5), item spell (Mummification), invulnerability (25)&lt;br /&gt;
|description=This golden headgear contains the soul of Amon Hotep, the First Mummy. The power of Amon Hotep gives its wearer protection from both physical and mental harm. Amon Hotep&#039;s skill in mummification enables the headgear&#039;s wearer to create mummies at will.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=215&lt;br /&gt;
|name=Helmet of Perfection&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=armor: Helmet of Perfection&lt;br /&gt;
|effects=Helmet of Perfection (prot 25); inspirational (3), awe (5)&lt;br /&gt;
|description=This helmet is perfect. The men whose leader wears this helmet are very unlikely to break, and any enemy who tries to strike against the helmet will be struck by awe or have one of his eyes put out for his impudence.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=216&lt;br /&gt;
|name=Helmet of the Dawn&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Helmet of the Dawn&lt;br /&gt;
|effects=Helmet of the Dawn (prot 23); wound fend, magic resistance (2), awe&lt;br /&gt;
|description=At the dawn of time a great Enkidu hero crafted a set of magical weapons under the tutelage of the Sun. Now known only as the Dawn Warrior, he forged the First Kingdom. His items were crafted from bronze and set with lapis lazuli, the stone of the sky and the kings of old. Under the rays of the sun, the items grant their wearer the prowess and splendor of the Sun himself. The items also grant their wearer resistance against wounds and and protection from magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=217&lt;br /&gt;
|name=Crown of the Ivy King&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (15), forest survival, barkskin, ivy lord (3), item spell (Awaken Vine Men), regeneration (5)&lt;br /&gt;
|description=This crown was worn by the High King of the exalted Vine Men in ancient times, when the Vine Men were still a great race. Vine Men perceive the wearer of this crown as their rightful king and will gladly serve him. The crown is of great help when awakening vine creatures in the forests and will increase the effect of the Awaken Vine Men and Awaken Vine Ogre spells.  Animals confronted with the crown will feel its power and hesitate before striking. The wearer of the crown will also be resistant to poison and regenerate wounds very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=218&lt;br /&gt;
|name=The Crown of Despair&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=Magic Crown (prot 9); darkvision (100), cursed, fear (10), death range&lt;br /&gt;
|description=This beautiful but ominous crown was originally crafted by the sorcerer-king Raigömur, who was also the high priest of the Prince of Death. Those who behold the crown will quiver in fear. The crown is of great help when performing Death magic and when animating the dead, but the crown also makes the wearer grow attached to it and only death will see them apart.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=219&lt;br /&gt;
|name=Crown of the Fire King&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=Magic Crown (prot 9); fire resistance (25), reinvigoration (-1), cursed, magic leadership (50), fire shield, heat aura (3)&lt;br /&gt;
|description=This crown has an ancient, powerful fire being trapped in its rubies. Anyone putting on the crown will soon become influenced by the fire being and claim the crown as his forever. The wearer of the crown will radiate severe heat and will also be protected by two fire elementals whenever he is threatened.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=220&lt;br /&gt;
|name=Crown of the Frost King&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=Magic Crown (prot 9); cold resistance (25), cursed, magic leadership (50), cold aura (25)&lt;br /&gt;
|description=This crown has an ancient, powerful frost being trapped in its diamonds. Anyone putting on the crown will soon become influenced by the elemental being and claim the crown as his forever. The wearer of the crown will radiate severe cold and will also be protected by two ice elementals whenever he is threatened.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=221&lt;br /&gt;
|name=The First Crown&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=Magic Crown (prot 9); cursed, taint (50), awe (5), master ritualist (2)&lt;br /&gt;
|description=It may be that there were other crowns made before this one, but they were certainly nowhere near as perfectly crafted. The crown is made from the finest gold and set with the very best gems. In fact the crown is so perfect that all the great smiths claim that only one of their lineage could have made something this great. Some say it was crafted by the gods and some say the Pantokrator conquered it in a fight on another plane. Its true origin is unknown, but wise mages say that its construction has been heavily influenced by horrors and that only the wisest of the wise would be able to wear this crown without being destroyed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=222&lt;br /&gt;
|name=The Crown of Pure Blood&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=Magic Crown (prot 9); cursed, fear (10)&lt;br /&gt;
|description=This crown was first created by a mad vampire lord with a particular fondness of eating blood slaves. The enchantments on the crown will draw blood slaves to it for the surrounding lands. The crown will not attract blood slaves underwater, but almost everywhere else the blood slaves will find the crown.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=223&lt;br /&gt;
|name=Crown of the Elements&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=Magic Crown (prot 9); shock resistance (10), fire resistance (10), cold resistance (10), Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus&lt;br /&gt;
|description=This is the crown worn by the lord of the elements. The elemental powers recognize its authority and will pay a magic gem as tribute each month. In battle a large number of lesser elementals will appear to protect the lord of the elements. A mage wearing this crown will also be able to harness some of its power into elemental magic power.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=224&lt;br /&gt;
|name=Oppressors Headband&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=Magic Crown (prot 6); magic resistance (-2), nation restriction (51), nation restriction (96)&lt;br /&gt;
|description=With the aid of Phlegyas the Theurg Tyrant and his superior arcane understanding, the Elder Cyclopes have crafted the means to dominate mages joined in communion. All oppressors are equipped with iron headbands and are trained to join the communion. Untrained mages, such as the Gigante Tyrants, are given headbands with stronger enchantments that take magical resources to craft.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=225&lt;br /&gt;
|name=Crown of the Shah&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=Magic Crown (prot 9); cursed, leadership (150), undead leadership (50), magic leadership (50), inspirational, Holy magic bonus, start battle spell (Fanaticism), cannot be found, nation restriction (105)&lt;br /&gt;
|description=The Crown of the Shah is the Crown made by the High Magi for the Shahanshah, King of Kings. The Shahs are petty kings of Ragha and their power stems from the kingdom, not from the Shah himself. The Crown is linked to the land itself and will give the Shah vast religious authority as the Shahanshah. Only one among the Shahs can be appointed King of Kings and his powers are linked to his crown. Should the king die, a new crown must be forged for the new Shahanshah. There can only be one Crown and it can only be used by a Shah of Ragha. The Shahanshah will never give up his crown, and only if the king dies can a new one be made.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=226&lt;br /&gt;
|name=The Jade Mask&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]6&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D6&lt;br /&gt;
|gear=armor: Jade Mask&lt;br /&gt;
|effects=Jade Mask (prot 20); poison resistance (15), darkvision (50), magic resistance (3), fear (10), Death magic bonus (2), item spell (Rigor Mortis), regeneration (5), nation restriction (27), nation restriction (75), nation restriction (113)&lt;br /&gt;
|description=This powerful mask will spread fear among all enemies nearby and will grant its wearer regeneration, partial poison resistance and increased magic resistance. It will also greatly increase its wearer&#039;s skill in Death Magic and may fatigue all living beings present on a battlefield. The mask can only be used by cold-blooded beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=227&lt;br /&gt;
|name=Headdress of the Bull&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Magic Headdress&lt;br /&gt;
|effects=Magic Headdress (prot 8); strength (2), nation restriction (19), nation restriction (66), nation restriction (68), nation restriction (20), nation restriction (21), nation restriction (108)&lt;br /&gt;
|description=The Buffalo is a symbol of strength, beauty and fierce loyalty. The wearer of this enchanted headdress will receive increased strength. Whenever the wearer is in danger, a buffalo will suddenly appear and charge straight at any enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=228&lt;br /&gt;
|name=Huaca Headdress&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=Magic Crown (prot 9); leadership (25), undead leadership (25), magic leadership (25), inspirational, nation restriction (72)&lt;br /&gt;
|description=The Huaca Headdress is a golden crown of ancient times. It represents the divine glory of the sun and will inspire Nazcans, living and dead. The divine glow of the headdress will make Huacas and their Supaya ghosts arrive in greater numbers and allow Royal Mallquis to reanimate additional Supayas. One extra per month for holy reanimation or two extra for magic rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=229&lt;br /&gt;
|name=Black Laurel&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=nation restriction (54)&lt;br /&gt;
|description=This black crown is a laurel that was once carried by the dictator who plunged Ermor into the endless despair of undeath. The twisted and blackened leaves of the crown still command the respect of the Lictors of Ermor, who will remember their ancient oaths and shamble forth to mete out the justice of their dictator. Three additional Lictors are summoned with the spell Revive Lictor. This item is only useful to the Ashen Empire of Ermor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=230&lt;br /&gt;
|name=Blacksteel Plate&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Blacksteel Plate&lt;br /&gt;
|effects=Blacksteel Plate (prot 24/10/10, def -1, enc +2)&lt;br /&gt;
|description=The Blacksteel Plate cuirass is made from a black, ferrous alloy of incredible strength and durability. The plate cuirass is not as heavy as the full plate armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=231&lt;br /&gt;
|name=Blacksteel Full Plate&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Blacksteel Full Plate&lt;br /&gt;
|effects=Blacksteel Full Plate (prot 24/24/24, def -3, enc +4)&lt;br /&gt;
|description=Blacksteel Full Plate armor is made from a black, ferrous alloy of incredible strength and durability.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=232&lt;br /&gt;
|name=Enchanted Ring Mail Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=armor: Enchanted Ring Mail Hauberk&lt;br /&gt;
|effects=Enchanted Ring Mail Hauberk (prot 15/11/11, def -1, enc +1)&lt;br /&gt;
|description=This ring mail is enchanted to be particularly durable.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=233&lt;br /&gt;
|name=Berserker Pelt&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Magic Furs&lt;br /&gt;
|effects=Magic Furs (prot 10/8/8); berserk, berserker&lt;br /&gt;
|description=This wolf pelt will enrage its wearer, increasing his strength and battle prowess, but reducing his defence.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=234&lt;br /&gt;
|name=Fire Plate&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Fire Plate&lt;br /&gt;
|effects=Fire Plate (prot 23/9/9, def -1, enc +2); fire resistance (5), morale (2)&lt;br /&gt;
|description=The wearer of this magic plate cuirass will be resistant to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=235&lt;br /&gt;
|name=Robe of Missile Protection&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Magic Robes&lt;br /&gt;
|effects=Magic Robes (prot 3/3/3); air shield (80)&lt;br /&gt;
|description=This robe has the power to repel incoming missiles with strong gusts of wind.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=236&lt;br /&gt;
|name=Lightweight Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Lightweight Scale Mail&lt;br /&gt;
|effects=Lightweight Scale Mail (prot 16/8/8, enc +1)&lt;br /&gt;
|description=Lightweight Scale Mail has been enchanted with Air magic, making it lighter.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=237&lt;br /&gt;
|name=Mirror Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=armor: Mirror Armor&lt;br /&gt;
|effects=Mirror Armor (prot 17/9/9, def -1, enc +1); magic resistance (3)&lt;br /&gt;
|description=This leather armor has a large polished metal plate on the chest that is enchanted to protects the wearer against hostile magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=238&lt;br /&gt;
|name=Shambler Skin Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=armor: Shambler Skin Hauberk&lt;br /&gt;
|effects=Shambler Skin Hauberk (prot 11/8/7, enc +1); water breathing, air breathing&lt;br /&gt;
|description=Made from the skin of a single huge Atlantian, this armor grants the wearer the ability to breathe both air and water.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=239&lt;br /&gt;
|name=Dire Wolf Pelt&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Dire Wolf Pelt&lt;br /&gt;
|effects=Dire Wolf Pelt (prot 9/7/7, enc +1); cold resistance (5), attack, defence&lt;br /&gt;
|description=This enchanted dire wolf pelt is very light and will increase the battle skill of its wearer as well as protect him from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=240&lt;br /&gt;
|name=Kithaironic Lion Pelt&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Kithaironic Lion Pelt&lt;br /&gt;
|effects=Kithaironic Lion Pelt (prot 6/7/6/6, def -1, enc +1); invulnerability (18), item cost modifier (-40), item cost modifier (-60)&lt;br /&gt;
|description=The Kithaironic Lion is famous for its unpiercable skin that makes the lion so difficult to hunt. With the right preparations and enchantments the lion skin can be made into armor that is light to bear and offers excellent protection.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=241&lt;br /&gt;
|name=Ranger&#039;s Cloak&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Light Magic Furs&lt;br /&gt;
|effects=Light Magic Furs (prot 6/4/4); stealth bonus (30)&lt;br /&gt;
|description=This robe will make its wearer blend into the surroundings, a very useful thing when sneaking.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=242&lt;br /&gt;
|name=Gossamer Gown&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=armor: Gossamer Gown&lt;br /&gt;
|effects=Gossamer Gown (prot 3/3/3); awe&lt;br /&gt;
|description=This gown looks like it was dreamed up, and it probably was. It will catch the eyes of everyone and any attacker would hesitate to strike at such beauty.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=243&lt;br /&gt;
|name=Red Dragon Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=armor: Dragon Scale Mail&lt;br /&gt;
|effects=Dragon Scale Mail (prot 22/11/11, def -1, enc +1); fire resistance (15), morale (4)&lt;br /&gt;
|description=Armor made from the scales of a true dragon, it is almost weightless and very durable. It protects its wearer from both fear and fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=244&lt;br /&gt;
|name=Copper Plate&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Copper Plate&lt;br /&gt;
|effects=Copper Plate (prot 18/8/8, def -1, enc +2); shock resistance (10), start battle spell (Charge Body)&lt;br /&gt;
|description=The wearer of this magic plate cuirass is granted resistance to lightning.  When first struck in battle, the armor will unleash a blast of lightning upon the attacker.  There will also be a lesser lightning discharge against the wearer of the magic plate cuirass, but the lightning resistance will usually nullify that.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=245&lt;br /&gt;
|name=Silver Hauberk&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=armor: Silver Hauberk&lt;br /&gt;
|effects=Silver Hauberk (prot 20/14/14, def -1, enc +1); air shield (80)&lt;br /&gt;
|description=A chainmail hauberk made of brightest silver, this armor is said to distract the eyes of enemies. As a result, few, if any, arrows will ever hit the wearer. The exquisite design of the mail makes it very light.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=246&lt;br /&gt;
|name=Brightmail Haubergeon&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Brightmail Haubergeon&lt;br /&gt;
|effects=Brightmail Haubergeon (prot 20/7/7); reinvigoration&lt;br /&gt;
|description=A silvery haubergeon enchanted to be exceptionally light and durable. It is further enchanted to reinvigorate the wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=247&lt;br /&gt;
|name=Brightmail Hauberk&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=armor: Brightmail Hauberk&lt;br /&gt;
|effects=Brightmail Hauberk (prot 20/14/14); reinvigoration (2)&lt;br /&gt;
|description=A silvery hauberk enchanted to be exceptionally light and durable. It is further enchanted to reinvigorate the wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=248&lt;br /&gt;
|name=Armor of Meteoritic Iron&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Armor of Meteoritic Iron&lt;br /&gt;
|effects=Armor of Meteoritic Iron (prot 23/23/23, def -3, enc +5); magic resistance (3)&lt;br /&gt;
|description=This heavy plate armor is made of sky metal, a material that can be enchanted to enhance or dampen magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=249&lt;br /&gt;
|name=Elemental Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Elemental Armor&lt;br /&gt;
|effects=Elemental Armor (prot 24/16/16, def -3, enc +4); shock resistance (10), fire resistance (10), cold resistance (10)&lt;br /&gt;
|description=This enchanted plate hauberk protects its wearer from heat, cold, and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=250&lt;br /&gt;
|name=Blue Dragon Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=armor: Dragon Scale Mail&lt;br /&gt;
|effects=Dragon Scale Mail (prot 22/11/11, def -1, enc +1); cold resistance (15), morale (4)&lt;br /&gt;
|description=Armor made from the scales of a true dragon, it is almost weightless and very durable. It protects its wearer from both fear and cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=251&lt;br /&gt;
|name=Robe of the Sea&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=armor: Magic Robes&lt;br /&gt;
|effects=Magic Robes (prot 3/3/3); water breathing, air breathing, Water magic bonus&lt;br /&gt;
|description=A Water mage who wears this robe will find that it helps him in the use of Water magic. This robe makes it possible for anyone wearing it to breathe underwater and on land.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=252&lt;br /&gt;
|name=Shroud of the Battle Saint&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=armor: Shroud of the Battle Saint&lt;br /&gt;
|effects=Shroud of the Battle Saint (prot 11/9/6); bless, cursed, cannot be found&lt;br /&gt;
|description=This simple shroud is drenched in the blood of champions of the Faith who have fallen in battle. The blood on the shroud never dries and the wearer is constantly reminded of his predecessors&#039; greatness by the smell and fresh wetness of their blood. The wearer is always blessed, even if he is not sacred. Once worn, the shroud cannot be removed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=253&lt;br /&gt;
|name=Robe of Shadows&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=armor: Magic Robes&lt;br /&gt;
|effects=Magic Robes (prot 3/3/3); stealth bonus (20), ethereal&lt;br /&gt;
|description=This robe will make its wearer ethereal and thus almost invulnerable to non-magical damage. It also helps the wielder avoid being seen when sneaking.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=254&lt;br /&gt;
|name=Shademail Haubergeon&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=armor: Shademail Haubergeon&lt;br /&gt;
|effects=Shademail Haubergeon (prot 20/7/7); stealth (20)&lt;br /&gt;
|description=A dark haubergeon, enchanted to be exceptionally light and durable. It gives the wearer the ability to blend into shadows and is therefore popular among thieves and murderers.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=255&lt;br /&gt;
|name=Green Dragon Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=armor: Dragon Scale Mail&lt;br /&gt;
|effects=Dragon Scale Mail (prot 22/11/11, def -1, enc +1); poison resistance (15), morale (4)&lt;br /&gt;
|description=Armor made from the scales of a true dragon, it is almost weightless and very durable. It protects its wearer from both fear and poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=256&lt;br /&gt;
|name=Chain Mail of Displacement&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=armor: Chain Mail of Displacement&lt;br /&gt;
|effects=Chain Mail of Displacement (prot 19/19/19, def -2, enc +2)&lt;br /&gt;
|description=The wearer of this full suit of chainmail will have his image displaced by a couple of feet. This makes it very hard for his opponents to hit him in combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=257&lt;br /&gt;
|name=Armor of Souls&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B5&lt;br /&gt;
|gear=armor: Armor of Souls&lt;br /&gt;
|effects=Armor of Souls (prot 19/13/13, def -1, enc +1); magic resistance (5), Blood magic bonus, invulnerability (15)&lt;br /&gt;
|description=This suit of chainmail was forged from forty pure souls. The souls inside the armor will help protect the wearer from both physical and magical attacks. A mage skilled in Blood magic will also experience increased magical powers while wearing this armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=258&lt;br /&gt;
|name=Armor of Twisted Thorns&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=armor: Twisting Thorns&lt;br /&gt;
|effects=Twisting Thorns (prot 13, def -1, enc +5); poison resistance (5), cursed, Nature magic bonus, Blood magic bonus, poison armor (10), cannot be found&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=259&lt;br /&gt;
|name=Armor of Knights&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Armor of Knights&lt;br /&gt;
|effects=Armor of Knights (prot 23/18/18, def -2, enc +3)&lt;br /&gt;
|description=This magic armor is extremely well made. It is lighter than ordinary full armor, yet much stronger.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=260&lt;br /&gt;
|name=Marble Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Marble Breastplate&lt;br /&gt;
|effects=Marble Breastplate (prot 23/10/10, def -1, enc +3); stoneskin&lt;br /&gt;
|description=This breastplate is made from a single block of marble. When worn, it transforms the wearer into a living marble statue. Beings that are already rock hard do not benefit from the transformation, but the breastplate still offers some protection.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=261&lt;br /&gt;
|name=Stymphalian Wings&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=armor: Stymphalian Wings&lt;br /&gt;
|effects=Stymphalian Wings (prot 24/16/10, def -4, enc +3); attack (-4), flying, trample, fear (5), no mount&lt;br /&gt;
|description=This is an intricate device, consisting of two enormous wings made of copper feathers fastened to a bronze breastplate that is securely strapped to its wearer. In front of the breastplate are two bronze arms ending in handles. These handles are connected with wires to the wings. The handles are held by the bearer, who vigorously pumps them, thus gaining the ability to fly. The whole device is heavily enchanted with the raw power of Earth, which lends the bearer the strength required to use the device. Unfortunately, the manner of its construction and its enormous bulk will make it difficult to wield weapons. On the upside, a flying bearer landing among his enemy with furiously beating wings will scatter them like so many leaves in a storm. The sound of the copper feathers grating against each other will also make a horrible thundering noise that will cause panic in enemy ranks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=262&lt;br /&gt;
|name=Weightless Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Weightless Scale&lt;br /&gt;
|effects=Weightless Scale (prot 16/8/8)&lt;br /&gt;
|description=Weightless Scale Mail is the armor of choice for any magician. The fine scales are enchanted with Air magic, making the armor almost weightless.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=263&lt;br /&gt;
|name=Rainbow Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=armor: Rainbow Armor&lt;br /&gt;
|effects=Rainbow Armor (prot 16/7/7, def -1, enc +1); magic resistance (2), reinvigoration (3)&lt;br /&gt;
|description=This brilliant armor is made of small crystals and enchanted with the protective powers of the rainbow. It gives its wearer magic resistance and reinvigoration.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=264&lt;br /&gt;
|name=Robe of the Magi&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=armor: Magic Robes&lt;br /&gt;
|effects=Magic Robes (prot 3/3/3); reinvigoration (5), taint (5), Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus, Astral magic bonus, Death magic bonus, Nature magic bonus, Glamour magic bonus, Blood magic bonus&lt;br /&gt;
|description=This robe is infused with the power of Air and the blood of forty virgins. This robe is coveted by ambitious arch mages because of its unsurpassed power-enhancing abilities. When worn, it will increase power in all magic paths and reinvigorate its wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=265&lt;br /&gt;
|name=Robe of Invulnerability&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=armor: Heavy Magic Robes&lt;br /&gt;
|effects=Heavy Magic Robes (prot 4/4/4); invulnerability (25)&lt;br /&gt;
|description=This cloak makes its wearer invulnerable to all but the most powerful non-magical attacks. The Robe of Invulnerability is highly coveted by mages because it offers the best possible protection to non-magical attacks and does not encumber their spell casting at all.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=266&lt;br /&gt;
|name=Rime Hauberk&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=armor: Rime Hauberk&lt;br /&gt;
|effects=Rime Hauberk (prot 19/13/13, def -2, enc +2); cold resistance (10), ice protection, cold aura (8)&lt;br /&gt;
|description=Armor made of interlinked ice crystals, it protects the wearer from cold and surrounds him with a wind of ice and snow. The icy wind can harm both enemies and friends in the vicinity of the wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=267&lt;br /&gt;
|name=Jade Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=armor: Jade Scale Armor&lt;br /&gt;
|effects=Jade Scale Armor (prot 19/14/14, def -1, enc +4); quickness&lt;br /&gt;
|description=A heavy scale mail composed of small bits of jade stone. The enchantment of the armor quickens the wearer and increases his defensive capabilities. The weight of the armor can be a problem in prolonged battles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=268&lt;br /&gt;
|name=Bone Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D4&lt;br /&gt;
|gear=armor: Bone Armor&lt;br /&gt;
|effects=Bone Armor (prot 15, def -2, enc +2); cold resistance (5), invulnerability (15), soul vortex&lt;br /&gt;
|description=Armor crafted from the ribs of lepers, it is inscribed with runes that leech the life force from living beings and grant that energy to its wearer. It also partially protects its wearer from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=269&lt;br /&gt;
|name=Hydra Skin Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=armor: Hydra Skin Armor&lt;br /&gt;
|effects=Hydra Skin Armor (prot 12/12/12, def -1, enc +1); poison resistance (15), regeneration (10)&lt;br /&gt;
|description=This armor is made from the skin of a hydra. It grants the wearer the regenerative powers of the hydra and protects its wearer from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=270&lt;br /&gt;
|name=Cloak of Invisibility&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G3&lt;br /&gt;
|gear=armor: Magic Robes&lt;br /&gt;
|effects=Magic Robes (prot 3/3/3); stealth (20), unseen&lt;br /&gt;
|description=This cloak makes the wearer invisible. The invisibility ends if the wearer is hurt.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=271&lt;br /&gt;
|name=Bloodstone Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=armor: Bloodstone Armor&lt;br /&gt;
|effects=Bloodstone Armor (prot 23/18/18, def -3, enc +6); strength (2), regeneration (10), heavy&lt;br /&gt;
|description=This armor is made from plates of enchanted blood stone. It is extremely heavy, but it grants the wearer regenerative powers and physical strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=272&lt;br /&gt;
|name=Abominable Arms&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=attack (-3), defence (-3), cursed, taint (5), chest wound, extra arms (2), no inanimate&lt;br /&gt;
|description=The blood mage uses a flesh-crafting ritual to make a new pair of arms and stitch them to a harness of flesh and bone. The harness can be donned by a willing recipient who will merge with it and form a four-armed amalgam of dead and living tissue. The new arms are somewhat unwieldy, but fully capable of swinging weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=273&lt;br /&gt;
|name=Aseftik&#039;s Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=armor: Aseftik&#039;s Armor&lt;br /&gt;
|effects=Aseftik&#039;s Armor (prot 30/30/30, def -3, enc +4); magic resistance (4), morale (8), cursed&lt;br /&gt;
|description=This golden full plate armor was crafted for the hero Aseftik to wear in his battle against Harakhtor of the Black Coven. The armor is more skillfully crafted than any other armor ever made. Only the black Monolith Armor worn by the lord whom Aseftik fought is heavier. The armor is said to have protected Aseftik from the magic of the Black Coven.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=274&lt;br /&gt;
|name=Monolith Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=armor: Monolith Armor&lt;br /&gt;
|effects=Monolith Armor (prot 34/34/34, def -8, enc +10); morale (10), regeneration (10), no mount, heavy&lt;br /&gt;
|description=This unbelievably massive armor is crafted out of black obsidian and is so heavy that it seems immovable. Indeed, were it not for the powerful spells welded into its construction, the enormous weight would render the wearer immobile. As it is, the wearer will be able to move only with tremendous exertion. On the other hand, the wearer will be rendered virtually impervious to any sort of harm and the wounds upon his flesh will close at awesome speed. The wearer of this massive armor will also be almost impervious to fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=275&lt;br /&gt;
|name=Armor of the Dawn&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Armor of the Dawn&lt;br /&gt;
|effects=Armor of the Dawn (prot 23/17/20, def -1, enc +2); fire resistance (15), wound fend (2), magic resistance, awe&lt;br /&gt;
|description=At the dawn of time a great Enkidu hero crafted a set of magical weapons under the tutelage of the Sun. Now known only as the Dawn Warrior, he forged the First Kingdom. His items were crafted from bronze and set with lapis lazuli, the stone of the sky and the kings of old. Under the rays of the sun, the items grant their wearer the prowess and splendor of the Sun himself. The items also grant their wearer resistance against wounds and and protection from magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=276&lt;br /&gt;
|name=Robe of Calius the Druid&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=armor: Heavy Magic Robes&lt;br /&gt;
|effects=Heavy Magic Robes (prot 4/4/4); shock resistance (10), fire resistance (10), cold resistance (10), magic resistance (3), stealth bonus (20), water breathing&lt;br /&gt;
|description=This robe was created by Calius to protect him from magic and all of the Elements. As a side effect, this also enabled him to breathe underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=277&lt;br /&gt;
|name=Fenris&#039; Pelt&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N4&lt;br /&gt;
|gear=armor: Fenris&#039; Pelt&lt;br /&gt;
|effects=Fenris&#039; Pelt (prot 20/13/13, enc +1); cold resistance (10), mountain survival, berserk (4), berserker, start battle spell (Howl), swiftness (50)&lt;br /&gt;
|description=This pelt is the flayed skin of the Father of All Wolves.  It is coal-black, shaggy and huge. The pelt will imbue the wearer with the strength, speed, and rage of the Father of Wolves. Wolves will also come to his side in times of need and serve him as if he were their patriarch.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=278&lt;br /&gt;
|name=Armor of Virtue&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=armor: Armor of Virtue&lt;br /&gt;
|effects=Armor of Virtue (prot 22/10/10, def -1, enc +1); bless, awe (4), returning&lt;br /&gt;
|description=This brilliant armor blesses the wearer and protects him from harm and malice. Enemies stand in awe when confronted with the virtuous hero wearing the armor and, should they strike and hurt him, the armor will instantly take him home, away from any enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=279&lt;br /&gt;
|name=Flesh Ward&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B4&lt;br /&gt;
|gear=armor: Flesh Ward&lt;br /&gt;
|effects=Flesh Ward (prot 0); strength (4), reinvigoration (2), cursed, taint (10), Blood magic bonus, damage reversal (2), cannot be found, no inanimate&lt;br /&gt;
|description=The Flesh Ward is a breastplate, in a very literal sense. It is constructed out of a still-bloody ribcage that envelops the wearer&#039;s chest. Upon first donning the ribcage, the wearer will find that the ribcage fastens itself to him with tendons and tissue, sending veins into his body to supply it with sustenance. The ribcage will grant its wearer amazing strength and ease his use of Blood magic. It will also channel the force of any attack into the person who harmed him instead. This channeling of wounds works regardless of distance, but strong magic resistance may save the attacker.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=280&lt;br /&gt;
|name=Pebble Skin Suit&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (2), stoneskin, cursed, Earth magic bonus, regeneration (10), no inanimate&lt;br /&gt;
|description=The skin of the long dead troll king Uffga, the Barrow Squatter. After Vanlade the Vanadrott slew Uffga, he flayed the ancient troll and inscribed Uffga&#039;s skin with runes and blessings of Blood magic that preserved in it the character of its original owner. Vanlade, who was already a wise and ancient Van, had not become old through incaution, so he gave the skin of the querulous old troll to one of his favored einheres and it was with only mild surprise that he found Uffga&#039;s quarrelsome stubbornness eventually dominating the will of the einhere. In time the skinsuit almost subsumed the personality of the einhere and his body turned into that of a troll, though one of lesser stature and power. Vanlade was forced to slay this diminished Uffga again and wisely decided to pass its skin on to followers who would not have to spend time in his vicinity, lest Uffga once more try to work his vengeance on Vanlade through his remains.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=281&lt;br /&gt;
|name=Purple Silk Garments&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=armor: Magic Silk Garments&lt;br /&gt;
|effects=Magic Silk Garments (prot 8/8/8); magic resistance, defence (2), nation restriction (77), item cost modifier (-40), item cost modifier (-60)&lt;br /&gt;
|description=The Weavers of Phaeacia make the sails of the fabled Dark Ships that travel without oars or captains. But their skill in weaving is not limited to sail-making. They also weave fate and silk of royal purple into enchanted garments used by the queens and nobles of the Isle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=282&lt;br /&gt;
|name=Salamander Silk Garments&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Magic Silk Garments&lt;br /&gt;
|effects=Magic Silk Garments (prot 8/8/8); fire resistance (15), magic resistance, awe, nation restriction (67)&lt;br /&gt;
|description=In Magnificent Ind are worms called Salamanders. These worms can only live in fire, and they build cocoons like silk-worms. The cocoons are unwound by the ladies of the Sublime Palace, and spun into cloth and dresses. These dresses protect its wearer from heat and flames and, in order to be cleaned and washed, are cast into flames that burn the stains away. These dresses are so finely woven that every observer is struck by their beauty and brilliance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=283&lt;br /&gt;
|name=Silver Silk Garments&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=armor: Magic Silk Garments&lt;br /&gt;
|effects=Magic Silk Garments (prot 8/8/8); magic resistance (2), reinvigoration (2), nation restriction (77), item cost modifier (-40), item cost modifier (-60)&lt;br /&gt;
|description=The Weavers of Phaeacia make the sails of the fabled Dark Ships that travel without oars or captains. But their skill in weaving is not limited to sail-making. They also weave fate and moonbeams into enchanted garments used by the queens and nobles of the Isle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=284&lt;br /&gt;
|name=Armor of the Five Elements&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Armor of the Five Elements&lt;br /&gt;
|effects=Armor of the Five Elements (prot 17/17/17, def -1, enc +2); shock resistance (5), fire resistance (5), cold resistance (5), magic resistance, nation restriction (22), nation restriction (69), nation restriction (109), item cost modifier (-60), item cost modifier (-60)&lt;br /&gt;
|description=The weapon smiths of T&#039;ien Ch&#039;i have mastered the means to balance the elements into an armor of unequaled resistance. The armor is given to kings and princes to protect them from all possible threats.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=285&lt;br /&gt;
|name=Boots of Long Strides&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=map move bonus (6), swiftness (100)&lt;br /&gt;
|description=These soft boots are made from the skin of unborn calves. They grant their wearer the ability to run with unsurpassed speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=286&lt;br /&gt;
|name=Fish Scale Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=swimming&lt;br /&gt;
|description=With these boots on the wearer will be able to both run on water and swim in it with surprising speed. With these boots it is possible to pass rivers and other short stretches of water. If fighting underwater these boots reduce the penalty of fighting underwater (-1 Def, +1 Enc).&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=287&lt;br /&gt;
|name=Silent Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth bonus (20)&lt;br /&gt;
|description=Anyone wearing these boots will be able to move around without making any sound. An excellent item for scouts and other people who want to move around unnoticed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=288&lt;br /&gt;
|name=Chi Shoes&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Chi Kick&lt;br /&gt;
|effects=Chi Kick (dmg 0, len -1)&lt;br /&gt;
|description=These shoes are still amazingly light despite their iron soles. The shoes will allow their wearer to deliver powerful kicks in addition to his normal attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=289&lt;br /&gt;
|name=Boots of the Behemoth&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=trample, heavy&lt;br /&gt;
|description=The Boots of the Behemoth are enormous lead boots that seem to be too heavy to lift. Indeed, they require four strong men to be carried into battle, but when the wearer of the boots unleashes their power and charges into the enemy ranks, he will crush them beneath his enormous metal tread and scatter them like chaff before the wind.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=290&lt;br /&gt;
|name=Boots of Giant Strength&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (5)&lt;br /&gt;
|description=These boots give the wearer increased strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=291&lt;br /&gt;
|name=Birch Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (10), mountain survival, winter move&lt;br /&gt;
|description=These boots made from a combination of hide and birch are surprisingly soft and comfortable. They are often used by northern wizards who must be able to travel far in cold and inhospitable provinces. The magical qualities of these boots give the wearer partial resistance to cold and the ability to move unhindered on snow.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=292&lt;br /&gt;
|name=Ranger&#039;s Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (2), stealth bonus (20), forest survival&lt;br /&gt;
|description=These magic boots are made for rangers and scouts who need to move far and without being noticed. The boots make their wearer recover from fatigue very quickly and will also enable him to move more stealthily.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=293&lt;br /&gt;
|name=Brimstone Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (15), strength (4), waste survival&lt;br /&gt;
|description=These hard boots grant fire immunity and extra strength to the wearer. They will also allow their wearer to travel through wastelands without hindrance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=294&lt;br /&gt;
|name=Winged Shoes&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=flying&lt;br /&gt;
|description=These shoes grant their wearer the ability to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=295&lt;br /&gt;
|name=Earth Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Earth magic bonus&lt;br /&gt;
|description=An Earth mage who wears these boots will be able to drain power from the ground, making him more powerful in Earth magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=296&lt;br /&gt;
|name=Boots of Stone&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=mountain survival, stoneskin&lt;br /&gt;
|description=When these soft boots are put on, they will become quite hard, almost like stone. The same happens to the wearer&#039;s skin, giving him excellent protection without hampering his movement. The wearer will also find it much easier to climb rock surfaces and he will be able to travel through difficult mountain passes without any trouble.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=297&lt;br /&gt;
|name=Boots of the Messenger&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (3), map move bonus (9)&lt;br /&gt;
|description=Well-made boots crafted out of unicorn leather, they allow their wearer to run any distance without getting tired.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=298&lt;br /&gt;
|name=Pixie Shoes&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=defence (2), luck, map move bonus (6)&lt;br /&gt;
|description=By getting hold of a couple of pixies and enchanting them it is possible to transfer many of their good properties into these magic shoes. The wearer of these will be extraordinarily lucky and be able to move quickly and without effort, just like a pixie.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=299&lt;br /&gt;
|name=Boots of Quickness&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=quickness, map move bonus (12)&lt;br /&gt;
|description=Anyone who puts these boots on will find himself moving and acting much more quickly. When used in battle, the boots make their wearer attack and run at about twice the normal speed. Spell casting is not affected because the time it takes to gather the power required for a spell is not influenced by the enchantment of the boots. A side effect of using these boots is that the wearer will also grow old twice as fast as ordinary people.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=300&lt;br /&gt;
|name=Boots of Grasping Earth&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=These boots command the very earth around them. Anyone with hostile intentions in the vicinity of the wearer will find themselves unable to move as their feet sink into the ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=301&lt;br /&gt;
|name=Boots of Youth&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (3), slow aging (90)&lt;br /&gt;
|description=These leather boots have been drenched in the blood of ten young virgins. The wearer of these boots will almost completely cease his aging and will be magically reinvigorated during battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=302&lt;br /&gt;
|name=Boots of the Spider&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=forest survival, mountain survival, swamp survival, winter move, unhindered (75)&lt;br /&gt;
|description=Just like a spider, the wearer of these boots will be able to walk on sheer walls as well as sticky webs without problem, and will also be protected from nets and from being entangled. These boots will also enable the wearer to traverse snowy mountains and other difficult terrains with ease.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=303&lt;br /&gt;
|name=Boots of Seven Mile Strides&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=map move bonus (18)&lt;br /&gt;
|description=Most of the strides taken with these boots will be perfectly normal, but on occasions a stride will be many miles long instead. This considerably reduces travel time and makes it possible to travel further than even the fastest unicorn.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=304&lt;br /&gt;
|name=Boots of Antaeus&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (5), Earth magic bonus, regeneration (10), map move bonus (6)&lt;br /&gt;
|description=These boots were given to the Favored of Gaia. The wearer is constantly reinvigorated, healed and empowered in Earth magic if standing firmly on the ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=305&lt;br /&gt;
|name=Sandals of the Crane&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=auto combat spell (Blink)&lt;br /&gt;
|description=These worn sandals of unknown origin will teleport the wearer around the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=306&lt;br /&gt;
|name=Boots of the Planes&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=ethereal, taint (50), item spell (Teleport)&lt;br /&gt;
|description=These boots allow the wearer to pass through the very fabric of reality. He can step through rifts in space and travel great distances in a single bound.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=307&lt;br /&gt;
|name=The Boots of Calius the Druid&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (10), forest survival, map move bonus (9)&lt;br /&gt;
|description=This pair of boots was created by the powerful druid Calius. These boots reinvigorate the wearer at an incredible rate.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=308&lt;br /&gt;
|name=Wyrmskin Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (15), magic resistance (2), swamp survival, water breathing, cursed, regeneration (20)&lt;br /&gt;
|description=These boots were crafted from the skin of a mighty Wyrm and enchanted with magic to bring forth all the powers that the Wyrm possessed in life. Once put on, the boots will bond to its wearer and cannot be removed as long as he is alive.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=309&lt;br /&gt;
|name=Ring of Fire&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (15), bestow to mount&lt;br /&gt;
|description=The ruby in this ring eats fire and gives the wearer almost total immunity from heat and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=310&lt;br /&gt;
|name=Ring of Tamed Lightning&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=shock resistance (15), bestow to mount&lt;br /&gt;
|description=This aquamarine ring gives the owner almost total immunity from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=311&lt;br /&gt;
|name=Ring of Frost&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (15), bestow to mount&lt;br /&gt;
|description=This sapphire ring gives the owner almost total immunity from cold in all forms.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=312&lt;br /&gt;
|name=Bear Claw Talisman&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (2), strength (5), bestow to mount, beauty (-1)&lt;br /&gt;
|description=This bear claw is enchanted to strengthen its wearer. This is a very manly talisman and it is said that a woman wearing it will grow a deeper voice and maybe even a beard.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=313&lt;br /&gt;
|name=Rabbit Foot Charm&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=bestow to mount&lt;br /&gt;
|description=The rabbit foot is a symbol of good luck. Once per month the luck from the rabbit foot will be able to negate an attack that should otherwise have injured its wearer. The attack can be negated even outside of combat, but the amulet does not protect against attacks that cause instant death.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=314&lt;br /&gt;
|name=Skull Talisman&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=undead leadership (5)&lt;br /&gt;
|description=This talisman grants the wearer the ability to lead a few undead units as if he were a novice necromancer. In addition, one skeleton will guard the wearer of the talisman at all times.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=315&lt;br /&gt;
|name=Snake Ring&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (30), item spell (Poison Touch), bestow to mount&lt;br /&gt;
|description=This ring gives the wearer almost total immunity to poisons and the ability to poison enemies by touching them.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=316&lt;br /&gt;
|name=Slave Collar&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (20), cursed, starting item (6), cannot be found, feeblemind&lt;br /&gt;
|description=This copper collar is sometimes given by magicians to cowardly commanders. The power of the collar serves to kill the free will of the wearer, making him obedient and less prone to panic during battle. As a side effect, the wearer also becomes feebleminded. Once equipped, the Slave Collar cannot be removed. When the wearer of the collar dies the slave collar will lose its effect and become an ordinary useless collar.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=317&lt;br /&gt;
|name=Pendant of Courage&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (5), bestow to mount&lt;br /&gt;
|description=This rose crystal pendant gives the wearer increased morale.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=318&lt;br /&gt;
|name=Burning Pearl&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (5), attack (4)&lt;br /&gt;
|description=Inside this pearl is a small, ever-burning fire that flickers in the dark. The pearl will grant partial protection from fire and increased attack skill to anyone holding it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=319&lt;br /&gt;
|name=Fire in a Jar&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (5), temporary fire gems, bestow to mount&lt;br /&gt;
|description=This jar contains fire that can be used instead of a Fire gem to power one Fire combat spell per battle. The power of the fire is too short-lived to be used for rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=320&lt;br /&gt;
|name=Ring of Warning&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=patrol bonus (10), warning (60)&lt;br /&gt;
|description=This ring will warn its wearer of impending danger and gives him a chance of evading assassination and seduction attempts.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=321&lt;br /&gt;
|name=Ring of Levitation&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This ring will make its wearer levitate a foot above the ground. Useful for not getting your boots dirty as well as evading earthquakes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=322&lt;br /&gt;
|name=Owl Quill&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=research bonus (6)&lt;br /&gt;
|description=This pen writes down everything its owner says, making research easier.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=323&lt;br /&gt;
|name=Eye of Aiming&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=precision (8), cursed, cannot be found&lt;br /&gt;
|description=By replacing his own eye with this magic gem, a man will improve the eyesight of his remaining eye enormously. This can be very useful for archers or mages who need to target enemies at long distances.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=324&lt;br /&gt;
|name=Amulet of Missile Protection&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=air shield (80)&lt;br /&gt;
|description=This amulet protects its wearer from incoming missiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=325&lt;br /&gt;
|name=Amulet of Breathing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water breathing&lt;br /&gt;
|description=Anyone wearing this item will be able to breathe underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=326&lt;br /&gt;
|name=Flying Ointment&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=flying, storm immunity, nation restriction (14)&lt;br /&gt;
|description=The Sorginak of Pyrene have learned the means to brew an ointment of belladonna and morning dew. If properly prepared and kept in a container the salve will retain its potency for a long time. The witches are known to give these to prominent leaders as tokens of gratitude.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=327&lt;br /&gt;
|name=Ring of Water Breathing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water breathing&lt;br /&gt;
|description=Anyone wearing this item will be able to breathe underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=328&lt;br /&gt;
|name=Flask of Holy Water&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=bestow to mount&lt;br /&gt;
|description=This flask is full of water blessed by a high ranking priest and enchanted by a Water mage to keep the bless from dissipating. A sacred unit can sprinkle some of this water on himself in combat and become blessed in an instant.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=329&lt;br /&gt;
|name=Clam of Pearls&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=temporary astral gems (2)&lt;br /&gt;
|description=This small shell is taken from a living clam and inscribed with runes of creation and absorption. The enchanted shell contains two pearls of short lived Astral essence. These pearls can be used to power up to two Astral combat spells per battle, but the pearls are not stable enough to be used for more time-consuming rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=330&lt;br /&gt;
|name=Bracers of Protection&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Magic Bracers&lt;br /&gt;
|effects=Magic Bracers (prot 2, def +2)&lt;br /&gt;
|description=These steel bracers are inscribed with protective runes. The bracers increase the defense of the owner and the strength of his armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=331&lt;br /&gt;
|name=Lodestone Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (2), bestow to mount&lt;br /&gt;
|description=An enchanted lodestone that gives the wearer some protection from magical attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=332&lt;br /&gt;
|name=Wound Fend Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=wound fend (2), bestow to mount&lt;br /&gt;
|description=An amulet set with an enchanted lapis lazuli stone. Lapis lazuli is known as the sky stone. It can grant both physical and mental health if properly enchanted.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=333&lt;br /&gt;
|name=Stone Birds&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=dancing weapon (176), strikes (8)&lt;br /&gt;
|description=These four birds will float constantly above its owner until the owner gets into melee with his enemies. The Stone Birds will then attack any nearby enemies with incredible speed by crashing into the targets&#039; heads repeatedly. The birds are made out of magical stone and can float in the air without unfolding its wings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=334&lt;br /&gt;
|name=Cat&#039;s Eye Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=darkvision (50), stealth bonus (20), bestow to mount&lt;br /&gt;
|description=An amulet in the shape of a cat&#039;s face set with two cat&#039;s eye stones. When properly enchanted, the stones will give the wearer darkvision and, if he is already stealthy, will also enhance that ability. This amulet is popular among thieves and murderers.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=335&lt;br /&gt;
|name=Clockwork Bird&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=warning (60)&lt;br /&gt;
|description=A small, enchanted mechanical bird placed in a metal cage. Every morning the owner takes out the bird to wind it up. For the rest of the day the bird observes the surroundings and lets out a shrill note if enemies approach.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=336&lt;br /&gt;
|name=Champion&#039;s Skull&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=monthly experience (3)&lt;br /&gt;
|description=Every night, this skull whispers battle wisdom into the ears of its pupil. By owning this skull, one will become a seasoned warrior in no time.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=337&lt;br /&gt;
|name=Effigy of War&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The shamans of the Wolf Tribes are known to craft effigies from wood and from the bones of beasts and fallen enemies. These effigies project the memories of the bones and are surrounded by the spirits of the dead. Spectral beasts and warriors appear in the vicinity of the army, fooling scouts and spies that observe the army. An army with an effigy will appear to be 50 units larger than it actually is.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=338&lt;br /&gt;
|name=Handful of Acorns&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic leadership&lt;br /&gt;
|description=When planted in the ground, these enchanted acorns will produce three Vine Men that will aid the owner in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=339&lt;br /&gt;
|name=Barkskin Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=barkskin&lt;br /&gt;
|description=The flesh of the wearer turns rough and barklike, making him less vulnerable to cuts and bruises. Unfortunately, he will also become somewhat more susceptible to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=340&lt;br /&gt;
|name=Cat Charm&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=defence (4), bestow to mount, beauty&lt;br /&gt;
|description=The wearer of this charm will have catlike reflexes when threatened. These reflexes can make all the difference when it comes to surviving a battle. It is also said that a woman wearing this amulet will become more beautiful and a man wearing it will become more feminine.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=341&lt;br /&gt;
|name=Enormous Cauldron of Broth&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=supply bonus (150), heavy&lt;br /&gt;
|description=As the name implies, this is a truly enormous cauldron filled with broth. Once emptied, the cauldron will begin to refill itself, ready to be emptied again. Although not very popular among the ranks, the broth is filling and the cauldron provides large quantities of food.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=342&lt;br /&gt;
|name=Pendant of Luck&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=luck&lt;br /&gt;
|description=The unicorn is a symbol of good luck. This amulet will grant the wearer luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=343&lt;br /&gt;
|name=Amulet of Clarity&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=true sight&lt;br /&gt;
|description=This moonstone amulet grants the wearer the ability to tell truth from falsehood.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=344&lt;br /&gt;
|name=Tablecloth of Marvelous Feasts&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=false supplies (400)&lt;br /&gt;
|description=When this enchanted tablecloth is put on a table a marvelous buffet of exotic foods appear out of thin air. Soldiers can gorge themselves on the extravagant foods and drinks on the table. As long as the tablecloth remains on the table plates and carafes are refilled with food and wine. But the feast is conjured from the Dreamwild and is not real. The soldiers partaking in the feast might feel content, but they will still starve as no real nutrition has been provided by the marvelous feast.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=345&lt;br /&gt;
|name=Gossamer Cloth&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A piece of cloth made from dreams and hopes. It is said that the Tuatha wear clothing made from gossamer for they have the power of Glamour. The Gossamer Cloth enables its wearer to cover his fellows in glamour and shadows, preventing them from being detected by enemy scouts. Up to 25 units are made invisible by the enchantment of the cloth, although the enchantment does not function when weapons are drawn and battle begins.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=346&lt;br /&gt;
|name=Ring of the Warrior&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (2), attack (5), bestow to mount&lt;br /&gt;
|description=This ruby ring is drenched in the blood of innocents. It grants greatly increased attack skill to anyone wearing it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=347&lt;br /&gt;
|name=Imp Familiar&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, taint, undead leadership, research bonus (3), cannot be found&lt;br /&gt;
|description=The Blood mage sacrifices several victims to summon and bind an imp familiar in a small stone figurine. The imp can be called forth from the figurine to aid the mage in research, but it will also emerge from its prison to protect its master should he be attacked.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=348&lt;br /&gt;
|name=Soul Contract&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, taint (10), undead leadership (10), cannot be found, no mindless, item cost modifier (400)&lt;br /&gt;
|description=The Blood mage sacrifices nearly fivescore slaves to get the attention of Infernal powers.  When contact is made, an Infernal Lord offers a contract, to be signed in blood. Whoever signs the contract promises his soul, to be collected at the time of his death, to the Infernal Lord.  In exchange for this fair and valuable consideration, the signatory will, for as long as he lives, receive one bound devil each month from the Infernal Lord.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=349&lt;br /&gt;
|name=Witches&#039; Ointment&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=flying, storm immunity, nation restriction (62)&lt;br /&gt;
|description=The Sorginak of Pyrene once learned the means to make a salve that grants the user the ability to fly. With the arrival of the Akerbeltz the Sorginak mastered new means of magic and refined their recipes. Most of the ingredients used in the salve were replaced by the fat of children strong of blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=350&lt;br /&gt;
|name=Medallion of Vengeance&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=When the bearer of this medallion dies, he will explode and kill anyone near him, including, hopefully, the one who killed him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=351&lt;br /&gt;
|name=Pills of Water Breathing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gift of water breathing (75)&lt;br /&gt;
|description=These pills grant waterbreathing ability to 25 human-sized soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=352&lt;br /&gt;
|name=Dancing Trident&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=dancing weapon (121), strikes (2)&lt;br /&gt;
|description=This trident is enchanted with spells of flight. The trident constantly hovers around the owner and fights his enemies in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=353&lt;br /&gt;
|name=Storm Spool&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=shock resistance (10), stun attackers&lt;br /&gt;
|description=An arcane device used to trap and store lightning. This device will increase the effectiveness of the Corpse Man Construction spell. When carried in combat anyone striking its wielder might get stunned by the energy of the storm spool.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=354&lt;br /&gt;
|name=Bag of Winds&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic leadership, temporary air gems&lt;br /&gt;
|description=An entire storm is trapped inside this bag. When used by an Air mage, the bag will ease the casting of Air spells. Anyone holding the bag can release and command one small air elemental at the start of each battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=355&lt;br /&gt;
|name=Wall Shaker&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Panic), siege bonus (50)&lt;br /&gt;
|description=This horn is designed to tear down castle walls. When blown before a castle wall, that wall will shake and eventually crumble to dust. The Wall Shaker is thus a great help during sieges. The horn can also be blown during combat and will cause panic in the enemy ranks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=356&lt;br /&gt;
|name=Flying Carpet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This carpet can be used to fly through as many as three provinces per turn. It can carry 10 human-sized units, 6 mounted units, or about 4 giants. The flying carpet is only used for long distance flying and cannot be used in combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=357&lt;br /&gt;
|name=Horn of Storms&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Air magic bonus, item spell (Storm Wind)&lt;br /&gt;
|description=This horn is made of turquoise and blued steel. In the horn a storm has been trapped. When the horn is sounded the power of the storm is released. An air mage wielding the Storm Horn can also harness its powers to increase his powers in Air magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=358&lt;br /&gt;
|name=Dancing Shield&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=protection (20)&lt;br /&gt;
|description=This shield is enchanted with spells of flight, durability and protection. The shield has a 50% chance of blocking any incoming attack, including spells and area attacks, reducing its damage. However armor negating attacks will completely ignore the shield.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=359&lt;br /&gt;
|name=Mirror of Trapped Images&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Warrior Illusion)&lt;br /&gt;
|description=This gold and silver hand mirror is enchanted with glamour magic. It can trap images and release them as illusions during battles. It also prevents illusions from dispersing, should all glamour mages perish or abandon the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=360&lt;br /&gt;
|name=Enchanted Mirror&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This mirror projects images of those around it. Enemy scouts are fooled and perceive the army as 75 units larger than it actually is.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=361&lt;br /&gt;
|name=Cauldron of the Elven Halls&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=heavy&lt;br /&gt;
|description=A great silver cauldron enchanted with the magic of the Vanir. Soup made in the silver cauldron will turn those who feed on it invisible. By the law of some unknown power the enchantment ends when weapons are drawn and battle begins. The army with the cauldron appears to be 75 units smaller than it actually is.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=362&lt;br /&gt;
|name=Water Lens&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water range, temporary water gems&lt;br /&gt;
|description=This liquid globe makes it easier to project Water rituals at faraway provinces, and can also be used to empower combat spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=363&lt;br /&gt;
|name=Amulet of the Fish&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=air breathing, bestow to mount&lt;br /&gt;
|description=This amulet turns the air into water all around the wearer. This will enable an aquatic being to breathe and even swim on dry land.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=364&lt;br /&gt;
|name=Manual of Water Breathing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gift of water breathing (150)&lt;br /&gt;
|description=The owner of this magic book can grant up to 50 human-sized soldiers the ability to breathe water.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=365&lt;br /&gt;
|name=Enchanted Salt&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Throw Salt&lt;br /&gt;
|effects=Throw Salt (dmg 1, len 5)&lt;br /&gt;
|description=Many ghosts and spiritual beings, and the Jinnun of Ubar in particular, are sensitive to salt. One of the few means to protect oneself from the Unseen is salt. When enchanted, salt will not only cause discomfort, but outright harm Jinnun. Enchanted salt thrown at the Unseen will stun them, harm them, disrupt their glamour and force them to become visible.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=366&lt;br /&gt;
|name=Girdle of Might&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (3), reinvigoration (3)&lt;br /&gt;
|description=This golden girdle is set with a single amber stone. The power of the stone will reinvigorate and strengthen the bearer, making strenuous tasks less burdensome.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=367&lt;br /&gt;
|name=Sky Metal Matrix&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The Sky Metal Matrix grants a mage the ability to command a communion. The owner of the Matrix can use communion slaves as if he has cast the Communion Master spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=368&lt;br /&gt;
|name=Slave Matrix&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The Slave Matrix opens the bearer&#039;s mind so that his power can be used by another mage. The effect is similar to that of the Communion Slave spell. This item is only useful for mages because non mages cannot help in a communion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=369&lt;br /&gt;
|name=Amulet of Antimagic&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (4), bestow to mount&lt;br /&gt;
|description=This star-shaped amulet will grant increased magic resistance to its wearer, but remember: Not all spells can be resisted with magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=370&lt;br /&gt;
|name=Spell Focus&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spell penetration, fool&#039;s luck&lt;br /&gt;
|description=Spells cast with the help of a Spell Focus are harder to resist with magic resistance. This item can be most useful when trying to affect enemy mages with spells that can be negated by magic resistance. A side effect of using this item is the luck induced in the mage. This luck can be useful but it turns bad after being used up.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=371&lt;br /&gt;
|name=Eye of the Void&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (-2), spell penetration (2), cursed, taint (3), spirit sight, cannot be found&lt;br /&gt;
|description=This eye, taken from a dead Void being, should be put in the eye socket of a newly removed eye. By doing this, the patient will open a path to the Void into which he can see with his new eye. This will enable him to see the world as it really is and see through any illusion very effectively. He will also be able to cast spells more effectively, but at the cost of also being more vulnerable to enemy spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=372&lt;br /&gt;
|name=Coin of Meteoritic Iron&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance, Astral magic bonus, bestow to mount&lt;br /&gt;
|description=This medallion is made of Sky Metal, a material that can be found when a shooting star leaves the outer spheres and crashes down upon the earth. Sky metal is a known amplifier of astral magic and an astral mage wearing the coin will have his powers increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=373&lt;br /&gt;
|name=Amulet of the Dead&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=undead leadership (5), item spell (Animate Skeleton)&lt;br /&gt;
|description=This amulet is made of a green turquoise and will enhance its user&#039;s effectiveness at raising the dead. It is commonly used by necromancers and undead priests. The creation of permanent Ghouls, Longdead, and Soulless is enhanced by this amulet.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=374&lt;br /&gt;
|name=Skull Mentor&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=research bonus (14)&lt;br /&gt;
|description=This cranium of a dead mage will aid its owner in the study of magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=375&lt;br /&gt;
|name=Bane Venom Charm&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=disease&lt;br /&gt;
|description=A dark green crystalline jewel that throbs with a dull light, this item is used by spies to poison wells near enemy armies. Its poisonous radiance is so strong that the land itself will begin to suffer under its curse. Crops and foliage will sicken and die and both men and beasts will suffer the curse of the Bane Venom Charm. Even its bearer, who is shielded by the most powerful protective runes, knows that the sickness inhabiting the charm will also afflict him. Once the charm is removed from the lab, it will begin to poison whatever province it is located in.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=376&lt;br /&gt;
|name=Spider Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (15), bestow to mount&lt;br /&gt;
|description=This amulet is enchanted to bestow the properties of a spider to its user.  The wearer of this amulet will become almost immune to poison and be able to climb any surface as easily as a spider.  The climbing ability makes it a very popular item for assassins who need to get in or out of castles unseen.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=377&lt;br /&gt;
|name=Horn of Valor&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=inspirational&lt;br /&gt;
|description=The sound of this horn will encourage friends in battle. The horn continues to sound throughout the entire battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=378&lt;br /&gt;
|name=Acorn Necklace&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=shock resistance (15), luck, bestow to mount&lt;br /&gt;
|description=The oak is the tree of thunder and a necklace made from its enchanted acorns will bring both luck and protection from thunder.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=379&lt;br /&gt;
|name=Endless Bag of Wine&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=supply bonus (75)&lt;br /&gt;
|description=This wineskin is enchanted with powers of creation and produces endless amounts of wine. The wine can feed up to seventy five soldiers in barren lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=380&lt;br /&gt;
|name=Amulet of Giants&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=limited enlargement&lt;br /&gt;
|description=The wearer of this amulet will instantly grow in size and become as strong as a giant. The amulet only works on beings that are smaller than a giant to begin with.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=381&lt;br /&gt;
|name=Lychantropos&#039; Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=darkvision (50), strength (4), cursed, berserk, berserker, regeneration (10)&lt;br /&gt;
|description=This iron amulet is crafted in the image of a wolf&#039;s head. Its eyes are as red as the rage that fills the heart of the wearer. The amulet grants the wearer regenerative powers in addition to increased strength, berserker rage, and superior night vision. The wild powers of the amulet will eventually turn the wearer into a beast.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=382&lt;br /&gt;
|name=Ring of Regeneration&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=regeneration (10), bestow to mount&lt;br /&gt;
|description=This golden ring is set with enchanted turquoises and amber stones. The wearer is affected by the wild magic of the stones and his body will regenerate when wounded. Regeneration does not affect inanimate beings like golems and longdead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=383&lt;br /&gt;
|name=Amulet of Resilience&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (5), bestow to mount&lt;br /&gt;
|description=This leather amulet is set with nine amber stones that pulsate with power.  The amber stones reinvigorate the owner, making strenuous tasks much less burdensome.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=384&lt;br /&gt;
|name=Homunculus&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, magic leadership, research bonus (11), cannot be found&lt;br /&gt;
|description=The caster awakens and befriends a mandrake root by feeding it his own blood. The mandrake root is a plant most magical, endowed with sentience and a deep magical understanding. The root resembles a human and can walk around by itself once awakened. The Homunculus is fed with the blood of the caster and is bound to him and him alone. It acts as a personal servant that will aid him in research. In combat the Homunculus will aid its master with the strange power known as elf-shot.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=385&lt;br /&gt;
|name=Cornucopia&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=temporary nature gems (2), supply bonus (75)&lt;br /&gt;
|description=Blowing the Horn of Plenty will not only produce all manner of fruits and legumes but also a limited quantity of short lived Nature gems. These gems can be used by Nature mages to fuel their combat spells, but they are too short lived to be of any use in rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=386&lt;br /&gt;
|name=Miraculous Cure All Elixir&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=disease healer&lt;br /&gt;
|description=This elixir is brewed from magic leaves of very strong potency. Drinking the brew will cure a person from any known disease. After being used, it is refilled with water and, after a month, the leaves will have turned the water into another miraculous elixir.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=387&lt;br /&gt;
|name=Astral Serpent&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (5), bestow to mount, dancing weapon (177), strikes (2)&lt;br /&gt;
|description=Trapped inside this snake-shaped jade amulet is the spirit of a very venomous serpent. Whenever the wearer of the amulet strikes at someone, the spirit will emerge and strike simultaneously, ignoring any armor that the enemy might be wearing. The serpent spirit will also grant the amulet&#039;s wearer partial resistance from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=388&lt;br /&gt;
|name=Pendant of Beauty&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=beauty (2)&lt;br /&gt;
|description=Anyone putting on this amulet will have their beauty greatly increased. While being a most popular item for wealthy kings to give to their brides, it is also used by some seducing monsters to make them even harder to resist.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=389&lt;br /&gt;
|name=Dream Spool&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=temporary glamour gems&lt;br /&gt;
|description=This spool can collect the dreams of those sleeping. During the night the owner sits beside a sleeping object and slowly spins his dreams onto the spool. The dreams can later be released to empower glamour spells. The dreams can also be spun into images of soldiers and the owner is at all times protected by two illusory warriors.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=390&lt;br /&gt;
|name=Dreamstone&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (-2), research bonus (9)&lt;br /&gt;
|description=Anyone wielding this stone for a few days will suddenly start to dream every night and remember them clearly afterwards. A glamour mage can use this to steer the dreams into conjuring useful magic research ideas. Then he can write down the dreams in the morning and thus speed up his research greatly. The drawback is that opening of the mage&#039;s senses to let the dreams in will also make him more vulnerable to hostile magic effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=391&lt;br /&gt;
|name=Stone Sphere&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=taint (3), item spell (Astral Window)&lt;br /&gt;
|description=A smooth, black stone sphere wrapped in black cloth to protect it from the sun, it will become transparent when exposed to moonlight and will reveal shifting images of distant places.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=392&lt;br /&gt;
|name=Neverending Keg of Mead&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=supply bonus (50), false supplies (150)&lt;br /&gt;
|description=This keg is enchanted with the magic of the fay. The mead in the keg never runs out, but the otherworldly brew is not as fulfilling to men as the beverages of this world and while happy the imbibers might still suffer from starvation.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=393&lt;br /&gt;
|name=Sanguine Dowsing Rod&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This dowsing rod will lead its owner to suitable blood slaves. The rod can only be used by those with knowledge in Blood magic and will make it easier for the skilled to find blood slaves.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=394&lt;br /&gt;
|name=Brazen Vessel&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Blood magic bonus&lt;br /&gt;
|description=This metal skull contains a bound devil. The devil whispers secrets into the ears of the bearer and enhances his skills in Blood magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=395&lt;br /&gt;
|name=The Heart of Life&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (5), reinvigoration (10), cursed, slow aging (50), cannot be found, chest wound, no inanimate&lt;br /&gt;
|description=This powerful heart is the result of the concentrated life force of many slaves. By replacing the bearer&#039;s ordinary heart with this one, the owner will recover from exhaustion at an amazing rate and, as a side effect, will efficiently rid his body of poison. The crude surgery required to replace the heart will most likely permanently damage its owner. One being can have multiple magic hearts at once. Inanimate beings cannot use magic hearts.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=396&lt;br /&gt;
|name=Lifelong Protection&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, taint (5), undead leadership (5), cannot be found, no mindless, item cost modifier (300)&lt;br /&gt;
|description=The Blood mage sacrifices twoscore slaves to get the attention of Infernal powers. When contact is made, a powerful demon will offer a contract, to be signed in blood. Whoever signs his name to the contract will be protected in battle by a horde of imps. In exchange for this fair and valuable consideration, he agrees to transfer his soul to the demon when the contract ends.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=397&lt;br /&gt;
|name=Blood Stone&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Earth magic bonus, temporary earth gems&lt;br /&gt;
|description=The wound on this stone is constantly wet from Earth Blood. This dark blood is of great help when using Earth magic. This blood can also be crystallized into Earth gems to power spells and enchantments in battle. The crystallized Earth Blood is too brittle and unstable to store for long periods and cannot be used for more time consuming rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=398&lt;br /&gt;
|name=Slave&#039;s Heart&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (10), cursed, cannot be found, chest wound, no inanimate&lt;br /&gt;
|description=By replacing a mage&#039;s heart with this one he will become an obedient and capable member of any sabbath.  As soon as he enters combat he will stand motionless and provide all of his magic power and possibly his life in order to power his master&#039;s spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=399&lt;br /&gt;
|name=Lightless Lantern&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=darkvision (100), taint (3), research bonus (12), void return (10), bestow to mount&lt;br /&gt;
|description=This lantern shines with hidden light. The dark light reveals secrets and is a great help when researching magic spells. However, this dark light may also reveal the bearer of the lantern to the Horrors lurking beyond the Veil.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=400&lt;br /&gt;
|name=Skull of Fire&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (-5), Fire magic bonus&lt;br /&gt;
|description=A Fire wizard&#039;s skull inscribed with runes of flame and obedience, it aids its owner in the use of Fire magic. The owner of this skull will suffer more from any cold effects that might befall him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=401&lt;br /&gt;
|name=Barrel of Air&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gift of water breathing (450), heavy&lt;br /&gt;
|description=This magic item will enable a commander to travel underwater with an army consisting of up to 150 human-sized troops or 50 humans with horses.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=402&lt;br /&gt;
|name=Mirror of False Impressions&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=leadership (-50)&lt;br /&gt;
|description=This mirror makes everyone in the entire army look the same. This is very useful to camouflage important monsters from enemy eyes, but it also makes commanding the army difficult because anyone can pretend to be the commander.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=403&lt;br /&gt;
|name=Water Bracelet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Water magic bonus&lt;br /&gt;
|description=This bracelet is made of water and makes the casting of Water magic less arduous.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=404&lt;br /&gt;
|name=Bottle of Living Water&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic leadership&lt;br /&gt;
|description=A water elemental is imprisoned in this bottle. The elemental is released in battle and will fight for the owner of the bottle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=405&lt;br /&gt;
|name=Sea King&#039;s Goblet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gift of water breathing (300)&lt;br /&gt;
|description=This magic item will enable a commander to travel underwater with an army consisting of up to 100 human-sized troops or 25 giants.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=406&lt;br /&gt;
|name=Chains of Reconstruction&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration, bestow to mount&lt;br /&gt;
|description=These chains are enchanted with the earth magic of construction. This magic will repair an object and return it to its intended shape as soon as it is altered. This is great for inanimate objects that have been damaged. The magic of the chains will also remove fatigue at a slow pace from anyone who wears it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=407&lt;br /&gt;
|name=The Copper Arm&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, extra arms&lt;br /&gt;
|description=The smiths of Ulm have always dreamed of holding more hammers in their hands. This elaborate copper arm which attaches to the ribs is the result of their labors.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=408&lt;br /&gt;
|name=Crystal Heart&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=luck, cursed, extra life, cannot be found, chest wound, no inanimate&lt;br /&gt;
|description=The Crystal Heart is a heart-shaped crystal placed in the chest of its owner behind his ordinary heart. If the owner later dies, the crystal will release its energies and restore the owner to full health.  The crude surgery used when embedding the heart will most likely permanently damage its owner. One being can have multiple magic hearts at once. Inanimate beings cannot use magic hearts.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=409&lt;br /&gt;
|name=Stone Idol&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=heretic (3), heavy&lt;br /&gt;
|description=A stone crafted in the image of a false god. The power of the idol will draw the attention of the faithful and they will worship the stone image as if it were their lord and master. People across the entire province in which the idol is located will abandon their former faith and the Dominion of any Pretender God will be reduced.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=410&lt;br /&gt;
|name=Eye Pendant&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=disease healer, patrol bonus (10), warning (80)&lt;br /&gt;
|description=A pendant set with three enchanted Eye Agates. The stones are powerful charms against Labashtu, the disease demon, but will also grant the pendant&#039;s wearer enhanced awareness and will warn him of impending danger. The wearer can cure diseased soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=411&lt;br /&gt;
|name=Arcane Lens&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire range, air range, water range, earth range, astral range, death range, nature range, glamour range, blood range&lt;br /&gt;
|description=The arcane lens makes it easier to project magic rituals at far away provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=412&lt;br /&gt;
|name=Ring of Returning&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=returning&lt;br /&gt;
|description=This magical ring will know if its wearer gets wounded. If that happens, it will immediately teleport its wearer back home. This returning is as safe as it can be but, if the home castle has been conquered by enemies, the returning will most likely become disastrous.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=413&lt;br /&gt;
|name=Ring of Wizardry&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]7&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S7&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spell penetration, Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus, Astral magic bonus, Death magic bonus, Nature magic bonus, Glamour magic bonus, Blood magic bonus&lt;br /&gt;
|description=This ring may be the most powerful of all magic-enhancing objects. It increases the mage&#039;s power in all paths of magic and makes it easier to penetrate enemy magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=414&lt;br /&gt;
|name=Ring of Sorcery&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S6&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spell penetration, Astral magic bonus, Death magic bonus, Nature magic bonus, Glamour magic bonus&lt;br /&gt;
|description=This ring is one of the most powerful magic-enhancing objects. It increases the mage&#039;s power in all paths of Sorcery and makes it easier to penetrate enemy magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=415&lt;br /&gt;
|name=Elixir of Life&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=slow aging (80), extra life&lt;br /&gt;
|description=With the Elixir of Life, a man can keep living forever. The owner of the bottle will almost cease to age at all and, should he die a violent death, he will be instantly brought back to life. The Elixir is consumed and will disappear if the owner has to be brought back from the dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=416&lt;br /&gt;
|name=Pocket Ship&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This ship is able to grow and shrink whenever it is needed. The owner of the ship will be able to sail over the ocean of up to 200 human-sized troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=417&lt;br /&gt;
|name=Moonvine Bracelet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Nature magic bonus&lt;br /&gt;
|description=A bracelet made of the legendary Moonvine, which flowers only under the full moon and bears fruit only during lunar eclipses, this simple bracelet will serve to link its wearer more closely to the powers of Nature and increase his command of plant life. This allows him to call upon the aid of one Vine Man in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=418&lt;br /&gt;
|name=Eye of Innocence&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth bonus (40), cursed, cannot be found&lt;br /&gt;
|description=This magic gemstone is activated by replacing one of the user&#039;s eyes with it. Those who look into the magic eye will perceive that person as innocent of whatever he may be suspected of. A man with such an innocent look cannot possibly have done anything bad. This eye helps tremendously when skulking about in enemy territory and trying not to get caught.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=419&lt;br /&gt;
|name=Mirage Crystal&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Glamour magic bonus&lt;br /&gt;
|description=A flawless crystal found in a sandy desert enchanted with the powers of the Unseen. It will create false images and impressions and can hide up to 50 units in a province. It also empowers its user in glamour magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=420&lt;br /&gt;
|name=Eye of the Oracle&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=attack (5), defence (5), precision (4), cursed, taint (5), warning (80), cannot be found&lt;br /&gt;
|description=Athandemos was once the greatest oracle and foreteller of a vast kingdom. He managed to foresee and prevent every major problem that arose in the kingdom and was liked by the King for a long time.  Then the King&#039;s favorite daughter died suddenly and the Oracle was swiftly killed for withholding this information.  Still there was no doubt that Athandemos had been most useful for a long time and thus the King ordered his mages to preserve the left eye of Athandemos.  This was the eye that saw into the future and the King let his own left eye be replaced with that of Athandemos.  Now no one would be able to withhold the future events from the rightful ruler.&lt;br /&gt;
 In addition to foreseeing great events, the eye can also see the near future which is very helpful in combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=421&lt;br /&gt;
|name=Ring of Invisibility&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth (20), invisibility, bestow to mount&lt;br /&gt;
|description=This ring is set with an enchanted opal. The Opal is known to grant invisibility to thieves, wizards and other scoundrels.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=422&lt;br /&gt;
|name=Ring of the False Prophet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (5), cursed, Holy magic bonus&lt;br /&gt;
|description=This ring is enchanted with magic to trick and persuade people into thinking the wearer is a truly extraordinary prophet.  The magic will affect the common people, priests and pretenders as well as himself. Once put on, the wearer will never remove the ring willingly again.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=423&lt;br /&gt;
|name=The Black Heart&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (2), cursed, assassin, cannot be found, chest wound, no inanimate&lt;br /&gt;
|description=By replacing their original heart with this one, the owner of the Black Heart will receive the skills and morals needed to be a professional assassin. The heart can only be used by stealthy beings. The crude surgery required to replace hearts will most likely permanently damage its owner. One being can have multiple magic hearts at once. Inanimate beings cannot use magic hearts.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=424&lt;br /&gt;
|name=Blood Pendant&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=darkvision (50), strength (2), blood range, bestow to mount&lt;br /&gt;
|description=This pendant makes it easier to project Blood magic at far away provinces and, as a side effect, it also grants its user enhanced strength and vision.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=425&lt;br /&gt;
|name=The Heart of Quickness&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (5), poison resistance (-5), reinvigoration (2), quickness, cursed, map move bonus (12), cannot be found, chest wound, no inanimate&lt;br /&gt;
|description=This heart made from ruby and blood is full of life force and magic power. By replacing a person&#039;s heart with this one he will become much quicker and be constantly reinvigorated by the fast flowing blood. The drawbacks are a higher sensitivity to poison and much accelerated aging. A person with this heart will age about four times as quickly as ordinary beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=426&lt;br /&gt;
|name=The Ruby Eye&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, Fire magic bonus, cannot be found&lt;br /&gt;
|description=By replacing his own eye with this fiery, eye-shaped ruby, a mage will become more powerful in Fire magic. Every now and again, the magic ruby will shed tears of magical Water gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=427&lt;br /&gt;
|name=Fever Fetish&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=disease&lt;br /&gt;
|description=This fetish will disease its bearer and use the heat of his fever to produce magical Fire gems. It usually takes a few months for the fever to become intense enough to produce the magic gems, but putting the amulet on a wounded soldier can speed up the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=428&lt;br /&gt;
|name=The Ark&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=start battle spell (Ark), dominion spread (2), heavy&lt;br /&gt;
|description=The holiness of the Ark is so great that it constantly spreads the Dominion of its owner to all nearby provinces. If the Ark is brought into battle, it will kill and blind all heretics and spread disease among them. Only priests and sacred troops of the proper religion are spared from the wrath of the Ark.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=429&lt;br /&gt;
|name=Amulet of the Doppelganger&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth (50), seduction (9), bestow to mount&lt;br /&gt;
|description=The amulet makes the wearer look like an ordinary commoner, which makes it possible to move unnoticed in enemy territory. It works just as well on a large golem as it does on a human, making it an ideal item for when you need to sneak a large monster into enemy territory.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=430&lt;br /&gt;
|name=The Flying Ship&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=heavy&lt;br /&gt;
|description=This golden ship is able to grow and shrink whenever it is needed.  The owner of the ship will be able to fly across the land with an entire army. The flying ship has no effect in combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=431&lt;br /&gt;
|name=Igor Könhelm&#039;s Tome&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=storm power (5)&lt;br /&gt;
|description=Herr Könhelm was famous for his ability to put together parts of corpses and reanimate them with the power of lightning. With the help of this tome, a mage will be able to produce corpse constructs at a much higher rate than normal. The owner of this book will also become much more physically powerful during a storm.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=432&lt;br /&gt;
|name=Tome of High Power&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=taint (5), Air magic bonus, Astral magic bonus, fire range (2), air range (2), water range (2), earth range (2), astral range (2), death range (2), nature range (2), glamour range (2), blood range (2)&lt;br /&gt;
|description=This ancient book is infused with the power of the Sky and enhances the use of Air and Astral magic. It can also be used to greatly extend the range of magic rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=433&lt;br /&gt;
|name=The Magic Lamp&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Summon Jinn)&lt;br /&gt;
|description=This lamp contains Al-Khazim, the almighty Djinn. By performing a simple ritual, the lamp can be destroyed and the Djinn will be released. Grateful for his release, Al-Khazim will serve anyone who releases him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=434&lt;br /&gt;
|name=Krupp&#039;s Bracers&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Krupp&#039;s Bracers&lt;br /&gt;
|effects=Krupp&#039;s Bracers (prot 4, def +4); reinvigoration (3)&lt;br /&gt;
|description=These magical steel bracers were specially made for the warlord Krupp. The bracers not only increase the defense of their wearer and the strength of his armor, but they also reinvigorate him so that he can fight for a very long time without tiring.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=435&lt;br /&gt;
|name=Draupnir&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gold generation (400)&lt;br /&gt;
|description=A golden ring of dwarven craftsmanship. Every night it gives birth to eight identical rings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=436&lt;br /&gt;
|name=The First Anvil&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E6&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=master smith&lt;br /&gt;
|description=The first anvil was made by the god of forging and then given to the mortals so they could discover the art of forging. It is an invaluable tool when crafting magic items.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=437&lt;br /&gt;
|name=Holger the Head&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=supply bonus (-3), start battle spell (Grow Headless Hoburg)&lt;br /&gt;
|description=This is a small and very fierce head that belongs to that most renowned and admired of all Hoburg heroes, Holger the Headless Hoburg Hero.  As soon as it is known that Holger lives again, many would-be Hoburg heroes are likely to flock to him, in order to join his next adventure.  When this head is held and boldly presented to the enemy, Holger will come rushing from wherever he is stuffing his headless neck with pre-chewed food or filtered soup.  Once the battle is joined, Holger will do his best to finish it quickly, so that he might once more return to his headless gluttony. Should Holger&#039;s body be slain, a new one will grow after a few days and start stuffing itself with food.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=438&lt;br /&gt;
|name=Percival the Pocket Knight&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=start battle spell (Grow Knight)&lt;br /&gt;
|description=Percival the Pocket Knight is, as his name implies, a Pocket Knight. He was made by an unknown craftsman long ago and has since shown up in various battles throughout the ages. Percival looks much like any knight, except that he is made out of tin. He also behaves much like an ordinary knight, except that he lives in a pocket. When the horns of battle call, Percival will charge out of his owner&#039;s pocket, land on the ground, grow to full size and deliver fierce battle to the enemy. Percival&#039;s main diet is lint, with an occasional shot of tin polish.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=439&lt;br /&gt;
|name=Alchemist&#039;s Stone&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (15), cold resistance (15), acid resistance (15), alchemy (50)&lt;br /&gt;
|description=This stone allows the wearer to transmute base metals into gold, resulting in greatly enhanced gains from alchemical transmutation.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=440&lt;br /&gt;
|name=Gate Stone&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]7&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]7&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E7&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Astral Travel), heavy&lt;br /&gt;
|description=An intricately carved stone puzzle inscribed with arcane runes, it allows its owner to open an arcane gateway to a distant province and let his army step through.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=441&lt;br /&gt;
|name=Atlas of Creation&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=taint (5), Earth magic bonus, Astral magic bonus, Nature magic bonus, item spell (Record of Creation)&lt;br /&gt;
|description=This large tome is filled with truths concerning the creation of the world. When referencing your current location with the indisputable truths of this tome, you can find all sites of power in your vicinity.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=442&lt;br /&gt;
|name=Bell of Cleansing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (5), auto combat spell (Cleansing Chime)&lt;br /&gt;
|description=As soon as a hostile demon comes close, the bell will chime and send powerful blasts at the demon.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=443&lt;br /&gt;
|name=Orb of Atlantis&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gift of water breathing (600), magic leadership (25), Water magic bonus, item spell (Summon Lesser Water Elemental), start battle spell (Friendly Currents)&lt;br /&gt;
|description=This crystal sphere grants its owner the ability to lead one hundred men into the sea and lets him control water currents to hamper the movement of enemy soldiers. Finally, it also gives the owner the power to summon and lead small water elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=444&lt;br /&gt;
|name=Dome of the Ancients&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (6), bestow to mount, heavy&lt;br /&gt;
|description=Mages have the knowledge to protect entire provinces with the help of powerful rituals, but these rituals are always extremely time consuming and costly in magical resources.  However in ancient times Guskovinus the wisest of archmages created a portable dome that could protect an entire province and still be moved around, like a normal albeit slightly heavy magic item.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=445&lt;br /&gt;
|name=The Astral Harpoon&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Astral Harpoon)&lt;br /&gt;
|description=An ancient harpoon made of bone with a tip of rusted iron. Tied to it is an ominous silver string. No one knows who made this ancient weapon. Perhaps it was even crafted by Horrors, given what is known of its deadly powers. It will travel through the ether until it reaches the destination specified by its wielder, and there it will strike its target. Then, the user yanks the string and its hooked prey is pulled back through the ether to where the user awaits. However, the user must beware, for if the harpoon hits a prey too mighty, the prey might yank him through the ether instead. The skill used for utilizing the harpoon is a combination of strength and Astral magic, and being very strong usually trumps normal strength and mediocre magic abilities.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=446&lt;br /&gt;
|name=The Forbidden Light&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (5), cold resistance (5), cursed, taint (50), Fire magic bonus (2), Astral magic bonus (2), start battle spell (Solar Brilliance), void return (25), bestow to mount&lt;br /&gt;
|description=This stolen piece of the Sun contains enormous power that can greatly enhance the wielder&#039;s skills in Astral and Fire magic, but this Sun material is very sought after by astral beings. In combat, the Forbidden Light will shine with a holy light that slays undead and blinds everyone else. The wielder of the Forbidden Light will grow older at an accelerated age, but that is unlikely to be his cause of death because many Horrors will also seek possession of this precious item. Any province where this piece of light is, will always count as if it is in the presence of the sun.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=447&lt;br /&gt;
|name=Nethgul&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=auto combat spell (Nethgul), void return (-4)&lt;br /&gt;
|description=Nethgul is an ancient Starspawn whose body has been dead for a very long time. Part of his mind has been preserved in an enchanted jar. From this jar, Nethgul can cast powerful spells at any enemies who come within sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=448&lt;br /&gt;
|name=The Black Mirror&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (-4), curse, Glamour magic bonus, item spell (Mind Hunt), heavy&lt;br /&gt;
|description=This magic mirror is cracked by the tension between the Astral magic used to forge the mirror and the magic from the bloodsoaked frame. A glamour mage can make great use of the mirror as it will make it easier to manipulate the false world. But the real power of the mirror can only be unlocked by an Astral mage: The ability to destroy other people&#039;s minds from faraway lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=449&lt;br /&gt;
|name=The Horror Harmonica&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (-2), taint (30), item spell (Call Horror), start battle spell (Wailing Winds)&lt;br /&gt;
|description=As soon as combat starts, the harmonica will start its ominous wail. Everyone who can hear the wailing will feel their spirits sink and their hearts will be gripped with fear. The harmonica is seldom played, because it also summons evil Horrors that will slay everyone in sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=450&lt;br /&gt;
|name=Tome of the Lower Planes&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Blood magic bonus&lt;br /&gt;
|description=This book contains a study about the planes of Hell and the magic that holds them together. Using this tome, it should be possible to navigate these planes. The book can also be of great aid when performing Blood magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=451&lt;br /&gt;
|name=The Death Globes&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=dancing weapon (772), strikes (6)&lt;br /&gt;
|description=These three spheres consist of pure death magic and a capable death mage is required to control them.  In combat they will strike nearby enemies and kill them unless they manage to resist the fatal magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=452&lt;br /&gt;
|name=Carcator the Pocket Lich&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=undead leadership (50), research bonus (4), start battle spell (Grow Lich)&lt;br /&gt;
|description=Carcator is a Pocket Lich. In fact, he is the only known existing Pocket Lich. Several hundred years ago, an unimaginably powerful entity tore off the head of a Lich that annoyed it, shrunk the head, and bound the will of the Lich to the head. Carcator&#039;s head is now the size of a big apple and the magic that binds him makes him serve his owner to the best of his abilities. Carcator has become increasingly grumpy over the years and spits and whispers foul curses at anyone nearby.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=453&lt;br /&gt;
|name=The Ankh&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=shock resistance (5), taint (3), start battle spell (Life after Death)&lt;br /&gt;
|description=Also known as the Amulet of Life, the Ankh was made in ancient times to cheat Death of its prize. The mere presence of the Ankh prohibits the souls of the dead from leaving this world. Even the soul of the wearer will not pass on upon death. Instead, the soul will reanimate the corpse of the Ankh wearer.  The powers of the Amulet of Life are so strong that the wearer may decide who will die and who will continue to fight when Death calls.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=454&lt;br /&gt;
|name=Disease Grinder&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This item will grind down one disease per month and the resulting disease powder can be used to fuel Death magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=455&lt;br /&gt;
|name=The Black Book of Secrets&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fear (5), Death magic bonus, Blood magic bonus&lt;br /&gt;
|description=This ancient book is infused with power and can be a great help when using Death and Blood magic. The secrets contained in this book also emit a strong aura of fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=456&lt;br /&gt;
|name=The Green Eye&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spell penetration (2), cursed, auto combat spell (Sleep), cannot be found&lt;br /&gt;
|description=This eye once belonged to a mighty druid. If the owner replaces his own eye with this one, the Green Eye will come alive and assist him by casting spells at any enemy who comes within sight. The Green Eye will also give increased magic penetration when the owner of the eye casts spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=457&lt;br /&gt;
|name=Wondrous Box of Monsters&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=auto combat spell (Grow Monster), heavy&lt;br /&gt;
|description=When opened in battle, random monsters will start to appear and attack the owner&#039;s enemies. In rare cases the box may malfunction and pop a few monsters that try to kill the wrong side.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=458&lt;br /&gt;
|name=Fountain of Youth&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=When the Fountain of Youth was first discovered it was too far away from the kings who would surely benefit the most from a very long life. So a large royal barrel was filled up with the water. The fountain dried up shortly after but, on the other hand, the barrel seems to never run out of its magic water. By drinking a spoonful of water from the barrel once a week you can halt most of the aging process and expect a significantly longer life. Everyone in the same province as the barrel will be able to drink from it and receive this benefit.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=459&lt;br /&gt;
|name=Midget&#039;s Revenge&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (2), attack (3), defence (3), invulnerability (20), enlargement&lt;br /&gt;
|description=Once upon a time there was Gustafus, who was a little person. Even though he was little, he was large in his faith and prayed every day to become larger so he could punish the large people who were often cruel to him. One day his God was in a good mood and gave him an amulet that enabled him to take revenge upon the people in his village. Gustafus was killed by a mob shortly after he had killed a substantial number of the villagers. The amulet can only be used by units with a natural size that is smaller than a human.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=460&lt;br /&gt;
|name=Soulstone of the Wolves&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]6&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N6&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Call of the Wild), start battle spell (Howl)&lt;br /&gt;
|description=This stone is a symbol of all wolvenkin. Its bearer is considered a friend of the wolves and they will come to his aid in battle. The bearer of the Soulstone can also cast Call of the Wild once per full moon without using any magic gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=461&lt;br /&gt;
|name=The Chalice&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=healer (5), item spell (Banishment), slow aging (100)&lt;br /&gt;
|description=The bearer of this much sought after artifact will live in constant peril for the rest of his life, for questing knights will come from time to time and seek to wrest it from his hands. The golden cup is filled with blood of unknown origin that, when applied to wounds, will instantly close them.  The blood can heal all manner of ills and afflictions and the wielder of the chalice will never grow old.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=462&lt;br /&gt;
|name=The Tome of Gaia&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Earth magic bonus, Nature magic bonus&lt;br /&gt;
|description=This ancient book is infused with Gaia&#039;s power and can be a great help when using Earth and Nature magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=463&lt;br /&gt;
|name=The Protection of Geryon&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, banish killer (-12), cannot be found, no mindless, item cost modifier (100)&lt;br /&gt;
|description=With a sizable sacrifice, a deal with the demon lord Geryon is struck to ensure the protection of one individual. If the protected individual is killed, Geryon will immediately drag down the killer to Inferno. The deal only works if Geryon is in the Infernal Realms.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=464&lt;br /&gt;
|name=The Manual of Cross Breeding&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=taint (5), crossbreeder (20)&lt;br /&gt;
|description=This tome contains the results of cross breeding between all kinds of different species using various techniques. It is an immense help when performing experimental cross breeding and will increase the amount of surviving subjects, as well as increasing the chance of breeding something powerful.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=465&lt;br /&gt;
|name=The Gift of Kurgi&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B5&lt;br /&gt;
|gear=armor: The Gift of Kurgi&lt;br /&gt;
|effects=The Gift of Kurgi (def +8); protection (20), flying, ethereal, curse, cursed, taint (20), fear (30), item spell (Send Lesser Horror), start battle spell (Call Lesser Horror), bearer gains insanity (10), void return (5), storm immunity, bestow to mount, no mindless&lt;br /&gt;
|description=This will be granted to the man who first brings Kurgi the fine gift of twoscore blood slaves. Kurgi is an ancient Horror and his gift will bring both tremendous power and misfortune.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=466&lt;br /&gt;
|name=Ardmon&#039;s Soul Trap&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (-2), reinvigoration (-1), start battle spell (Open Soul Trap)&lt;br /&gt;
|description=This trap was devised by the feared Blood mage Ardmon. Inside it he trapped the heads of those opponents he deemed worthy to be preserved. In battle a few of the trapped spirits will emerge and aid the wielder of the Soul Trap. Some heads come from mighty warriors and some come from Fire and Earth mages. Holding this many souls is demanding and will tax the strength of the wielder of the Soul Trap.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=467&lt;br /&gt;
|name=Tome of the Forgotten Masons&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, taint (10), mason&lt;br /&gt;
|description=Master Masons are known for their great skill at constructing fortifications, but there was a trio of Masons who showed skills that were far beyond that which other Master Masons could achieve. The trio of Masons constructed some of the most wonderful buildings before they disappeared and were never heard from again. Most people forgot about them, but the Master Masons remembered and continued to research how they could construct such buildings. Rumor says the trio made a pact with infernal powers using blood sacrifices to gain their great skills. The owner of this tome will be able to construct forts that are one level better than what would otherwise be possible.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=468&lt;br /&gt;
|name=The Silver Arms&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (4), cursed, extra arms (2)&lt;br /&gt;
|description=After having observed the gods for a long while, a most cunning dwarf created these magic silver arms in an earlier era in order to replicate the power of the gods.  The secret of the gods is that they have 4 arms instead of two like the mortal beings.  By attaching these arms a mortal being can get power close to that of the gods and the ability to wield four weapons at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=469&lt;br /&gt;
|name=Tome of Legends&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Glamour magic bonus (2)&lt;br /&gt;
|description=This ancient tome is filled with the legends of old as well being enchanted with powerful glamour magic.  Just reading from the tome will make the stories come to life almost literally.  The tome is not only of great help when performing glamour magic, it will also protect its owner with a goodhearted beast from a story.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=470&lt;br /&gt;
|name=The Missing Tune&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (-2), morale (4), start battle spell (The Missing Tune)&lt;br /&gt;
|description=The missing tune will play for all enemies on the battlefield.  This tune sounds marvelous, a bit strange maybe, but it is so very safe and comforting.  All enemies hearing the song will feel emboldened and go to sleep.  While sleeping they are likely to get confused from the strange dreams and should they be awake they will not know what to do.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=471&lt;br /&gt;
|name=The Trapped Dreams of Hruvur&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (-2), strength (2), spell penetration (2), cursed, taint (50), Astral magic bonus, Glamour magic bonus, Blood magic bonus&lt;br /&gt;
|description=Gustius was the most famous mage of the discipline of mind and dreams. Having completed the studies of the human mind he decided to begin the study of horrors instead, probably in order to save humankind from their influence. The pinnacle of his achievements was the successful capture of the dreams of Hruvur, the Abomination of Desolation, a horror of immense power. After capturing these dreams he grew not only more powerful, but also increasingly mad and eventually he was found maimed and dead in his laboratory. The gem in which he trapped the horror&#039;s dreams was still there however, better hide it away somewhere safe.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=472&lt;br /&gt;
|name=Orb of Elemental Fire&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (25), Fire magic bonus, heat aura (3), bestow to mount&lt;br /&gt;
|description=This orb was forged from pure fire and is constantly radiating heat from the fire inside it. A mage wielding this orb will be able to greatly increase his power over fire. However the orb&#039;s true power lies in the summoning of fire elementals, which will be extremely powerful if summoned while wielding the orb.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=473&lt;br /&gt;
|name=Orb of Elemental Air&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=shock resistance (25), Air magic bonus, stun attackers, bestow to mount&lt;br /&gt;
|description=This orb was sculpted from pure air and is constantly sparkling and crackling from the lightning trapped inside it. A mage wielding this orb will be able to greatly increase his power over air. However the orb&#039;s true power lies in the summoning of air elementals, which will be extremely powerful if summoned while wielding the orb.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=474&lt;br /&gt;
|name=Orb of Elemental Water&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (25), Water magic bonus, bestow to mount&lt;br /&gt;
|description=This orb was sculpted from pure water and is constantly making pleasant sounds from the waves trapped inside it. A mage wielding this orb will be able to greatly increase his power over water. However the orb&#039;s true power lies in the summoning of water elementals, which will be extremely powerful if summoned while wielding the orb.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=475&lt;br /&gt;
|name=Orb of Elemental Earth&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (2), Earth magic bonus, bestow to mount, strength required (16), heavy&lt;br /&gt;
|description=This orb was forged from pure earth and is extremely heavy. A mage strong enough to wield this orb will be able to greatly increase his power over earth. However the orb&#039;s true power lies in the summoning of earth elementals, which will be extremely powerful if summoned while wielding the orb.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=476&lt;br /&gt;
|name=The Void Sphere&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]6&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S6&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, taint (75), Astral magic bonus (2), temporary astral gems (3)&lt;br /&gt;
|description=Karomatus the Great had dedicated most of his life to his artifact that would trap a piece of the void in a magic orb. Carrying essence from the astral plane this close to you would be an enormous boost when it comes to performing magic. However no matter how much he tried, there was always something that eluded him and completing the sphere never succeeded. That was until one night when the solution appeared in a dream, by mixing in the blood of just a few young girls the sphere would become so much stronger. Staring into the Void Sphere is not without danger to the mage&#039;s mind, but there is also so much to be learned by doing it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=477&lt;br /&gt;
|name=Windcatcher Sail&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=far sailing, nation restriction (77)&lt;br /&gt;
|description=The Weavers of Phaeacia make the sails of the fabled Dark Ships that travel without oars or captains. But their skill in weaving and sail-making is not limited to the Dark Sails. They also make Windcatcher Sails used by regular ships to travel quick and far. A commander equipped with a Windcatcher Sail can travel one province further than normal with a sailing army.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=478&lt;br /&gt;
|name=Companion Bracelet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=luck, cursed, research bonus (4), start battle spell (Summon Qarin), nation restriction (18), nation restriction (65)&lt;br /&gt;
|description=The wearer of this silver bracelet has bonded with a Qarin, a Jiniri spirit companion that protects him and aids him in magical research and other endeavors. The Qarin has some skills in air and astral magic and will aid him in battles with protective spells. The bond between the wearer and the Qarin is unbreakable once the final vows are spoken and the bracelet cannot be removed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=479&lt;br /&gt;
|name=Ring of Dwarven Gold&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, starting item (4)&lt;br /&gt;
|description=This ring was forged by the Eldest Dwarf. It surpasses every other ring in beauty and craftsmanship. So remarkable was its splendor that the younger brother of the eldest dwarf stole the ring and turned into a monster of greed to protect it. The ring has no powers apart from its maddening beauty.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=480&lt;br /&gt;
|name=Jinn Bottle&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=waste survival, magic leadership, nation restriction (65)&lt;br /&gt;
|description=The Nabaean Sahirs are known for their skills in Jinn magic. But some of them also summon and bind Jinn and trap them in ceramic bottles. The bottle gives its owner an enslaved Jinn. The Jinn serves its master in all manners, such as cooking or opening doors and windows to keep the owner cool. The owner will be protected from the scorching winds of the desert, but the Jinn is also a skilled warrior that protects him in battles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=481&lt;br /&gt;
|name=Golden Apple&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (2)&lt;br /&gt;
|description=This is one of the Golden Apples of the Hesperides. It grants youth to the old and a bold heart.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=482&lt;br /&gt;
|name=Eye of the Grey Ones&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=15&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spirit sight, starting item (7)&lt;br /&gt;
|description=The ancient crones known as the Grey Ones suffered millennial imprisonment. Growing older and weaker, two of them eventually lost eyesight. Now they share a single eye between the three of them. If stolen, the eye can be used by anyone with an eye socket. The eye grants both the ability to see spirits and the ability to see at all.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=483&lt;br /&gt;
|name=Holy Thing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (4), luck, start battle spell (Divine Blessing)&lt;br /&gt;
|description=This item is most holy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=484&lt;br /&gt;
|name=Mercury Barrel&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic leadership, heavy, nation restriction (102)&lt;br /&gt;
|description=When the Ktonian Alchemists discovered the old Agarthan secrets of mercurial alchemy they refined the methods of animating the magical metal. Instead of enchanting the liquid metal, they enchanted the barrel in which the material was contained. Enchanted barrels filled with mercury were a lot easier to move around, and the raw magical power needed to animate the metal was reduced. A problem with the magical metal is that it reeks with fumes detrimental to living beings. The barrels are often given to the reawakened dead and placed far from living soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=485&lt;br /&gt;
|name=Enchanted Saddle&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=proud steed&lt;br /&gt;
|description=This saddle will give a mount limited protection from physical and magical attacks, as well as increased morale.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=486&lt;br /&gt;
|name=Enchanted Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Enchanted Leather Barding&lt;br /&gt;
|effects=Enchanted Leather Barding (prot 10/6/6/10)&lt;br /&gt;
|description=A leather barding enchanted with nature magic to make it stronger and more durable.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=487&lt;br /&gt;
|name=Boar Leather Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Boar Leather Barding&lt;br /&gt;
|effects=Boar Leather Barding (prot 15/7/7/15)&lt;br /&gt;
|description=This iron-studded leather barding is made from boar leather enchanted to draw forth the ferocious rage of the wild boars from which is was made.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=488&lt;br /&gt;
|name=Knight&#039;s Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Enchanted Plate Barding&lt;br /&gt;
|effects=Enchanted Plate Barding (prot 23/17/17/23, def -1, enc +2); air shield (80)&lt;br /&gt;
|description=A barding made from iron of incredible durability and enchanted with air magic to protect the mount from incoming arrows.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=489&lt;br /&gt;
|name=Blacksteel Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Blacksteel Barding&lt;br /&gt;
|effects=Blacksteel Barding (prot 24/18/18/24, def -2, enc +3)&lt;br /&gt;
|description=A barding made from a black, ferrous alloy of incredible strength and durability.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=490&lt;br /&gt;
|name=Gossamer Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=armor: Gossamer Barding&lt;br /&gt;
|effects=Gossamer Barding (prot 13/7/7/13); blur&lt;br /&gt;
|description=This barding is made from woven spider silk that is enchanted with glamour magic. The barding shifts in different colors and its edges smear into the surroundings, making it difficult to focus your eyes on.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=491&lt;br /&gt;
|name=Fay Steed Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=armor: Fay Steed Barding&lt;br /&gt;
|effects=Fay Steed Barding (prot 21/16/16/21, def -1, enc +2); awe (2)&lt;br /&gt;
|description=This barding is made from a strange metal that shimmers in all the colors of the rainbow. Anyone trying to attack this mount will be struck by awe from the glamour enchanted colors.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=492&lt;br /&gt;
|name=Lightweight Cataphract Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=armor: Lightweight Cataphract Barding&lt;br /&gt;
|effects=Lightweight Cataphract Barding (prot 16/12/12/22, enc +1)&lt;br /&gt;
|description=This barding has been enchanted with air magic to make it extremely light and easy for the mount to move around with.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=493&lt;br /&gt;
|name=Golden Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Golden Barding&lt;br /&gt;
|effects=Golden Barding (prot 23/17/17/23, def -2, enc +3); fire resistance (5), proud steed&lt;br /&gt;
|description=This barding is made out of real gold and enchanted with magic to make it even better. Any mount wearing this will get their ability and will to fight enhanced as well as receiving some protection from fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=494&lt;br /&gt;
|name=Sunrise Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=armor: King&#039;s Barding&lt;br /&gt;
|effects=King&#039;s Barding (prot 23/20/20/23, enc +1); shock resistance (15), fire resistance (15), magic resistance (4)&lt;br /&gt;
|description=It is said that an archmage from previous times had a most magnificent steed called Sunrise. He loved it dearly and spent his entire life creating the perfect barding for it, so it shouldn&#039;t get hurt from all the spells that gets hurled around the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=495&lt;br /&gt;
|name=Shortsword&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=weapon: Shortsword&lt;br /&gt;
|effects=Shortsword (dmg 12, att +3, def +4, len 1); air shield (80)&lt;br /&gt;
|description=This is the sword used by the legendary Hoburg, Oberführer. This huge sword is called Shortsword and inflicts greatly increased damage on anyone larger than its bearer. Shortsword also grants protection from arrows by creating an Air Shield around its wielder.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=496&lt;br /&gt;
|name=Hammer of the Cyclops&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E6&lt;br /&gt;
|gear=weapon: Hammer of the Cyclops&lt;br /&gt;
|effects=Hammer of the Cyclops (dmg 27, def -1, len 2); master smith&lt;br /&gt;
|description=This well-crafted hammer was made by the mighty Cyclops, Polyperchon. There can be no better tool than this when crafting magic items.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=497&lt;br /&gt;
|name=The Admiral&#039;s Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D3&lt;br /&gt;
|gear=weapon: The Admiral&#039;s Sword&lt;br /&gt;
|effects=The Admiral&#039;s Sword (dmg 12, att +5, def +2, len 1, secondary #694); fear (5)&lt;br /&gt;
|description=This sword was used by Admiral Torgrin to kill many people during his life. When he was finally killed, he rose from the dead and continued killing as an undead. During the centuries of killing, this sword has become more and more bent with heavy use. Anyone who survives a hit from this sword will be cursed for the rest of his life.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=498&lt;br /&gt;
|name=Precious&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (4), attack (4)&lt;br /&gt;
|description=This ring was first found and used by a Troll Raider hero called Bogus. It grants increased attack skill and strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=499&lt;br /&gt;
|name=Vial of Frozen Tears&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Water magic bonus, Death magic bonus&lt;br /&gt;
|description=This vial contains frozen tears collected by the Ice Druid Starke to increase his powers in Water and Death magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=500&lt;br /&gt;
|name=Crown of Katafagus&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D6&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=Magic Crown (prot 9); shock resistance (15), fire resistance (15), cursed, fear (5), Death magic bonus&lt;br /&gt;
|description=This is the crown of Katafagus the Lich. It enables its wearer to call mummies to his side and it also partially protects him from fire and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=501&lt;br /&gt;
|name=Crown of Ptah&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=Magic Crown (prot 9); magic resistance (3), morale (4), curse, cursed, fear (10), item spell (Control the Dead), start battle spell (Power of the Sepulchre)&lt;br /&gt;
|description=Ptah was an evil tyrant who ruled with an iron fist and an army of undead. He made this crown to strengthen his control over the dead and bring fear to his subjects.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=502&lt;br /&gt;
|name=Robe of the Sorceress&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=armor: Robe of the Sorceress&lt;br /&gt;
|effects=Robe of the Sorceress (prot 16/16/16); Astral magic bonus, Death magic bonus, Nature magic bonus, Glamour magic bonus&lt;br /&gt;
|description=This robe of woven metal was enchanted by the sorceress Satina to increase her sorcerous powers and protect her from harm.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=503&lt;br /&gt;
|name=Sun Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=armor: Sun Armor&lt;br /&gt;
|effects=Sun Armor (prot 25/25/25, def -3, enc +4); morale (4), awe (3)&lt;br /&gt;
|description=This is the holy armor of Solaris. It shines with the brilliance of the Sun and only the bravest of men will dare strike its wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=504&lt;br /&gt;
|name=Sun Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=armor: Sun Helmet&lt;br /&gt;
|effects=Sun Helmet (prot 25); magic resistance (5), awe&lt;br /&gt;
|description=This is the holy helmet of Solaris. It protects him from magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=505&lt;br /&gt;
|name=Sun Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=weapon: Sun Sword&lt;br /&gt;
|effects=Sun Sword (dmg 15, att +3, def +3, len 1, always secondary #276); bless, leadership (50), berserk (2), berserker&lt;br /&gt;
|description=This is the holy sword of Solaris. It will bless its wielder with holy rage and unleash holy fire upon enemies in close combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=506&lt;br /&gt;
|name=Sun Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=armor: Sun Shield&lt;br /&gt;
|effects=Sun Shield (prot 25, def +6, enc +2); shock resistance (15), fire resistance (15), awe&lt;br /&gt;
|description=This is the holy shield of Solaris. It partially protects him from fire and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=507&lt;br /&gt;
|name=Greenstone Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=armor: Greenstone Armor&lt;br /&gt;
|effects=Greenstone Armor (prot 23/18/18, def -3, enc +6); acid resistance (10), heavy&lt;br /&gt;
|description=Greenstone Armor is the property of Bogus the Troll. It is made of enchanted plates of green stone and is extremely heavy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=508&lt;br /&gt;
|name=Dragon Pearl&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water breathing, cursed, Water magic bonus, temporary water gems, starting item, bestow to mount&lt;br /&gt;
|description=This huge pearl is the most prized possession of a huge dragon. The dragon would never give its pearl away, in fact it will not even put it aside for a moment, much preferring to constantly hold it and be reassured of its presence. It is often said that if a mortal gets hold of the pearl he can control the dragon. However this is most likely false and it is easy to see how a rumor like this could start considering how possessive the dragon is of its shiny pearl.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=509&lt;br /&gt;
|name=Dragon Pearl&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water breathing, cursed, Astral magic bonus, temporary astral gems, starting item (2), bestow to mount&lt;br /&gt;
|description=This huge pearl is the most prized possession of a huge dragon. The dragon would never give its pearl away, in fact it will not even put it aside for a moment, much preferring to constantly hold it and be reassured of its presence. It is often said that if a mortal gets hold of the pearl he can control the dragon. However this is most likely false and it is easy to see how a rumor like this could start considering how possessive the dragon is of its shiny pearl.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=510&lt;br /&gt;
|name=Dragon Pearl&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water breathing, cursed, Nature magic bonus, temporary nature gems, starting item (9)&lt;br /&gt;
|description=This huge pearl is the most prized possession of a huge dragon. The dragon would never give its pearl away, in fact it will not even put it aside for a moment, much preferring to constantly hold it and be reassured of its presence. It is often said that if a mortal gets hold of the pearl he can control the dragon. However this is most likely false and it is easy to see how a rumor like this could start considering how possessive the dragon is of its shiny pearl.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=511&lt;br /&gt;
|name=Pearl of Light&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spell penetration, flying, water breathing, cursed, Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus, starting item (3), bestow to mount&lt;br /&gt;
|description=The Pearl of Light is the most prized possession of the Dragon King. It was given to the Bodhisattva of Mercy after she saved his son from being eaten by unknowing fishermen who had caught the Dragon Prince in the shape of a fish. The Bodhisattva only accepted the gift if the messenger, the Dragon King&#039;s granddaughter, would take the Pearl instead. The Dragon Girl and the Bodhisattva are now inseparable, and Longnu carries the Pearl at all times.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=512&lt;br /&gt;
|name=Helmet of Invisibility&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D3&lt;br /&gt;
|gear=armor: Helmet of Invisibility&lt;br /&gt;
|effects=Helmet of Invisibility (prot 23); cursed, spirit sight, invisibility, starting item (5)&lt;br /&gt;
|description=This helmet was made by some of the best cyclops smiths of Tartarus as a gift to the Titan of the Underworld. Anyone wearing it cannot be seen by the living.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=513&lt;br /&gt;
|name=Crown of Ohya&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G3&lt;br /&gt;
|gear=armor: War Crown&lt;br /&gt;
|effects=War Crown (prot 14); awe (2), starting item (8)&lt;br /&gt;
|description=This crown was forged especially for Ohya, a giant bound to never leave his homeland. The crown can circumvent the decree that binds him and lets him move around the world freely.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=514&lt;br /&gt;
|name=Champion&#039;s Trident&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=weapon: Champion&#039;s Trident&lt;br /&gt;
|effects=Champion&#039;s Trident (dmg 12, att +3, def +6, len 3, attacks 2); quickness, luck, cursed, leadership (50), must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this trident. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=515&lt;br /&gt;
|name=Champion&#039;s Cuirass&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=armor: Champion&#039;s Cuirass&lt;br /&gt;
|effects=Champion&#039;s Cuirass (prot 23/13/13, def -1, enc +3); quickness, luck, cursed, awe, regeneration (5), must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this armor. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=516&lt;br /&gt;
|name=Champion&#039;s Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=armor: Helmet of Champions&lt;br /&gt;
|effects=Helmet of Champions (prot 19); morale (4), quickness, luck, cursed, inspirational (2), awe, must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this helmet. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=517&lt;br /&gt;
|name=Champion&#039;s Gladius&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=weapon: Champion&#039;s Gladius&lt;br /&gt;
|effects=Champion&#039;s Gladius (dmg 8, att +2, def +4, len 1); wound fend (2), quickness, luck, cursed, inspirational, must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this gladius. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=518&lt;br /&gt;
|name=Golden Sandals&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=defence (5), quickness, luck, cursed, leadership (50), map move bonus (6), must fight in arena, cannot be found&lt;br /&gt;
|description=These shiny sandals signify that the wearer has won the arena death match. Anyone wearing them will gain the respect of all fighting men and be able to run and strike with astonishing speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=519&lt;br /&gt;
|name=Champion&#039;s Medal&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=quickness, luck, cursed, leadership (50), inspirational, spirit sight, must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this prestigious medal. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=520&lt;br /&gt;
|name=Champion&#039;s Headband&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=armor: Champion&#039;s Headband&lt;br /&gt;
|effects=Champion&#039;s Headband (prot 10); quickness, luck, cursed, leadership (50), inspirational (3), awe, must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this headband. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=521&lt;br /&gt;
|name=Storm Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A3&lt;br /&gt;
|gear=armor: Storm Armor&lt;br /&gt;
|effects=Storm Armor (prot 22/22/22, def -2, enc +3); shock resistance (15), storm immunity, bestow to mount&lt;br /&gt;
|description=This full plate armor is enchanted with storm magic. Dark clouds constantly sweep across its surface and sometimes a spark of lightning can be seen in the joints of the armor. Its wearer becomes resistant lightning and is unhindered by storms should he be able to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=522&lt;br /&gt;
|name=Carrion Seed&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=disease, cursed, cannot be found, nation restriction (53)&lt;br /&gt;
|description=Sometimes a gift is not what it seems. The black dryads of Asphodel enchant these thorny heart-shaped seeds and give them to loyal subjects with a promise of eternal life. Soon the recipient becomes feverish and weak. Within months his body withers and dies. Upon death the seed will sprout and reanimate the dead one as a manikin, alive again, but bereft of his old identity.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=523&lt;br /&gt;
|name=Carrion Bow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Carrion Bow&lt;br /&gt;
|effects=Carrion Bow (dmg 5, ammo 12, always secondary #870); nation restriction (53), item cost modifier (-40), item cost modifier (-60)&lt;br /&gt;
|description=The Black Dryads of the Vengeful Woods creates magic bows will fire arrows of bones and infected vines at the target. The vine arrows are not very accurate, but they will halt anyone hit and possibly infect them with a carrion seed. If the victim dies during the battle the seed will sprout and reanimate the corpse as a manikin serving the dark God of Asphodel.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=524&lt;br /&gt;
|name=Soul Scales&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=dream enhancer (2)&lt;br /&gt;
|description=This set of scales allows its wielder to measure the worth of a person&#039;s soul. By weighing the dreams and ambitions of the victim, the chance of a successful dream seduction is increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=525&lt;br /&gt;
|name=White Dragon Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=armor: Dragon Scale Mail&lt;br /&gt;
|effects=Dragon Scale Mail (prot 22/11/11, def -1, enc +1); shock resistance (15), morale (4)&lt;br /&gt;
|description=Armor made from the scales of a true dragon, it is almost weightless and very durable. It protects its wearer from both fear and shock.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=526&lt;br /&gt;
|name=Black Dragon Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Dragon Scale Mail&lt;br /&gt;
|effects=Dragon Scale Mail (prot 22/11/11, def -1, enc +1); acid resistance (15), morale (4)&lt;br /&gt;
|description=Armor made from the scales of a true dragon, it is almost weightless and very durable. It protects its wearer from both fear and acid.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=527&lt;br /&gt;
|name=The Quintessence Chest&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=temporary fire gems (2), temporary air gems (2), temporary water gems (2), temporary earth gems (2), temporary astral gems (2), temporary death gems (2), temporary nature gems (2), temporary glamour gems (2), heavy&lt;br /&gt;
|description=This marble chest is covered with quintessence, the source of all magic, on its inside. Inside it magic gems of all types will grow just from being surrounded by the quintessence. These magic gems and pearls are short lived however and once removed from the chest they must be used instantly.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=528&lt;br /&gt;
|name=Armor of Twisting Thorns&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=armor: Twisting Thorns&lt;br /&gt;
|effects=Twisting Thorns (prot 13, def -1, enc +5); poison resistance (5), cursed, Nature magic bonus, Blood magic bonus, poison armor (10), cannot be found&lt;br /&gt;
|description=Thorns will protrude from all over the mage&#039;s body. The thorns twist whenever the mage makes any sudden movements, making combat and spell casting extremely arduous. However, the blood that is brought forth by the thorns will enhance the mage&#039;s power in Blood and Nature magic. The thorns are poisonous, so striking the mage without the use of a long weapon is not recommended.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=529&lt;br /&gt;
|name=Pillar of Truths&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=weapon: Pillar of Truths&lt;br /&gt;
|effects=Pillar of Truths (dmg 35, att -2, def -5, len 2, always secondary #875); magic resistance (4), start battle spell (Pillar of Truths), strength required (20), heavy&lt;br /&gt;
|description=When the Pantokrator wanted a battle to be without magic and illusions, the Pillar of Truth was brought to the battle. Once this pillar is present, all units on the battlefield will be able to see through illusions and withstand magic better. If swung in battle, the pillar will strike truths of the Pantokrator into the enemies, paralyzing those who dare defy them.&lt;br /&gt;
&lt;br /&gt;
All units: MR +2, disbelieve 2, true sight&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Template:Item/styles.css&amp;diff=10326</id>
		<title>Template:Item/styles.css</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Template:Item/styles.css&amp;diff=10326"/>
		<updated>2026-05-15T16:13:21Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Add item filters and combined effects column&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.item-list {&lt;br /&gt;
    width: 100%;&lt;br /&gt;
    font-size: 0.95em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.item-list th,&lt;br /&gt;
.item-list td {&lt;br /&gt;
    vertical-align: top;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.item-list__icon {&lt;br /&gt;
    width: 40px;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.item-list__icon img {&lt;br /&gt;
    image-rendering: pixelated;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.item-list__description {&lt;br /&gt;
    max-width: 34em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.item-list-filter {&lt;br /&gt;
    align-items: end;&lt;br /&gt;
    display: flex;&lt;br /&gt;
    flex-wrap: wrap;&lt;br /&gt;
    gap: 0.75rem;&lt;br /&gt;
    margin: 1rem 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.item-list-filter label {&lt;br /&gt;
    display: grid;&lt;br /&gt;
    gap: 0.25rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.item-list-filter select,&lt;br /&gt;
.item-list-filter button {&lt;br /&gt;
    min-height: 2rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.item-list-filter__count {&lt;br /&gt;
    margin-left: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.item-list__path {&lt;br /&gt;
    align-items: center;&lt;br /&gt;
    display: inline-flex;&lt;br /&gt;
    gap: 2px;&lt;br /&gt;
    margin-right: 0.35em;&lt;br /&gt;
    white-space: nowrap;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.item-list__path img {&lt;br /&gt;
    vertical-align: -0.2em;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Template:Item&amp;diff=10325</id>
		<title>Template:Item</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Template:Item&amp;diff=10325"/>
		<updated>2026-05-15T16:13:21Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Add item filters and combined effects column&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{#cargo_declare:_table=Items&lt;br /&gt;
|ItemId=Integer&lt;br /&gt;
|Name=String&lt;br /&gt;
|Slot=String&lt;br /&gt;
|Construction=Integer&lt;br /&gt;
|Requirement=String&lt;br /&gt;
|RequirementSort=String&lt;br /&gt;
|Gear=String&lt;br /&gt;
|Effects=Text&lt;br /&gt;
|Description=Text&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{{#cargo_store:_table=Items&lt;br /&gt;
|ItemId={{{id|}}}&lt;br /&gt;
|Name={{{name|}}}&lt;br /&gt;
|Slot={{{slot|}}}&lt;br /&gt;
|Construction={{{construction|}}}&lt;br /&gt;
|Requirement={{{requirement|}}}&lt;br /&gt;
|RequirementSort={{{requirementSort|}}}&lt;br /&gt;
|Gear={{{gear|}}}&lt;br /&gt;
|Effects={{{effects|}}}&lt;br /&gt;
|Description={{{description|}}}&lt;br /&gt;
}}&lt;br /&gt;
|- class=&amp;quot;item-list__row&amp;quot; data-slot=&amp;quot;{{{slot|}}}&amp;quot; data-construction=&amp;quot;{{{construction|}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;item-list__icon&amp;quot; | [[File:item{{{id|}}}.png|32x32px|link=]]&lt;br /&gt;
| data-sort-value=&amp;quot;{{{name|}}}&amp;quot; | &#039;&#039;&#039;{{{name|}}}&#039;&#039;&#039;&lt;br /&gt;
| {{{slot|}}}&lt;br /&gt;
| {{{construction|}}}&lt;br /&gt;
| data-sort-value=&amp;quot;{{{requirementSort|}}}&amp;quot; | {{{requirement|}}}&lt;br /&gt;
| {{{effects|}}}&lt;br /&gt;
| class=&amp;quot;item-list__description&amp;quot; | {{{description|}}}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=MediaWiki:Common.js&amp;diff=10324</id>
		<title>MediaWiki:Common.js</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=MediaWiki:Common.js&amp;diff=10324"/>
		<updated>2026-05-15T16:13:21Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Add item filters and combined effects column&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;( function () {&lt;br /&gt;
	function initFilter( filter ) {&lt;br /&gt;
		var targetSelector = filter.getAttribute( &#039;data-target&#039; );&lt;br /&gt;
		var table = targetSelector ? document.querySelector( targetSelector ) : null;&lt;br /&gt;
		if ( !table ) {&lt;br /&gt;
			return;&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		var rows = Array.prototype.slice.call( table.querySelectorAll( &#039;tr.item-list__row&#039; ) );&lt;br /&gt;
		var selects = Array.prototype.slice.call( filter.querySelectorAll( &#039;select[data-filter]&#039; ) );&lt;br /&gt;
		var count = filter.querySelector( &#039;[data-filter-count]&#039; );&lt;br /&gt;
		var reset = filter.querySelector( &#039;[data-filter-reset]&#039; );&lt;br /&gt;
&lt;br /&gt;
		function applyFilters() {&lt;br /&gt;
			var visible = 0;&lt;br /&gt;
			rows.forEach( function ( row ) {&lt;br /&gt;
				var keep = selects.every( function ( select ) {&lt;br /&gt;
					var value = select.value;&lt;br /&gt;
					var key = select.getAttribute( &#039;data-filter&#039; );&lt;br /&gt;
					return !value || row.dataset[ key ] === value;&lt;br /&gt;
				} );&lt;br /&gt;
				row.hidden = !keep;&lt;br /&gt;
				if ( keep ) {&lt;br /&gt;
					visible += 1;&lt;br /&gt;
				}&lt;br /&gt;
			} );&lt;br /&gt;
			if ( count ) {&lt;br /&gt;
				count.textContent = visible + &#039; items&#039;;&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		selects.forEach( function ( select ) {&lt;br /&gt;
			select.addEventListener( &#039;change&#039;, applyFilters );&lt;br /&gt;
		} );&lt;br /&gt;
&lt;br /&gt;
		if ( reset ) {&lt;br /&gt;
			reset.addEventListener( &#039;click&#039;, function () {&lt;br /&gt;
				selects.forEach( function ( select ) {&lt;br /&gt;
					select.value = &#039;&#039;;&lt;br /&gt;
				} );&lt;br /&gt;
				applyFilters();&lt;br /&gt;
			} );&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		applyFilters();&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	mw.hook( &#039;wikipage.content&#039; ).add( function ( $content ) {&lt;br /&gt;
		var content = $content &amp;amp;&amp;amp; $content[ 0 ] ? $content[ 0 ] : document;&lt;br /&gt;
		Array.prototype.forEach.call( content.querySelectorAll( &#039;.domwiki-filter&#039; ), initFilter );&lt;br /&gt;
	} );&lt;br /&gt;
}() );&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Items&amp;diff=10323</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Items&amp;diff=10323"/>
		<updated>2026-05-15T16:04:42Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Use path icons in item requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;templatestyles src=&amp;quot;Item/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
{{DISPLAYTITLE:Items}}&lt;br /&gt;
&lt;br /&gt;
Dominions 6 magic items. This table is generated from the Dom6Inspector export in &amp;lt;code&amp;gt;gamedata/BaseI.csv&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable item-list&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Name&lt;br /&gt;
! Slot&lt;br /&gt;
! Construction&lt;br /&gt;
! Paths&lt;br /&gt;
! Gear&lt;br /&gt;
! Key effects&lt;br /&gt;
! Description&lt;br /&gt;
{{Item&lt;br /&gt;
|id=1&lt;br /&gt;
|name=Fire Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Fire Sword&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The Fire Sword is enchanted with Fire magic. The offensive skills of the wielder are enhanced.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=2&lt;br /&gt;
|name=Ice Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Ice Sword&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The Ice Sword is the signature weapon of the Ice Crafters of Caelum.  It is made mostly out of ice and enchanted with Water magic to increase the defensive skills of the wielder. Like all ice weapons it cannot be affected by any flaming weapon enhancement.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=3&lt;br /&gt;
|name=Ice Lance&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Ice Lance&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The Ice Lance is a spear made mostly out of ice and enchanted with Water magic that increases the defensive skills of the wielder. As a light lance this weapon is most effective on its first strike and when used by fast or flying units. Like all ice weapons it cannot be affected by any flaming weapon enhancement.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=4&lt;br /&gt;
|name=Blacksteel Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Blacksteel Sword&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The nation of Ulm is famous for its incredibly strong blacksteel. This sword is made of high quality blacksteel and is very well crafted.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=5&lt;br /&gt;
|name=Enchanted Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Enchanted Sword&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This sword is enchanted with accuracy and quickness.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=6&lt;br /&gt;
|name=Enchanted Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Enchanted Spear&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This spear is enchanted with accuracy and quickness.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=7&lt;br /&gt;
|name=Enchanted Pike&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Enchanted Pike&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This pike is enchanted with accuracy and quickness.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=8&lt;br /&gt;
|name=Hardwood Club&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Hardwood Club&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This club has been enchanted with Nature magic to make it extraordinarily sturdy, and is at least as effective as a proper iron mace.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=9&lt;br /&gt;
|name=Sceptre of Authority&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Magic Sceptre&lt;br /&gt;
|effects=leadership (50), item spell (Burn)&lt;br /&gt;
|description=This golden sceptre will grant the wielder an aura of authority, making it possible to command more men. The ruby atop the sceptre grants the wielder the ability to set any possible dissenters on fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=10&lt;br /&gt;
|name=Burning Blade&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Burning Blade&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The blade of this sword is constantly burning unless it is sheathed in its scabbard. Anyone struck by the blade will be burned by the intense heat as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=11&lt;br /&gt;
|name=Holy Scourge&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Holy Scourge&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This morningstar is enchanted with pure fire for the purpose of destroying undead beings. An undead creature hit by the Holy Scourge will most likely be burned to ashes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=12&lt;br /&gt;
|name=Mace of Eruption&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Mace of Eruption&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This ornate mace looks expensive enough to be used by a king. When the mace hits something a sea of flames will burst from it and burn its target as well as anyone nearby.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=13&lt;br /&gt;
|name=Staff of Flame Focus&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=fire range&lt;br /&gt;
|description=This staff is infused with the power of Fire and will help project Fire magic rituals at faraway provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=14&lt;br /&gt;
|name=Flambeau&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=weapon: Flambeau&lt;br /&gt;
|effects=fire resistance (5), item spell (Holy Pyre)&lt;br /&gt;
|description=This sword is heavily infused with pure Fire magic and it is capable of shooting holy fire that will burn undead beings to cinders. The blade is constantly burning and anyone struck will be seared by the extremely hot flames. The sword partially protects its wielder from fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=15&lt;br /&gt;
|name=Thunder Whip&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Thunder Whip&lt;br /&gt;
|effects=shock resistance (5)&lt;br /&gt;
|description=Whenever this whip cracks a powerful jolt of lightning will erupt and shock anyone nearby. This might include the wielder of the whip, however the whip&#039;s magic properties should protect him from the worst of it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=16&lt;br /&gt;
|name=Ice Pebble Staff&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=cold resistance (5), item spell (Winter&#039;s Chill)&lt;br /&gt;
|description=This strange staff is adorned with pebbles of ice. The owner of the staff is partially protected from frost and can release the cold of the staff at his enemies, making them numb and frozen.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=17&lt;br /&gt;
|name=Ice Mist Scimitar&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Ice Mist Scimitar&lt;br /&gt;
|effects=cold resistance (10)&lt;br /&gt;
|description=The Ice Mist Scimitar will cause an ice mist to spread out whenever it is swung. The mist is extremely cold and will freeze and exhaust anyone who stands in it. The wielder of the scimitar is protected from cold and is thus able to wield the scimitar without discomfort.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=18&lt;br /&gt;
|name=Coral Blade&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Coral Blade&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Red Coral is commonly used in enchanted items to protect against the bleeding caused by battle wounds, but it can just as easily be enchanted to cause bleeding. The coral sword has a bit of both enchantments, it will protect its wielder as well as cause bleeding that is very hard to stop in anyone it wounds.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=19&lt;br /&gt;
|name=Stinger&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Stinger&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A needle-sharp spear that can pierce the thickest of armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=20&lt;br /&gt;
|name=Sword of Sharpness&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Sword of Sharpness&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A sword with extraordinarily sharp edges, this blade will cut through most armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=21&lt;br /&gt;
|name=Axe of Sharpness&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Axe of Sharpness&lt;br /&gt;
|effects=&lt;br /&gt;
|description=An axe with a magically sharpened edge, this weapon will cut through most armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=22&lt;br /&gt;
|name=Greatsword of Sharpness&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Greatsword of Sharpness&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A large sword with extraordinarily sharp edges, this blade will cut through most armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=23&lt;br /&gt;
|name=Main Gauche of Parrying&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Main Gauche of Parrying&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The Main Gauche of Parrying is made of superior steel and enchanted with quickness and lightness to better enable its wielder to counter incoming attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=24&lt;br /&gt;
|name=Halberd of Might&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Halberd of Might&lt;br /&gt;
|effects=strength (4)&lt;br /&gt;
|description=This heavy halberd increases the physical strength of the wielder.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=25&lt;br /&gt;
|name=Smasher&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=weapon: Smasher&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This is a special magic hammer that is used to smash objects into small pieces. It has now been modified for purposes of war and can be used to inflict great damage on inanimate beings. It is a great weapon against mechanical constructs and certain undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=26&lt;br /&gt;
|name=Hammer of the Mountains&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Hammer of the Mountains&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The Hammer of the Mountains is an enormous, rune-inscribed raw-iron hammer that strikes with the force of the mountains. Unfortunately, its great weight makes the bearer quite easy to hit.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=27&lt;br /&gt;
|name=Lightning Rod&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=shock resistance (15)&lt;br /&gt;
|description=A cast-iron staff that will channel the energy of an electric attack harmlessly into the earth, and can also increase the effectiveness of the Corpse Man Construction spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=28&lt;br /&gt;
|name=Star of Heroes&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=weapon: Star of Heroes&lt;br /&gt;
|effects=&lt;br /&gt;
|description=All but the most powerful armor will be destroyed when hit by this morningstar. All morningstars have an increased attack value against targets with shields.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=29&lt;br /&gt;
|name=Dwarven Hammer&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=weapon: Dwarven Hammer&lt;br /&gt;
|effects=fixed forge bonus (2)&lt;br /&gt;
|description=A well-crafted hammer made of blackest dwarven iron, this hammer is enchanted with Earth magic. When used in the forge, it will help the smith produce magical wonders.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=30&lt;br /&gt;
|name=Eyecatcher&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Eyecatcher&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This magical instrument will automatically hit the enemy in the eye and spoon it out.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=31&lt;br /&gt;
|name=Faithful&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Faithful&lt;br /&gt;
|effects=wound fend, luck&lt;br /&gt;
|description=This short sword will grant its wielder luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=32&lt;br /&gt;
|name=Rod of the Leper King&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Magic Sceptre&lt;br /&gt;
|effects=disease, undead leadership (100)&lt;br /&gt;
|description=This green metal sceptre will grant the wielder the ability to lead more of the undead and will grant that ability to those previously unable to do so. Unfortunately, the wearer will become diseased unless immune.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=33&lt;br /&gt;
|name=Duskdagger&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Duskdagger&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A slim dagger made of darkened steel, it is crafted according to methods long used by the Wolfkin of Jotun. It is unnaturally sharp and anyone cut by its razor edges will bleed profusely. The blade&#039;s supernatural sharpness also allows it to bypass any armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=34&lt;br /&gt;
|name=Bane Blade&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Bane Blade&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Bane Blades are horrible swords made from a strange alloy crafted in the Underworld. A cut from a Bane Blade will fester and rot within moments. Bane Blades are often used by the servants of the King of the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=35&lt;br /&gt;
|name=Bane Blade&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Bane Blade&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Bane Blades are horrible swords made from a strange alloy crafted in the Underworld. A cut from a Bane Blade will fester and rot within moments. Bane Blades are often used by the servants of the King of the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=36&lt;br /&gt;
|name=Doom Glaive&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Doom Glaive&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The Doom Glaive is a truly fearsome weapon used by some undead warriors. Those close to where it strikes will be cursed for the rest of their lives. But those lives may be very short because the victims may age and die within minutes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=37&lt;br /&gt;
|name=Hunter&#039;s Knife&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Hunter&#039;s Knife&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This knife has been enchanted with Nature magic and is so sharp that it can cut through chainmail as easily as a deer skin.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=38&lt;br /&gt;
|name=Thorn Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Thorn Spear&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This wooden spear is covered with poisonous thorns.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=39&lt;br /&gt;
|name=Thorn Staff&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Thorn Staff&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This wooden quarterstaff is covered with poisonous thorns.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=40&lt;br /&gt;
|name=Vine Whip&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=weapon: Vine Whip&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This whip has been enchanted with the essence of Nature. Anyone hit by it will be Entangled in magic vines.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=41&lt;br /&gt;
|name=Gloves of the Gladiator&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=weapon: Gloves of the Gladiator&lt;br /&gt;
|effects=magic resistance, strength (3)&lt;br /&gt;
|description=These gloves are straps made from the cured skin of master gladiators. They are enchanted, weighted down with magical lead, and wrapped tightly around the hands of the wearer. The Gloves of the Gladiator are often awarded to successful gladiators in the fighting pits of Pythium.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=42&lt;br /&gt;
|name=Knife of the Damned&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Knife of the Damned&lt;br /&gt;
|effects=curse, cursed&lt;br /&gt;
|description=This knife will curse anyone it touches.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=43&lt;br /&gt;
|name=Jade Knife&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Jade Knife&lt;br /&gt;
|effects=blood sacrifice (2), nation restriction (111), nation restriction (73), nation restriction (25)&lt;br /&gt;
|description=A Jade Knife is enchanted with Blood magic and used by Mictlan&#039;s priests to increase the effectiveness of their blood sacrifices. A priest using a Jade Knife can sacrifice two more slaves than usual. Only the priests of certain nations can make blood sacrifices.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=44&lt;br /&gt;
|name=Pixie Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Pixie Spear&lt;br /&gt;
|effects=&lt;br /&gt;
|description=While pixies do not actually use spears like this, they are an important ingredient when creating this magic spear. Anyone wounded by this spear will be affected by extreme fatigue, just as if they had been hit by an elf shot from a living pixie.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=45&lt;br /&gt;
|name=Toy Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Toy Sword&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A simple wooden sword made for children&#039;s play. But what might be a true sword for a child, might be a true sword in the dreams of men.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=46&lt;br /&gt;
|name=Shillelagh&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Shillelagh&lt;br /&gt;
|effects=luck, nation restriction (58), nation restriction (11), item cost modifier (-40), item cost modifier (-60)&lt;br /&gt;
|description=A Shillelagh is made from a piece of an old oak that is inhabited by faeries. To create the Shillelagh the mage enters a pact with the faeries, forcing them to protect the wielder. The faeries will bring luck and always have someone nearby to protect from unforeseen enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=47&lt;br /&gt;
|name=Blade of Grass&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Blade of Grass&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This sword is actually a blade of grass, large as any sword and enchanted by the magic of the dreamwild. It is as sharp as any blade crafted by man and those cut by its edge will start to bleed profusely.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=48&lt;br /&gt;
|name=Wand of Wild Fire&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=weapon: Magic Sceptre&lt;br /&gt;
|effects=item spell (Fireball)&lt;br /&gt;
|description=The wielder of this powerful wand can shoot huge Fireballs at the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=49&lt;br /&gt;
|name=Fire Brand&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Fire Brand&lt;br /&gt;
|effects=fire resistance (5), morale (2)&lt;br /&gt;
|description=As soon as this sword is drawn, the blade will burst into flames and anyone close to where it strikes will be burned by a burst of extremely hot fire. Earth magic has been used to sharpen the edges of this sword so that it can cut straight through any armor. The flaming sword partially protects its wielder from fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=50&lt;br /&gt;
|name=Lightning Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Lightning Spear&lt;br /&gt;
|effects=shock resistance (5)&lt;br /&gt;
|description=This spear unleashes a bolt of lightning whenever it strikes a target.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=51&lt;br /&gt;
|name=Shock Trident&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Shock Trident&lt;br /&gt;
|effects=shock resistance (5)&lt;br /&gt;
|description=Whenever this trident strikes, a powerful jolt of lightning will erupt and shock anyone nearby. This might include the wielder of the trident, however the weapon&#039;s magic properties should protect him from the worst of it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=52&lt;br /&gt;
|name=Staff of Corrosion&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=item spell (Acid Bolt)&lt;br /&gt;
|description=This staff can be used to fire Acid Bolts at the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=53&lt;br /&gt;
|name=Rune Smasher&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=weapon: Rune Smasher&lt;br /&gt;
|effects=spell penetration (2)&lt;br /&gt;
|description=The Rune Smasher will break down the enemy&#039;s magic resistance just before its wielder casts a spell. This makes it very hard to resist spells cast by the wielder of the Rune Smasher.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=54&lt;br /&gt;
|name=Frost Brand&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Frost Brand&lt;br /&gt;
|effects=cold resistance (5)&lt;br /&gt;
|description=As soon as this sword is drawn, the blade will burst into icy blue flames and anyone hit will be frozen by the extremely cold fire. The sword partially protects its wielder from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=55&lt;br /&gt;
|name=Sword of Swiftness&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=weapon: Sword of Swiftness&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This sword is amazingly light and quick, allowing its wielder to strike at twice the speed of any normal man.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=56&lt;br /&gt;
|name=Midget Masher&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Midget Masher&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This huge weapon causes double damage against smaller opponents.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=57&lt;br /&gt;
|name=Elf Bane&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Elf Bane&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This mighty axe shreds the strands of arcane energy that hold magical beings together. Its sharp edges cut through most armor and magical beings may be destroyed by the slightest scratch.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=58&lt;br /&gt;
|name=Implementor Axe&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Implementor Axe&lt;br /&gt;
|effects=fear (10), pillage bonus (25)&lt;br /&gt;
|description=This axe screams with unholy voices that can be heard during the night. If used during pillaging, frightened peasants will come begging the wielder to spare their souls. The efficiency of pillaging is greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=59&lt;br /&gt;
|name=Starfire Staff&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=weapon: Magic Sceptre&lt;br /&gt;
|effects=astral range, item spell (Star Fires)&lt;br /&gt;
|description=A staff enchanted with the power of the Stellar Spheres. It can project bolts of stellar might upon enemies, but its greatest power is that it increases the range of Astral rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=60&lt;br /&gt;
|name=Herald Lance&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=weapon: Herald Lance&lt;br /&gt;
|effects=inspirational, item spell (Solar Rays)&lt;br /&gt;
|description=This spear is enchanted with essence from the Sun. When used against undead beings, it will strike with enormous force. It can fire Solar Rays that burn undead beings from a distance. The brilliance of this spear will inspire all friendly units under the spear wielders command.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=61&lt;br /&gt;
|name=Wraith Sword&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=weapon: Wraith Sword&lt;br /&gt;
|effects=&lt;br /&gt;
|description=When in command of a Wraith Sword, a warrior can replenish his life energy by stealing it from those he cuts down. This sword is often used by powerful undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=62&lt;br /&gt;
|name=Skull Staff&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=Death magic bonus&lt;br /&gt;
|description=The Skull Staff is an ebony staff adorned with a human skull. The skull has to be taken from a necromancer with great experience in Death magic. The skull will give advice on necromancy and increase its wielder&#039;s power in Death magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=63&lt;br /&gt;
|name=Serpent Kryss&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Serpent Kryss&lt;br /&gt;
|effects=poison resistance (5)&lt;br /&gt;
|description=This green blade is tempered in the venom of seven poisonous snakes. The wavy blade is venomous and extremely sharp. The dagger partially protects its wielder from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=64&lt;br /&gt;
|name=Snake Bladder Stick&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Snake Bladder Stick&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This is a simple wooden stick with an inflated bladder attached to one end, much like the bladders carried by fools and jesters. The bladder of this particular weapon is taken from an unbelievably venomous snake and is enchanted to fill with poisonous gas that puffs out of the stick whenever it strikes an enemy.  The poisonous gas puff is quite large and can easily kill both the wielder and his enemies unless they are properly protected.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=65&lt;br /&gt;
|name=Thistle Mace&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=weapon: Thistle Mace&lt;br /&gt;
|effects=Nature magic bonus&lt;br /&gt;
|description=This enchanted thistle is shaped like a mace and hard enough to crack skulls. Anyone wounded by the Thistle Mace will be poisoned by its thorns. A Nature mage can increase his magical power by wielding the enchanted thistle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=66&lt;br /&gt;
|name=Whip of Command&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Whip of Command&lt;br /&gt;
|effects=leadership (150), inspirational (-2), taskmaster (3)&lt;br /&gt;
|description=The wielder of this whip will have his authority greatly increased and will be able to command more men. However, the morale of those under his command will decrease from being whipped. Slaves are used to being whipped, and their morale will increase instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=67&lt;br /&gt;
|name=Rat Tail&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Rat Tail&lt;br /&gt;
|effects=taskmaster&lt;br /&gt;
|description=This whip is made from the hair of one hundred rats that were enchanted by a Nature mage. Anyone struck by the whip will also suffer from overwhelming fear. Animals will be very reluctant to attack the wielder of the whip. It is also effective for keeping slaves in line.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=68&lt;br /&gt;
|name=Skull Standard&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=weapon: Standard&lt;br /&gt;
|effects=fear (5), item spell (Panic)&lt;br /&gt;
|description=The goatlike skull of a Pan is inscribed with a rune of horror and placed on top of a foul standard. The skull causes fear to grow in the hearts of enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=69&lt;br /&gt;
|name=Summer Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=weapon: Summer Sword&lt;br /&gt;
|effects=supply bonus (150), item spell (Tangle Vines)&lt;br /&gt;
|description=If thrust into the ground, this sword brings good weather and fertility to the surrounding countryside. The increased fertility is enough to feed a hundred soldiers. The wielder of the Summer Sword can animate plants in order to entangle enemies. The sword is rather heavy and unbalanced.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=70&lt;br /&gt;
|name=Unseen Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Unseen Sword&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This sword is invisible. Even seasoned warriors would have a hard time defending against the wielder of such a blade. Beings with True Sight or Spirit Sight can see the sword and will defend normally. The sword is commonly given to assassins as it might allow them to get close enough to launch a surprise attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=71&lt;br /&gt;
|name=Flesh Eater&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=weapon: Flesh Eater&lt;br /&gt;
|effects=berserk (3)&lt;br /&gt;
|description=This is an axe that has been trained to yearn after human flesh. Once it tastes the blood of an enemy, it will quickly devour the victim, resulting in a permanent chest wound. The wielder of this axe will yearn for combat and, if wounded, might go berserk.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=72&lt;br /&gt;
|name=Heart Finder Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=weapon: Heart Finder Sword&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The magic of this sword is released as soon as the blade hits the flesh of an enemy. The sword will unerringly seek its way to the blood-filled heart and destroy it. This results in instant death, but an enemy with high magic resistance may be able to avoid the evil of the sword.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=73&lt;br /&gt;
|name=Twilight Glaive&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=weapon: Twilight Glaive&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This glaive is enchanted with the powers of glamour magic. When day turns into night, twilight appears and emits fatigue into all living beings, making them get tired. This fatigue effects is unleashed a hundredfold wherever this glaive strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=74&lt;br /&gt;
|name=Dragon Sceptre&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=weapon: Wand&lt;br /&gt;
|effects=item spell (Flame Bolt)&lt;br /&gt;
|description=This sceptre will make it easier for mages to summon and control various kinds of smaller dragons. The sceptre can also be used to hurl bolts of flame in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=75&lt;br /&gt;
|name=Rod of the Phoenix&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=weapon: Wand&lt;br /&gt;
|effects=item spell (Incinerate)&lt;br /&gt;
|description=The wielder of this wand will be able to Incinerate enemies at will.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=76&lt;br /&gt;
|name=Staff of Elemental Mastery&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=fire resistance (5), cold resistance (5), Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus, fire range, air range, water range, earth range&lt;br /&gt;
|description=A mage who wields this staff will enjoy increased power in all Elemental paths of magic (Fire, Air, Water and Earth), and can cast Elemental rituals at a greater range. The staff also provides partial protection against the two Elements used in its forging.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=77&lt;br /&gt;
|name=Carmine Cleaver&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=weapon: Carmine Cleaver&lt;br /&gt;
|effects=fire resistance (5), fire shield&lt;br /&gt;
|description=A battle axe made of stabilized lavasteel. The wielder is surrounded by a furnace-like heat that burns attackers into cinders. The axe causes horrible burns to anyone hit by its smoldering blade.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=78&lt;br /&gt;
|name=Evening Star&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Evening Star&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This morningstar is enchanted with the fires of the Evening Star. It will unleash flames upon those hit and drain their strength. Magic resistance does not protect the targets from the weakness. All morningstars have an increased attack value against targets with shields.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=79&lt;br /&gt;
|name=Demon Whip&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Demon Whip&lt;br /&gt;
|effects=&lt;br /&gt;
|description=When this burning whip cracks at the enemy, severe heat is unleashed and everyone nearby will get trapped in bonds of fire. The bonds can be evaded if you are quick enough, but once trapped you cannot escape without taking damage from the fiery shackles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=80&lt;br /&gt;
|name=Staff of Storms&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=weapon: Staff of Storms&lt;br /&gt;
|effects=item spell (Lightning Bolt), start battle spell (Storm)&lt;br /&gt;
|description=The owner of this potent item is always accompanied by heavy rainstorms and thunder. In battle, the staff can project lightning bolts upon enemies and in melee combat the staff strikes enemies with lightning. The staff can also be used to greatly increase the effectiveness of the Corpse Man Construction spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=81&lt;br /&gt;
|name=Star of Thraldom&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Star of Thraldom&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Those close to where this morningstar strikes may find themselves magically shackled. The shackles are illusions that can be resisted. All morningstars have an increased attack value against targets with shields.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=82&lt;br /&gt;
|name=Staff of Elemental Mastery&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A4&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=shock resistance (5), stoneskin, Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus, fire range, air range, water range, earth range&lt;br /&gt;
|description=A mage who wields this staff will enjoy increased power in all Elemental paths of magic (Fire, Air, Water and Earth), and can cast Elemental rituals at a greater range. The staff also provides partial protection against the two Elements used in its forging.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=83&lt;br /&gt;
|name=Demon Bane&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Demon Bane&lt;br /&gt;
|effects=fire resistance (15)&lt;br /&gt;
|description=Created to slay demons, this sword protects its wielder from fire and delivers severe damage to its target.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=84&lt;br /&gt;
|name=Wave Breaker&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=weapon: Wave Breaker&lt;br /&gt;
|effects=water breathing, start battle spell (Friendly Currents)&lt;br /&gt;
|description=The wielder of this trident will be able to command the currents of the sea to help him and his friends. When used during battle, the Wave Breaker strikes with incredible speed. The trident gives the wielder the ability to breathe underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=85&lt;br /&gt;
|name=Rime Hammer&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=weapon: Rime Hammer&lt;br /&gt;
|effects=cold resistance (10)&lt;br /&gt;
|description=This huge maul is enchanted with water to make it strike hard and with air to make it light to swing. When the hammer is swung it hits with a tremendous force, making the elements of water and air interact in a violent way. This violent interacting will result in a freezing cold mist that will cover the vicinity for a while.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=86&lt;br /&gt;
|name=Gate Cleaver&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=weapon: Gate Cleaver&lt;br /&gt;
|effects=siege bonus (100)&lt;br /&gt;
|description=This enormous axe can chop through anything, be it flesh, stone or steel. The axe is somewhat cumbersome to use in combat, but it works wonders when used against enemy castle gates. A besieging commander who has this axe will be able to breach the castle walls with ease.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=87&lt;br /&gt;
|name=Moon Blade&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Moon Blade&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A blade tempered in stellar light, it causes additional damage to magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=88&lt;br /&gt;
|name=Shadow Brand&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=weapon: Shadow Brand&lt;br /&gt;
|effects=&lt;br /&gt;
|description=As soon as this sword is drawn, the blade will burst into flames of darkness and anyone nearby where it strikes will be burned by the shriveling fire. Earth magic has been used to sharpen the edges of this sword so that it can cut straight through any armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=89&lt;br /&gt;
|name=Standard of the Damned&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D4&lt;br /&gt;
|gear=weapon: Standard&lt;br /&gt;
|effects=fear (5), item spell (Drain Life)&lt;br /&gt;
|description=This standard drains life energy from enemies and adds it to the owner of the standard. The standard also causes fear in all nearby enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=90&lt;br /&gt;
|name=Banner of the Northern Star&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S4&lt;br /&gt;
|gear=weapon: Standard&lt;br /&gt;
|effects=magic resistance (-2), start battle spell (Light of the Northern Star)&lt;br /&gt;
|description=This banner calls down light from the Northern Star, making all Astral mages on the battlefield more powerful. The banner&#039;s wielder will have his protection against magic decreased due to the Astral power rushing through him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=91&lt;br /&gt;
|name=Axe of Hate&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Axe of Hate&lt;br /&gt;
|effects=poison resistance (-15)&lt;br /&gt;
|description=Enchanting this axe takes a long period of time, during which it is used to slowly chop down the tree from which it was made. This yields an axe enchanted by Nature that has a natural hatred for living beings. Any living being struck by the axe will have some of his energy drained from him and risks getting a deadly disease. The person wielding this axe will suffer the minor side effect of being very susceptible to poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=92&lt;br /&gt;
|name=Treelord&#039;s Staff&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N5&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=forest survival, Nature magic bonus (2), nature range, ivy lord (2)&lt;br /&gt;
|description=A staff carved from the trunk of a dying Treelord, it is alive and covered with bark and leaves sprouting along its entire length. The power of the dying Treelord will mightily increase the owner&#039;s skills in Nature magic. When traveling in forests, the trees will make way for the power of this staff as best they can, making traveling as easy as on a road. The staff is also of great help when awakening vine creatures in the forest and will increase the effectiveness of the Awaken Vine Men and Awaken Vine Ogre spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=93&lt;br /&gt;
|name=Singing Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=weapon: Singing Sword&lt;br /&gt;
|effects=auto combat spell (Entrancement)&lt;br /&gt;
|description=This strange weapon will start to sing its otherworldly songs as soon as any enemies come near. Unless they manage to resist it, the enemies will become bewildered by the strangely beautiful song and become unable to act for a short while.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=94&lt;br /&gt;
|name=Blood Thorn&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=weapon: Blood Thorn&lt;br /&gt;
|effects=Blood magic bonus&lt;br /&gt;
|description=A blade demon-forged into the shape of the athame of high sacrifice. It drains the life of those it strikes and adds that to its wielder&#039;s life force. The dagger also increases the Blood magic skill of the wielder if it is used by a Blood mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=95&lt;br /&gt;
|name=Hell Sword&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=weapon: Hell Sword&lt;br /&gt;
|effects=fire resistance (10), berserk (3)&lt;br /&gt;
|description=A sword infused with the power of blood sacrifice, it will drain the life force of anyone struck by its blade and give that life force to its wielder. The sword also grants its wielder partial protection from fire and the ability to go berserk.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=96&lt;br /&gt;
|name=Master&#039;s Athame&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=weapon: Master&#039;s Athame&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A demon-forged blade, created with the purpose of harnessing the magic provided by lesser beings.  The wielder of this blade will be able to command the magic provided by sabbath slaves and use it to power his own magic in battles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=97&lt;br /&gt;
|name=O&#039;al Kan&#039;s Sceptre&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=weapon: O&#039;al Kan&#039;s Sceptre&lt;br /&gt;
|effects=cold resistance (10), leadership (100), fire range (2), item spell (Flare)&lt;br /&gt;
|description=This sceptre was created long ago for a powerful Abysian warlord.  The sceptre makes it possible to command more men and hurl huge balls of flame at the enemy. It grants partial protection from cold and, if used in melee, will inflict fatigue on anyone close to where it strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=98&lt;br /&gt;
|name=Unquenched Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=weapon: Unquenched Sword&lt;br /&gt;
|effects=berserk, start battle spell (Heat from Hell)&lt;br /&gt;
|description=This blade is made of solid Fire tempered in an Elemental brazier. The flames that lick the ever-burning edge are incredibly hot and will cut through armor and flesh with equal ease. The heat of the blade will cause the temperature to rise on the entire battlefield and everyone to suffer from severe fatigue unless protected. This sword should be wielded only by those protected from fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=99&lt;br /&gt;
|name=Ember&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=weapon: Ember&lt;br /&gt;
|effects=fire resistance (10), cold resistance (10)&lt;br /&gt;
|description=Ember is the sword that is cold and hot at the same time. Where Ember strikes, fire and frost will strike as well, killing the victim and anyone foolish enough to stand too close. The wielder of this sword is granted resistance to both heat and cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=100&lt;br /&gt;
|name=Sword of Justice&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=weapon: Sword of Justice&lt;br /&gt;
|effects=fire resistance (15), Holy magic bonus, item spell (Prison of Fire)&lt;br /&gt;
|description=This sword will increase the priestly authority of any priest who wields it. When used in combat, it will burst into flames and can be used to imprison enemies in fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=101&lt;br /&gt;
|name=Tempest&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=weapon: Tempest&lt;br /&gt;
|effects=shock resistance (15), item spell (Thunder Strike), start battle spell (Storm)&lt;br /&gt;
|description=A blade forged during a thunderstorm and tempered by lightning, this sword crackles and hisses, striking enemies with lightning. The wielder of the sword is resistant to lightning and may send Thunder Strikes against his enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=102&lt;br /&gt;
|name=Winter Bringer&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=weapon: Winter Bringer&lt;br /&gt;
|effects=cold resistance (15), item spell (Falling Frost)&lt;br /&gt;
|description=The wielder of this wand can shower frost and ice among the enemy ranks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=103&lt;br /&gt;
|name=Trident from Beyond&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=weapon: Trident from Beyond&lt;br /&gt;
|effects=Water magic bonus&lt;br /&gt;
|description=Anyone struck by this trident will risk having his soul torn to pieces, so even the smallest scratch from this weapon can be deadly. Mindless units are immune to its soul-shredding effect.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=104&lt;br /&gt;
|name=Dawn Fang&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=weapon: Dawn Fang&lt;br /&gt;
|effects=wound fend, magic resistance, awe&lt;br /&gt;
|description=At the dawn of time a great Enkidu hero crafted a set of magical weapons under the tutelage of the Sun. Now known only as the Dawn Warrior, he forged the First Kingdom. His items were crafted from bronze and set with lapis lazuli, the stone of the sky and the kings of old. Under the rays of the sun, the items grant their wearer the prowess and splendor of the Sun himself. The items also grant their wearer resistance against wounds and and protection from magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=105&lt;br /&gt;
|name=The Summit&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=weapon: The Summit&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This beautiful axe was once used by a great Dwarf Lord. The pure quality of this weapon has never been surpassed. In fact the axe is of such quality that there are no known means to withstand the damage caused by this weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=106&lt;br /&gt;
|name=The Stone Sword&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=weapon: Stone Sword&lt;br /&gt;
|effects=magic resistance (4)&lt;br /&gt;
|description=This mighty sword will strike everyone in its vicinity with petrification, including the wielder. Only those highly resistant to magic will survive.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=107&lt;br /&gt;
|name=Mage Bane&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E6&lt;br /&gt;
|gear=weapon: Mage Bane&lt;br /&gt;
|effects=magic resistance (5), taint (10)&lt;br /&gt;
|description=As the name implies, this sword was designed to destroy mages. The sword gives increased magic resistance to its wielder and anyone hit by the blade will be struck unconscious. This power of the Mage Bane cannot be stopped by any magic resistance. Magic beings struck by the weapon may be destroyed as the magical energies that animate them are dissolved.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=108&lt;br /&gt;
|name=Hammer of the Forge Lord&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=weapon: Hammer of the Forge Lord&lt;br /&gt;
|effects=fixed forge bonus (4)&lt;br /&gt;
|description=A very sturdy sledgehammer made of the blackest dwarven iron, this hammer was made by an ancient Vanheim dwarf to help him in battle and in his craft. It is enchanted with the magic of Fire and Earth. When it strikes, it unleashes tremendous heat, and, when swung in the forge, it will ease the burden on the smith and facilitate his work.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=109&lt;br /&gt;
|name=The Tartarian Chains&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=weapon: Tartarian Chains&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The ancient god who once wore these chains is unknown, but the purpose of the chains is not. They once held a fallen god captive in the Underworld, but he apparently broke free, since the chains now exist in the world of men. Some of the power of their captive is still retained in the black iron of their coils. When swung, the chains hit with tremendous force, but their primary power is that anyone surviving the force of the blow runs the risk of having his soul enslaved to the wielder of the chains. The chains have a downside, though. Anyone who wields these chains will soon find himself attacked by guards from the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=110&lt;br /&gt;
|name=The Sword of Many Colors&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G4&lt;br /&gt;
|gear=weapon: Sword of Many Colors&lt;br /&gt;
|effects=awe (3), Glamour magic bonus, temporary glamour gems (2)&lt;br /&gt;
|description=When this sword is swung in combat, it will explode in a shower of light. Any enemies nearby will be severely injured unless they have very high magic resistance. A mage who carries the sword will have his Glamour power increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=111&lt;br /&gt;
|name=Twin Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Twin Spear&lt;br /&gt;
|effects=luck, leadership (100), item spell (Call Lesser Horror)&lt;br /&gt;
|description=This is one of two spears made for the sons of a king in ancient times. The spears give the wielder increased leadership and luck in battle. One spear was given power over Death and the other was given power over the Void. The first one reanimates those killed by its deadly point. The second spear allows the wielder to call Lesser Horrors in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=112&lt;br /&gt;
|name=Twin Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Twin Spear&lt;br /&gt;
|effects=luck, leadership (100)&lt;br /&gt;
|description=This is one of two spears made for the sons of a king in ancient times. The spears give the wielder increased leadership and luck in battle. One spear was given power over Death and the other was given power over the Void. The first one reanimates those killed by its deadly point. The second spear allows the wielder to call Lesser Horrors in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=113&lt;br /&gt;
|name=The Oath Rod of Kurgi&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=weapon: Oath Rod&lt;br /&gt;
|effects=Astral magic bonus, Blood magic bonus, fire range, air range, water range, earth range, astral range, death range, nature range, glamour range, blood range, item spell (Horror Mark)&lt;br /&gt;
|description=This black staff is carved out of ancient wood and inscribed with the Oath of Kurgi, Slave to Unreason. Hidden among the other runes on the staff are skulls that endlessly shout out their mad anguish and blather oaths to Unreason. Those struck by the rod will lose their minds. The wielder can point the staff at living beings to mark them as Kurgi&#039;s to take.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=114&lt;br /&gt;
|name=The Sword of Aurgelmer&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G6&lt;br /&gt;
|gear=weapon: Sword of Aurgelmer&lt;br /&gt;
|effects=morale (4), luck, curse, start battle spell (Dreamwild Legion)&lt;br /&gt;
|description=This sword was made for a Jotun hero by Skuld, the Norna of Future Fates.  It gives its wielder&#039;s companions luck in battle but curses anyone who touches it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=115&lt;br /&gt;
|name=Rod of Death&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D3&lt;br /&gt;
|gear=weapon: Rod of Death&lt;br /&gt;
|effects=undead leadership (100), item spell (Control the Dead)&lt;br /&gt;
|description=This scepter was stolen from the Lord of the Underworld by a powerful necromancer and given to his mortal general. The rod grants the wielder the ability to take control of the walking dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=116&lt;br /&gt;
|name=The Flailing Hands&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=weapon: Flailing Hands&lt;br /&gt;
|effects=magic resistance, spell penetration, Death magic bonus&lt;br /&gt;
|description=This flail is made of human bones bound with iron. Instead of spiked balls, its chains are tipped with mummified hands enchanted with the magic of Death. When the flail is swung, the chill touch of the hands will cause extreme discomfort to anyone hit. The hands will also aid during spell casting by making helpful gestures at crucial moments.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=117&lt;br /&gt;
|name=The Sickle whose Crop is Pain&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D6&lt;br /&gt;
|gear=weapon: Pain Sickle&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A sickle made from beaten bronze with runes inscribed along its edges and a blood-groove running down the center of the blade, this tool is not used to cut rye or wheat.  Instead, its harvest is of a far more sinister nature. When used in battle, the magic in the blade awakens and the sickle will harvest the pain of all those killed. Anyone surviving a hit from the sickle will start to decay and will die within minutes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=118&lt;br /&gt;
|name=Sceptre of Dark Regency&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D6&lt;br /&gt;
|gear=weapon: Sceptre of Dark Regency&lt;br /&gt;
|effects=Death magic bonus (2), death range (2)&lt;br /&gt;
|description=A sceptre of silver and steel, set with tourmalines and enchanted with black magic, this sceptre was crafted by Shantanok, the ruler of the Black Coven, in the forges of the Obsidian Citadel. A trained necromancer wielding this sceptre will be able to bend the power of Death magic to his will. But it comes with a cost because, while wielding the sceptre, the necromancer will age at an accelerated rate.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=119&lt;br /&gt;
|name=Sword of Injustice&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D4&lt;br /&gt;
|gear=weapon: Sword of Injustice&lt;br /&gt;
|effects=Holy magic bonus, start battle spell (Protection of the Sepulchre)&lt;br /&gt;
|description=A simple sword of ordinary appearance, this blade was once not unlike other swords. After it was worn and wielded by the Grand Censor of Ermor who used it to mete out his depraved justice, it acquired considerable power from the innumerable innocents that died on its blade. The residue of these injustices residing in the blade was enhanced during the cataclysmic fall of Ermor, when it absorbed considerable amounts of unholy energy. The sword will now increase the holy might of its wielder and will strike anyone it hits with the rot of Hell. It also enables the owner to protect his undead minions from banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=120&lt;br /&gt;
|name=Woundflame&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D4&lt;br /&gt;
|gear=weapon: Woundflame&lt;br /&gt;
|effects=disease&lt;br /&gt;
|description=This short sword of black steel was quenched in the blood of lepers and the tears of plague victims during its creation. Any wounds inflicted by this blade will become grievously infected and fester at a supernatural rate. Furthermore, the bearer of the sword will become an infected carrier of an extremely virulent disease to which he and anyone nearby will likely succumb, unless undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=121&lt;br /&gt;
|name=Sun Slayer&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D6&lt;br /&gt;
|gear=weapon: Sun Slayer&lt;br /&gt;
|effects=fear (5), Death magic bonus, item spell (Drain Life), start battle spell (Darkness)&lt;br /&gt;
|description=This gruesome blade was designed by Vestur of the Black Coven. The dark powers of the sword consumed its maker when he first used it in battle. The sword&#039;s powers were tamed when Vestur returned from beyond the grave. The black blade is covered with runes of death and destruction, and was tempered in the essence of dying souls. Only the undead are safe from the destructive powers of the sword.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=122&lt;br /&gt;
|name=Picus&#039;s Axe of Rulership&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=weapon: Picus&#039;s Axe of Rulership&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Picus and Procas were two brothers who ruled a kingdom together. They were both wise mages: Picus was a specialist in Blood magic and Procas in Death magic. In order to strengthen their hold on the kingdom, they decided to forge a set of magic weapons together. Picus&#039;s axe was made to strengthen and protect the brothers and Procas&#039;s axe was made to put fear in both their enemies and the population.&lt;br /&gt;
&lt;br /&gt;
Whenever a citizen was to be punished, one of the brothers would chop off one of the citizen&#039;s arms and soon the axes became known as the Axes of Evil. The magic of the axes only manifested when the axes were wielded by both brothers simultaneously. Picus and Procas later died trying to defend their kingdom against a barbarian horde. The barbarian chief then managed to unleash the power of the axes by using one in each hand.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=123&lt;br /&gt;
|name=The Sharpest Tooth&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=weapon: The Sharpest Tooth&lt;br /&gt;
|effects=poison resistance (25)&lt;br /&gt;
|description=This is the sharpest tooth from the most venomous Wyrm ever known to have lived. It is now empowered with two sets of runes. The first amplifies the potency of the tooth&#039;s venom and enhances the poison resistance of its wielder. The second rune will grant the wielder extreme patience and enhanced awareness of his surroundings, which can make an assassin extremely efficient. There is no handle as such, but the base of the tooth is wrapped in angel skin to nullify the otherwise baneful effect on the wielder. It is so venomous that it will affect even poison-immune creatures.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=124&lt;br /&gt;
|name=Sceptre of Corruption&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B4&lt;br /&gt;
|gear=weapon: Sceptre of Corruption&lt;br /&gt;
|effects=cursed, taint (10), leadership (100), item spell (Bane Fire)&lt;br /&gt;
|description=This unholy sceptre was the sign of office of the Great Sarlah. It allowed him to rule the living as well as his usual servants. Apart from its powers of domination, it allows its wielder to project unholy Bane Fire upon those who dissatisfy him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=125&lt;br /&gt;
|name=Procas&#039;s Axe of Rulership&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=weapon: Procas&#039;s Axe of Rulership&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Picus and Procas were two brothers who ruled a kingdom together. They were both wise mages: Picus was a specialist in Blood magic and Procas in Death magic. In order to strengthen their hold on the kingdom, they decided to forge a set of magic weapons together. Picus&#039;s axe was made to strengthen and protect the brothers and Procas&#039;s axe was made to put fear in both their enemies and the population.&lt;br /&gt;
&lt;br /&gt;
Whenever a citizen was to be punished, one of the brothers would chop off one of the citizen&#039;s arms and soon the axes became known as the Axes of Evil. The magic of the axes only manifested when the axes were wielded by both brothers simultaneously. Picus and Procas later died trying to defend their kingdom against a barbarian horde. The barbarian chief then managed to unleash the power of the axes by using one in each hand.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=126&lt;br /&gt;
|name=Harvest Blade&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=weapon: Harvest Blade&lt;br /&gt;
|effects=morale (2), cursed, fear (5), berserk (2), berserker&lt;br /&gt;
|description=A large and robust scythe with a rusty blade, it is always accompanied by an overpowering smell of blood. When this blade is wielded, the smell of blood becomes ever stronger and its wielder is filled with the rapturous joy of slaughter. Wading into the enemy ranks, the wielder swings the hungry blade in wide arcs, cutting off the calves of his horrified enemies, who are felled like rye at harvest.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=127&lt;br /&gt;
|name=Dimensional Rod&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=weapon: Dimensional Rod&lt;br /&gt;
|effects=quickness, cursed, taint (20), Astral magic bonus, astral range&lt;br /&gt;
|description=This rod has a close connection to time and space. The wielder of the rod will be able to move very quickly and strike people in order to shift them out of this world. The rod is very addictive and a sure way to insanity.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=128&lt;br /&gt;
|name=Infernal Sword&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=weapon: Infernal Sword&lt;br /&gt;
|effects=fire resistance (5)&lt;br /&gt;
|description=This sword was first forged by Igarak the Arch Devil and given to a devoted servant in the world of the living. Anyone struck by the sword will be banished from the world and sent to the Inferno. Getting back from there is not easy, but stories have been told of great heroes who were banished to the Inferno and made their way back alive.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=129&lt;br /&gt;
|name=The Staff from the Sun&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S5&lt;br /&gt;
|gear=weapon: The Staff from the Sun&lt;br /&gt;
|effects=fire resistance (15), Fire magic bonus, fire range (2), temporary fire gems&lt;br /&gt;
|description=A mighty astrologer who studied the Sun discovered that a branch of some kind was stuck on the underside of the Sun. After researching a spell to loosen the branch, he traveled to directly below the Sun. He performed the ritual to loosen the branch, and this magic staff was what fell into the desert, right where the astrologer was.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=130&lt;br /&gt;
|name=Star of Darkness&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Star of Darkness&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This morningstar is enchanted with the magic of death and anyone wounded by it will have their vitality sucked out from them.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=131&lt;br /&gt;
|name=Shaman&#039;s Staff&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=reinvigoration, spell penetration, nature range&lt;br /&gt;
|description=Even though this staff is useful for all mages, it is especially useful for those who can manipulate the powers of nature.  A nature mage wielding this staff will be able to cast his nature spells at a greater range than what would otherwise be possible.  In addition to this the staff will also help all mages deal with fatigue and overcome the magic resistance of enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=132&lt;br /&gt;
|name=Black Halberd&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Black Halberd&lt;br /&gt;
|effects=nation restriction (60), nation restriction (101)&lt;br /&gt;
|description=The Black Halberd is made of high quality blacksteel and inscribed with the most sacred words. When the halberd is swung enemies of the faith are struck by exhaustion as the divine powers clash.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=133&lt;br /&gt;
|name=God-Slayer Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: God-Slayer Spear&lt;br /&gt;
|effects=nation restriction (6), nation restriction (51)&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=134&lt;br /&gt;
|name=Anemone Mace&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Anemone Mace&lt;br /&gt;
|effects=nation restriction (44), nation restriction (89), nation restriction (127)&lt;br /&gt;
|description=This horrid living weapon is grown in the lightless chasms of the deep seas. It consists of a fleshy stalk, serving as a haft, ending in a living anemonelike creature with swaying tendrils that searchingly probe the air. Any victim struck by the mace will be stung, stunned, seared, and disgusted as the tendrils lash out, seeking the warmth of exposed flesh.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=135&lt;br /&gt;
|name=Mercybrand&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=weapon: Mercybrand&lt;br /&gt;
|effects=fear (5), patrol bonus (10), inquisitor, nation restriction (61)&lt;br /&gt;
|description=A branding iron, ever hot and glowing red, forged in the House of Just Fires. The brand bears with it the terrible authority of the inquisition, and anyone whose flesh it marks will experience the excruciating pain of absolute truth. The dread that this implement inspires make it a useful tool when rooting out heretics, and when brandished in battle it will fill those who see it with great fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=136&lt;br /&gt;
|name=Cockerel Scepter&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=weapon: Cockerel Sceptre&lt;br /&gt;
|effects=item spell (Holy Pyre), nation restriction (61)&lt;br /&gt;
|description=A short scepter whose head bears the likeness of the head a cockerel, wrought in gold and orichalcum. The cockerel scepter, bearing the semblance of the herald of dawn, has great powers against the forces of night. Anyone struck by the weapon runs the risk of being permanently blinded by the scepter, and undead struck will suffer tremendous damage. The scepter also enables its wielder to call upon the holy flames of the House of Just Fires.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=137&lt;br /&gt;
|name=Jellyberd&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Jellyberd&lt;br /&gt;
|effects=protection (20), nation restriction (89), nation restriction (127)&lt;br /&gt;
|description=A grotesque polearm in the shape of a runed iron shaft ending in a pulsing reddish jellyfish, trailing stinging tendrils. Those who have seen it wielded by the Illithids have dubbed it the jellyberd. When swung the tendrils will flail about and will not just hit the primary target, but will strike anyone standing close to the target too, paralyzing and poisoning those struck. The jellyfish also protects its wielder with an astral force.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=138&lt;br /&gt;
|name=Sword of the Five Elements&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Sword of the Five Elements&lt;br /&gt;
|effects=reinvigoration (2), nation restriction (22), nation restriction (69), nation restriction (109), item cost modifier (-60), item cost modifier (-60)&lt;br /&gt;
|description=The weapon smiths of T&#039;ien Ch&#039;i have mastered the means to balance the elements into a single perfect blade. The weapon is usually given to kings and princes, but sometimes an accomplished swordmaster is granted one of the perfect blades. The Sword of Five Elements is remarkably well balanced and reinvigorates its wielder.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=139&lt;br /&gt;
|name=Spear of the Morrigan&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Spear of the Morrigan&lt;br /&gt;
|effects=nation restriction (10)&lt;br /&gt;
|description=The Morrigans are heralds of death, collectors of souls and bringers of strife. A Morrigan&#039;s spear will drain the lifeforce from anyone wounded by it, and any target that survives the immediate hit will suffer from decay and age unnaturally.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=140&lt;br /&gt;
|name=Vajra&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=weapon: Vajra&lt;br /&gt;
|effects=shock resistance (10), item spell (Lightning Bolt), nation restriction (20), nation restriction (68)&lt;br /&gt;
|description=The vajra, the diamond thunderbolt, is the weapon of the gods. Forged in the likeness of the celestial god-weapon by the sages of the monkey people, a vajra can project lightning upon the enemies of its wielder. It also protects its wielder from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=141&lt;br /&gt;
|name=Flail of Misfortune&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=weapon: Flail of Misfortune&lt;br /&gt;
|effects=spell penetration (2)&lt;br /&gt;
|description=This is the Flail of Belial, Lord of Corruption.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=142&lt;br /&gt;
|name=Sling of Accuracy&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Sling of Accuracy&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Most slings are difficult to aim, but this one has been enchanted with Air magic to make it shoot further and much more accurately.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=143&lt;br /&gt;
|name=Just Man&#039;s Cross&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Just Man&#039;s Cross&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This crossbow is enchanted with pure fire for the purpose of destroying undead beings. An undead creature hit by a bolt from this crossbow will most likely be burned to ashes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=144&lt;br /&gt;
|name=Trueshot Longbow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Trueshot Longbow&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Arrows fired from this bow will find their intended target, regardless of distance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=145&lt;br /&gt;
|name=The Pebble Pouch&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Boulder&lt;br /&gt;
|effects=strength required (20)&lt;br /&gt;
|description=A rather nondescript pouch made of cured Jotun skin. The pebble pouch&#039;s powers will be revealed when the user withdraws one of the pebbles lying inside the pouch. When the pebble is withdrawn it will grow into a large boulder, ready to be thrown. This item can only be used by those of giant size and strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=146&lt;br /&gt;
|name=Piercer&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Piercer&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Bolts fired from this crossbow are extremely sharp and will go straight through any shields or armor in their path. The Piercer can also be used underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=147&lt;br /&gt;
|name=Black Bow of Botulf&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Black Bow&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Crafted from unknown materials, anyone hurt by an arrow from this black bow will become feebleminded for the rest of its life.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=148&lt;br /&gt;
|name=Mirage Bola&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Mirage Bola&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This weapon is composed of three globes shining with a faint light, all connected to each other with a thin red cord. When thrown against an enemy, it will wrap itself around the target, immobilizing him. The bola will reform itself in its user&#039;s hands after being thrown and only imaginary threads will remain tying up the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=149&lt;br /&gt;
|name=Fire Bola&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Fire Bola&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This weapon is composed of three glowing metal lumps tied together with a cord of fire. When thrown against an enemy, it will wrap itself around the target, burning and immobilizing him. The bola will reform itself in its user&#039;s hands after being thrown.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=150&lt;br /&gt;
|name=Thunder Bow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=weapon: Lightning&lt;br /&gt;
|effects=&lt;br /&gt;
|description=When the string of the Thunder Bow is drawn, a lightning bolt will appear where the arrow should have been, ready to be fired at the archer&#039;s enemies. The further the string is drawn, the more powerful the lightning bolt will be. The Thunder Bow can be a very formidable weapon in the hands of a man with strong arms and a good eye.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=151&lt;br /&gt;
|name=Golden Arbalest&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Golden Arbalest&lt;br /&gt;
|effects=&lt;br /&gt;
|description=An arbalest of remarkable craftsmanship, it has an ingenious loading mechanism enchanted to automatically load and fire at incredible speed. The Golden Arbalest is able to fire and reload several times faster than a normal arbalest. Further enchantments are applied to increase the strength of the bow and the accuracy of the bolts.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=152&lt;br /&gt;
|name=Vision&#039;s Foe&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Vision&#039;s Foe&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This arbalest is made of yew and steel and inscribed with intricate patterns and twisting runes. Any arrows fired from the Vision&#039;s Foe will always pierce the eye of the target, bypassing any armor and impairing vision.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=153&lt;br /&gt;
|name=Vine Bow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Vine Bow&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This magic bow will fire living vines at the target. The vine arrows are neither very accurate nor effective, but they will stop even the largest of monsters for at least a short while.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=154&lt;br /&gt;
|name=Sling of Crystal Shards&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Sling of Crystal Shards&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This magic sling throws a large number of crystal shards towards the enemy. Anyone wounded by a shard will be affected by the magic inside the crystal. The stored magic will harness the fear generated from being wounded and use it to create an illusion that will start to fight the enemies. Mindless units are immune to the effects of this sling.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=155&lt;br /&gt;
|name=Bow of War&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Bow of War&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Arrows fired from this bow will split into thirteen lethal arrows.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=156&lt;br /&gt;
|name=Ethereal Crossbow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Ethereal Crossbow&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The hazy quarrels of this crossbow pierce all armor and slay the soul of anyone hit. This missile weapon can also be used underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=157&lt;br /&gt;
|name=Ivory Bow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D3&lt;br /&gt;
|gear=weapon: Ivory Bow&lt;br /&gt;
|effects=undead leadership (15)&lt;br /&gt;
|description=This horrible bow is made from the Ivory of the Underworld, human bones. It is strangely shaped and would not work, were it not enchanted with Air magic. The bow fires volleys of deadly arrows burning with the sickly green flames of bane fire. As if this was not enough, the arrows will trap the souls of those killed, coercing their bodies to continue fighting, but for a new master, their slayer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=158&lt;br /&gt;
|name=Banefire Crossbow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Banefire Crossbow&lt;br /&gt;
|effects=curse&lt;br /&gt;
|description=This weapon is loaded with bolts from the Realm of Dead. The bolts will explode in a shower of Death magic when they strike. Those affected by it will wither and die within minutes. Anyone who carries this weapon will be cursed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=159&lt;br /&gt;
|name=Bow of the Titans&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A3&lt;br /&gt;
|gear=weapon: Bow of the Titans&lt;br /&gt;
|effects=air range, item spell (Seeking Arrow), strength required (18)&lt;br /&gt;
|description=It takes a really strong man to use this very large and exquisitely ornate bow. But a strong man can use the bow to perform the most miraculous shots. He will be able to fire arrows at targets in another province, or use it in combat to fire giant arrows with unlimited range and perfect accuracy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=160&lt;br /&gt;
|name=Blacksteel Tower Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Blacksteel Tower Shield&lt;br /&gt;
|effects=no mount&lt;br /&gt;
|description=This tower shield is made of a black, ferrous alloy of incredible strength and durability. Tower shields can&#039;t be used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=161&lt;br /&gt;
|name=Blacksteel Kite Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Blacksteel Kite Shield&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This kite shield is made of a black, ferrous alloy of incredible strength and durability. Kite shields are usually used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=162&lt;br /&gt;
|name=Enchanted Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=armor: Enchanted Shield&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This round shield is enchanted with Astral magic, making it quicker than all ordinary shields.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=163&lt;br /&gt;
|name=Raw Hide Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Magic Leather Shield&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This shield is made from the hides of exceptional bulls. The shield is not as sturdy as a good iron shield, but it is very light and doesn&#039;t encumber its bearer. The Raw Hide Shield is often used by mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=164&lt;br /&gt;
|name=Weightless Tower Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=armor: Weightless Tower Shield&lt;br /&gt;
|effects=no mount&lt;br /&gt;
|description=This tower shield is enchanted with Air magic, making it light and quick. Tower shields can&#039;t be used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=165&lt;br /&gt;
|name=Weightless Kite Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=armor: Weightless Kite Shield&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This kite shield is enchanted with Air magic, making it light and quick. Kite shields are usually used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=166&lt;br /&gt;
|name=Lead Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Lead Shield&lt;br /&gt;
|effects=magic resistance (4)&lt;br /&gt;
|description=The Lead Shield is very heavy and is enchanted to protect its wielder from hostile magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=167&lt;br /&gt;
|name=Shield of Valor&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Shield of Valor&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This formidable shield is enchanted with Earth and Air to make it both strong and light. Symbols of power are inscribed on the surface of the shield to protect the bearer from missiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=168&lt;br /&gt;
|name=Lucky Coin&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=armor: Lucky Coin&lt;br /&gt;
|effects=luck&lt;br /&gt;
|description=A buckler of polished silver, it has inscribed on its surface the face of an unknown statesman grinning at some private joke. The figure on the surface of the shield is reputedly the lover of Lady Luck and his face makes the bearer pleasant in the eyes of the Lady.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=169&lt;br /&gt;
|name=Shield of Meteoritic Iron&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=armor: Shield of Meteoritic Iron&lt;br /&gt;
|effects=start battle spell (Power of the Spheres), no mount&lt;br /&gt;
|description=This heavy shield is made of sky metal, a material known to focus and enhance arcane powers. The shield is cumbersome, but its enchantments will empower a mage in battle, increasing his power in all magic Paths. Tower shields cannot be used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=170&lt;br /&gt;
|name=Eye Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=armor: Eye Shield&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A buckler made to resemble a single round eye, this item is disturbingly lifelike. Anyone who hits the Eye Shield will be punished by the vengeful spirit locked inside the eye of the shield. The spirit will strike at the eyes of the perpetrator.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=171&lt;br /&gt;
|name=Ice Aegis&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=armor: Ice Aegis&lt;br /&gt;
|effects=cold resistance (5), ice protection&lt;br /&gt;
|description=This shield is made of enchanted ice and its enchantment will increase in power when it is cold and decrease when it is warm. The shield will also protect it wielder from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=172&lt;br /&gt;
|name=Golden Hoplon&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=armor: Gold Shield&lt;br /&gt;
|effects=fire resistance (15)&lt;br /&gt;
|description=A great golden hoplon enchanted to protect its wielder from fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=173&lt;br /&gt;
|name=Charcoal Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Charcoal Shield&lt;br /&gt;
|effects=fire resistance (10), fire shield&lt;br /&gt;
|description=A massive, round shield made of beaten bronze and set with ever-glowing coals whose fierce heat can be felt several feet away, this shield was reputedly made by the same god who once constructed the Aegis. Anyone who strikes the surface of the shield will find that the immense heat of the shield will instantly pass through his weapon and into his body, causing extreme pain. The shield partially protects its wielder from fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=174&lt;br /&gt;
|name=Mirror of Long Lost Battles&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=armor: Mirror Shield&lt;br /&gt;
|effects=no mount&lt;br /&gt;
|description=This heavy bronze and silver tower shield is enchanted with glamour magic. Hazy images of past battles appear on its polished silver surface. Whenever an enemy is close one of the warriors of the mirror steps through to fight for the wielder.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=175&lt;br /&gt;
|name=Shield of the Accursed&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=armor: Shield of the Accursed&lt;br /&gt;
|effects=defence (3)&lt;br /&gt;
|description=This large, round shield is carved with disturbing patterns. The patterns on the shield are locked into the very fabric of reality. Any disturbance to their integrity will risk damaging the Veil that locks out the Horrors, allowing the Horrors to mark the striker for special attention. The patterns on the shield are also painful to look at and will cause opponents to have problems focusing on the shield and its bearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=176&lt;br /&gt;
|name=Vine Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=armor: Vine Shield&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This is a buckler made of tightly woven, living vines that writhe and twist like snakes. Anyone in close combat with the bearer will find that the vines on the shield will lash out and try to hold him still.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=177&lt;br /&gt;
|name=Totem Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=armor: Magic Leather Shield&lt;br /&gt;
|effects=curse attacker (5)&lt;br /&gt;
|description=The head painted on this shield will cast curses on anyone striking its bearer. The Totem Shield is often used by evil witch doctors to discourage people from attacking them.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=178&lt;br /&gt;
|name=Shield of Gleaming Gold&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Gold Shield&lt;br /&gt;
|effects=awe&lt;br /&gt;
|description=This gilded, octagonal shield shines so brightly that enemies must avert their gaze from its polished surface. Only brave soldiers will ignore the bright aura of the shield and strike its bearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=179&lt;br /&gt;
|name=Scutata Volturnus&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Scutata Volturnus&lt;br /&gt;
|effects=shock resistance (5), auto combat spell (Shocking Grasp), no mount&lt;br /&gt;
|description=This formidable tower shield is enchanted with Earth to make it strong.  On its surface is an enchanted symbol that will strike nearby enemies with lightning. The wielder is also partially protected from lightning. Tower shields cannot be used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=180&lt;br /&gt;
|name=Lantern Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=armor: Lantern Shield&lt;br /&gt;
|effects=magic leadership, fear (5)&lt;br /&gt;
|description=This metal shield is set with turquoise stones that burn with otherworldly light. The enchanted stones will release imprisoned Corpse Candles in battle. The eerie lights and sounds of the stones will frighten cowardly enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=181&lt;br /&gt;
|name=Immaculate Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=armor: Immaculate Shield&lt;br /&gt;
|effects=bless, awe (2), Holy magic bonus&lt;br /&gt;
|description=A shield once worn by a great warrior prophet. It shines with holy splendor and sings like a choir of angels. A priest bearing the shield has his priestly authority increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=182&lt;br /&gt;
|name=Barrier&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=armor: Barrier&lt;br /&gt;
|effects=shock resistance (15), fire resistance (15), strength (4), no mount&lt;br /&gt;
|description=This great shield is inscribed with runes of fortitude and swiftness. It is said to be indestructible until its creator has died. The shield grants its bearer strength from the Earth itself, as well as protection from fire and lightning. Tower shields cannot be used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=183&lt;br /&gt;
|name=The Aegis&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=armor: Aegis&lt;br /&gt;
|effects=fear (5), petrification&lt;br /&gt;
|description=This is a round shield of hardened leather with tufts of goat hair surrounding its edge. Upon the leather surface, the unknown maker painted an extremely vivid image of the Medusa. The image is so vivid that anyone who meets the mad gaze of the painted eyes will be instantly petrified. Anyone fighting the Aegis-bearer tries to avoid the leering face of the Medusa and will thus have trouble watching and predicting the Aegis-bearer&#039;s actions.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=184&lt;br /&gt;
|name=Shield of the Dawn&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Shield of the Dawn&lt;br /&gt;
|effects=fire resistance (5), wound fend, magic resistance, awe&lt;br /&gt;
|description=At the dawn of time a great Enkidu hero crafted a set of magical weapons under the tutelage of the Sun. Now known only as the Dawn Warrior, he forged the First Kingdom. His items were crafted from bronze and set with lapis lazuli, the stone of the sky and the kings of old. Under the rays of the sun, the items grant their wearer the prowess and splendor of the Sun himself. The items also grant their wearer resistance against wounds and and protection from magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=185&lt;br /&gt;
|name=Blacksteel Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Blacksteel Helmet&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This helmet is made of a black, ferrous alloy of incredible strength and durability.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=186&lt;br /&gt;
|name=Enchanted Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=armor: Enchanted Helmet&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This enchanted helmet is both sturdy and comfortable.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=187&lt;br /&gt;
|name=Dragon Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Magic Helmet&lt;br /&gt;
|effects=fire resistance (5), darkvision (50), morale (4)&lt;br /&gt;
|description=In addition to becoming resistant to fire, the wearer of this helmet will be able to see in the dark and will be incredibly brave in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=188&lt;br /&gt;
|name=Crown of Lead&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=magic resistance&lt;br /&gt;
|description=A crown made with a rich portion of lead and a simple enchantment to make it repel hostile magics.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=189&lt;br /&gt;
|name=Ivy Crown&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=forest survival, ivy lord&lt;br /&gt;
|description=The Ivy Crown is a replica of the ivy crowns that were worn by exalted Vine Men in the ancient times before men came and drove them away. The forests and the Vine Men who live there perceive the wearer as an ancient Vine Lord and will gladly assist him. The crown is of great help when awakening vine creatures and will increase the effect of the Awaken Vine Men and Awaken Vine Ogre spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=190&lt;br /&gt;
|name=Horned Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Gore, armor: Magic Helmet&lt;br /&gt;
|effects=&lt;br /&gt;
|description=An imposing helmet sporting two great horns, this item allows its wearer to deliver a powerful gore attack in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=191&lt;br /&gt;
|name=Ice Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=armor: Ice Cap&lt;br /&gt;
|effects=cold resistance (5)&lt;br /&gt;
|description=This helmet is made of enchanted ice and will protect its wearer from both physical harm and cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=192&lt;br /&gt;
|name=Flame Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=armor: Flame Helmet&lt;br /&gt;
|effects=reinvigoration (-3), Fire magic bonus&lt;br /&gt;
|description=Flames will start to burn on top of this helmet as soon as it is worn.  The flames are a visible manifestation of the wearer&#039;s life force and will enhance his power in Fire magic and protect him from heat. Wearing this helmet in combat is quite strenuous, but the protection gained is formidable.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=193&lt;br /&gt;
|name=Helmet of Heroes&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Helmet of Champions&lt;br /&gt;
|effects=inspirational (2)&lt;br /&gt;
|description=This wearer of this helmet will be able to inspire his men to great deeds.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=194&lt;br /&gt;
|name=Dragon Crown&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This crown is shaped like the skull of a dragon. If worn when summoning dragonkin its powers manifest themselves and additional drakes will answer the call.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=195&lt;br /&gt;
|name=Winged Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A4&lt;br /&gt;
|gear=armor: Magic Helmet&lt;br /&gt;
|effects=Air magic bonus&lt;br /&gt;
|description=This helmet will increase the wearer&#039;s skill in Air magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=196&lt;br /&gt;
|name=Crown of Command&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=leadership (100), magic leadership (50), inspirational&lt;br /&gt;
|description=With this crown, a commander can lead more men than ever before. The commander will even be able to command magical beings as if he were a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=197&lt;br /&gt;
|name=Spirit Mask&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=armor: Wooden Mask&lt;br /&gt;
|effects=magic resistance, auto combat spell (Frighten), spirit sight&lt;br /&gt;
|description=A mask carved from spirit wood, painted with magical patterns in order to bind a vengeful spirit. The mask will project its ill will upon the enemies of its wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=198&lt;br /&gt;
|name=Mistletoe Garland&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (5), luck&lt;br /&gt;
|description=A garland enchanted to draw forth the magical properties of mistletoe, which grants good luck and protection from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=199&lt;br /&gt;
|name=Horror Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=armor: Magic Helmet&lt;br /&gt;
|effects=fear (5)&lt;br /&gt;
|description=A dark helmet with strange appendages, it is enchanted with dark magic, allowing its wearer to rout all but the bravest of opponents.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=200&lt;br /&gt;
|name=Crown of Bones&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=undead leadership (150), inspirational (-1)&lt;br /&gt;
|description=This crown is made from the bones of dead apprentices of necromancers. Hopefully the bones will be of use as a magic crown, because the apprentices were failures and wastes of time in their short lives. Anyone wearing this crown will be able to command many undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=201&lt;br /&gt;
|name=Gossamer Veil&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth (20), Glamour magic bonus, blur&lt;br /&gt;
|description=This veil is woven of gossamer, the fabric of dreams and glamour. It grants its wearer increased powers in glamour magic as well as the ability to hide his presence, if not already able to do so. Even close up the wearer is blurred and difficult to see.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=202&lt;br /&gt;
|name=Crown of the Whispering Dead&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=no mindless&lt;br /&gt;
|description=This crown is forged simultaneously in this world and the nightmare realm of the dreamwild. When worn you enter a state of wake dreaming and your mind enters the dreamwild taking command over the horrors of that dreadful place. Nightmares will manifest and harass those who oppose the dreamer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=203&lt;br /&gt;
|name=Scorpion Crown&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=poison resistance (5), magic leadership (5)&lt;br /&gt;
|description=The wearer of this crown will be seen as a god in the eye of simple scorpions.  Whenever the wearer of the crown is in combat scorpions will appear continuously and attack enemies. No scorpions will appear in cold provinces or under water.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=204&lt;br /&gt;
|name=Spirit Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A3&lt;br /&gt;
|gear=armor: Spirit Helmet&lt;br /&gt;
|effects=auto combat spell (Lightning Bolt)&lt;br /&gt;
|description=An Air spirit is trapped within the gem placed on the front of this helmet. The Air spirit will throw lightning bolts at any enemy that comes within sight. The Air spirit does this independently of its owner&#039;s activities.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=205&lt;br /&gt;
|name=Iron Face&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=armor: Iron Face&lt;br /&gt;
|effects=ironskin&lt;br /&gt;
|description=This helmet will turn the face and the rest of the skin of its wearer into iron. The iron skin is very hard for enemies to penetrate with their weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=206&lt;br /&gt;
|name=Crown of the Titans&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=leadership (100), inspirational, enlargement&lt;br /&gt;
|description=This item will make its wearer grow larger and exhibit great confidence, thus inspiring anyone who sees him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=207&lt;br /&gt;
|name=Starshine Skullcap&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=armor: Starshine Skullcap&lt;br /&gt;
|effects=magic resistance (2), Astral magic bonus&lt;br /&gt;
|description=This skullcap is enchanted with pure Astral light, which gives it an eerie glow. When worn, it will be easier to cast Astral magic and resist hostile spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=208&lt;br /&gt;
|name=Crown of the Magi&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=magic leadership (25), fast casting (30)&lt;br /&gt;
|description=This crown is suited for the most powerful of mages. It enables its wearer to cast combat spells much quicker than otherwise possible.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=209&lt;br /&gt;
|name=Skullface&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D5&lt;br /&gt;
|gear=armor: Skullface&lt;br /&gt;
|effects=undead leadership (25), Death magic bonus, item spell (Horde of Skeletons), spirit sight&lt;br /&gt;
|description=This helmet is made out of a human skull and enchanted with black magic. The helmet increases the wearer&#039;s skill in Death magic and enables him to animate skeletons during battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=210&lt;br /&gt;
|name=Wraith Crown&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D5&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=ethereal, undead leadership (100), spirit sight&lt;br /&gt;
|description=Wraith Crowns are worn by the wraith lords of the Underworld. The crown will summon undead servants at the start of a battle. The wearer of the crown will be able to command undead beings as if he were a necromancer. The crown will also make its wearer ethereal and thus almost invulnerable to non-magical weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=211&lt;br /&gt;
|name=Mask of Face-borrowing&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth (30)&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=212&lt;br /&gt;
|name=Headband of Woven Dreams&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=no mindless&lt;br /&gt;
|description=With the help of magic the dreams of a hundred old men are woven into a beautiful headband. When worn the crown will project its sleep inducing dreams at any nearby enemies, making them fall asleep instantly. The headband has been adorned with an enchanted purple pearl, designed to keep the wearer safe from the sleep inducing magics of the dreams.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=213&lt;br /&gt;
|name=Crown of Overmight&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=armor: Crown of Overmight&lt;br /&gt;
|effects=protection (30), magic resistance (4), strength (5), cursed, leadership (150), inspirational, auto combat spell (Charm)&lt;br /&gt;
|description=This elaborate golden crown will graft itself onto its wearer&#039;s head when worn in order to keep it from being misplaced. Unfortunately, the gilded crown is so heavy and cumbersome that the wearer&#039;s movement will be severely hindered, should he ever be forced to move swiftly. It provides its wearer with an aura of royal awe, which causes people to flock to his cause and makes soldiers more willingly follow his lead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=214&lt;br /&gt;
|name=Amon Hotep&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=fire resistance (15), magic resistance (5), cursed, awe (5), item spell (Mummification), invulnerability (25)&lt;br /&gt;
|description=This golden headgear contains the soul of Amon Hotep, the First Mummy. The power of Amon Hotep gives its wearer protection from both physical and mental harm. Amon Hotep&#039;s skill in mummification enables the headgear&#039;s wearer to create mummies at will.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=215&lt;br /&gt;
|name=Helmet of Perfection&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=armor: Helmet of Perfection&lt;br /&gt;
|effects=inspirational (3), awe (5)&lt;br /&gt;
|description=This helmet is perfect. The men whose leader wears this helmet are very unlikely to break, and any enemy who tries to strike against the helmet will be struck by awe or have one of his eyes put out for his impudence.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=216&lt;br /&gt;
|name=Helmet of the Dawn&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Helmet of the Dawn&lt;br /&gt;
|effects=wound fend, magic resistance (2), awe&lt;br /&gt;
|description=At the dawn of time a great Enkidu hero crafted a set of magical weapons under the tutelage of the Sun. Now known only as the Dawn Warrior, he forged the First Kingdom. His items were crafted from bronze and set with lapis lazuli, the stone of the sky and the kings of old. Under the rays of the sun, the items grant their wearer the prowess and splendor of the Sun himself. The items also grant their wearer resistance against wounds and and protection from magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=217&lt;br /&gt;
|name=Crown of the Ivy King&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (15), forest survival, barkskin, ivy lord (3), item spell (Awaken Vine Men), regeneration (5)&lt;br /&gt;
|description=This crown was worn by the High King of the exalted Vine Men in ancient times, when the Vine Men were still a great race. Vine Men perceive the wearer of this crown as their rightful king and will gladly serve him. The crown is of great help when awakening vine creatures in the forests and will increase the effect of the Awaken Vine Men and Awaken Vine Ogre spells.  Animals confronted with the crown will feel its power and hesitate before striking. The wearer of the crown will also be resistant to poison and regenerate wounds very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=218&lt;br /&gt;
|name=The Crown of Despair&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=darkvision (100), cursed, fear (10), death range&lt;br /&gt;
|description=This beautiful but ominous crown was originally crafted by the sorcerer-king Raigömur, who was also the high priest of the Prince of Death. Those who behold the crown will quiver in fear. The crown is of great help when performing Death magic and when animating the dead, but the crown also makes the wearer grow attached to it and only death will see them apart.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=219&lt;br /&gt;
|name=Crown of the Fire King&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=fire resistance (25), reinvigoration (-1), cursed, magic leadership (50), fire shield, heat aura (3)&lt;br /&gt;
|description=This crown has an ancient, powerful fire being trapped in its rubies. Anyone putting on the crown will soon become influenced by the fire being and claim the crown as his forever. The wearer of the crown will radiate severe heat and will also be protected by two fire elementals whenever he is threatened.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=220&lt;br /&gt;
|name=Crown of the Frost King&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=cold resistance (25), cursed, magic leadership (50), cold aura (25)&lt;br /&gt;
|description=This crown has an ancient, powerful frost being trapped in its diamonds. Anyone putting on the crown will soon become influenced by the elemental being and claim the crown as his forever. The wearer of the crown will radiate severe cold and will also be protected by two ice elementals whenever he is threatened.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=221&lt;br /&gt;
|name=The First Crown&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=cursed, taint (50), awe (5), master ritualist (2)&lt;br /&gt;
|description=It may be that there were other crowns made before this one, but they were certainly nowhere near as perfectly crafted. The crown is made from the finest gold and set with the very best gems. In fact the crown is so perfect that all the great smiths claim that only one of their lineage could have made something this great. Some say it was crafted by the gods and some say the Pantokrator conquered it in a fight on another plane. Its true origin is unknown, but wise mages say that its construction has been heavily influenced by horrors and that only the wisest of the wise would be able to wear this crown without being destroyed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=222&lt;br /&gt;
|name=The Crown of Pure Blood&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=cursed, fear (10)&lt;br /&gt;
|description=This crown was first created by a mad vampire lord with a particular fondness of eating blood slaves. The enchantments on the crown will draw blood slaves to it for the surrounding lands. The crown will not attract blood slaves underwater, but almost everywhere else the blood slaves will find the crown.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=223&lt;br /&gt;
|name=Crown of the Elements&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=shock resistance (10), fire resistance (10), cold resistance (10), Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus&lt;br /&gt;
|description=This is the crown worn by the lord of the elements. The elemental powers recognize its authority and will pay a magic gem as tribute each month. In battle a large number of lesser elementals will appear to protect the lord of the elements. A mage wearing this crown will also be able to harness some of its power into elemental magic power.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=224&lt;br /&gt;
|name=Oppressors Headband&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=magic resistance (-2), nation restriction (51), nation restriction (96)&lt;br /&gt;
|description=With the aid of Phlegyas the Theurg Tyrant and his superior arcane understanding, the Elder Cyclopes have crafted the means to dominate mages joined in communion. All oppressors are equipped with iron headbands and are trained to join the communion. Untrained mages, such as the Gigante Tyrants, are given headbands with stronger enchantments that take magical resources to craft.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=225&lt;br /&gt;
|name=Crown of the Shah&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=cursed, leadership (150), undead leadership (50), magic leadership (50), inspirational, Holy magic bonus, start battle spell (Fanaticism), cannot be found, nation restriction (105)&lt;br /&gt;
|description=The Crown of the Shah is the Crown made by the High Magi for the Shahanshah, King of Kings. The Shahs are petty kings of Ragha and their power stems from the kingdom, not from the Shah himself. The Crown is linked to the land itself and will give the Shah vast religious authority as the Shahanshah. Only one among the Shahs can be appointed King of Kings and his powers are linked to his crown. Should the king die, a new crown must be forged for the new Shahanshah. There can only be one Crown and it can only be used by a Shah of Ragha. The Shahanshah will never give up his crown, and only if the king dies can a new one be made.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=226&lt;br /&gt;
|name=The Jade Mask&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]6&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D6&lt;br /&gt;
|gear=armor: Jade Mask&lt;br /&gt;
|effects=poison resistance (15), darkvision (50), magic resistance (3), fear (10), Death magic bonus (2), item spell (Rigor Mortis), regeneration (5), nation restriction (27), nation restriction (75), nation restriction (113)&lt;br /&gt;
|description=This powerful mask will spread fear among all enemies nearby and will grant its wearer regeneration, partial poison resistance and increased magic resistance. It will also greatly increase its wearer&#039;s skill in Death Magic and may fatigue all living beings present on a battlefield. The mask can only be used by cold-blooded beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=227&lt;br /&gt;
|name=Headdress of the Bull&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Magic Headdress&lt;br /&gt;
|effects=strength (2), nation restriction (19), nation restriction (66), nation restriction (68), nation restriction (20), nation restriction (21), nation restriction (108)&lt;br /&gt;
|description=The Buffalo is a symbol of strength, beauty and fierce loyalty. The wearer of this enchanted headdress will receive increased strength. Whenever the wearer is in danger, a buffalo will suddenly appear and charge straight at any enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=228&lt;br /&gt;
|name=Huaca Headdress&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=leadership (25), undead leadership (25), magic leadership (25), inspirational, nation restriction (72)&lt;br /&gt;
|description=The Huaca Headdress is a golden crown of ancient times. It represents the divine glory of the sun and will inspire Nazcans, living and dead. The divine glow of the headdress will make Huacas and their Supaya ghosts arrive in greater numbers and allow Royal Mallquis to reanimate additional Supayas. One extra per month for holy reanimation or two extra for magic rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=229&lt;br /&gt;
|name=Black Laurel&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=nation restriction (54)&lt;br /&gt;
|description=This black crown is a laurel that was once carried by the dictator who plunged Ermor into the endless despair of undeath. The twisted and blackened leaves of the crown still command the respect of the Lictors of Ermor, who will remember their ancient oaths and shamble forth to mete out the justice of their dictator. Three additional Lictors are summoned with the spell Revive Lictor. This item is only useful to the Ashen Empire of Ermor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=230&lt;br /&gt;
|name=Blacksteel Plate&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Blacksteel Plate&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The Blacksteel Plate cuirass is made from a black, ferrous alloy of incredible strength and durability. The plate cuirass is not as heavy as the full plate armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=231&lt;br /&gt;
|name=Blacksteel Full Plate&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Blacksteel Full Plate&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Blacksteel Full Plate armor is made from a black, ferrous alloy of incredible strength and durability.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=232&lt;br /&gt;
|name=Enchanted Ring Mail Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=armor: Enchanted Ring Mail Hauberk&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This ring mail is enchanted to be particularly durable.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=233&lt;br /&gt;
|name=Berserker Pelt&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Magic Furs&lt;br /&gt;
|effects=berserk, berserker&lt;br /&gt;
|description=This wolf pelt will enrage its wearer, increasing his strength and battle prowess, but reducing his defence.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=234&lt;br /&gt;
|name=Fire Plate&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Fire Plate&lt;br /&gt;
|effects=fire resistance (5), morale (2)&lt;br /&gt;
|description=The wearer of this magic plate cuirass will be resistant to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=235&lt;br /&gt;
|name=Robe of Missile Protection&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Magic Robes&lt;br /&gt;
|effects=air shield (80)&lt;br /&gt;
|description=This robe has the power to repel incoming missiles with strong gusts of wind.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=236&lt;br /&gt;
|name=Lightweight Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Lightweight Scale Mail&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Lightweight Scale Mail has been enchanted with Air magic, making it lighter.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=237&lt;br /&gt;
|name=Mirror Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=armor: Mirror Armor&lt;br /&gt;
|effects=magic resistance (3)&lt;br /&gt;
|description=This leather armor has a large polished metal plate on the chest that is enchanted to protects the wearer against hostile magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=238&lt;br /&gt;
|name=Shambler Skin Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=armor: Shambler Skin Hauberk&lt;br /&gt;
|effects=water breathing, air breathing&lt;br /&gt;
|description=Made from the skin of a single huge Atlantian, this armor grants the wearer the ability to breathe both air and water.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=239&lt;br /&gt;
|name=Dire Wolf Pelt&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Dire Wolf Pelt&lt;br /&gt;
|effects=cold resistance (5), attack, defence&lt;br /&gt;
|description=This enchanted dire wolf pelt is very light and will increase the battle skill of its wearer as well as protect him from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=240&lt;br /&gt;
|name=Kithaironic Lion Pelt&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Kithaironic Lion Pelt&lt;br /&gt;
|effects=invulnerability (18), item cost modifier (-40), item cost modifier (-60)&lt;br /&gt;
|description=The Kithaironic Lion is famous for its unpiercable skin that makes the lion so difficult to hunt. With the right preparations and enchantments the lion skin can be made into armor that is light to bear and offers excellent protection.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=241&lt;br /&gt;
|name=Ranger&#039;s Cloak&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Light Magic Furs&lt;br /&gt;
|effects=stealth bonus (30)&lt;br /&gt;
|description=This robe will make its wearer blend into the surroundings, a very useful thing when sneaking.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=242&lt;br /&gt;
|name=Gossamer Gown&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=armor: Gossamer Gown&lt;br /&gt;
|effects=awe&lt;br /&gt;
|description=This gown looks like it was dreamed up, and it probably was. It will catch the eyes of everyone and any attacker would hesitate to strike at such beauty.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=243&lt;br /&gt;
|name=Red Dragon Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=armor: Dragon Scale Mail&lt;br /&gt;
|effects=fire resistance (15), morale (4)&lt;br /&gt;
|description=Armor made from the scales of a true dragon, it is almost weightless and very durable. It protects its wearer from both fear and fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=244&lt;br /&gt;
|name=Copper Plate&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Copper Plate&lt;br /&gt;
|effects=shock resistance (10), start battle spell (Charge Body)&lt;br /&gt;
|description=The wearer of this magic plate cuirass is granted resistance to lightning.  When first struck in battle, the armor will unleash a blast of lightning upon the attacker.  There will also be a lesser lightning discharge against the wearer of the magic plate cuirass, but the lightning resistance will usually nullify that.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=245&lt;br /&gt;
|name=Silver Hauberk&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=armor: Silver Hauberk&lt;br /&gt;
|effects=air shield (80)&lt;br /&gt;
|description=A chainmail hauberk made of brightest silver, this armor is said to distract the eyes of enemies. As a result, few, if any, arrows will ever hit the wearer. The exquisite design of the mail makes it very light.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=246&lt;br /&gt;
|name=Brightmail Haubergeon&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Brightmail Haubergeon&lt;br /&gt;
|effects=reinvigoration&lt;br /&gt;
|description=A silvery haubergeon enchanted to be exceptionally light and durable. It is further enchanted to reinvigorate the wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=247&lt;br /&gt;
|name=Brightmail Hauberk&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=armor: Brightmail Hauberk&lt;br /&gt;
|effects=reinvigoration (2)&lt;br /&gt;
|description=A silvery hauberk enchanted to be exceptionally light and durable. It is further enchanted to reinvigorate the wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=248&lt;br /&gt;
|name=Armor of Meteoritic Iron&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Armor of Meteoritic Iron&lt;br /&gt;
|effects=magic resistance (3)&lt;br /&gt;
|description=This heavy plate armor is made of sky metal, a material that can be enchanted to enhance or dampen magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=249&lt;br /&gt;
|name=Elemental Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Elemental Armor&lt;br /&gt;
|effects=shock resistance (10), fire resistance (10), cold resistance (10)&lt;br /&gt;
|description=This enchanted plate hauberk protects its wearer from heat, cold, and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=250&lt;br /&gt;
|name=Blue Dragon Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=armor: Dragon Scale Mail&lt;br /&gt;
|effects=cold resistance (15), morale (4)&lt;br /&gt;
|description=Armor made from the scales of a true dragon, it is almost weightless and very durable. It protects its wearer from both fear and cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=251&lt;br /&gt;
|name=Robe of the Sea&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=armor: Magic Robes&lt;br /&gt;
|effects=water breathing, air breathing, Water magic bonus&lt;br /&gt;
|description=A Water mage who wears this robe will find that it helps him in the use of Water magic. This robe makes it possible for anyone wearing it to breathe underwater and on land.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=252&lt;br /&gt;
|name=Shroud of the Battle Saint&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=armor: Shroud of the Battle Saint&lt;br /&gt;
|effects=bless, cursed, cannot be found&lt;br /&gt;
|description=This simple shroud is drenched in the blood of champions of the Faith who have fallen in battle. The blood on the shroud never dries and the wearer is constantly reminded of his predecessors&#039; greatness by the smell and fresh wetness of their blood. The wearer is always blessed, even if he is not sacred. Once worn, the shroud cannot be removed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=253&lt;br /&gt;
|name=Robe of Shadows&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=armor: Magic Robes&lt;br /&gt;
|effects=stealth bonus (20), ethereal&lt;br /&gt;
|description=This robe will make its wearer ethereal and thus almost invulnerable to non-magical damage. It also helps the wielder avoid being seen when sneaking.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=254&lt;br /&gt;
|name=Shademail Haubergeon&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=armor: Shademail Haubergeon&lt;br /&gt;
|effects=stealth (20)&lt;br /&gt;
|description=A dark haubergeon, enchanted to be exceptionally light and durable. It gives the wearer the ability to blend into shadows and is therefore popular among thieves and murderers.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=255&lt;br /&gt;
|name=Green Dragon Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=armor: Dragon Scale Mail&lt;br /&gt;
|effects=poison resistance (15), morale (4)&lt;br /&gt;
|description=Armor made from the scales of a true dragon, it is almost weightless and very durable. It protects its wearer from both fear and poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=256&lt;br /&gt;
|name=Chain Mail of Displacement&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=armor: Chain Mail of Displacement&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The wearer of this full suit of chainmail will have his image displaced by a couple of feet. This makes it very hard for his opponents to hit him in combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=257&lt;br /&gt;
|name=Armor of Souls&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B5&lt;br /&gt;
|gear=armor: Armor of Souls&lt;br /&gt;
|effects=magic resistance (5), Blood magic bonus, invulnerability (15)&lt;br /&gt;
|description=This suit of chainmail was forged from forty pure souls. The souls inside the armor will help protect the wearer from both physical and magical attacks. A mage skilled in Blood magic will also experience increased magical powers while wearing this armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=258&lt;br /&gt;
|name=Armor of Twisted Thorns&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=armor: Twisting Thorns&lt;br /&gt;
|effects=poison resistance (5), cursed, Nature magic bonus, Blood magic bonus, poison armor (10), cannot be found&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=259&lt;br /&gt;
|name=Armor of Knights&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Armor of Knights&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This magic armor is extremely well made. It is lighter than ordinary full armor, yet much stronger.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=260&lt;br /&gt;
|name=Marble Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Marble Breastplate&lt;br /&gt;
|effects=stoneskin&lt;br /&gt;
|description=This breastplate is made from a single block of marble. When worn, it transforms the wearer into a living marble statue. Beings that are already rock hard do not benefit from the transformation, but the breastplate still offers some protection.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=261&lt;br /&gt;
|name=Stymphalian Wings&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=armor: Stymphalian Wings&lt;br /&gt;
|effects=attack (-4), flying, trample, fear (5), no mount&lt;br /&gt;
|description=This is an intricate device, consisting of two enormous wings made of copper feathers fastened to a bronze breastplate that is securely strapped to its wearer. In front of the breastplate are two bronze arms ending in handles. These handles are connected with wires to the wings. The handles are held by the bearer, who vigorously pumps them, thus gaining the ability to fly. The whole device is heavily enchanted with the raw power of Earth, which lends the bearer the strength required to use the device. Unfortunately, the manner of its construction and its enormous bulk will make it difficult to wield weapons. On the upside, a flying bearer landing among his enemy with furiously beating wings will scatter them like so many leaves in a storm. The sound of the copper feathers grating against each other will also make a horrible thundering noise that will cause panic in enemy ranks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=262&lt;br /&gt;
|name=Weightless Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Weightless Scale&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Weightless Scale Mail is the armor of choice for any magician. The fine scales are enchanted with Air magic, making the armor almost weightless.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=263&lt;br /&gt;
|name=Rainbow Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=armor: Rainbow Armor&lt;br /&gt;
|effects=magic resistance (2), reinvigoration (3)&lt;br /&gt;
|description=This brilliant armor is made of small crystals and enchanted with the protective powers of the rainbow. It gives its wearer magic resistance and reinvigoration.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=264&lt;br /&gt;
|name=Robe of the Magi&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=armor: Magic Robes&lt;br /&gt;
|effects=reinvigoration (5), taint (5), Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus, Astral magic bonus, Death magic bonus, Nature magic bonus, Glamour magic bonus, Blood magic bonus&lt;br /&gt;
|description=This robe is infused with the power of Air and the blood of forty virgins. This robe is coveted by ambitious arch mages because of its unsurpassed power-enhancing abilities. When worn, it will increase power in all magic paths and reinvigorate its wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=265&lt;br /&gt;
|name=Robe of Invulnerability&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=armor: Heavy Magic Robes&lt;br /&gt;
|effects=invulnerability (25)&lt;br /&gt;
|description=This cloak makes its wearer invulnerable to all but the most powerful non-magical attacks. The Robe of Invulnerability is highly coveted by mages because it offers the best possible protection to non-magical attacks and does not encumber their spell casting at all.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=266&lt;br /&gt;
|name=Rime Hauberk&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=armor: Rime Hauberk&lt;br /&gt;
|effects=cold resistance (10), ice protection, cold aura (8)&lt;br /&gt;
|description=Armor made of interlinked ice crystals, it protects the wearer from cold and surrounds him with a wind of ice and snow. The icy wind can harm both enemies and friends in the vicinity of the wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=267&lt;br /&gt;
|name=Jade Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=armor: Jade Scale Armor&lt;br /&gt;
|effects=quickness&lt;br /&gt;
|description=A heavy scale mail composed of small bits of jade stone. The enchantment of the armor quickens the wearer and increases his defensive capabilities. The weight of the armor can be a problem in prolonged battles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=268&lt;br /&gt;
|name=Bone Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D4&lt;br /&gt;
|gear=armor: Bone Armor&lt;br /&gt;
|effects=cold resistance (5), invulnerability (15), soul vortex&lt;br /&gt;
|description=Armor crafted from the ribs of lepers, it is inscribed with runes that leech the life force from living beings and grant that energy to its wearer. It also partially protects its wearer from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=269&lt;br /&gt;
|name=Hydra Skin Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=armor: Hydra Skin Armor&lt;br /&gt;
|effects=poison resistance (15), regeneration (10)&lt;br /&gt;
|description=This armor is made from the skin of a hydra. It grants the wearer the regenerative powers of the hydra and protects its wearer from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=270&lt;br /&gt;
|name=Cloak of Invisibility&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G3&lt;br /&gt;
|gear=armor: Magic Robes&lt;br /&gt;
|effects=stealth (20), unseen&lt;br /&gt;
|description=This cloak makes the wearer invisible. The invisibility ends if the wearer is hurt.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=271&lt;br /&gt;
|name=Bloodstone Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=armor: Bloodstone Armor&lt;br /&gt;
|effects=strength (2), regeneration (10), heavy&lt;br /&gt;
|description=This armor is made from plates of enchanted blood stone. It is extremely heavy, but it grants the wearer regenerative powers and physical strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=272&lt;br /&gt;
|name=Abominable Arms&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=attack (-3), defence (-3), cursed, taint (5), chest wound, extra arms (2), no inanimate&lt;br /&gt;
|description=The blood mage uses a flesh-crafting ritual to make a new pair of arms and stitch them to a harness of flesh and bone. The harness can be donned by a willing recipient who will merge with it and form a four-armed amalgam of dead and living tissue. The new arms are somewhat unwieldy, but fully capable of swinging weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=273&lt;br /&gt;
|name=Aseftik&#039;s Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=armor: Aseftik&#039;s Armor&lt;br /&gt;
|effects=magic resistance (4), morale (8), cursed&lt;br /&gt;
|description=This golden full plate armor was crafted for the hero Aseftik to wear in his battle against Harakhtor of the Black Coven. The armor is more skillfully crafted than any other armor ever made. Only the black Monolith Armor worn by the lord whom Aseftik fought is heavier. The armor is said to have protected Aseftik from the magic of the Black Coven.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=274&lt;br /&gt;
|name=Monolith Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=armor: Monolith Armor&lt;br /&gt;
|effects=morale (10), regeneration (10), no mount, heavy&lt;br /&gt;
|description=This unbelievably massive armor is crafted out of black obsidian and is so heavy that it seems immovable. Indeed, were it not for the powerful spells welded into its construction, the enormous weight would render the wearer immobile. As it is, the wearer will be able to move only with tremendous exertion. On the other hand, the wearer will be rendered virtually impervious to any sort of harm and the wounds upon his flesh will close at awesome speed. The wearer of this massive armor will also be almost impervious to fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=275&lt;br /&gt;
|name=Armor of the Dawn&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Armor of the Dawn&lt;br /&gt;
|effects=fire resistance (15), wound fend (2), magic resistance, awe&lt;br /&gt;
|description=At the dawn of time a great Enkidu hero crafted a set of magical weapons under the tutelage of the Sun. Now known only as the Dawn Warrior, he forged the First Kingdom. His items were crafted from bronze and set with lapis lazuli, the stone of the sky and the kings of old. Under the rays of the sun, the items grant their wearer the prowess and splendor of the Sun himself. The items also grant their wearer resistance against wounds and and protection from magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=276&lt;br /&gt;
|name=Robe of Calius the Druid&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=armor: Heavy Magic Robes&lt;br /&gt;
|effects=shock resistance (10), fire resistance (10), cold resistance (10), magic resistance (3), stealth bonus (20), water breathing&lt;br /&gt;
|description=This robe was created by Calius to protect him from magic and all of the Elements. As a side effect, this also enabled him to breathe underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=277&lt;br /&gt;
|name=Fenris&#039; Pelt&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N4&lt;br /&gt;
|gear=armor: Fenris&#039; Pelt&lt;br /&gt;
|effects=cold resistance (10), mountain survival, berserk (4), berserker, start battle spell (Howl), swiftness (50)&lt;br /&gt;
|description=This pelt is the flayed skin of the Father of All Wolves.  It is coal-black, shaggy and huge. The pelt will imbue the wearer with the strength, speed, and rage of the Father of Wolves. Wolves will also come to his side in times of need and serve him as if he were their patriarch.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=278&lt;br /&gt;
|name=Armor of Virtue&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=armor: Armor of Virtue&lt;br /&gt;
|effects=bless, awe (4), returning&lt;br /&gt;
|description=This brilliant armor blesses the wearer and protects him from harm and malice. Enemies stand in awe when confronted with the virtuous hero wearing the armor and, should they strike and hurt him, the armor will instantly take him home, away from any enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=279&lt;br /&gt;
|name=Flesh Ward&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B4&lt;br /&gt;
|gear=armor: Flesh Ward&lt;br /&gt;
|effects=strength (4), reinvigoration (2), cursed, taint (10), Blood magic bonus, damage reversal (2), cannot be found, no inanimate&lt;br /&gt;
|description=The Flesh Ward is a breastplate, in a very literal sense. It is constructed out of a still-bloody ribcage that envelops the wearer&#039;s chest. Upon first donning the ribcage, the wearer will find that the ribcage fastens itself to him with tendons and tissue, sending veins into his body to supply it with sustenance. The ribcage will grant its wearer amazing strength and ease his use of Blood magic. It will also channel the force of any attack into the person who harmed him instead. This channeling of wounds works regardless of distance, but strong magic resistance may save the attacker.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=280&lt;br /&gt;
|name=Pebble Skin Suit&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (2), stoneskin, cursed, Earth magic bonus, regeneration (10), no inanimate&lt;br /&gt;
|description=The skin of the long dead troll king Uffga, the Barrow Squatter. After Vanlade the Vanadrott slew Uffga, he flayed the ancient troll and inscribed Uffga&#039;s skin with runes and blessings of Blood magic that preserved in it the character of its original owner. Vanlade, who was already a wise and ancient Van, had not become old through incaution, so he gave the skin of the querulous old troll to one of his favored einheres and it was with only mild surprise that he found Uffga&#039;s quarrelsome stubbornness eventually dominating the will of the einhere. In time the skinsuit almost subsumed the personality of the einhere and his body turned into that of a troll, though one of lesser stature and power. Vanlade was forced to slay this diminished Uffga again and wisely decided to pass its skin on to followers who would not have to spend time in his vicinity, lest Uffga once more try to work his vengeance on Vanlade through his remains.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=281&lt;br /&gt;
|name=Purple Silk Garments&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=armor: Magic Silk Garments&lt;br /&gt;
|effects=magic resistance, defence (2), nation restriction (77), item cost modifier (-40), item cost modifier (-60)&lt;br /&gt;
|description=The Weavers of Phaeacia make the sails of the fabled Dark Ships that travel without oars or captains. But their skill in weaving is not limited to sail-making. They also weave fate and silk of royal purple into enchanted garments used by the queens and nobles of the Isle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=282&lt;br /&gt;
|name=Salamander Silk Garments&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Magic Silk Garments&lt;br /&gt;
|effects=fire resistance (15), magic resistance, awe, nation restriction (67)&lt;br /&gt;
|description=In Magnificent Ind are worms called Salamanders. These worms can only live in fire, and they build cocoons like silk-worms. The cocoons are unwound by the ladies of the Sublime Palace, and spun into cloth and dresses. These dresses protect its wearer from heat and flames and, in order to be cleaned and washed, are cast into flames that burn the stains away. These dresses are so finely woven that every observer is struck by their beauty and brilliance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=283&lt;br /&gt;
|name=Silver Silk Garments&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=armor: Magic Silk Garments&lt;br /&gt;
|effects=magic resistance (2), reinvigoration (2), nation restriction (77), item cost modifier (-40), item cost modifier (-60)&lt;br /&gt;
|description=The Weavers of Phaeacia make the sails of the fabled Dark Ships that travel without oars or captains. But their skill in weaving is not limited to sail-making. They also weave fate and moonbeams into enchanted garments used by the queens and nobles of the Isle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=284&lt;br /&gt;
|name=Armor of the Five Elements&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Armor of the Five Elements&lt;br /&gt;
|effects=shock resistance (5), fire resistance (5), cold resistance (5), magic resistance, nation restriction (22), nation restriction (69), nation restriction (109), item cost modifier (-60), item cost modifier (-60)&lt;br /&gt;
|description=The weapon smiths of T&#039;ien Ch&#039;i have mastered the means to balance the elements into an armor of unequaled resistance. The armor is given to kings and princes to protect them from all possible threats.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=285&lt;br /&gt;
|name=Boots of Long Strides&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=map move bonus (6), swiftness (100)&lt;br /&gt;
|description=These soft boots are made from the skin of unborn calves. They grant their wearer the ability to run with unsurpassed speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=286&lt;br /&gt;
|name=Fish Scale Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=swimming&lt;br /&gt;
|description=With these boots on the wearer will be able to both run on water and swim in it with surprising speed. With these boots it is possible to pass rivers and other short stretches of water. If fighting underwater these boots reduce the penalty of fighting underwater (-1 Def, +1 Enc).&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=287&lt;br /&gt;
|name=Silent Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth bonus (20)&lt;br /&gt;
|description=Anyone wearing these boots will be able to move around without making any sound. An excellent item for scouts and other people who want to move around unnoticed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=288&lt;br /&gt;
|name=Chi Shoes&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Chi Kick&lt;br /&gt;
|effects=&lt;br /&gt;
|description=These shoes are still amazingly light despite their iron soles. The shoes will allow their wearer to deliver powerful kicks in addition to his normal attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=289&lt;br /&gt;
|name=Boots of the Behemoth&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=trample, heavy&lt;br /&gt;
|description=The Boots of the Behemoth are enormous lead boots that seem to be too heavy to lift. Indeed, they require four strong men to be carried into battle, but when the wearer of the boots unleashes their power and charges into the enemy ranks, he will crush them beneath his enormous metal tread and scatter them like chaff before the wind.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=290&lt;br /&gt;
|name=Boots of Giant Strength&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (5)&lt;br /&gt;
|description=These boots give the wearer increased strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=291&lt;br /&gt;
|name=Birch Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (10), mountain survival, winter move&lt;br /&gt;
|description=These boots made from a combination of hide and birch are surprisingly soft and comfortable. They are often used by northern wizards who must be able to travel far in cold and inhospitable provinces. The magical qualities of these boots give the wearer partial resistance to cold and the ability to move unhindered on snow.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=292&lt;br /&gt;
|name=Ranger&#039;s Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (2), stealth bonus (20), forest survival&lt;br /&gt;
|description=These magic boots are made for rangers and scouts who need to move far and without being noticed. The boots make their wearer recover from fatigue very quickly and will also enable him to move more stealthily.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=293&lt;br /&gt;
|name=Brimstone Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (15), strength (4), waste survival&lt;br /&gt;
|description=These hard boots grant fire immunity and extra strength to the wearer. They will also allow their wearer to travel through wastelands without hindrance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=294&lt;br /&gt;
|name=Winged Shoes&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=flying&lt;br /&gt;
|description=These shoes grant their wearer the ability to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=295&lt;br /&gt;
|name=Earth Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Earth magic bonus&lt;br /&gt;
|description=An Earth mage who wears these boots will be able to drain power from the ground, making him more powerful in Earth magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=296&lt;br /&gt;
|name=Boots of Stone&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=mountain survival, stoneskin&lt;br /&gt;
|description=When these soft boots are put on, they will become quite hard, almost like stone. The same happens to the wearer&#039;s skin, giving him excellent protection without hampering his movement. The wearer will also find it much easier to climb rock surfaces and he will be able to travel through difficult mountain passes without any trouble.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=297&lt;br /&gt;
|name=Boots of the Messenger&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (3), map move bonus (9)&lt;br /&gt;
|description=Well-made boots crafted out of unicorn leather, they allow their wearer to run any distance without getting tired.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=298&lt;br /&gt;
|name=Pixie Shoes&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=defence (2), luck, map move bonus (6)&lt;br /&gt;
|description=By getting hold of a couple of pixies and enchanting them it is possible to transfer many of their good properties into these magic shoes. The wearer of these will be extraordinarily lucky and be able to move quickly and without effort, just like a pixie.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=299&lt;br /&gt;
|name=Boots of Quickness&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=quickness, map move bonus (12)&lt;br /&gt;
|description=Anyone who puts these boots on will find himself moving and acting much more quickly. When used in battle, the boots make their wearer attack and run at about twice the normal speed. Spell casting is not affected because the time it takes to gather the power required for a spell is not influenced by the enchantment of the boots. A side effect of using these boots is that the wearer will also grow old twice as fast as ordinary people.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=300&lt;br /&gt;
|name=Boots of Grasping Earth&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=These boots command the very earth around them. Anyone with hostile intentions in the vicinity of the wearer will find themselves unable to move as their feet sink into the ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=301&lt;br /&gt;
|name=Boots of Youth&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (3), slow aging (90)&lt;br /&gt;
|description=These leather boots have been drenched in the blood of ten young virgins. The wearer of these boots will almost completely cease his aging and will be magically reinvigorated during battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=302&lt;br /&gt;
|name=Boots of the Spider&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=forest survival, mountain survival, swamp survival, winter move, unhindered (75)&lt;br /&gt;
|description=Just like a spider, the wearer of these boots will be able to walk on sheer walls as well as sticky webs without problem, and will also be protected from nets and from being entangled. These boots will also enable the wearer to traverse snowy mountains and other difficult terrains with ease.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=303&lt;br /&gt;
|name=Boots of Seven Mile Strides&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=map move bonus (18)&lt;br /&gt;
|description=Most of the strides taken with these boots will be perfectly normal, but on occasions a stride will be many miles long instead. This considerably reduces travel time and makes it possible to travel further than even the fastest unicorn.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=304&lt;br /&gt;
|name=Boots of Antaeus&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (5), Earth magic bonus, regeneration (10), map move bonus (6)&lt;br /&gt;
|description=These boots were given to the Favored of Gaia. The wearer is constantly reinvigorated, healed and empowered in Earth magic if standing firmly on the ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=305&lt;br /&gt;
|name=Sandals of the Crane&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=auto combat spell (Blink)&lt;br /&gt;
|description=These worn sandals of unknown origin will teleport the wearer around the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=306&lt;br /&gt;
|name=Boots of the Planes&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=ethereal, taint (50), item spell (Teleport)&lt;br /&gt;
|description=These boots allow the wearer to pass through the very fabric of reality. He can step through rifts in space and travel great distances in a single bound.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=307&lt;br /&gt;
|name=The Boots of Calius the Druid&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (10), forest survival, map move bonus (9)&lt;br /&gt;
|description=This pair of boots was created by the powerful druid Calius. These boots reinvigorate the wearer at an incredible rate.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=308&lt;br /&gt;
|name=Wyrmskin Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (15), magic resistance (2), swamp survival, water breathing, cursed, regeneration (20)&lt;br /&gt;
|description=These boots were crafted from the skin of a mighty Wyrm and enchanted with magic to bring forth all the powers that the Wyrm possessed in life. Once put on, the boots will bond to its wearer and cannot be removed as long as he is alive.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=309&lt;br /&gt;
|name=Ring of Fire&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (15), bestow to mount&lt;br /&gt;
|description=The ruby in this ring eats fire and gives the wearer almost total immunity from heat and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=310&lt;br /&gt;
|name=Ring of Tamed Lightning&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=shock resistance (15), bestow to mount&lt;br /&gt;
|description=This aquamarine ring gives the owner almost total immunity from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=311&lt;br /&gt;
|name=Ring of Frost&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (15), bestow to mount&lt;br /&gt;
|description=This sapphire ring gives the owner almost total immunity from cold in all forms.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=312&lt;br /&gt;
|name=Bear Claw Talisman&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (2), strength (5), bestow to mount, beauty (-1)&lt;br /&gt;
|description=This bear claw is enchanted to strengthen its wearer. This is a very manly talisman and it is said that a woman wearing it will grow a deeper voice and maybe even a beard.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=313&lt;br /&gt;
|name=Rabbit Foot Charm&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=bestow to mount&lt;br /&gt;
|description=The rabbit foot is a symbol of good luck. Once per month the luck from the rabbit foot will be able to negate an attack that should otherwise have injured its wearer. The attack can be negated even outside of combat, but the amulet does not protect against attacks that cause instant death.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=314&lt;br /&gt;
|name=Skull Talisman&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=undead leadership (5)&lt;br /&gt;
|description=This talisman grants the wearer the ability to lead a few undead units as if he were a novice necromancer. In addition, one skeleton will guard the wearer of the talisman at all times.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=315&lt;br /&gt;
|name=Snake Ring&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (30), item spell (Poison Touch), bestow to mount&lt;br /&gt;
|description=This ring gives the wearer almost total immunity to poisons and the ability to poison enemies by touching them.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=316&lt;br /&gt;
|name=Slave Collar&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (20), cursed, starting item (6), cannot be found, feeblemind&lt;br /&gt;
|description=This copper collar is sometimes given by magicians to cowardly commanders. The power of the collar serves to kill the free will of the wearer, making him obedient and less prone to panic during battle. As a side effect, the wearer also becomes feebleminded. Once equipped, the Slave Collar cannot be removed. When the wearer of the collar dies the slave collar will lose its effect and become an ordinary useless collar.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=317&lt;br /&gt;
|name=Pendant of Courage&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (5), bestow to mount&lt;br /&gt;
|description=This rose crystal pendant gives the wearer increased morale.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=318&lt;br /&gt;
|name=Burning Pearl&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (5), attack (4)&lt;br /&gt;
|description=Inside this pearl is a small, ever-burning fire that flickers in the dark. The pearl will grant partial protection from fire and increased attack skill to anyone holding it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=319&lt;br /&gt;
|name=Fire in a Jar&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (5), temporary fire gems, bestow to mount&lt;br /&gt;
|description=This jar contains fire that can be used instead of a Fire gem to power one Fire combat spell per battle. The power of the fire is too short-lived to be used for rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=320&lt;br /&gt;
|name=Ring of Warning&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=patrol bonus (10), warning (60)&lt;br /&gt;
|description=This ring will warn its wearer of impending danger and gives him a chance of evading assassination and seduction attempts.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=321&lt;br /&gt;
|name=Ring of Levitation&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This ring will make its wearer levitate a foot above the ground. Useful for not getting your boots dirty as well as evading earthquakes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=322&lt;br /&gt;
|name=Owl Quill&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=research bonus (6)&lt;br /&gt;
|description=This pen writes down everything its owner says, making research easier.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=323&lt;br /&gt;
|name=Eye of Aiming&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=precision (8), cursed, cannot be found&lt;br /&gt;
|description=By replacing his own eye with this magic gem, a man will improve the eyesight of his remaining eye enormously. This can be very useful for archers or mages who need to target enemies at long distances.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=324&lt;br /&gt;
|name=Amulet of Missile Protection&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=air shield (80)&lt;br /&gt;
|description=This amulet protects its wearer from incoming missiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=325&lt;br /&gt;
|name=Amulet of Breathing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water breathing&lt;br /&gt;
|description=Anyone wearing this item will be able to breathe underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=326&lt;br /&gt;
|name=Flying Ointment&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=flying, storm immunity, nation restriction (14)&lt;br /&gt;
|description=The Sorginak of Pyrene have learned the means to brew an ointment of belladonna and morning dew. If properly prepared and kept in a container the salve will retain its potency for a long time. The witches are known to give these to prominent leaders as tokens of gratitude.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=327&lt;br /&gt;
|name=Ring of Water Breathing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water breathing&lt;br /&gt;
|description=Anyone wearing this item will be able to breathe underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=328&lt;br /&gt;
|name=Flask of Holy Water&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=bestow to mount&lt;br /&gt;
|description=This flask is full of water blessed by a high ranking priest and enchanted by a Water mage to keep the bless from dissipating. A sacred unit can sprinkle some of this water on himself in combat and become blessed in an instant.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=329&lt;br /&gt;
|name=Clam of Pearls&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=temporary astral gems (2)&lt;br /&gt;
|description=This small shell is taken from a living clam and inscribed with runes of creation and absorption. The enchanted shell contains two pearls of short lived Astral essence. These pearls can be used to power up to two Astral combat spells per battle, but the pearls are not stable enough to be used for more time-consuming rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=330&lt;br /&gt;
|name=Bracers of Protection&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Magic Bracers&lt;br /&gt;
|effects=&lt;br /&gt;
|description=These steel bracers are inscribed with protective runes. The bracers increase the defense of the owner and the strength of his armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=331&lt;br /&gt;
|name=Lodestone Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (2), bestow to mount&lt;br /&gt;
|description=An enchanted lodestone that gives the wearer some protection from magical attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=332&lt;br /&gt;
|name=Wound Fend Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=wound fend (2), bestow to mount&lt;br /&gt;
|description=An amulet set with an enchanted lapis lazuli stone. Lapis lazuli is known as the sky stone. It can grant both physical and mental health if properly enchanted.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=333&lt;br /&gt;
|name=Stone Birds&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=dancing weapon (176), strikes (8)&lt;br /&gt;
|description=These four birds will float constantly above its owner until the owner gets into melee with his enemies. The Stone Birds will then attack any nearby enemies with incredible speed by crashing into the targets&#039; heads repeatedly. The birds are made out of magical stone and can float in the air without unfolding its wings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=334&lt;br /&gt;
|name=Cat&#039;s Eye Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=darkvision (50), stealth bonus (20), bestow to mount&lt;br /&gt;
|description=An amulet in the shape of a cat&#039;s face set with two cat&#039;s eye stones. When properly enchanted, the stones will give the wearer darkvision and, if he is already stealthy, will also enhance that ability. This amulet is popular among thieves and murderers.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=335&lt;br /&gt;
|name=Clockwork Bird&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=warning (60)&lt;br /&gt;
|description=A small, enchanted mechanical bird placed in a metal cage. Every morning the owner takes out the bird to wind it up. For the rest of the day the bird observes the surroundings and lets out a shrill note if enemies approach.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=336&lt;br /&gt;
|name=Champion&#039;s Skull&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=monthly experience (3)&lt;br /&gt;
|description=Every night, this skull whispers battle wisdom into the ears of its pupil. By owning this skull, one will become a seasoned warrior in no time.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=337&lt;br /&gt;
|name=Effigy of War&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The shamans of the Wolf Tribes are known to craft effigies from wood and from the bones of beasts and fallen enemies. These effigies project the memories of the bones and are surrounded by the spirits of the dead. Spectral beasts and warriors appear in the vicinity of the army, fooling scouts and spies that observe the army. An army with an effigy will appear to be 50 units larger than it actually is.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=338&lt;br /&gt;
|name=Handful of Acorns&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic leadership&lt;br /&gt;
|description=When planted in the ground, these enchanted acorns will produce three Vine Men that will aid the owner in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=339&lt;br /&gt;
|name=Barkskin Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=barkskin&lt;br /&gt;
|description=The flesh of the wearer turns rough and barklike, making him less vulnerable to cuts and bruises. Unfortunately, he will also become somewhat more susceptible to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=340&lt;br /&gt;
|name=Cat Charm&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=defence (4), bestow to mount, beauty&lt;br /&gt;
|description=The wearer of this charm will have catlike reflexes when threatened. These reflexes can make all the difference when it comes to surviving a battle. It is also said that a woman wearing this amulet will become more beautiful and a man wearing it will become more feminine.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=341&lt;br /&gt;
|name=Enormous Cauldron of Broth&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=supply bonus (150), heavy&lt;br /&gt;
|description=As the name implies, this is a truly enormous cauldron filled with broth. Once emptied, the cauldron will begin to refill itself, ready to be emptied again. Although not very popular among the ranks, the broth is filling and the cauldron provides large quantities of food.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=342&lt;br /&gt;
|name=Pendant of Luck&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=luck&lt;br /&gt;
|description=The unicorn is a symbol of good luck. This amulet will grant the wearer luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=343&lt;br /&gt;
|name=Amulet of Clarity&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=true sight&lt;br /&gt;
|description=This moonstone amulet grants the wearer the ability to tell truth from falsehood.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=344&lt;br /&gt;
|name=Tablecloth of Marvelous Feasts&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=false supplies (400)&lt;br /&gt;
|description=When this enchanted tablecloth is put on a table a marvelous buffet of exotic foods appear out of thin air. Soldiers can gorge themselves on the extravagant foods and drinks on the table. As long as the tablecloth remains on the table plates and carafes are refilled with food and wine. But the feast is conjured from the Dreamwild and is not real. The soldiers partaking in the feast might feel content, but they will still starve as no real nutrition has been provided by the marvelous feast.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=345&lt;br /&gt;
|name=Gossamer Cloth&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A piece of cloth made from dreams and hopes. It is said that the Tuatha wear clothing made from gossamer for they have the power of Glamour. The Gossamer Cloth enables its wearer to cover his fellows in glamour and shadows, preventing them from being detected by enemy scouts. Up to 25 units are made invisible by the enchantment of the cloth, although the enchantment does not function when weapons are drawn and battle begins.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=346&lt;br /&gt;
|name=Ring of the Warrior&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (2), attack (5), bestow to mount&lt;br /&gt;
|description=This ruby ring is drenched in the blood of innocents. It grants greatly increased attack skill to anyone wearing it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=347&lt;br /&gt;
|name=Imp Familiar&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, taint, undead leadership, research bonus (3), cannot be found&lt;br /&gt;
|description=The Blood mage sacrifices several victims to summon and bind an imp familiar in a small stone figurine. The imp can be called forth from the figurine to aid the mage in research, but it will also emerge from its prison to protect its master should he be attacked.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=348&lt;br /&gt;
|name=Soul Contract&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, taint (10), undead leadership (10), cannot be found, no mindless, item cost modifier (400)&lt;br /&gt;
|description=The Blood mage sacrifices nearly fivescore slaves to get the attention of Infernal powers.  When contact is made, an Infernal Lord offers a contract, to be signed in blood. Whoever signs the contract promises his soul, to be collected at the time of his death, to the Infernal Lord.  In exchange for this fair and valuable consideration, the signatory will, for as long as he lives, receive one bound devil each month from the Infernal Lord.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=349&lt;br /&gt;
|name=Witches&#039; Ointment&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=flying, storm immunity, nation restriction (62)&lt;br /&gt;
|description=The Sorginak of Pyrene once learned the means to make a salve that grants the user the ability to fly. With the arrival of the Akerbeltz the Sorginak mastered new means of magic and refined their recipes. Most of the ingredients used in the salve were replaced by the fat of children strong of blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=350&lt;br /&gt;
|name=Medallion of Vengeance&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=When the bearer of this medallion dies, he will explode and kill anyone near him, including, hopefully, the one who killed him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=351&lt;br /&gt;
|name=Pills of Water Breathing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gift of water breathing (75)&lt;br /&gt;
|description=These pills grant waterbreathing ability to 25 human-sized soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=352&lt;br /&gt;
|name=Dancing Trident&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=dancing weapon (121), strikes (2)&lt;br /&gt;
|description=This trident is enchanted with spells of flight. The trident constantly hovers around the owner and fights his enemies in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=353&lt;br /&gt;
|name=Storm Spool&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=shock resistance (10), stun attackers&lt;br /&gt;
|description=An arcane device used to trap and store lightning. This device will increase the effectiveness of the Corpse Man Construction spell. When carried in combat anyone striking its wielder might get stunned by the energy of the storm spool.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=354&lt;br /&gt;
|name=Bag of Winds&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic leadership, temporary air gems&lt;br /&gt;
|description=An entire storm is trapped inside this bag. When used by an Air mage, the bag will ease the casting of Air spells. Anyone holding the bag can release and command one small air elemental at the start of each battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=355&lt;br /&gt;
|name=Wall Shaker&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Panic), siege bonus (50)&lt;br /&gt;
|description=This horn is designed to tear down castle walls. When blown before a castle wall, that wall will shake and eventually crumble to dust. The Wall Shaker is thus a great help during sieges. The horn can also be blown during combat and will cause panic in the enemy ranks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=356&lt;br /&gt;
|name=Flying Carpet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This carpet can be used to fly through as many as three provinces per turn. It can carry 10 human-sized units, 6 mounted units, or about 4 giants. The flying carpet is only used for long distance flying and cannot be used in combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=357&lt;br /&gt;
|name=Horn of Storms&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Air magic bonus, item spell (Storm Wind)&lt;br /&gt;
|description=This horn is made of turquoise and blued steel. In the horn a storm has been trapped. When the horn is sounded the power of the storm is released. An air mage wielding the Storm Horn can also harness its powers to increase his powers in Air magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=358&lt;br /&gt;
|name=Dancing Shield&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=protection (20)&lt;br /&gt;
|description=This shield is enchanted with spells of flight, durability and protection. The shield has a 50% chance of blocking any incoming attack, including spells and area attacks, reducing its damage. However armor negating attacks will completely ignore the shield.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=359&lt;br /&gt;
|name=Mirror of Trapped Images&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Warrior Illusion)&lt;br /&gt;
|description=This gold and silver hand mirror is enchanted with glamour magic. It can trap images and release them as illusions during battles. It also prevents illusions from dispersing, should all glamour mages perish or abandon the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=360&lt;br /&gt;
|name=Enchanted Mirror&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This mirror projects images of those around it. Enemy scouts are fooled and perceive the army as 75 units larger than it actually is.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=361&lt;br /&gt;
|name=Cauldron of the Elven Halls&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=heavy&lt;br /&gt;
|description=A great silver cauldron enchanted with the magic of the Vanir. Soup made in the silver cauldron will turn those who feed on it invisible. By the law of some unknown power the enchantment ends when weapons are drawn and battle begins. The army with the cauldron appears to be 75 units smaller than it actually is.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=362&lt;br /&gt;
|name=Water Lens&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water range, temporary water gems&lt;br /&gt;
|description=This liquid globe makes it easier to project Water rituals at faraway provinces, and can also be used to empower combat spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=363&lt;br /&gt;
|name=Amulet of the Fish&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=air breathing, bestow to mount&lt;br /&gt;
|description=This amulet turns the air into water all around the wearer. This will enable an aquatic being to breathe and even swim on dry land.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=364&lt;br /&gt;
|name=Manual of Water Breathing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gift of water breathing (150)&lt;br /&gt;
|description=The owner of this magic book can grant up to 50 human-sized soldiers the ability to breathe water.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=365&lt;br /&gt;
|name=Enchanted Salt&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Throw Salt&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Many ghosts and spiritual beings, and the Jinnun of Ubar in particular, are sensitive to salt. One of the few means to protect oneself from the Unseen is salt. When enchanted, salt will not only cause discomfort, but outright harm Jinnun. Enchanted salt thrown at the Unseen will stun them, harm them, disrupt their glamour and force them to become visible.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=366&lt;br /&gt;
|name=Girdle of Might&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (3), reinvigoration (3)&lt;br /&gt;
|description=This golden girdle is set with a single amber stone. The power of the stone will reinvigorate and strengthen the bearer, making strenuous tasks less burdensome.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=367&lt;br /&gt;
|name=Sky Metal Matrix&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The Sky Metal Matrix grants a mage the ability to command a communion. The owner of the Matrix can use communion slaves as if he has cast the Communion Master spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=368&lt;br /&gt;
|name=Slave Matrix&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The Slave Matrix opens the bearer&#039;s mind so that his power can be used by another mage. The effect is similar to that of the Communion Slave spell. This item is only useful for mages because non mages cannot help in a communion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=369&lt;br /&gt;
|name=Amulet of Antimagic&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (4), bestow to mount&lt;br /&gt;
|description=This star-shaped amulet will grant increased magic resistance to its wearer, but remember: Not all spells can be resisted with magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=370&lt;br /&gt;
|name=Spell Focus&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spell penetration, fool&#039;s luck&lt;br /&gt;
|description=Spells cast with the help of a Spell Focus are harder to resist with magic resistance. This item can be most useful when trying to affect enemy mages with spells that can be negated by magic resistance. A side effect of using this item is the luck induced in the mage. This luck can be useful but it turns bad after being used up.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=371&lt;br /&gt;
|name=Eye of the Void&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (-2), spell penetration (2), cursed, taint (3), spirit sight, cannot be found&lt;br /&gt;
|description=This eye, taken from a dead Void being, should be put in the eye socket of a newly removed eye. By doing this, the patient will open a path to the Void into which he can see with his new eye. This will enable him to see the world as it really is and see through any illusion very effectively. He will also be able to cast spells more effectively, but at the cost of also being more vulnerable to enemy spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=372&lt;br /&gt;
|name=Coin of Meteoritic Iron&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance, Astral magic bonus, bestow to mount&lt;br /&gt;
|description=This medallion is made of Sky Metal, a material that can be found when a shooting star leaves the outer spheres and crashes down upon the earth. Sky metal is a known amplifier of astral magic and an astral mage wearing the coin will have his powers increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=373&lt;br /&gt;
|name=Amulet of the Dead&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=undead leadership (5), item spell (Animate Skeleton)&lt;br /&gt;
|description=This amulet is made of a green turquoise and will enhance its user&#039;s effectiveness at raising the dead. It is commonly used by necromancers and undead priests. The creation of permanent Ghouls, Longdead, and Soulless is enhanced by this amulet.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=374&lt;br /&gt;
|name=Skull Mentor&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=research bonus (14)&lt;br /&gt;
|description=This cranium of a dead mage will aid its owner in the study of magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=375&lt;br /&gt;
|name=Bane Venom Charm&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=disease&lt;br /&gt;
|description=A dark green crystalline jewel that throbs with a dull light, this item is used by spies to poison wells near enemy armies. Its poisonous radiance is so strong that the land itself will begin to suffer under its curse. Crops and foliage will sicken and die and both men and beasts will suffer the curse of the Bane Venom Charm. Even its bearer, who is shielded by the most powerful protective runes, knows that the sickness inhabiting the charm will also afflict him. Once the charm is removed from the lab, it will begin to poison whatever province it is located in.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=376&lt;br /&gt;
|name=Spider Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (15), bestow to mount&lt;br /&gt;
|description=This amulet is enchanted to bestow the properties of a spider to its user.  The wearer of this amulet will become almost immune to poison and be able to climb any surface as easily as a spider.  The climbing ability makes it a very popular item for assassins who need to get in or out of castles unseen.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=377&lt;br /&gt;
|name=Horn of Valor&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=inspirational&lt;br /&gt;
|description=The sound of this horn will encourage friends in battle. The horn continues to sound throughout the entire battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=378&lt;br /&gt;
|name=Acorn Necklace&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=shock resistance (15), luck, bestow to mount&lt;br /&gt;
|description=The oak is the tree of thunder and a necklace made from its enchanted acorns will bring both luck and protection from thunder.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=379&lt;br /&gt;
|name=Endless Bag of Wine&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=supply bonus (75)&lt;br /&gt;
|description=This wineskin is enchanted with powers of creation and produces endless amounts of wine. The wine can feed up to seventy five soldiers in barren lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=380&lt;br /&gt;
|name=Amulet of Giants&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=limited enlargement&lt;br /&gt;
|description=The wearer of this amulet will instantly grow in size and become as strong as a giant. The amulet only works on beings that are smaller than a giant to begin with.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=381&lt;br /&gt;
|name=Lychantropos&#039; Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=darkvision (50), strength (4), cursed, berserk, berserker, regeneration (10)&lt;br /&gt;
|description=This iron amulet is crafted in the image of a wolf&#039;s head. Its eyes are as red as the rage that fills the heart of the wearer. The amulet grants the wearer regenerative powers in addition to increased strength, berserker rage, and superior night vision. The wild powers of the amulet will eventually turn the wearer into a beast.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=382&lt;br /&gt;
|name=Ring of Regeneration&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=regeneration (10), bestow to mount&lt;br /&gt;
|description=This golden ring is set with enchanted turquoises and amber stones. The wearer is affected by the wild magic of the stones and his body will regenerate when wounded. Regeneration does not affect inanimate beings like golems and longdead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=383&lt;br /&gt;
|name=Amulet of Resilience&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (5), bestow to mount&lt;br /&gt;
|description=This leather amulet is set with nine amber stones that pulsate with power.  The amber stones reinvigorate the owner, making strenuous tasks much less burdensome.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=384&lt;br /&gt;
|name=Homunculus&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, magic leadership, research bonus (11), cannot be found&lt;br /&gt;
|description=The caster awakens and befriends a mandrake root by feeding it his own blood. The mandrake root is a plant most magical, endowed with sentience and a deep magical understanding. The root resembles a human and can walk around by itself once awakened. The Homunculus is fed with the blood of the caster and is bound to him and him alone. It acts as a personal servant that will aid him in research. In combat the Homunculus will aid its master with the strange power known as elf-shot.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=385&lt;br /&gt;
|name=Cornucopia&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=temporary nature gems (2), supply bonus (75)&lt;br /&gt;
|description=Blowing the Horn of Plenty will not only produce all manner of fruits and legumes but also a limited quantity of short lived Nature gems. These gems can be used by Nature mages to fuel their combat spells, but they are too short lived to be of any use in rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=386&lt;br /&gt;
|name=Miraculous Cure All Elixir&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=disease healer&lt;br /&gt;
|description=This elixir is brewed from magic leaves of very strong potency. Drinking the brew will cure a person from any known disease. After being used, it is refilled with water and, after a month, the leaves will have turned the water into another miraculous elixir.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=387&lt;br /&gt;
|name=Astral Serpent&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (5), bestow to mount, dancing weapon (177), strikes (2)&lt;br /&gt;
|description=Trapped inside this snake-shaped jade amulet is the spirit of a very venomous serpent. Whenever the wearer of the amulet strikes at someone, the spirit will emerge and strike simultaneously, ignoring any armor that the enemy might be wearing. The serpent spirit will also grant the amulet&#039;s wearer partial resistance from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=388&lt;br /&gt;
|name=Pendant of Beauty&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=beauty (2)&lt;br /&gt;
|description=Anyone putting on this amulet will have their beauty greatly increased. While being a most popular item for wealthy kings to give to their brides, it is also used by some seducing monsters to make them even harder to resist.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=389&lt;br /&gt;
|name=Dream Spool&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=temporary glamour gems&lt;br /&gt;
|description=This spool can collect the dreams of those sleeping. During the night the owner sits beside a sleeping object and slowly spins his dreams onto the spool. The dreams can later be released to empower glamour spells. The dreams can also be spun into images of soldiers and the owner is at all times protected by two illusory warriors.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=390&lt;br /&gt;
|name=Dreamstone&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (-2), research bonus (9)&lt;br /&gt;
|description=Anyone wielding this stone for a few days will suddenly start to dream every night and remember them clearly afterwards. A glamour mage can use this to steer the dreams into conjuring useful magic research ideas. Then he can write down the dreams in the morning and thus speed up his research greatly. The drawback is that opening of the mage&#039;s senses to let the dreams in will also make him more vulnerable to hostile magic effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=391&lt;br /&gt;
|name=Stone Sphere&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=taint (3), item spell (Astral Window)&lt;br /&gt;
|description=A smooth, black stone sphere wrapped in black cloth to protect it from the sun, it will become transparent when exposed to moonlight and will reveal shifting images of distant places.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=392&lt;br /&gt;
|name=Neverending Keg of Mead&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=supply bonus (50), false supplies (150)&lt;br /&gt;
|description=This keg is enchanted with the magic of the fay. The mead in the keg never runs out, but the otherworldly brew is not as fulfilling to men as the beverages of this world and while happy the imbibers might still suffer from starvation.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=393&lt;br /&gt;
|name=Sanguine Dowsing Rod&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This dowsing rod will lead its owner to suitable blood slaves. The rod can only be used by those with knowledge in Blood magic and will make it easier for the skilled to find blood slaves.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=394&lt;br /&gt;
|name=Brazen Vessel&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Blood magic bonus&lt;br /&gt;
|description=This metal skull contains a bound devil. The devil whispers secrets into the ears of the bearer and enhances his skills in Blood magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=395&lt;br /&gt;
|name=The Heart of Life&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (5), reinvigoration (10), cursed, slow aging (50), cannot be found, chest wound, no inanimate&lt;br /&gt;
|description=This powerful heart is the result of the concentrated life force of many slaves. By replacing the bearer&#039;s ordinary heart with this one, the owner will recover from exhaustion at an amazing rate and, as a side effect, will efficiently rid his body of poison. The crude surgery required to replace the heart will most likely permanently damage its owner. One being can have multiple magic hearts at once. Inanimate beings cannot use magic hearts.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=396&lt;br /&gt;
|name=Lifelong Protection&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, taint (5), undead leadership (5), cannot be found, no mindless, item cost modifier (300)&lt;br /&gt;
|description=The Blood mage sacrifices twoscore slaves to get the attention of Infernal powers. When contact is made, a powerful demon will offer a contract, to be signed in blood. Whoever signs his name to the contract will be protected in battle by a horde of imps. In exchange for this fair and valuable consideration, he agrees to transfer his soul to the demon when the contract ends.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=397&lt;br /&gt;
|name=Blood Stone&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Earth magic bonus, temporary earth gems&lt;br /&gt;
|description=The wound on this stone is constantly wet from Earth Blood. This dark blood is of great help when using Earth magic. This blood can also be crystallized into Earth gems to power spells and enchantments in battle. The crystallized Earth Blood is too brittle and unstable to store for long periods and cannot be used for more time consuming rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=398&lt;br /&gt;
|name=Slave&#039;s Heart&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (10), cursed, cannot be found, chest wound, no inanimate&lt;br /&gt;
|description=By replacing a mage&#039;s heart with this one he will become an obedient and capable member of any sabbath.  As soon as he enters combat he will stand motionless and provide all of his magic power and possibly his life in order to power his master&#039;s spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=399&lt;br /&gt;
|name=Lightless Lantern&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=darkvision (100), taint (3), research bonus (12), void return (10), bestow to mount&lt;br /&gt;
|description=This lantern shines with hidden light. The dark light reveals secrets and is a great help when researching magic spells. However, this dark light may also reveal the bearer of the lantern to the Horrors lurking beyond the Veil.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=400&lt;br /&gt;
|name=Skull of Fire&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (-5), Fire magic bonus&lt;br /&gt;
|description=A Fire wizard&#039;s skull inscribed with runes of flame and obedience, it aids its owner in the use of Fire magic. The owner of this skull will suffer more from any cold effects that might befall him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=401&lt;br /&gt;
|name=Barrel of Air&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gift of water breathing (450), heavy&lt;br /&gt;
|description=This magic item will enable a commander to travel underwater with an army consisting of up to 150 human-sized troops or 50 humans with horses.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=402&lt;br /&gt;
|name=Mirror of False Impressions&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=leadership (-50)&lt;br /&gt;
|description=This mirror makes everyone in the entire army look the same. This is very useful to camouflage important monsters from enemy eyes, but it also makes commanding the army difficult because anyone can pretend to be the commander.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=403&lt;br /&gt;
|name=Water Bracelet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Water magic bonus&lt;br /&gt;
|description=This bracelet is made of water and makes the casting of Water magic less arduous.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=404&lt;br /&gt;
|name=Bottle of Living Water&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic leadership&lt;br /&gt;
|description=A water elemental is imprisoned in this bottle. The elemental is released in battle and will fight for the owner of the bottle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=405&lt;br /&gt;
|name=Sea King&#039;s Goblet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gift of water breathing (300)&lt;br /&gt;
|description=This magic item will enable a commander to travel underwater with an army consisting of up to 100 human-sized troops or 25 giants.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=406&lt;br /&gt;
|name=Chains of Reconstruction&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration, bestow to mount&lt;br /&gt;
|description=These chains are enchanted with the earth magic of construction. This magic will repair an object and return it to its intended shape as soon as it is altered. This is great for inanimate objects that have been damaged. The magic of the chains will also remove fatigue at a slow pace from anyone who wears it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=407&lt;br /&gt;
|name=The Copper Arm&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, extra arms&lt;br /&gt;
|description=The smiths of Ulm have always dreamed of holding more hammers in their hands. This elaborate copper arm which attaches to the ribs is the result of their labors.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=408&lt;br /&gt;
|name=Crystal Heart&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=luck, cursed, extra life, cannot be found, chest wound, no inanimate&lt;br /&gt;
|description=The Crystal Heart is a heart-shaped crystal placed in the chest of its owner behind his ordinary heart. If the owner later dies, the crystal will release its energies and restore the owner to full health.  The crude surgery used when embedding the heart will most likely permanently damage its owner. One being can have multiple magic hearts at once. Inanimate beings cannot use magic hearts.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=409&lt;br /&gt;
|name=Stone Idol&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=heretic (3), heavy&lt;br /&gt;
|description=A stone crafted in the image of a false god. The power of the idol will draw the attention of the faithful and they will worship the stone image as if it were their lord and master. People across the entire province in which the idol is located will abandon their former faith and the Dominion of any Pretender God will be reduced.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=410&lt;br /&gt;
|name=Eye Pendant&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=disease healer, patrol bonus (10), warning (80)&lt;br /&gt;
|description=A pendant set with three enchanted Eye Agates. The stones are powerful charms against Labashtu, the disease demon, but will also grant the pendant&#039;s wearer enhanced awareness and will warn him of impending danger. The wearer can cure diseased soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=411&lt;br /&gt;
|name=Arcane Lens&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire range, air range, water range, earth range, astral range, death range, nature range, glamour range, blood range&lt;br /&gt;
|description=The arcane lens makes it easier to project magic rituals at far away provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=412&lt;br /&gt;
|name=Ring of Returning&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=returning&lt;br /&gt;
|description=This magical ring will know if its wearer gets wounded. If that happens, it will immediately teleport its wearer back home. This returning is as safe as it can be but, if the home castle has been conquered by enemies, the returning will most likely become disastrous.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=413&lt;br /&gt;
|name=Ring of Wizardry&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]7&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S7&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spell penetration, Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus, Astral magic bonus, Death magic bonus, Nature magic bonus, Glamour magic bonus, Blood magic bonus&lt;br /&gt;
|description=This ring may be the most powerful of all magic-enhancing objects. It increases the mage&#039;s power in all paths of magic and makes it easier to penetrate enemy magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=414&lt;br /&gt;
|name=Ring of Sorcery&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S6&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spell penetration, Astral magic bonus, Death magic bonus, Nature magic bonus, Glamour magic bonus&lt;br /&gt;
|description=This ring is one of the most powerful magic-enhancing objects. It increases the mage&#039;s power in all paths of Sorcery and makes it easier to penetrate enemy magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=415&lt;br /&gt;
|name=Elixir of Life&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=slow aging (80), extra life&lt;br /&gt;
|description=With the Elixir of Life, a man can keep living forever. The owner of the bottle will almost cease to age at all and, should he die a violent death, he will be instantly brought back to life. The Elixir is consumed and will disappear if the owner has to be brought back from the dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=416&lt;br /&gt;
|name=Pocket Ship&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This ship is able to grow and shrink whenever it is needed. The owner of the ship will be able to sail over the ocean of up to 200 human-sized troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=417&lt;br /&gt;
|name=Moonvine Bracelet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Nature magic bonus&lt;br /&gt;
|description=A bracelet made of the legendary Moonvine, which flowers only under the full moon and bears fruit only during lunar eclipses, this simple bracelet will serve to link its wearer more closely to the powers of Nature and increase his command of plant life. This allows him to call upon the aid of one Vine Man in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=418&lt;br /&gt;
|name=Eye of Innocence&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth bonus (40), cursed, cannot be found&lt;br /&gt;
|description=This magic gemstone is activated by replacing one of the user&#039;s eyes with it. Those who look into the magic eye will perceive that person as innocent of whatever he may be suspected of. A man with such an innocent look cannot possibly have done anything bad. This eye helps tremendously when skulking about in enemy territory and trying not to get caught.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=419&lt;br /&gt;
|name=Mirage Crystal&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Glamour magic bonus&lt;br /&gt;
|description=A flawless crystal found in a sandy desert enchanted with the powers of the Unseen. It will create false images and impressions and can hide up to 50 units in a province. It also empowers its user in glamour magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=420&lt;br /&gt;
|name=Eye of the Oracle&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=attack (5), defence (5), precision (4), cursed, taint (5), warning (80), cannot be found&lt;br /&gt;
|description=Athandemos was once the greatest oracle and foreteller of a vast kingdom. He managed to foresee and prevent every major problem that arose in the kingdom and was liked by the King for a long time.  Then the King&#039;s favorite daughter died suddenly and the Oracle was swiftly killed for withholding this information.  Still there was no doubt that Athandemos had been most useful for a long time and thus the King ordered his mages to preserve the left eye of Athandemos.  This was the eye that saw into the future and the King let his own left eye be replaced with that of Athandemos.  Now no one would be able to withhold the future events from the rightful ruler.&lt;br /&gt;
 In addition to foreseeing great events, the eye can also see the near future which is very helpful in combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=421&lt;br /&gt;
|name=Ring of Invisibility&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth (20), invisibility, bestow to mount&lt;br /&gt;
|description=This ring is set with an enchanted opal. The Opal is known to grant invisibility to thieves, wizards and other scoundrels.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=422&lt;br /&gt;
|name=Ring of the False Prophet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (5), cursed, Holy magic bonus&lt;br /&gt;
|description=This ring is enchanted with magic to trick and persuade people into thinking the wearer is a truly extraordinary prophet.  The magic will affect the common people, priests and pretenders as well as himself. Once put on, the wearer will never remove the ring willingly again.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=423&lt;br /&gt;
|name=The Black Heart&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (2), cursed, assassin, cannot be found, chest wound, no inanimate&lt;br /&gt;
|description=By replacing their original heart with this one, the owner of the Black Heart will receive the skills and morals needed to be a professional assassin. The heart can only be used by stealthy beings. The crude surgery required to replace hearts will most likely permanently damage its owner. One being can have multiple magic hearts at once. Inanimate beings cannot use magic hearts.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=424&lt;br /&gt;
|name=Blood Pendant&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=darkvision (50), strength (2), blood range, bestow to mount&lt;br /&gt;
|description=This pendant makes it easier to project Blood magic at far away provinces and, as a side effect, it also grants its user enhanced strength and vision.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=425&lt;br /&gt;
|name=The Heart of Quickness&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (5), poison resistance (-5), reinvigoration (2), quickness, cursed, map move bonus (12), cannot be found, chest wound, no inanimate&lt;br /&gt;
|description=This heart made from ruby and blood is full of life force and magic power. By replacing a person&#039;s heart with this one he will become much quicker and be constantly reinvigorated by the fast flowing blood. The drawbacks are a higher sensitivity to poison and much accelerated aging. A person with this heart will age about four times as quickly as ordinary beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=426&lt;br /&gt;
|name=The Ruby Eye&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, Fire magic bonus, cannot be found&lt;br /&gt;
|description=By replacing his own eye with this fiery, eye-shaped ruby, a mage will become more powerful in Fire magic. Every now and again, the magic ruby will shed tears of magical Water gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=427&lt;br /&gt;
|name=Fever Fetish&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=disease&lt;br /&gt;
|description=This fetish will disease its bearer and use the heat of his fever to produce magical Fire gems. It usually takes a few months for the fever to become intense enough to produce the magic gems, but putting the amulet on a wounded soldier can speed up the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=428&lt;br /&gt;
|name=The Ark&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=start battle spell (Ark), dominion spread (2), heavy&lt;br /&gt;
|description=The holiness of the Ark is so great that it constantly spreads the Dominion of its owner to all nearby provinces. If the Ark is brought into battle, it will kill and blind all heretics and spread disease among them. Only priests and sacred troops of the proper religion are spared from the wrath of the Ark.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=429&lt;br /&gt;
|name=Amulet of the Doppelganger&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth (50), seduction (9), bestow to mount&lt;br /&gt;
|description=The amulet makes the wearer look like an ordinary commoner, which makes it possible to move unnoticed in enemy territory. It works just as well on a large golem as it does on a human, making it an ideal item for when you need to sneak a large monster into enemy territory.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=430&lt;br /&gt;
|name=The Flying Ship&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=heavy&lt;br /&gt;
|description=This golden ship is able to grow and shrink whenever it is needed.  The owner of the ship will be able to fly across the land with an entire army. The flying ship has no effect in combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=431&lt;br /&gt;
|name=Igor Könhelm&#039;s Tome&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=storm power (5)&lt;br /&gt;
|description=Herr Könhelm was famous for his ability to put together parts of corpses and reanimate them with the power of lightning. With the help of this tome, a mage will be able to produce corpse constructs at a much higher rate than normal. The owner of this book will also become much more physically powerful during a storm.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=432&lt;br /&gt;
|name=Tome of High Power&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=taint (5), Air magic bonus, Astral magic bonus, fire range (2), air range (2), water range (2), earth range (2), astral range (2), death range (2), nature range (2), glamour range (2), blood range (2)&lt;br /&gt;
|description=This ancient book is infused with the power of the Sky and enhances the use of Air and Astral magic. It can also be used to greatly extend the range of magic rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=433&lt;br /&gt;
|name=The Magic Lamp&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Summon Jinn)&lt;br /&gt;
|description=This lamp contains Al-Khazim, the almighty Djinn. By performing a simple ritual, the lamp can be destroyed and the Djinn will be released. Grateful for his release, Al-Khazim will serve anyone who releases him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=434&lt;br /&gt;
|name=Krupp&#039;s Bracers&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Krupp&#039;s Bracers&lt;br /&gt;
|effects=reinvigoration (3)&lt;br /&gt;
|description=These magical steel bracers were specially made for the warlord Krupp. The bracers not only increase the defense of their wearer and the strength of his armor, but they also reinvigorate him so that he can fight for a very long time without tiring.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=435&lt;br /&gt;
|name=Draupnir&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gold generation (400)&lt;br /&gt;
|description=A golden ring of dwarven craftsmanship. Every night it gives birth to eight identical rings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=436&lt;br /&gt;
|name=The First Anvil&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E6&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=master smith&lt;br /&gt;
|description=The first anvil was made by the god of forging and then given to the mortals so they could discover the art of forging. It is an invaluable tool when crafting magic items.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=437&lt;br /&gt;
|name=Holger the Head&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=supply bonus (-3), start battle spell (Grow Headless Hoburg)&lt;br /&gt;
|description=This is a small and very fierce head that belongs to that most renowned and admired of all Hoburg heroes, Holger the Headless Hoburg Hero.  As soon as it is known that Holger lives again, many would-be Hoburg heroes are likely to flock to him, in order to join his next adventure.  When this head is held and boldly presented to the enemy, Holger will come rushing from wherever he is stuffing his headless neck with pre-chewed food or filtered soup.  Once the battle is joined, Holger will do his best to finish it quickly, so that he might once more return to his headless gluttony. Should Holger&#039;s body be slain, a new one will grow after a few days and start stuffing itself with food.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=438&lt;br /&gt;
|name=Percival the Pocket Knight&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=start battle spell (Grow Knight)&lt;br /&gt;
|description=Percival the Pocket Knight is, as his name implies, a Pocket Knight. He was made by an unknown craftsman long ago and has since shown up in various battles throughout the ages. Percival looks much like any knight, except that he is made out of tin. He also behaves much like an ordinary knight, except that he lives in a pocket. When the horns of battle call, Percival will charge out of his owner&#039;s pocket, land on the ground, grow to full size and deliver fierce battle to the enemy. Percival&#039;s main diet is lint, with an occasional shot of tin polish.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=439&lt;br /&gt;
|name=Alchemist&#039;s Stone&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (15), cold resistance (15), acid resistance (15), alchemy (50)&lt;br /&gt;
|description=This stone allows the wearer to transmute base metals into gold, resulting in greatly enhanced gains from alchemical transmutation.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=440&lt;br /&gt;
|name=Gate Stone&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]7&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]7&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E7&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Astral Travel), heavy&lt;br /&gt;
|description=An intricately carved stone puzzle inscribed with arcane runes, it allows its owner to open an arcane gateway to a distant province and let his army step through.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=441&lt;br /&gt;
|name=Atlas of Creation&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=taint (5), Earth magic bonus, Astral magic bonus, Nature magic bonus, item spell (Record of Creation)&lt;br /&gt;
|description=This large tome is filled with truths concerning the creation of the world. When referencing your current location with the indisputable truths of this tome, you can find all sites of power in your vicinity.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=442&lt;br /&gt;
|name=Bell of Cleansing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (5), auto combat spell (Cleansing Chime)&lt;br /&gt;
|description=As soon as a hostile demon comes close, the bell will chime and send powerful blasts at the demon.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=443&lt;br /&gt;
|name=Orb of Atlantis&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gift of water breathing (600), magic leadership (25), Water magic bonus, item spell (Summon Lesser Water Elemental), start battle spell (Friendly Currents)&lt;br /&gt;
|description=This crystal sphere grants its owner the ability to lead one hundred men into the sea and lets him control water currents to hamper the movement of enemy soldiers. Finally, it also gives the owner the power to summon and lead small water elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=444&lt;br /&gt;
|name=Dome of the Ancients&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (6), bestow to mount, heavy&lt;br /&gt;
|description=Mages have the knowledge to protect entire provinces with the help of powerful rituals, but these rituals are always extremely time consuming and costly in magical resources.  However in ancient times Guskovinus the wisest of archmages created a portable dome that could protect an entire province and still be moved around, like a normal albeit slightly heavy magic item.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=445&lt;br /&gt;
|name=The Astral Harpoon&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Astral Harpoon)&lt;br /&gt;
|description=An ancient harpoon made of bone with a tip of rusted iron. Tied to it is an ominous silver string. No one knows who made this ancient weapon. Perhaps it was even crafted by Horrors, given what is known of its deadly powers. It will travel through the ether until it reaches the destination specified by its wielder, and there it will strike its target. Then, the user yanks the string and its hooked prey is pulled back through the ether to where the user awaits. However, the user must beware, for if the harpoon hits a prey too mighty, the prey might yank him through the ether instead. The skill used for utilizing the harpoon is a combination of strength and Astral magic, and being very strong usually trumps normal strength and mediocre magic abilities.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=446&lt;br /&gt;
|name=The Forbidden Light&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (5), cold resistance (5), cursed, taint (50), Fire magic bonus (2), Astral magic bonus (2), start battle spell (Solar Brilliance), void return (25), bestow to mount&lt;br /&gt;
|description=This stolen piece of the Sun contains enormous power that can greatly enhance the wielder&#039;s skills in Astral and Fire magic, but this Sun material is very sought after by astral beings. In combat, the Forbidden Light will shine with a holy light that slays undead and blinds everyone else. The wielder of the Forbidden Light will grow older at an accelerated age, but that is unlikely to be his cause of death because many Horrors will also seek possession of this precious item. Any province where this piece of light is, will always count as if it is in the presence of the sun.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=447&lt;br /&gt;
|name=Nethgul&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=auto combat spell (Nethgul), void return (-4)&lt;br /&gt;
|description=Nethgul is an ancient Starspawn whose body has been dead for a very long time. Part of his mind has been preserved in an enchanted jar. From this jar, Nethgul can cast powerful spells at any enemies who come within sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=448&lt;br /&gt;
|name=The Black Mirror&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (-4), curse, Glamour magic bonus, item spell (Mind Hunt), heavy&lt;br /&gt;
|description=This magic mirror is cracked by the tension between the Astral magic used to forge the mirror and the magic from the bloodsoaked frame. A glamour mage can make great use of the mirror as it will make it easier to manipulate the false world. But the real power of the mirror can only be unlocked by an Astral mage: The ability to destroy other people&#039;s minds from faraway lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=449&lt;br /&gt;
|name=The Horror Harmonica&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (-2), taint (30), item spell (Call Horror), start battle spell (Wailing Winds)&lt;br /&gt;
|description=As soon as combat starts, the harmonica will start its ominous wail. Everyone who can hear the wailing will feel their spirits sink and their hearts will be gripped with fear. The harmonica is seldom played, because it also summons evil Horrors that will slay everyone in sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=450&lt;br /&gt;
|name=Tome of the Lower Planes&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Blood magic bonus&lt;br /&gt;
|description=This book contains a study about the planes of Hell and the magic that holds them together. Using this tome, it should be possible to navigate these planes. The book can also be of great aid when performing Blood magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=451&lt;br /&gt;
|name=The Death Globes&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=dancing weapon (772), strikes (6)&lt;br /&gt;
|description=These three spheres consist of pure death magic and a capable death mage is required to control them.  In combat they will strike nearby enemies and kill them unless they manage to resist the fatal magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=452&lt;br /&gt;
|name=Carcator the Pocket Lich&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=undead leadership (50), research bonus (4), start battle spell (Grow Lich)&lt;br /&gt;
|description=Carcator is a Pocket Lich. In fact, he is the only known existing Pocket Lich. Several hundred years ago, an unimaginably powerful entity tore off the head of a Lich that annoyed it, shrunk the head, and bound the will of the Lich to the head. Carcator&#039;s head is now the size of a big apple and the magic that binds him makes him serve his owner to the best of his abilities. Carcator has become increasingly grumpy over the years and spits and whispers foul curses at anyone nearby.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=453&lt;br /&gt;
|name=The Ankh&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=shock resistance (5), taint (3), start battle spell (Life after Death)&lt;br /&gt;
|description=Also known as the Amulet of Life, the Ankh was made in ancient times to cheat Death of its prize. The mere presence of the Ankh prohibits the souls of the dead from leaving this world. Even the soul of the wearer will not pass on upon death. Instead, the soul will reanimate the corpse of the Ankh wearer.  The powers of the Amulet of Life are so strong that the wearer may decide who will die and who will continue to fight when Death calls.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=454&lt;br /&gt;
|name=Disease Grinder&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This item will grind down one disease per month and the resulting disease powder can be used to fuel Death magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=455&lt;br /&gt;
|name=The Black Book of Secrets&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fear (5), Death magic bonus, Blood magic bonus&lt;br /&gt;
|description=This ancient book is infused with power and can be a great help when using Death and Blood magic. The secrets contained in this book also emit a strong aura of fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=456&lt;br /&gt;
|name=The Green Eye&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spell penetration (2), cursed, auto combat spell (Sleep), cannot be found&lt;br /&gt;
|description=This eye once belonged to a mighty druid. If the owner replaces his own eye with this one, the Green Eye will come alive and assist him by casting spells at any enemy who comes within sight. The Green Eye will also give increased magic penetration when the owner of the eye casts spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=457&lt;br /&gt;
|name=Wondrous Box of Monsters&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=auto combat spell (Grow Monster), heavy&lt;br /&gt;
|description=When opened in battle, random monsters will start to appear and attack the owner&#039;s enemies. In rare cases the box may malfunction and pop a few monsters that try to kill the wrong side.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=458&lt;br /&gt;
|name=Fountain of Youth&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=When the Fountain of Youth was first discovered it was too far away from the kings who would surely benefit the most from a very long life. So a large royal barrel was filled up with the water. The fountain dried up shortly after but, on the other hand, the barrel seems to never run out of its magic water. By drinking a spoonful of water from the barrel once a week you can halt most of the aging process and expect a significantly longer life. Everyone in the same province as the barrel will be able to drink from it and receive this benefit.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=459&lt;br /&gt;
|name=Midget&#039;s Revenge&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (2), attack (3), defence (3), invulnerability (20), enlargement&lt;br /&gt;
|description=Once upon a time there was Gustafus, who was a little person. Even though he was little, he was large in his faith and prayed every day to become larger so he could punish the large people who were often cruel to him. One day his God was in a good mood and gave him an amulet that enabled him to take revenge upon the people in his village. Gustafus was killed by a mob shortly after he had killed a substantial number of the villagers. The amulet can only be used by units with a natural size that is smaller than a human.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=460&lt;br /&gt;
|name=Soulstone of the Wolves&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]6&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N6&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Call of the Wild), start battle spell (Howl)&lt;br /&gt;
|description=This stone is a symbol of all wolvenkin. Its bearer is considered a friend of the wolves and they will come to his aid in battle. The bearer of the Soulstone can also cast Call of the Wild once per full moon without using any magic gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=461&lt;br /&gt;
|name=The Chalice&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=healer (5), item spell (Banishment), slow aging (100)&lt;br /&gt;
|description=The bearer of this much sought after artifact will live in constant peril for the rest of his life, for questing knights will come from time to time and seek to wrest it from his hands. The golden cup is filled with blood of unknown origin that, when applied to wounds, will instantly close them.  The blood can heal all manner of ills and afflictions and the wielder of the chalice will never grow old.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=462&lt;br /&gt;
|name=The Tome of Gaia&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Earth magic bonus, Nature magic bonus&lt;br /&gt;
|description=This ancient book is infused with Gaia&#039;s power and can be a great help when using Earth and Nature magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=463&lt;br /&gt;
|name=The Protection of Geryon&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, banish killer (-12), cannot be found, no mindless, item cost modifier (100)&lt;br /&gt;
|description=With a sizable sacrifice, a deal with the demon lord Geryon is struck to ensure the protection of one individual. If the protected individual is killed, Geryon will immediately drag down the killer to Inferno. The deal only works if Geryon is in the Infernal Realms.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=464&lt;br /&gt;
|name=The Manual of Cross Breeding&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=taint (5), crossbreeder (20)&lt;br /&gt;
|description=This tome contains the results of cross breeding between all kinds of different species using various techniques. It is an immense help when performing experimental cross breeding and will increase the amount of surviving subjects, as well as increasing the chance of breeding something powerful.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=465&lt;br /&gt;
|name=The Gift of Kurgi&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B5&lt;br /&gt;
|gear=armor: The Gift of Kurgi&lt;br /&gt;
|effects=protection (20), flying, ethereal, curse, cursed, taint (20), fear (30), item spell (Send Lesser Horror), start battle spell (Call Lesser Horror), bearer gains insanity (10), void return (5), storm immunity, bestow to mount, no mindless&lt;br /&gt;
|description=This will be granted to the man who first brings Kurgi the fine gift of twoscore blood slaves. Kurgi is an ancient Horror and his gift will bring both tremendous power and misfortune.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=466&lt;br /&gt;
|name=Ardmon&#039;s Soul Trap&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (-2), reinvigoration (-1), start battle spell (Open Soul Trap)&lt;br /&gt;
|description=This trap was devised by the feared Blood mage Ardmon. Inside it he trapped the heads of those opponents he deemed worthy to be preserved. In battle a few of the trapped spirits will emerge and aid the wielder of the Soul Trap. Some heads come from mighty warriors and some come from Fire and Earth mages. Holding this many souls is demanding and will tax the strength of the wielder of the Soul Trap.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=467&lt;br /&gt;
|name=Tome of the Forgotten Masons&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, taint (10), mason&lt;br /&gt;
|description=Master Masons are known for their great skill at constructing fortifications, but there was a trio of Masons who showed skills that were far beyond that which other Master Masons could achieve. The trio of Masons constructed some of the most wonderful buildings before they disappeared and were never heard from again. Most people forgot about them, but the Master Masons remembered and continued to research how they could construct such buildings. Rumor says the trio made a pact with infernal powers using blood sacrifices to gain their great skills. The owner of this tome will be able to construct forts that are one level better than what would otherwise be possible.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=468&lt;br /&gt;
|name=The Silver Arms&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (4), cursed, extra arms (2)&lt;br /&gt;
|description=After having observed the gods for a long while, a most cunning dwarf created these magic silver arms in an earlier era in order to replicate the power of the gods.  The secret of the gods is that they have 4 arms instead of two like the mortal beings.  By attaching these arms a mortal being can get power close to that of the gods and the ability to wield four weapons at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=469&lt;br /&gt;
|name=Tome of Legends&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Glamour magic bonus (2)&lt;br /&gt;
|description=This ancient tome is filled with the legends of old as well being enchanted with powerful glamour magic.  Just reading from the tome will make the stories come to life almost literally.  The tome is not only of great help when performing glamour magic, it will also protect its owner with a goodhearted beast from a story.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=470&lt;br /&gt;
|name=The Missing Tune&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (-2), morale (4), start battle spell (The Missing Tune)&lt;br /&gt;
|description=The missing tune will play for all enemies on the battlefield.  This tune sounds marvelous, a bit strange maybe, but it is so very safe and comforting.  All enemies hearing the song will feel emboldened and go to sleep.  While sleeping they are likely to get confused from the strange dreams and should they be awake they will not know what to do.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=471&lt;br /&gt;
|name=The Trapped Dreams of Hruvur&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (-2), strength (2), spell penetration (2), cursed, taint (50), Astral magic bonus, Glamour magic bonus, Blood magic bonus&lt;br /&gt;
|description=Gustius was the most famous mage of the discipline of mind and dreams. Having completed the studies of the human mind he decided to begin the study of horrors instead, probably in order to save humankind from their influence. The pinnacle of his achievements was the successful capture of the dreams of Hruvur, the Abomination of Desolation, a horror of immense power. After capturing these dreams he grew not only more powerful, but also increasingly mad and eventually he was found maimed and dead in his laboratory. The gem in which he trapped the horror&#039;s dreams was still there however, better hide it away somewhere safe.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=472&lt;br /&gt;
|name=Orb of Elemental Fire&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (25), Fire magic bonus, heat aura (3), bestow to mount&lt;br /&gt;
|description=This orb was forged from pure fire and is constantly radiating heat from the fire inside it. A mage wielding this orb will be able to greatly increase his power over fire. However the orb&#039;s true power lies in the summoning of fire elementals, which will be extremely powerful if summoned while wielding the orb.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=473&lt;br /&gt;
|name=Orb of Elemental Air&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=shock resistance (25), Air magic bonus, stun attackers, bestow to mount&lt;br /&gt;
|description=This orb was sculpted from pure air and is constantly sparkling and crackling from the lightning trapped inside it. A mage wielding this orb will be able to greatly increase his power over air. However the orb&#039;s true power lies in the summoning of air elementals, which will be extremely powerful if summoned while wielding the orb.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=474&lt;br /&gt;
|name=Orb of Elemental Water&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (25), Water magic bonus, bestow to mount&lt;br /&gt;
|description=This orb was sculpted from pure water and is constantly making pleasant sounds from the waves trapped inside it. A mage wielding this orb will be able to greatly increase his power over water. However the orb&#039;s true power lies in the summoning of water elementals, which will be extremely powerful if summoned while wielding the orb.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=475&lt;br /&gt;
|name=Orb of Elemental Earth&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (2), Earth magic bonus, bestow to mount, strength required (16), heavy&lt;br /&gt;
|description=This orb was forged from pure earth and is extremely heavy. A mage strong enough to wield this orb will be able to greatly increase his power over earth. However the orb&#039;s true power lies in the summoning of earth elementals, which will be extremely powerful if summoned while wielding the orb.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=476&lt;br /&gt;
|name=The Void Sphere&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]6&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S6&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, taint (75), Astral magic bonus (2), temporary astral gems (3)&lt;br /&gt;
|description=Karomatus the Great had dedicated most of his life to his artifact that would trap a piece of the void in a magic orb. Carrying essence from the astral plane this close to you would be an enormous boost when it comes to performing magic. However no matter how much he tried, there was always something that eluded him and completing the sphere never succeeded. That was until one night when the solution appeared in a dream, by mixing in the blood of just a few young girls the sphere would become so much stronger. Staring into the Void Sphere is not without danger to the mage&#039;s mind, but there is also so much to be learned by doing it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=477&lt;br /&gt;
|name=Windcatcher Sail&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=far sailing, nation restriction (77)&lt;br /&gt;
|description=The Weavers of Phaeacia make the sails of the fabled Dark Ships that travel without oars or captains. But their skill in weaving and sail-making is not limited to the Dark Sails. They also make Windcatcher Sails used by regular ships to travel quick and far. A commander equipped with a Windcatcher Sail can travel one province further than normal with a sailing army.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=478&lt;br /&gt;
|name=Companion Bracelet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=luck, cursed, research bonus (4), start battle spell (Summon Qarin), nation restriction (18), nation restriction (65)&lt;br /&gt;
|description=The wearer of this silver bracelet has bonded with a Qarin, a Jiniri spirit companion that protects him and aids him in magical research and other endeavors. The Qarin has some skills in air and astral magic and will aid him in battles with protective spells. The bond between the wearer and the Qarin is unbreakable once the final vows are spoken and the bracelet cannot be removed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=479&lt;br /&gt;
|name=Ring of Dwarven Gold&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, starting item (4)&lt;br /&gt;
|description=This ring was forged by the Eldest Dwarf. It surpasses every other ring in beauty and craftsmanship. So remarkable was its splendor that the younger brother of the eldest dwarf stole the ring and turned into a monster of greed to protect it. The ring has no powers apart from its maddening beauty.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=480&lt;br /&gt;
|name=Jinn Bottle&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=waste survival, magic leadership, nation restriction (65)&lt;br /&gt;
|description=The Nabaean Sahirs are known for their skills in Jinn magic. But some of them also summon and bind Jinn and trap them in ceramic bottles. The bottle gives its owner an enslaved Jinn. The Jinn serves its master in all manners, such as cooking or opening doors and windows to keep the owner cool. The owner will be protected from the scorching winds of the desert, but the Jinn is also a skilled warrior that protects him in battles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=481&lt;br /&gt;
|name=Golden Apple&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (2)&lt;br /&gt;
|description=This is one of the Golden Apples of the Hesperides. It grants youth to the old and a bold heart.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=482&lt;br /&gt;
|name=Eye of the Grey Ones&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=15&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spirit sight, starting item (7)&lt;br /&gt;
|description=The ancient crones known as the Grey Ones suffered millennial imprisonment. Growing older and weaker, two of them eventually lost eyesight. Now they share a single eye between the three of them. If stolen, the eye can be used by anyone with an eye socket. The eye grants both the ability to see spirits and the ability to see at all.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=483&lt;br /&gt;
|name=Holy Thing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (4), luck, start battle spell (Divine Blessing)&lt;br /&gt;
|description=This item is most holy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=484&lt;br /&gt;
|name=Mercury Barrel&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic leadership, heavy, nation restriction (102)&lt;br /&gt;
|description=When the Ktonian Alchemists discovered the old Agarthan secrets of mercurial alchemy they refined the methods of animating the magical metal. Instead of enchanting the liquid metal, they enchanted the barrel in which the material was contained. Enchanted barrels filled with mercury were a lot easier to move around, and the raw magical power needed to animate the metal was reduced. A problem with the magical metal is that it reeks with fumes detrimental to living beings. The barrels are often given to the reawakened dead and placed far from living soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=485&lt;br /&gt;
|name=Enchanted Saddle&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=proud steed&lt;br /&gt;
|description=This saddle will give a mount limited protection from physical and magical attacks, as well as increased morale.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=486&lt;br /&gt;
|name=Enchanted Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Enchanted Leather Barding&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A leather barding enchanted with nature magic to make it stronger and more durable.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=487&lt;br /&gt;
|name=Boar Leather Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Boar Leather Barding&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This iron-studded leather barding is made from boar leather enchanted to draw forth the ferocious rage of the wild boars from which is was made.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=488&lt;br /&gt;
|name=Knight&#039;s Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Enchanted Plate Barding&lt;br /&gt;
|effects=air shield (80)&lt;br /&gt;
|description=A barding made from iron of incredible durability and enchanted with air magic to protect the mount from incoming arrows.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=489&lt;br /&gt;
|name=Blacksteel Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Blacksteel Barding&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A barding made from a black, ferrous alloy of incredible strength and durability.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=490&lt;br /&gt;
|name=Gossamer Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=armor: Gossamer Barding&lt;br /&gt;
|effects=blur&lt;br /&gt;
|description=This barding is made from woven spider silk that is enchanted with glamour magic. The barding shifts in different colors and its edges smear into the surroundings, making it difficult to focus your eyes on.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=491&lt;br /&gt;
|name=Fay Steed Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=armor: Fay Steed Barding&lt;br /&gt;
|effects=awe (2)&lt;br /&gt;
|description=This barding is made from a strange metal that shimmers in all the colors of the rainbow. Anyone trying to attack this mount will be struck by awe from the glamour enchanted colors.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=492&lt;br /&gt;
|name=Lightweight Cataphract Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=armor: Lightweight Cataphract Barding&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This barding has been enchanted with air magic to make it extremely light and easy for the mount to move around with.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=493&lt;br /&gt;
|name=Golden Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Golden Barding&lt;br /&gt;
|effects=fire resistance (5), proud steed&lt;br /&gt;
|description=This barding is made out of real gold and enchanted with magic to make it even better. Any mount wearing this will get their ability and will to fight enhanced as well as receiving some protection from fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=494&lt;br /&gt;
|name=Sunrise Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=armor: King&#039;s Barding&lt;br /&gt;
|effects=shock resistance (15), fire resistance (15), magic resistance (4)&lt;br /&gt;
|description=It is said that an archmage from previous times had a most magnificent steed called Sunrise. He loved it dearly and spent his entire life creating the perfect barding for it, so it shouldn&#039;t get hurt from all the spells that gets hurled around the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=495&lt;br /&gt;
|name=Shortsword&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=weapon: Shortsword&lt;br /&gt;
|effects=air shield (80)&lt;br /&gt;
|description=This is the sword used by the legendary Hoburg, Oberführer. This huge sword is called Shortsword and inflicts greatly increased damage on anyone larger than its bearer. Shortsword also grants protection from arrows by creating an Air Shield around its wielder.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=496&lt;br /&gt;
|name=Hammer of the Cyclops&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E6&lt;br /&gt;
|gear=weapon: Hammer of the Cyclops&lt;br /&gt;
|effects=master smith&lt;br /&gt;
|description=This well-crafted hammer was made by the mighty Cyclops, Polyperchon. There can be no better tool than this when crafting magic items.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=497&lt;br /&gt;
|name=The Admiral&#039;s Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D3&lt;br /&gt;
|gear=weapon: The Admiral&#039;s Sword&lt;br /&gt;
|effects=fear (5)&lt;br /&gt;
|description=This sword was used by Admiral Torgrin to kill many people during his life. When he was finally killed, he rose from the dead and continued killing as an undead. During the centuries of killing, this sword has become more and more bent with heavy use. Anyone who survives a hit from this sword will be cursed for the rest of his life.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=498&lt;br /&gt;
|name=Precious&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (4), attack (4)&lt;br /&gt;
|description=This ring was first found and used by a Troll Raider hero called Bogus. It grants increased attack skill and strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=499&lt;br /&gt;
|name=Vial of Frozen Tears&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Water magic bonus, Death magic bonus&lt;br /&gt;
|description=This vial contains frozen tears collected by the Ice Druid Starke to increase his powers in Water and Death magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=500&lt;br /&gt;
|name=Crown of Katafagus&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D6&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=shock resistance (15), fire resistance (15), cursed, fear (5), Death magic bonus&lt;br /&gt;
|description=This is the crown of Katafagus the Lich. It enables its wearer to call mummies to his side and it also partially protects him from fire and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=501&lt;br /&gt;
|name=Crown of Ptah&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]6&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=magic resistance (3), morale (4), curse, cursed, fear (10), item spell (Control the Dead), start battle spell (Power of the Sepulchre)&lt;br /&gt;
|description=Ptah was an evil tyrant who ruled with an iron fist and an army of undead. He made this crown to strengthen his control over the dead and bring fear to his subjects.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=502&lt;br /&gt;
|name=Robe of the Sorceress&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=armor: Robe of the Sorceress&lt;br /&gt;
|effects=Astral magic bonus, Death magic bonus, Nature magic bonus, Glamour magic bonus&lt;br /&gt;
|description=This robe of woven metal was enchanted by the sorceress Satina to increase her sorcerous powers and protect her from harm.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=503&lt;br /&gt;
|name=Sun Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=armor: Sun Armor&lt;br /&gt;
|effects=morale (4), awe (3)&lt;br /&gt;
|description=This is the holy armor of Solaris. It shines with the brilliance of the Sun and only the bravest of men will dare strike its wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=504&lt;br /&gt;
|name=Sun Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=armor: Sun Helmet&lt;br /&gt;
|effects=magic resistance (5), awe&lt;br /&gt;
|description=This is the holy helmet of Solaris. It protects him from magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=505&lt;br /&gt;
|name=Sun Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=weapon: Sun Sword&lt;br /&gt;
|effects=bless, leadership (50), berserk (2), berserker&lt;br /&gt;
|description=This is the holy sword of Solaris. It will bless its wielder with holy rage and unleash holy fire upon enemies in close combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=506&lt;br /&gt;
|name=Sun Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=armor: Sun Shield&lt;br /&gt;
|effects=shock resistance (15), fire resistance (15), awe&lt;br /&gt;
|description=This is the holy shield of Solaris. It partially protects him from fire and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=507&lt;br /&gt;
|name=Greenstone Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=armor: Greenstone Armor&lt;br /&gt;
|effects=acid resistance (10), heavy&lt;br /&gt;
|description=Greenstone Armor is the property of Bogus the Troll. It is made of enchanted plates of green stone and is extremely heavy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=508&lt;br /&gt;
|name=Dragon Pearl&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water breathing, cursed, Water magic bonus, temporary water gems, starting item, bestow to mount&lt;br /&gt;
|description=This huge pearl is the most prized possession of a huge dragon. The dragon would never give its pearl away, in fact it will not even put it aside for a moment, much preferring to constantly hold it and be reassured of its presence. It is often said that if a mortal gets hold of the pearl he can control the dragon. However this is most likely false and it is easy to see how a rumor like this could start considering how possessive the dragon is of its shiny pearl.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=509&lt;br /&gt;
|name=Dragon Pearl&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water breathing, cursed, Astral magic bonus, temporary astral gems, starting item (2), bestow to mount&lt;br /&gt;
|description=This huge pearl is the most prized possession of a huge dragon. The dragon would never give its pearl away, in fact it will not even put it aside for a moment, much preferring to constantly hold it and be reassured of its presence. It is often said that if a mortal gets hold of the pearl he can control the dragon. However this is most likely false and it is easy to see how a rumor like this could start considering how possessive the dragon is of its shiny pearl.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=510&lt;br /&gt;
|name=Dragon Pearl&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water breathing, cursed, Nature magic bonus, temporary nature gems, starting item (9)&lt;br /&gt;
|description=This huge pearl is the most prized possession of a huge dragon. The dragon would never give its pearl away, in fact it will not even put it aside for a moment, much preferring to constantly hold it and be reassured of its presence. It is often said that if a mortal gets hold of the pearl he can control the dragon. However this is most likely false and it is easy to see how a rumor like this could start considering how possessive the dragon is of its shiny pearl.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=511&lt;br /&gt;
|name=Pearl of Light&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_W.png|18x18px|link=|alt=Water]]5&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=W5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spell penetration, flying, water breathing, cursed, Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus, starting item (3), bestow to mount&lt;br /&gt;
|description=The Pearl of Light is the most prized possession of the Dragon King. It was given to the Bodhisattva of Mercy after she saved his son from being eaten by unknowing fishermen who had caught the Dragon Prince in the shape of a fish. The Bodhisattva only accepted the gift if the messenger, the Dragon King&#039;s granddaughter, would take the Pearl instead. The Dragon Girl and the Bodhisattva are now inseparable, and Longnu carries the Pearl at all times.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=512&lt;br /&gt;
|name=Helmet of Invisibility&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=D3&lt;br /&gt;
|gear=armor: Helmet of Invisibility&lt;br /&gt;
|effects=cursed, spirit sight, invisibility, starting item (5)&lt;br /&gt;
|description=This helmet was made by some of the best cyclops smiths of Tartarus as a gift to the Titan of the Underworld. Anyone wearing it cannot be seen by the living.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=513&lt;br /&gt;
|name=Crown of Ohya&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=G3&lt;br /&gt;
|gear=armor: War Crown&lt;br /&gt;
|effects=awe (2), starting item (8)&lt;br /&gt;
|description=This crown was forged especially for Ohya, a giant bound to never leave his homeland. The crown can circumvent the decree that binds him and lets him move around the world freely.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=514&lt;br /&gt;
|name=Champion&#039;s Trident&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=weapon: Champion&#039;s Trident&lt;br /&gt;
|effects=quickness, luck, cursed, leadership (50), must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this trident. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=515&lt;br /&gt;
|name=Champion&#039;s Cuirass&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=armor: Champion&#039;s Cuirass&lt;br /&gt;
|effects=quickness, luck, cursed, awe, regeneration (5), must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this armor. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=516&lt;br /&gt;
|name=Champion&#039;s Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=armor: Helmet of Champions&lt;br /&gt;
|effects=morale (4), quickness, luck, cursed, inspirational (2), awe, must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this helmet. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=517&lt;br /&gt;
|name=Champion&#039;s Gladius&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=weapon: Champion&#039;s Gladius&lt;br /&gt;
|effects=wound fend (2), quickness, luck, cursed, inspirational, must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this gladius. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=518&lt;br /&gt;
|name=Golden Sandals&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=defence (5), quickness, luck, cursed, leadership (50), map move bonus (6), must fight in arena, cannot be found&lt;br /&gt;
|description=These shiny sandals signify that the wearer has won the arena death match. Anyone wearing them will gain the respect of all fighting men and be able to run and strike with astonishing speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=519&lt;br /&gt;
|name=Champion&#039;s Medal&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=quickness, luck, cursed, leadership (50), inspirational, spirit sight, must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this prestigious medal. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=520&lt;br /&gt;
|name=Champion&#039;s Headband&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_F.png|18x18px|link=|alt=Fire]]5&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=armor: Champion&#039;s Headband&lt;br /&gt;
|effects=quickness, luck, cursed, leadership (50), inspirational (3), awe, must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this headband. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=521&lt;br /&gt;
|name=Storm Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]3&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A3&lt;br /&gt;
|gear=armor: Storm Armor&lt;br /&gt;
|effects=shock resistance (15), storm immunity, bestow to mount&lt;br /&gt;
|description=This full plate armor is enchanted with storm magic. Dark clouds constantly sweep across its surface and sometimes a spark of lightning can be seen in the joints of the armor. Its wearer becomes resistant lightning and is unhindered by storms should he be able to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=522&lt;br /&gt;
|name=Carrion Seed&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=disease, cursed, cannot be found, nation restriction (53)&lt;br /&gt;
|description=Sometimes a gift is not what it seems. The black dryads of Asphodel enchant these thorny heart-shaped seeds and give them to loyal subjects with a promise of eternal life. Soon the recipient becomes feverish and weak. Within months his body withers and dies. Upon death the seed will sprout and reanimate the dead one as a manikin, alive again, but bereft of his old identity.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=523&lt;br /&gt;
|name=Carrion Bow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_D.png|18x18px|link=|alt=Death]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Carrion Bow&lt;br /&gt;
|effects=nation restriction (53), item cost modifier (-40), item cost modifier (-60)&lt;br /&gt;
|description=The Black Dryads of the Vengeful Woods creates magic bows will fire arrows of bones and infected vines at the target. The vine arrows are not very accurate, but they will halt anyone hit and possibly infect them with a carrion seed. If the victim dies during the battle the seed will sprout and reanimate the corpse as a manikin serving the dark God of Asphodel.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=524&lt;br /&gt;
|name=Soul Scales&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]1&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_G.png|18x18px|link=|alt=Glamour]]1&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=dream enhancer (2)&lt;br /&gt;
|description=This set of scales allows its wielder to measure the worth of a person&#039;s soul. By weighing the dreams and ambitions of the victim, the chance of a successful dream seduction is increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=525&lt;br /&gt;
|name=White Dragon Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_A.png|18x18px|link=|alt=Air]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=armor: Dragon Scale Mail&lt;br /&gt;
|effects=shock resistance (15), morale (4)&lt;br /&gt;
|description=Armor made from the scales of a true dragon, it is almost weightless and very durable. It protects its wearer from both fear and shock.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=526&lt;br /&gt;
|name=Black Dragon Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Dragon Scale Mail&lt;br /&gt;
|effects=acid resistance (15), morale (4)&lt;br /&gt;
|description=Armor made from the scales of a true dragon, it is almost weightless and very durable. It protects its wearer from both fear and acid.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=527&lt;br /&gt;
|name=The Quintessence Chest&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=temporary fire gems (2), temporary air gems (2), temporary water gems (2), temporary earth gems (2), temporary astral gems (2), temporary death gems (2), temporary nature gems (2), temporary glamour gems (2), heavy&lt;br /&gt;
|description=This marble chest is covered with quintessence, the source of all magic, on its inside. Inside it magic gems of all types will grow just from being surrounded by the quintessence. These magic gems and pearls are short lived however and once removed from the chest they must be used instantly.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=528&lt;br /&gt;
|name=Armor of Twisting Thorns&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_B.png|18x18px|link=|alt=Blood]]3&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_N.png|18x18px|link=|alt=Nature]]2&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=armor: Twisting Thorns&lt;br /&gt;
|effects=poison resistance (5), cursed, Nature magic bonus, Blood magic bonus, poison armor (10), cannot be found&lt;br /&gt;
|description=Thorns will protrude from all over the mage&#039;s body. The thorns twist whenever the mage makes any sudden movements, making combat and spell casting extremely arduous. However, the blood that is brought forth by the thorns will enhance the mage&#039;s power in Blood and Nature magic. The thorns are poisonous, so striking the mage without the use of a long weapon is not recommended.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=529&lt;br /&gt;
|name=Pillar of Truths&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=&amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_E.png|18x18px|link=|alt=Earth]]4&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;item-list__path&amp;quot;&amp;gt;[[File:Path_S.png|18x18px|link=|alt=Astral]]4&amp;lt;/span&amp;gt;&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=weapon: Pillar of Truths&lt;br /&gt;
|effects=magic resistance (4), start battle spell (Pillar of Truths), strength required (20), heavy&lt;br /&gt;
|description=When the Pantokrator wanted a battle to be without magic and illusions, the Pillar of Truth was brought to the battle. Once this pillar is present, all units on the battlefield will be able to see through illusions and withstand magic better. If swung in battle, the pillar will strike truths of the Pantokrator into the enemies, paralyzing those who dare defy them.&lt;br /&gt;
&lt;br /&gt;
All units: MR +2, disbelieve 2, true sight&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Template:Item/styles.css&amp;diff=10322</id>
		<title>Template:Item/styles.css</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Template:Item/styles.css&amp;diff=10322"/>
		<updated>2026-05-15T16:04:42Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Use path icons in item requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.item-list {&lt;br /&gt;
    width: 100%;&lt;br /&gt;
    font-size: 0.95em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.item-list th,&lt;br /&gt;
.item-list td {&lt;br /&gt;
    vertical-align: top;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.item-list__icon {&lt;br /&gt;
    width: 40px;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.item-list__icon img {&lt;br /&gt;
    image-rendering: pixelated;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.item-list__description {&lt;br /&gt;
    max-width: 34em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.item-list__path {&lt;br /&gt;
    align-items: center;&lt;br /&gt;
    display: inline-flex;&lt;br /&gt;
    gap: 2px;&lt;br /&gt;
    margin-right: 0.35em;&lt;br /&gt;
    white-space: nowrap;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.item-list__path img {&lt;br /&gt;
    vertical-align: -0.2em;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Items&amp;diff=9770</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Items&amp;diff=9770"/>
		<updated>2026-05-15T15:39:03Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Create generated item table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;templatestyles src=&amp;quot;Item/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
{{DISPLAYTITLE:Items}}&lt;br /&gt;
&lt;br /&gt;
Dominions 6 magic items. This table is generated from the Dom6Inspector export in &amp;lt;code&amp;gt;gamedata/BaseI.csv&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable item-list&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Name&lt;br /&gt;
! Slot&lt;br /&gt;
! Construction&lt;br /&gt;
! Paths&lt;br /&gt;
! Gear&lt;br /&gt;
! Key effects&lt;br /&gt;
! Description&lt;br /&gt;
{{Item&lt;br /&gt;
|id=1&lt;br /&gt;
|name=Fire Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Fire Sword&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The Fire Sword is enchanted with Fire magic. The offensive skills of the wielder are enhanced.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=2&lt;br /&gt;
|name=Ice Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Ice Sword&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The Ice Sword is the signature weapon of the Ice Crafters of Caelum.  It is made mostly out of ice and enchanted with Water magic to increase the defensive skills of the wielder. Like all ice weapons it cannot be affected by any flaming weapon enhancement.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=3&lt;br /&gt;
|name=Ice Lance&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Ice Lance&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The Ice Lance is a spear made mostly out of ice and enchanted with Water magic that increases the defensive skills of the wielder. As a light lance this weapon is most effective on its first strike and when used by fast or flying units. Like all ice weapons it cannot be affected by any flaming weapon enhancement.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=4&lt;br /&gt;
|name=Blacksteel Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Blacksteel Sword&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The nation of Ulm is famous for its incredibly strong blacksteel. This sword is made of high quality blacksteel and is very well crafted.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=5&lt;br /&gt;
|name=Enchanted Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Enchanted Sword&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This sword is enchanted with accuracy and quickness.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=6&lt;br /&gt;
|name=Enchanted Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Enchanted Spear&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This spear is enchanted with accuracy and quickness.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=7&lt;br /&gt;
|name=Enchanted Pike&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Enchanted Pike&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This pike is enchanted with accuracy and quickness.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=8&lt;br /&gt;
|name=Hardwood Club&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Hardwood Club&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This club has been enchanted with Nature magic to make it extraordinarily sturdy, and is at least as effective as a proper iron mace.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=9&lt;br /&gt;
|name=Sceptre of Authority&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Magic Sceptre&lt;br /&gt;
|effects=leadership (50), item spell (Burn)&lt;br /&gt;
|description=This golden sceptre will grant the wielder an aura of authority, making it possible to command more men. The ruby atop the sceptre grants the wielder the ability to set any possible dissenters on fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=10&lt;br /&gt;
|name=Burning Blade&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Burning Blade&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The blade of this sword is constantly burning unless it is sheathed in its scabbard. Anyone struck by the blade will be burned by the intense heat as well.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=11&lt;br /&gt;
|name=Holy Scourge&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Holy Scourge&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This morningstar is enchanted with pure fire for the purpose of destroying undead beings. An undead creature hit by the Holy Scourge will most likely be burned to ashes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=12&lt;br /&gt;
|name=Mace of Eruption&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Mace of Eruption&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This ornate mace looks expensive enough to be used by a king. When the mace hits something a sea of flames will burst from it and burn its target as well as anyone nearby.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=13&lt;br /&gt;
|name=Staff of Flame Focus&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=fire range&lt;br /&gt;
|description=This staff is infused with the power of Fire and will help project Fire magic rituals at faraway provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=14&lt;br /&gt;
|name=Flambeau&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=weapon: Flambeau&lt;br /&gt;
|effects=fire resistance (5), item spell (Holy Pyre)&lt;br /&gt;
|description=This sword is heavily infused with pure Fire magic and it is capable of shooting holy fire that will burn undead beings to cinders. The blade is constantly burning and anyone struck will be seared by the extremely hot flames. The sword partially protects its wielder from fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=15&lt;br /&gt;
|name=Thunder Whip&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Thunder Whip&lt;br /&gt;
|effects=shock resistance (5)&lt;br /&gt;
|description=Whenever this whip cracks a powerful jolt of lightning will erupt and shock anyone nearby. This might include the wielder of the whip, however the whip&#039;s magic properties should protect him from the worst of it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=16&lt;br /&gt;
|name=Ice Pebble Staff&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=cold resistance (5), item spell (Winter&#039;s Chill)&lt;br /&gt;
|description=This strange staff is adorned with pebbles of ice. The owner of the staff is partially protected from frost and can release the cold of the staff at his enemies, making them numb and frozen.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=17&lt;br /&gt;
|name=Ice Mist Scimitar&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=W1, A1&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Ice Mist Scimitar&lt;br /&gt;
|effects=cold resistance (10)&lt;br /&gt;
|description=The Ice Mist Scimitar will cause an ice mist to spread out whenever it is swung. The mist is extremely cold and will freeze and exhaust anyone who stands in it. The wielder of the scimitar is protected from cold and is thus able to wield the scimitar without discomfort.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=18&lt;br /&gt;
|name=Coral Blade&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Coral Blade&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Red Coral is commonly used in enchanted items to protect against the bleeding caused by battle wounds, but it can just as easily be enchanted to cause bleeding. The coral sword has a bit of both enchantments, it will protect its wielder as well as cause bleeding that is very hard to stop in anyone it wounds.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=19&lt;br /&gt;
|name=Stinger&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Stinger&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A needle-sharp spear that can pierce the thickest of armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=20&lt;br /&gt;
|name=Sword of Sharpness&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Sword of Sharpness&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A sword with extraordinarily sharp edges, this blade will cut through most armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=21&lt;br /&gt;
|name=Axe of Sharpness&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Axe of Sharpness&lt;br /&gt;
|effects=&lt;br /&gt;
|description=An axe with a magically sharpened edge, this weapon will cut through most armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=22&lt;br /&gt;
|name=Greatsword of Sharpness&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Greatsword of Sharpness&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A large sword with extraordinarily sharp edges, this blade will cut through most armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=23&lt;br /&gt;
|name=Main Gauche of Parrying&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Main Gauche of Parrying&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The Main Gauche of Parrying is made of superior steel and enchanted with quickness and lightness to better enable its wielder to counter incoming attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=24&lt;br /&gt;
|name=Halberd of Might&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Halberd of Might&lt;br /&gt;
|effects=strength (4)&lt;br /&gt;
|description=This heavy halberd increases the physical strength of the wielder.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=25&lt;br /&gt;
|name=Smasher&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=weapon: Smasher&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This is a special magic hammer that is used to smash objects into small pieces. It has now been modified for purposes of war and can be used to inflict great damage on inanimate beings. It is a great weapon against mechanical constructs and certain undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=26&lt;br /&gt;
|name=Hammer of the Mountains&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Hammer of the Mountains&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The Hammer of the Mountains is an enormous, rune-inscribed raw-iron hammer that strikes with the force of the mountains. Unfortunately, its great weight makes the bearer quite easy to hit.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=27&lt;br /&gt;
|name=Lightning Rod&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=shock resistance (15)&lt;br /&gt;
|description=A cast-iron staff that will channel the energy of an electric attack harmlessly into the earth, and can also increase the effectiveness of the Corpse Man Construction spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=28&lt;br /&gt;
|name=Star of Heroes&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=weapon: Star of Heroes&lt;br /&gt;
|effects=&lt;br /&gt;
|description=All but the most powerful armor will be destroyed when hit by this morningstar. All morningstars have an increased attack value against targets with shields.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=29&lt;br /&gt;
|name=Dwarven Hammer&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=weapon: Dwarven Hammer&lt;br /&gt;
|effects=fixed forge bonus (2)&lt;br /&gt;
|description=A well-crafted hammer made of blackest dwarven iron, this hammer is enchanted with Earth magic. When used in the forge, it will help the smith produce magical wonders.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=30&lt;br /&gt;
|name=Eyecatcher&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1, W1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Eyecatcher&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This magical instrument will automatically hit the enemy in the eye and spoon it out.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=31&lt;br /&gt;
|name=Faithful&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1, G1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Faithful&lt;br /&gt;
|effects=wound fend, luck&lt;br /&gt;
|description=This short sword will grant its wielder luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=32&lt;br /&gt;
|name=Rod of the Leper King&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Magic Sceptre&lt;br /&gt;
|effects=disease, undead leadership (100)&lt;br /&gt;
|description=This green metal sceptre will grant the wielder the ability to lead more of the undead and will grant that ability to those previously unable to do so. Unfortunately, the wearer will become diseased unless immune.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=33&lt;br /&gt;
|name=Duskdagger&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=D1, S1&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Duskdagger&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A slim dagger made of darkened steel, it is crafted according to methods long used by the Wolfkin of Jotun. It is unnaturally sharp and anyone cut by its razor edges will bleed profusely. The blade&#039;s supernatural sharpness also allows it to bypass any armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=34&lt;br /&gt;
|name=Bane Blade&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Bane Blade&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Bane Blades are horrible swords made from a strange alloy crafted in the Underworld. A cut from a Bane Blade will fester and rot within moments. Bane Blades are often used by the servants of the King of the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=35&lt;br /&gt;
|name=Bane Blade&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Bane Blade&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Bane Blades are horrible swords made from a strange alloy crafted in the Underworld. A cut from a Bane Blade will fester and rot within moments. Bane Blades are often used by the servants of the King of the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=36&lt;br /&gt;
|name=Doom Glaive&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=D1, S1&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Doom Glaive&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The Doom Glaive is a truly fearsome weapon used by some undead warriors. Those close to where it strikes will be cursed for the rest of their lives. But those lives may be very short because the victims may age and die within minutes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=37&lt;br /&gt;
|name=Hunter&#039;s Knife&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Hunter&#039;s Knife&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This knife has been enchanted with Nature magic and is so sharp that it can cut through chainmail as easily as a deer skin.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=38&lt;br /&gt;
|name=Thorn Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Thorn Spear&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This wooden spear is covered with poisonous thorns.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=39&lt;br /&gt;
|name=Thorn Staff&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Thorn Staff&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This wooden quarterstaff is covered with poisonous thorns.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=40&lt;br /&gt;
|name=Vine Whip&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=weapon: Vine Whip&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This whip has been enchanted with the essence of Nature. Anyone hit by it will be Entangled in magic vines.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=41&lt;br /&gt;
|name=Gloves of the Gladiator&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=weapon: Gloves of the Gladiator&lt;br /&gt;
|effects=magic resistance, strength (3)&lt;br /&gt;
|description=These gloves are straps made from the cured skin of master gladiators. They are enchanted, weighted down with magical lead, and wrapped tightly around the hands of the wearer. The Gloves of the Gladiator are often awarded to successful gladiators in the fighting pits of Pythium.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=42&lt;br /&gt;
|name=Knife of the Damned&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1, S1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Knife of the Damned&lt;br /&gt;
|effects=curse, cursed&lt;br /&gt;
|description=This knife will curse anyone it touches.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=43&lt;br /&gt;
|name=Jade Knife&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1, B1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Jade Knife&lt;br /&gt;
|effects=blood sacrifice (2), nation restriction (111), nation restriction (73), nation restriction (25)&lt;br /&gt;
|description=A Jade Knife is enchanted with Blood magic and used by Mictlan&#039;s priests to increase the effectiveness of their blood sacrifices. A priest using a Jade Knife can sacrifice two more slaves than usual. Only the priests of certain nations can make blood sacrifices.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=44&lt;br /&gt;
|name=Pixie Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Pixie Spear&lt;br /&gt;
|effects=&lt;br /&gt;
|description=While pixies do not actually use spears like this, they are an important ingredient when creating this magic spear. Anyone wounded by this spear will be affected by extreme fatigue, just as if they had been hit by an elf shot from a living pixie.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=45&lt;br /&gt;
|name=Toy Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Toy Sword&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A simple wooden sword made for children&#039;s play. But what might be a true sword for a child, might be a true sword in the dreams of men.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=46&lt;br /&gt;
|name=Shillelagh&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=G1, N1&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Shillelagh&lt;br /&gt;
|effects=luck, nation restriction (58), nation restriction (11), item cost modifier (-40), item cost modifier (-60)&lt;br /&gt;
|description=A Shillelagh is made from a piece of an old oak that is inhabited by faeries. To create the Shillelagh the mage enters a pact with the faeries, forcing them to protect the wielder. The faeries will bring luck and always have someone nearby to protect from unforeseen enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=47&lt;br /&gt;
|name=Blade of Grass&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=G1, N1&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Blade of Grass&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This sword is actually a blade of grass, large as any sword and enchanted by the magic of the dreamwild. It is as sharp as any blade crafted by man and those cut by its edge will start to bleed profusely.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=48&lt;br /&gt;
|name=Wand of Wild Fire&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=weapon: Magic Sceptre&lt;br /&gt;
|effects=item spell (Fireball)&lt;br /&gt;
|description=The wielder of this powerful wand can shoot huge Fireballs at the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=49&lt;br /&gt;
|name=Fire Brand&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=F1, E1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Fire Brand&lt;br /&gt;
|effects=fire resistance (5), morale (2)&lt;br /&gt;
|description=As soon as this sword is drawn, the blade will burst into flames and anyone close to where it strikes will be burned by a burst of extremely hot fire. Earth magic has been used to sharpen the edges of this sword so that it can cut straight through any armor. The flaming sword partially protects its wielder from fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=50&lt;br /&gt;
|name=Lightning Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Lightning Spear&lt;br /&gt;
|effects=shock resistance (5)&lt;br /&gt;
|description=This spear unleashes a bolt of lightning whenever it strikes a target.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=51&lt;br /&gt;
|name=Shock Trident&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Shock Trident&lt;br /&gt;
|effects=shock resistance (5)&lt;br /&gt;
|description=Whenever this trident strikes, a powerful jolt of lightning will erupt and shock anyone nearby. This might include the wielder of the trident, however the weapon&#039;s magic properties should protect him from the worst of it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=52&lt;br /&gt;
|name=Staff of Corrosion&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=W2, F1&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=item spell (Acid Bolt)&lt;br /&gt;
|description=This staff can be used to fire Acid Bolts at the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=53&lt;br /&gt;
|name=Rune Smasher&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=W2, F2&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=weapon: Rune Smasher&lt;br /&gt;
|effects=spell penetration (2)&lt;br /&gt;
|description=The Rune Smasher will break down the enemy&#039;s magic resistance just before its wielder casts a spell. This makes it very hard to resist spells cast by the wielder of the Rune Smasher.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=54&lt;br /&gt;
|name=Frost Brand&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Frost Brand&lt;br /&gt;
|effects=cold resistance (5)&lt;br /&gt;
|description=As soon as this sword is drawn, the blade will burst into icy blue flames and anyone hit will be frozen by the extremely cold fire. The sword partially protects its wielder from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=55&lt;br /&gt;
|name=Sword of Swiftness&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=weapon: Sword of Swiftness&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This sword is amazingly light and quick, allowing its wielder to strike at twice the speed of any normal man.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=56&lt;br /&gt;
|name=Midget Masher&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Midget Masher&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This huge weapon causes double damage against smaller opponents.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=57&lt;br /&gt;
|name=Elf Bane&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=E1, S1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Elf Bane&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This mighty axe shreds the strands of arcane energy that hold magical beings together. Its sharp edges cut through most armor and magical beings may be destroyed by the slightest scratch.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=58&lt;br /&gt;
|name=Implementor Axe&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=E1, D1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Implementor Axe&lt;br /&gt;
|effects=fear (10), pillage bonus (25)&lt;br /&gt;
|description=This axe screams with unholy voices that can be heard during the night. If used during pillaging, frightened peasants will come begging the wielder to spare their souls. The efficiency of pillaging is greatly increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=59&lt;br /&gt;
|name=Starfire Staff&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=weapon: Magic Sceptre&lt;br /&gt;
|effects=astral range, item spell (Star Fires)&lt;br /&gt;
|description=A staff enchanted with the power of the Stellar Spheres. It can project bolts of stellar might upon enemies, but its greatest power is that it increases the range of Astral rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=60&lt;br /&gt;
|name=Herald Lance&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=weapon: Herald Lance&lt;br /&gt;
|effects=inspirational, item spell (Solar Rays)&lt;br /&gt;
|description=This spear is enchanted with essence from the Sun. When used against undead beings, it will strike with enormous force. It can fire Solar Rays that burn undead beings from a distance. The brilliance of this spear will inspire all friendly units under the spear wielders command.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=61&lt;br /&gt;
|name=Wraith Sword&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=weapon: Wraith Sword&lt;br /&gt;
|effects=&lt;br /&gt;
|description=When in command of a Wraith Sword, a warrior can replenish his life energy by stealing it from those he cuts down. This sword is often used by powerful undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=62&lt;br /&gt;
|name=Skull Staff&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=Death magic bonus&lt;br /&gt;
|description=The Skull Staff is an ebony staff adorned with a human skull. The skull has to be taken from a necromancer with great experience in Death magic. The skull will give advice on necromancy and increase its wielder&#039;s power in Death magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=63&lt;br /&gt;
|name=Serpent Kryss&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Serpent Kryss&lt;br /&gt;
|effects=poison resistance (5)&lt;br /&gt;
|description=This green blade is tempered in the venom of seven poisonous snakes. The wavy blade is venomous and extremely sharp. The dagger partially protects its wielder from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=64&lt;br /&gt;
|name=Snake Bladder Stick&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Snake Bladder Stick&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This is a simple wooden stick with an inflated bladder attached to one end, much like the bladders carried by fools and jesters. The bladder of this particular weapon is taken from an unbelievably venomous snake and is enchanted to fill with poisonous gas that puffs out of the stick whenever it strikes an enemy.  The poisonous gas puff is quite large and can easily kill both the wielder and his enemies unless they are properly protected.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=65&lt;br /&gt;
|name=Thistle Mace&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=weapon: Thistle Mace&lt;br /&gt;
|effects=Nature magic bonus&lt;br /&gt;
|description=This enchanted thistle is shaped like a mace and hard enough to crack skulls. Anyone wounded by the Thistle Mace will be poisoned by its thorns. A Nature mage can increase his magical power by wielding the enchanted thistle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=66&lt;br /&gt;
|name=Whip of Command&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Whip of Command&lt;br /&gt;
|effects=leadership (150), inspirational (-2), taskmaster (3)&lt;br /&gt;
|description=The wielder of this whip will have his authority greatly increased and will be able to command more men. However, the morale of those under his command will decrease from being whipped. Slaves are used to being whipped, and their morale will increase instead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=67&lt;br /&gt;
|name=Rat Tail&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Rat Tail&lt;br /&gt;
|effects=taskmaster&lt;br /&gt;
|description=This whip is made from the hair of one hundred rats that were enchanted by a Nature mage. Anyone struck by the whip will also suffer from overwhelming fear. Animals will be very reluctant to attack the wielder of the whip. It is also effective for keeping slaves in line.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=68&lt;br /&gt;
|name=Skull Standard&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N2, D1&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=weapon: Standard&lt;br /&gt;
|effects=fear (5), item spell (Panic)&lt;br /&gt;
|description=The goatlike skull of a Pan is inscribed with a rune of horror and placed on top of a foul standard. The skull causes fear to grow in the hearts of enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=69&lt;br /&gt;
|name=Summer Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N2, E1&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=weapon: Summer Sword&lt;br /&gt;
|effects=supply bonus (150), item spell (Tangle Vines)&lt;br /&gt;
|description=If thrust into the ground, this sword brings good weather and fertility to the surrounding countryside. The increased fertility is enough to feed a hundred soldiers. The wielder of the Summer Sword can animate plants in order to entangle enemies. The sword is rather heavy and unbalanced.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=70&lt;br /&gt;
|name=Unseen Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Unseen Sword&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This sword is invisible. Even seasoned warriors would have a hard time defending against the wielder of such a blade. Beings with True Sight or Spirit Sight can see the sword and will defend normally. The sword is commonly given to assassins as it might allow them to get close enough to launch a surprise attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=71&lt;br /&gt;
|name=Flesh Eater&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=weapon: Flesh Eater&lt;br /&gt;
|effects=berserk (3)&lt;br /&gt;
|description=This is an axe that has been trained to yearn after human flesh. Once it tastes the blood of an enemy, it will quickly devour the victim, resulting in a permanent chest wound. The wielder of this axe will yearn for combat and, if wounded, might go berserk.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=72&lt;br /&gt;
|name=Heart Finder Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=weapon: Heart Finder Sword&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The magic of this sword is released as soon as the blade hits the flesh of an enemy. The sword will unerringly seek its way to the blood-filled heart and destroy it. This results in instant death, but an enemy with high magic resistance may be able to avoid the evil of the sword.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=73&lt;br /&gt;
|name=Twilight Glaive&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=weapon: Twilight Glaive&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This glaive is enchanted with the powers of glamour magic. When day turns into night, twilight appears and emits fatigue into all living beings, making them get tired. This fatigue effects is unleashed a hundredfold wherever this glaive strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=74&lt;br /&gt;
|name=Dragon Sceptre&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=weapon: Wand&lt;br /&gt;
|effects=item spell (Flame Bolt)&lt;br /&gt;
|description=This sceptre will make it easier for mages to summon and control various kinds of smaller dragons. The sceptre can also be used to hurl bolts of flame in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=75&lt;br /&gt;
|name=Rod of the Phoenix&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=weapon: Wand&lt;br /&gt;
|effects=item spell (Incinerate)&lt;br /&gt;
|description=The wielder of this wand will be able to Incinerate enemies at will.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=76&lt;br /&gt;
|name=Staff of Elemental Mastery&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=F4, W4&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=fire resistance (5), cold resistance (5), Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus, fire range, air range, water range, earth range&lt;br /&gt;
|description=A mage who wields this staff will enjoy increased power in all Elemental paths of magic (Fire, Air, Water and Earth), and can cast Elemental rituals at a greater range. The staff also provides partial protection against the two Elements used in its forging.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=77&lt;br /&gt;
|name=Carmine Cleaver&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=F2, E1&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=weapon: Carmine Cleaver&lt;br /&gt;
|effects=fire resistance (5), fire shield&lt;br /&gt;
|description=A battle axe made of stabilized lavasteel. The wielder is surrounded by a furnace-like heat that burns attackers into cinders. The axe causes horrible burns to anyone hit by its smoldering blade.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=78&lt;br /&gt;
|name=Evening Star&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=F1, D1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Evening Star&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This morningstar is enchanted with the fires of the Evening Star. It will unleash flames upon those hit and drain their strength. Magic resistance does not protect the targets from the weakness. All morningstars have an increased attack value against targets with shields.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=79&lt;br /&gt;
|name=Demon Whip&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=F1, B1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Demon Whip&lt;br /&gt;
|effects=&lt;br /&gt;
|description=When this burning whip cracks at the enemy, severe heat is unleashed and everyone nearby will get trapped in bonds of fire. The bonds can be evaded if you are quick enough, but once trapped you cannot escape without taking damage from the fiery shackles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=80&lt;br /&gt;
|name=Staff of Storms&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=weapon: Staff of Storms&lt;br /&gt;
|effects=item spell (Lightning Bolt), start battle spell (Storm)&lt;br /&gt;
|description=The owner of this potent item is always accompanied by heavy rainstorms and thunder. In battle, the staff can project lightning bolts upon enemies and in melee combat the staff strikes enemies with lightning. The staff can also be used to greatly increase the effectiveness of the Corpse Man Construction spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=81&lt;br /&gt;
|name=Star of Thraldom&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Star of Thraldom&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Those close to where this morningstar strikes may find themselves magically shackled. The shackles are illusions that can be resisted. All morningstars have an increased attack value against targets with shields.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=82&lt;br /&gt;
|name=Staff of Elemental Mastery&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=A4, E4&lt;br /&gt;
|requirementSort=A4&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=shock resistance (5), stoneskin, Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus, fire range, air range, water range, earth range&lt;br /&gt;
|description=A mage who wields this staff will enjoy increased power in all Elemental paths of magic (Fire, Air, Water and Earth), and can cast Elemental rituals at a greater range. The staff also provides partial protection against the two Elements used in its forging.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=83&lt;br /&gt;
|name=Demon Bane&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Demon Bane&lt;br /&gt;
|effects=fire resistance (15)&lt;br /&gt;
|description=Created to slay demons, this sword protects its wielder from fire and delivers severe damage to its target.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=84&lt;br /&gt;
|name=Wave Breaker&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=weapon: Wave Breaker&lt;br /&gt;
|effects=water breathing, start battle spell (Friendly Currents)&lt;br /&gt;
|description=The wielder of this trident will be able to command the currents of the sea to help him and his friends. When used during battle, the Wave Breaker strikes with incredible speed. The trident gives the wielder the ability to breathe underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=85&lt;br /&gt;
|name=Rime Hammer&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=W2, A1&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=weapon: Rime Hammer&lt;br /&gt;
|effects=cold resistance (10)&lt;br /&gt;
|description=This huge maul is enchanted with water to make it strike hard and with air to make it light to swing. When the hammer is swung it hits with a tremendous force, making the elements of water and air interact in a violent way. This violent interacting will result in a freezing cold mist that will cover the vicinity for a while.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=86&lt;br /&gt;
|name=Gate Cleaver&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=weapon: Gate Cleaver&lt;br /&gt;
|effects=siege bonus (100)&lt;br /&gt;
|description=This enormous axe can chop through anything, be it flesh, stone or steel. The axe is somewhat cumbersome to use in combat, but it works wonders when used against enemy castle gates. A besieging commander who has this axe will be able to breach the castle walls with ease.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=87&lt;br /&gt;
|name=Moon Blade&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Moon Blade&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A blade tempered in stellar light, it causes additional damage to magical beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=88&lt;br /&gt;
|name=Shadow Brand&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=D2, E1&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=weapon: Shadow Brand&lt;br /&gt;
|effects=&lt;br /&gt;
|description=As soon as this sword is drawn, the blade will burst into flames of darkness and anyone nearby where it strikes will be burned by the shriveling fire. Earth magic has been used to sharpen the edges of this sword so that it can cut straight through any armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=89&lt;br /&gt;
|name=Standard of the Damned&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|requirementSort=D4&lt;br /&gt;
|gear=weapon: Standard&lt;br /&gt;
|effects=fear (5), item spell (Drain Life)&lt;br /&gt;
|description=This standard drains life energy from enemies and adds it to the owner of the standard. The standard also causes fear in all nearby enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=90&lt;br /&gt;
|name=Banner of the Northern Star&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|requirementSort=S4&lt;br /&gt;
|gear=weapon: Standard&lt;br /&gt;
|effects=magic resistance (-2), start battle spell (Light of the Northern Star)&lt;br /&gt;
|description=This banner calls down light from the Northern Star, making all Astral mages on the battlefield more powerful. The banner&#039;s wielder will have his protection against magic decreased due to the Astral power rushing through him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=91&lt;br /&gt;
|name=Axe of Hate&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Axe of Hate&lt;br /&gt;
|effects=poison resistance (-15)&lt;br /&gt;
|description=Enchanting this axe takes a long period of time, during which it is used to slowly chop down the tree from which it was made. This yields an axe enchanted by Nature that has a natural hatred for living beings. Any living being struck by the axe will have some of his energy drained from him and risks getting a deadly disease. The person wielding this axe will suffer the minor side effect of being very susceptible to poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=92&lt;br /&gt;
|name=Treelord&#039;s Staff&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|requirementSort=N5&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=forest survival, Nature magic bonus (2), nature range, ivy lord (2)&lt;br /&gt;
|description=A staff carved from the trunk of a dying Treelord, it is alive and covered with bark and leaves sprouting along its entire length. The power of the dying Treelord will mightily increase the owner&#039;s skills in Nature magic. When traveling in forests, the trees will make way for the power of this staff as best they can, making traveling as easy as on a road. The staff is also of great help when awakening vine creatures in the forest and will increase the effectiveness of the Awaken Vine Men and Awaken Vine Ogre spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=93&lt;br /&gt;
|name=Singing Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=weapon: Singing Sword&lt;br /&gt;
|effects=auto combat spell (Entrancement)&lt;br /&gt;
|description=This strange weapon will start to sing its otherworldly songs as soon as any enemies come near. Unless they manage to resist it, the enemies will become bewildered by the strangely beautiful song and become unable to act for a short while.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=94&lt;br /&gt;
|name=Blood Thorn&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=weapon: Blood Thorn&lt;br /&gt;
|effects=Blood magic bonus&lt;br /&gt;
|description=A blade demon-forged into the shape of the athame of high sacrifice. It drains the life of those it strikes and adds that to its wielder&#039;s life force. The dagger also increases the Blood magic skill of the wielder if it is used by a Blood mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=95&lt;br /&gt;
|name=Hell Sword&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=B2, F2&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=weapon: Hell Sword&lt;br /&gt;
|effects=fire resistance (10), berserk (3)&lt;br /&gt;
|description=A sword infused with the power of blood sacrifice, it will drain the life force of anyone struck by its blade and give that life force to its wielder. The sword also grants its wielder partial protection from fire and the ability to go berserk.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=96&lt;br /&gt;
|name=Master&#039;s Athame&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=B3, S1&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=weapon: Master&#039;s Athame&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A demon-forged blade, created with the purpose of harnessing the magic provided by lesser beings.  The wielder of this blade will be able to command the magic provided by sabbath slaves and use it to power his own magic in battles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=97&lt;br /&gt;
|name=O&#039;al Kan&#039;s Sceptre&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=weapon: O&#039;al Kan&#039;s Sceptre&lt;br /&gt;
|effects=cold resistance (10), leadership (100), fire range (2), item spell (Flare)&lt;br /&gt;
|description=This sceptre was created long ago for a powerful Abysian warlord.  The sceptre makes it possible to command more men and hurl huge balls of flame at the enemy. It grants partial protection from cold and, if used in melee, will inflict fatigue on anyone close to where it strikes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=98&lt;br /&gt;
|name=Unquenched Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=weapon: Unquenched Sword&lt;br /&gt;
|effects=berserk, start battle spell (Heat from Hell)&lt;br /&gt;
|description=This blade is made of solid Fire tempered in an Elemental brazier. The flames that lick the ever-burning edge are incredibly hot and will cut through armor and flesh with equal ease. The heat of the blade will cause the temperature to rise on the entire battlefield and everyone to suffer from severe fatigue unless protected. This sword should be wielded only by those protected from fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=99&lt;br /&gt;
|name=Ember&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F2, W2&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=weapon: Ember&lt;br /&gt;
|effects=fire resistance (10), cold resistance (10)&lt;br /&gt;
|description=Ember is the sword that is cold and hot at the same time. Where Ember strikes, fire and frost will strike as well, killing the victim and anyone foolish enough to stand too close. The wielder of this sword is granted resistance to both heat and cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=100&lt;br /&gt;
|name=Sword of Justice&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F3, S3&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=weapon: Sword of Justice&lt;br /&gt;
|effects=fire resistance (15), Holy magic bonus, item spell (Prison of Fire)&lt;br /&gt;
|description=This sword will increase the priestly authority of any priest who wields it. When used in combat, it will burst into flames and can be used to imprison enemies in fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=101&lt;br /&gt;
|name=Tempest&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=weapon: Tempest&lt;br /&gt;
|effects=shock resistance (15), item spell (Thunder Strike), start battle spell (Storm)&lt;br /&gt;
|description=A blade forged during a thunderstorm and tempered by lightning, this sword crackles and hisses, striking enemies with lightning. The wielder of the sword is resistant to lightning and may send Thunder Strikes against his enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=102&lt;br /&gt;
|name=Winter Bringer&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=weapon: Winter Bringer&lt;br /&gt;
|effects=cold resistance (15), item spell (Falling Frost)&lt;br /&gt;
|description=The wielder of this wand can shower frost and ice among the enemy ranks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=103&lt;br /&gt;
|name=Trident from Beyond&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=W3, S2&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=weapon: Trident from Beyond&lt;br /&gt;
|effects=Water magic bonus&lt;br /&gt;
|description=Anyone struck by this trident will risk having his soul torn to pieces, so even the smallest scratch from this weapon can be deadly. Mindless units are immune to its soul-shredding effect.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=104&lt;br /&gt;
|name=Dawn Fang&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E2, S1&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=weapon: Dawn Fang&lt;br /&gt;
|effects=wound fend, magic resistance, awe&lt;br /&gt;
|description=At the dawn of time a great Enkidu hero crafted a set of magical weapons under the tutelage of the Sun. Now known only as the Dawn Warrior, he forged the First Kingdom. His items were crafted from bronze and set with lapis lazuli, the stone of the sky and the kings of old. Under the rays of the sun, the items grant their wearer the prowess and splendor of the Sun himself. The items also grant their wearer resistance against wounds and and protection from magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=105&lt;br /&gt;
|name=The Summit&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=weapon: The Summit&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This beautiful axe was once used by a great Dwarf Lord. The pure quality of this weapon has never been surpassed. In fact the axe is of such quality that there are no known means to withstand the damage caused by this weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=106&lt;br /&gt;
|name=The Stone Sword&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=weapon: Stone Sword&lt;br /&gt;
|effects=magic resistance (4)&lt;br /&gt;
|description=This mighty sword will strike everyone in its vicinity with petrification, including the wielder. Only those highly resistant to magic will survive.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=107&lt;br /&gt;
|name=Mage Bane&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E6&lt;br /&gt;
|requirementSort=E6&lt;br /&gt;
|gear=weapon: Mage Bane&lt;br /&gt;
|effects=magic resistance (5), taint (10)&lt;br /&gt;
|description=As the name implies, this sword was designed to destroy mages. The sword gives increased magic resistance to its wielder and anyone hit by the blade will be struck unconscious. This power of the Mage Bane cannot be stopped by any magic resistance. Magic beings struck by the weapon may be destroyed as the magical energies that animate them are dissolved.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=108&lt;br /&gt;
|name=Hammer of the Forge Lord&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E5, F3&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=weapon: Hammer of the Forge Lord&lt;br /&gt;
|effects=fixed forge bonus (4)&lt;br /&gt;
|description=A very sturdy sledgehammer made of the blackest dwarven iron, this hammer was made by an ancient Vanheim dwarf to help him in battle and in his craft. It is enchanted with the magic of Fire and Earth. When it strikes, it unleashes tremendous heat, and, when swung in the forge, it will ease the burden on the smith and facilitate his work.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=109&lt;br /&gt;
|name=The Tartarian Chains&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E4, F2&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=weapon: Tartarian Chains&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The ancient god who once wore these chains is unknown, but the purpose of the chains is not. They once held a fallen god captive in the Underworld, but he apparently broke free, since the chains now exist in the world of men. Some of the power of their captive is still retained in the black iron of their coils. When swung, the chains hit with tremendous force, but their primary power is that anyone surviving the force of the blow runs the risk of having his soul enslaved to the wielder of the chains. The chains have a downside, though. Anyone who wields these chains will soon find himself attacked by guards from the Underworld.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=110&lt;br /&gt;
|name=The Sword of Many Colors&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=G4, F2&lt;br /&gt;
|requirementSort=G4&lt;br /&gt;
|gear=weapon: Sword of Many Colors&lt;br /&gt;
|effects=awe (3), Glamour magic bonus, temporary glamour gems (2)&lt;br /&gt;
|description=When this sword is swung in combat, it will explode in a shower of light. Any enemies nearby will be severely injured unless they have very high magic resistance. A mage who carries the sword will have his Glamour power increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=111&lt;br /&gt;
|name=Twin Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S1, B1&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Twin Spear&lt;br /&gt;
|effects=luck, leadership (100), item spell (Call Lesser Horror)&lt;br /&gt;
|description=This is one of two spears made for the sons of a king in ancient times. The spears give the wielder increased leadership and luck in battle. One spear was given power over Death and the other was given power over the Void. The first one reanimates those killed by its deadly point. The second spear allows the wielder to call Lesser Horrors in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=112&lt;br /&gt;
|name=Twin Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S1, D1&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Twin Spear&lt;br /&gt;
|effects=luck, leadership (100)&lt;br /&gt;
|description=This is one of two spears made for the sons of a king in ancient times. The spears give the wielder increased leadership and luck in battle. One spear was given power over Death and the other was given power over the Void. The first one reanimates those killed by its deadly point. The second spear allows the wielder to call Lesser Horrors in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=113&lt;br /&gt;
|name=The Oath Rod of Kurgi&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S3, B3&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=weapon: Oath Rod&lt;br /&gt;
|effects=Astral magic bonus, Blood magic bonus, fire range, air range, water range, earth range, astral range, death range, nature range, glamour range, blood range, item spell (Horror Mark)&lt;br /&gt;
|description=This black staff is carved out of ancient wood and inscribed with the Oath of Kurgi, Slave to Unreason. Hidden among the other runes on the staff are skulls that endlessly shout out their mad anguish and blather oaths to Unreason. Those struck by the rod will lose their minds. The wielder can point the staff at living beings to mark them as Kurgi&#039;s to take.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=114&lt;br /&gt;
|name=The Sword of Aurgelmer&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=G6&lt;br /&gt;
|requirementSort=G6&lt;br /&gt;
|gear=weapon: Sword of Aurgelmer&lt;br /&gt;
|effects=morale (4), luck, curse, start battle spell (Dreamwild Legion)&lt;br /&gt;
|description=This sword was made for a Jotun hero by Skuld, the Norna of Future Fates.  It gives its wielder&#039;s companions luck in battle but curses anyone who touches it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=115&lt;br /&gt;
|name=Rod of Death&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|requirementSort=D3&lt;br /&gt;
|gear=weapon: Rod of Death&lt;br /&gt;
|effects=undead leadership (100), item spell (Control the Dead)&lt;br /&gt;
|description=This scepter was stolen from the Lord of the Underworld by a powerful necromancer and given to his mortal general. The rod grants the wielder the ability to take control of the walking dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=116&lt;br /&gt;
|name=The Flailing Hands&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=weapon: Flailing Hands&lt;br /&gt;
|effects=magic resistance, spell penetration, Death magic bonus&lt;br /&gt;
|description=This flail is made of human bones bound with iron. Instead of spiked balls, its chains are tipped with mummified hands enchanted with the magic of Death. When the flail is swung, the chill touch of the hands will cause extreme discomfort to anyone hit. The hands will also aid during spell casting by making helpful gestures at crucial moments.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=117&lt;br /&gt;
|name=The Sickle whose Crop is Pain&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D6&lt;br /&gt;
|requirementSort=D6&lt;br /&gt;
|gear=weapon: Pain Sickle&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A sickle made from beaten bronze with runes inscribed along its edges and a blood-groove running down the center of the blade, this tool is not used to cut rye or wheat.  Instead, its harvest is of a far more sinister nature. When used in battle, the magic in the blade awakens and the sickle will harvest the pain of all those killed. Anyone surviving a hit from the sickle will start to decay and will die within minutes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=118&lt;br /&gt;
|name=Sceptre of Dark Regency&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D6&lt;br /&gt;
|requirementSort=D6&lt;br /&gt;
|gear=weapon: Sceptre of Dark Regency&lt;br /&gt;
|effects=Death magic bonus (2), death range (2)&lt;br /&gt;
|description=A sceptre of silver and steel, set with tourmalines and enchanted with black magic, this sceptre was crafted by Shantanok, the ruler of the Black Coven, in the forges of the Obsidian Citadel. A trained necromancer wielding this sceptre will be able to bend the power of Death magic to his will. But it comes with a cost because, while wielding the sceptre, the necromancer will age at an accelerated rate.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=119&lt;br /&gt;
|name=Sword of Injustice&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|requirementSort=D4&lt;br /&gt;
|gear=weapon: Sword of Injustice&lt;br /&gt;
|effects=Holy magic bonus, start battle spell (Protection of the Sepulchre)&lt;br /&gt;
|description=A simple sword of ordinary appearance, this blade was once not unlike other swords. After it was worn and wielded by the Grand Censor of Ermor who used it to mete out his depraved justice, it acquired considerable power from the innumerable innocents that died on its blade. The residue of these injustices residing in the blade was enhanced during the cataclysmic fall of Ermor, when it absorbed considerable amounts of unholy energy. The sword will now increase the holy might of its wielder and will strike anyone it hits with the rot of Hell. It also enables the owner to protect his undead minions from banishment.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=120&lt;br /&gt;
|name=Woundflame&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|requirementSort=D4&lt;br /&gt;
|gear=weapon: Woundflame&lt;br /&gt;
|effects=disease&lt;br /&gt;
|description=This short sword of black steel was quenched in the blood of lepers and the tears of plague victims during its creation. Any wounds inflicted by this blade will become grievously infected and fester at a supernatural rate. Furthermore, the bearer of the sword will become an infected carrier of an extremely virulent disease to which he and anyone nearby will likely succumb, unless undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=121&lt;br /&gt;
|name=Sun Slayer&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D6&lt;br /&gt;
|requirementSort=D6&lt;br /&gt;
|gear=weapon: Sun Slayer&lt;br /&gt;
|effects=fear (5), Death magic bonus, item spell (Drain Life), start battle spell (Darkness)&lt;br /&gt;
|description=This gruesome blade was designed by Vestur of the Black Coven. The dark powers of the sword consumed its maker when he first used it in battle. The sword&#039;s powers were tamed when Vestur returned from beyond the grave. The black blade is covered with runes of death and destruction, and was tempered in the essence of dying souls. Only the undead are safe from the destructive powers of the sword.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=122&lt;br /&gt;
|name=Picus&#039;s Axe of Rulership&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D2, E1&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=weapon: Picus&#039;s Axe of Rulership&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Picus and Procas were two brothers who ruled a kingdom together. They were both wise mages: Picus was a specialist in Blood magic and Procas in Death magic. In order to strengthen their hold on the kingdom, they decided to forge a set of magic weapons together. Picus&#039;s axe was made to strengthen and protect the brothers and Procas&#039;s axe was made to put fear in both their enemies and the population.&lt;br /&gt;
&lt;br /&gt;
Whenever a citizen was to be punished, one of the brothers would chop off one of the citizen&#039;s arms and soon the axes became known as the Axes of Evil. The magic of the axes only manifested when the axes were wielded by both brothers simultaneously. Picus and Procas later died trying to defend their kingdom against a barbarian horde. The barbarian chief then managed to unleash the power of the axes by using one in each hand.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=123&lt;br /&gt;
|name=The Sharpest Tooth&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=N2, S1&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=weapon: The Sharpest Tooth&lt;br /&gt;
|effects=poison resistance (25)&lt;br /&gt;
|description=This is the sharpest tooth from the most venomous Wyrm ever known to have lived. It is now empowered with two sets of runes. The first amplifies the potency of the tooth&#039;s venom and enhances the poison resistance of its wielder. The second rune will grant the wielder extreme patience and enhanced awareness of his surroundings, which can make an assassin extremely efficient. There is no handle as such, but the base of the tooth is wrapped in angel skin to nullify the otherwise baneful effect on the wielder. It is so venomous that it will affect even poison-immune creatures.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=124&lt;br /&gt;
|name=Sceptre of Corruption&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|requirementSort=B4&lt;br /&gt;
|gear=weapon: Sceptre of Corruption&lt;br /&gt;
|effects=cursed, taint (10), leadership (100), item spell (Bane Fire)&lt;br /&gt;
|description=This unholy sceptre was the sign of office of the Great Sarlah. It allowed him to rule the living as well as his usual servants. Apart from its powers of domination, it allows its wielder to project unholy Bane Fire upon those who dissatisfy him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=125&lt;br /&gt;
|name=Procas&#039;s Axe of Rulership&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=B2, E1&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=weapon: Procas&#039;s Axe of Rulership&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Picus and Procas were two brothers who ruled a kingdom together. They were both wise mages: Picus was a specialist in Blood magic and Procas in Death magic. In order to strengthen their hold on the kingdom, they decided to forge a set of magic weapons together. Picus&#039;s axe was made to strengthen and protect the brothers and Procas&#039;s axe was made to put fear in both their enemies and the population.&lt;br /&gt;
&lt;br /&gt;
Whenever a citizen was to be punished, one of the brothers would chop off one of the citizen&#039;s arms and soon the axes became known as the Axes of Evil. The magic of the axes only manifested when the axes were wielded by both brothers simultaneously. Picus and Procas later died trying to defend their kingdom against a barbarian horde. The barbarian chief then managed to unleash the power of the axes by using one in each hand.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=126&lt;br /&gt;
|name=Harvest Blade&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=B3, N1&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=weapon: Harvest Blade&lt;br /&gt;
|effects=morale (2), cursed, fear (5), berserk (2), berserker&lt;br /&gt;
|description=A large and robust scythe with a rusty blade, it is always accompanied by an overpowering smell of blood. When this blade is wielded, the smell of blood becomes ever stronger and its wielder is filled with the rapturous joy of slaughter. Wading into the enemy ranks, the wielder swings the hungry blade in wide arcs, cutting off the calves of his horrified enemies, who are felled like rye at harvest.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=127&lt;br /&gt;
|name=Dimensional Rod&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=weapon: Dimensional Rod&lt;br /&gt;
|effects=quickness, cursed, taint (20), Astral magic bonus, astral range&lt;br /&gt;
|description=This rod has a close connection to time and space. The wielder of the rod will be able to move very quickly and strike people in order to shift them out of this world. The rod is very addictive and a sure way to insanity.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=128&lt;br /&gt;
|name=Infernal Sword&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=B1, F1&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=weapon: Infernal Sword&lt;br /&gt;
|effects=fire resistance (5)&lt;br /&gt;
|description=This sword was first forged by Igarak the Arch Devil and given to a devoted servant in the world of the living. Anyone struck by the sword will be banished from the world and sent to the Inferno. Getting back from there is not easy, but stories have been told of great heroes who were banished to the Inferno and made their way back alive.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=129&lt;br /&gt;
|name=The Staff from the Sun&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S5, F1&lt;br /&gt;
|requirementSort=S5&lt;br /&gt;
|gear=weapon: The Staff from the Sun&lt;br /&gt;
|effects=fire resistance (15), Fire magic bonus, fire range (2), temporary fire gems&lt;br /&gt;
|description=A mighty astrologer who studied the Sun discovered that a branch of some kind was stuck on the underside of the Sun. After researching a spell to loosen the branch, he traveled to directly below the Sun. He performed the ritual to loosen the branch, and this magic staff was what fell into the desert, right where the astrologer was.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=130&lt;br /&gt;
|name=Star of Darkness&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Star of Darkness&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This morningstar is enchanted with the magic of death and anyone wounded by it will have their vitality sucked out from them.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=131&lt;br /&gt;
|name=Shaman&#039;s Staff&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1, S1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Magic Staff&lt;br /&gt;
|effects=reinvigoration, spell penetration, nature range&lt;br /&gt;
|description=Even though this staff is useful for all mages, it is especially useful for those who can manipulate the powers of nature.  A nature mage wielding this staff will be able to cast his nature spells at a greater range than what would otherwise be possible.  In addition to this the staff will also help all mages deal with fatigue and overcome the magic resistance of enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=132&lt;br /&gt;
|name=Black Halberd&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Black Halberd&lt;br /&gt;
|effects=nation restriction (60), nation restriction (101)&lt;br /&gt;
|description=The Black Halberd is made of high quality blacksteel and inscribed with the most sacred words. When the halberd is swung enemies of the faith are struck by exhaustion as the divine powers clash.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=133&lt;br /&gt;
|name=God-Slayer Spear&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: God-Slayer Spear&lt;br /&gt;
|effects=nation restriction (6), nation restriction (51)&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=134&lt;br /&gt;
|name=Anemone Mace&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=weapon: Anemone Mace&lt;br /&gt;
|effects=nation restriction (44), nation restriction (89), nation restriction (127)&lt;br /&gt;
|description=This horrid living weapon is grown in the lightless chasms of the deep seas. It consists of a fleshy stalk, serving as a haft, ending in a living anemonelike creature with swaying tendrils that searchingly probe the air. Any victim struck by the mace will be stung, stunned, seared, and disgusted as the tendrils lash out, seeking the warmth of exposed flesh.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=135&lt;br /&gt;
|name=Mercybrand&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=weapon: Mercybrand&lt;br /&gt;
|effects=fear (5), patrol bonus (10), inquisitor, nation restriction (61)&lt;br /&gt;
|description=A branding iron, ever hot and glowing red, forged in the House of Just Fires. The brand bears with it the terrible authority of the inquisition, and anyone whose flesh it marks will experience the excruciating pain of absolute truth. The dread that this implement inspires make it a useful tool when rooting out heretics, and when brandished in battle it will fill those who see it with great fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=136&lt;br /&gt;
|name=Cockerel Scepter&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=weapon: Cockerel Sceptre&lt;br /&gt;
|effects=item spell (Holy Pyre), nation restriction (61)&lt;br /&gt;
|description=A short scepter whose head bears the likeness of the head a cockerel, wrought in gold and orichalcum. The cockerel scepter, bearing the semblance of the herald of dawn, has great powers against the forces of night. Anyone struck by the weapon runs the risk of being permanently blinded by the scepter, and undead struck will suffer tremendous damage. The scepter also enables its wielder to call upon the holy flames of the House of Just Fires.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=137&lt;br /&gt;
|name=Jellyberd&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=S1, F1&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Jellyberd&lt;br /&gt;
|effects=protection (20), nation restriction (89), nation restriction (127)&lt;br /&gt;
|description=A grotesque polearm in the shape of a runed iron shaft ending in a pulsing reddish jellyfish, trailing stinging tendrils. Those who have seen it wielded by the Illithids have dubbed it the jellyberd. When swung the tendrils will flail about and will not just hit the primary target, but will strike anyone standing close to the target too, paralyzing and poisoning those struck. The jellyfish also protects its wielder with an astral force.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=138&lt;br /&gt;
|name=Sword of the Five Elements&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=F1, W1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Sword of the Five Elements&lt;br /&gt;
|effects=reinvigoration (2), nation restriction (22), nation restriction (69), nation restriction (109), item cost modifier (-60), item cost modifier (-60)&lt;br /&gt;
|description=The weapon smiths of T&#039;ien Ch&#039;i have mastered the means to balance the elements into a single perfect blade. The weapon is usually given to kings and princes, but sometimes an accomplished swordmaster is granted one of the perfect blades. The Sword of Five Elements is remarkably well balanced and reinvigorates its wielder.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=139&lt;br /&gt;
|name=Spear of the Morrigan&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=D1, A1&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Spear of the Morrigan&lt;br /&gt;
|effects=nation restriction (10)&lt;br /&gt;
|description=The Morrigans are heralds of death, collectors of souls and bringers of strife. A Morrigan&#039;s spear will drain the lifeforce from anyone wounded by it, and any target that survives the immediate hit will suffer from decay and age unnaturally.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=140&lt;br /&gt;
|name=Vajra&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=weapon: Vajra&lt;br /&gt;
|effects=shock resistance (10), item spell (Lightning Bolt), nation restriction (20), nation restriction (68)&lt;br /&gt;
|description=The vajra, the diamond thunderbolt, is the weapon of the gods. Forged in the likeness of the celestial god-weapon by the sages of the monkey people, a vajra can project lightning upon the enemies of its wielder. It also protects its wielder from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=141&lt;br /&gt;
|name=Flail of Misfortune&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=weapon: Flail of Misfortune&lt;br /&gt;
|effects=spell penetration (2)&lt;br /&gt;
|description=This is the Flail of Belial, Lord of Corruption.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=142&lt;br /&gt;
|name=Sling of Accuracy&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Sling of Accuracy&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Most slings are difficult to aim, but this one has been enchanted with Air magic to make it shoot further and much more accurately.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=143&lt;br /&gt;
|name=Just Man&#039;s Cross&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Just Man&#039;s Cross&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This crossbow is enchanted with pure fire for the purpose of destroying undead beings. An undead creature hit by a bolt from this crossbow will most likely be burned to ashes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=144&lt;br /&gt;
|name=Trueshot Longbow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Trueshot Longbow&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Arrows fired from this bow will find their intended target, regardless of distance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=145&lt;br /&gt;
|name=The Pebble Pouch&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Boulder&lt;br /&gt;
|effects=strength required (20)&lt;br /&gt;
|description=A rather nondescript pouch made of cured Jotun skin. The pebble pouch&#039;s powers will be revealed when the user withdraws one of the pebbles lying inside the pouch. When the pebble is withdrawn it will grow into a large boulder, ready to be thrown. This item can only be used by those of giant size and strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=146&lt;br /&gt;
|name=Piercer&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1, A1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Piercer&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Bolts fired from this crossbow are extremely sharp and will go straight through any shields or armor in their path. The Piercer can also be used underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=147&lt;br /&gt;
|name=Black Bow of Botulf&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Black Bow&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Crafted from unknown materials, anyone hurt by an arrow from this black bow will become feebleminded for the rest of its life.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=148&lt;br /&gt;
|name=Mirage Bola&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Mirage Bola&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This weapon is composed of three globes shining with a faint light, all connected to each other with a thin red cord. When thrown against an enemy, it will wrap itself around the target, immobilizing him. The bola will reform itself in its user&#039;s hands after being thrown and only imaginary threads will remain tying up the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=149&lt;br /&gt;
|name=Fire Bola&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=weapon: Fire Bola&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This weapon is composed of three glowing metal lumps tied together with a cord of fire. When thrown against an enemy, it will wrap itself around the target, burning and immobilizing him. The bola will reform itself in its user&#039;s hands after being thrown.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=150&lt;br /&gt;
|name=Thunder Bow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=weapon: Lightning&lt;br /&gt;
|effects=&lt;br /&gt;
|description=When the string of the Thunder Bow is drawn, a lightning bolt will appear where the arrow should have been, ready to be fired at the archer&#039;s enemies. The further the string is drawn, the more powerful the lightning bolt will be. The Thunder Bow can be a very formidable weapon in the hands of a man with strong arms and a good eye.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=151&lt;br /&gt;
|name=Golden Arbalest&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A1, E1&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Golden Arbalest&lt;br /&gt;
|effects=&lt;br /&gt;
|description=An arbalest of remarkable craftsmanship, it has an ingenious loading mechanism enchanted to automatically load and fire at incredible speed. The Golden Arbalest is able to fire and reload several times faster than a normal arbalest. Further enchantments are applied to increase the strength of the bow and the accuracy of the bolts.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=152&lt;br /&gt;
|name=Vision&#039;s Foe&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A1, D1&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Vision&#039;s Foe&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This arbalest is made of yew and steel and inscribed with intricate patterns and twisting runes. Any arrows fired from the Vision&#039;s Foe will always pierce the eye of the target, bypassing any armor and impairing vision.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=153&lt;br /&gt;
|name=Vine Bow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Vine Bow&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This magic bow will fire living vines at the target. The vine arrows are neither very accurate nor effective, but they will stop even the largest of monsters for at least a short while.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=154&lt;br /&gt;
|name=Sling of Crystal Shards&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G1, E1&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=weapon: Sling of Crystal Shards&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This magic sling throws a large number of crystal shards towards the enemy. Anyone wounded by a shard will be affected by the magic inside the crystal. The stored magic will harness the fear generated from being wounded and use it to create an illusion that will start to fight the enemies. Mindless units are immune to the effects of this sling.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=155&lt;br /&gt;
|name=Bow of War&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Bow of War&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Arrows fired from this bow will split into thirteen lethal arrows.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=156&lt;br /&gt;
|name=Ethereal Crossbow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=weapon: Ethereal Crossbow&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The hazy quarrels of this crossbow pierce all armor and slay the soul of anyone hit. This missile weapon can also be used underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=157&lt;br /&gt;
|name=Ivory Bow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=D3, A1&lt;br /&gt;
|requirementSort=D3&lt;br /&gt;
|gear=weapon: Ivory Bow&lt;br /&gt;
|effects=undead leadership (15)&lt;br /&gt;
|description=This horrible bow is made from the Ivory of the Underworld, human bones. It is strangely shaped and would not work, were it not enchanted with Air magic. The bow fires volleys of deadly arrows burning with the sickly green flames of bane fire. As if this was not enough, the arrows will trap the souls of those killed, coercing their bodies to continue fighting, but for a new master, their slayer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=158&lt;br /&gt;
|name=Banefire Crossbow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=weapon: Banefire Crossbow&lt;br /&gt;
|effects=curse&lt;br /&gt;
|description=This weapon is loaded with bolts from the Realm of Dead. The bolts will explode in a shower of Death magic when they strike. Those affected by it will wither and die within minutes. Anyone who carries this weapon will be cursed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=159&lt;br /&gt;
|name=Bow of the Titans&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=A3, S2&lt;br /&gt;
|requirementSort=A3&lt;br /&gt;
|gear=weapon: Bow of the Titans&lt;br /&gt;
|effects=air range, item spell (Seeking Arrow), strength required (18)&lt;br /&gt;
|description=It takes a really strong man to use this very large and exquisitely ornate bow. But a strong man can use the bow to perform the most miraculous shots. He will be able to fire arrows at targets in another province, or use it in combat to fire giant arrows with unlimited range and perfect accuracy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=160&lt;br /&gt;
|name=Blacksteel Tower Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Blacksteel Tower Shield&lt;br /&gt;
|effects=no mount&lt;br /&gt;
|description=This tower shield is made of a black, ferrous alloy of incredible strength and durability. Tower shields can&#039;t be used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=161&lt;br /&gt;
|name=Blacksteel Kite Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Blacksteel Kite Shield&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This kite shield is made of a black, ferrous alloy of incredible strength and durability. Kite shields are usually used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=162&lt;br /&gt;
|name=Enchanted Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=armor: Enchanted Shield&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This round shield is enchanted with Astral magic, making it quicker than all ordinary shields.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=163&lt;br /&gt;
|name=Raw Hide Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Magic Leather Shield&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This shield is made from the hides of exceptional bulls. The shield is not as sturdy as a good iron shield, but it is very light and doesn&#039;t encumber its bearer. The Raw Hide Shield is often used by mages.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=164&lt;br /&gt;
|name=Weightless Tower Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=armor: Weightless Tower Shield&lt;br /&gt;
|effects=no mount&lt;br /&gt;
|description=This tower shield is enchanted with Air magic, making it light and quick. Tower shields can&#039;t be used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=165&lt;br /&gt;
|name=Weightless Kite Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=armor: Weightless Kite Shield&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This kite shield is enchanted with Air magic, making it light and quick. Kite shields are usually used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=166&lt;br /&gt;
|name=Lead Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Lead Shield&lt;br /&gt;
|effects=magic resistance (4)&lt;br /&gt;
|description=The Lead Shield is very heavy and is enchanted to protect its wielder from hostile magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=167&lt;br /&gt;
|name=Shield of Valor&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1, A1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Shield of Valor&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This formidable shield is enchanted with Earth and Air to make it both strong and light. Symbols of power are inscribed on the surface of the shield to protect the bearer from missiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=168&lt;br /&gt;
|name=Lucky Coin&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=armor: Lucky Coin&lt;br /&gt;
|effects=luck&lt;br /&gt;
|description=A buckler of polished silver, it has inscribed on its surface the face of an unknown statesman grinning at some private joke. The figure on the surface of the shield is reputedly the lover of Lady Luck and his face makes the bearer pleasant in the eyes of the Lady.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=169&lt;br /&gt;
|name=Shield of Meteoritic Iron&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=S3, E2&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=armor: Shield of Meteoritic Iron&lt;br /&gt;
|effects=start battle spell (Power of the Spheres), no mount&lt;br /&gt;
|description=This heavy shield is made of sky metal, a material known to focus and enhance arcane powers. The shield is cumbersome, but its enchantments will empower a mage in battle, increasing his power in all magic Paths. Tower shields cannot be used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=170&lt;br /&gt;
|name=Eye Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=armor: Eye Shield&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A buckler made to resemble a single round eye, this item is disturbingly lifelike. Anyone who hits the Eye Shield will be punished by the vengeful spirit locked inside the eye of the shield. The spirit will strike at the eyes of the perpetrator.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=171&lt;br /&gt;
|name=Ice Aegis&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=armor: Ice Aegis&lt;br /&gt;
|effects=cold resistance (5), ice protection&lt;br /&gt;
|description=This shield is made of enchanted ice and its enchantment will increase in power when it is cold and decrease when it is warm. The shield will also protect it wielder from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=172&lt;br /&gt;
|name=Golden Hoplon&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=armor: Gold Shield&lt;br /&gt;
|effects=fire resistance (15)&lt;br /&gt;
|description=A great golden hoplon enchanted to protect its wielder from fire and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=173&lt;br /&gt;
|name=Charcoal Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=E2, F1&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Charcoal Shield&lt;br /&gt;
|effects=fire resistance (10), fire shield&lt;br /&gt;
|description=A massive, round shield made of beaten bronze and set with ever-glowing coals whose fierce heat can be felt several feet away, this shield was reputedly made by the same god who once constructed the Aegis. Anyone who strikes the surface of the shield will find that the immense heat of the shield will instantly pass through his weapon and into his body, causing extreme pain. The shield partially protects its wielder from fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=174&lt;br /&gt;
|name=Mirror of Long Lost Battles&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=armor: Mirror Shield&lt;br /&gt;
|effects=no mount&lt;br /&gt;
|description=This heavy bronze and silver tower shield is enchanted with glamour magic. Hazy images of past battles appear on its polished silver surface. Whenever an enemy is close one of the warriors of the mirror steps through to fight for the wielder.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=175&lt;br /&gt;
|name=Shield of the Accursed&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=S2, B1&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=armor: Shield of the Accursed&lt;br /&gt;
|effects=defence (3)&lt;br /&gt;
|description=This large, round shield is carved with disturbing patterns. The patterns on the shield are locked into the very fabric of reality. Any disturbance to their integrity will risk damaging the Veil that locks out the Horrors, allowing the Horrors to mark the striker for special attention. The patterns on the shield are also painful to look at and will cause opponents to have problems focusing on the shield and its bearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=176&lt;br /&gt;
|name=Vine Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=armor: Vine Shield&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This is a buckler made of tightly woven, living vines that writhe and twist like snakes. Anyone in close combat with the bearer will find that the vines on the shield will lash out and try to hold him still.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=177&lt;br /&gt;
|name=Totem Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=D1, G1&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=armor: Magic Leather Shield&lt;br /&gt;
|effects=curse attacker (5)&lt;br /&gt;
|description=The head painted on this shield will cast curses on anyone striking its bearer. The Totem Shield is often used by evil witch doctors to discourage people from attacking them.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=178&lt;br /&gt;
|name=Shield of Gleaming Gold&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=F1, G1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Gold Shield&lt;br /&gt;
|effects=awe&lt;br /&gt;
|description=This gilded, octagonal shield shines so brightly that enemies must avert their gaze from its polished surface. Only brave soldiers will ignore the bright aura of the shield and strike its bearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=179&lt;br /&gt;
|name=Scutata Volturnus&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=A1, E1&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Scutata Volturnus&lt;br /&gt;
|effects=shock resistance (5), auto combat spell (Shocking Grasp), no mount&lt;br /&gt;
|description=This formidable tower shield is enchanted with Earth to make it strong.  On its surface is an enchanted symbol that will strike nearby enemies with lightning. The wielder is also partially protected from lightning. Tower shields cannot be used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=180&lt;br /&gt;
|name=Lantern Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=D2, F1&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=armor: Lantern Shield&lt;br /&gt;
|effects=magic leadership, fear (5)&lt;br /&gt;
|description=This metal shield is set with turquoise stones that burn with otherworldly light. The enchanted stones will release imprisoned Corpse Candles in battle. The eerie lights and sounds of the stones will frighten cowardly enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=181&lt;br /&gt;
|name=Immaculate Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F3, S2&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=armor: Immaculate Shield&lt;br /&gt;
|effects=bless, awe (2), Holy magic bonus&lt;br /&gt;
|description=A shield once worn by a great warrior prophet. It shines with holy splendor and sings like a choir of angels. A priest bearing the shield has his priestly authority increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=182&lt;br /&gt;
|name=Barrier&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=armor: Barrier&lt;br /&gt;
|effects=shock resistance (15), fire resistance (15), strength (4), no mount&lt;br /&gt;
|description=This great shield is inscribed with runes of fortitude and swiftness. It is said to be indestructible until its creator has died. The shield grants its bearer strength from the Earth itself, as well as protection from fire and lightning. Tower shields cannot be used by mounted troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=183&lt;br /&gt;
|name=The Aegis&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=armor: Aegis&lt;br /&gt;
|effects=fear (5), petrification&lt;br /&gt;
|description=This is a round shield of hardened leather with tufts of goat hair surrounding its edge. Upon the leather surface, the unknown maker painted an extremely vivid image of the Medusa. The image is so vivid that anyone who meets the mad gaze of the painted eyes will be instantly petrified. Anyone fighting the Aegis-bearer tries to avoid the leering face of the Medusa and will thus have trouble watching and predicting the Aegis-bearer&#039;s actions.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=184&lt;br /&gt;
|name=Shield of the Dawn&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E2, S1&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Shield of the Dawn&lt;br /&gt;
|effects=fire resistance (5), wound fend, magic resistance, awe&lt;br /&gt;
|description=At the dawn of time a great Enkidu hero crafted a set of magical weapons under the tutelage of the Sun. Now known only as the Dawn Warrior, he forged the First Kingdom. His items were crafted from bronze and set with lapis lazuli, the stone of the sky and the kings of old. Under the rays of the sun, the items grant their wearer the prowess and splendor of the Sun himself. The items also grant their wearer resistance against wounds and and protection from magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=185&lt;br /&gt;
|name=Blacksteel Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Blacksteel Helmet&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This helmet is made of a black, ferrous alloy of incredible strength and durability.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=186&lt;br /&gt;
|name=Enchanted Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=armor: Enchanted Helmet&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This enchanted helmet is both sturdy and comfortable.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=187&lt;br /&gt;
|name=Dragon Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Magic Helmet&lt;br /&gt;
|effects=fire resistance (5), darkvision (50), morale (4)&lt;br /&gt;
|description=In addition to becoming resistant to fire, the wearer of this helmet will be able to see in the dark and will be incredibly brave in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=188&lt;br /&gt;
|name=Crown of Lead&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=magic resistance&lt;br /&gt;
|description=A crown made with a rich portion of lead and a simple enchantment to make it repel hostile magics.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=189&lt;br /&gt;
|name=Ivy Crown&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=forest survival, ivy lord&lt;br /&gt;
|description=The Ivy Crown is a replica of the ivy crowns that were worn by exalted Vine Men in the ancient times before men came and drove them away. The forests and the Vine Men who live there perceive the wearer as an ancient Vine Lord and will gladly assist him. The crown is of great help when awakening vine creatures and will increase the effect of the Awaken Vine Men and Awaken Vine Ogre spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=190&lt;br /&gt;
|name=Horned Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Gore, armor: Magic Helmet&lt;br /&gt;
|effects=&lt;br /&gt;
|description=An imposing helmet sporting two great horns, this item allows its wearer to deliver a powerful gore attack in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=191&lt;br /&gt;
|name=Ice Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=armor: Ice Cap&lt;br /&gt;
|effects=cold resistance (5)&lt;br /&gt;
|description=This helmet is made of enchanted ice and will protect its wearer from both physical harm and cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=192&lt;br /&gt;
|name=Flame Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=armor: Flame Helmet&lt;br /&gt;
|effects=reinvigoration (-3), Fire magic bonus&lt;br /&gt;
|description=Flames will start to burn on top of this helmet as soon as it is worn.  The flames are a visible manifestation of the wearer&#039;s life force and will enhance his power in Fire magic and protect him from heat. Wearing this helmet in combat is quite strenuous, but the protection gained is formidable.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=193&lt;br /&gt;
|name=Helmet of Heroes&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=F1, E1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Helmet of Champions&lt;br /&gt;
|effects=inspirational (2)&lt;br /&gt;
|description=This wearer of this helmet will be able to inspire his men to great deeds.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=194&lt;br /&gt;
|name=Dragon Crown&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=W1, E1&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This crown is shaped like the skull of a dragon. If worn when summoning dragonkin its powers manifest themselves and additional drakes will answer the call.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=195&lt;br /&gt;
|name=Winged Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|requirementSort=A4&lt;br /&gt;
|gear=armor: Magic Helmet&lt;br /&gt;
|effects=Air magic bonus&lt;br /&gt;
|description=This helmet will increase the wearer&#039;s skill in Air magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=196&lt;br /&gt;
|name=Crown of Command&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=leadership (100), magic leadership (50), inspirational&lt;br /&gt;
|description=With this crown, a commander can lead more men than ever before. The commander will even be able to command magical beings as if he were a mage.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=197&lt;br /&gt;
|name=Spirit Mask&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=D2, N1&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=armor: Wooden Mask&lt;br /&gt;
|effects=magic resistance, auto combat spell (Frighten), spirit sight&lt;br /&gt;
|description=A mask carved from spirit wood, painted with magical patterns in order to bind a vengeful spirit. The mask will project its ill will upon the enemies of its wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=198&lt;br /&gt;
|name=Mistletoe Garland&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (5), luck&lt;br /&gt;
|description=A garland enchanted to draw forth the magical properties of mistletoe, which grants good luck and protection from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=199&lt;br /&gt;
|name=Horror Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=armor: Magic Helmet&lt;br /&gt;
|effects=fear (5)&lt;br /&gt;
|description=A dark helmet with strange appendages, it is enchanted with dark magic, allowing its wearer to rout all but the bravest of opponents.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=200&lt;br /&gt;
|name=Crown of Bones&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=undead leadership (150), inspirational (-1)&lt;br /&gt;
|description=This crown is made from the bones of dead apprentices of necromancers. Hopefully the bones will be of use as a magic crown, because the apprentices were failures and wastes of time in their short lives. Anyone wearing this crown will be able to command many undead beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=201&lt;br /&gt;
|name=Gossamer Veil&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|requirementSort=G3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth (20), Glamour magic bonus, blur&lt;br /&gt;
|description=This veil is woven of gossamer, the fabric of dreams and glamour. It grants its wearer increased powers in glamour magic as well as the ability to hide his presence, if not already able to do so. Even close up the wearer is blurred and difficult to see.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=202&lt;br /&gt;
|name=Crown of the Whispering Dead&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G1, D1&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=no mindless&lt;br /&gt;
|description=This crown is forged simultaneously in this world and the nightmare realm of the dreamwild. When worn you enter a state of wake dreaming and your mind enters the dreamwild taking command over the horrors of that dreadful place. Nightmares will manifest and harass those who oppose the dreamer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=203&lt;br /&gt;
|name=Scorpion Crown&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=F3, D2&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=poison resistance (5), magic leadership (5)&lt;br /&gt;
|description=The wearer of this crown will be seen as a god in the eye of simple scorpions.  Whenever the wearer of the crown is in combat scorpions will appear continuously and attack enemies. No scorpions will appear in cold provinces or under water.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=204&lt;br /&gt;
|name=Spirit Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|requirementSort=A3&lt;br /&gt;
|gear=armor: Spirit Helmet&lt;br /&gt;
|effects=auto combat spell (Lightning Bolt)&lt;br /&gt;
|description=An Air spirit is trapped within the gem placed on the front of this helmet. The Air spirit will throw lightning bolts at any enemy that comes within sight. The Air spirit does this independently of its owner&#039;s activities.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=205&lt;br /&gt;
|name=Iron Face&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=armor: Iron Face&lt;br /&gt;
|effects=ironskin&lt;br /&gt;
|description=This helmet will turn the face and the rest of the skin of its wearer into iron. The iron skin is very hard for enemies to penetrate with their weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=206&lt;br /&gt;
|name=Crown of the Titans&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=E2, F1&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=leadership (100), inspirational, enlargement&lt;br /&gt;
|description=This item will make its wearer grow larger and exhibit great confidence, thus inspiring anyone who sees him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=207&lt;br /&gt;
|name=Starshine Skullcap&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=armor: Starshine Skullcap&lt;br /&gt;
|effects=magic resistance (2), Astral magic bonus&lt;br /&gt;
|description=This skullcap is enchanted with pure Astral light, which gives it an eerie glow. When worn, it will be easier to cast Astral magic and resist hostile spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=208&lt;br /&gt;
|name=Crown of the Magi&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=S4, W2&lt;br /&gt;
|requirementSort=S4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=magic leadership (25), fast casting (30)&lt;br /&gt;
|description=This crown is suited for the most powerful of mages. It enables its wearer to cast combat spells much quicker than otherwise possible.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=209&lt;br /&gt;
|name=Skullface&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|requirementSort=D5&lt;br /&gt;
|gear=armor: Skullface&lt;br /&gt;
|effects=undead leadership (25), Death magic bonus, item spell (Horde of Skeletons), spirit sight&lt;br /&gt;
|description=This helmet is made out of a human skull and enchanted with black magic. The helmet increases the wearer&#039;s skill in Death magic and enables him to animate skeletons during battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=210&lt;br /&gt;
|name=Wraith Crown&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|requirementSort=D5&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=ethereal, undead leadership (100), spirit sight&lt;br /&gt;
|description=Wraith Crowns are worn by the wraith lords of the Underworld. The crown will summon undead servants at the start of a battle. The wearer of the crown will be able to command undead beings as if he were a necromancer. The crown will also make its wearer ethereal and thus almost invulnerable to non-magical weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=211&lt;br /&gt;
|name=Mask of Face-borrowing&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth (30)&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=212&lt;br /&gt;
|name=Headband of Woven Dreams&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=no mindless&lt;br /&gt;
|description=With the help of magic the dreams of a hundred old men are woven into a beautiful headband. When worn the crown will project its sleep inducing dreams at any nearby enemies, making them fall asleep instantly. The headband has been adorned with an enchanted purple pearl, designed to keep the wearer safe from the sleep inducing magics of the dreams.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=213&lt;br /&gt;
|name=Crown of Overmight&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F5, E3&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=armor: Crown of Overmight&lt;br /&gt;
|effects=protection (30), magic resistance (4), strength (5), cursed, leadership (150), inspirational, auto combat spell (Charm)&lt;br /&gt;
|description=This elaborate golden crown will graft itself onto its wearer&#039;s head when worn in order to keep it from being misplaced. Unfortunately, the gilded crown is so heavy and cumbersome that the wearer&#039;s movement will be severely hindered, should he ever be forced to move swiftly. It provides its wearer with an aura of royal awe, which causes people to flock to his cause and makes soldiers more willingly follow his lead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=214&lt;br /&gt;
|name=Amon Hotep&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F5, S4&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=fire resistance (15), magic resistance (5), cursed, awe (5), item spell (Mummification), invulnerability (25)&lt;br /&gt;
|description=This golden headgear contains the soul of Amon Hotep, the First Mummy. The power of Amon Hotep gives its wearer protection from both physical and mental harm. Amon Hotep&#039;s skill in mummification enables the headgear&#039;s wearer to create mummies at will.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=215&lt;br /&gt;
|name=Helmet of Perfection&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=W3, A3&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=armor: Helmet of Perfection&lt;br /&gt;
|effects=inspirational (3), awe (5)&lt;br /&gt;
|description=This helmet is perfect. The men whose leader wears this helmet are very unlikely to break, and any enemy who tries to strike against the helmet will be struck by awe or have one of his eyes put out for his impudence.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=216&lt;br /&gt;
|name=Helmet of the Dawn&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E2, S1&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Helmet of the Dawn&lt;br /&gt;
|effects=wound fend, magic resistance (2), awe&lt;br /&gt;
|description=At the dawn of time a great Enkidu hero crafted a set of magical weapons under the tutelage of the Sun. Now known only as the Dawn Warrior, he forged the First Kingdom. His items were crafted from bronze and set with lapis lazuli, the stone of the sky and the kings of old. Under the rays of the sun, the items grant their wearer the prowess and splendor of the Sun himself. The items also grant their wearer resistance against wounds and and protection from magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=217&lt;br /&gt;
|name=Crown of the Ivy King&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (15), forest survival, barkskin, ivy lord (3), item spell (Awaken Vine Men), regeneration (5)&lt;br /&gt;
|description=This crown was worn by the High King of the exalted Vine Men in ancient times, when the Vine Men were still a great race. Vine Men perceive the wearer of this crown as their rightful king and will gladly serve him. The crown is of great help when awakening vine creatures in the forests and will increase the effect of the Awaken Vine Men and Awaken Vine Ogre spells.  Animals confronted with the crown will feel its power and hesitate before striking. The wearer of the crown will also be resistant to poison and regenerate wounds very quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=218&lt;br /&gt;
|name=The Crown of Despair&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=darkvision (100), cursed, fear (10), death range&lt;br /&gt;
|description=This beautiful but ominous crown was originally crafted by the sorcerer-king Raigömur, who was also the high priest of the Prince of Death. Those who behold the crown will quiver in fear. The crown is of great help when performing Death magic and when animating the dead, but the crown also makes the wearer grow attached to it and only death will see them apart.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=219&lt;br /&gt;
|name=Crown of the Fire King&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=fire resistance (25), reinvigoration (-1), cursed, magic leadership (50), fire shield, heat aura (3)&lt;br /&gt;
|description=This crown has an ancient, powerful fire being trapped in its rubies. Anyone putting on the crown will soon become influenced by the fire being and claim the crown as his forever. The wearer of the crown will radiate severe heat and will also be protected by two fire elementals whenever he is threatened.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=220&lt;br /&gt;
|name=Crown of the Frost King&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|requirementSort=W4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=cold resistance (25), cursed, magic leadership (50), cold aura (25)&lt;br /&gt;
|description=This crown has an ancient, powerful frost being trapped in its diamonds. Anyone putting on the crown will soon become influenced by the elemental being and claim the crown as his forever. The wearer of the crown will radiate severe cold and will also be protected by two ice elementals whenever he is threatened.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=221&lt;br /&gt;
|name=The First Crown&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S4, F4&lt;br /&gt;
|requirementSort=S4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=cursed, taint (50), awe (5), master ritualist (2)&lt;br /&gt;
|description=It may be that there were other crowns made before this one, but they were certainly nowhere near as perfectly crafted. The crown is made from the finest gold and set with the very best gems. In fact the crown is so perfect that all the great smiths claim that only one of their lineage could have made something this great. Some say it was crafted by the gods and some say the Pantokrator conquered it in a fight on another plane. Its true origin is unknown, but wise mages say that its construction has been heavily influenced by horrors and that only the wisest of the wise would be able to wear this crown without being destroyed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=222&lt;br /&gt;
|name=The Crown of Pure Blood&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=B4, D2&lt;br /&gt;
|requirementSort=B4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=cursed, fear (10)&lt;br /&gt;
|description=This crown was first created by a mad vampire lord with a particular fondness of eating blood slaves. The enchantments on the crown will draw blood slaves to it for the surrounding lands. The crown will not attract blood slaves underwater, but almost everywhere else the blood slaves will find the crown.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=223&lt;br /&gt;
|name=Crown of the Elements&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F4, W4&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=shock resistance (10), fire resistance (10), cold resistance (10), Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus&lt;br /&gt;
|description=This is the crown worn by the lord of the elements. The elemental powers recognize its authority and will pay a magic gem as tribute each month. In battle a large number of lesser elementals will appear to protect the lord of the elements. A mage wearing this crown will also be able to harness some of its power into elemental magic power.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=224&lt;br /&gt;
|name=Oppressors Headband&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=magic resistance (-2), nation restriction (51), nation restriction (96)&lt;br /&gt;
|description=With the aid of Phlegyas the Theurg Tyrant and his superior arcane understanding, the Elder Cyclopes have crafted the means to dominate mages joined in communion. All oppressors are equipped with iron headbands and are trained to join the communion. Untrained mages, such as the Gigante Tyrants, are given headbands with stronger enchantments that take magical resources to craft.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=225&lt;br /&gt;
|name=Crown of the Shah&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=F1, A1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=cursed, leadership (150), undead leadership (50), magic leadership (50), inspirational, Holy magic bonus, start battle spell (Fanaticism), cannot be found, nation restriction (105)&lt;br /&gt;
|description=The Crown of the Shah is the Crown made by the High Magi for the Shahanshah, King of Kings. The Shahs are petty kings of Ragha and their power stems from the kingdom, not from the Shah himself. The Crown is linked to the land itself and will give the Shah vast religious authority as the Shahanshah. Only one among the Shahs can be appointed King of Kings and his powers are linked to his crown. Should the king die, a new crown must be forged for the new Shahanshah. There can only be one Crown and it can only be used by a Shah of Ragha. The Shahanshah will never give up his crown, and only if the king dies can a new one be made.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=226&lt;br /&gt;
|name=The Jade Mask&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D6, N3&lt;br /&gt;
|requirementSort=D6&lt;br /&gt;
|gear=armor: Jade Mask&lt;br /&gt;
|effects=poison resistance (15), darkvision (50), magic resistance (3), fear (10), Death magic bonus (2), item spell (Rigor Mortis), regeneration (5), nation restriction (27), nation restriction (75), nation restriction (113)&lt;br /&gt;
|description=This powerful mask will spread fear among all enemies nearby and will grant its wearer regeneration, partial poison resistance and increased magic resistance. It will also greatly increase its wearer&#039;s skill in Death Magic and may fatigue all living beings present on a battlefield. The mask can only be used by cold-blooded beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=227&lt;br /&gt;
|name=Headdress of the Bull&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Magic Headdress&lt;br /&gt;
|effects=strength (2), nation restriction (19), nation restriction (66), nation restriction (68), nation restriction (20), nation restriction (21), nation restriction (108)&lt;br /&gt;
|description=The Buffalo is a symbol of strength, beauty and fierce loyalty. The wearer of this enchanted headdress will receive increased strength. Whenever the wearer is in danger, a buffalo will suddenly appear and charge straight at any enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=228&lt;br /&gt;
|name=Huaca Headdress&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=leadership (25), undead leadership (25), magic leadership (25), inspirational, nation restriction (72)&lt;br /&gt;
|description=The Huaca Headdress is a golden crown of ancient times. It represents the divine glory of the sun and will inspire Nazcans, living and dead. The divine glow of the headdress will make Huacas and their Supaya ghosts arrive in greater numbers and allow Royal Mallquis to reanimate additional Supayas. One extra per month for holy reanimation or two extra for magic rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=229&lt;br /&gt;
|name=Black Laurel&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=nation restriction (54)&lt;br /&gt;
|description=This black crown is a laurel that was once carried by the dictator who plunged Ermor into the endless despair of undeath. The twisted and blackened leaves of the crown still command the respect of the Lictors of Ermor, who will remember their ancient oaths and shamble forth to mete out the justice of their dictator. Three additional Lictors are summoned with the spell Revive Lictor. This item is only useful to the Ashen Empire of Ermor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=230&lt;br /&gt;
|name=Blacksteel Plate&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Blacksteel Plate&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The Blacksteel Plate cuirass is made from a black, ferrous alloy of incredible strength and durability. The plate cuirass is not as heavy as the full plate armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=231&lt;br /&gt;
|name=Blacksteel Full Plate&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Blacksteel Full Plate&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Blacksteel Full Plate armor is made from a black, ferrous alloy of incredible strength and durability.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=232&lt;br /&gt;
|name=Enchanted Ring Mail Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=armor: Enchanted Ring Mail Hauberk&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This ring mail is enchanted to be particularly durable.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=233&lt;br /&gt;
|name=Berserker Pelt&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Magic Furs&lt;br /&gt;
|effects=berserk, berserker&lt;br /&gt;
|description=This wolf pelt will enrage its wearer, increasing his strength and battle prowess, but reducing his defence.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=234&lt;br /&gt;
|name=Fire Plate&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Fire Plate&lt;br /&gt;
|effects=fire resistance (5), morale (2)&lt;br /&gt;
|description=The wearer of this magic plate cuirass will be resistant to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=235&lt;br /&gt;
|name=Robe of Missile Protection&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Magic Robes&lt;br /&gt;
|effects=air shield (80)&lt;br /&gt;
|description=This robe has the power to repel incoming missiles with strong gusts of wind.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=236&lt;br /&gt;
|name=Lightweight Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Lightweight Scale Mail&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Lightweight Scale Mail has been enchanted with Air magic, making it lighter.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=237&lt;br /&gt;
|name=Mirror Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=G1, A1&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=armor: Mirror Armor&lt;br /&gt;
|effects=magic resistance (3)&lt;br /&gt;
|description=This leather armor has a large polished metal plate on the chest that is enchanted to protects the wearer against hostile magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=238&lt;br /&gt;
|name=Shambler Skin Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=armor: Shambler Skin Hauberk&lt;br /&gt;
|effects=water breathing, air breathing&lt;br /&gt;
|description=Made from the skin of a single huge Atlantian, this armor grants the wearer the ability to breathe both air and water.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=239&lt;br /&gt;
|name=Dire Wolf Pelt&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Dire Wolf Pelt&lt;br /&gt;
|effects=cold resistance (5), attack, defence&lt;br /&gt;
|description=This enchanted dire wolf pelt is very light and will increase the battle skill of its wearer as well as protect him from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=240&lt;br /&gt;
|name=Kithaironic Lion Pelt&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1, E1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Kithaironic Lion Pelt&lt;br /&gt;
|effects=invulnerability (18), item cost modifier (-40), item cost modifier (-60)&lt;br /&gt;
|description=The Kithaironic Lion is famous for its unpiercable skin that makes the lion so difficult to hunt. With the right preparations and enchantments the lion skin can be made into armor that is light to bear and offers excellent protection.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=241&lt;br /&gt;
|name=Ranger&#039;s Cloak&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Light Magic Furs&lt;br /&gt;
|effects=stealth bonus (30)&lt;br /&gt;
|description=This robe will make its wearer blend into the surroundings, a very useful thing when sneaking.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=242&lt;br /&gt;
|name=Gossamer Gown&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=armor: Gossamer Gown&lt;br /&gt;
|effects=awe&lt;br /&gt;
|description=This gown looks like it was dreamed up, and it probably was. It will catch the eyes of everyone and any attacker would hesitate to strike at such beauty.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=243&lt;br /&gt;
|name=Red Dragon Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=armor: Dragon Scale Mail&lt;br /&gt;
|effects=fire resistance (15), morale (4)&lt;br /&gt;
|description=Armor made from the scales of a true dragon, it is almost weightless and very durable. It protects its wearer from both fear and fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=244&lt;br /&gt;
|name=Copper Plate&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Copper Plate&lt;br /&gt;
|effects=shock resistance (10), start battle spell (Charge Body)&lt;br /&gt;
|description=The wearer of this magic plate cuirass is granted resistance to lightning.  When first struck in battle, the armor will unleash a blast of lightning upon the attacker.  There will also be a lesser lightning discharge against the wearer of the magic plate cuirass, but the lightning resistance will usually nullify that.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=245&lt;br /&gt;
|name=Silver Hauberk&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A2, E1&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=armor: Silver Hauberk&lt;br /&gt;
|effects=air shield (80)&lt;br /&gt;
|description=A chainmail hauberk made of brightest silver, this armor is said to distract the eyes of enemies. As a result, few, if any, arrows will ever hit the wearer. The exquisite design of the mail makes it very light.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=246&lt;br /&gt;
|name=Brightmail Haubergeon&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A1, E1&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Brightmail Haubergeon&lt;br /&gt;
|effects=reinvigoration&lt;br /&gt;
|description=A silvery haubergeon enchanted to be exceptionally light and durable. It is further enchanted to reinvigorate the wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=247&lt;br /&gt;
|name=Brightmail Hauberk&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A2, E1&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=armor: Brightmail Hauberk&lt;br /&gt;
|effects=reinvigoration (2)&lt;br /&gt;
|description=A silvery hauberk enchanted to be exceptionally light and durable. It is further enchanted to reinvigorate the wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=248&lt;br /&gt;
|name=Armor of Meteoritic Iron&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=E1, S1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Armor of Meteoritic Iron&lt;br /&gt;
|effects=magic resistance (3)&lt;br /&gt;
|description=This heavy plate armor is made of sky metal, a material that can be enchanted to enhance or dampen magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=249&lt;br /&gt;
|name=Elemental Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=E2, F1&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Elemental Armor&lt;br /&gt;
|effects=shock resistance (10), fire resistance (10), cold resistance (10)&lt;br /&gt;
|description=This enchanted plate hauberk protects its wearer from heat, cold, and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=250&lt;br /&gt;
|name=Blue Dragon Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=armor: Dragon Scale Mail&lt;br /&gt;
|effects=cold resistance (15), morale (4)&lt;br /&gt;
|description=Armor made from the scales of a true dragon, it is almost weightless and very durable. It protects its wearer from both fear and cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=251&lt;br /&gt;
|name=Robe of the Sea&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=armor: Magic Robes&lt;br /&gt;
|effects=water breathing, air breathing, Water magic bonus&lt;br /&gt;
|description=A Water mage who wears this robe will find that it helps him in the use of Water magic. This robe makes it possible for anyone wearing it to breathe underwater and on land.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=252&lt;br /&gt;
|name=Shroud of the Battle Saint&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=armor: Shroud of the Battle Saint&lt;br /&gt;
|effects=bless, cursed, cannot be found&lt;br /&gt;
|description=This simple shroud is drenched in the blood of champions of the Faith who have fallen in battle. The blood on the shroud never dries and the wearer is constantly reminded of his predecessors&#039; greatness by the smell and fresh wetness of their blood. The wearer is always blessed, even if he is not sacred. Once worn, the shroud cannot be removed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=253&lt;br /&gt;
|name=Robe of Shadows&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=armor: Magic Robes&lt;br /&gt;
|effects=stealth bonus (20), ethereal&lt;br /&gt;
|description=This robe will make its wearer ethereal and thus almost invulnerable to non-magical damage. It also helps the wielder avoid being seen when sneaking.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=254&lt;br /&gt;
|name=Shademail Haubergeon&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G2, E1&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=armor: Shademail Haubergeon&lt;br /&gt;
|effects=stealth (20)&lt;br /&gt;
|description=A dark haubergeon, enchanted to be exceptionally light and durable. It gives the wearer the ability to blend into shadows and is therefore popular among thieves and murderers.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=255&lt;br /&gt;
|name=Green Dragon Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=armor: Dragon Scale Mail&lt;br /&gt;
|effects=poison resistance (15), morale (4)&lt;br /&gt;
|description=Armor made from the scales of a true dragon, it is almost weightless and very durable. It protects its wearer from both fear and poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=256&lt;br /&gt;
|name=Chain Mail of Displacement&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=armor: Chain Mail of Displacement&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The wearer of this full suit of chainmail will have his image displaced by a couple of feet. This makes it very hard for his opponents to hit him in combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=257&lt;br /&gt;
|name=Armor of Souls&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|requirementSort=B5&lt;br /&gt;
|gear=armor: Armor of Souls&lt;br /&gt;
|effects=magic resistance (5), Blood magic bonus, invulnerability (15)&lt;br /&gt;
|description=This suit of chainmail was forged from forty pure souls. The souls inside the armor will help protect the wearer from both physical and magical attacks. A mage skilled in Blood magic will also experience increased magical powers while wearing this armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=258&lt;br /&gt;
|name=Armor of Twisted Thorns&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=B3, N2&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=armor: Twisting Thorns&lt;br /&gt;
|effects=poison resistance (5), cursed, Nature magic bonus, Blood magic bonus, poison armor (10), cannot be found&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=259&lt;br /&gt;
|name=Armor of Knights&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Armor of Knights&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This magic armor is extremely well made. It is lighter than ordinary full armor, yet much stronger.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=260&lt;br /&gt;
|name=Marble Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Marble Breastplate&lt;br /&gt;
|effects=stoneskin&lt;br /&gt;
|description=This breastplate is made from a single block of marble. When worn, it transforms the wearer into a living marble statue. Beings that are already rock hard do not benefit from the transformation, but the breastplate still offers some protection.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=261&lt;br /&gt;
|name=Stymphalian Wings&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=armor: Stymphalian Wings&lt;br /&gt;
|effects=attack (-4), flying, trample, fear (5), no mount&lt;br /&gt;
|description=This is an intricate device, consisting of two enormous wings made of copper feathers fastened to a bronze breastplate that is securely strapped to its wearer. In front of the breastplate are two bronze arms ending in handles. These handles are connected with wires to the wings. The handles are held by the bearer, who vigorously pumps them, thus gaining the ability to fly. The whole device is heavily enchanted with the raw power of Earth, which lends the bearer the strength required to use the device. Unfortunately, the manner of its construction and its enormous bulk will make it difficult to wield weapons. On the upside, a flying bearer landing among his enemy with furiously beating wings will scatter them like so many leaves in a storm. The sound of the copper feathers grating against each other will also make a horrible thundering noise that will cause panic in enemy ranks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=262&lt;br /&gt;
|name=Weightless Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Weightless Scale&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Weightless Scale Mail is the armor of choice for any magician. The fine scales are enchanted with Air magic, making the armor almost weightless.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=263&lt;br /&gt;
|name=Rainbow Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=G1, W1&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=armor: Rainbow Armor&lt;br /&gt;
|effects=magic resistance (2), reinvigoration (3)&lt;br /&gt;
|description=This brilliant armor is made of small crystals and enchanted with the protective powers of the rainbow. It gives its wearer magic resistance and reinvigoration.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=264&lt;br /&gt;
|name=Robe of the Magi&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=A5, B5&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=armor: Magic Robes&lt;br /&gt;
|effects=reinvigoration (5), taint (5), Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus, Astral magic bonus, Death magic bonus, Nature magic bonus, Glamour magic bonus, Blood magic bonus&lt;br /&gt;
|description=This robe is infused with the power of Air and the blood of forty virgins. This robe is coveted by ambitious arch mages because of its unsurpassed power-enhancing abilities. When worn, it will increase power in all magic paths and reinvigorate its wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=265&lt;br /&gt;
|name=Robe of Invulnerability&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=armor: Heavy Magic Robes&lt;br /&gt;
|effects=invulnerability (25)&lt;br /&gt;
|description=This cloak makes its wearer invulnerable to all but the most powerful non-magical attacks. The Robe of Invulnerability is highly coveted by mages because it offers the best possible protection to non-magical attacks and does not encumber their spell casting at all.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=266&lt;br /&gt;
|name=Rime Hauberk&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=armor: Rime Hauberk&lt;br /&gt;
|effects=cold resistance (10), ice protection, cold aura (8)&lt;br /&gt;
|description=Armor made of interlinked ice crystals, it protects the wearer from cold and surrounds him with a wind of ice and snow. The icy wind can harm both enemies and friends in the vicinity of the wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=267&lt;br /&gt;
|name=Jade Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=W2, E1&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=armor: Jade Scale Armor&lt;br /&gt;
|effects=quickness&lt;br /&gt;
|description=A heavy scale mail composed of small bits of jade stone. The enchantment of the armor quickens the wearer and increases his defensive capabilities. The weight of the armor can be a problem in prolonged battles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=268&lt;br /&gt;
|name=Bone Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|requirementSort=D4&lt;br /&gt;
|gear=armor: Bone Armor&lt;br /&gt;
|effects=cold resistance (5), invulnerability (15), soul vortex&lt;br /&gt;
|description=Armor crafted from the ribs of lepers, it is inscribed with runes that leech the life force from living beings and grant that energy to its wearer. It also partially protects its wearer from cold.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=269&lt;br /&gt;
|name=Hydra Skin Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=armor: Hydra Skin Armor&lt;br /&gt;
|effects=poison resistance (15), regeneration (10)&lt;br /&gt;
|description=This armor is made from the skin of a hydra. It grants the wearer the regenerative powers of the hydra and protects its wearer from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=270&lt;br /&gt;
|name=Cloak of Invisibility&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|requirementSort=G3&lt;br /&gt;
|gear=armor: Magic Robes&lt;br /&gt;
|effects=stealth (20), unseen&lt;br /&gt;
|description=This cloak makes the wearer invisible. The invisibility ends if the wearer is hurt.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=271&lt;br /&gt;
|name=Bloodstone Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=B3, E2&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=armor: Bloodstone Armor&lt;br /&gt;
|effects=strength (2), regeneration (10), heavy&lt;br /&gt;
|description=This armor is made from plates of enchanted blood stone. It is extremely heavy, but it grants the wearer regenerative powers and physical strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=272&lt;br /&gt;
|name=Abominable Arms&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=B4, N2&lt;br /&gt;
|requirementSort=B4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=attack (-3), defence (-3), cursed, taint (5), chest wound, extra arms (2), no inanimate&lt;br /&gt;
|description=The blood mage uses a flesh-crafting ritual to make a new pair of arms and stitch them to a harness of flesh and bone. The harness can be donned by a willing recipient who will merge with it and form a four-armed amalgam of dead and living tissue. The new arms are somewhat unwieldy, but fully capable of swinging weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=273&lt;br /&gt;
|name=Aseftik&#039;s Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=armor: Aseftik&#039;s Armor&lt;br /&gt;
|effects=magic resistance (4), morale (8), cursed&lt;br /&gt;
|description=This golden full plate armor was crafted for the hero Aseftik to wear in his battle against Harakhtor of the Black Coven. The armor is more skillfully crafted than any other armor ever made. Only the black Monolith Armor worn by the lord whom Aseftik fought is heavier. The armor is said to have protected Aseftik from the magic of the Black Coven.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=274&lt;br /&gt;
|name=Monolith Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=armor: Monolith Armor&lt;br /&gt;
|effects=morale (10), regeneration (10), no mount, heavy&lt;br /&gt;
|description=This unbelievably massive armor is crafted out of black obsidian and is so heavy that it seems immovable. Indeed, were it not for the powerful spells welded into its construction, the enormous weight would render the wearer immobile. As it is, the wearer will be able to move only with tremendous exertion. On the other hand, the wearer will be rendered virtually impervious to any sort of harm and the wounds upon his flesh will close at awesome speed. The wearer of this massive armor will also be almost impervious to fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=275&lt;br /&gt;
|name=Armor of the Dawn&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E2, S1&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Armor of the Dawn&lt;br /&gt;
|effects=fire resistance (15), wound fend (2), magic resistance, awe&lt;br /&gt;
|description=At the dawn of time a great Enkidu hero crafted a set of magical weapons under the tutelage of the Sun. Now known only as the Dawn Warrior, he forged the First Kingdom. His items were crafted from bronze and set with lapis lazuli, the stone of the sky and the kings of old. Under the rays of the sun, the items grant their wearer the prowess and splendor of the Sun himself. The items also grant their wearer resistance against wounds and and protection from magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=276&lt;br /&gt;
|name=Robe of Calius the Druid&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=armor: Heavy Magic Robes&lt;br /&gt;
|effects=shock resistance (10), fire resistance (10), cold resistance (10), magic resistance (3), stealth bonus (20), water breathing&lt;br /&gt;
|description=This robe was created by Calius to protect him from magic and all of the Elements. As a side effect, this also enabled him to breathe underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=277&lt;br /&gt;
|name=Fenris&#039; Pelt&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|requirementSort=N4&lt;br /&gt;
|gear=armor: Fenris&#039; Pelt&lt;br /&gt;
|effects=cold resistance (10), mountain survival, berserk (4), berserker, start battle spell (Howl), swiftness (50)&lt;br /&gt;
|description=This pelt is the flayed skin of the Father of All Wolves.  It is coal-black, shaggy and huge. The pelt will imbue the wearer with the strength, speed, and rage of the Father of Wolves. Wolves will also come to his side in times of need and serve him as if he were their patriarch.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=278&lt;br /&gt;
|name=Armor of Virtue&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=armor: Armor of Virtue&lt;br /&gt;
|effects=bless, awe (4), returning&lt;br /&gt;
|description=This brilliant armor blesses the wearer and protects him from harm and malice. Enemies stand in awe when confronted with the virtuous hero wearing the armor and, should they strike and hurt him, the armor will instantly take him home, away from any enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=279&lt;br /&gt;
|name=Flesh Ward&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=B4&lt;br /&gt;
|requirementSort=B4&lt;br /&gt;
|gear=armor: Flesh Ward&lt;br /&gt;
|effects=strength (4), reinvigoration (2), cursed, taint (10), Blood magic bonus, damage reversal (2), cannot be found, no inanimate&lt;br /&gt;
|description=The Flesh Ward is a breastplate, in a very literal sense. It is constructed out of a still-bloody ribcage that envelops the wearer&#039;s chest. Upon first donning the ribcage, the wearer will find that the ribcage fastens itself to him with tendons and tissue, sending veins into his body to supply it with sustenance. The ribcage will grant its wearer amazing strength and ease his use of Blood magic. It will also channel the force of any attack into the person who harmed him instead. This channeling of wounds works regardless of distance, but strong magic resistance may save the attacker.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=280&lt;br /&gt;
|name=Pebble Skin Suit&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=B4, E1&lt;br /&gt;
|requirementSort=B4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (2), stoneskin, cursed, Earth magic bonus, regeneration (10), no inanimate&lt;br /&gt;
|description=The skin of the long dead troll king Uffga, the Barrow Squatter. After Vanlade the Vanadrott slew Uffga, he flayed the ancient troll and inscribed Uffga&#039;s skin with runes and blessings of Blood magic that preserved in it the character of its original owner. Vanlade, who was already a wise and ancient Van, had not become old through incaution, so he gave the skin of the querulous old troll to one of his favored einheres and it was with only mild surprise that he found Uffga&#039;s quarrelsome stubbornness eventually dominating the will of the einhere. In time the skinsuit almost subsumed the personality of the einhere and his body turned into that of a troll, though one of lesser stature and power. Vanlade was forced to slay this diminished Uffga again and wisely decided to pass its skin on to followers who would not have to spend time in his vicinity, lest Uffga once more try to work his vengeance on Vanlade through his remains.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=281&lt;br /&gt;
|name=Purple Silk Garments&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=S1, W1&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=armor: Magic Silk Garments&lt;br /&gt;
|effects=magic resistance, defence (2), nation restriction (77), item cost modifier (-40), item cost modifier (-60)&lt;br /&gt;
|description=The Weavers of Phaeacia make the sails of the fabled Dark Ships that travel without oars or captains. But their skill in weaving is not limited to sail-making. They also weave fate and silk of royal purple into enchanted garments used by the queens and nobles of the Isle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=282&lt;br /&gt;
|name=Salamander Silk Garments&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Magic Silk Garments&lt;br /&gt;
|effects=fire resistance (15), magic resistance, awe, nation restriction (67)&lt;br /&gt;
|description=In Magnificent Ind are worms called Salamanders. These worms can only live in fire, and they build cocoons like silk-worms. The cocoons are unwound by the ladies of the Sublime Palace, and spun into cloth and dresses. These dresses protect its wearer from heat and flames and, in order to be cleaned and washed, are cast into flames that burn the stains away. These dresses are so finely woven that every observer is struck by their beauty and brilliance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=283&lt;br /&gt;
|name=Silver Silk Garments&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=S1, A1&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=armor: Magic Silk Garments&lt;br /&gt;
|effects=magic resistance (2), reinvigoration (2), nation restriction (77), item cost modifier (-40), item cost modifier (-60)&lt;br /&gt;
|description=The Weavers of Phaeacia make the sails of the fabled Dark Ships that travel without oars or captains. But their skill in weaving is not limited to sail-making. They also weave fate and moonbeams into enchanted garments used by the queens and nobles of the Isle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=284&lt;br /&gt;
|name=Armor of the Five Elements&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1, A1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Armor of the Five Elements&lt;br /&gt;
|effects=shock resistance (5), fire resistance (5), cold resistance (5), magic resistance, nation restriction (22), nation restriction (69), nation restriction (109), item cost modifier (-60), item cost modifier (-60)&lt;br /&gt;
|description=The weapon smiths of T&#039;ien Ch&#039;i have mastered the means to balance the elements into an armor of unequaled resistance. The armor is given to kings and princes to protect them from all possible threats.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=285&lt;br /&gt;
|name=Boots of Long Strides&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=map move bonus (6), swiftness (100)&lt;br /&gt;
|description=These soft boots are made from the skin of unborn calves. They grant their wearer the ability to run with unsurpassed speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=286&lt;br /&gt;
|name=Fish Scale Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=swimming&lt;br /&gt;
|description=With these boots on the wearer will be able to both run on water and swim in it with surprising speed. With these boots it is possible to pass rivers and other short stretches of water. If fighting underwater these boots reduce the penalty of fighting underwater (-1 Def, +1 Enc).&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=287&lt;br /&gt;
|name=Silent Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth bonus (20)&lt;br /&gt;
|description=Anyone wearing these boots will be able to move around without making any sound. An excellent item for scouts and other people who want to move around unnoticed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=288&lt;br /&gt;
|name=Chi Shoes&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=weapon: Chi Kick&lt;br /&gt;
|effects=&lt;br /&gt;
|description=These shoes are still amazingly light despite their iron soles. The shoes will allow their wearer to deliver powerful kicks in addition to his normal attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=289&lt;br /&gt;
|name=Boots of the Behemoth&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=trample, heavy&lt;br /&gt;
|description=The Boots of the Behemoth are enormous lead boots that seem to be too heavy to lift. Indeed, they require four strong men to be carried into battle, but when the wearer of the boots unleashes their power and charges into the enemy ranks, he will crush them beneath his enormous metal tread and scatter them like chaff before the wind.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=290&lt;br /&gt;
|name=Boots of Giant Strength&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (5)&lt;br /&gt;
|description=These boots give the wearer increased strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=291&lt;br /&gt;
|name=Birch Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (10), mountain survival, winter move&lt;br /&gt;
|description=These boots made from a combination of hide and birch are surprisingly soft and comfortable. They are often used by northern wizards who must be able to travel far in cold and inhospitable provinces. The magical qualities of these boots give the wearer partial resistance to cold and the ability to move unhindered on snow.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=292&lt;br /&gt;
|name=Ranger&#039;s Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (2), stealth bonus (20), forest survival&lt;br /&gt;
|description=These magic boots are made for rangers and scouts who need to move far and without being noticed. The boots make their wearer recover from fatigue very quickly and will also enable him to move more stealthily.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=293&lt;br /&gt;
|name=Brimstone Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=F1, E1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (15), strength (4), waste survival&lt;br /&gt;
|description=These hard boots grant fire immunity and extra strength to the wearer. They will also allow their wearer to travel through wastelands without hindrance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=294&lt;br /&gt;
|name=Winged Shoes&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=flying&lt;br /&gt;
|description=These shoes grant their wearer the ability to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=295&lt;br /&gt;
|name=Earth Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Earth magic bonus&lt;br /&gt;
|description=An Earth mage who wears these boots will be able to drain power from the ground, making him more powerful in Earth magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=296&lt;br /&gt;
|name=Boots of Stone&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=mountain survival, stoneskin&lt;br /&gt;
|description=When these soft boots are put on, they will become quite hard, almost like stone. The same happens to the wearer&#039;s skin, giving him excellent protection without hampering his movement. The wearer will also find it much easier to climb rock surfaces and he will be able to travel through difficult mountain passes without any trouble.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=297&lt;br /&gt;
|name=Boots of the Messenger&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (3), map move bonus (9)&lt;br /&gt;
|description=Well-made boots crafted out of unicorn leather, they allow their wearer to run any distance without getting tired.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=298&lt;br /&gt;
|name=Pixie Shoes&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G1, N1&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=defence (2), luck, map move bonus (6)&lt;br /&gt;
|description=By getting hold of a couple of pixies and enchanting them it is possible to transfer many of their good properties into these magic shoes. The wearer of these will be extraordinarily lucky and be able to move quickly and without effort, just like a pixie.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=299&lt;br /&gt;
|name=Boots of Quickness&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=quickness, map move bonus (12)&lt;br /&gt;
|description=Anyone who puts these boots on will find himself moving and acting much more quickly. When used in battle, the boots make their wearer attack and run at about twice the normal speed. Spell casting is not affected because the time it takes to gather the power required for a spell is not influenced by the enchantment of the boots. A side effect of using these boots is that the wearer will also grow old twice as fast as ordinary people.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=300&lt;br /&gt;
|name=Boots of Grasping Earth&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=These boots command the very earth around them. Anyone with hostile intentions in the vicinity of the wearer will find themselves unable to move as their feet sink into the ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=301&lt;br /&gt;
|name=Boots of Youth&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (3), slow aging (90)&lt;br /&gt;
|description=These leather boots have been drenched in the blood of ten young virgins. The wearer of these boots will almost completely cease his aging and will be magically reinvigorated during battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=302&lt;br /&gt;
|name=Boots of the Spider&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=forest survival, mountain survival, swamp survival, winter move, unhindered (75)&lt;br /&gt;
|description=Just like a spider, the wearer of these boots will be able to walk on sheer walls as well as sticky webs without problem, and will also be protected from nets and from being entangled. These boots will also enable the wearer to traverse snowy mountains and other difficult terrains with ease.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=303&lt;br /&gt;
|name=Boots of Seven Mile Strides&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=map move bonus (18)&lt;br /&gt;
|description=Most of the strides taken with these boots will be perfectly normal, but on occasions a stride will be many miles long instead. This considerably reduces travel time and makes it possible to travel further than even the fastest unicorn.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=304&lt;br /&gt;
|name=Boots of Antaeus&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E4, N1&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (5), Earth magic bonus, regeneration (10), map move bonus (6)&lt;br /&gt;
|description=These boots were given to the Favored of Gaia. The wearer is constantly reinvigorated, healed and empowered in Earth magic if standing firmly on the ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=305&lt;br /&gt;
|name=Sandals of the Crane&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S2&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=auto combat spell (Blink)&lt;br /&gt;
|description=These worn sandals of unknown origin will teleport the wearer around the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=306&lt;br /&gt;
|name=Boots of the Planes&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|requirementSort=S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=ethereal, taint (50), item spell (Teleport)&lt;br /&gt;
|description=These boots allow the wearer to pass through the very fabric of reality. He can step through rifts in space and travel great distances in a single bound.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=307&lt;br /&gt;
|name=The Boots of Calius the Druid&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|requirementSort=N4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (10), forest survival, map move bonus (9)&lt;br /&gt;
|description=This pair of boots was created by the powerful druid Calius. These boots reinvigorate the wearer at an incredible rate.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=308&lt;br /&gt;
|name=Wyrmskin Boots&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=W2, E2&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (15), magic resistance (2), swamp survival, water breathing, cursed, regeneration (20)&lt;br /&gt;
|description=These boots were crafted from the skin of a mighty Wyrm and enchanted with magic to bring forth all the powers that the Wyrm possessed in life. Once put on, the boots will bond to its wearer and cannot be removed as long as he is alive.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=309&lt;br /&gt;
|name=Ring of Fire&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (15), bestow to mount&lt;br /&gt;
|description=The ruby in this ring eats fire and gives the wearer almost total immunity from heat and flames.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=310&lt;br /&gt;
|name=Ring of Tamed Lightning&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=shock resistance (15), bestow to mount&lt;br /&gt;
|description=This aquamarine ring gives the owner almost total immunity from lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=311&lt;br /&gt;
|name=Ring of Frost&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (15), bestow to mount&lt;br /&gt;
|description=This sapphire ring gives the owner almost total immunity from cold in all forms.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=312&lt;br /&gt;
|name=Bear Claw Talisman&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=E1, N1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (2), strength (5), bestow to mount, beauty (-1)&lt;br /&gt;
|description=This bear claw is enchanted to strengthen its wearer. This is a very manly talisman and it is said that a woman wearing it will grow a deeper voice and maybe even a beard.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=313&lt;br /&gt;
|name=Rabbit Foot Charm&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=bestow to mount&lt;br /&gt;
|description=The rabbit foot is a symbol of good luck. Once per month the luck from the rabbit foot will be able to negate an attack that should otherwise have injured its wearer. The attack can be negated even outside of combat, but the amulet does not protect against attacks that cause instant death.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=314&lt;br /&gt;
|name=Skull Talisman&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=undead leadership (5)&lt;br /&gt;
|description=This talisman grants the wearer the ability to lead a few undead units as if he were a novice necromancer. In addition, one skeleton will guard the wearer of the talisman at all times.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=315&lt;br /&gt;
|name=Snake Ring&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (30), item spell (Poison Touch), bestow to mount&lt;br /&gt;
|description=This ring gives the wearer almost total immunity to poisons and the ability to poison enemies by touching them.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=316&lt;br /&gt;
|name=Slave Collar&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (20), cursed, starting item (6), cannot be found, feeblemind&lt;br /&gt;
|description=This copper collar is sometimes given by magicians to cowardly commanders. The power of the collar serves to kill the free will of the wearer, making him obedient and less prone to panic during battle. As a side effect, the wearer also becomes feebleminded. Once equipped, the Slave Collar cannot be removed. When the wearer of the collar dies the slave collar will lose its effect and become an ordinary useless collar.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=317&lt;br /&gt;
|name=Pendant of Courage&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=1&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (5), bestow to mount&lt;br /&gt;
|description=This rose crystal pendant gives the wearer increased morale.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=318&lt;br /&gt;
|name=Burning Pearl&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (5), attack (4)&lt;br /&gt;
|description=Inside this pearl is a small, ever-burning fire that flickers in the dark. The pearl will grant partial protection from fire and increased attack skill to anyone holding it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=319&lt;br /&gt;
|name=Fire in a Jar&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (5), temporary fire gems, bestow to mount&lt;br /&gt;
|description=This jar contains fire that can be used instead of a Fire gem to power one Fire combat spell per battle. The power of the fire is too short-lived to be used for rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=320&lt;br /&gt;
|name=Ring of Warning&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=patrol bonus (10), warning (60)&lt;br /&gt;
|description=This ring will warn its wearer of impending danger and gives him a chance of evading assassination and seduction attempts.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=321&lt;br /&gt;
|name=Ring of Levitation&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This ring will make its wearer levitate a foot above the ground. Useful for not getting your boots dirty as well as evading earthquakes.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=322&lt;br /&gt;
|name=Owl Quill&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=research bonus (6)&lt;br /&gt;
|description=This pen writes down everything its owner says, making research easier.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=323&lt;br /&gt;
|name=Eye of Aiming&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=precision (8), cursed, cannot be found&lt;br /&gt;
|description=By replacing his own eye with this magic gem, a man will improve the eyesight of his remaining eye enormously. This can be very useful for archers or mages who need to target enemies at long distances.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=324&lt;br /&gt;
|name=Amulet of Missile Protection&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=air shield (80)&lt;br /&gt;
|description=This amulet protects its wearer from incoming missiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=325&lt;br /&gt;
|name=Amulet of Breathing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water breathing&lt;br /&gt;
|description=Anyone wearing this item will be able to breathe underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=326&lt;br /&gt;
|name=Flying Ointment&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=A2, N1&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=flying, storm immunity, nation restriction (14)&lt;br /&gt;
|description=The Sorginak of Pyrene have learned the means to brew an ointment of belladonna and morning dew. If properly prepared and kept in a container the salve will retain its potency for a long time. The witches are known to give these to prominent leaders as tokens of gratitude.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=327&lt;br /&gt;
|name=Ring of Water Breathing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water breathing&lt;br /&gt;
|description=Anyone wearing this item will be able to breathe underwater.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=328&lt;br /&gt;
|name=Flask of Holy Water&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=bestow to mount&lt;br /&gt;
|description=This flask is full of water blessed by a high ranking priest and enchanted by a Water mage to keep the bless from dissipating. A sacred unit can sprinkle some of this water on himself in combat and become blessed in an instant.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=329&lt;br /&gt;
|name=Clam of Pearls&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=W1, N1&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=temporary astral gems (2)&lt;br /&gt;
|description=This small shell is taken from a living clam and inscribed with runes of creation and absorption. The enchanted shell contains two pearls of short lived Astral essence. These pearls can be used to power up to two Astral combat spells per battle, but the pearls are not stable enough to be used for more time-consuming rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=330&lt;br /&gt;
|name=Bracers of Protection&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=armor: Magic Bracers&lt;br /&gt;
|effects=&lt;br /&gt;
|description=These steel bracers are inscribed with protective runes. The bracers increase the defense of the owner and the strength of his armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=331&lt;br /&gt;
|name=Lodestone Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (2), bestow to mount&lt;br /&gt;
|description=An enchanted lodestone that gives the wearer some protection from magical attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=332&lt;br /&gt;
|name=Wound Fend Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1, S1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=wound fend (2), bestow to mount&lt;br /&gt;
|description=An amulet set with an enchanted lapis lazuli stone. Lapis lazuli is known as the sky stone. It can grant both physical and mental health if properly enchanted.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=333&lt;br /&gt;
|name=Stone Birds&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1, A1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=dancing weapon (176), strikes (8)&lt;br /&gt;
|description=These four birds will float constantly above its owner until the owner gets into melee with his enemies. The Stone Birds will then attack any nearby enemies with incredible speed by crashing into the targets&#039; heads repeatedly. The birds are made out of magical stone and can float in the air without unfolding its wings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=334&lt;br /&gt;
|name=Cat&#039;s Eye Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=darkvision (50), stealth bonus (20), bestow to mount&lt;br /&gt;
|description=An amulet in the shape of a cat&#039;s face set with two cat&#039;s eye stones. When properly enchanted, the stones will give the wearer darkvision and, if he is already stealthy, will also enhance that ability. This amulet is popular among thieves and murderers.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=335&lt;br /&gt;
|name=Clockwork Bird&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=warning (60)&lt;br /&gt;
|description=A small, enchanted mechanical bird placed in a metal cage. Every morning the owner takes out the bird to wind it up. For the rest of the day the bird observes the surroundings and lets out a shrill note if enemies approach.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=336&lt;br /&gt;
|name=Champion&#039;s Skull&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=monthly experience (3)&lt;br /&gt;
|description=Every night, this skull whispers battle wisdom into the ears of its pupil. By owning this skull, one will become a seasoned warrior in no time.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=337&lt;br /&gt;
|name=Effigy of War&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=D1, N1&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The shamans of the Wolf Tribes are known to craft effigies from wood and from the bones of beasts and fallen enemies. These effigies project the memories of the bones and are surrounded by the spirits of the dead. Spectral beasts and warriors appear in the vicinity of the army, fooling scouts and spies that observe the army. An army with an effigy will appear to be 50 units larger than it actually is.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=338&lt;br /&gt;
|name=Handful of Acorns&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic leadership&lt;br /&gt;
|description=When planted in the ground, these enchanted acorns will produce three Vine Men that will aid the owner in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=339&lt;br /&gt;
|name=Barkskin Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=barkskin&lt;br /&gt;
|description=The flesh of the wearer turns rough and barklike, making him less vulnerable to cuts and bruises. Unfortunately, he will also become somewhat more susceptible to fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=340&lt;br /&gt;
|name=Cat Charm&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=defence (4), bestow to mount, beauty&lt;br /&gt;
|description=The wearer of this charm will have catlike reflexes when threatened. These reflexes can make all the difference when it comes to surviving a battle. It is also said that a woman wearing this amulet will become more beautiful and a man wearing it will become more feminine.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=341&lt;br /&gt;
|name=Enormous Cauldron of Broth&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=supply bonus (150), heavy&lt;br /&gt;
|description=As the name implies, this is a truly enormous cauldron filled with broth. Once emptied, the cauldron will begin to refill itself, ready to be emptied again. Although not very popular among the ranks, the broth is filling and the cauldron provides large quantities of food.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=342&lt;br /&gt;
|name=Pendant of Luck&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=luck&lt;br /&gt;
|description=The unicorn is a symbol of good luck. This amulet will grant the wearer luck in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=343&lt;br /&gt;
|name=Amulet of Clarity&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=true sight&lt;br /&gt;
|description=This moonstone amulet grants the wearer the ability to tell truth from falsehood.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=344&lt;br /&gt;
|name=Tablecloth of Marvelous Feasts&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|requirementSort=G3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=false supplies (400)&lt;br /&gt;
|description=When this enchanted tablecloth is put on a table a marvelous buffet of exotic foods appear out of thin air. Soldiers can gorge themselves on the extravagant foods and drinks on the table. As long as the tablecloth remains on the table plates and carafes are refilled with food and wine. But the feast is conjured from the Dreamwild and is not real. The soldiers partaking in the feast might feel content, but they will still starve as no real nutrition has been provided by the marvelous feast.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=345&lt;br /&gt;
|name=Gossamer Cloth&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=G2, N1&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A piece of cloth made from dreams and hopes. It is said that the Tuatha wear clothing made from gossamer for they have the power of Glamour. The Gossamer Cloth enables its wearer to cover his fellows in glamour and shadows, preventing them from being detected by enemy scouts. Up to 25 units are made invisible by the enchantment of the cloth, although the enchantment does not function when weapons are drawn and battle begins.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=346&lt;br /&gt;
|name=Ring of the Warrior&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (2), attack (5), bestow to mount&lt;br /&gt;
|description=This ruby ring is drenched in the blood of innocents. It grants greatly increased attack skill to anyone wearing it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=347&lt;br /&gt;
|name=Imp Familiar&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, taint, undead leadership, research bonus (3), cannot be found&lt;br /&gt;
|description=The Blood mage sacrifices several victims to summon and bind an imp familiar in a small stone figurine. The imp can be called forth from the figurine to aid the mage in research, but it will also emerge from its prison to protect its master should he be attacked.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=348&lt;br /&gt;
|name=Soul Contract&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=B3, F1&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, taint (10), undead leadership (10), cannot be found, no mindless, item cost modifier (400)&lt;br /&gt;
|description=The Blood mage sacrifices nearly fivescore slaves to get the attention of Infernal powers.  When contact is made, an Infernal Lord offers a contract, to be signed in blood. Whoever signs the contract promises his soul, to be collected at the time of his death, to the Infernal Lord.  In exchange for this fair and valuable consideration, the signatory will, for as long as he lives, receive one bound devil each month from the Infernal Lord.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=349&lt;br /&gt;
|name=Witches&#039; Ointment&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=B2, A1&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=flying, storm immunity, nation restriction (62)&lt;br /&gt;
|description=The Sorginak of Pyrene once learned the means to make a salve that grants the user the ability to fly. With the arrival of the Akerbeltz the Sorginak mastered new means of magic and refined their recipes. Most of the ingredients used in the salve were replaced by the fat of children strong of blood.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=350&lt;br /&gt;
|name=Medallion of Vengeance&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=When the bearer of this medallion dies, he will explode and kill anyone near him, including, hopefully, the one who killed him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=351&lt;br /&gt;
|name=Pills of Water Breathing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gift of water breathing (75)&lt;br /&gt;
|description=These pills grant waterbreathing ability to 25 human-sized soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=352&lt;br /&gt;
|name=Dancing Trident&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=dancing weapon (121), strikes (2)&lt;br /&gt;
|description=This trident is enchanted with spells of flight. The trident constantly hovers around the owner and fights his enemies in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=353&lt;br /&gt;
|name=Storm Spool&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A1&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=shock resistance (10), stun attackers&lt;br /&gt;
|description=An arcane device used to trap and store lightning. This device will increase the effectiveness of the Corpse Man Construction spell. When carried in combat anyone striking its wielder might get stunned by the energy of the storm spool.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=354&lt;br /&gt;
|name=Bag of Winds&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic leadership, temporary air gems&lt;br /&gt;
|description=An entire storm is trapped inside this bag. When used by an Air mage, the bag will ease the casting of Air spells. Anyone holding the bag can release and command one small air elemental at the start of each battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=355&lt;br /&gt;
|name=Wall Shaker&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|requirementSort=A3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Panic), siege bonus (50)&lt;br /&gt;
|description=This horn is designed to tear down castle walls. When blown before a castle wall, that wall will shake and eventually crumble to dust. The Wall Shaker is thus a great help during sieges. The horn can also be blown during combat and will cause panic in the enemy ranks.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=356&lt;br /&gt;
|name=Flying Carpet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|requirementSort=A3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This carpet can be used to fly through as many as three provinces per turn. It can carry 10 human-sized units, 6 mounted units, or about 4 giants. The flying carpet is only used for long distance flying and cannot be used in combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=357&lt;br /&gt;
|name=Horn of Storms&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Air magic bonus, item spell (Storm Wind)&lt;br /&gt;
|description=This horn is made of turquoise and blued steel. In the horn a storm has been trapped. When the horn is sounded the power of the storm is released. An air mage wielding the Storm Horn can also harness its powers to increase his powers in Air magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=358&lt;br /&gt;
|name=Dancing Shield&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A1, E1&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=protection (20)&lt;br /&gt;
|description=This shield is enchanted with spells of flight, durability and protection. The shield has a 50% chance of blocking any incoming attack, including spells and area attacks, reducing its damage. However armor negating attacks will completely ignore the shield.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=359&lt;br /&gt;
|name=Mirror of Trapped Images&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Warrior Illusion)&lt;br /&gt;
|description=This gold and silver hand mirror is enchanted with glamour magic. It can trap images and release them as illusions during battles. It also prevents illusions from dispersing, should all glamour mages perish or abandon the battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=360&lt;br /&gt;
|name=Enchanted Mirror&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This mirror projects images of those around it. Enemy scouts are fooled and perceive the army as 75 units larger than it actually is.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=361&lt;br /&gt;
|name=Cauldron of the Elven Halls&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G3&lt;br /&gt;
|requirementSort=G3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=heavy&lt;br /&gt;
|description=A great silver cauldron enchanted with the magic of the Vanir. Soup made in the silver cauldron will turn those who feed on it invisible. By the law of some unknown power the enchantment ends when weapons are drawn and battle begins. The army with the cauldron appears to be 75 units smaller than it actually is.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=362&lt;br /&gt;
|name=Water Lens&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water range, temporary water gems&lt;br /&gt;
|description=This liquid globe makes it easier to project Water rituals at faraway provinces, and can also be used to empower combat spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=363&lt;br /&gt;
|name=Amulet of the Fish&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=W1, A1&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=air breathing, bestow to mount&lt;br /&gt;
|description=This amulet turns the air into water all around the wearer. This will enable an aquatic being to breathe and even swim on dry land.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=364&lt;br /&gt;
|name=Manual of Water Breathing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N3, W1&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gift of water breathing (150)&lt;br /&gt;
|description=The owner of this magic book can grant up to 50 human-sized soldiers the ability to breathe water.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=365&lt;br /&gt;
|name=Enchanted Salt&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=weapon: Throw Salt&lt;br /&gt;
|effects=&lt;br /&gt;
|description=Many ghosts and spiritual beings, and the Jinnun of Ubar in particular, are sensitive to salt. One of the few means to protect oneself from the Unseen is salt. When enchanted, salt will not only cause discomfort, but outright harm Jinnun. Enchanted salt thrown at the Unseen will stun them, harm them, disrupt their glamour and force them to become visible.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=366&lt;br /&gt;
|name=Girdle of Might&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (3), reinvigoration (3)&lt;br /&gt;
|description=This golden girdle is set with a single amber stone. The power of the stone will reinvigorate and strengthen the bearer, making strenuous tasks less burdensome.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=367&lt;br /&gt;
|name=Sky Metal Matrix&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=E1, S1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The Sky Metal Matrix grants a mage the ability to command a communion. The owner of the Matrix can use communion slaves as if he has cast the Communion Master spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=368&lt;br /&gt;
|name=Slave Matrix&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=E1, S1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=The Slave Matrix opens the bearer&#039;s mind so that his power can be used by another mage. The effect is similar to that of the Communion Slave spell. This item is only useful for mages because non mages cannot help in a communion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=369&lt;br /&gt;
|name=Amulet of Antimagic&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (4), bestow to mount&lt;br /&gt;
|description=This star-shaped amulet will grant increased magic resistance to its wearer, but remember: Not all spells can be resisted with magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=370&lt;br /&gt;
|name=Spell Focus&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spell penetration, fool&#039;s luck&lt;br /&gt;
|description=Spells cast with the help of a Spell Focus are harder to resist with magic resistance. This item can be most useful when trying to affect enemy mages with spells that can be negated by magic resistance. A side effect of using this item is the luck induced in the mage. This luck can be useful but it turns bad after being used up.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=371&lt;br /&gt;
|name=Eye of the Void&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=S1&lt;br /&gt;
|requirementSort=S1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (-2), spell penetration (2), cursed, taint (3), spirit sight, cannot be found&lt;br /&gt;
|description=This eye, taken from a dead Void being, should be put in the eye socket of a newly removed eye. By doing this, the patient will open a path to the Void into which he can see with his new eye. This will enable him to see the world as it really is and see through any illusion very effectively. He will also be able to cast spells more effectively, but at the cost of also being more vulnerable to enemy spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=372&lt;br /&gt;
|name=Coin of Meteoritic Iron&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=S2, E2&lt;br /&gt;
|requirementSort=S2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance, Astral magic bonus, bestow to mount&lt;br /&gt;
|description=This medallion is made of Sky Metal, a material that can be found when a shooting star leaves the outer spheres and crashes down upon the earth. Sky metal is a known amplifier of astral magic and an astral mage wearing the coin will have his powers increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=373&lt;br /&gt;
|name=Amulet of the Dead&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=undead leadership (5), item spell (Animate Skeleton)&lt;br /&gt;
|description=This amulet is made of a green turquoise and will enhance its user&#039;s effectiveness at raising the dead. It is commonly used by necromancers and undead priests. The creation of permanent Ghouls, Longdead, and Soulless is enhanced by this amulet.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=374&lt;br /&gt;
|name=Skull Mentor&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=research bonus (14)&lt;br /&gt;
|description=This cranium of a dead mage will aid its owner in the study of magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=375&lt;br /&gt;
|name=Bane Venom Charm&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=disease&lt;br /&gt;
|description=A dark green crystalline jewel that throbs with a dull light, this item is used by spies to poison wells near enemy armies. Its poisonous radiance is so strong that the land itself will begin to suffer under its curse. Crops and foliage will sicken and die and both men and beasts will suffer the curse of the Bane Venom Charm. Even its bearer, who is shielded by the most powerful protective runes, knows that the sickness inhabiting the charm will also afflict him. Once the charm is removed from the lab, it will begin to poison whatever province it is located in.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=376&lt;br /&gt;
|name=Spider Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (15), bestow to mount&lt;br /&gt;
|description=This amulet is enchanted to bestow the properties of a spider to its user.  The wearer of this amulet will become almost immune to poison and be able to climb any surface as easily as a spider.  The climbing ability makes it a very popular item for assassins who need to get in or out of castles unseen.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=377&lt;br /&gt;
|name=Horn of Valor&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=inspirational&lt;br /&gt;
|description=The sound of this horn will encourage friends in battle. The horn continues to sound throughout the entire battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=378&lt;br /&gt;
|name=Acorn Necklace&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1, E1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=shock resistance (15), luck, bestow to mount&lt;br /&gt;
|description=The oak is the tree of thunder and a necklace made from its enchanted acorns will bring both luck and protection from thunder.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=379&lt;br /&gt;
|name=Endless Bag of Wine&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=supply bonus (75)&lt;br /&gt;
|description=This wineskin is enchanted with powers of creation and produces endless amounts of wine. The wine can feed up to seventy five soldiers in barren lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=380&lt;br /&gt;
|name=Amulet of Giants&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=limited enlargement&lt;br /&gt;
|description=The wearer of this amulet will instantly grow in size and become as strong as a giant. The amulet only works on beings that are smaller than a giant to begin with.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=381&lt;br /&gt;
|name=Lychantropos&#039; Amulet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=darkvision (50), strength (4), cursed, berserk, berserker, regeneration (10)&lt;br /&gt;
|description=This iron amulet is crafted in the image of a wolf&#039;s head. Its eyes are as red as the rage that fills the heart of the wearer. The amulet grants the wearer regenerative powers in addition to increased strength, berserker rage, and superior night vision. The wild powers of the amulet will eventually turn the wearer into a beast.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=382&lt;br /&gt;
|name=Ring of Regeneration&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=regeneration (10), bestow to mount&lt;br /&gt;
|description=This golden ring is set with enchanted turquoises and amber stones. The wearer is affected by the wild magic of the stones and his body will regenerate when wounded. Regeneration does not affect inanimate beings like golems and longdead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=383&lt;br /&gt;
|name=Amulet of Resilience&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (5), bestow to mount&lt;br /&gt;
|description=This leather amulet is set with nine amber stones that pulsate with power.  The amber stones reinvigorate the owner, making strenuous tasks much less burdensome.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=384&lt;br /&gt;
|name=Homunculus&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, magic leadership, research bonus (11), cannot be found&lt;br /&gt;
|description=The caster awakens and befriends a mandrake root by feeding it his own blood. The mandrake root is a plant most magical, endowed with sentience and a deep magical understanding. The root resembles a human and can walk around by itself once awakened. The Homunculus is fed with the blood of the caster and is bound to him and him alone. It acts as a personal servant that will aid him in research. In combat the Homunculus will aid its master with the strange power known as elf-shot.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=385&lt;br /&gt;
|name=Cornucopia&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N3&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=temporary nature gems (2), supply bonus (75)&lt;br /&gt;
|description=Blowing the Horn of Plenty will not only produce all manner of fruits and legumes but also a limited quantity of short lived Nature gems. These gems can be used by Nature mages to fuel their combat spells, but they are too short lived to be of any use in rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=386&lt;br /&gt;
|name=Miraculous Cure All Elixir&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N5&lt;br /&gt;
|requirementSort=N5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=disease healer&lt;br /&gt;
|description=This elixir is brewed from magic leaves of very strong potency. Drinking the brew will cure a person from any known disease. After being used, it is refilled with water and, after a month, the leaves will have turned the water into another miraculous elixir.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=387&lt;br /&gt;
|name=Astral Serpent&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1, S1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (5), bestow to mount, dancing weapon (177), strikes (2)&lt;br /&gt;
|description=Trapped inside this snake-shaped jade amulet is the spirit of a very venomous serpent. Whenever the wearer of the amulet strikes at someone, the spirit will emerge and strike simultaneously, ignoring any armor that the enemy might be wearing. The serpent spirit will also grant the amulet&#039;s wearer partial resistance from poison.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=388&lt;br /&gt;
|name=Pendant of Beauty&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=beauty (2)&lt;br /&gt;
|description=Anyone putting on this amulet will have their beauty greatly increased. While being a most popular item for wealthy kings to give to their brides, it is also used by some seducing monsters to make them even harder to resist.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=389&lt;br /&gt;
|name=Dream Spool&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=temporary glamour gems&lt;br /&gt;
|description=This spool can collect the dreams of those sleeping. During the night the owner sits beside a sleeping object and slowly spins his dreams onto the spool. The dreams can later be released to empower glamour spells. The dreams can also be spun into images of soldiers and the owner is at all times protected by two illusory warriors.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=390&lt;br /&gt;
|name=Dreamstone&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (-2), research bonus (9)&lt;br /&gt;
|description=Anyone wielding this stone for a few days will suddenly start to dream every night and remember them clearly afterwards. A glamour mage can use this to steer the dreams into conjuring useful magic research ideas. Then he can write down the dreams in the morning and thus speed up his research greatly. The drawback is that opening of the mage&#039;s senses to let the dreams in will also make him more vulnerable to hostile magic effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=391&lt;br /&gt;
|name=Stone Sphere&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G2, E1&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=taint (3), item spell (Astral Window)&lt;br /&gt;
|description=A smooth, black stone sphere wrapped in black cloth to protect it from the sun, it will become transparent when exposed to moonlight and will reveal shifting images of distant places.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=392&lt;br /&gt;
|name=Neverending Keg of Mead&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G1, W1&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=supply bonus (50), false supplies (150)&lt;br /&gt;
|description=This keg is enchanted with the magic of the fay. The mead in the keg never runs out, but the otherworldly brew is not as fulfilling to men as the beverages of this world and while happy the imbibers might still suffer from starvation.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=393&lt;br /&gt;
|name=Sanguine Dowsing Rod&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=B1&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This dowsing rod will lead its owner to suitable blood slaves. The rod can only be used by those with knowledge in Blood magic and will make it easier for the skilled to find blood slaves.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=394&lt;br /&gt;
|name=Brazen Vessel&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|requirementSort=B5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Blood magic bonus&lt;br /&gt;
|description=This metal skull contains a bound devil. The devil whispers secrets into the ears of the bearer and enhances his skills in Blood magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=395&lt;br /&gt;
|name=The Heart of Life&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=poison resistance (5), reinvigoration (10), cursed, slow aging (50), cannot be found, chest wound, no inanimate&lt;br /&gt;
|description=This powerful heart is the result of the concentrated life force of many slaves. By replacing the bearer&#039;s ordinary heart with this one, the owner will recover from exhaustion at an amazing rate and, as a side effect, will efficiently rid his body of poison. The crude surgery required to replace the heart will most likely permanently damage its owner. One being can have multiple magic hearts at once. Inanimate beings cannot use magic hearts.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=396&lt;br /&gt;
|name=Lifelong Protection&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, taint (5), undead leadership (5), cannot be found, no mindless, item cost modifier (300)&lt;br /&gt;
|description=The Blood mage sacrifices twoscore slaves to get the attention of Infernal powers. When contact is made, a powerful demon will offer a contract, to be signed in blood. Whoever signs his name to the contract will be protected in battle by a horde of imps. In exchange for this fair and valuable consideration, he agrees to transfer his soul to the demon when the contract ends.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=397&lt;br /&gt;
|name=Blood Stone&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=B3, E2&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Earth magic bonus, temporary earth gems&lt;br /&gt;
|description=The wound on this stone is constantly wet from Earth Blood. This dark blood is of great help when using Earth magic. This blood can also be crystallized into Earth gems to power spells and enchantments in battle. The crystallized Earth Blood is too brittle and unstable to store for long periods and cannot be used for more time consuming rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=398&lt;br /&gt;
|name=Slave&#039;s Heart&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=B3, S1&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (10), cursed, cannot be found, chest wound, no inanimate&lt;br /&gt;
|description=By replacing a mage&#039;s heart with this one he will become an obedient and capable member of any sabbath.  As soon as he enters combat he will stand motionless and provide all of his magic power and possibly his life in order to power his master&#039;s spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=399&lt;br /&gt;
|name=Lightless Lantern&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=darkvision (100), taint (3), research bonus (12), void return (10), bestow to mount&lt;br /&gt;
|description=This lantern shines with hidden light. The dark light reveals secrets and is a great help when researching magic spells. However, this dark light may also reveal the bearer of the lantern to the Horrors lurking beyond the Veil.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=400&lt;br /&gt;
|name=Skull of Fire&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=F1, D1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (-5), Fire magic bonus&lt;br /&gt;
|description=A Fire wizard&#039;s skull inscribed with runes of flame and obedience, it aids its owner in the use of Fire magic. The owner of this skull will suffer more from any cold effects that might befall him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=401&lt;br /&gt;
|name=Barrel of Air&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|requirementSort=A4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gift of water breathing (450), heavy&lt;br /&gt;
|description=This magic item will enable a commander to travel underwater with an army consisting of up to 150 human-sized troops or 50 humans with horses.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=402&lt;br /&gt;
|name=Mirror of False Impressions&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=G4&lt;br /&gt;
|requirementSort=G4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=leadership (-50)&lt;br /&gt;
|description=This mirror makes everyone in the entire army look the same. This is very useful to camouflage important monsters from enemy eyes, but it also makes commanding the army difficult because anyone can pretend to be the commander.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=403&lt;br /&gt;
|name=Water Bracelet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=W1&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Water magic bonus&lt;br /&gt;
|description=This bracelet is made of water and makes the casting of Water magic less arduous.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=404&lt;br /&gt;
|name=Bottle of Living Water&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic leadership&lt;br /&gt;
|description=A water elemental is imprisoned in this bottle. The elemental is released in battle and will fight for the owner of the bottle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=405&lt;br /&gt;
|name=Sea King&#039;s Goblet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=W3&lt;br /&gt;
|requirementSort=W3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gift of water breathing (300)&lt;br /&gt;
|description=This magic item will enable a commander to travel underwater with an army consisting of up to 100 human-sized troops or 25 giants.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=406&lt;br /&gt;
|name=Chains of Reconstruction&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=E1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration, bestow to mount&lt;br /&gt;
|description=These chains are enchanted with the earth magic of construction. This magic will repair an object and return it to its intended shape as soon as it is altered. This is great for inanimate objects that have been damaged. The magic of the chains will also remove fatigue at a slow pace from anyone who wears it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=407&lt;br /&gt;
|name=The Copper Arm&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=E3, F1&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, extra arms&lt;br /&gt;
|description=The smiths of Ulm have always dreamed of holding more hammers in their hands. This elaborate copper arm which attaches to the ribs is the result of their labors.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=408&lt;br /&gt;
|name=Crystal Heart&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=E1, G1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=luck, cursed, extra life, cannot be found, chest wound, no inanimate&lt;br /&gt;
|description=The Crystal Heart is a heart-shaped crystal placed in the chest of its owner behind his ordinary heart. If the owner later dies, the crystal will release its energies and restore the owner to full health.  The crude surgery used when embedding the heart will most likely permanently damage its owner. One being can have multiple magic hearts at once. Inanimate beings cannot use magic hearts.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=409&lt;br /&gt;
|name=Stone Idol&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=E2, S2&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=heretic (3), heavy&lt;br /&gt;
|description=A stone crafted in the image of a false god. The power of the idol will draw the attention of the faithful and they will worship the stone image as if it were their lord and master. People across the entire province in which the idol is located will abandon their former faith and the Dominion of any Pretender God will be reduced.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=410&lt;br /&gt;
|name=Eye Pendant&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=E3, D3&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=disease healer, patrol bonus (10), warning (80)&lt;br /&gt;
|description=A pendant set with three enchanted Eye Agates. The stones are powerful charms against Labashtu, the disease demon, but will also grant the pendant&#039;s wearer enhanced awareness and will warn him of impending danger. The wearer can cure diseased soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=411&lt;br /&gt;
|name=Arcane Lens&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire range, air range, water range, earth range, astral range, death range, nature range, glamour range, blood range&lt;br /&gt;
|description=The arcane lens makes it easier to project magic rituals at far away provinces.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=412&lt;br /&gt;
|name=Ring of Returning&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=S3&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=returning&lt;br /&gt;
|description=This magical ring will know if its wearer gets wounded. If that happens, it will immediately teleport its wearer back home. This returning is as safe as it can be but, if the home castle has been conquered by enemies, the returning will most likely become disastrous.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=413&lt;br /&gt;
|name=Ring of Wizardry&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=S7&lt;br /&gt;
|requirementSort=S7&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spell penetration, Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus, Astral magic bonus, Death magic bonus, Nature magic bonus, Glamour magic bonus, Blood magic bonus&lt;br /&gt;
|description=This ring may be the most powerful of all magic-enhancing objects. It increases the mage&#039;s power in all paths of magic and makes it easier to penetrate enemy magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=414&lt;br /&gt;
|name=Ring of Sorcery&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=S6&lt;br /&gt;
|requirementSort=S6&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spell penetration, Astral magic bonus, Death magic bonus, Nature magic bonus, Glamour magic bonus&lt;br /&gt;
|description=This ring is one of the most powerful magic-enhancing objects. It increases the mage&#039;s power in all paths of Sorcery and makes it easier to penetrate enemy magic resistance.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=415&lt;br /&gt;
|name=Elixir of Life&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=N2, F2&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=slow aging (80), extra life&lt;br /&gt;
|description=With the Elixir of Life, a man can keep living forever. The owner of the bottle will almost cease to age at all and, should he die a violent death, he will be instantly brought back to life. The Elixir is consumed and will disappear if the owner has to be brought back from the dead.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=416&lt;br /&gt;
|name=Pocket Ship&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=N3, A2&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This ship is able to grow and shrink whenever it is needed. The owner of the ship will be able to sail over the ocean of up to 200 human-sized troops.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=417&lt;br /&gt;
|name=Moonvine Bracelet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=N3, S1&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Nature magic bonus&lt;br /&gt;
|description=A bracelet made of the legendary Moonvine, which flowers only under the full moon and bears fruit only during lunar eclipses, this simple bracelet will serve to link its wearer more closely to the powers of Nature and increase his command of plant life. This allows him to call upon the aid of one Vine Man in battle.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=418&lt;br /&gt;
|name=Eye of Innocence&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth bonus (40), cursed, cannot be found&lt;br /&gt;
|description=This magic gemstone is activated by replacing one of the user&#039;s eyes with it. Those who look into the magic eye will perceive that person as innocent of whatever he may be suspected of. A man with such an innocent look cannot possibly have done anything bad. This eye helps tremendously when skulking about in enemy territory and trying not to get caught.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=419&lt;br /&gt;
|name=Mirage Crystal&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=G3, E2&lt;br /&gt;
|requirementSort=G3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Glamour magic bonus&lt;br /&gt;
|description=A flawless crystal found in a sandy desert enchanted with the powers of the Unseen. It will create false images and impressions and can hide up to 50 units in a province. It also empowers its user in glamour magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=420&lt;br /&gt;
|name=Eye of the Oracle&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=G4&lt;br /&gt;
|requirementSort=G4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=attack (5), defence (5), precision (4), cursed, taint (5), warning (80), cannot be found&lt;br /&gt;
|description=Athandemos was once the greatest oracle and foreteller of a vast kingdom. He managed to foresee and prevent every major problem that arose in the kingdom and was liked by the King for a long time.  Then the King&#039;s favorite daughter died suddenly and the Oracle was swiftly killed for withholding this information.  Still there was no doubt that Athandemos had been most useful for a long time and thus the King ordered his mages to preserve the left eye of Athandemos.  This was the eye that saw into the future and the King let his own left eye be replaced with that of Athandemos.  Now no one would be able to withhold the future events from the rightful ruler.&lt;br /&gt;
 In addition to foreseeing great events, the eye can also see the near future which is very helpful in combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=421&lt;br /&gt;
|name=Ring of Invisibility&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=G5&lt;br /&gt;
|requirementSort=G5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth (20), invisibility, bestow to mount&lt;br /&gt;
|description=This ring is set with an enchanted opal. The Opal is known to grant invisibility to thieves, wizards and other scoundrels.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=422&lt;br /&gt;
|name=Ring of the False Prophet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=G4, F2&lt;br /&gt;
|requirementSort=G4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (5), cursed, Holy magic bonus&lt;br /&gt;
|description=This ring is enchanted with magic to trick and persuade people into thinking the wearer is a truly extraordinary prophet.  The magic will affect the common people, priests and pretenders as well as himself. Once put on, the wearer will never remove the ring willingly again.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=423&lt;br /&gt;
|name=The Black Heart&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (2), cursed, assassin, cannot be found, chest wound, no inanimate&lt;br /&gt;
|description=By replacing their original heart with this one, the owner of the Black Heart will receive the skills and morals needed to be a professional assassin. The heart can only be used by stealthy beings. The crude surgery required to replace hearts will most likely permanently damage its owner. One being can have multiple magic hearts at once. Inanimate beings cannot use magic hearts.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=424&lt;br /&gt;
|name=Blood Pendant&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=B2&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=darkvision (50), strength (2), blood range, bestow to mount&lt;br /&gt;
|description=This pendant makes it easier to project Blood magic at far away provinces and, as a side effect, it also grants its user enhanced strength and vision.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=425&lt;br /&gt;
|name=The Heart of Quickness&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=B2, F1&lt;br /&gt;
|requirementSort=B2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (5), poison resistance (-5), reinvigoration (2), quickness, cursed, map move bonus (12), cannot be found, chest wound, no inanimate&lt;br /&gt;
|description=This heart made from ruby and blood is full of life force and magic power. By replacing a person&#039;s heart with this one he will become much quicker and be constantly reinvigorated by the fast flowing blood. The drawbacks are a higher sensitivity to poison and much accelerated aging. A person with this heart will age about four times as quickly as ordinary beings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=426&lt;br /&gt;
|name=The Ruby Eye&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F3&lt;br /&gt;
|requirementSort=F3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, Fire magic bonus, cannot be found&lt;br /&gt;
|description=By replacing his own eye with this fiery, eye-shaped ruby, a mage will become more powerful in Fire magic. Every now and again, the magic ruby will shed tears of magical Water gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=427&lt;br /&gt;
|name=Fever Fetish&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F1, N1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=disease&lt;br /&gt;
|description=This fetish will disease its bearer and use the heat of his fever to produce magical Fire gems. It usually takes a few months for the fever to become intense enough to produce the magic gems, but putting the amulet on a wounded soldier can speed up the process.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=428&lt;br /&gt;
|name=The Ark&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F5, S5&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=start battle spell (Ark), dominion spread (2), heavy&lt;br /&gt;
|description=The holiness of the Ark is so great that it constantly spreads the Dominion of its owner to all nearby provinces. If the Ark is brought into battle, it will kill and blind all heretics and spread disease among them. Only priests and sacred troops of the proper religion are spared from the wrath of the Ark.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=429&lt;br /&gt;
|name=Amulet of the Doppelganger&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=G2&lt;br /&gt;
|requirementSort=G2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=stealth (50), seduction (9), bestow to mount&lt;br /&gt;
|description=The amulet makes the wearer look like an ordinary commoner, which makes it possible to move unnoticed in enemy territory. It works just as well on a large golem as it does on a human, making it an ideal item for when you need to sneak a large monster into enemy territory.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=430&lt;br /&gt;
|name=The Flying Ship&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=A5&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=heavy&lt;br /&gt;
|description=This golden ship is able to grow and shrink whenever it is needed.  The owner of the ship will be able to fly across the land with an entire army. The flying ship has no effect in combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=431&lt;br /&gt;
|name=Igor Könhelm&#039;s Tome&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=A2, D2&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=storm power (5)&lt;br /&gt;
|description=Herr Könhelm was famous for his ability to put together parts of corpses and reanimate them with the power of lightning. With the help of this tome, a mage will be able to produce corpse constructs at a much higher rate than normal. The owner of this book will also become much more physically powerful during a storm.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=432&lt;br /&gt;
|name=Tome of High Power&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=A2, S2&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=taint (5), Air magic bonus, Astral magic bonus, fire range (2), air range (2), water range (2), earth range (2), astral range (2), death range (2), nature range (2), glamour range (2), blood range (2)&lt;br /&gt;
|description=This ancient book is infused with the power of the Sky and enhances the use of Air and Astral magic. It can also be used to greatly extend the range of magic rituals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=433&lt;br /&gt;
|name=The Magic Lamp&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=A5, F4&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Summon Jinn)&lt;br /&gt;
|description=This lamp contains Al-Khazim, the almighty Djinn. By performing a simple ritual, the lamp can be destroyed and the Djinn will be released. Grateful for his release, Al-Khazim will serve anyone who releases him.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=434&lt;br /&gt;
|name=Krupp&#039;s Bracers&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Krupp&#039;s Bracers&lt;br /&gt;
|effects=reinvigoration (3)&lt;br /&gt;
|description=These magical steel bracers were specially made for the warlord Krupp. The bracers not only increase the defense of their wearer and the strength of his armor, but they also reinvigorate him so that he can fight for a very long time without tiring.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=435&lt;br /&gt;
|name=Draupnir&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E5&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gold generation (400)&lt;br /&gt;
|description=A golden ring of dwarven craftsmanship. Every night it gives birth to eight identical rings.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=436&lt;br /&gt;
|name=The First Anvil&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E6&lt;br /&gt;
|requirementSort=E6&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=master smith&lt;br /&gt;
|description=The first anvil was made by the god of forging and then given to the mortals so they could discover the art of forging. It is an invaluable tool when crafting magic items.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=437&lt;br /&gt;
|name=Holger the Head&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E1, D1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=supply bonus (-3), start battle spell (Grow Headless Hoburg)&lt;br /&gt;
|description=This is a small and very fierce head that belongs to that most renowned and admired of all Hoburg heroes, Holger the Headless Hoburg Hero.  As soon as it is known that Holger lives again, many would-be Hoburg heroes are likely to flock to him, in order to join his next adventure.  When this head is held and boldly presented to the enemy, Holger will come rushing from wherever he is stuffing his headless neck with pre-chewed food or filtered soup.  Once the battle is joined, Holger will do his best to finish it quickly, so that he might once more return to his headless gluttony. Should Holger&#039;s body be slain, a new one will grow after a few days and start stuffing itself with food.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=438&lt;br /&gt;
|name=Percival the Pocket Knight&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E1, N1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=start battle spell (Grow Knight)&lt;br /&gt;
|description=Percival the Pocket Knight is, as his name implies, a Pocket Knight. He was made by an unknown craftsman long ago and has since shown up in various battles throughout the ages. Percival looks much like any knight, except that he is made out of tin. He also behaves much like an ordinary knight, except that he lives in a pocket. When the horns of battle call, Percival will charge out of his owner&#039;s pocket, land on the ground, grow to full size and deliver fierce battle to the enemy. Percival&#039;s main diet is lint, with an occasional shot of tin polish.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=439&lt;br /&gt;
|name=Alchemist&#039;s Stone&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E1, F1&lt;br /&gt;
|requirementSort=E1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (15), cold resistance (15), acid resistance (15), alchemy (50)&lt;br /&gt;
|description=This stone allows the wearer to transmute base metals into gold, resulting in greatly enhanced gains from alchemical transmutation.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=440&lt;br /&gt;
|name=Gate Stone&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E7, S7&lt;br /&gt;
|requirementSort=E7&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Astral Travel), heavy&lt;br /&gt;
|description=An intricately carved stone puzzle inscribed with arcane runes, it allows its owner to open an arcane gateway to a distant province and let his army step through.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=441&lt;br /&gt;
|name=Atlas of Creation&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E5, S5&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=taint (5), Earth magic bonus, Astral magic bonus, Nature magic bonus, item spell (Record of Creation)&lt;br /&gt;
|description=This large tome is filled with truths concerning the creation of the world. When referencing your current location with the indisputable truths of this tome, you can find all sites of power in your vicinity.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=442&lt;br /&gt;
|name=Bell of Cleansing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=W2&lt;br /&gt;
|requirementSort=W2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (5), auto combat spell (Cleansing Chime)&lt;br /&gt;
|description=As soon as a hostile demon comes close, the bell will chime and send powerful blasts at the demon.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=443&lt;br /&gt;
|name=Orb of Atlantis&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=W4, E1&lt;br /&gt;
|requirementSort=W4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=gift of water breathing (600), magic leadership (25), Water magic bonus, item spell (Summon Lesser Water Elemental), start battle spell (Friendly Currents)&lt;br /&gt;
|description=This crystal sphere grants its owner the ability to lead one hundred men into the sea and lets him control water currents to hamper the movement of enemy soldiers. Finally, it also gives the owner the power to summon and lead small water elementals.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=444&lt;br /&gt;
|name=Dome of the Ancients&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S5&lt;br /&gt;
|requirementSort=S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (6), bestow to mount, heavy&lt;br /&gt;
|description=Mages have the knowledge to protect entire provinces with the help of powerful rituals, but these rituals are always extremely time consuming and costly in magical resources.  However in ancient times Guskovinus the wisest of archmages created a portable dome that could protect an entire province and still be moved around, like a normal albeit slightly heavy magic item.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=445&lt;br /&gt;
|name=The Astral Harpoon&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S5, B1&lt;br /&gt;
|requirementSort=S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Astral Harpoon)&lt;br /&gt;
|description=An ancient harpoon made of bone with a tip of rusted iron. Tied to it is an ominous silver string. No one knows who made this ancient weapon. Perhaps it was even crafted by Horrors, given what is known of its deadly powers. It will travel through the ether until it reaches the destination specified by its wielder, and there it will strike its target. Then, the user yanks the string and its hooked prey is pulled back through the ether to where the user awaits. However, the user must beware, for if the harpoon hits a prey too mighty, the prey might yank him through the ether instead. The skill used for utilizing the harpoon is a combination of strength and Astral magic, and being very strong usually trumps normal strength and mediocre magic abilities.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=446&lt;br /&gt;
|name=The Forbidden Light&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S5, F5&lt;br /&gt;
|requirementSort=S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (5), cold resistance (5), cursed, taint (50), Fire magic bonus (2), Astral magic bonus (2), start battle spell (Solar Brilliance), void return (25), bestow to mount&lt;br /&gt;
|description=This stolen piece of the Sun contains enormous power that can greatly enhance the wielder&#039;s skills in Astral and Fire magic, but this Sun material is very sought after by astral beings. In combat, the Forbidden Light will shine with a holy light that slays undead and blinds everyone else. The wielder of the Forbidden Light will grow older at an accelerated age, but that is unlikely to be his cause of death because many Horrors will also seek possession of this precious item. Any province where this piece of light is, will always count as if it is in the presence of the sun.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=447&lt;br /&gt;
|name=Nethgul&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S3, W2&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=auto combat spell (Nethgul), void return (-4)&lt;br /&gt;
|description=Nethgul is an ancient Starspawn whose body has been dead for a very long time. Part of his mind has been preserved in an enchanted jar. From this jar, Nethgul can cast powerful spells at any enemies who come within sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=448&lt;br /&gt;
|name=The Black Mirror&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S4, B2&lt;br /&gt;
|requirementSort=S4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (-4), curse, Glamour magic bonus, item spell (Mind Hunt), heavy&lt;br /&gt;
|description=This magic mirror is cracked by the tension between the Astral magic used to forge the mirror and the magic from the bloodsoaked frame. A glamour mage can make great use of the mirror as it will make it easier to manipulate the false world. But the real power of the mirror can only be unlocked by an Astral mage: The ability to destroy other people&#039;s minds from faraway lands.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=449&lt;br /&gt;
|name=The Horror Harmonica&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S5, G4&lt;br /&gt;
|requirementSort=S5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (-2), taint (30), item spell (Call Horror), start battle spell (Wailing Winds)&lt;br /&gt;
|description=As soon as combat starts, the harmonica will start its ominous wail. Everyone who can hear the wailing will feel their spirits sink and their hearts will be gripped with fear. The harmonica is seldom played, because it also summons evil Horrors that will slay everyone in sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=450&lt;br /&gt;
|name=Tome of the Lower Planes&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S3, B2&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Blood magic bonus&lt;br /&gt;
|description=This book contains a study about the planes of Hell and the magic that holds them together. Using this tome, it should be possible to navigate these planes. The book can also be of great aid when performing Blood magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=451&lt;br /&gt;
|name=The Death Globes&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D2&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=dancing weapon (772), strikes (6)&lt;br /&gt;
|description=These three spheres consist of pure death magic and a capable death mage is required to control them.  In combat they will strike nearby enemies and kill them unless they manage to resist the fatal magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=452&lt;br /&gt;
|name=Carcator the Pocket Lich&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D4&lt;br /&gt;
|requirementSort=D4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=undead leadership (50), research bonus (4), start battle spell (Grow Lich)&lt;br /&gt;
|description=Carcator is a Pocket Lich. In fact, he is the only known existing Pocket Lich. Several hundred years ago, an unimaginably powerful entity tore off the head of a Lich that annoyed it, shrunk the head, and bound the will of the Lich to the head. Carcator&#039;s head is now the size of a big apple and the magic that binds him makes him serve his owner to the best of his abilities. Carcator has become increasingly grumpy over the years and spits and whispers foul curses at anyone nearby.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=453&lt;br /&gt;
|name=The Ankh&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D5&lt;br /&gt;
|requirementSort=D5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=shock resistance (5), taint (3), start battle spell (Life after Death)&lt;br /&gt;
|description=Also known as the Amulet of Life, the Ankh was made in ancient times to cheat Death of its prize. The mere presence of the Ankh prohibits the souls of the dead from leaving this world. Even the soul of the wearer will not pass on upon death. Instead, the soul will reanimate the corpse of the Ankh wearer.  The powers of the Amulet of Life are so strong that the wearer may decide who will die and who will continue to fight when Death calls.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=454&lt;br /&gt;
|name=Disease Grinder&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D3, F1&lt;br /&gt;
|requirementSort=D3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This item will grind down one disease per month and the resulting disease powder can be used to fuel Death magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=455&lt;br /&gt;
|name=The Black Book of Secrets&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=D2, B2&lt;br /&gt;
|requirementSort=D2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fear (5), Death magic bonus, Blood magic bonus&lt;br /&gt;
|description=This ancient book is infused with power and can be a great help when using Death and Blood magic. The secrets contained in this book also emit a strong aura of fear.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=456&lt;br /&gt;
|name=The Green Eye&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=N2&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spell penetration (2), cursed, auto combat spell (Sleep), cannot be found&lt;br /&gt;
|description=This eye once belonged to a mighty druid. If the owner replaces his own eye with this one, the Green Eye will come alive and assist him by casting spells at any enemy who comes within sight. The Green Eye will also give increased magic penetration when the owner of the eye casts spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=457&lt;br /&gt;
|name=Wondrous Box of Monsters&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=N4&lt;br /&gt;
|requirementSort=N4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=auto combat spell (Grow Monster), heavy&lt;br /&gt;
|description=When opened in battle, random monsters will start to appear and attack the owner&#039;s enemies. In rare cases the box may malfunction and pop a few monsters that try to kill the wrong side.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=458&lt;br /&gt;
|name=Fountain of Youth&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=N3, F3&lt;br /&gt;
|requirementSort=N3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=&lt;br /&gt;
|description=When the Fountain of Youth was first discovered it was too far away from the kings who would surely benefit the most from a very long life. So a large royal barrel was filled up with the water. The fountain dried up shortly after but, on the other hand, the barrel seems to never run out of its magic water. By drinking a spoonful of water from the barrel once a week you can halt most of the aging process and expect a significantly longer life. Everyone in the same province as the barrel will be able to drink from it and receive this benefit.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=459&lt;br /&gt;
|name=Midget&#039;s Revenge&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=N1, W1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (2), attack (3), defence (3), invulnerability (20), enlargement&lt;br /&gt;
|description=Once upon a time there was Gustafus, who was a little person. Even though he was little, he was large in his faith and prayed every day to become larger so he could punish the large people who were often cruel to him. One day his God was in a good mood and gave him an amulet that enabled him to take revenge upon the people in his village. Gustafus was killed by a mob shortly after he had killed a substantial number of the villagers. The amulet can only be used by units with a natural size that is smaller than a human.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=460&lt;br /&gt;
|name=Soulstone of the Wolves&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=N6, E1&lt;br /&gt;
|requirementSort=N6&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=item spell (Call of the Wild), start battle spell (Howl)&lt;br /&gt;
|description=This stone is a symbol of all wolvenkin. Its bearer is considered a friend of the wolves and they will come to his aid in battle. The bearer of the Soulstone can also cast Call of the Wild once per full moon without using any magic gems.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=461&lt;br /&gt;
|name=The Chalice&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=N5, S3&lt;br /&gt;
|requirementSort=N5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=healer (5), item spell (Banishment), slow aging (100)&lt;br /&gt;
|description=The bearer of this much sought after artifact will live in constant peril for the rest of his life, for questing knights will come from time to time and seek to wrest it from his hands. The golden cup is filled with blood of unknown origin that, when applied to wounds, will instantly close them.  The blood can heal all manner of ills and afflictions and the wielder of the chalice will never grow old.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=462&lt;br /&gt;
|name=The Tome of Gaia&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=N2, E2&lt;br /&gt;
|requirementSort=N2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Earth magic bonus, Nature magic bonus&lt;br /&gt;
|description=This ancient book is infused with Gaia&#039;s power and can be a great help when using Earth and Nature magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=463&lt;br /&gt;
|name=The Protection of Geryon&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=B3&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, banish killer (-12), cannot be found, no mindless, item cost modifier (100)&lt;br /&gt;
|description=With a sizable sacrifice, a deal with the demon lord Geryon is struck to ensure the protection of one individual. If the protected individual is killed, Geryon will immediately drag down the killer to Inferno. The deal only works if Geryon is in the Infernal Realms.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=464&lt;br /&gt;
|name=The Manual of Cross Breeding&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=B3, N3&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=taint (5), crossbreeder (20)&lt;br /&gt;
|description=This tome contains the results of cross breeding between all kinds of different species using various techniques. It is an immense help when performing experimental cross breeding and will increase the amount of surviving subjects, as well as increasing the chance of breeding something powerful.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=465&lt;br /&gt;
|name=The Gift of Kurgi&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=B5&lt;br /&gt;
|requirementSort=B5&lt;br /&gt;
|gear=armor: The Gift of Kurgi&lt;br /&gt;
|effects=protection (20), flying, ethereal, curse, cursed, taint (20), fear (30), item spell (Send Lesser Horror), start battle spell (Call Lesser Horror), bearer gains insanity (10), void return (5), storm immunity, bestow to mount, no mindless&lt;br /&gt;
|description=This will be granted to the man who first brings Kurgi the fine gift of twoscore blood slaves. Kurgi is an ancient Horror and his gift will bring both tremendous power and misfortune.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=466&lt;br /&gt;
|name=Ardmon&#039;s Soul Trap&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=B3, S1&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (-2), reinvigoration (-1), start battle spell (Open Soul Trap)&lt;br /&gt;
|description=This trap was devised by the feared Blood mage Ardmon. Inside it he trapped the heads of those opponents he deemed worthy to be preserved. In battle a few of the trapped spirits will emerge and aid the wielder of the Soul Trap. Some heads come from mighty warriors and some come from Fire and Earth mages. Holding this many souls is demanding and will tax the strength of the wielder of the Soul Trap.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=467&lt;br /&gt;
|name=Tome of the Forgotten Masons&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E5, B1&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, taint (10), mason&lt;br /&gt;
|description=Master Masons are known for their great skill at constructing fortifications, but there was a trio of Masons who showed skills that were far beyond that which other Master Masons could achieve. The trio of Masons constructed some of the most wonderful buildings before they disappeared and were never heard from again. Most people forgot about them, but the Master Masons remembered and continued to research how they could construct such buildings. Rumor says the trio made a pact with infernal powers using blood sacrifices to gain their great skills. The owner of this tome will be able to construct forts that are one level better than what would otherwise be possible.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=468&lt;br /&gt;
|name=The Silver Arms&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E3, F3&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (4), cursed, extra arms (2)&lt;br /&gt;
|description=After having observed the gods for a long while, a most cunning dwarf created these magic silver arms in an earlier era in order to replicate the power of the gods.  The secret of the gods is that they have 4 arms instead of two like the mortal beings.  By attaching these arms a mortal being can get power close to that of the gods and the ability to wield four weapons at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=469&lt;br /&gt;
|name=Tome of Legends&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=G5&lt;br /&gt;
|requirementSort=G5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Glamour magic bonus (2)&lt;br /&gt;
|description=This ancient tome is filled with the legends of old as well being enchanted with powerful glamour magic.  Just reading from the tome will make the stories come to life almost literally.  The tome is not only of great help when performing glamour magic, it will also protect its owner with a goodhearted beast from a story.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=470&lt;br /&gt;
|name=The Missing Tune&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=G5&lt;br /&gt;
|requirementSort=G5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic resistance (-2), morale (4), start battle spell (The Missing Tune)&lt;br /&gt;
|description=The missing tune will play for all enemies on the battlefield.  This tune sounds marvelous, a bit strange maybe, but it is so very safe and comforting.  All enemies hearing the song will feel emboldened and go to sleep.  While sleeping they are likely to get confused from the strange dreams and should they be awake they will not know what to do.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=471&lt;br /&gt;
|name=The Trapped Dreams of Hruvur&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=G4, S4&lt;br /&gt;
|requirementSort=G4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (-2), strength (2), spell penetration (2), cursed, taint (50), Astral magic bonus, Glamour magic bonus, Blood magic bonus&lt;br /&gt;
|description=Gustius was the most famous mage of the discipline of mind and dreams. Having completed the studies of the human mind he decided to begin the study of horrors instead, probably in order to save humankind from their influence. The pinnacle of his achievements was the successful capture of the dreams of Hruvur, the Abomination of Desolation, a horror of immense power. After capturing these dreams he grew not only more powerful, but also increasingly mad and eventually he was found maimed and dead in his laboratory. The gem in which he trapped the horror&#039;s dreams was still there however, better hide it away somewhere safe.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=472&lt;br /&gt;
|name=Orb of Elemental Fire&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=fire resistance (25), Fire magic bonus, heat aura (3), bestow to mount&lt;br /&gt;
|description=This orb was forged from pure fire and is constantly radiating heat from the fire inside it. A mage wielding this orb will be able to greatly increase his power over fire. However the orb&#039;s true power lies in the summoning of fire elementals, which will be extremely powerful if summoned while wielding the orb.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=473&lt;br /&gt;
|name=Orb of Elemental Air&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=A4&lt;br /&gt;
|requirementSort=A4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=shock resistance (25), Air magic bonus, stun attackers, bestow to mount&lt;br /&gt;
|description=This orb was sculpted from pure air and is constantly sparkling and crackling from the lightning trapped inside it. A mage wielding this orb will be able to greatly increase his power over air. However the orb&#039;s true power lies in the summoning of air elementals, which will be extremely powerful if summoned while wielding the orb.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=474&lt;br /&gt;
|name=Orb of Elemental Water&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=W4&lt;br /&gt;
|requirementSort=W4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cold resistance (25), Water magic bonus, bestow to mount&lt;br /&gt;
|description=This orb was sculpted from pure water and is constantly making pleasant sounds from the waves trapped inside it. A mage wielding this orb will be able to greatly increase his power over water. However the orb&#039;s true power lies in the summoning of water elementals, which will be extremely powerful if summoned while wielding the orb.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=475&lt;br /&gt;
|name=Orb of Elemental Earth&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E4&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=reinvigoration (2), Earth magic bonus, bestow to mount, strength required (16), heavy&lt;br /&gt;
|description=This orb was forged from pure earth and is extremely heavy. A mage strong enough to wield this orb will be able to greatly increase his power over earth. However the orb&#039;s true power lies in the summoning of earth elementals, which will be extremely powerful if summoned while wielding the orb.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=476&lt;br /&gt;
|name=The Void Sphere&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S6, B1&lt;br /&gt;
|requirementSort=S6&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, taint (75), Astral magic bonus (2), temporary astral gems (3)&lt;br /&gt;
|description=Karomatus the Great had dedicated most of his life to his artifact that would trap a piece of the void in a magic orb. Carrying essence from the astral plane this close to you would be an enormous boost when it comes to performing magic. However no matter how much he tried, there was always something that eluded him and completing the sphere never succeeded. That was until one night when the solution appeared in a dream, by mixing in the blood of just a few young girls the sphere would become so much stronger. Staring into the Void Sphere is not without danger to the mage&#039;s mind, but there is also so much to be learned by doing it.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=477&lt;br /&gt;
|name=Windcatcher Sail&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=far sailing, nation restriction (77)&lt;br /&gt;
|description=The Weavers of Phaeacia make the sails of the fabled Dark Ships that travel without oars or captains. But their skill in weaving and sail-making is not limited to the Dark Sails. They also make Windcatcher Sails used by regular ships to travel quick and far. A commander equipped with a Windcatcher Sail can travel one province further than normal with a sailing army.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=478&lt;br /&gt;
|name=Companion Bracelet&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=luck, cursed, research bonus (4), start battle spell (Summon Qarin), nation restriction (18), nation restriction (65)&lt;br /&gt;
|description=The wearer of this silver bracelet has bonded with a Qarin, a Jiniri spirit companion that protects him and aids him in magical research and other endeavors. The Qarin has some skills in air and astral magic and will aid him in battles with protective spells. The bond between the wearer and the Qarin is unbreakable once the final vows are spoken and the bracelet cannot be removed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=479&lt;br /&gt;
|name=Ring of Dwarven Gold&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=E5, F5&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=cursed, starting item (4)&lt;br /&gt;
|description=This ring was forged by the Eldest Dwarf. It surpasses every other ring in beauty and craftsmanship. So remarkable was its splendor that the younger brother of the eldest dwarf stole the ring and turned into a monster of greed to protect it. The ring has no powers apart from its maddening beauty.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=480&lt;br /&gt;
|name=Jinn Bottle&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=A1, E1&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=waste survival, magic leadership, nation restriction (65)&lt;br /&gt;
|description=The Nabaean Sahirs are known for their skills in Jinn magic. But some of them also summon and bind Jinn and trap them in ceramic bottles. The bottle gives its owner an enslaved Jinn. The Jinn serves its master in all manners, such as cooking or opening doors and windows to keep the owner cool. The owner will be protected from the scorching winds of the desert, but the Jinn is also a skilled warrior that protects him in battles.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=481&lt;br /&gt;
|name=Golden Apple&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (2)&lt;br /&gt;
|description=This is one of the Golden Apples of the Hesperides. It grants youth to the old and a bold heart.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=482&lt;br /&gt;
|name=Eye of the Grey Ones&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=15&lt;br /&gt;
|requirement=D1&lt;br /&gt;
|requirementSort=D1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spirit sight, starting item (7)&lt;br /&gt;
|description=The ancient crones known as the Grey Ones suffered millennial imprisonment. Growing older and weaker, two of them eventually lost eyesight. Now they share a single eye between the three of them. If stolen, the eye can be used by anyone with an eye socket. The eye grants both the ability to see spirits and the ability to see at all.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=483&lt;br /&gt;
|name=Holy Thing&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=S4&lt;br /&gt;
|requirementSort=S4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=morale (4), luck, start battle spell (Divine Blessing)&lt;br /&gt;
|description=This item is most holy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=484&lt;br /&gt;
|name=Mercury Barrel&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=W1, E1&lt;br /&gt;
|requirementSort=W1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=magic leadership, heavy, nation restriction (102)&lt;br /&gt;
|description=When the Ktonian Alchemists discovered the old Agarthan secrets of mercurial alchemy they refined the methods of animating the magical metal. Instead of enchanting the liquid metal, they enchanted the barrel in which the material was contained. Enchanted barrels filled with mercury were a lot easier to move around, and the raw magical power needed to animate the metal was reduced. A problem with the magical metal is that it reeks with fumes detrimental to living beings. The barrels are often given to the reawakened dead and placed far from living soldiers.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=485&lt;br /&gt;
|name=Enchanted Saddle&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=proud steed&lt;br /&gt;
|description=This saddle will give a mount limited protection from physical and magical attacks, as well as increased morale.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=486&lt;br /&gt;
|name=Enchanted Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Enchanted Leather Barding&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A leather barding enchanted with nature magic to make it stronger and more durable.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=487&lt;br /&gt;
|name=Boar Leather Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=armor: Boar Leather Barding&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This iron-studded leather barding is made from boar leather enchanted to draw forth the ferocious rage of the wild boars from which is was made.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=488&lt;br /&gt;
|name=Knight&#039;s Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=A1, E1&lt;br /&gt;
|requirementSort=A1&lt;br /&gt;
|gear=armor: Enchanted Plate Barding&lt;br /&gt;
|effects=air shield (80)&lt;br /&gt;
|description=A barding made from iron of incredible durability and enchanted with air magic to protect the mount from incoming arrows.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=489&lt;br /&gt;
|name=Blacksteel Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=3&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Blacksteel Barding&lt;br /&gt;
|effects=&lt;br /&gt;
|description=A barding made from a black, ferrous alloy of incredible strength and durability.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=490&lt;br /&gt;
|name=Gossamer Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=G1&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=armor: Gossamer Barding&lt;br /&gt;
|effects=blur&lt;br /&gt;
|description=This barding is made from woven spider silk that is enchanted with glamour magic. The barding shifts in different colors and its edges smear into the surroundings, making it difficult to focus your eyes on.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=491&lt;br /&gt;
|name=Fay Steed Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=7&lt;br /&gt;
|requirement=G1, E1&lt;br /&gt;
|requirementSort=G1&lt;br /&gt;
|gear=armor: Fay Steed Barding&lt;br /&gt;
|effects=awe (2)&lt;br /&gt;
|description=This barding is made from a strange metal that shimmers in all the colors of the rainbow. Anyone trying to attack this mount will be struck by awe from the glamour enchanted colors.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=492&lt;br /&gt;
|name=Lightweight Cataphract Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=armor: Lightweight Cataphract Barding&lt;br /&gt;
|effects=&lt;br /&gt;
|description=This barding has been enchanted with air magic to make it extremely light and easy for the mount to move around with.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=493&lt;br /&gt;
|name=Golden Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=F1, S1&lt;br /&gt;
|requirementSort=F1&lt;br /&gt;
|gear=armor: Golden Barding&lt;br /&gt;
|effects=fire resistance (5), proud steed&lt;br /&gt;
|description=This barding is made out of real gold and enchanted with magic to make it even better. Any mount wearing this will get their ability and will to fight enhanced as well as receiving some protection from fire.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=494&lt;br /&gt;
|name=Sunrise Barding&lt;br /&gt;
|slot=barding&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=F2, E2&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=armor: King&#039;s Barding&lt;br /&gt;
|effects=shock resistance (15), fire resistance (15), magic resistance (4)&lt;br /&gt;
|description=It is said that an archmage from previous times had a most magnificent steed called Sunrise. He loved it dearly and spent his entire life creating the perfect barding for it, so it shouldn&#039;t get hurt from all the spells that gets hurled around the battlefield.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=495&lt;br /&gt;
|name=Shortsword&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=weapon: Shortsword&lt;br /&gt;
|effects=air shield (80)&lt;br /&gt;
|description=This is the sword used by the legendary Hoburg, Oberführer. This huge sword is called Shortsword and inflicts greatly increased damage on anyone larger than its bearer. Shortsword also grants protection from arrows by creating an Air Shield around its wielder.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=496&lt;br /&gt;
|name=Hammer of the Cyclops&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=E6&lt;br /&gt;
|requirementSort=E6&lt;br /&gt;
|gear=weapon: Hammer of the Cyclops&lt;br /&gt;
|effects=master smith&lt;br /&gt;
|description=This well-crafted hammer was made by the mighty Cyclops, Polyperchon. There can be no better tool than this when crafting magic items.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=497&lt;br /&gt;
|name=The Admiral&#039;s Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|requirementSort=D3&lt;br /&gt;
|gear=weapon: The Admiral&#039;s Sword&lt;br /&gt;
|effects=fear (5)&lt;br /&gt;
|description=This sword was used by Admiral Torgrin to kill many people during his life. When he was finally killed, he rose from the dead and continued killing as an undead. During the centuries of killing, this sword has become more and more bent with heavy use. Anyone who survives a hit from this sword will be cursed for the rest of his life.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=498&lt;br /&gt;
|name=Precious&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F2&lt;br /&gt;
|requirementSort=F2&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=strength (4), attack (4)&lt;br /&gt;
|description=This ring was first found and used by a Troll Raider hero called Bogus. It grants increased attack skill and strength.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=499&lt;br /&gt;
|name=Vial of Frozen Tears&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=W4, D3&lt;br /&gt;
|requirementSort=W4&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=Water magic bonus, Death magic bonus&lt;br /&gt;
|description=This vial contains frozen tears collected by the Ice Druid Starke to increase his powers in Water and Death magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=500&lt;br /&gt;
|name=Crown of Katafagus&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=D6&lt;br /&gt;
|requirementSort=D6&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=shock resistance (15), fire resistance (15), cursed, fear (5), Death magic bonus&lt;br /&gt;
|description=This is the crown of Katafagus the Lich. It enables its wearer to call mummies to his side and it also partially protects him from fire and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=501&lt;br /&gt;
|name=Crown of Ptah&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F5, D6&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=armor: Magic Crown&lt;br /&gt;
|effects=magic resistance (3), morale (4), curse, cursed, fear (10), item spell (Control the Dead), start battle spell (Power of the Sepulchre)&lt;br /&gt;
|description=Ptah was an evil tyrant who ruled with an iron fist and an army of undead. He made this crown to strengthen his control over the dead and bring fear to his subjects.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=502&lt;br /&gt;
|name=Robe of the Sorceress&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=E5, S5&lt;br /&gt;
|requirementSort=E5&lt;br /&gt;
|gear=armor: Robe of the Sorceress&lt;br /&gt;
|effects=Astral magic bonus, Death magic bonus, Nature magic bonus, Glamour magic bonus&lt;br /&gt;
|description=This robe of woven metal was enchanted by the sorceress Satina to increase her sorcerous powers and protect her from harm.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=503&lt;br /&gt;
|name=Sun Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=armor: Sun Armor&lt;br /&gt;
|effects=morale (4), awe (3)&lt;br /&gt;
|description=This is the holy armor of Solaris. It shines with the brilliance of the Sun and only the bravest of men will dare strike its wearer.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=504&lt;br /&gt;
|name=Sun Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=armor: Sun Helmet&lt;br /&gt;
|effects=magic resistance (5), awe&lt;br /&gt;
|description=This is the holy helmet of Solaris. It protects him from magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=505&lt;br /&gt;
|name=Sun Sword&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=weapon: Sun Sword&lt;br /&gt;
|effects=bless, leadership (50), berserk (2), berserker&lt;br /&gt;
|description=This is the holy sword of Solaris. It will bless its wielder with holy rage and unleash holy fire upon enemies in close combat.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=506&lt;br /&gt;
|name=Sun Shield&lt;br /&gt;
|slot=shield&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F4&lt;br /&gt;
|requirementSort=F4&lt;br /&gt;
|gear=armor: Sun Shield&lt;br /&gt;
|effects=shock resistance (15), fire resistance (15), awe&lt;br /&gt;
|description=This is the holy shield of Solaris. It partially protects him from fire and lightning.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=507&lt;br /&gt;
|name=Greenstone Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=E3&lt;br /&gt;
|requirementSort=E3&lt;br /&gt;
|gear=armor: Greenstone Armor&lt;br /&gt;
|effects=acid resistance (10), heavy&lt;br /&gt;
|description=Greenstone Armor is the property of Bogus the Troll. It is made of enchanted plates of green stone and is extremely heavy.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=508&lt;br /&gt;
|name=Dragon Pearl&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=W5, S5&lt;br /&gt;
|requirementSort=W5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water breathing, cursed, Water magic bonus, temporary water gems, starting item, bestow to mount&lt;br /&gt;
|description=This huge pearl is the most prized possession of a huge dragon. The dragon would never give its pearl away, in fact it will not even put it aside for a moment, much preferring to constantly hold it and be reassured of its presence. It is often said that if a mortal gets hold of the pearl he can control the dragon. However this is most likely false and it is easy to see how a rumor like this could start considering how possessive the dragon is of its shiny pearl.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=509&lt;br /&gt;
|name=Dragon Pearl&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=A5, S5&lt;br /&gt;
|requirementSort=A5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water breathing, cursed, Astral magic bonus, temporary astral gems, starting item (2), bestow to mount&lt;br /&gt;
|description=This huge pearl is the most prized possession of a huge dragon. The dragon would never give its pearl away, in fact it will not even put it aside for a moment, much preferring to constantly hold it and be reassured of its presence. It is often said that if a mortal gets hold of the pearl he can control the dragon. However this is most likely false and it is easy to see how a rumor like this could start considering how possessive the dragon is of its shiny pearl.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=510&lt;br /&gt;
|name=Dragon Pearl&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=N5, S5&lt;br /&gt;
|requirementSort=N5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=water breathing, cursed, Nature magic bonus, temporary nature gems, starting item (9)&lt;br /&gt;
|description=This huge pearl is the most prized possession of a huge dragon. The dragon would never give its pearl away, in fact it will not even put it aside for a moment, much preferring to constantly hold it and be reassured of its presence. It is often said that if a mortal gets hold of the pearl he can control the dragon. However this is most likely false and it is easy to see how a rumor like this could start considering how possessive the dragon is of its shiny pearl.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=511&lt;br /&gt;
|name=Pearl of Light&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=W5, S5&lt;br /&gt;
|requirementSort=W5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=spell penetration, flying, water breathing, cursed, Fire magic bonus, Air magic bonus, Water magic bonus, Earth magic bonus, starting item (3), bestow to mount&lt;br /&gt;
|description=The Pearl of Light is the most prized possession of the Dragon King. It was given to the Bodhisattva of Mercy after she saved his son from being eaten by unknowing fishermen who had caught the Dragon Prince in the shape of a fish. The Bodhisattva only accepted the gift if the messenger, the Dragon King&#039;s granddaughter, would take the Pearl instead. The Dragon Girl and the Bodhisattva are now inseparable, and Longnu carries the Pearl at all times.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=512&lt;br /&gt;
|name=Helmet of Invisibility&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=D3&lt;br /&gt;
|requirementSort=D3&lt;br /&gt;
|gear=armor: Helmet of Invisibility&lt;br /&gt;
|effects=cursed, spirit sight, invisibility, starting item (5)&lt;br /&gt;
|description=This helmet was made by some of the best cyclops smiths of Tartarus as a gift to the Titan of the Underworld. Anyone wearing it cannot be seen by the living.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=513&lt;br /&gt;
|name=Crown of Ohya&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=11&lt;br /&gt;
|requirement=G3, F2&lt;br /&gt;
|requirementSort=G3&lt;br /&gt;
|gear=armor: War Crown&lt;br /&gt;
|effects=awe (2), starting item (8)&lt;br /&gt;
|description=This crown was forged especially for Ohya, a giant bound to never leave his homeland. The crown can circumvent the decree that binds him and lets him move around the world freely.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=514&lt;br /&gt;
|name=Champion&#039;s Trident&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=weapon: Champion&#039;s Trident&lt;br /&gt;
|effects=quickness, luck, cursed, leadership (50), must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this trident. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=515&lt;br /&gt;
|name=Champion&#039;s Cuirass&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=armor: Champion&#039;s Cuirass&lt;br /&gt;
|effects=quickness, luck, cursed, awe, regeneration (5), must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this armor. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=516&lt;br /&gt;
|name=Champion&#039;s Helmet&lt;br /&gt;
|slot=helm&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=armor: Helmet of Champions&lt;br /&gt;
|effects=morale (4), quickness, luck, cursed, inspirational (2), awe, must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this helmet. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=517&lt;br /&gt;
|name=Champion&#039;s Gladius&lt;br /&gt;
|slot=1-h wpn&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=weapon: Champion&#039;s Gladius&lt;br /&gt;
|effects=wound fend (2), quickness, luck, cursed, inspirational, must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this gladius. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=518&lt;br /&gt;
|name=Golden Sandals&lt;br /&gt;
|slot=boots&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=defence (5), quickness, luck, cursed, leadership (50), map move bonus (6), must fight in arena, cannot be found&lt;br /&gt;
|description=These shiny sandals signify that the wearer has won the arena death match. Anyone wearing them will gain the respect of all fighting men and be able to run and strike with astonishing speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=519&lt;br /&gt;
|name=Champion&#039;s Medal&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=quickness, luck, cursed, leadership (50), inspirational, spirit sight, must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this prestigious medal. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=520&lt;br /&gt;
|name=Champion&#039;s Headband&lt;br /&gt;
|slot=crown&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=F5&lt;br /&gt;
|requirementSort=F5&lt;br /&gt;
|gear=armor: Champion&#039;s Headband&lt;br /&gt;
|effects=quickness, luck, cursed, leadership (50), inspirational (3), awe, must fight in arena, cannot be found&lt;br /&gt;
|description=The winner of the arena death match may receive this headband. The Champion will have to defend this prize in upcoming death matches until it finally passes along to a new Champion.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=521&lt;br /&gt;
|name=Storm Armor&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=13&lt;br /&gt;
|requirement=A3&lt;br /&gt;
|requirementSort=A3&lt;br /&gt;
|gear=armor: Storm Armor&lt;br /&gt;
|effects=shock resistance (15), storm immunity, bestow to mount&lt;br /&gt;
|description=This full plate armor is enchanted with storm magic. Dark clouds constantly sweep across its surface and sometimes a spark of lightning can be seen in the joints of the armor. Its wearer becomes resistant lightning and is unhindered by storms should he be able to fly.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=522&lt;br /&gt;
|name=Carrion Seed&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1, D1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=disease, cursed, cannot be found, nation restriction (53)&lt;br /&gt;
|description=Sometimes a gift is not what it seems. The black dryads of Asphodel enchant these thorny heart-shaped seeds and give them to loyal subjects with a promise of eternal life. Soon the recipient becomes feverish and weak. Within months his body withers and dies. Upon death the seed will sprout and reanimate the dead one as a manikin, alive again, but bereft of his old identity.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=523&lt;br /&gt;
|name=Carrion Bow&lt;br /&gt;
|slot=missile&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=N1, D1&lt;br /&gt;
|requirementSort=N1&lt;br /&gt;
|gear=weapon: Carrion Bow&lt;br /&gt;
|effects=nation restriction (53), item cost modifier (-40), item cost modifier (-60)&lt;br /&gt;
|description=The Black Dryads of the Vengeful Woods creates magic bows will fire arrows of bones and infected vines at the target. The vine arrows are not very accurate, but they will halt anyone hit and possibly infect them with a carrion seed. If the victim dies during the battle the seed will sprout and reanimate the corpse as a manikin serving the dark God of Asphodel.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=524&lt;br /&gt;
|name=Soul Scales&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=B1, G1&lt;br /&gt;
|requirementSort=B1&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=dream enhancer (2)&lt;br /&gt;
|description=This set of scales allows its wielder to measure the worth of a person&#039;s soul. By weighing the dreams and ambitions of the victim, the chance of a successful dream seduction is increased.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=525&lt;br /&gt;
|name=White Dragon Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=A2&lt;br /&gt;
|requirementSort=A2&lt;br /&gt;
|gear=armor: Dragon Scale Mail&lt;br /&gt;
|effects=shock resistance (15), morale (4)&lt;br /&gt;
|description=Armor made from the scales of a true dragon, it is almost weightless and very durable. It protects its wearer from both fear and shock.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=526&lt;br /&gt;
|name=Black Dragon Scale Mail&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=E2&lt;br /&gt;
|requirementSort=E2&lt;br /&gt;
|gear=armor: Dragon Scale Mail&lt;br /&gt;
|effects=acid resistance (15), morale (4)&lt;br /&gt;
|description=Armor made from the scales of a true dragon, it is almost weightless and very durable. It protects its wearer from both fear and acid.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=527&lt;br /&gt;
|name=The Quintessence Chest&lt;br /&gt;
|slot=misc&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=S3, E2&lt;br /&gt;
|requirementSort=S3&lt;br /&gt;
|gear=&lt;br /&gt;
|effects=temporary fire gems (2), temporary air gems (2), temporary water gems (2), temporary earth gems (2), temporary astral gems (2), temporary death gems (2), temporary nature gems (2), temporary glamour gems (2), heavy&lt;br /&gt;
|description=This marble chest is covered with quintessence, the source of all magic, on its inside. Inside it magic gems of all types will grow just from being surrounded by the quintessence. These magic gems and pearls are short lived however and once removed from the chest they must be used instantly.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=528&lt;br /&gt;
|name=Armor of Twisting Thorns&lt;br /&gt;
|slot=armor&lt;br /&gt;
|construction=5&lt;br /&gt;
|requirement=B3, N2&lt;br /&gt;
|requirementSort=B3&lt;br /&gt;
|gear=armor: Twisting Thorns&lt;br /&gt;
|effects=poison resistance (5), cursed, Nature magic bonus, Blood magic bonus, poison armor (10), cannot be found&lt;br /&gt;
|description=Thorns will protrude from all over the mage&#039;s body. The thorns twist whenever the mage makes any sudden movements, making combat and spell casting extremely arduous. However, the blood that is brought forth by the thorns will enhance the mage&#039;s power in Blood and Nature magic. The thorns are poisonous, so striking the mage without the use of a long weapon is not recommended.&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|id=529&lt;br /&gt;
|name=Pillar of Truths&lt;br /&gt;
|slot=2-h wpn&lt;br /&gt;
|construction=9&lt;br /&gt;
|requirement=E4, S4&lt;br /&gt;
|requirementSort=E4&lt;br /&gt;
|gear=weapon: Pillar of Truths&lt;br /&gt;
|effects=magic resistance (4), start battle spell (Pillar of Truths), strength required (20), heavy&lt;br /&gt;
|description=When the Pantokrator wanted a battle to be without magic and illusions, the Pillar of Truth was brought to the battle. Once this pillar is present, all units on the battlefield will be able to see through illusions and withstand magic better. If swung in battle, the pillar will strike truths of the Pantokrator into the enemies, paralyzing those who dare defy them.&lt;br /&gt;
&lt;br /&gt;
All units: MR +2, disbelieve 2, true sight&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Template:Item/styles.css&amp;diff=9769</id>
		<title>Template:Item/styles.css</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Template:Item/styles.css&amp;diff=9769"/>
		<updated>2026-05-15T15:39:03Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Create generated item table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.item-list {&lt;br /&gt;
    width: 100%;&lt;br /&gt;
    font-size: 0.95em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.item-list th,&lt;br /&gt;
.item-list td {&lt;br /&gt;
    vertical-align: top;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.item-list__icon {&lt;br /&gt;
    width: 40px;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.item-list__icon img {&lt;br /&gt;
    image-rendering: pixelated;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.item-list__description {&lt;br /&gt;
    max-width: 34em;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Template:Item&amp;diff=9768</id>
		<title>Template:Item</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Template:Item&amp;diff=9768"/>
		<updated>2026-05-15T15:39:03Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Create generated item table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{#cargo_declare:_table=Items&lt;br /&gt;
|ItemId=Integer&lt;br /&gt;
|Name=String&lt;br /&gt;
|Slot=String&lt;br /&gt;
|Construction=Integer&lt;br /&gt;
|Requirement=String&lt;br /&gt;
|RequirementSort=String&lt;br /&gt;
|Gear=String&lt;br /&gt;
|Effects=Text&lt;br /&gt;
|Description=Text&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{{#cargo_store:_table=Items&lt;br /&gt;
|ItemId={{{id|}}}&lt;br /&gt;
|Name={{{name|}}}&lt;br /&gt;
|Slot={{{slot|}}}&lt;br /&gt;
|Construction={{{construction|}}}&lt;br /&gt;
|Requirement={{{requirement|}}}&lt;br /&gt;
|RequirementSort={{{requirementSort|}}}&lt;br /&gt;
|Gear={{{gear|}}}&lt;br /&gt;
|Effects={{{effects|}}}&lt;br /&gt;
|Description={{{description|}}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;item-list__icon&amp;quot; | [[File:item{{{id|}}}.png|32x32px|link=]]&lt;br /&gt;
| data-sort-value=&amp;quot;{{{name|}}}&amp;quot; | &#039;&#039;&#039;{{{name|}}}&#039;&#039;&#039;&lt;br /&gt;
| {{{slot|}}}&lt;br /&gt;
| {{{construction|}}}&lt;br /&gt;
| data-sort-value=&amp;quot;{{{requirementSort|}}}&amp;quot; | {{{requirement|}}}&lt;br /&gt;
| {{{gear|}}}&lt;br /&gt;
| {{{effects|}}}&lt;br /&gt;
| class=&amp;quot;item-list__description&amp;quot; | {{{description|}}}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Category:LA_nations&amp;diff=9767</id>
		<title>Category:LA nations</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Category:LA_nations&amp;diff=9767"/>
		<updated>2026-05-14T21:15:21Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Redirected page to Late Age nations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Late Age nations]]&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Category:MA_nations&amp;diff=9766</id>
		<title>Category:MA nations</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Category:MA_nations&amp;diff=9766"/>
		<updated>2026-05-14T21:15:03Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Redirected page to Middle Age nations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Middle Age nations]]&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Category:EA_nations&amp;diff=9765</id>
		<title>Category:EA nations</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Category:EA_nations&amp;diff=9765"/>
		<updated>2026-05-14T21:14:14Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Redirected page to Early Age nations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Early Age nations]]&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Category:Nations&amp;diff=9764</id>
		<title>Category:Nations</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Category:Nations&amp;diff=9764"/>
		<updated>2026-05-14T21:12:28Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Middle_Age_nations&amp;diff=9763</id>
		<title>Middle Age nations</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Middle_Age_nations&amp;diff=9763"/>
		<updated>2026-05-14T21:07:24Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! flag&lt;br /&gt;
! nation&lt;br /&gt;
! epithet&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Nations&lt;br /&gt;
|fields=Nations._pageName=page,Nations.name=name,Nations.epithet=epithet,Nations.flag=flag&lt;br /&gt;
|where=Nations.era=&amp;quot;MA&amp;quot;&lt;br /&gt;
|order by=Nations.name&lt;br /&gt;
|format=template&lt;br /&gt;
|template=Nation_table_row&lt;br /&gt;
|named args=yes&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Late_Age_nations&amp;diff=9762</id>
		<title>Late Age nations</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Late_Age_nations&amp;diff=9762"/>
		<updated>2026-05-14T21:07:09Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! flag&lt;br /&gt;
! nation&lt;br /&gt;
! epithet&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Nations&lt;br /&gt;
|fields=Nations._pageName=page,Nations.name=name,Nations.epithet=epithet,Nations.flag=flag&lt;br /&gt;
|where=Nations.era=&amp;quot;LA&amp;quot;&lt;br /&gt;
|order by=Nations.name&lt;br /&gt;
|format=template&lt;br /&gt;
|template=Nation_table_row&lt;br /&gt;
|named args=yes&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Late_Age_nations&amp;diff=9761</id>
		<title>Late Age nations</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Late_Age_nations&amp;diff=9761"/>
		<updated>2026-05-14T21:06:56Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! flag&lt;br /&gt;
! nation&lt;br /&gt;
! epithet&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Nations&lt;br /&gt;
|fields=Nations._pageName=page,Nations.name=name,Nations.epithet=epithet,Nations.flag=flag&lt;br /&gt;
|where=Nations.era=&amp;quot;EA&amp;quot;&lt;br /&gt;
|order by=Nations.name&lt;br /&gt;
|format=template&lt;br /&gt;
|template=Nation_table_row&lt;br /&gt;
|named args=yes&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Middle_Age_nations&amp;diff=9760</id>
		<title>Middle Age nations</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Middle_Age_nations&amp;diff=9760"/>
		<updated>2026-05-14T21:06:50Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! flag&lt;br /&gt;
! nation&lt;br /&gt;
! epithet&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Nations&lt;br /&gt;
|fields=Nations._pageName=page,Nations.name=name,Nations.epithet=epithet,Nations.flag=flag&lt;br /&gt;
|where=Nations.era=&amp;quot;EA&amp;quot;&lt;br /&gt;
|order by=Nations.name&lt;br /&gt;
|format=template&lt;br /&gt;
|template=Nation_table_row&lt;br /&gt;
|named args=yes&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Early_Age_nations&amp;diff=9759</id>
		<title>Early Age nations</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Early_Age_nations&amp;diff=9759"/>
		<updated>2026-05-14T21:06:22Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! flag&lt;br /&gt;
! nation&lt;br /&gt;
! epithet&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Nations&lt;br /&gt;
|fields=Nations._pageName=page,Nations.name=name,Nations.epithet=epithet,Nations.flag=flag&lt;br /&gt;
|where=Nations.era=&amp;quot;EA&amp;quot;&lt;br /&gt;
|order by=Nations.name&lt;br /&gt;
|format=template&lt;br /&gt;
|template=Nation_table_row&lt;br /&gt;
|named args=yes&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Early_Age_nations&amp;diff=9758</id>
		<title>Early Age nations</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Early_Age_nations&amp;diff=9758"/>
		<updated>2026-05-14T21:06:07Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! flag&lt;br /&gt;
! nation&lt;br /&gt;
! epithet&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Nations&lt;br /&gt;
|fields=Nations._pageName=page,Nations.name=name,Nations.epithet=epithet,Nations.flag=flag&lt;br /&gt;
|where=Nations.era=&amp;quot;EA&amp;quot;&lt;br /&gt;
|order by=Nations.name&lt;br /&gt;
|format=template&lt;br /&gt;
|template=NationTableRow&lt;br /&gt;
|named args=yes&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Template:Nation_table_row&amp;diff=9757</id>
		<title>Template:Nation table row</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Template:Nation_table_row&amp;diff=9757"/>
		<updated>2026-05-14T21:05:49Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:{{{flag|}}}|32px|link={{{page|}}}]]&lt;br /&gt;
| [[{{{page|}}}|{{{name|}}}]]&lt;br /&gt;
| {{{epithet|}}}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
template row for nation cargo tables.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Early_Age_nations&amp;diff=9756</id>
		<title>Early Age nations</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Early_Age_nations&amp;diff=9756"/>
		<updated>2026-05-14T21:05:03Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! flag&lt;br /&gt;
! nation&lt;br /&gt;
! epithet&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Nations&lt;br /&gt;
|fields=_pageName,name,epithet,flag&lt;br /&gt;
|where=era=&amp;quot;EA&amp;quot;&lt;br /&gt;
|order by=name&lt;br /&gt;
|format=template&lt;br /&gt;
|template=Nation table row&lt;br /&gt;
|named args=yes&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Early_Age_nations&amp;diff=9755</id>
		<title>Early Age nations</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Early_Age_nations&amp;diff=9755"/>
		<updated>2026-05-14T21:04:31Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! flag&lt;br /&gt;
! nation&lt;br /&gt;
! epithet&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Nations&lt;br /&gt;
|fields=_pageName,name,epithet,flag&lt;br /&gt;
|where=era=&amp;quot;EA&amp;quot;&lt;br /&gt;
|order by=name&lt;br /&gt;
|format=template&lt;br /&gt;
|template=Nation table row&lt;br /&gt;
|named args=yes&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Nations&lt;br /&gt;
|fields=Nations.flag=flag&lt;br /&gt;
|limit=5&lt;br /&gt;
|format=table&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Early_Age_nations&amp;diff=9754</id>
		<title>Early Age nations</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Early_Age_nations&amp;diff=9754"/>
		<updated>2026-05-14T20:59:13Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! flag&lt;br /&gt;
! nation&lt;br /&gt;
! epithet&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Nations&lt;br /&gt;
|fields=_pageName,name,epithet,flag&lt;br /&gt;
|where=era=&amp;quot;EA&amp;quot;&lt;br /&gt;
|order by=name&lt;br /&gt;
|format=template&lt;br /&gt;
|template=Nation table row&lt;br /&gt;
|named args=yes&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{#cargo_query:&lt;br /&gt;
tables=Nations&lt;br /&gt;
|fields=Nations.flag=flag&lt;br /&gt;
|limit=5&lt;br /&gt;
|format=table&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
	<entry>
		<id>https://domwiki.com/index.php?title=Early_Age_nations&amp;diff=9753</id>
		<title>Early Age nations</title>
		<link rel="alternate" type="text/html" href="https://domwiki.com/index.php?title=Early_Age_nations&amp;diff=9753"/>
		<updated>2026-05-14T20:57:10Z</updated>

		<summary type="html">&lt;p&gt;Nadanke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#cargo_query:&lt;br /&gt;
tables=Nations&lt;br /&gt;
|fields=Nations.flag=flag&lt;br /&gt;
|limit=5&lt;br /&gt;
|format=table&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Nadanke</name></author>
	</entry>
</feed>