Spells: Difference between revisions
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Render path requirements through Lua module |
Render spell costs through Lua module |
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| Line 25: | Line 25: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D7 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 39: | Line 39: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D11 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 67: | Line 67: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D12 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 81: | Line 81: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D6 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 95: | Line 95: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 109: | Line 109: | ||
|requirement=D3 | |requirement=D3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D23 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 123: | Line 123: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D16 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 137: | Line 137: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 151: | Line 151: | ||
|requirement=D3 | |requirement=D3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 165: | Line 165: | ||
|requirement=D3 | |requirement=D3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D50 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 179: | Line 179: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D11 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 193: | Line 193: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 207: | Line 207: | ||
|requirement=D3 | |requirement=D3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 221: | Line 221: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 235: | Line 235: | ||
|requirement=D3 | |requirement=D3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 249: | Line 249: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 263: | Line 263: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 277: | Line 277: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D12 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 291: | Line 291: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 305: | Line 305: | ||
|requirement=E1 S1 | |requirement=E1 S1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 319: | Line 319: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 333: | Line 333: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=D1 | ||
|range=50 | |range=50 | ||
|area= | |area= | ||
| Line 347: | Line 347: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 361: | Line 361: | ||
|requirement=E1 | |requirement=E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 375: | Line 375: | ||
|requirement=N1 W1 | |requirement=N1 W1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 389: | Line 389: | ||
|requirement=N1 G1 | |requirement=N1 G1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 403: | Line 403: | ||
|requirement=W1 N1 | |requirement=W1 N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 417: | Line 417: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 431: | Line 431: | ||
|requirement=N1 W1 | |requirement=N1 W1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 445: | Line 445: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=20 | |range=20 | ||
|area=1 | |area=1 | ||
| Line 459: | Line 459: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 473: | Line 473: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 487: | Line 487: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D9 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 501: | Line 501: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 515: | Line 515: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 529: | Line 529: | ||
|requirement=D1 F1 | |requirement=D1 F1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 543: | Line 543: | ||
|requirement=W1 D1 | |requirement=W1 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W7 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 557: | Line 557: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 571: | Line 571: | ||
|requirement=F2 N1 | |requirement=F2 N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F9 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 585: | Line 585: | ||
|requirement=A1 | |requirement=A1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=5 | |range=5 | ||
|area= | |area= | ||
| Line 599: | Line 599: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 613: | Line 613: | ||
|requirement=N1 A1 | |requirement=N1 A1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 627: | Line 627: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 641: | Line 641: | ||
|requirement=E1 | |requirement=E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E7 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 655: | Line 655: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 669: | Line 669: | ||
|requirement=A1 | |requirement=A1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 683: | Line 683: | ||
|requirement=D1 F1 | |requirement=D1 F1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 697: | Line 697: | ||
|requirement=A1 | |requirement=A1 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 711: | Line 711: | ||
|requirement=W1 | |requirement=W1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 725: | Line 725: | ||
|requirement=B2 | |requirement=B2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 739: | Line 739: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N9 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 753: | Line 753: | ||
|requirement=D1 E1 | |requirement=D1 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 767: | Line 767: | ||
|requirement=E2 | |requirement=E2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 781: | Line 781: | ||
|requirement=D1 E1 | |requirement=D1 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 795: | Line 795: | ||
|requirement=F1 E1 | |requirement=F1 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 809: | Line 809: | ||
|requirement=E2 | |requirement=E2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E9 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 823: | Line 823: | ||
|requirement=W3 | |requirement=W3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 837: | Line 837: | ||
|requirement=N4 | |requirement=N4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N9 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 851: | Line 851: | ||
|requirement=A2 | |requirement=A2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 865: | Line 865: | ||
|requirement=B1 | |requirement=B1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=B1 | ||
|range=5 | |range=5 | ||
|area= | |area= | ||
| Line 879: | Line 879: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 893: | Line 893: | ||
|requirement=S2 | |requirement=S2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 907: | Line 907: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 921: | Line 921: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 935: | Line 935: | ||
|requirement=W1 S1 | |requirement=W1 S1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W9 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 949: | Line 949: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 963: | Line 963: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 977: | Line 977: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 991: | Line 991: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,005: | Line 1,005: | ||
|requirement=F2 | |requirement=F2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,019: | Line 1,019: | ||
|requirement=S1 | |requirement=S1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=S1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,033: | Line 1,033: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N9 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,047: | Line 1,047: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D7 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,061: | Line 1,061: | ||
|requirement=D1 E1 | |requirement=D1 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,075: | Line 1,075: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,089: | Line 1,089: | ||
|requirement=F1 E1 | |requirement=F1 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,103: | Line 1,103: | ||
|requirement=N1 B1 | |requirement=N1 B1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=20 | |range=20 | ||
|area=1 | |area=1 | ||
| Line 1,117: | Line 1,117: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N6 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,131: | Line 1,131: | ||
|requirement=N1 G1 | |requirement=N1 G1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,145: | Line 1,145: | ||
|requirement=F1 D1 | |requirement=F1 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F7 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,159: | Line 1,159: | ||
|requirement=A2 N1 | |requirement=A2 N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,173: | Line 1,173: | ||
|requirement=F2 | |requirement=F2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,187: | Line 1,187: | ||
|requirement=S2 | |requirement=S2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,201: | Line 1,201: | ||
|requirement=N1 G1 | |requirement=N1 G1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,215: | Line 1,215: | ||
|requirement=N2 W2 | |requirement=N2 W2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,229: | Line 1,229: | ||
|requirement=W2 E2 | |requirement=W2 E2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,243: | Line 1,243: | ||
|requirement=E1 W1 | |requirement=E1 W1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,257: | Line 1,257: | ||
|requirement=A2 | |requirement=A2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,271: | Line 1,271: | ||
|requirement=B2 | |requirement=B2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,285: | Line 1,285: | ||
|requirement=E2 | |requirement=E2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,299: | Line 1,299: | ||
|requirement=B2 N1 | |requirement=B2 N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,313: | Line 1,313: | ||
|requirement=F1 S1 | |requirement=F1 S1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,327: | Line 1,327: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D13 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,341: | Line 1,341: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,355: | Line 1,355: | ||
|requirement=N2 G1 | |requirement=N2 G1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,369: | Line 1,369: | ||
|requirement=A1 E1 | |requirement=A1 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,383: | Line 1,383: | ||
|requirement=A1 | |requirement=A1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=A1 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 1,397: | Line 1,397: | ||
|requirement=E1 | |requirement=E1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=E1 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 1,411: | Line 1,411: | ||
|requirement=F1 | |requirement=F1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=F1 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 1,425: | Line 1,425: | ||
|requirement=W1 | |requirement=W1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=W1 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 1,439: | Line 1,439: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,453: | Line 1,453: | ||
|requirement=W2 E1 | |requirement=W2 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,467: | Line 1,467: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,481: | Line 1,481: | ||
|requirement=D1 E1 | |requirement=D1 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D6 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,495: | Line 1,495: | ||
|requirement=E1 D1 | |requirement=E1 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,509: | Line 1,509: | ||
|requirement=N2 W1 | |requirement=N2 W1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,523: | Line 1,523: | ||
|requirement=B2 W1 | |requirement=B2 W1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,537: | Line 1,537: | ||
|requirement=W2 A1 | |requirement=W2 A1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,551: | Line 1,551: | ||
|requirement=B2 | |requirement=B2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,565: | Line 1,565: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D12 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,579: | Line 1,579: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,593: | Line 1,593: | ||
|requirement=N3 | |requirement=N3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,607: | Line 1,607: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,621: | Line 1,621: | ||
|requirement=S2 | |requirement=S2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S9 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,635: | Line 1,635: | ||
|requirement=A1 S1 | |requirement=A1 S1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,649: | Line 1,649: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D12 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,663: | Line 1,663: | ||
|requirement=B2 | |requirement=B2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=B1 | ||
|range=5 | |range=5 | ||
|area= | |area= | ||
| Line 1,677: | Line 1,677: | ||
|requirement=S2 | |requirement=S2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,691: | Line 1,691: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,705: | Line 1,705: | ||
|requirement=F2 A1 | |requirement=F2 A1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F18 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,719: | Line 1,719: | ||
|requirement=W2 E1 | |requirement=W2 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,733: | Line 1,733: | ||
|requirement=N2 E1 | |requirement=N2 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,747: | Line 1,747: | ||
|requirement=N2 W1 | |requirement=N2 W1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,761: | Line 1,761: | ||
|requirement=D3 | |requirement=D3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,775: | Line 1,775: | ||
|requirement=N2 D1 | |requirement=N2 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N12 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,789: | Line 1,789: | ||
|requirement=B2 W1 | |requirement=B2 W1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B12 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,803: | Line 1,803: | ||
|requirement=B2 N1 | |requirement=B2 N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,817: | Line 1,817: | ||
|requirement=S3 | |requirement=S3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=S2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,831: | Line 1,831: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N1 | ||
|range=25 | |range=25 | ||
|area= | |area= | ||
| Line 1,845: | Line 1,845: | ||
|requirement=N2 D1 | |requirement=N2 D1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,859: | Line 1,859: | ||
|requirement=F2 | |requirement=F2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=F1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,873: | Line 1,873: | ||
|requirement=W1 E1 | |requirement=W1 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,887: | Line 1,887: | ||
|requirement=N2 W2 | |requirement=N2 W2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,901: | Line 1,901: | ||
|requirement=W2 | |requirement=W2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=W1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,915: | Line 1,915: | ||
|requirement=W2 | |requirement=W2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,929: | Line 1,929: | ||
|requirement=N3 E1 | |requirement=N3 E1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,943: | Line 1,943: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D7 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,957: | Line 1,957: | ||
|requirement=E2 | |requirement=E2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,971: | Line 1,971: | ||
|requirement=B1 E1 | |requirement=B1 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,985: | Line 1,985: | ||
|requirement=B2 N1 | |requirement=B2 N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 1,999: | Line 1,999: | ||
|requirement=B2 N1 | |requirement=B2 N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B12 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,013: | Line 2,013: | ||
|requirement=F2 | |requirement=F2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F6 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,027: | Line 2,027: | ||
|requirement=F2 | |requirement=F2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F6 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,041: | Line 2,041: | ||
|requirement=A2 | |requirement=A2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A9 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,055: | Line 2,055: | ||
|requirement=W2 | |requirement=W2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W7 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,069: | Line 2,069: | ||
|requirement=W2 | |requirement=W2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,083: | Line 2,083: | ||
|requirement=N3 E1 | |requirement=N3 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,097: | Line 2,097: | ||
|requirement=E1 | |requirement=E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,111: | Line 2,111: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=D1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,125: | Line 2,125: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N12 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,139: | Line 2,139: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,153: | Line 2,153: | ||
|requirement=E2 D1 | |requirement=E2 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,167: | Line 2,167: | ||
|requirement=E1 D1 | |requirement=E1 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,181: | Line 2,181: | ||
|requirement=W1 D1 | |requirement=W1 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W16 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,195: | Line 2,195: | ||
|requirement=W2 | |requirement=W2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,209: | Line 2,209: | ||
|requirement=D3 | |requirement=D3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,223: | Line 2,223: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,237: | Line 2,237: | ||
|requirement=N2 W1 | |requirement=N2 W1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,251: | Line 2,251: | ||
|requirement=A2 | |requirement=A2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,265: | Line 2,265: | ||
|requirement=N2 W1 | |requirement=N2 W1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,279: | Line 2,279: | ||
|requirement=B2 W1 | |requirement=B2 W1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,293: | Line 2,293: | ||
|requirement=B2 W1 | |requirement=B2 W1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B12 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,307: | Line 2,307: | ||
|requirement=S2 | |requirement=S2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,321: | Line 2,321: | ||
|requirement=B1 W1 | |requirement=B1 W1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B12 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,335: | Line 2,335: | ||
|requirement=A2 | |requirement=A2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,349: | Line 2,349: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Battle | |type=Battle | ||
|cost=30 | |cost=fatigue=30 | ||
|range=20 | |range=20 | ||
|area=1+1/lvl | |area=1+1/lvl | ||
| Line 2,363: | Line 2,363: | ||
|requirement=N1 D1 | |requirement=N1 D1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=20 | |range=20 | ||
|area=1 | |area=1 | ||
| Line 2,377: | Line 2,377: | ||
|requirement=W2 | |requirement=W2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,391: | Line 2,391: | ||
|requirement=S2 | |requirement=S2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,405: | Line 2,405: | ||
|requirement=D2 E1 | |requirement=D2 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,419: | Line 2,419: | ||
|requirement=B4 | |requirement=B4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,433: | Line 2,433: | ||
|requirement=D2 E1 | |requirement=D2 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,447: | Line 2,447: | ||
|requirement=S2 W1 | |requirement=S2 W1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S12 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,461: | Line 2,461: | ||
|requirement=D2 F1 | |requirement=D2 F1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D12 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,475: | Line 2,475: | ||
|requirement=D3 F1 | |requirement=D3 F1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,489: | Line 2,489: | ||
|requirement=B3 | |requirement=B3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=B1 | ||
|range=5 | |range=5 | ||
|area= | |area= | ||
| Line 2,503: | Line 2,503: | ||
|requirement=S3 | |requirement=S3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S7 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,517: | Line 2,517: | ||
|requirement=N1 E1 | |requirement=N1 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N7 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,531: | Line 2,531: | ||
|requirement=A2 E1 | |requirement=A2 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A55 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,545: | Line 2,545: | ||
|requirement=A3 | |requirement=A3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,559: | Line 2,559: | ||
|requirement=N3 | |requirement=N3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,573: | Line 2,573: | ||
|requirement=S3 | |requirement=S3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,587: | Line 2,587: | ||
|requirement=W3 | |requirement=W3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,601: | Line 2,601: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N16 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,615: | Line 2,615: | ||
|requirement=N3 | |requirement=N3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N21 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,629: | Line 2,629: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N21 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,643: | Line 2,643: | ||
|requirement=W2 E1 | |requirement=W2 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W30 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,657: | Line 2,657: | ||
|requirement=W3 N1 | |requirement=W3 N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W35 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,671: | Line 2,671: | ||
|requirement=W2 N1 | |requirement=W2 N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,685: | Line 2,685: | ||
|requirement=W3 | |requirement=W3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,699: | Line 2,699: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N26 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,713: | Line 2,713: | ||
|requirement=E3 | |requirement=E3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,727: | Line 2,727: | ||
|requirement=D1 F1 | |requirement=D1 F1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=D1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,741: | Line 2,741: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range=25 | |range=25 | ||
|area= | |area= | ||
| Line 2,755: | Line 2,755: | ||
|requirement=F1 S1 | |requirement=F1 S1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,769: | Line 2,769: | ||
|requirement=N3 | |requirement=N3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,783: | Line 2,783: | ||
|requirement=D3 | |requirement=D3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,797: | Line 2,797: | ||
|requirement=A4 | |requirement=A4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A6 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,811: | Line 2,811: | ||
|requirement=N3 | |requirement=N3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,825: | Line 2,825: | ||
|requirement=W3 N1 | |requirement=W3 N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W18 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,839: | Line 2,839: | ||
|requirement=D3 | |requirement=D3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D13 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,853: | Line 2,853: | ||
|requirement=A4 | |requirement=A4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,867: | Line 2,867: | ||
|requirement=D4 | |requirement=D4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D12 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,881: | Line 2,881: | ||
|requirement=W4 | |requirement=W4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,895: | Line 2,895: | ||
|requirement=A3 D1 | |requirement=A3 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,909: | Line 2,909: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,923: | Line 2,923: | ||
|requirement=N3 | |requirement=N3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,937: | Line 2,937: | ||
|requirement=A3 | |requirement=A3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=A1 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 2,951: | Line 2,951: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,965: | Line 2,965: | ||
|requirement=B2 E1 | |requirement=B2 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 2,979: | Line 2,979: | ||
|requirement=E3 | |requirement=E3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=E1 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 2,993: | Line 2,993: | ||
|requirement=S3 D1 | |requirement=S3 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,007: | Line 3,007: | ||
|requirement=E3 | |requirement=E3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E13 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,021: | Line 3,021: | ||
|requirement=B3 N1 | |requirement=B3 N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,035: | Line 3,035: | ||
|requirement=F3 | |requirement=F3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=F1 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 3,049: | Line 3,049: | ||
|requirement=S2 | |requirement=S2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,063: | Line 3,063: | ||
|requirement=N3 W1 | |requirement=N3 W1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N30 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,077: | Line 3,077: | ||
|requirement=E2 D1 | |requirement=E2 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,091: | Line 3,091: | ||
|requirement=S2 | |requirement=S2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S12 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,105: | Line 3,105: | ||
|requirement=F2 A1 | |requirement=F2 A1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F13 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,119: | Line 3,119: | ||
|requirement=N2 S1 | |requirement=N2 S1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,133: | Line 3,133: | ||
|requirement=D2 F1 | |requirement=D2 F1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D9 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,147: | Line 3,147: | ||
|requirement=N4 | |requirement=N4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,161: | Line 3,161: | ||
|requirement=N2 E2 | |requirement=N2 E2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,175: | Line 3,175: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,189: | Line 3,189: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,203: | Line 3,203: | ||
|requirement=W2 | |requirement=W2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,217: | Line 3,217: | ||
|requirement=A3 | |requirement=A3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A13 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,231: | Line 3,231: | ||
|requirement=F3 | |requirement=F3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F13 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,245: | Line 3,245: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,259: | Line 3,259: | ||
|requirement=A3 | |requirement=A3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A24 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,273: | Line 3,273: | ||
|requirement=E1 S1 | |requirement=E1 S1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,287: | Line 3,287: | ||
|requirement=D2 E1 | |requirement=D2 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,301: | Line 3,301: | ||
|requirement=B3 W1 | |requirement=B3 W1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,315: | Line 3,315: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,329: | Line 3,329: | ||
|requirement=W3 | |requirement=W3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=W1 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 3,343: | Line 3,343: | ||
|requirement=W3 | |requirement=W3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W6 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,357: | Line 3,357: | ||
|requirement=S2 | |requirement=S2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S12 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,371: | Line 3,371: | ||
|requirement=F2 | |requirement=F2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,385: | Line 3,385: | ||
|requirement=N4 | |requirement=N4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N6 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,399: | Line 3,399: | ||
|requirement=W2 | |requirement=W2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,413: | Line 3,413: | ||
|requirement=F1 | |requirement=F1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=F1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,427: | Line 3,427: | ||
|requirement=A5 | |requirement=A5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,441: | Line 3,441: | ||
|requirement=N3 S2 | |requirement=N3 S2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,455: | Line 3,455: | ||
|requirement=S3 | |requirement=S3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,469: | Line 3,469: | ||
|requirement=S3 | |requirement=S3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,483: | Line 3,483: | ||
|requirement=D3 E2 | |requirement=D3 E2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D30 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,497: | Line 3,497: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D12 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,511: | Line 3,511: | ||
|requirement=A2 S1 | |requirement=A2 S1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,525: | Line 3,525: | ||
|requirement=S4 | |requirement=S4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S40 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,539: | Line 3,539: | ||
|requirement=S3 F1 | |requirement=S3 F1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S21 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,553: | Line 3,553: | ||
|requirement=F3 N2 | |requirement=F3 N2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,567: | Line 3,567: | ||
|requirement=D3 F2 | |requirement=D3 F2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D40 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,581: | Line 3,581: | ||
|requirement=F2 N1 | |requirement=F2 N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F7 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,595: | Line 3,595: | ||
|requirement=W3 E1 | |requirement=W3 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W35 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,609: | Line 3,609: | ||
|requirement=N1 S1 | |requirement=N1 S1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N40 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,623: | Line 3,623: | ||
|requirement=N3 | |requirement=N3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,637: | Line 3,637: | ||
|requirement=S4 | |requirement=S4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,651: | Line 3,651: | ||
|requirement=F3 S1 | |requirement=F3 S1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F35 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,665: | Line 3,665: | ||
|requirement=E3 | |requirement=E3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,679: | Line 3,679: | ||
|requirement=A2 B1 | |requirement=A2 B1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A26 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,693: | Line 3,693: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N30 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,707: | Line 3,707: | ||
|requirement=N2 D1 | |requirement=N2 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N32 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,721: | Line 3,721: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N30 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,735: | Line 3,735: | ||
|requirement=N5 D2 | |requirement=N5 D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,749: | Line 3,749: | ||
|requirement=N3 | |requirement=N3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,763: | Line 3,763: | ||
|requirement=W3 E1 | |requirement=W3 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W40 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,777: | Line 3,777: | ||
|requirement=E3 | |requirement=E3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E19 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,791: | Line 3,791: | ||
|requirement=S3 | |requirement=S3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,805: | Line 3,805: | ||
|requirement=D3 G1 | |requirement=D3 G1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,819: | Line 3,819: | ||
|requirement=S4 D1 | |requirement=S4 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S90 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,833: | Line 3,833: | ||
|requirement=N3 | |requirement=N3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N37 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,847: | Line 3,847: | ||
|requirement=N3 | |requirement=N3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,861: | Line 3,861: | ||
|requirement=W4 | |requirement=W4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W55 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,875: | Line 3,875: | ||
|requirement=A3 | |requirement=A3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A6 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,889: | Line 3,889: | ||
|requirement=W3 | |requirement=W3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=W3 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 3,903: | Line 3,903: | ||
|requirement=W4 D1 | |requirement=W4 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W40 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,917: | Line 3,917: | ||
|requirement=W1 A1 | |requirement=W1 A1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,931: | Line 3,931: | ||
|requirement=W3 | |requirement=W3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,945: | Line 3,945: | ||
|requirement=E3 A1 | |requirement=E3 A1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E30 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,959: | Line 3,959: | ||
|requirement=B4 N1 | |requirement=B4 N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B30 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,973: | Line 3,973: | ||
|requirement=F2 | |requirement=F2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 3,987: | Line 3,987: | ||
|requirement=F3 | |requirement=F3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F30 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,001: | Line 4,001: | ||
|requirement=S2 | |requirement=S2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S21 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,015: | Line 4,015: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,029: | Line 4,029: | ||
|requirement=B3 E2 | |requirement=B3 E2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B35 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,043: | Line 4,043: | ||
|requirement=D3 | |requirement=D3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D6 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,057: | Line 4,057: | ||
|requirement=A3 | |requirement=A3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,071: | Line 4,071: | ||
|requirement=A1 F1 | |requirement=A1 F1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,085: | Line 4,085: | ||
|requirement=S1 E1 | |requirement=S1 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S9 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,099: | Line 4,099: | ||
|requirement=S3 | |requirement=S3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,113: | Line 4,113: | ||
|requirement=B2 N2 | |requirement=B2 N2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B35 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,127: | Line 4,127: | ||
|requirement=S2 | |requirement=S2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S18 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,141: | Line 4,141: | ||
|requirement=W3 | |requirement=W3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W6 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,155: | Line 4,155: | ||
|requirement=D2 A1 | |requirement=D2 A1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D5 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 4,169: | Line 4,169: | ||
|requirement=D2 F1 | |requirement=D2 F1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,183: | Line 4,183: | ||
|requirement=A2 | |requirement=A2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A21 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,197: | Line 4,197: | ||
|requirement=D3 | |requirement=D3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D22 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,211: | Line 4,211: | ||
|requirement=B1 N1 | |requirement=B1 N1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=B1 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 4,225: | Line 4,225: | ||
|requirement=B4 N1 | |requirement=B4 N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B30 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,239: | Line 4,239: | ||
|requirement=A3 D1 | |requirement=A3 D1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=A1 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 4,253: | Line 4,253: | ||
|requirement=E4 | |requirement=E4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E65 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,267: | Line 4,267: | ||
|requirement=S5 | |requirement=S5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S50 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,281: | Line 4,281: | ||
|requirement=N4 | |requirement=N4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,295: | Line 4,295: | ||
|requirement=N4 | |requirement=N4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N30 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,309: | Line 4,309: | ||
|requirement=W2 E2 | |requirement=W2 E2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,323: | Line 4,323: | ||
|requirement=S4 N1 | |requirement=S4 N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S39 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,337: | Line 4,337: | ||
|requirement=S3 | |requirement=S3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S30 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,351: | Line 4,351: | ||
|requirement=B2 | |requirement=B2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=B1 | ||
|range=5 | |range=5 | ||
|area= | |area= | ||
| Line 4,365: | Line 4,365: | ||
|requirement=A4 | |requirement=A4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A40 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,379: | Line 4,379: | ||
|requirement=N1 S1 | |requirement=N1 S1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N40 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,393: | Line 4,393: | ||
|requirement=N4 | |requirement=N4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N40 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,407: | Line 4,407: | ||
|requirement=E4 | |requirement=E4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E28 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,421: | Line 4,421: | ||
|requirement=D5 | |requirement=D5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D33 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,435: | Line 4,435: | ||
|requirement=D4 | |requirement=D4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,449: | Line 4,449: | ||
|requirement=S3 F1 | |requirement=S3 F1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S35 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,463: | Line 4,463: | ||
|requirement=N4 W1 | |requirement=N4 W1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N40 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,477: | Line 4,477: | ||
|requirement=A4 | |requirement=A4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=A2 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 4,491: | Line 4,491: | ||
|requirement=E4 | |requirement=E4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=E2 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 4,505: | Line 4,505: | ||
|requirement=F4 | |requirement=F4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=F2 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 4,519: | Line 4,519: | ||
|requirement=W4 | |requirement=W4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=W2 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 4,533: | Line 4,533: | ||
|requirement=B4 | |requirement=B4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,547: | Line 4,547: | ||
|requirement=D1 F1 | |requirement=D1 F1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,561: | Line 4,561: | ||
|requirement=W3 | |requirement=W3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,575: | Line 4,575: | ||
|requirement=N4 | |requirement=N4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N60 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,589: | Line 4,589: | ||
|requirement=N5 | |requirement=N5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N9 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,603: | Line 4,603: | ||
|requirement=W3 D2 | |requirement=W3 D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W12 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,617: | Line 4,617: | ||
|requirement=D3 | |requirement=D3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D28 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,631: | Line 4,631: | ||
|requirement=S4 | |requirement=S4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S35 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,645: | Line 4,645: | ||
|requirement=W4 | |requirement=W4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W60 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,659: | Line 4,659: | ||
|requirement=B5 N3 | |requirement=B5 N3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B50 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,673: | Line 4,673: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=D1 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 4,687: | Line 4,687: | ||
|requirement=D4 G1 | |requirement=D4 G1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D55 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,701: | Line 4,701: | ||
|requirement=S5 | |requirement=S5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S60 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,715: | Line 4,715: | ||
|requirement=S5 | |requirement=S5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S60 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,729: | Line 4,729: | ||
|requirement=D4 F2 | |requirement=D4 F2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D60 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,743: | Line 4,743: | ||
|requirement=S5 F2 | |requirement=S5 F2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S49 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,757: | Line 4,757: | ||
|requirement=D5 | |requirement=D5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D40 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,771: | Line 4,771: | ||
|requirement=S4 D4 | |requirement=S4 D4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S50 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,785: | Line 4,785: | ||
|requirement=E5 S2 | |requirement=E5 S2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,799: | Line 4,799: | ||
|requirement=N6 | |requirement=N6 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N60 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,813: | Line 4,813: | ||
|requirement=W2 F4 | |requirement=W2 F4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W60 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,827: | Line 4,827: | ||
|requirement=E1 F1 | |requirement=E1 F1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E12 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,841: | Line 4,841: | ||
|requirement=D5 A2 | |requirement=D5 A2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=D4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,855: | Line 4,855: | ||
|requirement=N5 D2 | |requirement=N5 D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N30 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,869: | Line 4,869: | ||
|requirement=E5 | |requirement=E5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,883: | Line 4,883: | ||
|requirement=B4 N1 | |requirement=B4 N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B60 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,897: | Line 4,897: | ||
|requirement=W6 | |requirement=W6 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W60 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,911: | Line 4,911: | ||
|requirement=D5 E1 | |requirement=D5 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,925: | Line 4,925: | ||
|requirement=D3 F4 | |requirement=D3 F4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D50 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,939: | Line 4,939: | ||
|requirement=E5 | |requirement=E5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E50 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,953: | Line 4,953: | ||
|requirement=F5 | |requirement=F5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F50 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,967: | Line 4,967: | ||
|requirement=D4 | |requirement=D4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D35 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,981: | Line 4,981: | ||
|requirement=D5 | |requirement=D5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 4,995: | Line 4,995: | ||
|requirement=A5 | |requirement=A5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A50 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,009: | Line 5,009: | ||
|requirement=W5 | |requirement=W5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W50 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,023: | Line 5,023: | ||
|requirement=A4 | |requirement=A4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A75 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,037: | Line 5,037: | ||
|requirement=D4 F1 | |requirement=D4 F1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D45 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,051: | Line 5,051: | ||
|requirement=S5 | |requirement=S5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S45 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,065: | Line 5,065: | ||
|requirement=A4 E3 | |requirement=A4 E3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A62 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,079: | Line 5,079: | ||
|requirement=F4 A2 | |requirement=F4 A2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F66 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,093: | Line 5,093: | ||
|requirement=W5 A2 | |requirement=W5 A2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W69 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,107: | Line 5,107: | ||
|requirement=F6 N4 | |requirement=F6 N4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F40 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,121: | Line 5,121: | ||
|requirement=D6 | |requirement=D6 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D80 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,135: | Line 5,135: | ||
|requirement=N4 | |requirement=N4 | ||
|type=Battle | |type=Battle | ||
|cost=40 | |cost=fatigue=40 | ||
|range=20 | |range=20 | ||
|area=2+2/lvl | |area=2+2/lvl | ||
| Line 5,149: | Line 5,149: | ||
|requirement=N5 | |requirement=N5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,163: | Line 5,163: | ||
|requirement=S5 W2 | |requirement=S5 W2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,177: | Line 5,177: | ||
|requirement=W5 N4 | |requirement=W5 N4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,191: | Line 5,191: | ||
|requirement=S7 F3 | |requirement=S7 F3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S222 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,205: | Line 5,205: | ||
|requirement=N7 | |requirement=N7 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N90 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,219: | Line 5,219: | ||
|requirement=D5 | |requirement=D5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,233: | Line 5,233: | ||
|requirement=S7 F2 | |requirement=S7 F2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S144 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,247: | Line 5,247: | ||
|requirement=D5 | |requirement=D5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,261: | Line 5,261: | ||
|requirement=S5 | |requirement=S5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S55 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,275: | Line 5,275: | ||
|requirement=S5 | |requirement=S5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S55 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,289: | Line 5,289: | ||
|requirement=D7 | |requirement=D7 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D7 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,303: | Line 5,303: | ||
|requirement=A1 | |requirement=A1 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,317: | Line 5,317: | ||
|requirement=N3 D2 | |requirement=N3 D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N45 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,331: | Line 5,331: | ||
|requirement=N4 | |requirement=N4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N35 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,345: | Line 5,345: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 5,359: | Line 5,359: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost=5 | |cost=fatigue=5 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 5,373: | Line 5,373: | ||
|requirement=S1 | |requirement=S1 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,387: | Line 5,387: | ||
|requirement=B1 | |requirement=B1 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,401: | Line 5,401: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost=5 | |cost=fatigue=5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,415: | Line 5,415: | ||
|requirement=A1 | |requirement=A1 | ||
|type=Battle | |type=Battle | ||
|cost=5 | |cost=fatigue=5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,429: | Line 5,429: | ||
|requirement=F1 | |requirement=F1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,443: | Line 5,443: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost=5 | |cost=fatigue=5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,457: | Line 5,457: | ||
|requirement=E1 | |requirement=E1 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range=20 | |range=20 | ||
|area= | |area= | ||
| Line 5,471: | Line 5,471: | ||
|requirement=E1 | |requirement=E1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 5,485: | Line 5,485: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Battle | |type=Battle | ||
|cost=5 | |cost=fatigue=5 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 5,499: | Line 5,499: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost=5 | |cost=fatigue=5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,513: | Line 5,513: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost=5 | |cost=fatigue=5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,527: | Line 5,527: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,541: | Line 5,541: | ||
|requirement=E1 | |requirement=E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,555: | Line 5,555: | ||
|requirement=E1 | |requirement=E1 | ||
|type=Battle | |type=Battle | ||
|cost=40 | |cost=fatigue=40 | ||
|range=15 | |range=15 | ||
|area=1 | |area=1 | ||
| Line 5,569: | Line 5,569: | ||
|requirement=B1 | |requirement=B1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=20 | |range=20 | ||
|area=1 | |area=1 | ||
| Line 5,583: | Line 5,583: | ||
|requirement=F1 | |requirement=F1 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range=30 | |range=30 | ||
|area= | |area= | ||
| Line 5,597: | Line 5,597: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=10 | |range=10 | ||
|area=1 | |area=1 | ||
| Line 5,611: | Line 5,611: | ||
|requirement=S1 | |requirement=S1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=10 | |range=10 | ||
|area=1 | |area=1 | ||
| Line 5,625: | Line 5,625: | ||
|requirement=W2 | |requirement=W2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25+5/lvl | |range=25+5/lvl | ||
|area=3+1/lvl | |area=3+1/lvl | ||
| Line 5,639: | Line 5,639: | ||
|requirement=W1 | |requirement=W1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,653: | Line 5,653: | ||
|requirement=B1 | |requirement=B1 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,667: | Line 5,667: | ||
|requirement=A2 | |requirement=A2 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,681: | Line 5,681: | ||
|requirement=E1 | |requirement=E1 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,695: | Line 5,695: | ||
|requirement=W1 | |requirement=W1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,709: | Line 5,709: | ||
|requirement=F1 | |requirement=F1 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,723: | Line 5,723: | ||
|requirement=W1 | |requirement=W1 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,737: | Line 5,737: | ||
|requirement=E1 | |requirement=E1 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,751: | Line 5,751: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25 | |range=25 | ||
|area= | |area= | ||
| Line 5,765: | Line 5,765: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=10 | |range=10 | ||
|area=1 | |area=1 | ||
| Line 5,779: | Line 5,779: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=10 | |range=10 | ||
|area=1 | |area=1 | ||
| Line 5,793: | Line 5,793: | ||
|requirement=S1 | |requirement=S1 | ||
|type=Battle | |type=Battle | ||
|cost=30 | |cost=fatigue=30 | ||
|range=10 | |range=10 | ||
|area=1 | |area=1 | ||
| Line 5,807: | Line 5,807: | ||
|requirement=F2 | |requirement=F2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=15 | |range=15 | ||
|area=1 | |area=1 | ||
| Line 5,821: | Line 5,821: | ||
|requirement=B2 | |requirement=B2 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,835: | Line 5,835: | ||
|requirement=E2 | |requirement=E2 | ||
|type=Battle | |type=Battle | ||
|cost=60 | |cost=fatigue=60 | ||
|range=25 | |range=25 | ||
|area=5 | |area=5 | ||
| Line 5,849: | Line 5,849: | ||
|requirement=W2 | |requirement=W2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=15 | |range=15 | ||
|area=1 | |area=1 | ||
| Line 5,863: | Line 5,863: | ||
|requirement=W2 | |requirement=W2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25 | |range=25 | ||
|area=1 | |area=1 | ||
| Line 5,877: | Line 5,877: | ||
|requirement=D1 N1 | |requirement=D1 N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,891: | Line 5,891: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=15 | |range=15 | ||
|area=1+1/lvl | |area=1+1/lvl | ||
| Line 5,905: | Line 5,905: | ||
|requirement=B2 | |requirement=B2 | ||
|type=Battle | |type=Battle | ||
|cost=40 | |cost=fatigue=40 | ||
|range=20 | |range=20 | ||
|area=1+1/lvl | |area=1+1/lvl | ||
| Line 5,919: | Line 5,919: | ||
|requirement=F2 | |requirement=F2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area=7 | |area=7 | ||
| Line 5,933: | Line 5,933: | ||
|requirement=F1 S1 | |requirement=F1 S1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,947: | Line 5,947: | ||
|requirement=E2 | |requirement=E2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=15 | |range=15 | ||
|area=1 | |area=1 | ||
| Line 5,961: | Line 5,961: | ||
|requirement=A3 | |requirement=A3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=A1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 5,975: | Line 5,975: | ||
|requirement=N1 W1 | |requirement=N1 W1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=10 | |range=10 | ||
|area=1 | |area=1 | ||
| Line 5,989: | Line 5,989: | ||
|requirement=E1 | |requirement=E1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,003: | Line 6,003: | ||
|requirement=A2 | |requirement=A2 | ||
|type=Battle | |type=Battle | ||
|cost=40 | |cost=fatigue=40 | ||
|range=15 | |range=15 | ||
|area=1+1/lvl | |area=1+1/lvl | ||
| Line 6,017: | Line 6,017: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=35 | |range=35 | ||
|area=1 | |area=1 | ||
| Line 6,031: | Line 6,031: | ||
|requirement=A2 S1 | |requirement=A2 S1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,045: | Line 6,045: | ||
|requirement=E2 S1 | |requirement=E2 S1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,059: | Line 6,059: | ||
|requirement=F2 S1 | |requirement=F2 S1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,073: | Line 6,073: | ||
|requirement=W2 S1 | |requirement=W2 S1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,087: | Line 6,087: | ||
|requirement=D3 | |requirement=D3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,101: | Line 6,101: | ||
|requirement=E2 D1 | |requirement=E2 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,115: | Line 6,115: | ||
|requirement=F1 | |requirement=F1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area=1 | |area=1 | ||
| Line 6,129: | Line 6,129: | ||
|requirement=E3 | |requirement=E3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=E3 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 6,143: | Line 6,143: | ||
|requirement=E3 | |requirement=E3 | ||
|type=Battle | |type=Battle | ||
|cost=40 | |cost=fatigue=40 | ||
|range=30 | |range=30 | ||
|area=6 | |area=6 | ||
| Line 6,157: | Line 6,157: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,171: | Line 6,171: | ||
|requirement=W2 | |requirement=W2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25 | |range=25 | ||
|area=1 | |area=1 | ||
| Line 6,185: | Line 6,185: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Battle | |type=Battle | ||
|cost=40 | |cost=fatigue=40 | ||
|range=15 | |range=15 | ||
|area=1+1/lvl | |area=1+1/lvl | ||
| Line 6,199: | Line 6,199: | ||
|requirement=A2 | |requirement=A2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30+5/lvl | |range=30+5/lvl | ||
|area=3+1/lvl | |area=3+1/lvl | ||
| Line 6,213: | Line 6,213: | ||
|requirement=W1 | |requirement=W1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,227: | Line 6,227: | ||
|requirement=A2 | |requirement=A2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=10 | |range=10 | ||
|area=1 | |area=1 | ||
| Line 6,241: | Line 6,241: | ||
|requirement=W2 | |requirement=W2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=15 | |range=15 | ||
|area=1 | |area=1 | ||
| Line 6,255: | Line 6,255: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=16+2/lvl | |range=16+2/lvl | ||
|area=1 | |area=1 | ||
| Line 6,269: | Line 6,269: | ||
|requirement=W2 | |requirement=W2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area=1 | |area=1 | ||
| Line 6,283: | Line 6,283: | ||
|requirement=E2 | |requirement=E2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=15 | |range=15 | ||
|area=1 | |area=1 | ||
| Line 6,297: | Line 6,297: | ||
|requirement=D1 W1 | |requirement=D1 W1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,311: | Line 6,311: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,325: | Line 6,325: | ||
|requirement=E1 | |requirement=E1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,339: | Line 6,339: | ||
|requirement=B3 | |requirement=B3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=B1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,353: | Line 6,353: | ||
|requirement=W3 | |requirement=W3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,367: | Line 6,367: | ||
|requirement=A3 | |requirement=A3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=A1 | ||
|range=15 | |range=15 | ||
|area=17+1/lvl | |area=17+1/lvl | ||
| Line 6,381: | Line 6,381: | ||
|requirement=S3 | |requirement=S3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S7 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,395: | Line 6,395: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area= | |area= | ||
| Line 6,409: | Line 6,409: | ||
|requirement=W3 N2 | |requirement=W3 N2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25 | |range=25 | ||
|area=1 | |area=1 | ||
| Line 6,423: | Line 6,423: | ||
|requirement=N3 | |requirement=N3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N1 | ||
|range=15 | |range=15 | ||
|area=17+1/lvl | |area=17+1/lvl | ||
| Line 6,437: | Line 6,437: | ||
|requirement=F3 | |requirement=F3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=F1 | ||
|range=15 | |range=15 | ||
|area=17+1/lvl | |area=17+1/lvl | ||
| Line 6,451: | Line 6,451: | ||
|requirement=D4 | |requirement=D4 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range=30 | |range=30 | ||
|area= | |area= | ||
| Line 6,465: | Line 6,465: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=D1 | ||
|range=25 | |range=25 | ||
|area=2+2/lvl | |area=2+2/lvl | ||
| Line 6,479: | Line 6,479: | ||
|requirement=W3 | |requirement=W3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=W1 | ||
|range=15 | |range=15 | ||
|area=17+1/lvl | |area=17+1/lvl | ||
| Line 6,493: | Line 6,493: | ||
|requirement=N4 | |requirement=N4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N35 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,507: | Line 6,507: | ||
|requirement=W2 | |requirement=W2 | ||
|type=Battle | |type=Battle | ||
|cost=40 | |cost=fatigue=40 | ||
|range=10 | |range=10 | ||
|area=1 | |area=1 | ||
| Line 6,521: | Line 6,521: | ||
|requirement=E3 | |requirement=E3 | ||
|type=Battle | |type=Battle | ||
|cost=40 | |cost=fatigue=40 | ||
|range=15 | |range=15 | ||
|area= | |area= | ||
| Line 6,535: | Line 6,535: | ||
|requirement=F3 | |requirement=F3 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area= | |area= | ||
| Line 6,549: | Line 6,549: | ||
|requirement=W2 S1 | |requirement=W2 S1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,563: | Line 6,563: | ||
|requirement=D3 | |requirement=D3 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,577: | Line 6,577: | ||
|requirement=E3 | |requirement=E3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=E1 | ||
|range=30 | |range=30 | ||
|area=25 | |area=25 | ||
| Line 6,591: | Line 6,591: | ||
|requirement=E2 | |requirement=E2 | ||
|type=Battle | |type=Battle | ||
|cost=40 | |cost=fatigue=40 | ||
|range=10 | |range=10 | ||
|area=1 | |area=1 | ||
| Line 6,605: | Line 6,605: | ||
|requirement=E3 | |requirement=E3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=E1 | ||
|range=15 | |range=15 | ||
|area=17+1/lvl | |area=17+1/lvl | ||
| Line 6,619: | Line 6,619: | ||
|requirement=E3 | |requirement=E3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=E1 | ||
|range=15+5/lvl | |range=15+5/lvl | ||
|area=4+1/lvl | |area=4+1/lvl | ||
| Line 6,633: | Line 6,633: | ||
|requirement=N5 | |requirement=N5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N50 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,647: | Line 6,647: | ||
|requirement=B3 | |requirement=B3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=B1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,661: | Line 6,661: | ||
|requirement=B3 | |requirement=B3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=B1 | ||
|range=20 | |range=20 | ||
|area=17+1/lvl | |area=17+1/lvl | ||
| Line 6,675: | Line 6,675: | ||
|requirement=E3 | |requirement=E3 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=15 | |range=15 | ||
|area= | |area= | ||
| Line 6,689: | Line 6,689: | ||
|requirement=F3 S1 | |requirement=F3 S1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=F1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,703: | Line 6,703: | ||
|requirement=A4 | |requirement=A4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=A1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,717: | Line 6,717: | ||
|requirement=F2 | |requirement=F2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,731: | Line 6,731: | ||
|requirement=W3 | |requirement=W3 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25 | |range=25 | ||
|area=2+1/lvl | |area=2+1/lvl | ||
| Line 6,745: | Line 6,745: | ||
|requirement=F1 | |requirement=F1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=20 | |range=20 | ||
|area= | |area= | ||
| Line 6,759: | Line 6,759: | ||
|requirement=A4 W3 | |requirement=A4 W3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=A1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,773: | Line 6,773: | ||
|requirement=F3 W1 | |requirement=F3 W1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area=1 | |area=1 | ||
| Line 6,787: | Line 6,787: | ||
|requirement=S3 | |requirement=S3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=S1 | ||
|range=25 | |range=25 | ||
|area= | |area= | ||
| Line 6,801: | Line 6,801: | ||
|requirement=E5 | |requirement=E5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,815: | Line 6,815: | ||
|requirement=D4 | |requirement=D4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=D4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,829: | Line 6,829: | ||
|requirement=N3 | |requirement=N3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N1 | ||
|range=15 | |range=15 | ||
|area=17+1/lvl | |area=17+1/lvl | ||
| Line 6,843: | Line 6,843: | ||
|requirement=E2 | |requirement=E2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,857: | Line 6,857: | ||
|requirement=E2 | |requirement=E2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=E1 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 6,871: | Line 6,871: | ||
|requirement=W1 | |requirement=W1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=20+5/lvl | |range=20+5/lvl | ||
|area= | |area= | ||
| Line 6,885: | Line 6,885: | ||
|requirement=N3 | |requirement=N3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N1 | ||
|range=10 | |range=10 | ||
|area=10 | |area=10 | ||
| Line 6,899: | Line 6,899: | ||
|requirement=B2 | |requirement=B2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=10 | |range=10 | ||
|area=1 | |area=1 | ||
| Line 6,913: | Line 6,913: | ||
|requirement=E3 | |requirement=E3 | ||
|type=Battle | |type=Battle | ||
|cost=60 | |cost=fatigue=60 | ||
|range=15 | |range=15 | ||
|area= | |area= | ||
| Line 6,927: | Line 6,927: | ||
|requirement=F4 | |requirement=F4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,941: | Line 6,941: | ||
|requirement=B3 | |requirement=B3 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,955: | Line 6,955: | ||
|requirement=E3 | |requirement=E3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=E1 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 6,969: | Line 6,969: | ||
|requirement=E3 N1 | |requirement=E3 N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E9 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,983: | Line 6,983: | ||
|requirement=W2 F1 | |requirement=W2 F1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 6,997: | Line 6,997: | ||
|requirement=B4 | |requirement=B4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 7,011: | Line 7,011: | ||
|requirement=E5 | |requirement=E5 | ||
|type=Battle | |type=Battle | ||
|cost=40 | |cost=fatigue=40 | ||
|range=30 | |range=30 | ||
|area=1 | |area=1 | ||
| Line 7,025: | Line 7,025: | ||
|requirement=S4 | |requirement=S4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=S1 | ||
|range=15 | |range=15 | ||
|area=16+1/lvl | |area=16+1/lvl | ||
| Line 7,039: | Line 7,039: | ||
|requirement=D4 | |requirement=D4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=D1 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 7,053: | Line 7,053: | ||
|requirement=D3 | |requirement=D3 | ||
|type=Battle | |type=Battle | ||
|cost=40 | |cost=fatigue=40 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 7,067: | Line 7,067: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 7,081: | Line 7,081: | ||
|requirement=N2 D1 | |requirement=N2 D1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area= | |area= | ||
| Line 7,095: | Line 7,095: | ||
|requirement=N3 | |requirement=N3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N1 | ||
|range=15 | |range=15 | ||
|area=17+1/lvl | |area=17+1/lvl | ||
| Line 7,109: | Line 7,109: | ||
|requirement=B4 | |requirement=B4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=B2 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 7,123: | Line 7,123: | ||
|requirement=A4 | |requirement=A4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=A1 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 7,137: | Line 7,137: | ||
|requirement=D7 | |requirement=D7 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=D1 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 7,151: | Line 7,151: | ||
|requirement=W3 | |requirement=W3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=W1 | ||
|range=30 | |range=30 | ||
|area= | |area= | ||
| Line 7,165: | Line 7,165: | ||
|requirement=N3 | |requirement=N3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 7,179: | Line 7,179: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25 | |range=25 | ||
|area= | |area= | ||
| Line 7,193: | Line 7,193: | ||
|requirement=S4 | |requirement=S4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=S1 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 7,207: | Line 7,207: | ||
|requirement=S5 | |requirement=S5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S12 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 7,221: | Line 7,221: | ||
|requirement=A4 | |requirement=A4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=A1 | ||
|range=15 | |range=15 | ||
|area=16+1/lvl | |area=16+1/lvl | ||
| Line 7,235: | Line 7,235: | ||
|requirement=W5 | |requirement=W5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 7,249: | Line 7,249: | ||
|requirement=B5 | |requirement=B5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 7,263: | Line 7,263: | ||
|requirement=E5 | |requirement=E5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 7,277: | Line 7,277: | ||
|requirement=E3 | |requirement=E3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=E1 | ||
|range=15 | |range=15 | ||
|area=17+1/lvl | |area=17+1/lvl | ||
| Line 7,291: | Line 7,291: | ||
|requirement=N4 | |requirement=N4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N3 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 7,305: | Line 7,305: | ||
|requirement=F2 | |requirement=F2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 7,319: | Line 7,319: | ||
|requirement=W3 | |requirement=W3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=W1 | ||
|range=25 | |range=25 | ||
|area= | |area= | ||
| Line 7,333: | Line 7,333: | ||
|requirement=W6 | |requirement=W6 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W80 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 7,347: | Line 7,347: | ||
|requirement=W3 | |requirement=W3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=W1 | ||
|range=15 | |range=15 | ||
|area=17+1/lvl | |area=17+1/lvl | ||
| Line 7,361: | Line 7,361: | ||
|requirement=S5 | |requirement=S5 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=S2 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 7,375: | Line 7,375: | ||
|requirement=F5 | |requirement=F5 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=F1 | ||
|range= | |range= | ||
|area=40 | |area=40 | ||
| Line 7,389: | Line 7,389: | ||
|requirement=S7 | |requirement=S7 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=S7 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 7,403: | Line 7,403: | ||
|requirement=N5 | |requirement=N5 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N3 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 7,417: | Line 7,417: | ||
|requirement=A5 | |requirement=A5 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=A3 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 7,431: | Line 7,431: | ||
|requirement=F2 | |requirement=F2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area=10 | |area=10 | ||
| Line 7,445: | Line 7,445: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range=30 | |range=30 | ||
|area= | |area= | ||
| Line 7,459: | Line 7,459: | ||
|requirement=B4 | |requirement=B4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=B1 | ||
|range=15 | |range=15 | ||
|area=16+1/lvl | |area=16+1/lvl | ||
| Line 7,473: | Line 7,473: | ||
|requirement=B8 | |requirement=B8 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B90 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 7,487: | Line 7,487: | ||
|requirement=F4 | |requirement=F4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=F2 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 7,501: | Line 7,501: | ||
|requirement=W4 | |requirement=W4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=W2 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 7,515: | Line 7,515: | ||
|requirement=E4 | |requirement=E4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=E2 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 7,529: | Line 7,529: | ||
|requirement=E4 | |requirement=E4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=E2 | ||
|range=15 | |range=15 | ||
|area=16+1/lvl | |area=16+1/lvl | ||
| Line 7,543: | Line 7,543: | ||
|requirement=W4 | |requirement=W4 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area=3 | |area=3 | ||
| Line 7,557: | Line 7,557: | ||
|requirement=E4 | |requirement=E4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=E3 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 7,571: | Line 7,571: | ||
|requirement=N3 | |requirement=N3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N2 | ||
|range=25 | |range=25 | ||
|area=4+2/lvl | |area=4+2/lvl | ||
| Line 7,585: | Line 7,585: | ||
|requirement=W2 | |requirement=W2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=W1 | ||
|range=20 | |range=20 | ||
|area=7+1/lvl | |area=7+1/lvl | ||
| Line 7,599: | Line 7,599: | ||
|requirement=E6 D4 | |requirement=E6 D4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E100 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 7,613: | Line 7,613: | ||
|requirement=E4 | |requirement=E4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E50 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 7,627: | Line 7,627: | ||
|requirement=S6 | |requirement=S6 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S60 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 7,641: | Line 7,641: | ||
|requirement=E6 | |requirement=E6 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=E3 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 7,655: | Line 7,655: | ||
|requirement=E5 F1 | |requirement=E5 F1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=E3 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 7,669: | Line 7,669: | ||
|requirement=E5 S1 | |requirement=E5 S1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=E3 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 7,683: | Line 7,683: | ||
|requirement=N5 | |requirement=N5 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N4 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 7,697: | Line 7,697: | ||
|requirement=N5 | |requirement=N5 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N2 | ||
|range= | |range= | ||
|area=50% | |area=50% | ||
| Line 7,711: | Line 7,711: | ||
|requirement=S6 | |requirement=S6 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=S1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 7,725: | Line 7,725: | ||
|requirement=D9 | |requirement=D9 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D100 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 7,739: | Line 7,739: | ||
|requirement=S9 | |requirement=S9 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S100 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 7,753: | Line 7,753: | ||
|requirement=F1 | |requirement=F1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25+5/lvl | |range=25+5/lvl | ||
|area= | |area= | ||
| Line 7,767: | Line 7,767: | ||
|requirement=E1 | |requirement=E1 | ||
|type=Battle | |type=Battle | ||
|cost=30 | |cost=fatigue=30 | ||
|range=25+5/lvl | |range=25+5/lvl | ||
|area= | |area= | ||
| Line 7,781: | Line 7,781: | ||
|requirement=W1 | |requirement=W1 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 7,795: | Line 7,795: | ||
|requirement=W2 F1 | |requirement=W2 F1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=2 | |range=2 | ||
|area=5 | |area=5 | ||
| Line 7,809: | Line 7,809: | ||
|requirement=S2 | |requirement=S2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30+5/lvl | |range=30+5/lvl | ||
|area=1 | |area=1 | ||
| Line 7,823: | Line 7,823: | ||
|requirement=S1 | |requirement=S1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 7,837: | Line 7,837: | ||
|requirement=B1 | |requirement=B1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area=3 | |area=3 | ||
| Line 7,851: | Line 7,851: | ||
|requirement=F1 | |requirement=F1 | ||
|type=Battle | |type=Battle | ||
|cost=5 | |cost=fatigue=5 | ||
|range=1 | |range=1 | ||
|area=1 | |area=1 | ||
| Line 7,865: | Line 7,865: | ||
|requirement=W2 | |requirement=W2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=40+5/lvl | |range=40+5/lvl | ||
|area=1 | |area=1 | ||
| Line 7,879: | Line 7,879: | ||
|requirement=F1 | |requirement=F1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25+5/lvl | |range=25+5/lvl | ||
|area= | |area= | ||
| Line 7,893: | Line 7,893: | ||
|requirement=F2 | |requirement=F2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=35+5/lvl | |range=35+5/lvl | ||
|area=1 | |area=1 | ||
| Line 7,907: | Line 7,907: | ||
|requirement=W1 F1 | |requirement=W1 F1 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range=15+5/lvl | |range=15+5/lvl | ||
|area=3 | |area=3 | ||
| Line 7,921: | Line 7,921: | ||
|requirement=A1 | |requirement=A1 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range=30+5/lvl | |range=30+5/lvl | ||
|area=2 | |area=2 | ||
| Line 7,935: | Line 7,935: | ||
|requirement=A1 | |requirement=A1 | ||
|type=Battle | |type=Battle | ||
|cost=3 | |cost=fatigue=3 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 7,949: | Line 7,949: | ||
|requirement=W1 | |requirement=W1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25+5/lvl | |range=25+5/lvl | ||
|area=1 | |area=1 | ||
| Line 7,963: | Line 7,963: | ||
|requirement=S1 | |requirement=S1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=35 | |range=35 | ||
|area= | |area= | ||
| Line 7,977: | Line 7,977: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25+5/lvl | |range=25+5/lvl | ||
|area= | |area= | ||
| Line 7,991: | Line 7,991: | ||
|requirement=W1 | |requirement=W1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30+5/lvl | |range=30+5/lvl | ||
|area=1 | |area=1 | ||
| Line 8,005: | Line 8,005: | ||
|requirement=W2 | |requirement=W2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=5+1/lvl | |range=5+1/lvl | ||
|area=3 | |area=3 | ||
| Line 8,019: | Line 8,019: | ||
|requirement=B2 | |requirement=B2 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range=25+5/lvl | |range=25+5/lvl | ||
|area=1 | |area=1 | ||
| Line 8,033: | Line 8,033: | ||
|requirement=F2 | |requirement=F2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=5+1/lvl | |range=5+1/lvl | ||
|area=3 | |area=3 | ||
| Line 8,047: | Line 8,047: | ||
|requirement=F3 | |requirement=F3 | ||
|type=Battle | |type=Battle | ||
|cost=50 | |cost=fatigue=50 | ||
|range=30+5/lvl | |range=30+5/lvl | ||
|area=1 | |area=1 | ||
| Line 8,061: | Line 8,061: | ||
|requirement=A2 | |requirement=A2 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range=30+5/lvl | |range=30+5/lvl | ||
|area= | |area= | ||
| Line 8,075: | Line 8,075: | ||
|requirement=E2 W1 | |requirement=E2 W1 | ||
|type=Battle | |type=Battle | ||
|cost=30 | |cost=fatigue=30 | ||
|range=30 | |range=30 | ||
|area=7+1/lvl | |area=7+1/lvl | ||
| Line 8,089: | Line 8,089: | ||
|requirement=A2 | |requirement=A2 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range=2 | |range=2 | ||
|area=6 | |area=6 | ||
| Line 8,103: | Line 8,103: | ||
|requirement=S2 | |requirement=S2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30+5/lvl | |range=30+5/lvl | ||
|area=1 | |area=1 | ||
| Line 8,117: | Line 8,117: | ||
|requirement=F2 A1 | |requirement=F2 A1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area=2+1/lvl | |area=2+1/lvl | ||
| Line 8,131: | Line 8,131: | ||
|requirement=B1 | |requirement=B1 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range=5 | |range=5 | ||
|area= | |area= | ||
| Line 8,145: | Line 8,145: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=23+2/lvl | |range=23+2/lvl | ||
|area=3 | |area=3 | ||
| Line 8,159: | Line 8,159: | ||
|requirement=W2 F1 | |requirement=W2 F1 | ||
|type=Battle | |type=Battle | ||
|cost=30 | |cost=fatigue=30 | ||
|range=25+5/lvl | |range=25+5/lvl | ||
|area=1 | |area=1 | ||
| Line 8,173: | Line 8,173: | ||
|requirement=S1 | |requirement=S1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 8,187: | Line 8,187: | ||
|requirement=B2 A1 | |requirement=B2 A1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area=1+1/lvl | |area=1+1/lvl | ||
| Line 8,201: | Line 8,201: | ||
|requirement=B2 | |requirement=B2 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 8,215: | Line 8,215: | ||
|requirement=B1 N1 | |requirement=B1 N1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25+5/lvl | |range=25+5/lvl | ||
|area= | |area= | ||
| Line 8,229: | Line 8,229: | ||
|requirement=B1 F1 | |requirement=B1 F1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25+5/lvl | |range=25+5/lvl | ||
|area=1 | |area=1 | ||
| Line 8,243: | Line 8,243: | ||
|requirement=F2 | |requirement=F2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25+5/lvl | |range=25+5/lvl | ||
|area=1 | |area=1 | ||
| Line 8,257: | Line 8,257: | ||
|requirement=W3 A1 | |requirement=W3 A1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area=7+1/lvl | |area=7+1/lvl | ||
| Line 8,271: | Line 8,271: | ||
|requirement=S1 N1 | |requirement=S1 N1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25+5/lvl | |range=25+5/lvl | ||
|area=1 | |area=1 | ||
| Line 8,285: | Line 8,285: | ||
|requirement=E1 G1 | |requirement=E1 G1 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range=40 | |range=40 | ||
|area= | |area= | ||
| Line 8,299: | Line 8,299: | ||
|requirement=S1 | |requirement=S1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=S1 | ||
|range=100 | |range=100 | ||
|area= | |area= | ||
| Line 8,313: | Line 8,313: | ||
|requirement=E1 F1 | |requirement=E1 F1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25+5/lvl | |range=25+5/lvl | ||
|area= | |area= | ||
| Line 8,327: | Line 8,327: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25+5/lvl | |range=25+5/lvl | ||
|area= | |area= | ||
| Line 8,341: | Line 8,341: | ||
|requirement=W3 | |requirement=W3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=W1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 8,355: | Line 8,355: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25+5/lvl | |range=25+5/lvl | ||
|area=1 | |area=1 | ||
| Line 8,369: | Line 8,369: | ||
|requirement=A2 | |requirement=A2 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range=30+5/lvl | |range=30+5/lvl | ||
|area=4+2/lvl | |area=4+2/lvl | ||
| Line 8,383: | Line 8,383: | ||
|requirement=W3 F1 | |requirement=W3 F1 | ||
|type=Battle | |type=Battle | ||
|cost=30 | |cost=fatigue=30 | ||
|range=30 | |range=30 | ||
|area=3+1/lvl | |area=3+1/lvl | ||
| Line 8,397: | Line 8,397: | ||
|requirement=D1 F1 | |requirement=D1 F1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25+5/lvl | |range=25+5/lvl | ||
|area= | |area= | ||
| Line 8,411: | Line 8,411: | ||
|requirement=E3 | |requirement=E3 | ||
|type=Battle | |type=Battle | ||
|cost=80 | |cost=fatigue=80 | ||
|range=20+5/lvl | |range=20+5/lvl | ||
|area= | |area= | ||
| Line 8,425: | Line 8,425: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=28+1/lvl | |range=28+1/lvl | ||
|area=1 | |area=1 | ||
| Line 8,439: | Line 8,439: | ||
|requirement=F3 A1 | |requirement=F3 A1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 8,453: | Line 8,453: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=10+5/lvl | |range=10+5/lvl | ||
|area=2+1/lvl | |area=2+1/lvl | ||
| Line 8,467: | Line 8,467: | ||
|requirement=B3 | |requirement=B3 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range=25+5/lvl | |range=25+5/lvl | ||
|area=1+1/lvl | |area=1+1/lvl | ||
| Line 8,481: | Line 8,481: | ||
|requirement=F4 | |requirement=F4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F75 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 8,495: | Line 8,495: | ||
|requirement=F3 A1 | |requirement=F3 A1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area=5+1/lvl | |area=5+1/lvl | ||
| Line 8,509: | Line 8,509: | ||
|requirement=B3 | |requirement=B3 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range=5 | |range=5 | ||
|area= | |area= | ||
| Line 8,523: | Line 8,523: | ||
|requirement=F2 | |requirement=F2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30+5/lvl | |range=30+5/lvl | ||
|area=3+10/lvl | |area=3+10/lvl | ||
| Line 8,537: | Line 8,537: | ||
|requirement=A3 | |requirement=A3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 8,551: | Line 8,551: | ||
|requirement=S1 D1 | |requirement=S1 D1 | ||
|type=Battle | |type=Battle | ||
|cost=15 | |cost=fatigue=15 | ||
|range=30+5/lvl | |range=30+5/lvl | ||
|area=1 | |area=1 | ||
| Line 8,565: | Line 8,565: | ||
|requirement=A2 F1 | |requirement=A2 F1 | ||
|type=Battle | |type=Battle | ||
|cost=30 | |cost=fatigue=30 | ||
|range=40 | |range=40 | ||
|area=4+1/lvl | |area=4+1/lvl | ||
| Line 8,579: | Line 8,579: | ||
|requirement=S2 F1 | |requirement=S2 F1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30+5/lvl | |range=30+5/lvl | ||
|area=3 | |area=3 | ||
| Line 8,593: | Line 8,593: | ||
|requirement=A3 | |requirement=A3 | ||
|type=Battle | |type=Battle | ||
|cost=50 | |cost=fatigue=50 | ||
|range=100 | |range=100 | ||
|area=1 | |area=1 | ||
| Line 8,607: | Line 8,607: | ||
|requirement=S3 | |requirement=S3 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=35+5/lvl | |range=35+5/lvl | ||
|area=1 | |area=1 | ||
| Line 8,621: | Line 8,621: | ||
|requirement=S3 | |requirement=S3 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=20 | |range=20 | ||
|area= | |area= | ||
| Line 8,635: | Line 8,635: | ||
|requirement=E4 | |requirement=E4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=E3 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 8,649: | Line 8,649: | ||
|requirement=F3 | |requirement=F3 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=50 | |range=50 | ||
|area=3+1/lvl | |area=3+1/lvl | ||
| Line 8,663: | Line 8,663: | ||
|requirement=W3 | |requirement=W3 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=50 | |range=50 | ||
|area=7+1/lvl | |area=7+1/lvl | ||
| Line 8,677: | Line 8,677: | ||
|requirement=F4 | |requirement=F4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 8,691: | Line 8,691: | ||
|requirement=E3 S1 | |requirement=E3 S1 | ||
|type=Battle | |type=Battle | ||
|cost=50 | |cost=fatigue=50 | ||
|range=100 | |range=100 | ||
|area=1 | |area=1 | ||
| Line 8,705: | Line 8,705: | ||
|requirement=F3 S1 | |requirement=F3 S1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25+5/lvl | |range=25+5/lvl | ||
|area=1 | |area=1 | ||
| Line 8,719: | Line 8,719: | ||
|requirement=B3 | |requirement=B3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=B1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 8,733: | Line 8,733: | ||
|requirement=F3 E1 | |requirement=F3 E1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=15+5/lvl | |range=15+5/lvl | ||
|area=1 | |area=1 | ||
| Line 8,747: | Line 8,747: | ||
|requirement=A2 | |requirement=A2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=20 | |range=20 | ||
|area= | |area= | ||
| Line 8,761: | Line 8,761: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25+5/lvl | |range=25+5/lvl | ||
|area= | |area= | ||
| Line 8,775: | Line 8,775: | ||
|requirement=N3 A1 | |requirement=N3 A1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area=3+1/lvl | |area=3+1/lvl | ||
| Line 8,789: | Line 8,789: | ||
|requirement=B3 S1 | |requirement=B3 S1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 8,803: | Line 8,803: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=D1 | ||
|range=25+5/lvl | |range=25+5/lvl | ||
|area=7+1/lvl | |area=7+1/lvl | ||
| Line 8,817: | Line 8,817: | ||
|requirement=S2 | |requirement=S2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=35 | |range=35 | ||
|area=7 | |area=7 | ||
| Line 8,831: | Line 8,831: | ||
|requirement=S4 F1 | |requirement=S4 F1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25+5/lvl | |range=25+5/lvl | ||
|area=1 | |area=1 | ||
| Line 8,845: | Line 8,845: | ||
|requirement=D3 F1 | |requirement=D3 F1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30+5/lvl | |range=30+5/lvl | ||
|area=1 | |area=1 | ||
| Line 8,859: | Line 8,859: | ||
|requirement=D3 | |requirement=D3 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=27+1/lvl | |range=27+1/lvl | ||
|area=2 | |area=2 | ||
| Line 8,873: | Line 8,873: | ||
|requirement=W2 | |requirement=W2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=20+5/lvl | |range=20+5/lvl | ||
|area=3+1/lvl | |area=3+1/lvl | ||
| Line 8,887: | Line 8,887: | ||
|requirement=B3 | |requirement=B3 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range=5 | |range=5 | ||
|area= | |area= | ||
| Line 8,901: | Line 8,901: | ||
|requirement=F2 | |requirement=F2 | ||
|type=Battle | |type=Battle | ||
|cost=30 | |cost=fatigue=30 | ||
|range=5+1/lvl | |range=5+1/lvl | ||
|area=15 | |area=15 | ||
| Line 8,915: | Line 8,915: | ||
|requirement=E1 G1 | |requirement=E1 G1 | ||
|type=Battle | |type=Battle | ||
|cost=50 | |cost=fatigue=50 | ||
|range=30 | |range=30 | ||
|area= | |area= | ||
| Line 8,929: | Line 8,929: | ||
|requirement=E2 F2 | |requirement=E2 F2 | ||
|type=Battle | |type=Battle | ||
|cost=50 | |cost=fatigue=50 | ||
|range=30 | |range=30 | ||
|area=4+1/lvl | |area=4+1/lvl | ||
| Line 8,943: | Line 8,943: | ||
|requirement=S4 | |requirement=S4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 8,957: | Line 8,957: | ||
|requirement=A5 | |requirement=A5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A70 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 8,971: | Line 8,971: | ||
|requirement=F3 A1 | |requirement=F3 A1 | ||
|type=Battle | |type=Battle | ||
|cost=30 | |cost=fatigue=30 | ||
|range=20+5/lvl | |range=20+5/lvl | ||
|area=1 | |area=1 | ||
| Line 8,985: | Line 8,985: | ||
|requirement=N3 | |requirement=N3 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25+5/lvl | |range=25+5/lvl | ||
|area=1 | |area=1 | ||
| Line 8,999: | Line 8,999: | ||
|requirement=S5 A3 | |requirement=S5 A3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S70 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,013: | Line 9,013: | ||
|requirement=A5 | |requirement=A5 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=A2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,027: | Line 9,027: | ||
|requirement=W4 F1 | |requirement=W4 F1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=W3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,041: | Line 9,041: | ||
|requirement=D4 A1 | |requirement=D4 A1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area=7+2/lvl | |area=7+2/lvl | ||
| Line 9,055: | Line 9,055: | ||
|requirement=E5 | |requirement=E5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E60 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,069: | Line 9,069: | ||
|requirement=A5 | |requirement=A5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A60 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,083: | Line 9,083: | ||
|requirement=W5 | |requirement=W5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W60 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,097: | Line 9,097: | ||
|requirement=F5 | |requirement=F5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F60 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,111: | Line 9,111: | ||
|requirement=F5 | |requirement=F5 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=F3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,125: | Line 9,125: | ||
|requirement=W2 | |requirement=W2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area= | |area= | ||
| Line 9,139: | Line 9,139: | ||
|requirement=B4 | |requirement=B4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,153: | Line 9,153: | ||
|requirement=N4 | |requirement=N4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,167: | Line 9,167: | ||
|requirement=W5 | |requirement=W5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W40 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,181: | Line 9,181: | ||
|requirement=S1 D1 | |requirement=S1 D1 | ||
|type=Battle | |type=Battle | ||
|cost=15 | |cost=fatigue=15 | ||
|range=25+5/lvl | |range=25+5/lvl | ||
|area= | |area= | ||
| Line 9,195: | Line 9,195: | ||
|requirement=N3 A1 | |requirement=N3 A1 | ||
|type=Battle | |type=Battle | ||
|cost=40 | |cost=fatigue=40 | ||
|range=30 | |range=30 | ||
|area=6+3/lvl | |area=6+3/lvl | ||
| Line 9,209: | Line 9,209: | ||
|requirement=E3 A1 | |requirement=E3 A1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=E1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,223: | Line 9,223: | ||
|requirement=B5 | |requirement=B5 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=B2 | ||
|range=25 | |range=25 | ||
|area=50 | |area=50 | ||
| Line 9,237: | Line 9,237: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25+5/lvl | |range=25+5/lvl | ||
|area= | |area= | ||
| Line 9,251: | Line 9,251: | ||
|requirement=D3 W2 | |requirement=D3 W2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=D2 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 9,265: | Line 9,265: | ||
|requirement=A4 | |requirement=A4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A30 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,279: | Line 9,279: | ||
|requirement=B4 A1 | |requirement=B4 A1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=B2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,293: | Line 9,293: | ||
|requirement=D4 A1 | |requirement=D4 A1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=D1 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 9,307: | Line 9,307: | ||
|requirement=S5 | |requirement=S5 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=S2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,321: | Line 9,321: | ||
|requirement=B5 S1 | |requirement=B5 S1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=B2 | ||
|range=1 | |range=1 | ||
|area=1 | |area=1 | ||
| Line 9,335: | Line 9,335: | ||
|requirement=A3 | |requirement=A3 | ||
|type=Battle | |type=Battle | ||
|cost=30 | |cost=fatigue=30 | ||
|range=25 | |range=25 | ||
|area= | |area= | ||
| Line 9,349: | Line 9,349: | ||
|requirement=W6 | |requirement=W6 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W80 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,363: | Line 9,363: | ||
|requirement=E5 S4 | |requirement=E5 S4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=E3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,377: | Line 9,377: | ||
|requirement=F2 | |requirement=F2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=100 | |range=100 | ||
|area=1 | |area=1 | ||
| Line 9,391: | Line 9,391: | ||
|requirement=F8 | |requirement=F8 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F80 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,405: | Line 9,405: | ||
|requirement=W5 | |requirement=W5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,419: | Line 9,419: | ||
|requirement=D5 | |requirement=D5 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=20+2/lvl | |range=20+2/lvl | ||
|area=3+1/lvl | |area=3+1/lvl | ||
| Line 9,433: | Line 9,433: | ||
|requirement=B7 W5 | |requirement=B7 W5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B80 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,447: | Line 9,447: | ||
|requirement=F5 | |requirement=F5 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=F1 | ||
|range=15+5/lvl | |range=15+5/lvl | ||
|area=50 | |area=50 | ||
| Line 9,461: | Line 9,461: | ||
|requirement=F5 | |requirement=F5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F30 | ||
|range= | |range= | ||
|area=10% | |area=10% | ||
| Line 9,475: | Line 9,475: | ||
|requirement=A6 | |requirement=A6 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=A1 | ||
|range=30 | |range=30 | ||
|area=100 | |area=100 | ||
| Line 9,489: | Line 9,489: | ||
|requirement=E6 W5 | |requirement=E6 W5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E100 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,503: | Line 9,503: | ||
|requirement=W5 | |requirement=W5 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=W1 | ||
|range=15+5/lvl | |range=15+5/lvl | ||
|area=50+5/lvl | |area=50+5/lvl | ||
| Line 9,517: | Line 9,517: | ||
|requirement=S5 E3 | |requirement=S5 E3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,531: | Line 9,531: | ||
|requirement=S7 | |requirement=S7 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S70 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,547: | Line 9,547: | ||
|requirement=F4 E3 | |requirement=F4 E3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,561: | Line 9,561: | ||
|requirement=E2 | |requirement=E2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,575: | Line 9,575: | ||
|requirement=N1 D1 | |requirement=N1 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N7 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,589: | Line 9,589: | ||
|requirement=A1 D1 | |requirement=A1 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,603: | Line 9,603: | ||
|requirement=E2 | |requirement=E2 | ||
|type=Battle | |type=Battle | ||
|cost=30 | |cost=fatigue=30 | ||
|range=15 | |range=15 | ||
|area=3+1/lvl | |area=3+1/lvl | ||
| Line 9,617: | Line 9,617: | ||
|requirement=E2 | |requirement=E2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E9 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,631: | Line 9,631: | ||
|requirement=N2 D1 | |requirement=N2 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,645: | Line 9,645: | ||
|requirement=E3 | |requirement=E3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,659: | Line 9,659: | ||
|requirement=E1 | |requirement=E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E7 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,673: | Line 9,673: | ||
|requirement=E3 | |requirement=E3 | ||
|type=Battle | |type=Battle | ||
|cost=60 | |cost=fatigue=60 | ||
|range=15 | |range=15 | ||
|area=17+1/lvl | |area=17+1/lvl | ||
| Line 9,687: | Line 9,687: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,701: | Line 9,701: | ||
|requirement=N3 | |requirement=N3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N6 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,715: | Line 9,715: | ||
|requirement=E2 S2 | |requirement=E2 S2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,729: | Line 9,729: | ||
|requirement=F3 E3 | |requirement=F3 E3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,743: | Line 9,743: | ||
|requirement=E5 | |requirement=E5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E80 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,757: | Line 9,757: | ||
|requirement=S3 E2 | |requirement=S3 E2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S35 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,771: | Line 9,771: | ||
|requirement=F3 E1 | |requirement=F3 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F6 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,785: | Line 9,785: | ||
|requirement=E4 | |requirement=E4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=E1 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 9,799: | Line 9,799: | ||
|requirement=E2 | |requirement=E2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,813: | Line 9,813: | ||
|requirement=E4 F2 | |requirement=E4 F2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,827: | Line 9,827: | ||
|requirement=S5 | |requirement=S5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,841: | Line 9,841: | ||
|requirement=E5 | |requirement=E5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E80 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,855: | Line 9,855: | ||
|requirement=D4 E2 | |requirement=D4 E2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D35 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,869: | Line 9,869: | ||
|requirement=E3 | |requirement=E3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,883: | Line 9,883: | ||
|requirement=W1 G1 | |requirement=W1 G1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,897: | Line 9,897: | ||
|requirement=N1 D1 | |requirement=N1 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,925: | Line 9,925: | ||
|requirement=N1 D1 | |requirement=N1 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N16 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 9,939: | Line 9,939: | ||
|requirement=N3 D2 | |requirement=N3 D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N35 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,009: | Line 10,009: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,023: | Line 10,023: | ||
|requirement=D3 | |requirement=D3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D23 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,037: | Line 10,037: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D16 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,051: | Line 10,051: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost=5 | |cost=fatigue=5 | ||
|range= | |range= | ||
|area=25 | |area=25 | ||
| Line 10,065: | Line 10,065: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost=5 | |cost=fatigue=5 | ||
|range= | |range= | ||
|area=25 | |area=25 | ||
| Line 10,079: | Line 10,079: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost=5 | |cost=fatigue=5 | ||
|range= | |range= | ||
|area=25 | |area=25 | ||
| Line 10,093: | Line 10,093: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=5 | |range=5 | ||
|area= | |area= | ||
| Line 10,107: | Line 10,107: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Battle | |type=Battle | ||
|cost=30 | |cost=fatigue=30 | ||
|range=5 | |range=5 | ||
|area= | |area= | ||
| Line 10,121: | Line 10,121: | ||
|requirement=E2 | |requirement=E2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,135: | Line 10,135: | ||
|requirement=B2 | |requirement=B2 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range=15 | |range=15 | ||
|area= | |area= | ||
| Line 10,149: | Line 10,149: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=1 | |range=1 | ||
|area=1 | |area=1 | ||
| Line 10,163: | Line 10,163: | ||
|requirement=A1 | |requirement=A1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,177: | Line 10,177: | ||
|requirement=W1 | |requirement=W1 | ||
|type=Battle | |type=Battle | ||
|cost=5 | |cost=fatigue=5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,191: | Line 10,191: | ||
|requirement=F1 | |requirement=F1 | ||
|type=Battle | |type=Battle | ||
|cost=5 | |cost=fatigue=5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,205: | Line 10,205: | ||
|requirement=A1 | |requirement=A1 | ||
|type=Battle | |type=Battle | ||
|cost=5 | |cost=fatigue=5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,219: | Line 10,219: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost=5 | |cost=fatigue=5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,233: | Line 10,233: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,247: | Line 10,247: | ||
|requirement=S1 | |requirement=S1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,261: | Line 10,261: | ||
|requirement=E2 | |requirement=E2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=5 | |range=5 | ||
|area=1 | |area=1 | ||
| Line 10,275: | Line 10,275: | ||
|requirement=B1 | |requirement=B1 | ||
|type=Battle | |type=Battle | ||
|cost=5 | |cost=fatigue=5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,289: | Line 10,289: | ||
|requirement=A1 | |requirement=A1 | ||
|type=Battle | |type=Battle | ||
|cost=5 | |cost=fatigue=5 | ||
|range=10 | |range=10 | ||
|area=1 | |area=1 | ||
| Line 10,303: | Line 10,303: | ||
|requirement=A1 | |requirement=A1 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,317: | Line 10,317: | ||
|requirement=W1 | |requirement=W1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,331: | Line 10,331: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=10 | |range=10 | ||
|area=1 | |area=1 | ||
| Line 10,345: | Line 10,345: | ||
|requirement=A2 | |requirement=A2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,359: | Line 10,359: | ||
|requirement=E1 A1 | |requirement=E1 A1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,373: | Line 10,373: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=15 | |range=15 | ||
|area= | |area= | ||
| Line 10,387: | Line 10,387: | ||
|requirement=N1 G1 | |requirement=N1 G1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=15 | |range=15 | ||
|area=3+2/lvl | |area=3+2/lvl | ||
| Line 10,401: | Line 10,401: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=15 | |range=15 | ||
|area=1 | |area=1 | ||
| Line 10,415: | Line 10,415: | ||
|requirement=F2 | |requirement=F2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=10 | |range=10 | ||
|area=1 | |area=1 | ||
| Line 10,429: | Line 10,429: | ||
|requirement=E1 D1 | |requirement=E1 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,443: | Line 10,443: | ||
|requirement=A1 | |requirement=A1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,457: | Line 10,457: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,471: | Line 10,471: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=10 | |range=10 | ||
|area=1 | |area=1 | ||
| Line 10,485: | Line 10,485: | ||
|requirement=E2 D2 | |requirement=E2 D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,499: | Line 10,499: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,513: | Line 10,513: | ||
|requirement=B1 F1 | |requirement=B1 F1 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,527: | Line 10,527: | ||
|requirement=W1 | |requirement=W1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,541: | Line 10,541: | ||
|requirement=A2 | |requirement=A2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=40+5/lvl | |range=40+5/lvl | ||
|area= | |area= | ||
| Line 10,555: | Line 10,555: | ||
|requirement=S1 | |requirement=S1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,569: | Line 10,569: | ||
|requirement=N1 G1 | |requirement=N1 G1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=18+2/lvl | |range=18+2/lvl | ||
|area=3+2/lvl | |area=3+2/lvl | ||
| Line 10,583: | Line 10,583: | ||
|requirement=W1 E1 | |requirement=W1 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W7 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,597: | Line 10,597: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D9 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,611: | Line 10,611: | ||
|requirement=E2 | |requirement=E2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,625: | Line 10,625: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N12 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,639: | Line 10,639: | ||
|requirement=A1 | |requirement=A1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=10 | |range=10 | ||
|area=1 | |area=1 | ||
| Line 10,653: | Line 10,653: | ||
|requirement=F1 | |requirement=F1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,667: | Line 10,667: | ||
|requirement=A2 | |requirement=A2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=10 | |range=10 | ||
|area=1 | |area=1 | ||
| Line 10,681: | Line 10,681: | ||
|requirement=E2 | |requirement=E2 | ||
|type=Battle | |type=Battle | ||
|cost=40 | |cost=fatigue=40 | ||
|range=15 | |range=15 | ||
|area=1+1/lvl | |area=1+1/lvl | ||
| Line 10,695: | Line 10,695: | ||
|requirement=B1 | |requirement=B1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=10 | |range=10 | ||
|area=1 | |area=1 | ||
| Line 10,709: | Line 10,709: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=15 | |range=15 | ||
|area=1 | |area=1 | ||
| Line 10,723: | Line 10,723: | ||
|requirement=B2 D1 | |requirement=B2 D1 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,737: | Line 10,737: | ||
|requirement=D1 W1 | |requirement=D1 W1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,751: | Line 10,751: | ||
|requirement=F2 | |requirement=F2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=15 | |range=15 | ||
|area=1 | |area=1 | ||
| Line 10,765: | Line 10,765: | ||
|requirement=A2 | |requirement=A2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=15 | |range=15 | ||
|area=1 | |area=1 | ||
| Line 10,779: | Line 10,779: | ||
|requirement=W2 | |requirement=W2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=15 | |range=15 | ||
|area=1 | |area=1 | ||
| Line 10,793: | Line 10,793: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Battle | |type=Battle | ||
|cost=40 | |cost=fatigue=40 | ||
|range=5 | |range=5 | ||
|area= | |area= | ||
| Line 10,807: | Line 10,807: | ||
|requirement=N3 | |requirement=N3 | ||
|type=Battle | |type=Battle | ||
|cost=40 | |cost=fatigue=40 | ||
|range=15 | |range=15 | ||
|area=1 | |area=1 | ||
| Line 10,821: | Line 10,821: | ||
|requirement=S1 D1 | |requirement=S1 D1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,835: | Line 10,835: | ||
|requirement=A3 | |requirement=A3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,849: | Line 10,849: | ||
|requirement=B2 | |requirement=B2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,863: | Line 10,863: | ||
|requirement=S3 | |requirement=S3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=S1 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 10,877: | Line 10,877: | ||
|requirement=D3 | |requirement=D3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D7 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,891: | Line 10,891: | ||
|requirement=A2 | |requirement=A2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,905: | Line 10,905: | ||
|requirement=N4 D2 | |requirement=N4 D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,919: | Line 10,919: | ||
|requirement=E2 | |requirement=E2 | ||
|type=Battle | |type=Battle | ||
|cost=40 | |cost=fatigue=40 | ||
|range=15 | |range=15 | ||
|area=1 | |area=1 | ||
| Line 10,933: | Line 10,933: | ||
|requirement=F1 D1 | |requirement=F1 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 10,947: | Line 10,947: | ||
|requirement=B2 F1 | |requirement=B2 F1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=10 | |range=10 | ||
|area=1 | |area=1 | ||
| Line 10,961: | Line 10,961: | ||
|requirement=S1 | |requirement=S1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25+5/lvl | |range=25+5/lvl | ||
|area=1 | |area=1 | ||
| Line 10,975: | Line 10,975: | ||
|requirement=N3 | |requirement=N3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N1 | ||
|range=15 | |range=15 | ||
|area=17+1/lvl | |area=17+1/lvl | ||
| Line 10,989: | Line 10,989: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=10 | |range=10 | ||
|area=1+1/lvl | |area=1+1/lvl | ||
| Line 11,003: | Line 11,003: | ||
|requirement=A2 | |requirement=A2 | ||
|type=Battle | |type=Battle | ||
|cost=40 | |cost=fatigue=40 | ||
|range=15 | |range=15 | ||
|area=1+1/lvl | |area=1+1/lvl | ||
| Line 11,017: | Line 11,017: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N1 | ||
|range=15 | |range=15 | ||
|area=18+1/lvl | |area=18+1/lvl | ||
| Line 11,031: | Line 11,031: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Battle | |type=Battle | ||
|cost=40 | |cost=fatigue=40 | ||
|range=5 | |range=5 | ||
|area= | |area= | ||
| Line 11,045: | Line 11,045: | ||
|requirement=N3 | |requirement=N3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N1 | ||
|range=15 | |range=15 | ||
|area=17+1/lvl | |area=17+1/lvl | ||
| Line 11,059: | Line 11,059: | ||
|requirement=E2 A1 | |requirement=E2 A1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,073: | Line 11,073: | ||
|requirement=B3 | |requirement=B3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,087: | Line 11,087: | ||
|requirement=S2 | |requirement=S2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=S1 | ||
|range=15 | |range=15 | ||
|area=18+1/lvl | |area=18+1/lvl | ||
| Line 11,101: | Line 11,101: | ||
|requirement=F1 E1 | |requirement=F1 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F9 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,115: | Line 11,115: | ||
|requirement=A2 | |requirement=A2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=A1 | ||
|range=15 | |range=15 | ||
|area=18+1/lvl | |area=18+1/lvl | ||
| Line 11,129: | Line 11,129: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,143: | Line 11,143: | ||
|requirement=W2 | |requirement=W2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,157: | Line 11,157: | ||
|requirement=N4 | |requirement=N4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,171: | Line 11,171: | ||
|requirement=B4 N2 | |requirement=B4 N2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B18 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,185: | Line 11,185: | ||
|requirement=S3 | |requirement=S3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S30 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,199: | Line 11,199: | ||
|requirement=B5 | |requirement=B5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,213: | Line 11,213: | ||
|requirement=E3 A1 | |requirement=E3 A1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E12 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,227: | Line 11,227: | ||
|requirement=E3 | |requirement=E3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,241: | Line 11,241: | ||
|requirement=N4 B1 | |requirement=N4 B1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,255: | Line 11,255: | ||
|requirement=A2 | |requirement=A2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=A1 | ||
|range=15 | |range=15 | ||
|area=18+1/lvl | |area=18+1/lvl | ||
| Line 11,269: | Line 11,269: | ||
|requirement=F2 | |requirement=F2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=F1 | ||
|range=15 | |range=15 | ||
|area=18+1/lvl | |area=18+1/lvl | ||
| Line 11,283: | Line 11,283: | ||
|requirement=F3 | |requirement=F3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=F1 | ||
|range=15 | |range=15 | ||
|area=17+1/lvl | |area=17+1/lvl | ||
| Line 11,297: | Line 11,297: | ||
|requirement=W3 | |requirement=W3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=W1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,311: | Line 11,311: | ||
|requirement=S3 E2 | |requirement=S3 E2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S18 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,325: | Line 11,325: | ||
|requirement=E3 | |requirement=E3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=E1 | ||
|range=15 | |range=15 | ||
|area=17+1/lvl | |area=17+1/lvl | ||
| Line 11,339: | Line 11,339: | ||
|requirement=S3 D1 | |requirement=S3 D1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=15 | |range=15 | ||
|area=1 | |area=1 | ||
| Line 11,353: | Line 11,353: | ||
|requirement=N3 | |requirement=N3 | ||
|type=Battle | |type=Battle | ||
|cost=60 | |cost=fatigue=60 | ||
|range=15 | |range=15 | ||
|area= | |area= | ||
| Line 11,367: | Line 11,367: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Battle | |type=Battle | ||
|cost=40 | |cost=fatigue=40 | ||
|range=5 | |range=5 | ||
|area= | |area= | ||
| Line 11,381: | Line 11,381: | ||
|requirement=F3 | |requirement=F3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=F1 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 11,395: | Line 11,395: | ||
|requirement=W1 E1 | |requirement=W1 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W6 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 11,409: | Line 11,409: | ||
|requirement=D2 E1 | |requirement=D2 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,423: | Line 11,423: | ||
|requirement=F1 D1 | |requirement=F1 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,437: | Line 11,437: | ||
|requirement=D3 | |requirement=D3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,451: | Line 11,451: | ||
|requirement=W4 | |requirement=W4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=W1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,465: | Line 11,465: | ||
|requirement=E2 D1 | |requirement=E2 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,479: | Line 11,479: | ||
|requirement=S2 | |requirement=S2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,493: | Line 11,493: | ||
|requirement=D3 W1 | |requirement=D3 W1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,507: | Line 11,507: | ||
|requirement=S5 | |requirement=S5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S50 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,521: | Line 11,521: | ||
|requirement=A2 | |requirement=A2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=A1 | ||
|range=15 | |range=15 | ||
|area=18+1/lvl | |area=18+1/lvl | ||
| Line 11,535: | Line 11,535: | ||
|requirement=A4 | |requirement=A4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,549: | Line 11,549: | ||
|requirement=A3 E1 | |requirement=A3 E1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,563: | Line 11,563: | ||
|requirement=E3 | |requirement=E3 | ||
|type=Battle | |type=Battle | ||
|cost=40 | |cost=fatigue=40 | ||
|range=15 | |range=15 | ||
|area=1 | |area=1 | ||
| Line 11,577: | Line 11,577: | ||
|requirement=N4 | |requirement=N4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N6 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,591: | Line 11,591: | ||
|requirement=W2 | |requirement=W2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=W1 | ||
|range=15 | |range=15 | ||
|area=18+1/lvl | |area=18+1/lvl | ||
| Line 11,605: | Line 11,605: | ||
|requirement=B3 F1 | |requirement=B3 F1 | ||
|type=Battle | |type=Battle | ||
|cost=40 | |cost=fatigue=40 | ||
|range=15 | |range=15 | ||
|area=2+1/lvl | |area=2+1/lvl | ||
| Line 11,619: | Line 11,619: | ||
|requirement=S4 | |requirement=S4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,633: | Line 11,633: | ||
|requirement=B5 | |requirement=B5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,647: | Line 11,647: | ||
|requirement=A5 | |requirement=A5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,661: | Line 11,661: | ||
|requirement=E4 | |requirement=E4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=E1 | ||
|range=15 | |range=15 | ||
|area=16+1/lvl | |area=16+1/lvl | ||
| Line 11,675: | Line 11,675: | ||
|requirement=E3 D1 | |requirement=E3 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E35 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,689: | Line 11,689: | ||
|requirement=E3 | |requirement=E3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,703: | Line 11,703: | ||
|requirement=D4 | |requirement=D4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,717: | Line 11,717: | ||
|requirement=F6 | |requirement=F6 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F80 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,731: | Line 11,731: | ||
|requirement=B3 | |requirement=B3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=B1 | ||
|range=15 | |range=15 | ||
|area=17+1/lvl | |area=17+1/lvl | ||
| Line 11,745: | Line 11,745: | ||
|requirement=N5 | |requirement=N5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,759: | Line 11,759: | ||
|requirement=N4 W1 | |requirement=N4 W1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,773: | Line 11,773: | ||
|requirement=W5 | |requirement=W5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,787: | Line 11,787: | ||
|requirement=A4 | |requirement=A4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=A1 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 11,801: | Line 11,801: | ||
|requirement=W4 | |requirement=W4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=W2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,815: | Line 11,815: | ||
|requirement=N4 | |requirement=N4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N2 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 11,829: | Line 11,829: | ||
|requirement=F4 | |requirement=F4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=F2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,843: | Line 11,843: | ||
|requirement=E3 D1 | |requirement=E3 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E65 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,857: | Line 11,857: | ||
|requirement=E3 D1 | |requirement=E3 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E65 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,871: | Line 11,871: | ||
|requirement=W3 D1 | |requirement=W3 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W65 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,885: | Line 11,885: | ||
|requirement=E2 D2 | |requirement=E2 D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,899: | Line 11,899: | ||
|requirement=S3 | |requirement=S3 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25 | |range=25 | ||
|area= | |area= | ||
| Line 11,913: | Line 11,913: | ||
|requirement=D2 F1 | |requirement=D2 F1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,927: | Line 11,927: | ||
|requirement=N5 | |requirement=N5 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,941: | Line 11,941: | ||
|requirement=E5 | |requirement=E5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E70 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,955: | Line 11,955: | ||
|requirement=D4 | |requirement=D4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=D3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 11,969: | Line 11,969: | ||
|requirement=E2 | |requirement=E2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=E1 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 11,983: | Line 11,983: | ||
|requirement=B1 | |requirement=B1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=20 | |range=20 | ||
|area= | |area= | ||
| Line 11,997: | Line 11,997: | ||
|requirement=F5 | |requirement=F5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,011: | Line 12,011: | ||
|requirement=W1 | |requirement=W1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=W1 | ||
|range=15 | |range=15 | ||
|area=25 | |area=25 | ||
| Line 12,025: | Line 12,025: | ||
|requirement=A3 | |requirement=A3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=A1 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 12,039: | Line 12,039: | ||
|requirement=D3 A2 | |requirement=D3 A2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,053: | Line 12,053: | ||
|requirement=S3 | |requirement=S3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=S2 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 12,067: | Line 12,067: | ||
|requirement=N4 | |requirement=N4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N2 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 12,081: | Line 12,081: | ||
|requirement=B4 | |requirement=B4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=B1 | ||
|range=15 | |range=15 | ||
|area=1+1/lvl | |area=1+1/lvl | ||
| Line 12,095: | Line 12,095: | ||
|requirement=N5 | |requirement=N5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N35 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,109: | Line 12,109: | ||
|requirement=D3 | |requirement=D3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,123: | Line 12,123: | ||
|requirement=B3 D1 | |requirement=B3 D1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=B1 | ||
|range=20 | |range=20 | ||
|area=8+1/lvl | |area=8+1/lvl | ||
| Line 12,137: | Line 12,137: | ||
|requirement=S5 | |requirement=S5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S50 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,151: | Line 12,151: | ||
|requirement=F4 | |requirement=F4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,165: | Line 12,165: | ||
|requirement=E6 | |requirement=E6 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E80 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,179: | Line 12,179: | ||
|requirement=A4 | |requirement=A4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=A2 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 12,193: | Line 12,193: | ||
|requirement=W5 D3 | |requirement=W5 D3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W60 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,207: | Line 12,207: | ||
|requirement=N6 | |requirement=N6 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N50 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,221: | Line 12,221: | ||
|requirement=F4 | |requirement=F4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=F2 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 12,235: | Line 12,235: | ||
|requirement=B5 N1 | |requirement=B5 N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,249: | Line 12,249: | ||
|requirement=D3 W1 | |requirement=D3 W1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,263: | Line 12,263: | ||
|requirement=D4 | |requirement=D4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=D4 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 12,277: | Line 12,277: | ||
|requirement=E5 | |requirement=E5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E30 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,291: | Line 12,291: | ||
|requirement=A4 | |requirement=A4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=A1 | ||
|range=15 | |range=15 | ||
|area=16+1/lvl | |area=16+1/lvl | ||
| Line 12,305: | Line 12,305: | ||
|requirement=N4 | |requirement=N4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N1 | ||
|range=15 | |range=15 | ||
|area=16+1/lvl | |area=16+1/lvl | ||
| Line 12,319: | Line 12,319: | ||
|requirement=B4 D1 | |requirement=B4 D1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=B1 | ||
|range=15 | |range=15 | ||
|area=1+1/lvl | |area=1+1/lvl | ||
| Line 12,333: | Line 12,333: | ||
|requirement=D4 | |requirement=D4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,347: | Line 12,347: | ||
|requirement=N4 | |requirement=N4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N2 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 12,361: | Line 12,361: | ||
|requirement=S5 | |requirement=S5 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=S3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,375: | Line 12,375: | ||
|requirement=E4 | |requirement=E4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=E1 | ||
|range=15 | |range=15 | ||
|area=16+1/lvl | |area=16+1/lvl | ||
| Line 12,389: | Line 12,389: | ||
|requirement=S5 | |requirement=S5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S60 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,403: | Line 12,403: | ||
|requirement=W5 | |requirement=W5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W50 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,417: | Line 12,417: | ||
|requirement=B5 | |requirement=B5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B30 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,431: | Line 12,431: | ||
|requirement=B4 F1 | |requirement=B4 F1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=B1 | ||
|range=20 | |range=20 | ||
|area=16+1/lvl | |area=16+1/lvl | ||
| Line 12,445: | Line 12,445: | ||
|requirement=N5 | |requirement=N5 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N3 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 12,459: | Line 12,459: | ||
|requirement=B3 | |requirement=B3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B30 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,473: | Line 12,473: | ||
|requirement=B7 | |requirement=B7 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B90 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,487: | Line 12,487: | ||
|requirement=D5 E2 | |requirement=D5 E2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=D2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,501: | Line 12,501: | ||
|requirement=F4 | |requirement=F4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=F1 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 12,515: | Line 12,515: | ||
|requirement=W4 | |requirement=W4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=W1 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 12,529: | Line 12,529: | ||
|requirement=E5 | |requirement=E5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E30 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,543: | Line 12,543: | ||
|requirement=N5 D1 | |requirement=N5 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N60 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,557: | Line 12,557: | ||
|requirement=B5 A1 | |requirement=B5 A1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=B2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,571: | Line 12,571: | ||
|requirement=A5 | |requirement=A5 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=A3 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 12,585: | Line 12,585: | ||
|requirement=D6 F3 | |requirement=D6 F3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D70 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,599: | Line 12,599: | ||
|requirement=A4 | |requirement=A4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=A1 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 12,613: | Line 12,613: | ||
|requirement=S6 | |requirement=S6 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=S6 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 12,627: | Line 12,627: | ||
|requirement=S4 B3 | |requirement=S4 B3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,641: | Line 12,641: | ||
|requirement=W5 | |requirement=W5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W70 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,655: | Line 12,655: | ||
|requirement=S8 | |requirement=S8 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S150 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,669: | Line 12,669: | ||
|requirement=D5 | |requirement=D5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,683: | Line 12,683: | ||
|requirement=W5 | |requirement=W5 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=W1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,697: | Line 12,697: | ||
|requirement=S4 E4 | |requirement=S4 E4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S14 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,711: | Line 12,711: | ||
|requirement=E5 | |requirement=E5 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=E2 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 12,725: | Line 12,725: | ||
|requirement=N5 E2 | |requirement=N5 E2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N3 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 12,739: | Line 12,739: | ||
|requirement=N7 | |requirement=N7 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N70 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,753: | Line 12,753: | ||
|requirement=D5 | |requirement=D5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,767: | Line 12,767: | ||
|requirement=B1 | |requirement=B1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=1 | |range=1 | ||
|area=1 | |area=1 | ||
| Line 12,781: | Line 12,781: | ||
|requirement=S1 | |requirement=S1 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,795: | Line 12,795: | ||
|requirement=B1 | |requirement=B1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,809: | Line 12,809: | ||
|requirement=B1 | |requirement=B1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,823: | Line 12,823: | ||
|requirement=S1 | |requirement=S1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,837: | Line 12,837: | ||
|requirement=S1 | |requirement=S1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,851: | Line 12,851: | ||
|requirement=B1 S1 | |requirement=B1 S1 | ||
|type=Battle | |type=Battle | ||
|cost=30 | |cost=fatigue=30 | ||
|range=50 | |range=50 | ||
|area= | |area= | ||
| Line 12,865: | Line 12,865: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25 | |range=25 | ||
|area= | |area= | ||
| Line 12,879: | Line 12,879: | ||
|requirement=W2 | |requirement=W2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area=1 | |area=1 | ||
| Line 12,893: | Line 12,893: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area=1 | |area=1 | ||
| Line 12,907: | Line 12,907: | ||
|requirement=E2 S1 | |requirement=E2 S1 | ||
|type=Battle | |type=Battle | ||
|cost=5 | |cost=fatigue=5 | ||
|range=50 | |range=50 | ||
|area= | |area= | ||
| Line 12,921: | Line 12,921: | ||
|requirement=B1 | |requirement=B1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=15 | |range=15 | ||
|area= | |area= | ||
| Line 12,935: | Line 12,935: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Battle | |type=Battle | ||
|cost=5 | |cost=fatigue=5 | ||
|range=50 | |range=50 | ||
|area=1 | |area=1 | ||
| Line 12,949: | Line 12,949: | ||
|requirement=S2 | |requirement=S2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=50 | |range=50 | ||
|area= | |area= | ||
| Line 12,963: | Line 12,963: | ||
|requirement=B1 | |requirement=B1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 12,977: | Line 12,977: | ||
|requirement=N1 F1 | |requirement=N1 F1 | ||
|type=Battle | |type=Battle | ||
|cost=30 | |cost=fatigue=30 | ||
|range=25 | |range=25 | ||
|area=1 | |area=1 | ||
| Line 12,991: | Line 12,991: | ||
|requirement=F2 | |requirement=F2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=10 | |range=10 | ||
|area=1 | |area=1 | ||
| Line 13,005: | Line 13,005: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=10 | |range=10 | ||
|area=1 | |area=1 | ||
| Line 13,019: | Line 13,019: | ||
|requirement=F1 | |requirement=F1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=20 | |range=20 | ||
|area= | |area= | ||
| Line 13,033: | Line 13,033: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area= | |area= | ||
| Line 13,047: | Line 13,047: | ||
|requirement=E1 | |requirement=E1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area= | |area= | ||
| Line 13,061: | Line 13,061: | ||
|requirement=A1 | |requirement=A1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area= | |area= | ||
| Line 13,075: | Line 13,075: | ||
|requirement=W1 | |requirement=W1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=10 | |range=10 | ||
|area= | |area= | ||
| Line 13,089: | Line 13,089: | ||
|requirement=S2 | |requirement=S2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=100 | |range=100 | ||
|area= | |area= | ||
| Line 13,103: | Line 13,103: | ||
|requirement=S2 | |requirement=S2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=S2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,117: | Line 13,117: | ||
|requirement=W1 B1 | |requirement=W1 B1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,131: | Line 13,131: | ||
|requirement=B2 | |requirement=B2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=35 | |range=35 | ||
|area= | |area= | ||
| Line 13,145: | Line 13,145: | ||
|requirement=A1 | |requirement=A1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area= | |area= | ||
| Line 13,159: | Line 13,159: | ||
|requirement=F2 | |requirement=F2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,173: | Line 13,173: | ||
|requirement=A2 | |requirement=A2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,187: | Line 13,187: | ||
|requirement=A2 | |requirement=A2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,201: | Line 13,201: | ||
|requirement=B2 | |requirement=B2 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range=30 | |range=30 | ||
|area=3+1/lvl | |area=3+1/lvl | ||
| Line 13,215: | Line 13,215: | ||
|requirement=B2 | |requirement=B2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25 | |range=25 | ||
|area= | |area= | ||
| Line 13,229: | Line 13,229: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=20 | |range=20 | ||
|area= | |area= | ||
| Line 13,243: | Line 13,243: | ||
|requirement=E1 | |requirement=E1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=20 | |range=20 | ||
|area= | |area= | ||
| Line 13,257: | Line 13,257: | ||
|requirement=A1 | |requirement=A1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=20 | |range=20 | ||
|area= | |area= | ||
| Line 13,271: | Line 13,271: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,285: | Line 13,285: | ||
|requirement=E1 | |requirement=E1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25 | |range=25 | ||
|area=1 | |area=1 | ||
| Line 13,299: | Line 13,299: | ||
|requirement=B1 | |requirement=B1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=10 | |range=10 | ||
|area=1 | |area=1 | ||
| Line 13,313: | Line 13,313: | ||
|requirement=S3 | |requirement=S3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S15 | ||
|range= | |range= | ||
|area=1 | |area=1 | ||
| Line 13,327: | Line 13,327: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area=1+2/lvl | |area=1+2/lvl | ||
| Line 13,341: | Line 13,341: | ||
|requirement=F2 | |requirement=F2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area= | |area= | ||
| Line 13,355: | Line 13,355: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=10+5/lvl | |range=10+5/lvl | ||
|area= | |area= | ||
| Line 13,369: | Line 13,369: | ||
|requirement=D1 | |requirement=D1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=10+5/lvl | |range=10+5/lvl | ||
|area=2+2/lvl | |area=2+2/lvl | ||
| Line 13,383: | Line 13,383: | ||
|requirement=W3 | |requirement=W3 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area=1 | |area=1 | ||
| Line 13,397: | Line 13,397: | ||
|requirement=N1 F1 | |requirement=N1 F1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N6 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,411: | Line 13,411: | ||
|requirement=S3 | |requirement=S3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,425: | Line 13,425: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,439: | Line 13,439: | ||
|requirement=S2 | |requirement=S2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,453: | Line 13,453: | ||
|requirement=A2 | |requirement=A2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,467: | Line 13,467: | ||
|requirement=N4 | |requirement=N4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,481: | Line 13,481: | ||
|requirement=W3 | |requirement=W3 | ||
|type=Battle | |type=Battle | ||
|cost=30 | |cost=fatigue=30 | ||
|range=30 | |range=30 | ||
|area=5 | |area=5 | ||
| Line 13,495: | Line 13,495: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=15 | |range=15 | ||
|area=1+1/lvl | |area=1+1/lvl | ||
| Line 13,509: | Line 13,509: | ||
|requirement=F2 | |requirement=F2 | ||
|type=Battle | |type=Battle | ||
|cost=40 | |cost=fatigue=40 | ||
|range=15 | |range=15 | ||
|area=1+1/lvl | |area=1+1/lvl | ||
| Line 13,523: | Line 13,523: | ||
|requirement=E2 | |requirement=E2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,537: | Line 13,537: | ||
|requirement=B1 S1 | |requirement=B1 S1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,551: | Line 13,551: | ||
|requirement=B1 S1 | |requirement=B1 S1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,565: | Line 13,565: | ||
|requirement=W2 E2 | |requirement=W2 E2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,579: | Line 13,579: | ||
|requirement=S2 | |requirement=S2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=100 | |range=100 | ||
|area= | |area= | ||
| Line 13,593: | Line 13,593: | ||
|requirement=F3 | |requirement=F3 | ||
|type=Battle | |type=Battle | ||
|cost=30 | |cost=fatigue=30 | ||
|range=30 | |range=30 | ||
|area= | |area= | ||
| Line 13,607: | Line 13,607: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=20 | |range=20 | ||
|area=1+1/lvl | |area=1+1/lvl | ||
| Line 13,621: | Line 13,621: | ||
|requirement=B2 | |requirement=B2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=35 | |range=35 | ||
|area=1+1/lvl | |area=1+1/lvl | ||
| Line 13,635: | Line 13,635: | ||
|requirement=S3 | |requirement=S3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,649: | Line 13,649: | ||
|requirement=S2 | |requirement=S2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,663: | Line 13,663: | ||
|requirement=D3 | |requirement=D3 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area=2+1/lvl | |area=2+1/lvl | ||
| Line 13,677: | Line 13,677: | ||
|requirement=N1 | |requirement=N1 | ||
|type=Battle | |type=Battle | ||
|cost=30 | |cost=fatigue=30 | ||
|range=20 | |range=20 | ||
|area=1 | |area=1 | ||
| Line 13,691: | Line 13,691: | ||
|requirement=B3 D1 | |requirement=B3 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,705: | Line 13,705: | ||
|requirement=B3 | |requirement=B3 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=20+5/lvl | |range=20+5/lvl | ||
|area= | |area= | ||
| Line 13,719: | Line 13,719: | ||
|requirement=N3 | |requirement=N3 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area=1 | |area=1 | ||
| Line 13,733: | Line 13,733: | ||
|requirement=E1 G1 | |requirement=E1 G1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,747: | Line 13,747: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=20 | |range=20 | ||
|area= | |area= | ||
| Line 13,761: | Line 13,761: | ||
|requirement=B2 | |requirement=B2 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range=30 | |range=30 | ||
|area=1 | |area=1 | ||
| Line 13,775: | Line 13,775: | ||
|requirement=D2 | |requirement=D2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=25 | |range=25 | ||
|area=1 | |area=1 | ||
| Line 13,789: | Line 13,789: | ||
|requirement=E4 | |requirement=E4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E6 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,803: | Line 13,803: | ||
|requirement=S3 W2 | |requirement=S3 W2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,817: | Line 13,817: | ||
|requirement=N4 | |requirement=N4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,831: | Line 13,831: | ||
|requirement=F3 | |requirement=F3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=F1 | ||
|range=15 | |range=15 | ||
|area=17+1/lvl | |area=17+1/lvl | ||
| Line 13,845: | Line 13,845: | ||
|requirement=B2 | |requirement=B2 | ||
|type=Battle | |type=Battle | ||
|cost=40 | |cost=fatigue=40 | ||
|range=15 | |range=15 | ||
|area=1+1/lvl | |area=1+1/lvl | ||
| Line 13,859: | Line 13,859: | ||
|requirement=D3 | |requirement=D3 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area= | |area= | ||
| Line 13,873: | Line 13,873: | ||
|requirement=N2 | |requirement=N2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N1 | ||
|range=15 | |range=15 | ||
|area=18+1/lvl | |area=18+1/lvl | ||
| Line 13,887: | Line 13,887: | ||
|requirement=F3 | |requirement=F3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,901: | Line 13,901: | ||
|requirement=F4 | |requirement=F4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,915: | Line 13,915: | ||
|requirement=D1 S1 | |requirement=D1 S1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,929: | Line 13,929: | ||
|requirement=W3 | |requirement=W3 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=15 | |range=15 | ||
|area= | |area= | ||
| Line 13,943: | Line 13,943: | ||
|requirement=S3 | |requirement=S3 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=100 | |range=100 | ||
|area= | |area= | ||
| Line 13,957: | Line 13,957: | ||
|requirement=S2 | |requirement=S2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 13,971: | Line 13,971: | ||
|requirement=E3 | |requirement=E3 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 13,985: | Line 13,985: | ||
|requirement=N3 | |requirement=N3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N1 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 13,999: | Line 13,999: | ||
|requirement=B4 N2 | |requirement=B4 N2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,013: | Line 14,013: | ||
|requirement=S3 | |requirement=S3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=S1 | ||
|range=1 | |range=1 | ||
|area=100% | |area=100% | ||
| Line 14,027: | Line 14,027: | ||
|requirement=F5 | |requirement=F5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,041: | Line 14,041: | ||
|requirement=B3 S1 | |requirement=B3 S1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B45 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,055: | Line 14,055: | ||
|requirement=S3 B1 | |requirement=S3 B1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,069: | Line 14,069: | ||
|requirement=F5 | |requirement=F5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F60 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 14,083: | Line 14,083: | ||
|requirement=S4 | |requirement=S4 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=100 | |range=100 | ||
|area= | |area= | ||
| Line 14,097: | Line 14,097: | ||
|requirement=B5 | |requirement=B5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,111: | Line 14,111: | ||
|requirement=D5 A1 | |requirement=D5 A1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D75 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,125: | Line 14,125: | ||
|requirement=S4 | |requirement=S4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,139: | Line 14,139: | ||
|requirement=N4 | |requirement=N4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,153: | Line 14,153: | ||
|requirement=S4 | |requirement=S4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,167: | Line 14,167: | ||
|requirement=D5 | |requirement=D5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,181: | Line 14,181: | ||
|requirement=E5 | |requirement=E5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,195: | Line 14,195: | ||
|requirement=B2 S1 | |requirement=B2 S1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=15 | |range=15 | ||
|area=1+1/lvl | |area=1+1/lvl | ||
| Line 14,209: | Line 14,209: | ||
|requirement=D1 A1 | |requirement=D1 A1 | ||
|type=Battle | |type=Battle | ||
|cost=40 | |cost=fatigue=40 | ||
|range=30 | |range=30 | ||
|area= | |area= | ||
| Line 14,223: | Line 14,223: | ||
|requirement=W5 | |requirement=W5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,237: | Line 14,237: | ||
|requirement=B5 | |requirement=B5 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area=25 | |area=25 | ||
| Line 14,251: | Line 14,251: | ||
|requirement=A5 | |requirement=A5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,265: | Line 14,265: | ||
|requirement=B3 D1 | |requirement=B3 D1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=35 | |range=35 | ||
|area= | |area= | ||
| Line 14,279: | Line 14,279: | ||
|requirement=D3 | |requirement=D3 | ||
|type=Battle | |type=Battle | ||
|cost=50 | |cost=fatigue=50 | ||
|range=30 | |range=30 | ||
|area= | |area= | ||
| Line 14,293: | Line 14,293: | ||
|requirement=D7 | |requirement=D7 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D70 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,307: | Line 14,307: | ||
|requirement=D4 F1 | |requirement=D4 F1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,321: | Line 14,321: | ||
|requirement=B3 | |requirement=B3 | ||
|type=Battle | |type=Battle | ||
|cost=30 | |cost=fatigue=30 | ||
|range=25 | |range=25 | ||
|area= | |area= | ||
| Line 14,335: | Line 14,335: | ||
|requirement=A5 | |requirement=A5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A50 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,349: | Line 14,349: | ||
|requirement=S5 | |requirement=S5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,363: | Line 14,363: | ||
|requirement=N4 | |requirement=N4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N2 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 14,377: | Line 14,377: | ||
|requirement=B5 | |requirement=B5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B60 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,391: | Line 14,391: | ||
|requirement=E4 F4 | |requirement=E4 F4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E60 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 14,405: | Line 14,405: | ||
|requirement=B3 | |requirement=B3 | ||
|type=Battle | |type=Battle | ||
|cost=10 | |cost=fatigue=10 | ||
|range=30 | |range=30 | ||
|area=2+1/lvl | |area=2+1/lvl | ||
| Line 14,419: | Line 14,419: | ||
|requirement=D4 | |requirement=D4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=D1 | ||
|range=25 | |range=25 | ||
|area=1 | |area=1 | ||
| Line 14,433: | Line 14,433: | ||
|requirement=F6 | |requirement=F6 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F60 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,447: | Line 14,447: | ||
|requirement=W7 | |requirement=W7 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=W70 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,461: | Line 14,461: | ||
|requirement=S4 | |requirement=S4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=S3 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 14,475: | Line 14,475: | ||
|requirement=S5 | |requirement=S5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,489: | Line 14,489: | ||
|requirement=B4 | |requirement=B4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=B2 | ||
|range=15 | |range=15 | ||
|area=16+1/lvl | |area=16+1/lvl | ||
| Line 14,503: | Line 14,503: | ||
|requirement=D5 | |requirement=D5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,517: | Line 14,517: | ||
|requirement=N5 | |requirement=N5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=N30 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,531: | Line 14,531: | ||
|requirement=A5 | |requirement=A5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A60 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,545: | Line 14,545: | ||
|requirement=F2 | |requirement=F2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=F1 | ||
|range=30 | |range=30 | ||
|area=5 | |area=5 | ||
| Line 14,559: | Line 14,559: | ||
|requirement=B5 W2 | |requirement=B5 W2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B70 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,573: | Line 14,573: | ||
|requirement=F6 S6 | |requirement=F6 S6 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=F70 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,587: | Line 14,587: | ||
|requirement=S5 D5 | |requirement=S5 D5 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=S5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,601: | Line 14,601: | ||
|requirement=D5 | |requirement=D5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,615: | Line 14,615: | ||
|requirement=D7 | |requirement=D7 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=D7 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 14,629: | Line 14,629: | ||
|requirement=S4 | |requirement=S4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,643: | Line 14,643: | ||
|requirement=S6 | |requirement=S6 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S60 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,657: | Line 14,657: | ||
|requirement=N6 | |requirement=N6 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=N4 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 14,671: | Line 14,671: | ||
|requirement=B8 | |requirement=B8 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=B90 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,685: | Line 14,685: | ||
|requirement=B5 | |requirement=B5 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=B4 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 14,699: | Line 14,699: | ||
|requirement=E7 S3 | |requirement=E7 S3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=E60 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,713: | Line 14,713: | ||
|requirement=B7 | |requirement=B7 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=B4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,727: | Line 14,727: | ||
|requirement=S8 | |requirement=S8 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=S8 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 14,741: | Line 14,741: | ||
|requirement=S5 E3 | |requirement=S5 E3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=S40 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,755: | Line 14,755: | ||
|requirement=D6 W4 | |requirement=D6 W4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=D90 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,769: | Line 14,769: | ||
|requirement=A7 S6 | |requirement=A7 S6 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=A90 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,783: | Line 14,783: | ||
|requirement=H1 | |requirement=H1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=H1 | ||
|range=25+5/lvl | |range=25+5/lvl | ||
|area= | |area= | ||
| Line 14,797: | Line 14,797: | ||
|requirement=H3 D3 | |requirement=H3 D3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H44 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,811: | Line 14,811: | ||
|requirement=H3 B1 | |requirement=H3 B1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H66 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,825: | Line 14,825: | ||
|requirement=H3 B1 | |requirement=H3 B1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H66 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,839: | Line 14,839: | ||
|requirement=H1 F1 | |requirement=H1 F1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,853: | Line 14,853: | ||
|requirement=H1 | |requirement=H1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,867: | Line 14,867: | ||
|requirement=H1 | |requirement=H1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,881: | Line 14,881: | ||
|requirement=H1 F1 | |requirement=H1 F1 | ||
|type=Battle | |type=Battle | ||
|cost=50 | |cost=fatigue=50 | ||
|range=25 | |range=25 | ||
|area= | |area= | ||
| Line 14,895: | Line 14,895: | ||
|requirement=H1 | |requirement=H1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=H2 | ||
|range=35 | |range=35 | ||
|area=1 | |area=1 | ||
| Line 14,909: | Line 14,909: | ||
|requirement=H1 | |requirement=H1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=H1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,923: | Line 14,923: | ||
|requirement=H1 N1 | |requirement=H1 N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,937: | Line 14,937: | ||
|requirement=H1 | |requirement=H1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=H1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,951: | Line 14,951: | ||
|requirement=H1 | |requirement=H1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=H1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,965: | Line 14,965: | ||
|requirement=H1 | |requirement=H1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=H1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 14,979: | Line 14,979: | ||
|requirement=H1 | |requirement=H1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=H1 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 14,993: | Line 14,993: | ||
|requirement=H1 | |requirement=H1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,007: | Line 15,007: | ||
|requirement=H2 | |requirement=H2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=H1 | ||
|range=40 | |range=40 | ||
|area= | |area= | ||
| Line 15,021: | Line 15,021: | ||
|requirement=H1 | |requirement=H1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=H1 | ||
|range=30 | |range=30 | ||
|area= | |area= | ||
| Line 15,035: | Line 15,035: | ||
|requirement=H1 | |requirement=H1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,049: | Line 15,049: | ||
|requirement=H1 D1 | |requirement=H1 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,063: | Line 15,063: | ||
|requirement=H2 | |requirement=H2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H3 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 15,077: | Line 15,077: | ||
|requirement=H2 | |requirement=H2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H2 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,091: | Line 15,091: | ||
|requirement=H1 | |requirement=H1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,105: | Line 15,105: | ||
|requirement=H1 | |requirement=H1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=30 | |range=30 | ||
|area= | |area= | ||
| Line 15,119: | Line 15,119: | ||
|requirement=H1 N1 | |requirement=H1 N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H50 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,133: | Line 15,133: | ||
|requirement=H3 | |requirement=H3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=H3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,147: | Line 15,147: | ||
|requirement=H2 F2 | |requirement=H2 F2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,161: | Line 15,161: | ||
|requirement=H2 W2 | |requirement=H2 W2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H7 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,175: | Line 15,175: | ||
|requirement=H2 | |requirement=H2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,189: | Line 15,189: | ||
|requirement=H1 N1 | |requirement=H1 N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,203: | Line 15,203: | ||
|requirement=H1 | |requirement=H1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=20 | |range=20 | ||
|area= | |area= | ||
| Line 15,217: | Line 15,217: | ||
|requirement=H2 | |requirement=H2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,231: | Line 15,231: | ||
|requirement=H5 | |requirement=H5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,245: | Line 15,245: | ||
|requirement=H1 | |requirement=H1 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 15,259: | Line 15,259: | ||
|requirement=H2 | |requirement=H2 | ||
|type=Battle | |type=Battle | ||
|cost=20 | |cost=fatigue=20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,273: | Line 15,273: | ||
|requirement=H1 | |requirement=H1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,287: | Line 15,287: | ||
|requirement=H2 | |requirement=H2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H8 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,301: | Line 15,301: | ||
|requirement=H2 | |requirement=H2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H23 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,315: | Line 15,315: | ||
|requirement=H1 F1 | |requirement=H1 F1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H16 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,329: | Line 15,329: | ||
|requirement=H1 | |requirement=H1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H4 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,343: | Line 15,343: | ||
|requirement=H2 A2 | |requirement=H2 A2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,357: | Line 15,357: | ||
|requirement=H2 N2 | |requirement=H2 N2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,371: | Line 15,371: | ||
|requirement=H2 | |requirement=H2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=H1 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 15,385: | Line 15,385: | ||
|requirement=H2 S2 | |requirement=H2 S2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=H2 | ||
|range=5 | |range=5 | ||
|area= | |area= | ||
| Line 15,399: | Line 15,399: | ||
|requirement=H1 | |requirement=H1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H16 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,413: | Line 15,413: | ||
|requirement=H3 | |requirement=H3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,427: | Line 15,427: | ||
|requirement=H1 F2 | |requirement=H1 F2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=H1 | ||
|range=20+5/lvl | |range=20+5/lvl | ||
|area=3 | |area=3 | ||
| Line 15,441: | Line 15,441: | ||
|requirement=H2 | |requirement=H2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H21 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,455: | Line 15,455: | ||
|requirement=H3 A1 | |requirement=H3 A1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H28 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,469: | Line 15,469: | ||
|requirement=H1 N3 | |requirement=H1 N3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H12 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,483: | Line 15,483: | ||
|requirement=H2 E2 | |requirement=H2 E2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,497: | Line 15,497: | ||
|requirement=H4 B1 | |requirement=H4 B1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H66 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,511: | Line 15,511: | ||
|requirement=H4 B1 | |requirement=H4 B1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H66 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,525: | Line 15,525: | ||
|requirement=H4 | |requirement=H4 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=H4 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 15,539: | Line 15,539: | ||
|requirement=H2 D2 | |requirement=H2 D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H36 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,553: | Line 15,553: | ||
|requirement=H2 | |requirement=H2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=H1 | ||
|range=30 | |range=30 | ||
|area= | |area= | ||
| Line 15,567: | Line 15,567: | ||
|requirement=H4 | |requirement=H4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H44 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,581: | Line 15,581: | ||
|requirement=H3 N1 | |requirement=H3 N1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,595: | Line 15,595: | ||
|requirement=H3 S3 | |requirement=H3 S3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H14 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,609: | Line 15,609: | ||
|requirement=H1 | |requirement=H1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H31 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,623: | Line 15,623: | ||
|requirement=H1 F3 | |requirement=H1 F3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H58 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,637: | Line 15,637: | ||
|requirement=H2 E2 | |requirement=H2 E2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=H2 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 15,651: | Line 15,651: | ||
|requirement=H2 D1 | |requirement=H2 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,665: | Line 15,665: | ||
|requirement=H1 A3 | |requirement=H1 A3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,679: | Line 15,679: | ||
|requirement=H3 W3 | |requirement=H3 W3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H88 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,693: | Line 15,693: | ||
|requirement=H2 S2 | |requirement=H2 S2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,707: | Line 15,707: | ||
|requirement=H3 | |requirement=H3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=H3 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,721: | Line 15,721: | ||
|requirement=H2 D2 | |requirement=H2 D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H11 | ||
|range=1 | |range=1 | ||
|area= | |area= | ||
| Line 15,735: | Line 15,735: | ||
|requirement=H3 S3 | |requirement=H3 S3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=H3 | ||
|range=5 | |range=5 | ||
|area= | |area= | ||
| Line 15,749: | Line 15,749: | ||
|requirement=H3 F2 | |requirement=H3 F2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H99 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,763: | Line 15,763: | ||
|requirement=H3 | |requirement=H3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H42 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,777: | Line 15,777: | ||
|requirement=H2 | |requirement=H2 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=H1 | ||
|range=50 | |range=50 | ||
|area= | |area= | ||
| Line 15,791: | Line 15,791: | ||
|requirement=H5 W3 | |requirement=H5 W3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H120 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,805: | Line 15,805: | ||
|requirement=H5 | |requirement=H5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H5 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,819: | Line 15,819: | ||
|requirement=H1 | |requirement=H1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H10 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,833: | Line 15,833: | ||
|requirement=H5 | |requirement=H5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H33 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,847: | Line 15,847: | ||
|requirement=H1 B1 | |requirement=H1 B1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=H1 | ||
|range=20 | |range=20 | ||
|area= | |area= | ||
| Line 15,861: | Line 15,861: | ||
|requirement=H4 A1 | |requirement=H4 A1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H81 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,875: | Line 15,875: | ||
|requirement=H1 F3 | |requirement=H1 F3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H73 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,889: | Line 15,889: | ||
|requirement=H3 W2 | |requirement=H3 W2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H86 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,903: | Line 15,903: | ||
|requirement=H4 F2 | |requirement=H4 F2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H99 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,917: | Line 15,917: | ||
|requirement=H7 S5 | |requirement=H7 S5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H90 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,931: | Line 15,931: | ||
|requirement=H4 | |requirement=H4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H101 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,945: | Line 15,945: | ||
|requirement=H4 S4 | |requirement=H4 S4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,959: | Line 15,959: | ||
|requirement=H3 E4 | |requirement=H3 E4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H105 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 15,973: | Line 15,973: | ||
|requirement=H1 | |requirement=H1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=H1 | ||
|range=30 | |range=30 | ||
|area=1 | |area=1 | ||
| Line 15,987: | Line 15,987: | ||
|requirement=H5 | |requirement=H5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H88 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 16,001: | Line 16,001: | ||
|requirement=H4 N1 | |requirement=H4 N1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=H3 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 16,015: | Line 16,015: | ||
|requirement=H4 S1 | |requirement=H4 S1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H88 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 16,029: | Line 16,029: | ||
|requirement=H3 S4 | |requirement=H3 S4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H15 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 16,043: | Line 16,043: | ||
|requirement=H3 D1 | |requirement=H3 D1 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H35 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 16,057: | Line 16,057: | ||
|requirement=H5 | |requirement=H5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H111 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 16,071: | Line 16,071: | ||
|requirement=H7 | |requirement=H7 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H166 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 16,085: | Line 16,085: | ||
|requirement=H3 W1 | |requirement=H3 W1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=H2 | ||
|range=35 | |range=35 | ||
|area= | |area= | ||
| Line 16,099: | Line 16,099: | ||
|requirement=H3 D4 | |requirement=H3 D4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H96 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 16,113: | Line 16,113: | ||
|requirement=H1 | |requirement=H1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=H1 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 16,127: | Line 16,127: | ||
|requirement=H3 S4 | |requirement=H3 S4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H25 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 16,141: | Line 16,141: | ||
|requirement=H2 N2 | |requirement=H2 N2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H20 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 16,155: | Line 16,155: | ||
|requirement=H3 F1 | |requirement=H3 F1 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=H2 | ||
|range=35 | |range=35 | ||
|area= | |area= | ||
| Line 16,169: | Line 16,169: | ||
|requirement=H3 | |requirement=H3 | ||
|type=Battle | |type=Battle | ||
|cost=99 | |cost=fatigue=99, H1 | ||
|range=100 | |range=100 | ||
|area= | |area= | ||
| Line 16,183: | Line 16,183: | ||
|requirement=H6 F2 | |requirement=H6 F2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H40 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 16,197: | Line 16,197: | ||
|requirement=H3 | |requirement=H3 | ||
|type=Battle | |type=Battle | ||
|cost= | |cost=H1 | ||
|range= | |range= | ||
|area=100% | |area=100% | ||
| Line 16,211: | Line 16,211: | ||
|requirement=H5 | |requirement=H5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H45 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 16,225: | Line 16,225: | ||
|requirement=H5 | |requirement=H5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H70 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 16,239: | Line 16,239: | ||
|requirement=H5 D2 | |requirement=H5 D2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H133 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 16,253: | Line 16,253: | ||
|requirement=H5 | |requirement=H5 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H120 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 16,267: | Line 16,267: | ||
|requirement=H6 S6 | |requirement=H6 S6 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H166 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 16,281: | Line 16,281: | ||
|requirement=H8 | |requirement=H8 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H150 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 16,295: | Line 16,295: | ||
|requirement=H6 | |requirement=H6 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H50 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 16,309: | Line 16,309: | ||
|requirement=H5 W2 | |requirement=H5 W2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H50 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 16,323: | Line 16,323: | ||
|requirement=H5 E2 | |requirement=H5 E2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H50 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 16,337: | Line 16,337: | ||
|requirement=H5 F2 | |requirement=H5 F2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H50 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 16,351: | Line 16,351: | ||
|requirement=H4 E3 | |requirement=H4 E3 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H40 | ||
|range= | |range= | ||
|area=50% | |area=50% | ||
| Line 16,365: | Line 16,365: | ||
|requirement=H5 A2 | |requirement=H5 A2 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H50 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 16,379: | Line 16,379: | ||
|requirement=H8 | |requirement=H8 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H177 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 16,393: | Line 16,393: | ||
|requirement=H4 S4 | |requirement=H4 S4 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H30 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 16,407: | Line 16,407: | ||
|requirement=H8 | |requirement=H8 | ||
|type=Ritual | |type=Ritual | ||
|cost= | |cost=H150 | ||
|range= | |range= | ||
|area= | |area= | ||
| Line 16,548: | Line 16,548: | ||
|requirement=G5 | |requirement=G5 | ||
|type=Battle | |type=Battle | ||
|cost=90 | |cost=fatigue=90 | ||
|range= | |range= | ||
|area= | |area= | ||
Revision as of 21:42, 15 May 2026
Dominions 6 spells. This table is generated from the Dom6Inspector export in gamedata/spells.csv.
| Name | School | Research | Paths | Type | Cost | Range | Area | Effect | Description |
|---|---|---|---|---|---|---|---|---|---|
| Call Ephor | Conjuration | 0 | Ritual | Summon Commander, value 2845 | The humans of Therodos were struck hardest by the cataclysm. Those who survived the initial blast drowned when the land sank underneath the waves. Once dead their shattered souls were barred from entering the underworld and their ghosts remained in the sunken lands they once inhabited, unaware of their undead state of existence. The Ephoroi were once magistrates and leaders of the human population of Therodos. They presided over religious ceremonies where the Meliai were not present. Now they are the leaders of the ghostly realm of the drowned dead, serving the Hekaterides and their Meliai daughters as they did before the fall. The Ephoroi are able to call human spectres to fill the ranks of the ghostly armies.
| ||||
| Call Spectral Philosopher | Conjuration | 0 | Ritual | Summon Commander, value 2846 | The humans of Therodos were struck hardest by the cataclysm. Those who survived the initial blast drowned when the land sank underneath the waves. Once dead their shattered souls were barred from entering the underworld and their ghosts remained in the sunken lands they once inhabited, unaware of their undead state of existence. In the blessed lands of the Telkhines there were little hardship for the privileged and some humans were able to spend their days thinking and debating with each other. The ghosts of these men still linger and their voices can be heard in the shattered agoras of ancient Therodos. Their conclusions on the subject of magic will contribute to the research of the nation.
| ||||
| Cave Collapse | Conjuration | 0 | Battle | 10% | Damage, value 20 |
| |||
| Greater Hannya Pact | Conjuration | 0 | Ritual | Polymorph Caster, value 1432 | The Chunari seals a second and final pact with the Oni Kings, giving up the last shreds of humanity to become a true Hannya. The Hannya gains further powers in death and fire magic. A fiery aura and a serpent tail are also given to her to remind her of who her true masters are.
| ||||
| Hannya Pact | Conjuration | 0 | Ritual | Polymorph Caster, value 3070 | The Namanari seals a pact with the Oni Kings, giving up her humanity to become a Chunari. The Chunari gains powers in death and fire magic and a demonic nature. Jealous and greedy for power a Chunari will sooner or later strengthen her pact with her masters losing her humanity altogether.
| ||||
| Revive Acolyte | Conjuration | 0 | Ritual | Summon Commander, value 256 | The necromancer revives an ancient and unholy priest. The Priests of Eldregate were responsible for performing the ceremonies in the Holy City of Eldregate. When the Dusk Elders succumbed to the dark lure of Death magic, the Priests of Eldregate sat silent and watched the Empire fall. As a result, they were cursed more strongly than the rest of the population and are the ones who perform the unholy rites of reanimation. The Priests of Eldregate are surrounded by a wind of numbing cold.
| ||||
| Revive Arch Bishop | Conjuration | 0 | Ritual | Summon Commander, value 258 | The necromancer revives an ancient and unholy priest. The Priests of Eldregate were responsible for performing the ceremonies in the Holy City of Eldregate. When the Dusk Elders succumbed to the dark lure of Death magic, the Priests of Eldregate sat silent and watched the Empire fall. As a result, they were cursed more strongly than the rest of the population and are the ones who perform the unholy rites of reanimation. The Priests of Eldregate are surrounded by a wind of numbing cold.
| ||||
| Revive Bishop | Conjuration | 0 | Ritual | Summon Commander, value 257 | The necromancer revives an ancient and unholy priest. The Priests of Eldregate were responsible for performing the ceremonies in the Holy City of Eldregate. When the Dusk Elders succumbed to the dark lure of Death magic, the Priests of Eldregate sat silent and watched the Empire fall. As a result, they were cursed more strongly than the rest of the population and are the ones who perform the unholy rites of reanimation. The Priests of Eldregate are surrounded by a wind of numbing cold.
| ||||
| Revive Censor | Conjuration | 0 | Ritual | Summon Commander, value 260 | The necromancer revives an Ermorian Censor. The Censors were judges in the Old Empire. They are armed as Lictors and share their powers and weaknesses. Censors are commanders, able to lead the dead.
| ||||
| Revive Dusk Elder | Conjuration | 0 | Ritual | Summon Commander, value 253 | The necromancer revives the spectre of an ancient Ermorian mage. The mages of Ermor were the ones who performed the rituals that corrupted and destroyed the old empire. The mages do not possess solid bodies, but their spirits are connected to the Netherworld and their powers of Death magic are greater than ever before. The touch of these mages will drain the life energy of the target and replenish the power of the mage. They are ethereal and are very difficult to harm without using magic weapons.
| ||||
| Revive Grand Lemur | Conjuration | 0 | Ritual | Summon Commander, value 2335 | A Grand Lemur is the spirit of an ancient Scelerian Grand Thaumaturg that has been brought back from the Underworld. The thaumaturgs were the leading mage priests of the empire and the architects of the scelerian death cult. The souls of these powerful Lemures have broken the cycle of death and rebirth and will return from the Land of the Dead if slain in battle.
| ||||
| Revive Lemur Acolyte | Conjuration | 0 | Ritual | Summon Commander, value 2333 | A Lemur Acolyte is the spirit of an ancient Scelerian Acolyte that has been brought back from the Underworld.
| ||||
| Revive Lemur Centurion | Conjuration | 0 | Ritual | Summon Commander, value 678 | A Lemur Centurion is the spirit of an ancient Scelerian Centurion that has been brought back from the Underworld. The Centurions were commanders of the Scelerian legions before the fall.
| ||||
| Revive Lemur Consul | Conjuration | 0 | Ritual | Summon Commander, value 679 | A Lemur Consul is the spirit of an ancient Scelerian Consul that has been brought back from the Underworld. Able commanders and powerful priests, the Consuls were influential Senators chosen to command the legions of Sceleria. The souls of these powerful Lemures have broken the cycle of death and rebirth and will return from the Land of the Dead if slain in battle.
| ||||
| Revive Lemur Senator | Conjuration | 0 | Ritual | Summon Commander, value 680 | A Lemur Senator is the spirit of an ancient Scelerian Senator that has been brought back from the Underworld. The Senators were the political and religious leaders of Sceleria and they rarely led armies.
| ||||
| Revive Lemur Thaumaturg | Conjuration | 0 | Ritual | Summon Commander, value 2334 | A Lemur Thaumaturg is the spirit of an ancient Scelerian Thaumaturg that has been brought back from the Underworld. The thaumaturgs were the leading mage priests of the empire and the architects of the scelerian death cult.
| ||||
| Revive Lictor | Conjuration | 0 | Ritual | Summon Units, value 259 | The necromancer revives an Ermorian Lictor. The Lictors were dignitaries entrusted with keeping the order during the Empire's glory days. Lictors are corporeal undead of great physical strength. They are armored with rusty plate hauberks and wield great axes formerly used as a sign of their office. Lictors are so closely connected with the Netherworld that they are surrounded by a wind of numbing cold. If revived by a necromancer wearing a Black Laurel, three additional Lictors will reawaken from the dead.
| ||||
| Revive Shadow Tribune | Conjuration | 0 | Ritual | Summon Commander, value 681 | The spirit of an old Ermorian Tribune is brought back through a Soul Gate. The Tribune was a representative of the people in old times.
| ||||
| Revive Spectator | Conjuration | 0 | Ritual | Summon Commander, value 254 | The necromancer revives the spectre of an ancient Ermorian mage. The mages of Ermor were the ones who performed the rituals that corrupted and destroyed the old empire. The mages do not possess solid bodies, but their spirits are connected to the Netherworld and their powers of Death magic are greater than ever before. The touch of these mages will drain the life energy of the target and replenish the power of the mage. They are ethereal and are very difficult to harm without using magic weapons.
| ||||
| Call Ancestor | Conjuration | 1 | Battle | 2 fatigue | 1 | Summon Units, value 1363 | The spirit of a deceased ancestor is called to the battle. Ancestors are sacred, but while they can influence fortunes of the living, they have few other powers useful in large battles.
| ||
| Celestial Servant | Conjuration | 1 | Ritual | Summon Units, value 903 | This spell summons a Celestial Servant who is loyal to the Empire. The Celestial Servant is a gardener or servitor of the Celestial Sphere. It has the appearance of an obese pig-man. Celestial Servants are very strong, but not very skilled as warriors. They arm themselves with rakes and do not carry armor. Celestial Servants do not need food of this world to survive, but they do love to eat, and they have huge appetites. One Celestial Servant will eat as much food as seven ordinary men.
| ||||
| Shadow Servant | Conjuration | 1 | Ritual | Summon Commander, value 434 | The Shadow Servant is a creature made out of solid darkness. It is stealthy and is often used to scout enemy provinces.
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| Spirit Curse | Conjuration | 1 | Battle | 50 | Cause Affliction, value 2 | The caster summons a malign spirit from the underworld and coerces it to curse an enemy. In return, it is set free to wreak havoc on the living. The spirit never joins battle.
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| Summon Animals | Conjuration | 1 | Ritual | Summon Animals, value 403 | The caster summons several animals and binds them to his service. Different animals answer the call in different terrains.
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| Summon Cave Grubs | Conjuration | 1 | Ritual | Summon Units, value 2526 | In the deep caverns of the earth strange worms and crawling beasts can be found. The Cave Grubs are huge larvae with highly corrosive saliva able to dig through the earth and stone of the under-earth. Their tunnels are used by the Pale ones and other cave dwellers. Cave Grubs have weak minds and are easy to control and compel with magic, but they need magical leadership. They are sometimes summoned to be used in sieges.
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| Summon Crocodiles | Conjuration | 1 | Ritual | Summon Units, value 2185 | This ritual summons a few crocodiles and has them assist in battles. Crocodiles are not well suited to fight against humans, but their bite can still be deadly for soldiers who are neither well armored nor fast enough to evade.
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| Summon Jaguar Toads | Conjuration | 1 | Ritual | Summon Units, value 1359 | Great toads are found in the deep forests of Mictlan. The reddish, spotted Jaguar Toad is highly revered as it wears the coat of the jaguar, the most sacred of all animals.
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| Summon Kappa | Conjuration | 1 | Ritual | Summon Units, value 1482 | The Kappa is a scaled humanoid with a turtle shell on its back. It is a being of water and haunts rivers and wild coasts. The Kappa has a water-filled depression on the top of its head. If this water is spilled, it loses its strength. In battles on dry land, the Kappa will gain fatigue until unconscious. It is also a master of Koppo, the bone breaking technique. The Kappa is also able to mend broken bones if it suffers injury.
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| Summon Ko-Oni | Conjuration | 1 | Ritual | Summon Units, value 1260 |
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| Summon Sea Dogs | Conjuration | 1 | Ritual | Summon Units, value 1064 | Life underneath the waves corresponds in many ways to that on dry land. The Sea Dog is a dog with webbed feet and fish scales instead of fur. Sea Dogs are amphibious and roam the shorelines at night.
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| Tangle Vines | Conjuration | 1 | Battle | 2 fatigue | 20 | 1 | Cause Affliction, value 64 | Vines will ensnare anyone in the targeted area. The ensnared victims cannot move or attack anyone until they have destroyed the vines holding them. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.
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| Awaken Algae Men | Conjuration | 2 | Ritual | Summon Units, value 2976 | The mage awakens some Algae Men and persuades them to serve him. Algae Men are masses of corals, algae and other kinds of seaweed in the general form of a humanoid. Algae Men will return to their slumbering state if left without magic leadership on the battlefield.
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| Awaken Vine Men | Conjuration | 2 | Ritual | Summon Units, value 361 | The mage awakens some Vine Men and persuades them to serve him. Vine Men are masses of roots, vines and moss in the general form of a humanoid. Vine Men will return to their slumbering state if left without magic leadership on the battlefield.
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| Host of Ganas | Conjuration | 2 | Ritual | Summon Units, value 1764 | Ganas are ghostly warriors serving the Daityas of the Nether Realms. They can be summoned by dark magic and coerced into servitude.
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| Pack of Wolves | Conjuration | 2 | Ritual | Summon Units, value 284 | The caster summons a pack of ferocious wolves and binds them to service.
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| Revive Wailing Lady | Conjuration | 2 | Ritual | Summon Units, value 255 | The necromancer revives the spectre of an Ermorian lady. The Wailing Lady weeps in lamentation over the annihilation of the Empire. The apparition is horrible to behold and her sorrow impossible to bear. Living beings drop dead upon hearing the wail of the spectral Lady. The Wailing Ladies are ethereal and difficult to damage with non-magical weapons. They are sacred and can be blessed by the priests of Ermor. Wailing Ladies can enter the sea.
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| Summon Abysian Ancestors | Conjuration | 2 | Ritual | Summon Units, value 1971 | The Anathemant summons the spirits of ancient Abysian warriors. These spirits are surrounded by ethereal flames and are sacred to the humanbred population.
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| Summon Ao-Oni | Conjuration | 2 | Ritual | Summon Units, value 1264 |
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| Summon Black Dogs | Conjuration | 2 | Ritual | Summon Units, value 1769 | The caster summons a pack of Black Dogs. Black Dogs are large, black fay hounds that roam desolate highlands.
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| Summon Fire Ants | Conjuration | 2 | Ritual | Summon Units, value 2225 | This ritual summons a bunch of extremely large fire ants. The ants are larger than horses and a lot more dangerous. Unfortunately they are also dumber than horses and need a mage to control them in order to be useful.
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| Summon Hawk | Conjuration | 2 | Battle | 2 fatigue | 5 | Edge of Battlefield Summon, value 517 | The caster shrieks and soon a Black Hawk will appear on the battlefield. Black Hawks are not very powerful, but they might distract advancing enemies.
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| Summon Horned Serpents | Conjuration | 2 | Ritual | Summon Units, value 403 | The mage ventures into a sandy desert to summon and bind several Horned Serpents. The Cerastes are large, venomous serpents that hide beneath the sands in order to surprise their prey.
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| Summon Karasu Tengus | Conjuration | 2 | Ritual | Summon Units, value 1478 | The Karasu Tengu is a sacred being of the wild and the winds. It has the appearance of a man with the head, wings and feet of a crow. It is a mischievous being and often harasses humans who dare pass beneath its nest. Tengu are masters of swordsmanship and legends tell of heroes who have been trained by Tengu swordmasters. All Tengu have power over the winds and weather and can fly during storms and unleash lightning upon their enemies.
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| Summon Killer Mantis | Conjuration | 2 | Ritual | Summon Units, value 2226 | This ritual summons a bunch of giant killer mantis. These beasts are as large as fully grown moose and they are well equipped to kill with their amazing speed and sharp claws. In addition to being dangerous, they are also very stupid and need a mage in order to control them.
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| Summon Ogres | Conjuration | 2 | Ritual | Summon Units, value 2135 | The caster summons a group of Ogres and convinces them to serve. Ogres are large, strong and stupid humanoids that find humans delicious.
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| Summon Shades | Conjuration | 2 | Ritual | Summon Units, value 676 | The caster summons a group of Shades to serve him. Shades are dark spirits from the Shade Lands between the land of the living and the Underworld. They are ethereal and able to drain the strength of living beings.
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| Summon Simargl | Conjuration | 2 | Ritual | Summon Units, value 1947 | The caster summons a Simargl. The Simargl is a strange winged dog from the lands of Rus. It is sometimes summoned by mages to aid in hunts and patrols.
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| Summon Spectral Infantry | Conjuration | 2 | Ritual | Summon Units, value 1656 | This spell will summon the spirits of a few formidable Abysian warriors who have died in battle. These spirits are called Smoulderghosts and are even fiercer fighters now that they have died.
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| Summon Storm Power | Conjuration | 2 | Battle | 1 fatigue | Bless/Buff (Type II), value 8192 | During a storm, this spell can be used to channel the power of the storm through the mage. This enables the mage to cast more powerful Air magic spells. This spell only works during a storm.
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| Summon Water Power | Conjuration | 2 | Battle | 2 fatigue | Bless/Buff (Type II), value 524288 | The mage gathers power from the surrounding water to enable him to cast more powerful Water magic spells. This spell can only be cast underwater.
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| Tapestry of Dreams | Conjuration | 2 | Ritual | Local Enchant Province - Gem Duration, value 138 | The caster conjures the dreams and memories of a distant land and weaves them into a tapestry that reveals what transpires in the province. The tapestry will dissolve over a month, but can be made to last longer if additional gems are used in the casting.
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| Ambush of Tigers | Conjuration | 3 | Ritual | Summon Units, value 1140 | The caster summons an ambush of Tigers and binds them to service.
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| Awaken Shard Wights | Conjuration | 3 | Ritual | Summon Units, value 2509 | Shard Wights are reanimated Pale Ones taken from their final resting places to serve a Ktonian necromancer or an Oracle of the Ancients as guardians or company. Since the Breaking of the Seal it is no longer difficult to coerce the spirits of the dead, and shards of enchanted obsidian can be found near the Chamber of the Broken seal. These shards are crafted into cursed weapons and given to the Shard Wights.
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| Barathrus Pact | Conjuration | 3 | Ritual | Summon Units, value 3741 | An Agarthan Oracle ventures down to the Roots of the Earth and seals a pact with Barathrus, the King of Deeper Earth. The Oracle is granted a couple of Earth Elementals that will serve him in the surface world.
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| Bind Penumbral | Conjuration | 3 | Ritual | Summon Units, value 2497 | An Oracle of the Dead ventures down to the deeper reaches of Agartha and the Chamber of the Seal to summon and bind a Penumbral. Penumbrals are shadow beings resembling Pale Ones with elongated faces and drooling mouths. Agarthan legends claim that they are the souls of those who sacrificed themselves to seal the Chamber. The disturbing fact that they have become more numerous has led some to believe that the Seal is weakening.
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| Bind Scorpion Beast | Conjuration | 3 | Ritual | Summon Units, value 524 | The caster summons and binds a huge scorpion. The Scorpion Beast has a mighty stinger, which is poisonous and can pierce even the thickest armor.
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| Call Cyclops Tribe | Conjuration | 3 | Ritual | Summon Units, value 3381 | There are in Ind many strange men. Large men, small men, and men with eyes in the back. There are also Cyclopses living in Magnificent Ind. Groups of these giants can be contacted and convinced to serve the Prester King.
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| Call Krakens | Conjuration | 3 | Ritual | Summon Units, value 438 | Summons several huge octopoid beasts to serve the caster. The beasts are aquatic and cannot leave the sea.
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| Call of the Wild | Conjuration | 3 | Ritual | Remote Summon (Permanent Units), value 284 | Summons a werewolf and a large pack of wolves in a distant land. The werewolf is under the command of its summoner.
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| Call of the Winds | Conjuration | 3 | Ritual | Remote Summon (Permanent Units), value 517 | Summons a Great Hawk, along with a large flock of Black Hawks, in a province far away. Great Hawks are intelligent and can command troops.
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| Conjure Phantasmal Wolves | Conjuration | 3 | Battle | 5 | Summon Units, value 3625 | The caster conjures Phantasmal Wolves to aid him in battle. Phantasmal Wolves are beings of the Dreamwild, made of memories, dreams and legends. They surpass ordinary wolves in every way, but are not real. However, they can interact with creation if conjured with glamour magic. They are insubstantial and difficult to harm with physical weapons. Phantasms cannot hold on to reality for long and will disperse when the battle is over. If cast under water phantasmal sea dogs will appear instead.
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| Contact Bakeneko | Conjuration | 3 | Ritual | Summon Commander, value 3268 | The caster contacts and makes a deal with a Bakeneko, a ghost cat of Shinuyama. The Bakeneko is a cat that has lived for decades and developed shapeshifting abilities and magical powers. Some are prone to setting things on fire, others reanimate dead corpses to use in their nefarious schemes. Bakeneko are attuned to magic and their powers are greater in lands of magic.
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| Contact Sirin | Conjuration | 3 | Ritual | Summon Commander, value 1945 | The caster contacts a Sirin and persuades it to aid him. The Sirin is a magical half-woman, half-bird of Rus. It has the head and chest of a woman and the body and lower parts of a dark bird. The Sirin is a most sinister being. It can speak with the voice of saints and entice men, tell them of future fortunes and lure them into lifelong slavery.
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| Curse Tablet | Conjuration | 3 | Ritual | Remote Curse, value 2 | With the emergent interest in the fate of souls in Arcoscephale, necromantic practices have emerged. While most Orphic Mystics try to find the mysteries of a blessed afterlife, some less scrupulous individuals have used the new insights to command the newly dead. With this ritual the necromancer approaches the grave of a newly dead and places a tablet on it. The soul of the dead one is prevented from transmigrating or finding rest until it has performed the curse on the tablet. The spirit will travel to a distant province and curse a commander before finding final rest.
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| Dark Knowledge | Conjuration | 3 | Ritual | Remote Site Search, value 5 | The caster summons a spirit of the Underworld and coerces it to reveal knowledge of sites of Death in a distant province. The spell can not be used to find magic in enemy provinces.
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| Heavenly Rivers | Conjuration | 3 | Ritual | Summon Units, value 904 | The Demon of Heavenly Rivers is a violent Celestial being sprung from heavenly rivers. It has the appearance of a furious blue-skinned ogre with wild red hair. The demon is armed with a great club and wears an enchanted necklace made from the skulls of men unfortunate enough to try to cross a river guarded by the demon. Demons of Heavenly Rivers are sacred and amphibious.
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| Herd of Buffaloes | Conjuration | 3 | Ritual | Summon Units, value 3009 | This ritual summons a herd of buffaloes and makes them loyal to the caster. Buffaloes are strong and fierce and can be quite aggressive when they perceive a threat to their herd. Buffaloes are held in high esteem in the ancient lands of Ur, but there are other cultures that also revere their great strength.
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| Herd of Elephants | Conjuration | 3 | Ritual | Summon Units, value 2398 | This ritual summons a herd of elephants and makes them loyal to the caster. Elephants are devastating when released upon enemy armies, but if they flee they will trample through the ranks of their own side as well.
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| Herd of Moose | Conjuration | 3 | Ritual | Summon Units, value 1084 | The caster summons a herd of Moose and binds them to his service.
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| Lictorian Guard | Conjuration | 3 | Ritual | Summon Units, value 259 | This spell summons a handful of Lictors. Lictors are sacred and were the peacekeepers of the Old Empire.
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| Phoenix Power | Conjuration | 3 | Battle | 2 fatigue | Bless/Buff (Type II), value 262144 | This spell enables the mage to cast more powerful Fire spells and also grants him resistance to fire.
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| Power of the Spheres | Conjuration | 3 | Battle | Bless/Buff (Type II), value 128 | This spell makes the caster more powerful in the elemental and sorcery paths of magic.
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| Pride of Lions | Conjuration | 3 | Ritual | Summon Units, value 628 | The caster summons a pride of Great Lions and binds them to his service.
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| Revive Bane | Conjuration | 3 | Ritual | Summon Commander, value 185 | With this ritual, the necromancer revives a Bane and binds him to service. The Bane is armed with a Bane Blade. Banes are the generals of the Underworld and are able to lead large numbers of undead.
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| Revive Cavern Wights | Conjuration | 3 | Ritual | Summon Units, value 1501 | Since the planning of the War under the Sun some Oracles of the Dead have begun experimenting with summoning of the dead. With this ritual an Oracle of the dead summons the souls of a few Pale Ones and makes them repossess their mummified bodies. The corpses of Pale Ones are entombed and well cared for and their souls are generally calm. Reviving them is remarkably difficult and time consuming. So far no one has tried to awaken the soul of an ancient Pale One.
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| Revive Wights | Conjuration | 3 | Ritual | Summon Units, value 533 | With this ritual, the necromancer revives a small group of Wights and binds them to serve. Wights are armed with horrible Bane Blades that cause mortal flesh to decay and shrivel.
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| Rhuax Pact | Conjuration | 3 | Ritual | Summon Units, value 640 | An Oracle of Subterranean Fires ventures down to the Roots of the Earth and seals a pact with Rhuax, the King of Magma. The Oracle is granted a group of Magma Children that will serve him in the surface world.
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| Sleep Vines | Conjuration | 3 | Battle | 2 fatigue | 20 | 1 | Cause Affliction, value 64 | Strange vines with purple flowers will emerge from the ground. The vines will ensnare and exhaust anyone in the targeted area. The ensnared victims cannot move or attack anyone until they have destroyed the vines holding them. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.
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| Sloth of Bears | Conjuration | 3 | Ritual | Summon Units, value 694 | The caster summons a sloth of Great Bears and binds them to service.
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| Sounder of Boars | Conjuration | 3 | Ritual | Summon Units, value 1807 | The caster, often a Gutuater, summons a sounder of Great Boars. Great Boars are almost as heavy as an ox and are sacred to the people of Marverni.
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| Summon Aka-Oni | Conjuration | 3 | Ritual | Summon Units, value 1266 |
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| Summon Amphiptere | Conjuration | 3 | Ritual | Summon Units, value 1412 | The caster summons an Amphiptere. The Amphiptere is a huge winged serpent. It can fly and its breath is poisonous.
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| Summon Angiri | Conjuration | 3 | Ritual | Summon Units, value 3666 | Angiris are sun-born warriors that left this world ages ago. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer. Angiris are resistant to fires and are blessed with an Aura of Splendor that strikes mortals with awe.
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| Summon Apsaras | Conjuration | 3 | Ritual | Summon Units, value 1332 | Apsaras are divine nymphs that have left this world ages ago. They serve the Celestial Gods as untiring dancers and singers. They are sometimes summoned by the calls of the monkey people living on the sacred mountain where the worlds lie closer. Apsaras are blessed with an aura of splendor that strikes mortals with awe.
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| Summon Bears | Conjuration | 3 | Ritual | Summon Units, value 3003 | The Great Bear is a magnificent and sacred creature. This ritual summons an entire sloth of Great Bears.
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| Summon Bog Beasts | Conjuration | 3 | Ritual | Summon Units, value 578 | The mage summons and binds a few Bog Beasts. Bog Beasts are large poison-spitting creatures surrounded by the noxious fumes they breathe.
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| Summon Cave Cows | Conjuration | 3 | Ritual | Summon Units, value 2512 | The mage ventures down into a deep cavern to summon and bind a herd of Cave Cows. Cave Cows are strange beings from the under-earth that feed on fungi and minerals. Its saliva is highly corrosive and can dissolve rocks and minerals. Cave Cows can only be summoned in cave provinces.
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| Summon Cave Crab | Conjuration | 3 | Ritual | Summon Units, value 2514 | The Cave Crab resembles an ordinary crab, only larger than a horse instead of a lot smaller than one. It has a thick outer skeleton and one enormous claw that is capable of pinching through just about anything. The Cave Crab is usually not aggressive but wise beings leave it alone as it scuttles along sideways in the caverns. The crab feeds mainly on fungi and dead cave beings, but if presented with the opportunity it might very well produce a few extra dead cave beings to feed on later. With this ritual the mage summons one of the giant crabs and makes it ready to be released upon an enemy army.
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| Summon Condors | Conjuration | 3 | Ritual | Summon Units, value 2694 | The Condor is sacred to the people of Nazca. It is considered a messenger of the sun and herald of storms. The sacred bird is sometimes summoned by the Sun Kings to aid armies or to patrol the lands. No other bird can soar at such heights, thus Condor scouts are rarely seen and almost impossible to catch.
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| Summon Cu Sidhe | Conjuration | 3 | Ritual | Summon Units, value 1770 | The caster summons a pack of Cu Sidhe. Cu Sidhe are huge, dark green fay hounds from the Land of the Ever Young. They are sacred.
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| Summon Earthpower | Conjuration | 3 | Battle | 2 fatigue | Bless/Buff (Type II), value 4096 | The Earth will lend its endurance to the mage. All Earth spells will be less demanding to cast and the mage will be constantly invigorated by the Earth's power.
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| Summon Fay Folk | Conjuration | 3 | Ritual | Summon Units, value -26 | The caster summons a group of Fay Folk. Fay Folk are small fay creatures from the Dreamwild who occasionally appear on the fringes of civilized lands. Few Fay Folk look alike, and many have animal features, but all fay are able to use glamour and their true appearance is rarely what it seems. Like all fay they are vulnerable to iron.
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| Summon Firebird | Conjuration | 3 | Ritual | Summon Units, value 1946 | The caster summons a Firebird. The Firebird is a legendary bird with a brightly glowing plumage. It lives in the far wilderness of Rus and is often sought by heroes for its ability to bring good fortune.
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| Summon Glosos | Conjuration | 3 | Ritual | Summon Units, value 2363 | The caster travels to a graveyard and summons the vile sows known as Glosos and binds them to his service. The Gloso or Glow Sow is a horrible dark boar with glowing eyes and razor sharp bristles on its back. They live in ancient dolmens or graveyards where they sharpen their bristles by scrubbing them against the gravestones. Glosos fight by running at its target and slicing him with the bristles on its back.
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| Summon Glosos | Conjuration | 3 | Ritual | Summon Units, value 2363 | The caster travels to a graveyard and summons the vile sows known as Glosos and binds them to his service. The Gloso or Glow Sow is a horrible dark boar with glowing eyes and razor sharp bristles on its back. They live in ancient dolmens or graveyards where they sharpen their bristles by scrubbing them against the gravestones. Glosos fight by running at its target and slicing him with the bristles on its back.
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| Summon Jaguars | Conjuration | 3 | Ritual | Summon Units, value 859 | The caster summons a pack of Jaguars and binds them to service. Jaguars are feared and revered as the great hunters of the forest. They are sacred to the people and sacred warriors don jaguar hides.
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| Summon Konoha Tengus | Conjuration | 3 | Ritual | Summon Units, value 1479 | This spell summons a handful of Konoha Tengu, sacred beings of the mountain winds.
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| Summon Lesser Air Elemental | Conjuration | 3 | Battle | 1 | Summon Units, value 3727 | The caster summons a Lesser Air Elemental to aid him in battle. Air Elementals can fly and can send enemies flying through the air. They are very difficult to harm. Elementals shrink when they are hit by powerful strikes.
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| Summon Lesser Earth Elemental | Conjuration | 3 | Battle | 1 | Summon Units, value 3743 | The caster summons a Lesser Earth Elemental to aid him in battle. Earth Elementals are robust and regenerate damage. They can trample enemies or strike with mighty fists. Elementals shrink when they are hit by powerful strikes.
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| Summon Lesser Fire Elemental | Conjuration | 3 | Battle | 1 | Summon Units, value 3719 | The caster summons a Lesser Fire Elemental to aid him in a battle. Fire Elementals are difficult to harm and dangerous to be near. Elementals shrink when they are hit by powerful strikes.
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| Summon Lesser Water Elemental | Conjuration | 3 | Battle | 1 | Summon Units, value 3735 | The caster summons a Lesser Water Elemental to aid him in battle. Water Elementals are quick and crush enemies regardless of their armor. Elementals shrink when they are hit by powerful strikes. Water Elementals summoned in cold climates will be composed of ice. Ice Elementals are stronger but slower than Water Elementals.
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| Summon Mazzikim | Conjuration | 3 | Ritual | Summon Units, value 2072 | The caster summons a group of Mazzikim from the wild. Mazzikim are imps of the wild who terrorize unwary travelers. They are mischievous rather than malign, but can cause some havoc in enough numbers. Since they are of this world, they can be summoned without a sacrifice of blood, even if demonic by nature.
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| Summon Nagas | Conjuration | 3 | Ritual | Summon Units, value 1319 | Nagas are semi-divine serpent beings of the Nether World of Patala. They are sacred, can see in the dark and breathe under water. They are sprung from the Underworld and are skilled in metalworking and gem crafting. Naga warriors don gilded armor set with gleaming jewels that shine in the dark.
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| Summon Okami | Conjuration | 3 | Ritual | Summon Units, value 3264 | The caster summons a pack of Okami, supernatural wolves of Shinuyama. In the enchanted forests of Mount Shinuyama live animals gifted with supernatural longevity and magic abilities. When an animal gets older and wiser it becomes increasingly more powerful. The Okami is a magical wolf of Shinuyama gifted with longevity and magical strength. Many Okami are benevolent and they sometimes follow travelers and protect them from harm. The Okami is attuned to magic and its powers are greater where magic is strong.
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| Summon Penumbrals | Conjuration | 3 | Ritual | Summon Units, value 2497 | An Oracle or a Ktonian Necromancer ventures down to the deeper reaches of Agartha and the Chamber of the Broken Seal to summon and bind a Penumbral. Penumbrals are shadow beings resembling Pale Ones with elongated faces and drooling mouths. They are the tortured souls of those who died in the Breaking of the Seal. Penumbrals are not at all as rare as they were before the Breaking and the rituals needed to bind them are more easily performed.
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| Summon Sacred Scorpion | Conjuration | 3 | Ritual | Summon Units, value 2690 | The dark realm of Xibalba is home to many horrors. Among the more numerous are scorpions of all sizes. The largest and most ancient of the creatures are considered sacred and are summoned forth by the Chilan cave priests.
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| Summon Sea Lions | Conjuration | 3 | Ritual | Summon Units, value 1063 | Life underneath the waves corresponds in many ways to that on dry land. The Sea Lion is a great aquatic lion with a fish tail instead of hind quarters. It is a ferocious predator.
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| Summon Unseelie Folk | Conjuration | 3 | Ritual | Summon Units, value -26 | The caster summons a group of Unseelie Fay Folk. Fay Folk are small fay creatures from the Dreamwild who occasionally appear on the fringes of civilized lands. In the frozen forests of the world the Fay reflect the cold and hostile nature of the dreamwild. Few Fay Folk look alike, and many have animal features, but all fay are able to use glamour and their true appearance is rarely what it seems. Like all fay they are vulnerable to iron.
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| Summon Yetis | Conjuration | 3 | Ritual | Summon Units, value 2231 | The caster summons a group of Yeti from the mountains. The Yeti is a huge ape-like monster of the mountain glaciers. Yetis are gifted with magical strength and are always surrounded by by icy winds.
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| At the End of the Rainbow | Conjuration | 4 | Ritual | Remote Site Search, value 7 | The caster conjures dreams from beyond the Gate of Horn to find what lies hidden at the End of the Rainbow. All sites of glamour in the targeted province are revealed.
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| Awaken Draugar | Conjuration | 4 | Ritual | Summon Units, value 2190 | The Draug is a corporeal undead van. They are incredibly strong and can change their size at will or if they are wounded. Draugar stink of decay and rotting flesh and are surrounded by ice cold winds. With this ritual a few Draugar are coerced to leave their mounds and kill the enemies of the realm.
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| Awaken Jotun Draugar | Conjuration | 4 | Ritual | Summon Units, value 3193 | The Draug is a corporeal undead Jotun Giant. They are incredibly strong and can change their size at will or if they are wounded. Draugar stink of decay and rotting flesh and are surrounded by ice cold winds. With this ritual a few Draugar are coerced to leave their mounds and kill the enemies of the realm.
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| Awaken Vine Ogres | Conjuration | 4 | Ritual | Summon Units, value 362 | The mage awakens a group of Vine Ogres and persuades them to serve him. The Vine Ogre is a strange creature composed of roots, vines and moss. They have the general form of a large humanoid. Vine Ogres will return to their slumbering state if there are no commanders on the battlefield.
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| Brood of Garm | Conjuration | 4 | Ritual | Summon Units, value 1309 | The caster summons a pack of the huge wolves that roam the Jotun forests. The wolves are sacred and their howls can scare even a giant.
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| Call Malakh | Conjuration | 4 | Ritual | Summon Commander, value 2056 | The caster calls down a heavenly messenger from the Celestial Sphere. It appears in human form, winged and dressed in a white robe and surrounded by an aura of divine splendor.
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| Celestial Hounds | Conjuration | 4 | Ritual | Summon Units, value 1338 | This spell summons a pair of hounds from the Celestial Sphere. They have the appearance of lion-maned dogs with huge staring eyes and flaming tails. They can run on the wind and are immune to lightning.
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| Command Draugar | Conjuration | 4 | Ritual | Summon Units, value 2190 | Nidavangr has fought endless battles against the vanir and the jotuns. The Seithberenders of the Crow Clan have discovered that the burial mounds of their enemies hold dark magics to protect them from intruders. With this ritual the Seithberender disturbs the burial mound and binds the Draugar dwelling within to his will. Draugar are corporeal undead vanir. They are incredibly strong and can change their size at will or if they are wounded. Draugar stink of decay and rotting flesh and are surrounded by ice cold winds.
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| Conjure Phantasmal Warriors | Conjuration | 4 | Battle | 5 | Summon Units, value 3624 | The caster conjures Phantasmal Warriors to aid him in battle. A Phantasmal Warrior is a being of the Dreamwild, made of memories, dreams and legends. Phantasms are not real, but can interact with creation if conjured with glamour magic. Phantasmal warriors come armed with phantasmal weapons, wearing gossamer weave armors. They are insubstantial and difficult to harm with physical weapons. Phantasms cannot hold on to reality for long and will disperse when the battle is over. If cast under water phantasmal tritons will appear instead.
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| Contact Alkonost | Conjuration | 4 | Ritual | Summon Commander, value 1943 | The caster contacts a Alkonost and persuades it to aid him. The Alkonost is a magical half-woman, half-bird of Rus. It has the head and chest of a woman and the body and lower parts of a bird. It is a bird of the Paradise gifted with the voice of saints. It is a powerful priest and will inspire men to bravery.
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| Contact Jigami | Conjuration | 4 | Ritual | Summon Commander, value 2089 | The Shugenja contacts and strikes a bargain with a Jigami, a kami of the farms and fields. They protect villages and farms in rural areas and have powers over fertility and growth. They are not powerful enough to influence entire provinces, but their presence yield food and supplies in the area.
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| Contact Jinn | Conjuration | 4 | Ritual | Summon Commander, value 3353 | Jinnun are spiritual beings born from smokeless flame in a distant past. They replaced the Hinn and Binn during the reign of a previous Pantokrator. They are naturally invisible and ethereal, but can take physical form when they interact with men. Once the Jinnun lived in Ubar, a magic desert kingdom of marvelous riches, but when magic dwindled they scattered and Ubar was forgotten. There are many Jinn races with different abilities and powers, but they are all born from smokeless flame and therefore ethereal and invisible unless they wish to be seen.
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| Contact Nagini | Conjuration | 4 | Ritual | Summon Commander, value 1322 | The Nagini is a Naga Princess from the Jeweled City of Patala. She is able to change her shape and wander the land of humans unnoticed. Naginis in human shape are strikingly beautiful and many young men have given up their comfortable lives to follow a Nagini into the Underworld. The Nagini can use their powers of seduction to lure generals from their masters and priests from their god. The Naginis are also skilled Water mages. In their Naga shape, their skill in Water magic is enhanced.
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| Contact Yaksha | Conjuration | 4 | Ritual | Summon Commander, value 1329 | Yakshas are semi-divine beings of the sacred Mount Kailasa. Their time has passed and the most powerful of them have left this world and entered the Celestial Spheres. The few that still linger on are the ones infatuated with the beauty of the wild and the riches of this world. They have bred and led the monkey people into servitude. Yakshas are gifted with celestial splendor that strikes lowly beings with awe. They are sacred to the monkey people. Yakshas are spirits of Nature and the riches of the Earth and are powerful Earth mages.
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| Contact Yakshini | Conjuration | 4 | Ritual | Summon Commander, value 1330 | Yakshinis are female Yakshas, semi-divine beings of the sacred Mount Kailasa. Their time has passed and the most powerful of them have left this world and entered the Celestial Spheres. The few that still linger on are the ones infatuated with the beauty of the wild and the riches of this world. They have bred and led the monkey people into servitude. Yakshinis are gifted with celestial splendor that strikes lowly beings with awe. They are sacred to the monkey people. Yakshinis often inhabit springs, lakes and rivers and are powerful Water mages.
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| Ghost General | Conjuration | 4 | Ritual | Summon Commander, value 1256 | This spell summons a Shura, or warrior ghost, from the Underworld. The Shura is the vengeful ghost of a general slain by treason. The Shura appears as a horrible ghostly samurai armed with a sickly green blade that causes living bodies to shrivel and die.
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| God Brood | Conjuration | 4 | Ritual | Summon Units, value 888 | The sorcerer enters the God Forest and summons a brood of sacred hunter spiders. Hunter Spiders are stupid and act erratically unless controlled by a skilled rider. However, when summoned and commanded by sorcery they can act according to their master's wishes.
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| Herd of Morvarc'h | Conjuration | 4 | Ritual | Summon Units, value 3980 | The caster summons a herd of Morvarc'h, legendary black sea-horses with flaming nostrils and burning manes. They are able to gallop on the sea and swim under water. They are sacred to the people of Ys.
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| Herd of Unicorns | Conjuration | 4 | Ritual | Summon Units, value 3899 | Unicorns are legendary beings of the Dreamwild. They appear as proud white stallions with a single horn of coral. Their hooves are also of coral and they have a golden mane and beard reminiscent of a goat's. They are sometimes found in wild forests far from civilized men, but are most commonly known to live in the enchanted forest of Avalon where they are trained to be mounts of the fabled Knights of Avalon. The Alicorn, the coral horn of a unicorn, is highly magical and can heal the wounds of its rider as well as grant him some of the unicorn's resistance to poison and disease. Unicorns are considered sacred in Man.
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| Light of the Northern Star | Conjuration | 4 | Battle | Enchant World, value 40 | This spell makes all wizards on the battlefield more powerful in Astral magic.
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| Maggots | Conjuration | 4 | Battle | 25 | Poison (HP damage), value 50 | The mage conjures thousands of maggots, which will start to feed upon an undead being. The maggots will slowly but surely consume the undead. Large undead can survive the maggots by removing them after they have become satiated. Ethereal undead are rarely affected by the spell.
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| Nest of Asps | Conjuration | 4 | Battle | Summon Units, value 3657 | The caster conjures a nest of Asps, the deadliest of all serpents, whose poison will desiccate and mummify its victim.
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| Nest of Salamanders | Conjuration | 4 | Battle | Summon Units, value 3658 | The caster conjures a nest of Salamander Asps. Salamander Asps are small snakes wreathed in flames. They are sometimes found nesting in hearths or ovens. Their poison burns with the heat of the Salamander.
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| Olm Conclave | Conjuration | 4 | Ritual | Summon Commander, value 2527 | The caster contacts the Great Olms of the deeper earth, once allied to the Oracles of Agartha, and persuades them to hold a conclave. More than a dozen Great Olms led by an Olm Sage gather and are coerced into aiding the mage and the awakening God of Agartha.
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| Sacred Crocodile | Conjuration | 4 | Ritual | Summon Units, value 2186 | All crocodiles are more or less sacred to the populace of C'tis. In the temple marshes some crocodiles are fed slaves and captives. These crocodiles grow to huge proportions. When fed they return into the marshes with their prize and legend has it that they feed their father, a spawn of God, in the depths of the marsh. Blessed by his magic they return to the temples and wait for another sacrifice. This ritual summons a huge blessed crocodile and coerces it to assist in battles.
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| School of Sharks | Conjuration | 4 | Battle | Edge of Battlefield Summon, value 815 | The caster attracts several small sharks and makes them attack the enemies. Sharks are very stupid and not entirely reliable. Powerful mages can attract large numbers of sharks.
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| Send Vodyanoy | Conjuration | 4 | Ritual | Remote Summon Stealthy Commander, value 1953 | The caster summons and sends a Vodyanoy to a distant sea province. This ritual can be cast on land. The Vodyanoy is a water spirit that resembles a man with the lower parts of a fish. It is covered in black fish-scales, algae and mud. Vodyanoy generally dislike humans and can only be coerced into servitude with the aid of magic. They are powerful users of Water magic, but cannot leave the water.
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| Strength of Gaia | Conjuration | 4 | Battle | 2 fatigue | Bless/Buff (Type II), value 1048576 | The caster connects himself with the might of the living Earth. This connection gives him regenerative abilities, increased strength, a rougher skin and increased Nature magic power.
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| Summon Barghests | Conjuration | 4 | Ritual | Summon Units, value 1768 | The caster summons a pack of Barghests. Barghests are huge, black fay hounds from the Fomorian plains. Some say that they are manifestations of darkness and ill fates. Barghests are sacred.
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| Summon Cave Drake | Conjuration | 4 | Ritual | Summon Units, value 522 | The caster summons a Cave Drake and binds it to his service. The Cave Drake is a huge beast with incredibly thick scales.
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| Summon Cave Kobolds | Conjuration | 4 | Ritual | Summon Units, value 3890 | The caster summons a group of Cave Kobolds that have lived manifest in this world for a while. Kobolds are small fay creatures from the Dreamwild who occasionally appear on the fringes of civilized lands. They are surprisingly strong, are well versed in mining and have exceptional knowledge of where to find veins of metal. If given gold they can aid miners and underground workers. Cave Kobolds are also efficient sappers, should they be used in sieges. Being fay creatures they are sensitive to iron and can use glamour to hide their true appearances. Cave Kobolds use enchanted pick axes to mine or attack perceived threats.
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| Summon Fay Archers | Conjuration | 4 | Ritual | Summon Units, value 4116 | The caster summons a group of soldiers from the Dreamwild. The Fay mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. Fay Archers are alabaster-skinned soldiers wreathed in illusions. They don shimmering vests adorned with crystals and mother of pearl and their bows are stringed with moonbeams. In the dreamwild the lands are divided between the summer courts and the winter courts. If cast in a cold province Unseelie Archers will appear instead of Fay Archers.
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| Summon Fay Footfolk | Conjuration | 4 | Ritual | Summon Units, value 3903 | The caster summons a group of soldiers from the Dreamwild. The Fay mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. Fay Footmen are alabaster-skinned warriors wreathed in illusions. They don shimmering armors of crystal and mother of pearl and their swords are made of dreamwrought glass. In the dreamwild the lands are divided between the summer courts and the winter courts. If cast in a cold province Unseelie Soldiers will appear instead of Fay Footmen.
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| Summon Fire Drake | Conjuration | 4 | Ritual | Summon Units, value 523 | The caster summons a Fire Drake and binds it to his service. The Fire Drake is a huge and scaly beast, able to breathe fire like a dragon.
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| Summon Flame Jellies | Conjuration | 4 | Ritual | Summon Units, value 2854 | The caster summons a swarm of Flame Jellies. Flame Jellies are huge Jellyfish sprung from the heat of magma vents. They radiate heat and their tentacle strikes with burning poison. They are strangely resistant to magic and are almost impossible to affect with spells that do not cause physical harm.
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| Summon Gryphons | Conjuration | 4 | Ritual | Summon Units, value 2131 | The caster summons and takes control of a convocation of gryphons. The Gryphon is a mythical beast, part lion, part eagle. It nests in remote mountains and reputedly collects gems to attract a mate.
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| Summon Ice Drake | Conjuration | 4 | Ritual | Summon Units, value 579 | The caster summons an Ice Drake and binds it to his service. The Ice Drake is a huge and scaly beast, able to breathe bolts of frost.
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| Summon Jade Serpents | Conjuration | 4 | Ritual | Summon Units, value 1889 | The Priest summons two Jade Serpents to serve as temple guardians. Jade Serpents are enormous serpents crowned with feathery plumages. They are only found in the forests of Mictlan. It is sacred and can inspire nearby soldiers to great deeds.
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| Summon Kithaironic Lion | Conjuration | 4 | Ritual | Summon Units, value 514 | The caster summons a Kithaironic Lion and binds it to his service. The Lion is large and has an exceptionally thick hide.
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| Summon Kusarikkus | Conjuration | 4 | Ritual | Summon Units, value 3068 | The caster summons a pair of Kusarikku, fabled Bull Men of enkidu legends. They have been revered by the enkidus since before the founding of the First City and are known to protect the Ensis and Entus, as well as the entrances to the great temple. The Kusarikku are gifted with the strength of the earth and they wield spears that halt demons in their steps.
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| Summon Lammashtas | Conjuration | 4 | Battle | Call Horror, value 393 | The caster summons two Lammashtas to the battle. A Lammashta is a horrific angelic being that serves the Lord of the Underworld. Ethereal and capable of flight, these female entities wield Wraith Swords, which drain the life from those wounded by their blades. They do not serve the caster but rather the Lord of the Underworld. They will appear at the edge of the battlefield and will probably not attack the caster at the start of the battle.
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| Summon Leogryphs | Conjuration | 4 | Ritual | Summon Units, value 2132 | With this ritual a convocation of Leogryphs is summoned and controlled. The Leogryph is a mythical halfbeast, part lion, part eagle. It is by some scholars considered to be a degenerate form of the gryphon. They are only slightly stronger than lions, but their mythical heritage makes them more resistant to magic effects.
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| Summon Likho | Conjuration | 4 | Ritual | Summon Commander, value 1952 | The caster summons a crone of misfortune. She appears as an one-eyed old hag in dark robes. Her mere presence will cause ill fortune and misery. Her evil eye will curse those she gazes upon.
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| Summon Omukade | Conjuration | 4 | Ritual | Summon Units, value 3269 | The caster summons an Omukade, a monstrous centipede that lives in the lands of the Bakemono. Its scales are as hard as iron and its poison is strong enough to kill any beast. The Omukade is strong enough to be feared even by the Tatsu. There are even reports of Omukade driving dragons from their homes and settling in the cave.
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| Summon Oni | Conjuration | 4 | Ritual | Summon Units, value 1272 | This spell summons three Oni. Oni are small ugly demons with wild staring eyes, unkempt red hair and pot-bellies. They have clawed feet, fangs and porcine faces. Oni dress in tiger skins and wield huge swords and carry javelins. Oni don't need to eat. However, they have tremendous appetites and like to eat and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Their residual spirit form is a ghost and can be banished.
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| Summon Rusalka | Conjuration | 4 | Ritual | Summon Commander, value 1954 | The caster approaches a river or lake where a young maiden has drowned herself and summons her dead spirit. The Rusalka is the spirit of a young woman that committed suicide by drowning herself after being scorned by her lover. She must now haunt the waterway where she took her life. The Rusalka has the appearance of a young, pale and beautiful naked woman with green eyes and green perpetually wet hair. The Rusalka is not necessarily malevolent, but she likes living men and will come out of the water at night to climb a tree and sit there singing and combing her hair, anticipating unwary wanderers to snare with her songs. Handsome passersby will be invited to join her in singing and dancing and will be brought into the watery abode of the Rusalka. The Rusalka has some skills in Water and Death magic and is able to bring her companions with her under the waves.
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| Summon Sea Serpent | Conjuration | 4 | Ritual | Summon Units, value 565 | The caster summons a Sea Serpent and binds it to his service. The Serpent is a huge and scaly beast with a deadly bite. It cannot leave the sea.
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| Summon Shade Beasts | Conjuration | 4 | Ritual | Summon Units, value 442 | The caster summons several Shade Beasts to serve him. Shade Beasts are black hounds with bared skulls. They are ethereal, but are not as powerful as Spectres or Wights.
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| Summon Shikome | Conjuration | 4 | Ritual | Summon Units, value 2100 | The shikome are hags of the underworld. They are sent to hunt down those who try to escape the land of the dead. They appear as mad, starving hags with claws and pointy teeth. Their claws are able to harm and incapacitate ghosts and spirits. Shikome are never given food by their cruel lords and they all have an insatiable appetite for the food of the living. They take every opportunity to feast on flesh or fruits unavailable to them in the halls of the underworld. Shikome are the personal servants of the lords of the underworld and are revered by the Oni.
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| Summon Spine Frog | Conjuration | 4 | Ritual | Summon Units, value 3712 | The caster summons a Spine Frog and binds it to his service. The Spine Frog is a large amphibian beast found in warm swamps and marshlands. Their skin is highly poisonous and they can spit poison when they feel threatened. When hunting they grab their prey with their tongue and often swallow it whole.
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| Summon Storm Drake | Conjuration | 4 | Ritual | Summon Units, value 3991 | The caster summons a Storm Drake and binds it to his service. Storm Drakes are winged, scaly reptiles capable of breathing lightning.
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| Summon Swamp Drake | Conjuration | 4 | Ritual | Summon Units, value 2196 | The mage summons a Swamp Drake and binds it to his service. The Swamp Drake is a huge and spined beast, able to breathe toxic gas like a dragon.
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| Summon Unseelie Archers | Conjuration | 4 | Ritual | Summon Units, value 4117 | The caster summons a group of soldiers from the Dreamwild. The Fay mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. In the frozen forests of the world the Fay reflect the cold and hostile nature of the Dreamwild. Unseelie Archers are alabaster-skinned soldiers wreathed in illusions. They don glittering frost-covered vests that tempers in cold lands, and their bows are stringed with beams of starlight. The unseelie are strongly connected to the winter and they are all resistant to cold.
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| Summon Unseelie Soldiers | Conjuration | 4 | Ritual | Summon Units, value 3906 | The caster summons a group of soldiers from the Dreamwild. The Fay mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. In the frozen forests of the world the Fay reflect the cold and hostile nature of the dreamwild. Unseelie Soldiers are alabaster-skinned warriors wreathed in illusions. They don glittering armors of crystal and ice that tempers in cold lands, and their swords are made of dreamwrought ice.
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| Summon Vidyadhara | Conjuration | 4 | Ritual | Summon Commander, value 3668 | Vidyadharas are divine sages that left this world ages ago. They are spiritual beings who can fly without wings. Vidyadharas are known for their wisdom and magical abilities. They are primarily skilled in astral magic, but have some skills in air magic as well. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer.
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| Summon Water Kobold | Conjuration | 4 | Ritual | Summon Commander, value 3911 | The caster summons a water Kobold. Kobolds are small fay creatures from the Dreamwild who occasionally appear on the fringes of civilized lands. Water Kobolds live on ships and are generally merry and friendly. Water Kobolds aren't very good leaders, but they can bring soldiers with them across the sea. They appear as small and weathered fishermen in yellow clothes and are usually puffing on a tobacco pipe.
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| Summon Wyverns | Conjuration | 4 | Ritual | Summon Units, value 520 | The caster summons two wyverns and binds them to his service. The wyvern is a large, scaly beast with leathery wings and a poison stinger.
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| Tangle Thicket | Conjuration | 4 | Battle | 3 fatigue | 20 | 1+1/lvl | Cause Affliction, value 64 | Vines will ensnare anyone in the targeted area. The ensnared victims cannot move or attack anyone until they have destroyed the vines holding them. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.
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| Vengeful Vines | Conjuration | 4 | Battle | 2 fatigue | 20 | 1 | Cause Affliction, value 64 | Poisonous vines with dark flowers will emerge from the ground. Anyone in the targeted area is ensnared, poisoned and infected with a carrion seed. If a seed carrier dies during the battle the seed sprouts and reanimates the victim as a manikin serving the Vengeful God.
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| Voice of Apsu | Conjuration | 4 | Ritual | Remote Site Search, value 2 | The caster conjures the dreams of Apsu, the Fresh Water Underneath. He has knowledge of all sweet water. The voice of his dreams, when rightly interpreted, reveals sites of Water power located above the surface. The dreams will find their way to everyone living in the targeted province and the magical sites will no longer be hidden.
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| Acashic Record | Conjuration | 5 | Ritual | Acashic Record, value 999 | This spell lets the caster access the acashic records to find out the history for one nation. The spell must be targeted on a capital to give any useful information.
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| Awaken Sepulchral | Conjuration | 5 | Ritual | Summon Units, value 1500 | A Ktonian Necromancer summons the soul of a dead Seal Guard and makes it repossess its mummified body. Since the Breaking of the Seal the veil between the underworld and the world of the living seems to be shredded and torn, and with their considerable knowledge in necromancy, the Ktonian Necromancers have managed to summon even the most reluctant souls, once sworn to defend the Chamber of the Seal. Sepulchrals are sacred undead and wield magical obsidian glaives.
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| Awaken Sleeper | Conjuration | 5 | Ritual | Summon Commander, value 559 | The caster locates and awakens an ancient hero from his eternal sleep. The Sleeper is a huge human hero armed with ancient weapons, waiting for the final cataclysmic battle that will decide the fate of the world. The hero is awakened and made to serve the caster until that time. The Sleeper is an exceptionally good general and soldiers under his command will rarely be routed from battle.
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| Bind Umbral | Conjuration | 5 | Ritual | Summon Units, value 1490 | An Oracle of the Dead ventures down to the deeper reaches of Agartha and the Chamber of the Seal to summon and bind an Umbral. Umbrals are shadow beings resembling ancient Pale Ones with elongated faces and drooling mouths. Agarthan legends claim that they are the souls of those who sacrificed themselves to seal the Chamber. The disturbing fact that the Umbrals have become more numerous has led some to believe that the Seal is weakening.
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| Call Ahurani | Conjuration | 5 | Ritual | Summon Commander, value 2637 | The Ahuranis are Yazatas of waters, rains, prosperity and health. They were once companions of the great Ahura of the Waters, but when he was banished from this world, they fled creation. Their presence will bring rainfall and they can cure diseases and bring their subjects with them beneath the waves.
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| Call Daevas | Conjuration | 5 | Ritual | Summon Units, value 2630 | Once the Caelian peoples were under the rule of divine beings known as Yazatas and Daevas. When these lesser divinities threatened the world with their never-ending war, they were banished by the Pantokrator. With their disappearance from the world the Caelians gained independence and formed a kingdom of their own, but the memory of the old gods remained. With the aid of arcane rituals it is possible to circumvent the ban and summon the demonic entities of old. Daevas are winged demonic beings surrounded by an aura that strikes mortals with fear.
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| Call Jahi | Conjuration | 5 | Ritual | Summon Commander, value 2631 | The Jahis, 'whores', are thought to be the wives of the Destructive Spirit. They are seducers of men and apostles of Druj, falsehood. The Jahis are sent to lead mortals astray and spread wickedness and evil thoughts to the realms of men.
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| Conjure Phantasmal Beast | Conjuration | 5 | Battle | 5 | Summon Units, value 3626 | The caster conjures a Phantasmal Beast to aid him in battle. A Phantasmal Beasts is a being of the Dreamwild, made of memories, dreams and legends. Phantasms are not real, but can interact with creation if conjured with glamour magic. They are insubstantial and difficult to harm with physical weapons. Phantasms cannot hold on to reality for long and will disperse when the battle is over.
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| Contact Angel of the Host | Conjuration | 5 | Ritual | Summon Units, value 3870 | The caster contacts an Angel of the Host and asks for its aid. Angels are divine beings in human form. They are winged and armed with flaming swords that destroy undead beings. They are surrounded by a radiant aura that intimidates cowardly beings. Angels have partial resistance to lightning and fire.
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| Contact Boar of Carnutes | Conjuration | 5 | Ritual | Summon Commander, value 1809 | The caster summons one of the Great Boars of Carnutes. These magnificent beasts live in the depths of the sacred forest. They occasionally emerge from the depths of the forest to inspect the sacred grove of the Druids. Such appearances are rare and considered important omens. Its mere presence is said to prevent bad events. The Great Boar of Carnutes is the king of all boars and ordinary boars will constantly emerge from the forests to follow the Great Boar of Carnutes. It is sacred to the people of Marverni.
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| Contact Dai Tengu | Conjuration | 5 | Ritual | Summon Commander, value 1480 | The caster ventures into the wild mountains and makes a pact with a Tengu King. The Dai Tengu and a retinue of Tengu will heed the call. The Dai Tengu is a powerful wind crafter and priest.
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| Contact Draconians | Conjuration | 5 | Ritual | Summon Commander, value 620 | The caster summons a tribe of Draconians and binds them to his service. The Draconians are large beings that resemble both human and dragon.
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| Contact Forest Trolls | Conjuration | 5 | Ritual | Summon Units, value 2219 | The caster contacts a few Forest Trolls and persuades them to serve in exchange for the chance to eat a child or two. Forest Trolls are slightly smaller than ordinary trolls, but they are also more cunning. Trolls are known to regenerate wounds very quickly.
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| Contact Gamayun | Conjuration | 5 | Ritual | Summon Commander, value 1944 | The caster contacts a Gamayun and persuades it to aid him. The Gamayun is a magical half-woman, half-bird of Rus. It has the head and chest of a woman and the body and lower parts of a bird. It is a bird of wisdom and prophecy gifted with the knowledge of saints. It has magical skills as well as prophetic ones and is sometimes summoned to reveal magical secrets.
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| Contact Kaijin | Conjuration | 5 | Ritual | Summon Commander, value 2106 | The caster contacts a Kaijin and convinces it to serve the Lord. Kaijin are kami of the sea. They appear as noblemen in sea-colored silken robes. They wield mighty yaris and enchanted nets that can trap even the strongest opponents. Kaijin are mighty mages of water, but they lose some of their powers when they leave their watery realms. The Kaijin do not serve the dragon kings and have long fought the Ryujin for dominance of the deeps.
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| Contact Lar | Conjuration | 5 | Ritual | Summon Commander, value 3087 | A priest of the old faith summons and persuades a Lar to join the servants of the empire. Lares are rural spirits and household gods. If treated well they bring prosperity to the farm where they dwell.
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| Contact Mori-no-kami | Conjuration | 5 | Ritual | Summon Commander, value 2093 |
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| Contact Mujina | Conjuration | 5 | Ritual | Summon Commander, value 3273 | The caster contacts and makes a deal with a Mujina, a magical badger. In the enchanted forests of Mount Shinuyama live animals gifted with supernatural longevity and magic abilities. When an animal gets older and wiser it becomes increasingly more powerful. The Mujina is a badger several centuries old. Gifted with shapeshifting abilities and magical powers it loves to cause mischief and even harm to travelers and unwary peasants. A favorite guise of many Mujinas is that of a Noppera-bo, a faceless apparition that drives men mad with fear. The Mujina is attuned to magic and its powers are greater where magic is strong.
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| Contact Nagaraja | Conjuration | 5 | Ritual | Summon Commander, value 1320 | Nagarajas, Naga Kings, are the rulers of the Jeweled City of Patala. They are skilled generals and powerful mages and priests. They often take the shape of a Gandharva when leading mundane armies. If killed in Gandharva shape, they revert to their serpent form and fight on. Nagarajas in Naga shape have their skills in Water magic increased.
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| Contact Naiad | Conjuration | 5 | Ritual | Summon Commander, value 1226 | The caster goes to a river and makes a deal with a Naiad. Naiads are river spirits that manifest themselves as incredibly beautiful women. Few mortals would dream of harming a Naiad. They are connected with their river and slowly die when they leave their home. Naiads are powerful mages of Water and Nature
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| Contact Nushi | Conjuration | 5 | Ritual | Summon Commander, value 1431 | The Nushi is a swamp spirit. It has the appearance of a withered old crone, but takes the appearance of a beautiful woman when in the company of men. When it strikes, it reverts to the crone form and claws its enemies. All Nushis can change shape into serpents if threatened. The Nushi is attuned to its swamp and will gradually wither and die if it leaves its home.
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| Contact Sea Trolls | Conjuration | 5 | Ritual | Summon Units, value 564 | The caster contacts a few Sea Trolls and persuades them to serve in exchange for the chance to eat a child or two. Sea Trolls are robust humanoid creatures of huge size. They are larger than ordinary Trolls, but their skin is softer. Sea Trolls are known to regenerate wounds and can enter the sea.
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| Contact Tanuki | Conjuration | 5 | Ritual | Summon Commander, value 3266 | The caster contacts and makes a deal with a Tanuki, a magical raccoon dog. In the enchanted forests of Mount Shinuyama live animals gifted with supernatural longevity and magic abilities. When an animal gets older and wiser it becomes increasingly more powerful. The Tanuki is a raccoon dog several centuries old. Gifted with shapeshifting abilities and magical powers it loves to cause mischief and even harm to travelers and unwary peasants. Many Tanuki are fond of strong drinks and often present a rowdy behavior. A favorite guise of many Tanuki is that of an impious monk leading people astray. The Tanuki is attuned to magic and its powers are greater where magic is strong.
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| Contact Trolls | Conjuration | 5 | Ritual | Summon Units, value 518 | The caster contacts a few Trolls and persuades them to serve in exchange for the chance to eat a child or two. Trolls are robust humanoid creatures with stonelike skin. Trolls are known to regenerate wounds very quickly.
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| Corpse Candle | Conjuration | 5 | Battle | Edge of Battlefield Summon, value 528 | Some Corpse Candles are summoned to help their summoner in battle. They appear at the edges of the battlefield. A Corpse Candle is a glowing sphere, appearing like the light from a bright green lantern. In combat, its light intensifies and anyone touched by the light will start to age at increased speed. It is very difficult to hit the Corpse Candle in combat due to its great speed and small size.
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| Ghost Grip | Conjuration | 5 | Battle | 1 fatigue | 25 | Fatigue, value 2023 | The caster summons energies from beyond the grave to target some troops on the battlefield. The targeted troops lose some of their life energy and become exhausted. The effect of the Ghost Grip is reduced by heavy armor.
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| Heavenly Fires | Conjuration | 5 | Ritual | Summon Units, value 926 | The Demon of Heavenly Fires is a violent Celestial being sprung from heavenly fires. It has the appearance of a furious man in golden robes. The demon throws flaming wheels and can fly. Demons of Heavenly Fires are sacred and are more powerful in hot, dry lands.
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| Howl | Conjuration | 5 | Battle | Enchant World, value 88 | The caster summons a pack of wolves to aid him in battle. The wolves will come from all directions and may even attack the enemy from behind.
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| Lamentation | Conjuration | 5 | Ritual | Summon Units, value 255 | This spell summons a handful of Wailing Ladies. Wailing Ladies are sacred and their weeping for the annihilated Empire is unbearable to behold.
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| Messenger Crows | Conjuration | 5 | Ritual | Local Enchant Province - Gem Duration, value 120 | The caster sends out a vast murder of crows to scout a distant province. The birds will continue to scout the province until the spell ends or until the province is lost. Enemy scouts and sneaking armies will become aware that crows are present everywhere, glaring suspiciously.
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| Monster Boar | Conjuration | 5 | Ritual | Affect Province with Anonymous Event, value 11 | The caster summons a monster boar and sends it to a distant province to ravage the land. The boar is a descendant of the monster boars sent by the Lady of the Hunt to ravage the farmlands of obnoxious peasants. The boar will cause unrest in the province until it is found and slain.
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| Naiad Warriors | Conjuration | 5 | Ritual | Summon Units, value 1227 | The caster summons a contingent of Kydnides, warrior Naiads willing to leave their native river to wreak vengeance upon those who harm the rivers of the world. Kydnides manifest themselves as incredibly beautiful women dressed in gleaming bronze armor. Unlike other Naiads, Kydnides do not die if they leave their home.
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| Procession of the Underworld | Conjuration | 5 | Ritual | Summon Units, value 3210 | The caster leads a Lampade procession astray from its travels through the Underworld. Lampades, the nymphs of the Underworld, are joyful beings with a twisted sense of humor, that delight in dancing, revelry and hauntings and they willingly serve their new master, should opportunities of merriment present themselves. Lampades can guide the living and dead through the Underworld if their master can open a Stygian Gate.
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| Raven Feast | Conjuration | 5 | Ritual | Raven Feast, value 100 | The caster summons an unkindness of ravens and sends them into a distant province to feast upon the newly dead. The ravens consume the rotting corpses and return to be slaughtered for the raw death essence they then contain. Provinces struck by plagues or containing recent battlefields can give the caster large amounts of Death gems. All unburied dead in a province are consumed. Enemy provinces can be targeted.
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| Revive Bane Lord | Conjuration | 5 | Ritual | Summon Commander, value 998 | With this ritual, the necromancer revives a Bane Lord, an ancient hero serving the Lord of the Underworld. Bane Lords are mighty warriors and skilled generals.
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| Send Bukavac | Conjuration | 5 | Ritual | Remote Summon (Temporary units), value 1948 | The caster summons and sends a Bukavac to wreak havoc in a distant sea province. This ritual can be cast on land. The Bukavac is a huge and horrible water being with a frightening call and six tentacle-like legs. It lives in the murky lakes of Rus, but is known to wreak havoc in coastal seas, perhaps guided by malign magic.
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| Send Lady Midday | Conjuration | 5 | Ritual | Remote Summon - Assassination, value 1956 | The Lady Midday is a malign spirit of the noon. She appears as a young girl surrounded by whirling dust and armed with a scythe that stinks of disease. Sometimes she will stop people and ask them a question. Failure to answer results in her displeasure and she will use her scythe to disease or chop off the head of the victim. The caster of this ritual will contact the spirit and force it to appear in a suitable province where it will attack and try to slay a commander.
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| Spirit Mastery | Conjuration | 5 | Ritual | Summon Units, value 674 | The caster summons spirits of the newly dead and prevents them from entering the Underworld. The spirits are ethereal but quite weak.
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| Spirits of the Wood | Conjuration | 5 | Ritual | Summon Units, value 932 | The caster summons several spirits that inhabit ancient trees. These Woodland Spirits are stunningly beautiful, ethereal and regenerate wounds as long as their trees are not destroyed. They never leave the land of their home.
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| Summon Air Elemental | Conjuration | 5 | Battle | 1 | Summon Units, value 3724 | The caster summons an Air Elemental to aid him in battle. Air Elementals can fly and can send enemies flying through the air. They are very difficult to harm. Elementals shrink when they are hit by powerful strikes.
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| Summon Bean Sidhe | Conjuration | 5 | Ritual | Summon Commander, value 1776 | The Caster summons the spirit of a long dead Sidhe woman. Bean Sidhe are pale and horrible apparitions whose wail predicts the death of men. They can be sent to haunt and slay important enemies.
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| Summon Bluecap | Conjuration | 5 | Ritual | Summon Commander, value 3891 | The caster summons a Cave Kobold from the Dreamwild and prevents the magic of the dreamwild to leave its body. The true shape of a Bluecap that hasn't lived in this world for too long is a dancing blue flame, but it often takes the shape of a Cave Kobold with a bright blue cap. Normally Bluecaps lose some of their connection with the Dreamwild over time, and with it its magic abilities, turning into a regular Cave Kobold. Bluecaps are skilled in earth and glamour magic.
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| Summon Earth Elemental | Conjuration | 5 | Battle | 1 | Summon Units, value 3740 | The caster summons an Earth Elemental to aid him in a battle. Earth Elementals are robust and regenerate damage. They can trample enemies or strike with mighty fists. Elementals shrink when they are hit by powerful strikes.
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| Summon Ether Warriors | Conjuration | 5 | Ritual | Summon Units, value 736 | The caster opens a rift in space and summons a few Ether Warriors. The Ether Warriors were banished from this world in ancient times. Their wars drained the world of Arcana and they were forced to enter other realms of existence in order to continue their clan wars. The lesser races and their gods sealed the Astral Gates to rid the world of the plague. Ether Warriors are, naturally, ethereal and thus very difficult to harm with non-magical weapons. They use Moon Blades, magical swords that cause additional damage to magical beings. If cast where there is an open Ether Gate two additional Ether Warriors will answer the call.
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| Summon Fall Bears | Conjuration | 5 | Ritual | Summon Units, value 512 | The caster summons and binds five Fall Bears. The Fall Bear is one of the four seasonal spirits. It is a large, ethereal bear. It is a magical, mindless being that must be commanded by a mage.
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| Summon Fay Knights | Conjuration | 5 | Ritual | Summon Units, value 3901 | The caster summons a few mounted knights from the Dreamwild. The fay are beings of the Dreamwild. They mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. Fay Knights wreath themselves in illusions and don shimmering armors of crystal and mother of pearl, and their swords are made of dreamwrought glass. Fay Knights are mounted on Fay horses stronger and swifter than any mount found in human lands. In the dreamwild the lands are divided between the summer courts and the winter courts. If cast in a cold province Unseelie Knights will appear instead of Fay Knights.
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| Summon Fire Elemental | Conjuration | 5 | Battle | 1 | Summon Units, value 3716 | The Caster summons a Fire Elemental to aid him in a battle. Fire Elementals are difficult to harm and dangerous to be near. Elementals shrink when they are hit by powerful strikes.
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| Summon Gandharvas | Conjuration | 5 | Ritual | Summon Units, value 1335 | Gandharvas are divine warrior-musicians that left this world ages ago. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer. Gandharvas are blessed with an aura of splendor that strikes mortals with awe.
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| Summon Hekateride | Conjuration | 5 | Ritual | Summon Commander, value 2834 | When the spectre of Therodos was laid to rest the remaining Daktyloi and Hekaterides sequestered themselves on remote islands. Pelagian mages have tried to contact them ever since. Hekaterides are nymphs of Telkhine ancestry that once ruled the human population of ancient Therodos.
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| Summon Hound of Twilight | Conjuration | 5 | Ritual | Summon Units, value 3168 | The Hounds of Twilight are stygian monsters spawned by the Mother of Monsters at the dawn of time. The greatest of them was fettered at the Gates of the Underworld to prevent the dead from returning to the land of the living. His siblings were lesser in might and were allowed to reign free. The beasts appear as black, two-headed hounds with serpent tails. They are huge and frightening to behold.
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| Summon Huacas | Conjuration | 5 | Ritual | Summon Units, value 2697 | The Huacas, 'sacred ones', were semi-divine beings of an earlier age and the ancestors of the Nazcans. Their power was broken by the previous Pantokrator and most fled to the Celestial Sphere ages ago. With the aid of arcane rituals, the Coyas try to circumvent the ban and summon the ancestral divinities to lead the nation anew. Huacas are winged angelic beings surrounded by auras of divine splendor. If the spell is cast by a mage wearing a Huaca Headdress two additional Huacas will arrive.
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| Summon Jinn Warriors | Conjuration | 5 | Ritual | Summon Units, value 3354 | Jinnun are spiritual beings born from smokeless flame in a distant past. They replaced the Hinn and Binn during the reign of a previous Pantokrator. They are naturally invisible and ethereal, but can take physical form when they interact with men. Once the Jinnun lived in Ubar, a magic desert kingdom of marvelous riches. The City of Brass fielded armies of Jinnun, wielding magic and armed with enchanted weapons. These Jinn Warriors are sometimes called upon by the Jiniri Queens of Na'Ba. True-blooded Jinnun are sacred in the queendom of Na'Ba.
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| Summon Kimpurushas | Conjuration | 5 | Ritual | Summon Units, value 3665 | Kimpurushas are divine lion-headed warriors that left this world ages ago. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer. Kimpurushas are blessed with an Aura of Splendor that strikes mortals with awe.
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| Summon Kuro-Oni | Conjuration | 5 | Ritual | Summon Units, value 1274 |
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| Summon Lilot | Conjuration | 5 | Ritual | Summon Commander, value 2071 | The caster summons a Lilot from the wild. The Lilin are the offspring of Lilith, a demoness of primeval times and the Mother of Demons. Lilin appear as winged women with the lower part of a hind. Their appearance is strangely alluring and they seduce and abduct men of weak morals. Regardless of their ancestry, they are of this world and can be summoned without the sacrifice of blood.
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| Summon Manticores | Conjuration | 5 | Ritual | Summon Units, value 2130 | The Manticore, or man-eater, is a horrible half-beast that prowls the wilderness. Sometimes they attack remote villages and devour its inhabitants and livestock. The Manticore have a body and mane of a lion, the head of an imbecile man with three rows of teeth, great flapping wings and the tail of a scorpion. It is horrible to behold and strikes fear in the hearts of men.
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| Summon Monster Toad | Conjuration | 5 | Ritual | Summon Units, value 1358 | The Monster Toad is a huge toad only found in the forests of Mictlan and the temple marshes of C'tis. It is a horrible being that spews forth noxious vapors and tramples lesser beings. They are sacred and fed with slaves at the temples of both cultures.
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| Summon Monster Toads | Conjuration | 5 | Ritual | Summon Units, value 1358 | The Monster Toad is a huge toad only found in the forests of Mictlan and the temple marshes of C'tis. It is a horrible being that spews forth noxious vapors and tramples lesser beings. Monster Toads are sacred and fed with slaves at the temples of both cultures.
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| Summon Rimvaettir | Conjuration | 5 | Ritual | Summon Units, value 3420 | The Skratti summons a group of Rimvaettir, small beings spawned from Glacial Frost in ancient times and reminiscent of the Niefel Giants in all but size.
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| Summon Spring Hawks | Conjuration | 5 | Ritual | Summon Units, value 513 | The caster summons and binds five Spring Hawks. The Spring Hawk is one of the four seasonal spirits. It is a large, ethereal hawk able to discharge lightning bolts. It is a magical, mindless being that must be commanded by a mage.
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| Summon Summer Lions | Conjuration | 5 | Ritual | Summon Units, value 515 | The caster summons and binds five Summer Lions. The Summer Lion is one of the four seasonal spirits. It is a large, ethereal lion, radiating heat like the summer sun. It is a magical, mindless being that must be commanded by a mage.
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| Summon Supayas | Conjuration | 5 | Ritual | Summon Units, value 2700 | The Supaya is the ghost of a Huaca, the semi-divine ancestors of the Nazcans. While their bodies decayed long before the Nazcans had begun to mummify their dead, the spirits of the ancestors can still be called upon by powerful mages. The Huaca ghost has lost its divine splendor, but is still revered as a divine being. Supayas are ethereal and difficult to harm with mundane weapons. If the spell is cast by a mage wearing a Huaca Headdress two additional Supayas will arrive.
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| Summon Ugallu | Conjuration | 5 | Ritual | Summon Commander, value 3095 | The caster summons an Ugallu to smite the demons of evil. Ugallus are lesser storm deities of enkidu legends revered since before the founding of the First City. They appear as lion-headed men with donkey ears and bird feet. They command the weather and carry demon slaying bronze daggers and flint maces that halts demons in their steps.
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| Summon Ujigami | Conjuration | 5 | Ritual | Summon Commander, value 2095 | The caster summons an Ujigami from the spirit world. An Ujigami is the ancestral kami of a Jomonese clan. It manifests as a mighty warrior, a great general and a priest of the ancestral spirits. As a manifestation of a clan, Ujigami are closely connected to the welfare of the people and they have a slight chance of preventing bad events. Ujigami lose some of their priestly authority if they leave their ancestral home.
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| Summon Umbrals | Conjuration | 5 | Ritual | Summon Units, value 1490 | An Oracle or a Ktonian Necromancer ventures down to the deeper reaches of Agartha and the Chamber of the Broken Seal to summon and bind an Umbral. Umbrals are shadow beings resembling ancient Pale Ones with elongated faces and drooling mouths. They are the tortured souls of those who died in the Breaking of the Seal. Umbrals are not at all as rare as they were before the Breaking and the rituals needed to bind them are more easily performed.
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| Summon Unseelie Knights | Conjuration | 5 | Ritual | Summon Units, value 3907 | The caster summons a few mounted knights from the Dreamwild. The fay are beings of the Dreamwild. They mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. In the frozen forests of the world the Fay reflect the cold and hostile nature of the Dreamwild. Unseelie Knights wreath themselves in illusions and don glittering armors of crystal and ice that tempers in cold lands, and their swords are made of dreamwrought ice. Unseelie Knights are mounted on Fay horses stronger and swifter than any mount found in human lands. The unseelie are strongly connected to the winter and they are all resistant to cold.
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| Summon Vetalas | Conjuration | 5 | Ritual | Summon Units, value 1765 | A Vetala is a malicious spirit who haunts graveyards and takes possession of corpses. They are sometimes coerced into servitude by sorcerers. Their touch can drive people mad.
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| Summon Water Elemental | Conjuration | 5 | Battle | 1 | Summon Units, value 3732 | The caster summons a Water Elemental to aid him in battle. Water Elementals are quick and crush enemies regardless of armor. Elementals shrink when they are hit by powerful strikes. Water Elementals summoned in cold climates will be composed of ice. Ice Elementals are stronger but slower than Water Elementals.
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| Summon Winter Wolves | Conjuration | 5 | Ritual | Summon Units, value 511 | The caster summons and binds five Winter Wolves. The Winter Wolf is one of the four seasonal spirits. It is a large, ethereal wolf surrounded by an icy wind. It is a magical, mindless being that must be commanded by a mage.
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| Summon Yazatas | Conjuration | 5 | Ritual | Summon Units, value 1607 | Once the Caelian peoples were under the rule of divine beings known as Yazatas and Daevas. When these lesser divinities threatened the world with their never-ending war, they were banished by the Pantokrator. With their disappearance from the world the Caelians gained independence and formed a kingdom of their own, but the memory of the 'Adorable Ones' remained. With the aid of arcane rituals, the Seraphs try to circumvent the ban and summon the divinities of old to lead the nation anew. Yazatas are winged angelic beings surrounded by auras of divine splendor.
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| Summon Zmey | Conjuration | 5 | Ritual | Summon Units, value 1940 | The caster summons a Zmey. The Zmey is a three headed dragon capable of breathing flames. It is larger than a wyvern, but smaller than a true dragon. It is indigenous to the lands of Rus and can be summoned by Fire mages.
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| Vermin Feast | Conjuration | 5 | Ritual | Local Enchant Province - Gem Duration, value 99 | The caster makes vermin like rats and cockroaches (or shrimps and crabs) attracted to the supply stores of a besieged castle. The vermin will make sure that the supplies do not last very long. The more gems spent in this ritual the longer it will last. Having more than one Vermin Feast ritual active on the same province will not add to the effect and the ritual has no effect on an unbesieged castle.
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| Voice of Tiamat | Conjuration | 5 | Ritual | Remote Site Search, value 51 | The caster conjures up the dreams of Tiamat, the Raging Sea. She has knowledge of all that lies underneath the sea. The voice of her dreams, when rightly interpreted, reveals all sites of Elemental power in a sea. The dreams will find their way to everyone living in that province and the magical sites will no longer be secret. This spell can only be cast under water.
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| Will o' the Wisp | Conjuration | 5 | Battle | Edge of Battlefield Summon, value 527 | Two Will o' the Wisps are summoned to help their summoner in battle. They appear at the edges of the battlefield. A Will o' the Wisp is a glowing sphere, looking like a light from a bright lantern. In combat, it glows with great intensity, burning anyone nearby. It is very difficult to hit a Will o' the Wisp in combat due to its great speed and small size.
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| Wind Ride | Conjuration | 5 | Ritual | Wind Ride, value 100 | The Air mage summons a whirlwind in a province of his choice. The whirlwind will try to find a commander in the province and transport him to where the Air mage is located. This spell is an effective way to rescue cornered commanders, but it can also be a very effective way to get enemy commanders out of the way. Large beings are difficult or impossible to lift and might fall to the ground somewhere along the way, possibly dying upon impact. Powerful Earth mages are likewise difficult to transport.
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| Winged Monkeys | Conjuration | 5 | Ritual | Winged Monkeys, value 1 | The caster summons a troop of winged monkeys and sends them away to fetch a commander from a distant land. The monkeys will try to grab and fly away with the helpless commander, but will attack if the target is too heavy. The monkeys are afraid of mages and will never try to snatch a mage from the ground. The monkeys leave after they have accomplished their mission.
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| Acashic Knowledge | Conjuration | 6 | Ritual | Remote Site Search, value 55 | This spell lets the caster tap information from the memory of the Spheres to reveal the presence of all magical sites in a given province. The spell cannot be used to find magic sites in enemy provinces.
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| Angelic Choir | Conjuration | 6 | Ritual | Summon Units, value 1367 | The caster contacts an angelic choir and asks for its aid. Three Angels of the Heavenly Choir answer the call. Angels are divine beings in human form. They are winged and dressed in white robes. Angels sing praises to the Lord and will automatically join an arcane chorus as chorus slaves. They are surrounded by a radiant aura that intimidates cowardly beings. Angels have partial resistance to lightning and fire.
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| Awaken Tomb Oracle | Conjuration | 6 | Ritual | Summon Commander, value 1476 | When one of the ancient Oracles dies, it is mummified and buried in a tomb under the Hall of the Oracles. The dead Oracles can be awakened as living dead with the help of necromantic rituals. These reawakened Oracles are known as Tomb Oracles and are both powerful mages and priests.
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| Bind Keres | Conjuration | 6 | Ritual | Summon Units, value 3127 | The caster summons and binds three Keres. Keres are daimones of the underworld and servants of the Fates. They rip the souls from those dying on the battlefield and send them to the nether realms. They have a hunger for blood and unless bound by magic they will gladly wreak havoc among men. The Keres are invisible, but to those able to see them they appear as furious, winged women dressed in bloody garments. Their fangs and talons are imbued with the powers of the underworld and will harm the spirits of the dead.
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| Call Celestial Soldiers | Conjuration | 6 | Ritual | Summon Units, value 902 | The Celestial Soldier is a being of the Celestial Sphere. It has the appearance of a horse-man in full scale armor, armed with a glaive. Celestial Soldiers are sacred.
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| Call Celestial Yazad | Conjuration | 6 | Ritual | Summon Commander, value -16 | Once the Caelian peoples were under the rule of divine beings known as Yazatas and Daevas. When these lesser divinities threatened the world with their never-ending war, they were banished by the Pantokrator. With their disappearance from the world the Caelians gained independence and formed a kingdom of their own, but the memory of the 'Adorable Ones' remained. With the aid of arcane rituals, the Seraphs try to circumvent the ban and summon the divinities of old to lead the nation anew. The most powerful of these ancient divinities, the Celestial Yazatas, are servants of the Amesha Spentas and the Ahuras.
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| Call Hashmal | Conjuration | 6 | Ritual | Summon Commander, value 2057 | The caster calls down a manifestation of heavenly power from the Celestial Sphere. The Hashmalim appear as brilliant clouds of flashing fire, at the center of which is a body of brass with the likeness of a living being with four faces. Their will can be felt as they proclaim the Glory of the reawakening God. The Hashmalim are particularly good at strengthening the faith of the unsure.
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| Call Ladon | Conjuration | 6 | Ritual | Summon if not dead, value 3167 | The caster summons Ladon, the Hesperian Dragon, and ends its eternal vigil. With the golden apples of immortality no longer guarded by the monster, expeditions to the blessed gardens can be undertaken. Ladon is a many-headed serpent of tremendous size spawned by the Mother of Monsters. The Hesperian Dragon can only be summoned once and when it dies it is gone forever.
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| Call Yata | Conjuration | 6 | Ritual | Summon Commander, value -17 | Once the Caelian peoples were under the rule of divine beings known as Yazatas and Daevas. When these lesser divinities threatened the world with their never-ending war, they were banished by the Pantokrator. With their disappearance from the world the Caelians gained independence and formed a kingdom of their own, but the memory of the old gods remained. With the aid of arcane rituals it is possible to circumvent the ban and summon the demonic entities of old. Yatas and Pairikas, the most powerful of these ancient demons, are servants of the Daevic Heptad and the Destructive Spirit.
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| Call the Birds of Splendor | Conjuration | 6 | Ritual | Call the Birds of Splendour, value 3382 | In Magnificent Ind lives the Yllerions, the Birds of Splendor. They are magnificent birds of flaming colors with wings as sharp as razors and claws of burning gold. All birds in creation follow their command and gather to witness their demise and rebirth. Only two such birds exist and should one die the other one is escorted by birds and plunge into the sea, drowning itself. Then two new birds are born from the flaming eggs in their nest.
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| Contact Beregina | Conjuration | 6 | Ritual | Summon Commander, value 1955 | The caster approaches a shore or riverbank and tries to contact a Beregina. The Beregina is a spirit of the shore, where water meets land. Bereginy manifest themselves as incredibly beautiful women. Few mortals would dream of harming a Beregina. They are powerful mages of Water, but are also skilled in magic of the land. The Bereginy are able to bring a few companions with them under the waves.
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| Contact Couatl | Conjuration | 6 | Ritual | Summon Commander, value 525 | The mage contacts a Couatl and persuades it to aid him. The Couatl is a mythic serpent with feathery wings. They are considered to be sacred in most societies and are known to be powerful mages and priests.
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| Contact Forest Giants | Conjuration | 6 | Ritual | Summon Units, value 2229 | This ritual summons a pair of Giants and forces them to serve. Apart from being large and strong, giants are also very dumb and cruel. Encountering a giant in the wild should be avoided at all costs.
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| Contact Harbinger | Conjuration | 6 | Ritual | Summon Commander, value 464 | The caster contacts a heavenly Harbinger. The Harbinger is a powerful angelic being armed with a heavenly horn that will blast undead beings with divine wrath. The angel is also skilled in Air magic and has priestly powers. The harbinger will automatically join any arcane chorus as a chorus master.
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| Contact Hesperide | Conjuration | 6 | Ritual | Summon Commander, value 3160 | The caster contacts and attracts one of the Hesperides. The Hesperides are the nymphs of the sunset. They tend the gold apple tree in the fabled garden of the setting sun. The garden is hidden in the far reaches of the known world, but it is rumored that it was once visited by Phaeacian explorers. The Daduchoi, the Erytheian mystics of the setting sun, might also have discovered the mythical gardens. Hesperides bring hope and health to the land in which they dwell.
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| Contact Hill Giant | Conjuration | 6 | Ritual | Summon Units, value 2230 | This ritual summons a Giant and forces him to serve. Apart from being large and strong, giants are also very dumb and cruel. Encountering a giant in the wild should be avoided at all costs.
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| Contact Houri | Conjuration | 6 | Ritual | Summon Commander, value 3375 | The Malika contacts a Houri and persuades her to use her skills to infiltrate and seduce the enemies of the awakening Lord. Houris, The Fair Ones, were once concubines and entertainers of the Sultans of Old Ubar chosen for their beauty and exquisite manners. The Houris lived sequestered lives in Jannah, the enchanted garden of Ubar, and were rarely allowed to leave their paradise unless tasked by their Sultans to perform a special mission. When magic dwindled and Ubar lost influence most of them dispersed and fled, but a few Houris remained, clinging to the residual magic of the Garden. Houris are Jiniris and share the traits of pure-blooded Jinnun, such as glamour, invisibility and a strong connection with magic.
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| Contact Huli Jing | Conjuration | 6 | Ritual | Summon Commander, value 1908 | The Huli Jing is a fox spirit. It has the appearance of a silvery fox with many tails. It is magically powerful and is able to take the appearance of a beautiful woman. The Huli Jing is a trickster and often whimsical or even mischievous in nature. In human guise, it might play pranks on unsuspecting travelers, aid lowborn peasants to greatness or plot the rise or downfall of kingdoms. Huli Jing are stealthy and in human guise have the abilities of a spy. All Huli Jing are powerful mages of Glamour, but most have other magic skills as well.
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| Contact Jorogumo | Conjuration | 6 | Ritual | Summon Commander, value 3263 | The caster contacts and makes a deal with a Jorogumo, a supernatural spider. In the enchanted forests of Mount Shinuyama live animals gifted with supernatural longevity and magic abilities. When an animal gets older and wiser it becomes increasingly more powerful. Jorogumos are golden spiders of the enchanted forests of Shinuyama who have reached the age of at least four centuries. At this age the Jorogumo acquires magical powers and the ability to shapeshift. The Jorogumo often takes the appearance of a comely young woman and uses it to lure young men and trap them in their webs. Many Jorogumo live in waterfalls and drag their victims to their deaths in the cascading water. The Jorogumo is attuned to magic and its powers are greater where magic is strong.
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| Contact Kitsune | Conjuration | 6 | Ritual | Summon Commander, value 1434 | The Kitsune is a fox spirit. It has the appearance of a silvery fox with many tails. It is magically powerful and is able to take the appearance of a beautiful woman. The Kitsune is a trickster and often whimsical or even mischievous in nature. In human guise, it might play pranks on unsuspecting travelers, aid lowborn peasants to greatness or plot the rise or downfall of kingdoms. Kitsune are stealthy and in human guise have the abilities of a spy. All Kitsune are powerful mages of Nature, but most have other magic skills as well.
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| Contact Lamia Queen | Conjuration | 6 | Ritual | Summon Commander, value 609 | The caster performs the rites necessary to communicate with and persuade a Lamia Queen to aid him. The Lamia Queen is an ancient Lamia sorceress of great power. She carries an oath rod that will destroy the minds of those it strikes. The Lamia Queen has an amazing regenerative ability and when killed, will transform into a black serpent and continue fighting. If she is killed a second time, however, she will remain dead.
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| Contact Lamias | Conjuration | 6 | Ritual | Summon Units, value 394 | The caster performs the rites necessary to summon Lamias, serpent women, to aid him. They have amazing regenerative abilities and when killed, will transform into black serpents and continue fighting. If a Lamia is killed a second time, however, she will remain dead.
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| Contact Nagarishi | Conjuration | 6 | Ritual | Summon Commander, value 1321 | Nagarishis are sages of considerable power living in the Jeweled City of Patala. They often take the shape of a Yaksha when traveling in the sunlit world. If killed in Yaksha shape, they revert to their serpent form and fight on. Nagarishis in Naga shape have their skills in Water magic increased.
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| Contact Tatsu | Conjuration | 6 | Ritual | Summon Commander, value 2099 | The shugenja ventures up into a mountainous region and makes contact with a tatsu. The tatsu is a lesser Jomonese dragon. It has a sinuous body and resembles the great Dragons of the sea, but it only has three claws on its feet. It is covered in iridescent scales and spines run along its back. Its head resembles a camel with horns of a stag and the eyes of a demon. Under its chin is a burning pearl that is the source of its power. If they lose the pearl they lose their power of flight. All tatsu have magic skills and each follow one of the Five Paths.
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| Contact Void Spectre | Conjuration | 6 | Ritual | Summon Commander, value 1562 | With this spell an Astral mage can contact a dead Starspawn and call him forth into this world as a Void Spectre. A Void Spectre affects the dreams of entire provinces and can use this to spread insanity in enemy territories.
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| Dirge for the Dead | Conjuration | 6 | Ritual | Summon Commander, value 2045 | The Zamzummite contacts and summons a Ditanu from Sheol. The Ditanim are ancient Rephaite heroes bound in Sheol for their sins. They serve the Malikum, deified kings of the Underworld. Ditanim are huge, ethereal apparitions armed with weaponry enchanted at the dawn of time. They are formidable warriors endowed with magical powers.
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| Ether Gate | Conjuration | 6 | Ritual | Local Enchant Province - Gem Duration, value 117 | This ritual opens a gate to the Astral Plane and summons a clan of Ether Warriors led by an Ether Lord. The Ether Warriors were banished from this world in ancient times. Their wars drained the world of Arcana and they were forced to enter other realms of existence in order to continue their clan wars. The lesser races and their gods sealed the Astral Gates to rid the world of the plague. Ether Warriors are, naturally, ethereal and thus very difficult to harm with non-magical weapons. They use Moon Blades, magical swords that cause additional damage to magical beings. When the gate opens, vast powers are released and the magic level is increased in the province. If cast with additional gems the gate will last for several months and further rituals that summons Ether Warriors will have increased effect.
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| Forest Troll Tribe | Conjuration | 6 | Ritual | Summon Commander, value 2220 | The caster contacts a Troll Shaman and his retinue of fifteen Forest Trolls. The Troll Shaman is a cunning mage capable of using both death and nature magic. His magic combined with being a large troll make the Shaman a very formidable opponent.
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| Locust Swarms | Conjuration | 6 | Ritual | Affect Province with Anonymous Event, value 8 | The caster unleashes swarms of locusts upon a province. The locusts will cause panic, consume crops and cause the loss of taxes. The swarms will appear as a natural event.
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| Sea King's Court | Conjuration | 6 | Ritual | Summon Commander, value 580 | The caster contacts a Sea King and his retinue of twenty Sea Trolls. The Sea King is a powerful Water mage who may grant humans water-breathing abilities if they accompany him.
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| Send Aatxe | Conjuration | 6 | Ritual | Remote Summon - Assassination, value 3629 | The Aatxe is a flaming bull spirit and servant of the Mother of Storms. It emerges from its cave abode during storms and bad weather to punish those who have angered their mistress. In ancient times the Sorginak were granted the means to call the Aatxe and send it against those who have wronged them or their mistress.
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| Shark Attack | Conjuration | 6 | Battle | 1 | Enchant World, value 78 | The caster attracts sharks to the smell of blood in the water. For the duration of the battle, there is a chance that a shark will arrive whenever a living being is wounded. The sharks are stupid, but the spell is strong enough to make them attack enemies more often than friends.
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| Streams from Hades | Conjuration | 6 | Ritual | Summon Commander, value 1477 | The caster draws forth water from the Underworld and summons a Kokythiad. Kokythiai are Naiads of Kokytos, a river of the Underworld. They are powerful mages of Water and Death whose aura of fear terrifies most mortals.
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| Summon Binn | Conjuration | 6 | Ritual | Summon Units, value 3476 | The Binn are spiritual beings of an earlier time. They were vanquished by the Jinnun during the reign of an earlier Pantokrator, long before mankind emerged. A few of them still roam the deserts and uninhabitable regions of the world. The Binn were born from stagnant water and blistering winds and are invisible unless they want to be seen. When visible they take the shape of strange dog-headed half-men with burning eyes.
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| Summon Bishop Fish | Conjuration | 6 | Ritual | Summon Commander, value 1040 | The caster summons a Bishop Fish. The legendary Bishop Fish is a strange fish with fins resembling priestly robes. It is a powerful priest, but it cannot leave its maritime realm.
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| Summon Daktyl | Conjuration | 6 | Ritual | Summon Commander, value 2836 | When the spectre of Therodos was laid to rest the remaining Daktyloi and Hekaterides sequestered themselves on remote islands. Pelagian mages have tried to contact them ever since. Daktyloi are sea daimones of Telkhine ancestry that once ruled the human population of ancient Therodos. They are masterful smiths and crafters.
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| Summon Fay Prince | Conjuration | 6 | Ritual | Summon Commander, value 3904 | The caster summons a Fay Prince from the Dreamwild. The fay are beings of the Dreamwild. They mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. Fay Princes are mighty Fay beings serving their queens with their magic and unparalleled battle prowess. In the dreamwild the lands are divided between the summer courts and the winter courts. If cast in a cold province an Unseelie Prince will appear instead of a Fay Prince.
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| Summon Fire Snakes | Conjuration | 6 | Ritual | Summon Units, value 814 | The caster summons and binds several Fire Snakes. Fire Snakes are large serpents with golden skin. Their smoldering bodies can release blazing flames if threatened. Their bite is highly poisonous.
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| Summon Flame Spirit | Conjuration | 6 | Ritual | Summon Commander, value 2626 | This ritual summons a Flame Spirit. Flame Spirits are beings made of pure fire that are highly skilled in fire magic. In combat they are helped by the Will o' the Wisps that surround them.
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| Summon Garudas | Conjuration | 6 | Ritual | Summon Units, value 3664 | Garudas are divine bird-warriors that left this world ages ago. They are eternal enemies of Nagas and serpent-kin and are highly resistant to poison. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer. Garudas are blessed with an Aura of Splendor that strikes mortals with awe.
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| Summon Ghosts | Conjuration | 6 | Ritual | Summon Units, value 566 | Ghosts are the souls of slain humans summoned from the Underworld. Ghosts are frightening ethereal beings that can drain the life force from living beings.
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| Summon Gnome | Conjuration | 6 | Ritual | Summon Commander, value 345 | The caster summons a Gnome to serve him. The Gnome is a small fay creature of the Dreamwild. They usually live in forests or vales far from civilization, where they tend the flora and fauna of the region. All Gnomes are skilled in the magic of the land as well as in glamour magic which they use to hide themselves from pesky humans. They appear as small, gnarled old men with bright, red caps. Gnomes are fay creatures and are vulnerable to iron.
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| Summon Gozu Mezu | Conjuration | 6 | Ritual | Summon Units, value 2091 | The caster opens a gate to the underworld and calls forth a pair of demon jailers and torturers of the dead, Ox-head and Horse-face. They are mighty warriors armed with enchanted pole arms that trap souls.
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| Summon Great Eagles | Conjuration | 6 | Ritual | Summon Units, value 1381 | Great Eagles are eagles large enough to carry a horse and fierce enough to battle a dragon. They are quite intelligent and can understand human speech. They live in mountain regions far from men, but can be summoned by powerful mages.
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| Summon Hinn | Conjuration | 6 | Ritual | Summon Units, value 3367 | The Hinn are spiritual beings of an earlier time. They were vanquished by the Jinnun during the reign of an earlier Pantokrator, long before mankind emerged. A few of them still roam the deserts and uninhabitable regions of the world. The Hinn were born from scorching wind and fire and are invisible unless they want to be seen. When visible they take the shape of strange dogs with burning eyes.
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| Summon Kenzoku | Conjuration | 6 | Ritual | Summon Commander, value 2096 | The caster summons a Kenzoku from the spirit world. Kenzoku are noble warrior-kami of great prowess. Once human, they were rewarded with immortality for their deeds. Kenzoku are popular kami among the samurai. They fight with magic swords sprung from their martial essence and are surrounded by a divine aura that intimidates lesser beings.
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| Summon Kinnara | Conjuration | 6 | Ritual | Summon Commander, value 1331 | The Kinnara is a divine being and musician of the Spheres. It has the appearance of a winged horse-man robed in splendor that strikes mortals with awe.
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| Summon Lauma | Conjuration | 6 | Ritual | Summon Commander, value 4092 | The caster performs a ritual dance to attract a Lauma. The Lauma is a fay being of the Zemaitian woodlands that has been worshiped as a lesser divinity since time immemorial. It has the appearance of a woman with the head and lower parts of a goat with bird claws instead of hooves. They are beings of the wild woodlands and are closely associated with water. They live near lakes, rivers and streams and it is said that their dances will make it rain.
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| Summon Maruts | Conjuration | 6 | Ritual | Summon Units, value 3667 | Maruts are storm-born divine warriors armed with lightning and demon-slaying swords. While once of this world, they left it for the celestial realms ages ago. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer.
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| Summon Monster Fish | Conjuration | 6 | Ritual | Summon Units, value 1664 | This spell summons a Monster Fish. This huge fish lives only in the deepest gorges of the ocean. When it is hunting, it will light up its antenna to lure prey closer. When the prey comes close, it will open its enormous mouth and swallow the prey whole. This works best against prey that is smaller than the Monster Fish, but it also has some sharp teeth to use against the really large opponents that can be found in the oceans.
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| Summon Morrigan | Conjuration | 6 | Ritual | 1 | Summon Units, value 1821 | The caster summons one of the Morrigans in an attempt to turn the tide of the battle. The Morrigans are heralds of death, collectors of souls and bringers of strife. They are the fates of the battleground, weaving looms of entrails with arrows for shuttles. Their chant colors the skies red before battle. In the shapes of crows they pick out the eyes of the dead. The Morrigans are horrible beings of death and destruction. They appear as grisly warrior women armed with spears enchanted to kill. They are sacred to the Fomorians.
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| Summon Oni General | Conjuration | 6 | Ritual | Summon Commander, value 1276 | This spell summons a mighty Oni General. Oni of exceptional strength and power are given heavy armor and position as generals by their kings. The Oni General is always guarded by three wolves that will appear as soon as an enemy approaches. Oni don't need to eat. However, they have tremendous appetites and like to eat and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Their residual spirit form is a ghost and can be banished.
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| Summon Si'lat | Conjuration | 6 | Ritual | Summon Commander, value 3483 | The Sahir summons a Si'lat and binds it to his service. The Si'lat is a malign Jiniri spirit with shapeshifting abilities. They might be mistaken for Ghulahs, but are closer to the true Jinn and share many of their abilities, such as glamour, although they are not invisible. They are more closely attuned to storms and winds than the pure-blooded jinn born from Smokeless Flame. Si'lat likes to seduce and ensnare men with their powers, but unlike the Ghulahs they do not feed on the flesh of their victims. Just like a Ghulah their shapeshifting is limited and they always retain some animal part, which they try to hide underneath lavish gowns and dresses.
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| Summon Spectre | Conjuration | 6 | Ritual | Summon Commander, value 329 | The necromancer summons the Spectre of a dead mage and binds it to his service. The Spectre has some skill in Death magic as well as other paths of magic.
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| Summon Sprites | Conjuration | 6 | Battle | 1 | Summon Units, value 592 | The caster summons six sprites to aid him in battle. Sprites are small faeries with insect wings. They can fire elf shots, which will incapacitate those hit. Sprites are magical beings.
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| Summon Unseelie Prince | Conjuration | 6 | Ritual | Summon Commander, value 3909 | The caster summons a Fay Prince from the Dreamwild. The fay are beings of the Dreamwild. They mimic the dreams and legends of mankind and form mock courts with queens ruling over vassals, soldiers and servants. In the frozen forests of the world the Fay reflect the cold and hostile nature of the Dreamwild. Unseelie Princes appear as immaculate knights with alabaster-pale skin and silver locks, wreathed in icy winds and illusions. They are mighty Fay beings serving their queens with their magic and unparalleled battle prowess.
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| Summon Valkyries | Conjuration | 6 | Battle | 1 | Summon Units, value 261 | The caster summons a group of Valkyries to aid him in battle. Valkyries are female Vanir and have the ability to fool humans with illusions. The Valkyries were granted the ability to fly in ancient times by a dead god who used them as messengers of death. The Valkyries still possess the power of flight. They come armed and ready for battle when summoned.
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| Troll King's Court | Conjuration | 6 | Ritual | Summon Commander, value 519 | The caster contacts a Troll King and his retinue of Trolls. The Troll King is a powerful Earth mage and armed to the teeth. The Troll King is in no way less powerful than his kin.
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| Angelic Host | Conjuration | 7 | Ritual | Remote Summon (Permanent Units), value 3870 | The caster contacts an Arch Angel and asks for its aid. The Arch Angel is accompanied by a host of six angels and may appear in a distant province. The Arch Angel, armed with a flaming sword, is also a powerful Fire mage and priest.
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| Animal Horde | Conjuration | 7 | Ritual | Summon Animals, value 403 | The caster summons a horde of animals and binds them to his service. Different animals answer the call in different terrains.
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| Awaken Ivy King | Conjuration | 7 | Ritual | Summon Commander, value 931 | The mage awakens an ancient Ivy King and persuades him to serve him. The Ivy King is an ancient and powerful Vine Ogre skilled in Nature magic. The Ivy Kings are served by Vine Men and they will arrive in greater numbers when called by an Ivy King.
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| Call Anzus | Conjuration | 7 | Ritual | Summon Units, value 3064 | The caster summons a pair of Anzu bird-monsters. The Anzus were conceived by the pure water and the wide earth in primordial times. They appear as huge lion-headed eagles that breathes fire and water.
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| Call Arel | Conjuration | 7 | Ritual | Summon Commander, value 2058 | The caster calls down a manifestation of heavenly power from the Celestial Sphere. The Arelim appear as beautiful winged beings. They are the most gentle of all beings of the Celestial Sphere. They nurture nature and are protectors of the weak. They weep for the wounded and follow armies in lamentation of the wars brought by the gifts of the Watchers.
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| Call Fravashi | Conjuration | 7 | Ritual | Summon Commander, value 2563 | With the aid of arcane rituals the Seraphs can summon the divinities of old to lead the nation anew. Fravashis are the deified souls of ancient heroes. They are revered and worshiped as messengers of the God.
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| Conjure Phantasmal Knight | Conjuration | 7 | Battle | 5 | Summon Units, value 3627 | The caster conjures a Phantasmal Knight to aid him in battle. A Phantasmal Knight is a being of the Dreamwild, made of memories, dreams and legends. Phantasms are not real, but can interact with creation if conjured with glamour magic. Phantasmal Knights are manifest dreams of heroic knights armed in shining armor. They are insubstantial and difficult to harm with physical weapons. Phantasms cannot hold on to reality for long and will disperse when the battle is over. When cast under water phantasmal triton knights will appear.
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| Contact Cloud Vila | Conjuration | 7 | Ritual | Summon Commander, value 1941 | The caster travels to a remote mountain top to contact a Vila and persuade her to aid him. The Vila is a powerful female spirit of the wild. The Cloud Vila appears as a naked, winged woman with cloud-like hair. Her beauty is only marred by her hoofed feet and anyone rude enough to mention this fact will be struck down or cursed for the rest of his life. The Cloud Vila can fascinate and lure men into servitude with her spellsongs and otherworldly beauty. She has the power to give and take health, but is also a powerful mage of the Air who wields the lightning and rides the storms. The Cloud Vila is not as skilled in healing as the Mountain Vila.
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| Contact Couatl | Conjuration | 7 | Ritual | Summon Commander, value 525 | The mage contacts a Couatl and persuades it to aid him. The Couatl is a mythic serpent with feathery wings. They are considered to be sacred in most societies and are known to be powerful mages and priests.
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| Contact Mountain Vila | Conjuration | 7 | Ritual | Summon Commander, value 1942 | The caster travels to a remote mountain to contact a Vila and persuade her to aid him. The Vila is a powerful female spirit of the wild. The Mountain Vila appears as a naked woman mounted on a stag. Her beauty is only marred by her hoofed feet and anyone rude enough to mention this fact will be struck down or cursed for the rest of his life. The Mountain Vila can fascinate and lure men into servitude with her spellsongs and otherworldly beauty. She has the power to give and take health and is a powerful mage of Nature.
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| Contact Yama-no-kami | Conjuration | 7 | Ritual | Summon Commander, value 2097 |
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| Great Lamentation | Conjuration | 7 | Ritual | Summon Units, value 255 | This spell summons a great number of Wailing Ladies. Wailing Ladies are sacred and their weeping for the annihilated Empire is unbearable to behold.
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| Harvester of Sorrows | Conjuration | 7 | Ritual | Summon Commander, value 491 | A Harvester of Sorrows is summoned. The Harvester is a messenger of death and disease. It likes to stalk humans at night, feeding on their fears and pains. A province in which a Harvester of Sorrows has hidden itself will suffer an outbreak of disease and unrest. The Harvester will also stalk and spread disease among any military units in the province.
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| Heavenly Wrath | Conjuration | 7 | Ritual | Summon Commander, value 1369 | This spell calls down an Angel of Fury from the heavens so he can aid the Pretender God in punishing all false Pretenders.
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| Living Castle | Conjuration | 7 | Ritual | Remote Fort Construction, value 9 | The caster conjures a castle of living kelp and algae. The castle can only be created in a friendly sea. This spell cannot be cast above the waves.
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| Living Clouds | Conjuration | 7 | Battle | 1 | Summon Units, value 3725 | The caster releases the power of the winds and calls forth several mid-sized Air Elementals. A powerful mage can summon larger numbers of elementals.
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| Living Earth | Conjuration | 7 | Battle | 1 | Summon Units, value 3741 | The caster releases the powers of the Earth and calls forth several mid-sized Earth Elementals. A powerful mage can summon larger numbers of elementals.
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| Living Fire | Conjuration | 7 | Battle | 1 | Summon Units, value 3717 | The caster releases the powers of Fire and calls forth several mid-sized Fire Elementals. A powerful mage can summon larger numbers of elementals.
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| Living Water | Conjuration | 7 | Battle | 1 | Summon Units, value 3733 | The caster releases the powers of Water and calls forth several mid-sized Water Elementals. A powerful mage can summon larger numbers of elementals. Water Elementals summoned in cold climates will be composed of ice. Ice Elementals are stronger but slower than Water Elementals.
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| Lore of Legends | Conjuration | 7 | Ritual | Set Effect Value (2) if lower, value 1086 | The caster taps into the legends of the dreamwild to unearth long forgotten lore. For one month the caster's magic skills become legendary and his skills in all magic paths are increased. After a month has passed the powers fade and the caster is once more bound by the restrictions of this world.
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| Summon Araburu-kami | Conjuration | 7 | Ritual | Summon Units, value 3270 |
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| Summon Asp Turtle | Conjuration | 7 | Ritual | Summon Units, value 1234 | The Asp Turtle is probably the most powerful beast encountered outside the deep gorges in the ocean. The turtle is normally peaceful and lives in relatively shallow waters. With this spell, an Asp Turtle is summoned, bound and turned into a very deadly killing machine. Its huge size and heavy armor make it easy for the turtle to kill smaller beings by trampling them.
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| Summon Balam | Conjuration | 7 | Ritual | Ritual Summon Unique Commander, value 17 | The caster summons one of the four Balam. The Balam are powerful jaguar shaped spirits of fertility and servants of the Awakening Lord. There is one spirit for each cardinal direction. The Balam are able to change their shape at will. To the Zotz they often appear as Onaquis or Zotz sorcerers, but in battle they take their true form. The Balam are connected to the four cardinal directions and have corresponding powers.
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| Summon Calydonian Boar | Conjuration | 7 | Ritual | Summon Units, value 3684 | The caster summons a Calydonian Boar and binds it to his service. The Calydonian Boar is a horrible monster boar with burning eyes, spear-like bristles of iron and tusks like that of an elephant. Anyone unfortunate enough to come close to the dreadful beast is set ablaze by the scorching heat of its eyes. The boar breathes flames and its tusks crackles with lightning.
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| Summon Catoblepas | Conjuration | 7 | Ritual | Summon Units, value 1290 | The caster ventures into a deep and unwholesome swamp and summons a Catoblepas, a horrible beastly bull that breathes poison and whose gaze is death.
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| Summon Mound Fiend | Conjuration | 7 | Ritual | Summon Commander, value 439 | The necromancer summons and binds a Mound Fiend, an apparition able to reanimate the dead and curse humans with its hunger. The Mound Fiend is also a powerful Death mage in his own right.
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| Summon Siddha | Conjuration | 7 | Ritual | Summon Commander, value 1337 | This spell summons a Siddha, a sacred being that has achieved physical as well as spiritual perfection. The Siddha is a powerful priest and mage.
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| Summon Tlaloque | Conjuration | 7 | Ritual | Ritual Summon Unique Commander, value 13 | The mage-priest summons one of the four Tlaloque. The Tlaloque are powerful rain spirits and high servants of the Awakening Lord. The Tlaloque are the ones who carry and open the jugs of heavenly waters to let the rain fall upon the Terrestrial Sphere and they are always accompanied by rainfalls. There is one spirit for each cardinal direction. The Tlaloque of the East brings a rain of fertility and growth. The Tlaloque of the South brings warm summer rains. The Tlaloque of the West brings rains of fever and pestilence. The Tlaloque of the North brings rain storms and cold winds.
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| Wild Hunt | Conjuration | 7 | Ritual | Enchant World, value 75 | The caster unleashes the Wild Hunt upon the world. The Hunt is led by Herne the Lord of the Hunt, an ancient deity of the wild roaming the woodlands in search of those who have offended the wild and its inhabitants. When the Hunt has been called, powerful priests of enemy faiths will be hunted down for as long as the Lord is not slain. Apart from the main hunt led by Herne the Lord of the Hunt, there are also up to four lesser hunts that helps him hunt down less important enemy sacred commanders. Sneaking commanders might fool the lesser hunts, but Herne is extremely skilled and will find anyone eventually.
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| Wrath of the Ancestors | Conjuration | 7 | Battle | 1 | Summon Units, value 1363 | A host of wrathful ancestral spirits is summoned to decide the battle.
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| Banquet for the Dead | Conjuration | 8 | Ritual | Summon Commander, value 2039 | The Zamzummite holds a banquet for the deified dead. For three days the living and the shades of the dead share tables and meals. At the eastern end of the table is a throne for the living Adon and at the western end is an empty throne. Each night the ghostly shapes in the empty seats and throne become more solid. At the final night the Zamzummite sacrifices himself at the banquet and is devoured by the dead king who can manifest in the land of the living as a reawakened god. The Malik manifests with his host of Ditanim.
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| Call Amesha Spenta | Conjuration | 8 | Ritual | Ritual Summon Unique Commander, value 12 | One of the six Amesha Spentas is summoned from the Stellar Sphere. The Amesha Spentas are divine beings and servants of the Lord of Wisdom. Each Spenta represents an aspect of their Lord. There are Spentas of animals, fire, sky and metals, earth, water and plants. All are powerful beings with magic corresponding to their nature.
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| Call Apkallu | Conjuration | 8 | Ritual | Summon Commander, value 2966 | The Mashmashu contacts the celestial sphere to call upon an Umu-apkallu. The Umu-apkallu are celestial sages blessed by the Wise Waters. They resemble four-winged enkidus of great beauty. They serve as messengers of the celestial sphere and are powerful mages of the stars, the sky and anything beneath it.
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| Call Greater Daeva | Conjuration | 8 | Ritual | Ritual Summon Unique Commander, value 16 | One of the Greater Daevas of the Daevic Heptad is summoned. These are six demonic beings of vast power who serve the Lord of Destruction. Each Daeva represents an aspect of their Lord. There are Daevas of Evil Intentions, Frozen Minds, Oppression, Discontent, Destruction and Aging. All are powerful destructive beings with magic corresponding to their nature. Their mere presence will cause turmoil, unrest and maladies where they dwell.
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| Call Ophan | Conjuration | 8 | Ritual | Summon Commander, value 2051 | The caster calls down a manifestation of heavenly power from the Celestial Sphere. The Ophanim, wheels, are angelic beings of unfathomable and otherworldly might. They appear as a brilliance covered by four wings, that when unfolded reveal a wheel intersecting another wheel of gleaming brass. The rim of the wheel is covered by eyes of sparkling chrysolite and the being is surrounded by a blaze like that of the sun. The Ophanim see all that passes under their many eyes and watch the affairs of men from the heavenly spheres.
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| Call Wraith Lord | Conjuration | 8 | Ritual | Summon Commander, value 181 | The caster summons a Wraith Lord from the Underworld to serve him. The Wraith Lord is the spirit of an ancient lord given physical form. Wraith Lords are immortal and will return from the land of the dead if defeated in battle. The Wraith Lord is a master of Death magic.
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| Call the Eater of the Dead | Conjuration | 8 | Ritual | Ritual Summon Unique Unit, value 994 | The Death mage uses ancient and unholy rituals to call forth the Eater of the Dead, a dreadful being once banished to the Void by the previous Pantokrator.
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| Contact Iron Angel | Conjuration | 8 | Ritual | Summon Commander, value 1975 | The caster contacts an Iron Angel to teach the weak to be strong. The Angel is a divine being professing the might of skill and craftsmanship. It teaches men not to trust in sorcery or religion. Only faith in yourself and the weapon you wield will grant you true strength. The Iron Angel is not sacred and will readily hunt down and slay fanatical adherents of other faiths.
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| Contact Leshiy | Conjuration | 8 | Ritual | Summon Commander, value 1949 | The caster enters a deep forest and contacts its spirit ruler and persuades it to aid him. The Leshiy is a guardian of forests. In the heart of its forest it takes the appearance of a huge man with grayish green skin, covered in lichen, grass and vines. A single horn grows from his forehead and his feet are hoofed. If he leaves his forest he will shrink and become smaller and smaller and lose much of his magical powers. While inside a forest, the Leshiy is able to shapeshift into a great bear covered in moss and lichen.
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| Contact Marid | Conjuration | 8 | Ritual | Summon Commander, value 3376 | The caster contacts a Marid and persuades it to abandon its rebellious ways and return to serve the awakening Lord. Marids are rebellious Jinnun of vast powers banished from the City of Brass by the Ifrit Sultans. Everywhere they went they caused strife and disorder so the Sultans hunted them until they fled into the ocean depths. They are powerful Jinn born from smokeless flame, but their maritime exile has granted them powers over water as well as the powers of fire, air and earth.
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| Contact Scorpion Man | Conjuration | 8 | Ritual | Summon Units, value 1649 | The Scorpion Man is the most frightening beast that wanders the desert. It is said that when a scorpion man looks at a mountain, the mountain shivers in fear.
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| Dance of the Morrigans | Conjuration | 8 | Battle | Enchant World, value 86 | The caster unleashes the Morrigans on the battlefield, coloring the skies red and wrathful. Wailing and dressed in terror, they arrive in earnest as the ground is soiled with blood.
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| Daughter of Typhon | Conjuration | 8 | Ritual | Ritual Summon Unique Unit, value 1822 | The mage enters the misty swamps of Pythia to find the entrance to the underworld hidden there. Once there the mage will lure and bind the guardian of the gate to his service. The guardian is a beast of might and malice unequaled. She is the daughter of Typhon, Enemy of Gods, and Echidna, Mother of Monsters and her name is Hydra. Like her lesser kin, she has nine heads. However, her central head is blessed by her father and is immortal. Should it be cut off a new body will regrow from the stump within weeks. Hydra is sacred.
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| Earth Attack | Conjuration | 8 | Ritual | Remote Summon - Assassination, value 3741 | A huge Earth Elemental will appear in a province of the caster's choice. Here, it will travel under the ground and search for enemy commanders. When it finds one, it will rise out of the ground and strike it down. The Earth Elemental disappears when it has completed this task or if it can't find an enemy commander. The elemental can only find targets that are grounded, thus floating beings will never be attacked by the elemental.
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| Faerie Court | Conjuration | 8 | Ritual | Summon Commander, value 627 | The caster summons a Faery Queen and her court from the Dreamwild. Faery Queens are mighty fay beings that sometimes emerge in deep woodland realms where they form courts of fay beings mimicking their human counterparts. Calling themselves Queens they take the appearance of beautiful butterfly-winged females dressed in unimaginable splendour. Faery Queens are skilled mages of the Dreamwild and are adept at Glamour and Nature magic. They also have limited skills in air, water or earth magic. If cast in a frozen forest an unseelie queen and her court will answer the call instead.
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| Guardians of the Deep | Conjuration | 8 | Ritual | Enchant World, value 52 | Sea monsters will help the local militia defend underwater provinces for as long as this spell is in effect. The defending monsters are dependent on the terrain and type of sea. The monsters require some small degree of leadership and guidance, so a small local defence is required for the enchantment to have any effect, but sometimes a group of monsters can emerge and attack enemy provinces under your dominion. The global enchantment will last until it is dispelled or the caster dies.
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| Hall of the Dead | Conjuration | 8 | Ritual | Summon Units, value 2509 | A Tomb Oracle or a powerful Ktonian Necromancer releases vast powers and opens a tomb hall to let unquiet spirits animate the entire tomb. A great number of Shard Wights are created.
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| King of Banefires | Conjuration | 8 | Ritual | Ritual Summon Unique Commander, value 9 | The caster calls upon the supernatural forces of Fire itself and summons Anthrax, the King of Banefires. Anthrax was once one of the Kings of Elemental Fire and known as Catharsis. He has since fallen, earning himself a new name and title in the process. The King is a master of Fire and Death magic and is surrounded by a sickly green blaze of banefire.
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| King of Elemental Earth | Conjuration | 8 | Ritual | Ritual Summon Unique Commander, value 4 | The caster calls upon the supernatural forces of the Earth itself and summons one of the Kings of Elemental Earth. There were once three such beings, but since Pedoseion was tainted with blood sacrifices, there are but two Kings left. The Kings are masters of Earth magic in addition to being physically powerful.
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| King of Elemental Fire | Conjuration | 8 | Ritual | Ritual Summon Unique Commander, value 8 | The caster calls upon the supernatural forces of Fire itself and summons one of the Kings of Elemental Fire. There were once three such beings, but since the fall of Catharsis, there are but two. The Kings are masters of Fire magic and are surrounded by blazing flames.
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| Lictorian Legion | Conjuration | 8 | Ritual | Summon Units, value 259 | This spell summons an entire legion of Lictors. Lictors are sacred and were the peacekeepers of the Old Empire.
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| Manifestation | Conjuration | 8 | Ritual | Manifestation, value 392 | With this spell, an Ashen Angel is summoned with the promise of an opportunity to kill a commander in this realm and to bring his soul back to the Lord of the Netherworld. The Ashen Angel will appear in a province of the mage's choice and search for a suitable commander. If no suitable commander is found, the Angel will return to the mage and kill him instead. A commander who is horror marked runs a greater risk of being chosen by the Angel.
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| Queen of Elemental Air | Conjuration | 8 | Ritual | Ritual Summon Unique Commander, value 7 | The caster calls on the supernatural forces of the sky itself and summons one of the three Queens of Elemental Air. The Queens are masters of Air magic, can fly and are ethereal in nature.
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| Queen of Elemental Water | Conjuration | 8 | Ritual | Ritual Summon Unique Commander, value 6 | The caster calls the supernatural forces of the sea itself and summons one of the three Queens of Elemental Water. The Queens are masters of Water magic and difficult to damage when they are underwater. Unless they are completely killed in one combat round, they will heal all their wounds at the end of each round. Only one of the three Queens is able to leave the sea.
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| Summon Chaac | Conjuration | 8 | Ritual | Ritual Summon Unique Commander, value 18 | The caster summons one of the four Chaac, powerful warrior spirits of thunder and rain. They have strangely elongated noses and blueish skin. They guard the subjects of the Awakening God with their thunderous might. The Chaac are connected to the four cardinal directions and have corresponding powers.
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| Summon Dai Oni | Conjuration | 8 | Ritual | Summon Commander, value 1316 | This spells summons a mighty demon king from the Netherworld. These Dai Oni are huge and command vast magical powers. They rule by fear and swift, arbitrary justice rather than skill and their lands are often torn by civil wars and uprisings. This matters little as Oni are almost immortal. The Dai Oni delight in warfare and are often found in the front ranks of their armies, butchering enemies. Dai Oni are violent and rather thick-headed. While magically powerful, they are not clever enough to be good researchers. Unscrupulous human sorcerers are given gold and magical power in return for their services. Oni don't need to eat. However, they have tremendous appetites and like to eat and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Their residual spirit form is a ghost and can be banished.
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| Summon Devata | Conjuration | 8 | Ritual | Summon Commander, value 1336 | This spell summons a Devata, a lesser divinity of the Celestial Sphere. The Devata is a powerful warrior, priest and mage.
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| Summon Dwarf of the Four Directions | Conjuration | 8 | Ritual | Ritual Summon Unique Commander, value -21 | In every cardinal direction the Sky and the Earth meet, and in each of these places there is a dwarf of vast powers holding the Dome of the Sky in place. Should any of these dwarves be tricked to leave their task the world would start to collapse and storms would ravage the world. It is believed that wicked giants and Seithberenders would try to see the end of this world by removing these dwarves from their eternal task. The dwarves are immortal and should one be slain he would probably resume his task of holding the Sky in its proper place.
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| Summon Marid | Conjuration | 8 | Ritual | Summon Commander, value 3374 | The Marids are rebellious Jinnun of vast powers. Banished from the City of Brass by the Ifrit Sultans they fled into the depths of the ocean. When mankind overtook the world and magic was lost, Ubar could no longer keep rebellious Marids at bay and they returned to the world. Marids are attracted to magic and can be lured and bound with powerful sorcery. They are powerful Jinn born from smokeless flame, but their maritime exile has granted them powers over water as well as the powers of fire, air and earth.
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| Summon Telkhine | Conjuration | 8 | Ritual | Summon Commander, value 2874 | The caster releases one of the Telkhines from its Tartarian prison. Telkhines are sea-daimones of vast powers. They bring hailstorms and blizzards and cause great devastation. They are also great sages and unparalleled craftsmen. Their dabbling in stygian magic caused their final downfall and imprisonment. Telkhines are able to change their shape. In their demonic form their magic powers over storms and the sea are increased. In human shape their skills in forging are increased.
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| The Kindly Ones | Conjuration | 8 | Ritual | Enchant World, value 80 | The caster unleashes the Erinyes upon the world. The Erinyes are three horrible spirits of vengeance that punish those who slay innocent women. In elder times, they upheld the ban against Blood magic, but they have since returned to the darkness whence they came. They are sometimes called the Eumenides, the Kindly Ones, but their true names are Avenger of Murder, Grudging Anger and The Unrelenting One. Sinners will hear the horrible baying of the sisters and madness will strike them unless they are found and most gruesomely slain by the sisters. The first sister kills those who have killed, the second one hunts those who use blood magic and the third one hunts the enemies of he who summoned her and her sisters. The Kindly Ones remain in the world until the enchantment is dispelled or the three of them are slain.
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| Well of Misery | Conjuration | 8 | Ritual | Enchant World, value 33 | This mighty ritual is a blessing to units across the world. Diseases, old age, suffering and pains are all drained of some of their essence. All malign energies are siphoned from the world and concentrated in the Well of Misery, effectively giving the caster a huge income of magical gems of Death. Each month a large amount of death gems are generated and the growth scale is increased in all provinces of the world.
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| Wild Growth | Conjuration | 8 | Battle | 4 fatigue | 20 | 2+2/lvl | Cause Affliction, value 64 | Vines and roots sprout from the ground, grabbing all enemies within reach. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.
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| Awaken Tarrasque | Conjuration | 9 | Ritual | Summon Units, value 925 | The caster awakens an ancient sleeping dragon.
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| Call Abomination | Conjuration | 9 | Ritual | Summon Units, value 521 | The caster summons an Abomination from the nether planes. The beast is huge and horrible to behold, capable of shredding the minds of weaker beings with its gaze.
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| Call Ancient Presence | Conjuration | 9 | Ritual | Summon Units, value 2251 | In the deepest parts of the most fearsome swamps there is something that devours everything that dares to enter. This is known as the ancient presence. It is very old and grows larger by incorporating the victims that it devours whole. No hero can stand against the ancient presence, it devours and incorporates anyone that gets close and only gets stronger by it. The ritual to call an ancient presence can only be performed in large swamp.
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| Call Merkavah | Conjuration | 9 | Ritual | Summon Commander, value 2052 | With a tremendous sacrifice of power the caster calls down the ultimate manifestation of heavenly power. A Merkavah, a heavenly chariot of vast and unbearable power forms in the skies. In a blaze of otherworldly splendor, four wheels covered by four wings move the Merkavah in four directions. Above the four wheels at the center of the solar glory is a living being with four faces, four wings, four colors and four lives. Above the living being is a sapphire dome of stellar might beyond which the unbearable might of the Celestial Thrones is visible. After the vision of the heavens subsides, the four wheels and the Tetramorph remain to command the faithful and destroy the servants of sin.
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| Enchanted Forests | Conjuration | 9 | Ritual | Enchant World, value 24 | All forests will start to whisper the hymns to the pretender that controls this enchantment. This will spread dominion to the places where false pretenders were worshiped. When a forest has the right dominion it will start to attack instead of whispering hymns. Enemies in that province or neighboring provinces will be attacked by creatures of the awakening forest.
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| Ghost Riders | Conjuration | 9 | Ritual | Remote Summon (Temporary units), value 189 | This spell summons 75 Longdead Horsemen led by a Wraith Lord of the Netherworld. The horsemen will wreak havoc upon a province of the caster's choice but are not otherwise under the control of their summoner.
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| Heavenly Choir | Conjuration | 9 | Ritual | Summon Commander, value 1368 | This spell calls down a Seraph from the heavens so he can serve the Pretender God. The Seraph is accompanied by a choir of angels.
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| Legion of Wights | Conjuration | 9 | Ritual | Summon Units, value 533 | The necromancer summons a contingent of Wights from the Underworld to serve him. Wights are powerful undead warriors armed with Bane Blades and heavy armor.
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| Summon Devala | Conjuration | 9 | Ritual | Summon Commander, value 1713 | The Devala is a personification of music and lesser god of the Celestial Sphere. The divine tunes of the Devalas once filled this world, but when the Devatas of Kailasa withdrew to the heavens, the Devalas followed and the world was made a duller place. The mere presence of a Devala will cause the divine music to once again permeate the world and increase the magic scale of a province. It is a powerful mage-priest and a formidable warrior. The Devala is sacred.
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| Summon Rudra | Conjuration | 9 | Ritual | Summon Commander, value 1906 | The caster summons one of the Rudras from the Celestial Spheres. Rudras are raging demigods of destruction armed with enchanted weaponry, thunder and plague. They bring death by arms or sorcery to mortals and demons alike. Their bows strike the targets with plague and their swords are the bane of demons. The Rudras are sprung from hurricanes and are able to fly even during storms. Their sorcerous might is directed towards destruction and they never pause to study or forge items.
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| Tartarian Gate | Conjuration | 9 | Ritual | Tartarian Gate, value 10 | The caster opens a gate to Tartarus and releases a dead Titan or Monstrum imprisoned in that horrible place. The Titans were gods in ancient times, but were defeated and imprisoned in Tartarus aeons ago. The dead Titan once had tremendous powers, but the imprisonment in the realm of perpetual pain might have destroyed the mind of the ancient god.
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| Air Shield | Alteration | 0 | Battle | 1 fatigue | Bless/Buff (Type I), value 8 | The air shield solidifies the air above the caster to protect him or her from incoming missiles.
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| Carrion Fortress | Alteration | 0 | Ritual | Remote Fort Construction, value 10 | This ritual forms a fortress of brambles, roots and bones in a matter of weeks, sturdy enough to rival stone walls. Defenders can stand on the walls and fire missiles from the parapets. This ritual can only be cast in forests or shallow seas, where nature has plenty of material to build from.
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| Grow Fortress | Alteration | 0 | Ritual | Remote Fort Construction, value 10 | This ritual forces nature to form a complete fortress in a matter of weeks, sturdy enough to rival stone walls. Defenders can stand on the walls and fire missiles from the parapets. This ritual can only be cast in forests or shallow seas, where nature has plenty of material to build from.
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| Hand of Dust | Alteration | 0 | Battle | 1 fatigue | 1 | Damage, value 1005 | The caster's left hand becomes deadly, able to turn anything it touches to ashes. The spell is limited in power but ignores armor.
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| Poison Touch | Alteration | 0 | Battle | 5 fatigue | 1 | Poison (HP damage), value 5005 | By touching a target, the magician can poison him. A successful attack roll is required to hit the target, but armor offers no protection.
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| Twist Fate | Alteration | 0 | Battle | 1 fatigue | Bless/Buff (Type II), value 1 | The caster changes his future fate. Twist Fate negates the first successful strike against the one protected by this spell. Any type of caster, including those that are undead or inanimate can use this spell to alter its fate.
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| Blurred Body | Alteration | 1 | Battle | 1 fatigue | Bless/Buff (Type II), value 4398046511104 | The mage's body becomes blurred, transparent and difficult to strike in melee.
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| Cat Eyes | Alteration | 1 | Battle | 5 fatigue | Bless/Buff (Type II), value 35184372088832 | This spell grants the caster partial darkvision.
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| Charge Body | Alteration | 1 | Battle | 5 fatigue | Bless/Buff (Type II), value 16384 | When a charged body is struck in melee combat, a powerful jolt of electricity will strike the attacker. However the mage will also receive some shock damage from the discharge, but it will be much less severe. The damage caused by the electrical charge bypasses the protection of armor and is very deadly. Once hit, the mage's body will become discharged and, if the mage survives, will need to be recharged.
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| Distill Gold | Alteration | 1 | Ritual | value 250 | The alchemist distills gold from minerals. The process is time consuming and requires the alchemist to use fire gems.
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| Eagle Eyes | Alteration | 1 | Battle | 5 fatigue | Bless/Buff (Type I), value 4 | This spell grants the mage superior vision and accuracy for both spell casting and archery.
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| Earth Grip | Alteration | 1 | Battle | 1 fatigue | 20 | Cause Affliction, value 16384 | The mage orders the earth to swallow a single target. If the target is affected, he will be unable to move unless he succeeds in breaking free.
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| Fists of Iron | Alteration | 1 | Battle | 2 fatigue | 1 | Damage, value 15 | The caster enchants his hands, transforming them into pistons able to strike down even the largest of foes. The assault lasts only one round and the targeted unit must be in reach. The magician attacks the target multiple times with increased skill. The damage of the spell increases with the strength of the caster.
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| Hand of Death | Alteration | 1 | Battle | 5 fatigue | 1 | Damage, value 5030 | The left hand of the caster becomes deadly and destroys anything it touches. The power of the hand is strong enough to kill giants.
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| Personal Barkskin | Alteration | 1 | Battle | 5 fatigue | Bless/Buff (Type I), value 16 | The skin of the caster is transformed into a rough, bark-like hide. This makes the caster less vulnerable to weapons, but more vulnerable to fire.
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| Personal Poison Resistance | Alteration | 1 | Battle | 5 fatigue | Bless/Buff (Type I), value 288230376151711744 | This spell makes the caster quite resistant to poison. The spell does not neutralize poison already affecting the target.
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| Skeletal Body | Alteration | 1 | Battle | 2 fatigue | Bless/Buff (Type I), value 274877906944 | The body of the caster dries up and becomes impossibly thin and skeletal. Piercing weapons hitting the caster will cause less damage.
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| Alchemical Transmutation | Alteration | 2 | Ritual | value 200 | The alchemist transmutes base metals into precious ones. The process is time consuming and requires the alchemist to use earth gems.
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| Armor of Achilles | Alteration | 2 | Battle | 4 fatigue | 15 | 1 | Damage Armor (no effect on magic items), value 10 | Almost totally destroys the target's armor and shield. Magical armor is likely to resist the effect of this spell.
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| Blur | Alteration | 2 | Battle | 2 fatigue | 20 | 1 | Bless/Buff (Type II), value 4398046511104 | A few soldiers becomes blurred, transparent and difficult to strike in melee.
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| Burn | Alteration | 2 | Battle | 1 fatigue | 30 | Cause Affliction, value 512 | The targeted enemy is set ablaze. The spell ignores enemy armor, but it is not always strong enough to kill the victim. Also, rain or snow will put the flames out very quickly.
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| Enlarge | Alteration | 2 | Battle | 2 fatigue | 10 | 1 | Bless/Buff (Type I), value 2147483648 | A few soldiers are magically enlarged for the duration of the battle. Enlarged soldiers get increased size, hit points and strength.
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| Gift of Cheated Fate | Alteration | 2 | Battle | 2 fatigue | 10 | 1 | Bless/Buff (Type II), value 1 | The caster changes the future fates of a few soldiers. Cheat Fate negates the first successful strike against the one protected by this spell.
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| Gooey Water | Alteration | 2 | Battle | 2 fatigue | 25+5/lvl | 3+1/lvl | Cause Affliction, value 134217728 | The caster turns a patch of water into sticky slime. Units stuck in the slime will move and attack more slowly and have trouble defending themselves. The slime effect will wear off more quickly on targets with high magic resistance.
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| Ice Shield | Alteration | 2 | Battle | 2 fatigue | Bless/Buff (Type I), value 549755813888 | The mage transforms the water around him into a shield of ice that protects him from harm. The shield will randomly block about half of the attacks against his person.
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| Mirror Image | Alteration | 2 | Battle | 1 fatigue | value 2000 | This spell creates illusionary images of the caster. A skilled Glamour mage will get more images than a less skilled one. The images will surround the mage and make it harder for enemies to figure out which one to strike. A strike will have an equal chance of hitting each image and the mage. If an image is hit it will disappear and further attacks are more likely to hit the caster. Unlike some other glamour effects, mirror images are not negated by true sight.
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| Personal Mistform | Alteration | 2 | Battle | 1 fatigue | Bless/Buff (Type II), value 65536 | The mage's body becomes mist. Striking the mist that makes up the mage's body causes the mage very little damage. The mistform will end if the mage gets hit exceptionally hard or by a magical weapon.
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| Personal Stoneskin | Alteration | 2 | Battle | 1 fatigue | Bless/Buff (Type I), value 65536 | The skin of the caster is transformed into a rough, stone-like hide. As a side effect the caster will take additional damage from cold.
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| Quicken Self | Alteration | 2 | Battle | 2 fatigue | Bless/Buff (Type I), value 262144 | Quickness increases the speed of the caster and enhances his ability to dodge and evade incoming attacks. The quickened one can perform regular combat actions twice every turn, but still cannot cast more than one spell per combat round.
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| Resist Cold | Alteration | 2 | Battle | 1 fatigue | Bless/Buff (Type I), value 4096 | This spell makes the caster resistant to cold. It also negates the chill effect caused by some undead beings.
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| Resist Fire | Alteration | 2 | Battle | 1 fatigue | Bless/Buff (Type I), value 1024 | This spell makes the caster's body resistant to fire and flames.
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| Resist Lightning | Alteration | 2 | Battle | 1 fatigue | Bless/Buff (Type I), value 2048 | This spell makes the caster highly resistant to thunder and lightning.
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| Weakness | Alteration | 2 | Battle | 2 fatigue | 25 | Weaken, value 3 | The mage damages the life force of the target making it permanently weaker.
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| Animate Tree | Alteration | 3 | Battle | 2 fatigue | 10 | 1 | value 361 | This spell will cause a small tree or a couple of large bushes to come alive, uproot themselves and start to fight for the nature mage that awakened them. Bushes are usually slow and not very well suited for fighting, but they are surprisingly strong and they may easily kill a human should they get hold of one.
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| Barkskin | Alteration | 3 | Battle | 2 fatigue | 10 | 1 | Bless/Buff (Type I), value 16 | The skin of a few soldiers are transformed into a rough, bark-like hide. This makes them less vulnerable to weapons, but more vulnerable to fire.
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| Body Ethereal | Alteration | 3 | Battle | 3 fatigue | 10 | 1 | Bless/Buff (Type I), value 134217728 | The target's body becomes hazy and transparent. The target can pass through obstacles and non-magical weapons usually just pass through his body without harming it.
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| Cold Resistance | Alteration | 3 | Battle | 2 fatigue | 15 | 1 | Bless/Buff (Type I), value 4096 | This spell makes a few units resistant to cold. It also reduces the chill effect caused by some undead beings.
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| Displace Body | Alteration | 3 | Battle | 1 fatigue | Bless/Buff (Type II), value 8796093022208 | The mage's image appears beside his actual location and is very difficult to hit in melee. The first attack against the displaced unit will almost always miss as the enemy will swing straight at the false image.
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| Earth Meld | Alteration | 3 | Battle | 6 fatigue | 25 | 5 | Cause Affliction, value 16384 | The targeted soldiers start to sink into the ground. Affected troops must struggle to free themselves from the ground. During the struggle, they are unable to move or attack.
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| Fire Resistance | Alteration | 3 | Battle | 2 fatigue | 15 | 1 | Bless/Buff (Type I), value 1024 | This spell makes a few units' bodies resistant to fire and flames.
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| Freeze | Alteration | 3 | Battle | 2 fatigue | 25 | 1 | Cause Affliction, value 268435456 | The caster freezes his enemies. Frozen units are slowed and suffer from fatigue each turn. The spell only lowers the temperature of the soldiers themselves. There is no lingering cold.
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| From Death Comes Life | Alteration | 3 | Ritual | Local Enchant Province - Gem Duration, value 94 | The Panageis uses sacred carcasses from a Megara Chasm to complete the cycle of death and rebirth and procure fertility in the province. The growth scale of the province is increased by two. The ritual lasts longer if more gems are used.
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| Gift of Cat Eyes | Alteration | 3 | Battle | 2 fatigue | 15 | 1+1/lvl | Bless/Buff (Type II), value 35184372088832 | This spell grants a few soldiers partial darkvision.
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| Group Blur | Alteration | 3 | Battle | 4 fatigue | 20 | 1+1/lvl | Bless/Buff (Type II), value 4398046511104 | Several soldiers becomes blurred, transparent and difficult to strike in melee.
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| Immolation | Alteration | 3 | Battle | 2 fatigue | 7 | Damage, value 1010 | The caster bursts into white-hot flames, badly burning everyone within range. Armor offers little protection against the flames. The spell will consume the caster if he is unprotected.
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| Inner Sun | Alteration | 3 | Ritual | Bless/Buff (Type II), value 67108864 | This spell provides the mage with a way to retaliate when attacked by undead warriors. When the mage is slain, a shower of light will shoot forth from the body and burn all undead beings in the vicinity. The Inner Sun spell is a ritual and will last until the mage is killed.
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| Lightning Resistance | Alteration | 3 | Battle | 2 fatigue | 15 | 1 | Bless/Buff (Type I), value 2048 | This spell makes units resistant to the damage and stun effects caused by lightning.
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| Mist | Alteration | 3 | Battle | Enchant World, value 71 | The caster creates a dense magical mist across the battlefield that makes it difficult to see far and prevents any cloud effects from dissipating properly. The mist will limit the precision of all spells and missiles.
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| Mossbody | Alteration | 3 | Battle | 2 fatigue | 10 | 1 | Bless/Buff (Type II), value 8 | The caster covers the body of a small number of troops in a moist magical moss. The moss has a large chance of providing an extra layer of protection against any attack as well as giving a certain protection against fire. If the moss is struck it has a chance of bursting in a cloud of poison and after that the protective effect will be over. The harder the hit the greater the chance of the moss bursting.
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| Personal Ironskin | Alteration | 3 | Battle | 2 fatigue | Bless/Buff (Type I), value 268435456 | The skin of the caster is transformed into a hard, metallic hide. As a side effect the caster will take additional damage from lightning.
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| Protective Winds | Alteration | 3 | Battle | 4 fatigue | 15 | 1+1/lvl | Bless/Buff (Type I), value 8 | Powerful winds will protect a group of friendly units from enemy projectiles.
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| Torpor | Alteration | 3 | Battle | 2 fatigue | 35 | 1 | Fatigue, value 5010 | This spell targets the metabolism and bodily functions of a few units. The targets become unnaturally tired.
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| Amalgamation of Air and Flesh | Alteration | 4 | Ritual | Summon Units, value 3865 | The alchemists of Marignon have, with the possible aid of infernal tutors, devised means to fuse human bodies with elemental essence creating living amalgams of flesh and air. The amalgam retains his mind and soul so early experiments with prisoners have been discarded and now only able and willing soldiers are used in the process.
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| Amalgamation of Earth and Flesh | Alteration | 4 | Ritual | Summon Units, value 3867 | The alchemists of Marignon have, with the possible aid of infernal tutors, devised means to fuse human bodies with elemental essence creating living amalgams of flesh and earth. The amalgam retains his mind and soul so early experiments with prisoners have been discarded and now only able and willing soldiers are used in the process.
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| Amalgamation of Fire and Flesh | Alteration | 4 | Ritual | Summon Units, value 3864 | The alchemists of Marignon have, with the possible aid of infernal tutors, devised means to fuse human bodies with elemental essence creating living amalgams of flesh and fire. The amalgam retains his mind and soul so early experiments with prisoners have been discarded and now only able and willing soldiers are used in the process.
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| Amalgamation of Water and Flesh | Alteration | 4 | Ritual | Summon Units, value 3866 | The alchemists of Marignon have, with the possible aid of infernal tutors, devised means to fuse human bodies with elemental essence creating living amalgams of flesh and water. The amalgam retains his mind and soul so early experiments with prisoners have been discarded and now only able and willing soldiers are used in the process.
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| Arouse Hunger | Alteration | 4 | Ritual | Remote Summon (Permanent Units), value -4 | The necromancer curses about forty beings in a far away province with undeath, more for skillful death mages. The victims will become ghouls that serve the necromancer.
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| Blight | Alteration | 4 | Ritual | Affect Province with Anonymous Event, value 9 | The caster unleashes a blight upon a distant province. Five percent of the population will die, unrest increases and one hundred and twenty pounds of gold must be used to feed the starving.
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| Combustion | Alteration | 4 | Battle | 2 fatigue | 30 | 1 | Cause Affliction, value 512 | A few enemies are set ablaze. The spell ignores enemy armor, but it is not always strong enough to kill the victim. Also, rain or snow will put the flames out very quickly.
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| Curse of Stones | Alteration | 4 | Battle | 100% | Cause Affliction, value 32 | The caster curses the enemy army with the weight of earth and stones. Affected enemy units are severely burdened and moving will be slow and exhausting. Attack speed will not be affected, but fighting will be extra exhausting and can prove disastrous even for lightly armed soldiers. The curse will last until the battle is over.
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| Destruction | Alteration | 4 | Battle | 4 fatigue | 30 | 6 | Damage Armor (no effect on magic items), value 5 | The armor of several soldiers is destroyed and falls to the ground in useless heaps. Magical armor is much less likely to be affected by the spell.
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| Elemental Fortitude | Alteration | 4 | Battle | 1 fatigue | Bless/Buff (Type I), value 7168 | Increases resistance to fire, cold and lightning.
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| Encase in Ice | Alteration | 4 | Battle | 2 fatigue | 25 | 1 | Add To Effect Value (10), value 299 | The caster transforms the water surrounding some enemies into ice. The encased targets are protected from strikes, but must break free to be able to move or defend themselves. While encased they will become chilled and numbed and suffer fatigue.
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| Group Barkskin | Alteration | 4 | Battle | 4 fatigue | 15 | 1+1/lvl | Bless/Buff (Type I), value 16 | The skin of several soldiers are transformed into a rough, bark-like hide. This makes them less vulnerable to weapons, but more vulnerable to fire.
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| Lacerating Winds | Alteration | 4 | Battle | 2 fatigue | 30+5/lvl | 3+1/lvl | Damage, value 1003 | The caster makes the very winds themselves attack his enemies by hardening and sharpening the air itself. The winds will slash and bruise unprotected enemies in a large area.
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| Liquid Body | Alteration | 4 | Battle | 2 fatigue | Bless/Buff (Type I), value 2680059592704 | The caster transforms himself into a semi-liquid being. He becomes very difficult to harm by physical means and wounds will rarely become permanent afflictions. As a by-effect the caster will lose some strength and movement speed.
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| Mistform | Alteration | 4 | Battle | 2 fatigue | 10 | 1 | Bless/Buff (Type II), value 65536 | The bodies of a few soldiers becomes mist. Striking the mist that makes up the mage's body causes the mage very little damage. The mistform will end if the mage gets hit exceptionally hard or by a magical weapon.
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| Quickness | Alteration | 4 | Battle | 2 fatigue | 15 | 1 | Bless/Buff (Type I), value 262144 | Quickness increases the speed of a small number of units and enhances their ability to dodge and evade incoming attacks. The quickened ones can act twice every turn, but quickened spell casters still cannot cast more than one spell per combat round.
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| Shrink | Alteration | 4 | Battle | 2 fatigue | 16+2/lvl | 1 | Cause Affliction, value 4294967296 | A few soldiers are shrunk for the rest of their lives. Shrunk beings have reduced size, strength and hit points. As a side effect defence is increased.
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| Slow | Alteration | 4 | Battle | 2 fatigue | 30 | 1 | Cause Affliction, value 68719476736 | This spell will slow down a small group of enemies. The slowed units will require twice as long time to move, attack or cast spells. The effect will last for the entire battle.
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| Stoneskin | Alteration | 4 | Battle | 2 fatigue | 15 | 1 | Bless/Buff (Type I), value 65536 | The skin of a few soldiers are transformed into a rough, stone-like hide. As a side effect the targets will take additional damage from cold.
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| Stygian Skin | Alteration | 4 | Battle | 2 fatigue | Bless/Buff (Type II), value 17179869184 | The caster drenches his skin in stygian water, making him almost impervious to physical damage. Only living beings are affected by this spell.
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| Swarm | Alteration | 4 | Battle | Summon Units, value -9 | The caster summons and transforms several insects, bugs and reptiles. The enlarged bugs aren't very dangerous, but will surely disturb those they attack. If cast under water shrimps and small fish will appear instead.
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| Temper Flesh | Alteration | 4 | Battle | 2 fatigue | Bless/Buff (Type I), value 481036338176 | The flesh of the caster is tempered with earth magic and made highly resistant to physical damage as well as fire.
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| Twilight | Alteration | 4 | Battle | Enchant World, value 115 | The caster shrouds the battlefield in twilight. Vision is slightly hampered and it is difficult to discern details. That which is small seems large and that which is close seems far away. Appearances are deceiving and it is difficult to separate dreams from reality. All glamour mages have their glamour skills empowered as long as the twilight remains. The twilight cannot be cast in darkness, and it is dispelled by battlefield lights as well as darkness.
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| Wolven Winter | Alteration | 4 | Ritual | Affect Province with Anonymous Event, value 3 | The caster curses a distant province with a dramatic fall in temperature. The mage can target any province of his choice and those affected will not know who has cast this spell upon them.
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| Arrow Ward | Alteration | 5 | Battle | 15 | 17+1/lvl | Bless/Buff (Type I), value 8 | The air itself will protect a large number of friendly units from enemy projectiles.
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| Baleful Star | Alteration | 5 | Ritual | Affect Province with Anonymous Event, value 5 | The caster invokes the great Maleficent and forces the evil star to take a conjunctive position in the heavens above one province, causing unfortunate events and evil deeds to occur. Anyone exposed to the evil star risks getting cursed for the rest of his life.
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| Blood Poisoning | Alteration | 5 | Battle | 2 fatigue | 30 | Poison (HP damage), value 2011 | The blood of the target is turned into poison. Even poison resistant beings are likely to suffer and die from their own blood.
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| Bone Melter | Alteration | 5 | Battle | 2 fatigue | 25 | 1 | Damage, value 999 | When affected by this spell, the targets will melt, dissolving instantly, resulting in a quick and certain death. Ethereal units are nearly immune to this spell.
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| Cat-eyed Warriors | Alteration | 5 | Battle | 15 | 17+1/lvl | Bless/Buff (Type II), value 35184372088832 |
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| Cold Resistant Warriors | Alteration | 5 | Battle | 15 | 17+1/lvl | Bless/Buff (Type I), value 4096 | This spell makes several units resistant to cold. It also reduces the chill effect caused by some undead beings.
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| Drain Life | Alteration | 5 | Battle | 1 fatigue | 30 | Drain Life, value 1010 | The caster drains life force from the target, adding it to his own health and endurance.
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| Enfeeble | Alteration | 5 | Battle | 25 | 2+2/lvl | Weaken, value 2 | The mage damages the life force of the targets making them permanently weaker.
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| Fire Resistant Warriors | Alteration | 5 | Battle | 15 | 17+1/lvl | Bless/Buff (Type I), value 1024 | This spell makes units' bodies resistant to fire and flames.
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| Fort of the Ancients | Alteration | 5 | Ritual | Remote Fort Construction, value 10 | In ancient times, Pangaea made its forts not from mud and mortar but bramble and birch. This ritual forces nature to form a complete fortress in a matter of weeks, sturdy enough to rival stone walls. The ritual can only be cast in forests or shallow seas, where an appropriate amount of vegetation can be found.
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| Gift of Formlessness | Alteration | 5 | Battle | 4 fatigue | 10 | 1 | Bless/Buff (Type I), value 2680059592704 | The caster transforms a handful of soldiers into semi-liquid beings. The transformed soldiers become very difficult to harm by physical means and wounds will rarely become permanent afflictions. As a by-effect the affected soldiers will lose some strength and movement speed.
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| Group Stoneskin | Alteration | 5 | Battle | 4 fatigue | 15 | Bless/Buff (Type I), value 65536 | The skin of a group of soldiers are transformed into a rough, stone-like hide. As a side effect the targets will take additional damage from cold.
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| Incinerate | Alteration | 5 | Battle | 2 fatigue | 30 | Damage, value 2012 | A single target is consumed by flames from the inside. Armor does not protect against this spell. It can target victims over long distances and it is one of the very few Fire spells that can be used underwater.
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| Internal Alchemy | Alteration | 5 | Ritual | Internal Alchemy, value 15 | The mystics and hermits of T'ien Ch'i have always been obsessed with longevity. Internal Alchemy is a method to transmute the inner self instead of external substances. Meditation, severe asceticism and breathing techniques are used to access the inner cinnabar fields in an attempt to alter them. Often the alchemist feeds on cinnabar, transmuted quicksilver, the most highly regarded alchemical substance, during the process. The transformative nature of the cinnabar might also transmute the mind of the hermit.
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| Invulnerability | Alteration | 5 | Battle | 2 fatigue | Bless/Buff (Type II), value 2 | The flesh of the caster is made almost invulnerable from normal weapons. Only magic weapons or strikes from mighty giants will be able to harm the invulnerable one.
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| Iron Marionettes | Alteration | 5 | Battle | 30 | 25 | Bless/Buff (Type II), value 33554432 | This spell is primarily used to boost the power of the Agarthan Iron Corpses, but the spell works on other undead units as well. Any undead affected by this spell will move with great speed and fight with relentless fervor.
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| Ironskin | Alteration | 5 | Battle | 4 fatigue | 10 | 1 | Bless/Buff (Type I), value 268435456 | The skins of a few soldiers are transformed into a hard, metallic hide. As a side effect the targets will take additional damage from lightning.
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| Lightning Resistant Warriors | Alteration | 5 | Battle | 15 | 17+1/lvl | Bless/Buff (Type I), value 2048 | This spell makes several units resistant to the damage and stun effects caused by lightning.
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| Maws of the Earth | Alteration | 5 | Battle | 15+5/lvl | 4+1/lvl | Damage, value 1012 | The earth cringes and heaves and a great maw with teeth of rock opens and swallows those unfortunate to be standing in the area. Those who survive will be partially buried in the ground and immobilized.
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| Mother Oak | Alteration | 5 | Ritual | Enchant World, value 46 | The oldest and mightiest of all oaks in the realm is enchanted to become the greatest oak there ever was. The Mother Oak produces magical acorns that can be harvested and made into Nature gems.
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| Nightfall | Alteration | 5 | Battle | Enchant World, value 97 | The caster shrouds the battlefield in darkness. The spell can only be cast if the spell Twilight is already active.
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| Shadow Warriors | Alteration | 5 | Battle | 20 | 17+1/lvl | Bless/Buff (Type II), value 4398046511104 | A large group of soldiers becomes blurred, transparent and difficult to strike in melee.
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| Shatter | Alteration | 5 | Battle | 2 fatigue | 15 | Shatter, value 5020 | This spell shatters metal and stone, wood and bone. Constructs and other inanimate beings targeted by the spell will take tremendous damage, but it has no effect against living beings.
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| Solar Eclipse | Alteration | 5 | Battle | Enchant World, value 97 | The spell will blot out the sun, but only for a little while and in a limited area. It is enough to make a battlefield as dark as the night and will impair all units without darkvision.
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| Storm | Alteration | 5 | Battle | Enchant World, value 1 | The caster controls the weather and conjures a mighty storm on the battlefield. In cold provinces the storm will turn into a blizzard. The storm makes all cloud effect dissipate much faster, it also makes flying impossible and shooting very difficult. A rain storm will also make it more difficult to use Fire magic.
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| Transmute Fire | Alteration | 5 | Ritual | value 350 | The alchemist transmutes fire gems into gold. Every gem spent gives the alchemist several pounds of gold.
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| Winter's Chill | Alteration | 5 | Battle | 2 fatigue | 25 | 2+1/lvl | Cause Affliction, value 268435456 | The caster freezes several enemy soldiers. Frozen units are slowed and suffer from fatigue each turn. The spell only lowers the temperature of the soldiers themselves. There is no lingering cold.
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| Blindness | Alteration | 6 | Battle | 2 fatigue | 20 | Cause Affliction, value 4096 | A very bright light flashes in the target's eyes. The target will be permanently blinded unless the spell is resisted.
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| Blizzard | Alteration | 6 | Battle | Enchant World, value 81 | The caster conjures an unexpected blizzard. The blizzard spell can only be cast in regions of neutral or slight heat. When cast the temperature drops suddenly and a snowstorm covers the battlefield.
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| Boil | Alteration | 6 | Battle | 2 fatigue | 30 | 1 | Damage, value 1006 | This spell heats up a large underwater area to the point of boiling. This spell can only be cast underwater.
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| Control | Alteration | 6 | Battle | 25 | Enslave, value 999 | The caster alters the magical bonds of a magical being, making it serve him instead of its creator.
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| Crumble | Alteration | 6 | Ritual | Crumble, value -50150 | The caster unleashes great power upon a besieged castle. The walls of the castle will fall apart and debris will crash down upon the unwary defenders.
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| Darkness | Alteration | 6 | Battle | Enchant World, value 77 | The battlefield is covered in a blanket of darkness that even renders torches useless. Most ordinary beings will stumble and have great difficulty fighting or shooting in the darkness. The darkness ends if the caster dies.
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| Eagle-eyed Warriors | Alteration | 6 | Battle | 15 | 17+1/lvl | Bless/Buff (Type I), value 4 |
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| Earth Gem Alchemy | Alteration | 6 | Ritual | value 300 | The alchemist transmutes earth gems into precious metals. Every gem spent gives the alchemist several pounds of gold.
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| End of Weakness | Alteration | 6 | Battle | 100% | Bless/Buff (Type II), value 17179869184 | All Oni on the battlefield are enchanted with the strength of the Underworld and their skin becomes almost impervious to non magical weapons.
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| Frozen Heart | Alteration | 6 | Battle | 2 fatigue | 20+5/lvl | Damage, value 2008 | The victim's heart is instantly frozen.
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| Giant Warriors | Alteration | 6 | Battle | 10 | 10 | Bless/Buff (Type I), value 2147483648 | A large group of soldiers are magically enlarged for the duration of the battle. Enlarged soldiers get increased size, hit points and strength.
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| Gift of Displacement | Alteration | 6 | Battle | 2 fatigue | 10 | 1 | Bless/Buff (Type II), value 8796093022208 | The target's images appear beside their actual location and are very difficult to hit in melee.
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| Group Ironskin | Alteration | 6 | Battle | 6 fatigue | 15 | Bless/Buff (Type I), value 268435456 | The skins of a group of soldiers are transformed into a hard, metallic hide. As a side effect the targets will take additional damage from lightning.
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| Hellscape | Alteration | 6 | Ritual | Affect Province with Anonymous Event, value 16 | The caster calls on the fires of Rhuax to curse a distant province with blistering heat. Smoke and wildfires will erupt as the very ground will burn with unnatural heat. The Hellscape will appear as an unnatural event, but those affected will not know who has cast the curse upon them.
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| Invisibility | Alteration | 6 | Battle | 1 fatigue | Bless/Buff (Type I), value 1073741824 | The caster becomes invisible and will be almost impossible to hit in melee. The invisibility ends if the caster is wounded.
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| Iron Bane | Alteration | 6 | Battle | 100% | Cause Affliction, value 2199023255552 | The armor of all soldiers on the battlefield will rust and become weakened. Weakened armor can be destroyed by a hard blow from a weapon. Magical armor is not affected.
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| Iron Pigs | Alteration | 6 | Ritual | Summon Units, value 924 | The caster transforms seven ordinary boars into beings of flesh and steel. People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies. Pigs, on the other hand, are not bothered, or at least they don't complain. Pigs are also preferred to dogs, as they have the size and strength to trample human-sized opponents. The transformation does not make the pigs braver.
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| Manifest Vitriol | Alteration | 6 | Ritual | Summon Units, value 1983 | The alchemist conjures a manifestation of the alchemical principle of vitriol. It appears as a large, green, ethereal lion, whose breath will destroy all metals but gold. It is a magical, mindless being that must be commanded by a mage.
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| Mirage | Alteration | 6 | Ritual | Local Enchant Province - Gem Duration, value 139 | The mage creates an illusory castle in a distant province to fool neighboring nations. Only upon besieging the castle will the truth be revealed to an advancing army. The enchantment lasts longer the more gems the caster invests.
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| Petrify | Alteration | 6 | Battle | 4 fatigue | 30 | 1 | Petrify, value 999 | The caster transforms some targets into stone. The target might end up dead when the petrification ends.
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| Rewrite Fate | Alteration | 6 | Battle | 15 | 16+1/lvl | Bless/Buff (Type II), value 1 | The caster alters the fate of a large group of soldiers. Rewrite Fate negates the first successful strike against the ones protected by this spell.
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| Skeletal Legion | Alteration | 6 | Battle | 100% | Bless/Buff (Type I), value 274877906944 | The caster transforms an entire army into skeletal beings, making them highly resistant to piercing attacks. The transformation can be harmful and the transformed soldiers might get diseased by the spell. High magic resistance will protect the affected soldiers from the disease. The caster is exempt from the effects of the spell
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| Soul Vortex | Alteration | 6 | Battle | 4 fatigue | Bless/Buff (Type II), value 2048 | Anyone close to the necromancer will have his life force drained from him. The life force will be used by the necromancer to restore his own health and endurance. The necromancer and his mount if any are not drained by the soul vortex.
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| Transformation | Alteration | 6 | Ritual | Transformation, value 1 | The caster is transformed into a random monster or animal. Some monsters, such as fire drakes, are closely attuned to an element or other magical path. If the caster successfully transforms into such a being he might gain magic power. Also the caster's new body is young and healthy. The transformation is not without risk, however, as the caster's mind and body may be damaged in the process. Sometimes a failed transformation can result in the form of a mindless being and usually mind and magic abilities are lost as a result. But sometimes a being with powerful magic can retain his magic ability as the magic is too strong to let the absence of a mind stop it.
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| Venomous Death | Alteration | 6 | Battle | 2 fatigue | 30 | Poison (HP damage), value 3019 | The caster emulates the horrible bite of the Asp, the most deadly of snakes. The target is poisoned and his flesh will shrivel and his blood dry up.
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| Wooden Warriors | Alteration | 6 | Battle | 15 | 17+1/lvl | Bless/Buff (Type I), value 16 | This spell gives Barkskin to a large group of soldiers.
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| Army of Shades | Alteration | 7 | Battle | 100% | Bless/Buff (Type II), value 4398046511104 | The entire army becomes blurred, transparent and difficult to strike in melee.
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| Arrow Fend | Alteration | 7 | Battle | 100% | Bless/Buff (Type I), value 8 | The air itself will protect all friendly units from enemy projectiles.
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| Bone Grinding | Alteration | 7 | Battle | 100% | Damage, value 3 | With a horrible grinding noise, all units on the battlefield fall to the ground as their bones crack and break. Strong victims might get away with a broken bone, more unfortunate ones will become crippled for life. Ethereal beings are rarely hurt by the spell.
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| Crawl | Alteration | 7 | Battle | 30 | Cause Affliction, value 68719476736 | This spell will slow down a large group of enemies. The slowed units will require twice as long time to move, attack or cast spells. The effect will last for the entire battle.
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| Creeping Doom | Alteration | 7 | Battle | Summon Units, value -9 | This spell enlarges a huge number of insects to enormous proportions. The insects will aid the caster by attacking or at least disturb his enemies.
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| Curse of the Frog Prince | Alteration | 7 | Battle | 2 fatigue | 25 | Polymorph, value 2222 | The victim is cursed with the form of a frog for the rest of his life.
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| Doom | Alteration | 7 | Battle | 100% | Cause Affliction, value 2 | This spell curses all enemy units on the battlefield. Cursed units have bad luck in combat. A curse can never be removed.
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| Enchanted Walls | Alteration | 7 | Ritual | Local Enchant Province - Gem Duration, value 142 | By enchanting the walls of a castle they will become slightly more difficult to breach, but more importantly ethereal beings will not be able to pass through the walls. The enchantment lasts for at least 6 months, longer if extra pearls are used for the ritual.
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| Fog Warriors | Alteration | 7 | Battle | 15 | 16+1/lvl | Bless/Buff (Type II), value 65536 | The bodies of a large group of friendly troops become misty and almost impossible to damage. A unit's mistform will end if it is hit by an exceptionally hard blow or by a magic weapon.
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| Ice Walls | Alteration | 7 | Ritual | Local Enchant Province - Permanent Duration, value 129 | The caster strengthens the walls of a castle by covering them in ice, making the walls very difficult to breach. The ice walls get thicker the colder the province is and will disappear if the province should become non-cold. The alteration lasts as long as the caster remains alive, the province is cold and the fort is not conquered. The enchantment will not help an already breached wall.
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| Immaculate Fort | Alteration | 7 | Ritual | Local Enchant Province - Gem Duration, value 130 | With the help of glamour a fortification and everything in it is made perfect, at least that is how it seems. The air is cleaner, the food tastes better, the streets are always clean and all the buildings are in better shape than when they were just built. The fortification also looks perfectly fine, no matter how much damage it sustains. This makes it very difficult to figure out how to breach the walls, but when they are finally breached the opening will be seen.
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| Iron Walls | Alteration | 7 | Ritual | Local Enchant Province - Gem Duration, value 113 | The caster transforms the stone walls of a castle into iron walls, making it almost impregnable. The alteration lasts for at least 6 months, longer if additional gems are used in the ritual, but will end prematurely if the caster should be killed. The enchantment will not help an already breached wall.
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| Marble Warriors | Alteration | 7 | Battle | 15 | 17+1/lvl | Bless/Buff (Type I), value 65536 | The caster transforms the skin of a large group of soldiers into a hard marble-like hide. The warriors become marble white and difficult to damage. As a side effect the targets will take additional damage from cold.
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| Oaken Army | Alteration | 7 | Battle | 100% | Bless/Buff (Type I), value 16 | This spell gives Barkskin to all friendly units on the entire battlefield.
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| Phoenix Pyre | Alteration | 7 | Battle | 2 fatigue | Bless/Buff (Type II), value 134217728 | This spell gives the mage limited immortality. When the mage is slain, he will explode in a cloud of fire and reappear somewhere else on the battlefield. The spell lasts for the entire battle, no matter how many times the mage is killed. However, being killed is exhausting and the spell will not work while the mage is unconscious.
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| Prison of Sedna | Alteration | 7 | Battle | 25 | Add To Effect Value (10), value 299 | The caster transforms the water surrounding the enemies into ice. The encased targets are protected from strikes, but must break free to be able to move or defend themselves. While encased they will become chilled and numbed and suffer fatigue.
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| Sea of Ice | Alteration | 7 | Ritual | Enchant World, value 28 | All lakes, seas and rivers in the world are frozen by this powerful enchantment. This makes travel between land and sea impossible, except by magical means such as teleportation. The frozen seas also stop Vanheim and other seafaring nations from sailing.
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| Wave Warriors | Alteration | 7 | Battle | 15 | 17+1/lvl | Bless/Buff (Type I), value 2680059592704 | The caster transforms a large group of soldiers into semi-liquid beings. The transformed soldiers become very difficult to harm by physical means and wounds will rarely become permanent afflictions. As a by-effect the affected soldiers will lose some strength and movement speed.
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| Will of the Fates | Alteration | 7 | Battle | 100% | Bless/Buff (Type II), value 1 | The caster alters the fate of an entire battle. Will of the Fates negates the first successful strike against the ones protected by this spell.
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| All-consuming Pyre | Alteration | 8 | Battle | 40 | Damage, value 2010 |
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| Arcane Domination | Alteration | 8 | Battle | 100% | Enslave, value 999 | The caster alters the magical bonds of all magical beings on the battlefield, making them serve him instead of their creators.
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| Army of Giants | Alteration | 8 | Battle | 100% | Bless/Buff (Type I), value 2147483648 | An entire army is magically enlarged for the duration of the battle. Enlarged soldiers get increased size, hit points and strength.
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| Army of Mist | Alteration | 8 | Battle | 100% | Bless/Buff (Type II), value 65536 | The entire army becomes misty and almost impossible to damage. A unit's mistform will end if it is hit by an exceptionally hard blow or by a magic weapon.
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| Conflagration | Alteration | 8 | Battle | 2 fatigue | 30 | 10 | Cause Affliction, value 512 | Many enemies are set ablaze. The spell ignores enemy armor, but it is not always strong enough to kill the victims. Also, rain or snow will put the flames out very quickly.
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| Disintegrate | Alteration | 8 | Battle | 1 fatigue | 30 | Disintegrate, value 999 | The necromancer points a bony finger at a target, who instantly turns to dust.
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| Displaced Warriors | Alteration | 8 | Battle | 15 | 16+1/lvl | Bless/Buff (Type II), value 8796093022208 | A large group of soldiers get their images displaced to appear beside their actual location. Displaced warriors are very difficult to hit in melee.
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| Eternal Twilight | Alteration | 8 | Ritual | Enchant World, value 118 | The entire world is stuck in between the day and the night, an eternal twilight. Vision is hampered and it is difficult to discern details. That which is small seems large and that which is close seems far away. Appearances are deceiving and it is difficult to separate dreams from reality. The caster's dominion will protect friendly provinces from any adverse effects, but outside people will struggle in their daily labor. Hostile units must be constantly suspicious of what they see, or they will wander off a cliff or maybe into the sea. This enchantment requires the presence of a single sun in order to function properly.
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| Flameflesh Army | Alteration | 8 | Battle | 100% | Bless/Buff (Type I), value 4096 | This spell transforms the caster's entire army into a legion of red-hued apparitions. All beings in the army become hot to the touch and highly resistant to cold. The transformation also protects from the chill effects of some creatures, such as Wights and Winter Wolves.
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| Frostflesh Army | Alteration | 8 | Battle | 100% | Bless/Buff (Type I), value 1024 | This spell transforms the caster's entire army into a legion of half-frozen apparitions. All beings in the army become pale and cold to the touch. The half-frozen warriors are highly resistant to heat and flames.
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| Ground Army | Alteration | 8 | Battle | 100% | Bless/Buff (Type I), value 2048 | This spell makes the entire army highly resistant to lightning and thunder.
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| Iron Warriors | Alteration | 8 | Battle | 15 | 16+1/lvl | Bless/Buff (Type I), value 268435456 | The skins of a large group of soldiers are transformed into hard, metallic hides. As a side effect the targets will take additional damage from lightning.
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| Liquify | Alteration | 8 | Battle | 2 fatigue | 30 | 3 | Damage, value 999 | The targets are turned into pools of liquid flesh, causing instant death. If a target resists the spell he is only partially liquified and will probably become permanently crippled.
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| Marble Army | Alteration | 8 | Battle | 100% | Bless/Buff (Type I), value 65536 | The caster transforms the skin of the entire army into a hard marble-like hide. The warriors become marble white and difficult to damage. As a side effect the targets will take additional damage from cold.
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| Polymorph | Alteration | 8 | Battle | 25 | 4+2/lvl | Polymorph, value 549 | The caster transforms his enemies into swine.
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| Quickening | Alteration | 8 | Battle | 20 | 7+1/lvl | Bless/Buff (Type I), value 262144 | This spells grants quickness to a large number of units. Quickness increases the speed and ability to dodge of the quickened one. A quickened person can act twice every turn, but quickened spell casters still cannot cast more than one spell per combat round.
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| Unleash Imprisoned Ones | Alteration | 8 | Ritual | Swallow if Smaller, value 1 | Since before the founding of Agartha there has been a forbidden chamber under the Roots of the Earth. Agarthan legends tell of three dark gods of an earlier age imprisoned with the help of the first Pale Ones. The Seal was strengthened with the souls of thousands of Pale Ones who gave their lives to protect the world from the Imprisoned Ones. Now the Seal seems to be weakening and there are rumors of a crack in the Seal. Some Oracles of the Dead have heard silent whispers in their dreams. Whispers of promise. A promise to spare the Agarthan people if the Imprisoned Ones are released. The oldest and most influential of the Oracles of the Dead has spoken against it, but desperate times need desperate measures, and the whispered promise has not been forgotten.
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| Wizard's Tower | Alteration | 8 | Ritual | Remote Fort Construction, value 24 | The caster raises a tall impregnable stone tower from the ground in any friendly province within range. It is very difficult to break down the walls of this tower, but the administrative facilities are not to the same high standard.
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| Arcane Decree | Alteration | 9 | Ritual | Enchant World, value 126 | This decree forbids anyone but the rightful Pretender God from manipulating the global enchantments. Any hostile mage trying to cast or dispel a global enchantment must first overcome the arcane decree, which will weaken the manipulation attempt even if it should manage to get through. This also applies to any dispel attempt against the arcane decree.
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| Army of Bronze | Alteration | 9 | Battle | 100% | Bless/Buff (Type I), value 268435584 | An entire army is physically altered into beings with bronze skin. The warriors can withstand severe punishment and become incredibly strong. As a side effect the targets will take additional damage from lightning.
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| Army of Gold | Alteration | 9 | Battle | 100% | Bless/Buff (Type I), value 268436480 | An entire army is physically altered into beings with golden skin. The golden warriors can withstand severe punishment and are resistant to heat and flames. As a side effect the targets will take additional damage from lightning.
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| Army of Lead | Alteration | 9 | Battle | 100% | Bless/Buff (Type I), value 335544320 | An entire army is physically altered into beings with leaden skin. The leaden warriors can withstand severe punishment and are very difficult to affect with magic. As a side effect the targets will take additional damage from lightning.
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| Army of Rats | Alteration | 9 | Battle | 100% | Cause Affliction, value 4297064448 | The entire enemy army takes on the aspect of the rat and becomes small and nervous for the rest of their lives. Those affected have their size, strength, hit points and morale reduced. As a side effect defence is increased.
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| Awaken Forest | Alteration | 9 | Battle | 50% | value 361 | This spell will awaken all the bushes and small trees on the battlefield. The awakened trees and bushes will uproot themselves and start to fight for the nature mage that awakened them. Bushes are usually slow and not very well suited for fighting, but they are surprisingly strong and they may easily kill a human should they get hold of one.
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| Time Stop | Alteration | 9 | Battle | Time Stop, value 104 | This powerful alteration will slow down time to almost a standstill for everyone but the caster. Any ongoing effects like regeneration or heat clouds will also be slowed down, regardless if they affect the caster or not.
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| Utterdark | Alteration | 9 | Ritual | Enchant World, value 56 | The world is covered by a blanket of utter darkness. All living beings must use torches to see even a few feet in front of themselves. During the perpetual night, forces of darkness and roaming shades will attack enemy provinces.
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| Wish | Alteration | 9 | Ritual | This ritual taps the primal powers from beyond the Spheres. By projection of his own will upon the Principle of Beginning, the caster can affect the very processes of creation and receive an answer to his wish. There are many things to wish for, but the outcome is not always good. If you want something good and safe, you can try wishing for an artifact or magic gems.
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| Fire Flies | Evocation | 0 | Battle | 2 fatigue | 25+5/lvl | Damage, value 8 | Six burning sparks shoot forth from the wizard's hand. The sparks have very limited armor penetration and will be ineffective against armored troops.
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| Flying Shards | Evocation | 0 | Battle | 3 fatigue | 25+5/lvl | Damage, value 1006 | The caster hurls several stones towards enemy units. The shards are not very powerful, but can severely injure lightly armored units. The number of shards hurled depends on the skill of the caster.
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| Freezing Touch | Evocation | 0 | Battle | 1 fatigue | 1 | Damage, value 1008 | The mage touches an enemy who will suffer from severe freezing damage, possibly even die from it. This is an effective spell because armor offers no protection against this quite potent attack. On the other hand, it might be very hard to actually touch an enemy in the heat of battle.
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| Acid Spray | Evocation | 1 | Battle | 2 fatigue | 2 | 5 | Damage, value 10 | The mage extends his hands, spraying acid at his enemies. The acid sprays over quite a large area and the mage might also be hit if he is not careful.
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| Arcane Bolt | Evocation | 1 | Battle | 2 fatigue | 30+5/lvl | 1 | Damage, value 1008 | The caster fires a bolt of arcane energies that is deadly for magic beings but harmless for humans.
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| Astral Projection | Evocation | 1 | Ritual | Local Enchant Province - Gem Duration, value 37 | The caster's mind is separated from his body and travels the Astral Planes in search of military information. His mind and body are connected with a silvery cord, which can be detected by unfriendly Astral mages. Once detected, the cord of the mage can be severed - a traumatic experience indeed. Each casting of this ritual allows the mage to scry on one province. The use of extra astral pearls increases the duration of the ritual.
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| Bewitching Lights | Evocation | 1 | Battle | 2 fatigue | 30 | 3 | Stun/Fascinate, value 100 | The caster creates a bewitching display of dancing lights. Anyone in the area stares blankly at the lights, momentarily forgetting the battle raging around them.
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| Burning Hands | Evocation | 1 | Battle | 5 fatigue | 1 | 1 | Damage, value 1014 | Flames will issue forth from the mage's hands, killing anyone in front of him.
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| Cold Bolt | Evocation | 1 | Battle | 2 fatigue | 40+5/lvl | 1 | Damage, value 1011 | A bolt of intense cold issues forth from the caster's hands. It can be hurled over very long distances.
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| Fire Darts | Evocation | 1 | Battle | 2 fatigue | 25+5/lvl | Damage, value 10 | With this spell, a mage can fire many burning missiles towards his enemies. A powerful Fire mage can fire the darts in rapid succession over long range. The spell is quite useless against heavily armored men and is best used to eliminate or scare away more poorly armored troops.
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| Flame Bolt | Evocation | 1 | Battle | 2 fatigue | 35+5/lvl | 1 | Damage, value 2011 | With this spell, a mage can send a powerful bolt of flame towards a target.
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| Geyser | Evocation | 1 | Battle | 1 fatigue | 15+5/lvl | 3 | Damage, value 1005 | A steaming-hot bolt of water rushes from the caster's hands. The water splashes upon impact and affects everyone in a small area. Armor offers protection from the boiling water.
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| Gust of Winds | Evocation | 1 | Battle | 1 fatigue | 30+5/lvl | 2 | Stun/Fascinate, value 2013 | Creates a wind gust strong enough to knock soldiers prone. Large beings are rarely affected by the spell and titans and other huge beings will ignore the winds entirely.
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| Shocking Grasp | Evocation | 1 | Battle | 3 fatigue | 1 | Damage, value 3015 | Shocking Grasp causes a target to spasm violently as energies pass at close range from the caster's hands through his body. Shocking Grasp can cause considerable harm. Armor offers no protection.
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| Slime | Evocation | 1 | Battle | 2 fatigue | 25+5/lvl | 1 | Cause Affliction, value 134217728 | The caster hurls a ball of sticky goo at his enemies. Units stuck in the slime will move and attack more slowly and have trouble defending themselves. The slime effect will wear off more quickly on targets with high magic resistance.
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| Star Fires | Evocation | 1 | Battle | 2 fatigue | 35 | Damage, value 1004 | The caster focuses the lights of several stellar bodies and projects them onto his enemies.
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| Vine Arrow | Evocation | 1 | Battle | 2 fatigue | 25+5/lvl | Damage, value 1013 | The caster shoots an enchanted arrow of vines against his enemies. The arrow will come alive and entangle the target if it hits.
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| Water Strike | Evocation | 1 | Battle | 2 fatigue | 30+5/lvl | 1 | Damage, value 2011 | This spell creates a torrent of Water magic that can rip flesh from bone. It can only be cast underwater.
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| Cold Blast | Evocation | 2 | Battle | 2 fatigue | 5+1/lvl | 3 | Damage, value 2008 | A powerful blast of cold strikes a small area close to the caster.
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| Ephemeral Bolt | Evocation | 2 | Battle | 1 fatigue | 25+5/lvl | 1 | Damage, value 1002 | The caster projects a bolt of ephemeral power against his enemies. Drawn from the Dreamwild the bolt causes the target to imagine himself being wounded regardless of his armor and suffering great pain.
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| Fire Blast | Evocation | 2 | Battle | 2 fatigue | 5+1/lvl | 3 | Damage, value 2011 | A powerful blast of fiery energies strikes a small area close to the caster.
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| Flare | Evocation | 2 | Battle | 5 fatigue | 30+5/lvl | 1 | Damage, value 2016 | With this spell, a mage can send a ball of flame towards his enemies. The flare can hit several targets.
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| Lightning Bolt | Evocation | 2 | Battle | 1 fatigue | 30+5/lvl | Damage, value 1012 | The mage hurls a bolt of lightning towards an enemy. The lightning bolt can be hurled quite accurately over long distances and is very useful for eliminating heavily armored targets.
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| Rust Mist | Evocation | 2 | Battle | 3 fatigue | 30 | 7+1/lvl | value 32768 | Highly corrosive mists appear on the battlefield. Troops passing through the mist will see their armor and weapons corrode and weaken.
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| Shock Wave | Evocation | 2 | Battle | 1 fatigue | 2 | 6 | Damage, value 1007 | An electric shock wave will hit a large area in front of the caster. This is a very dangerous spell to cast, as an unlucky caster might also be killed by the electric shock.
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| Solar Rays | Evocation | 2 | Battle | 2 fatigue | 30+5/lvl | 1 | Damage, value 1012 | This spell calls down rays of fire from the sun that set undead targets ablaze.
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| Sulphur Haze | Evocation | 2 | Battle | 2 fatigue | 30 | 2+1/lvl | value 4096 | This spell creates several clouds of toxic mist that remain on the battlefield. Units passing through these mists will suffer from sore throats and poisoning.
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| Warrior Illusion | Evocation | 2 | Battle | 1 fatigue | 5 | Summon Units, value 297 | The illusionist creates a Warrior Illusion who attacks the enemy. Illusions inflict false damage that is eventually made real by the presence of glamour mages.
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| Web | Evocation | 2 | Battle | 2 fatigue | 23+2/lvl | 3 | Cause Affliction, value 536870912 | The mage projects a mass of sticky webs that will trap a small number of enemies. Very large or strong beings will not be hindered by the web.
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| Acid Bolt | Evocation | 3 | Battle | 3 fatigue | 25+5/lvl | 1 | Damage, value 1014 | A gush of highly corrosive fluid flows from the mouth of the caster. The acid burns the armor of the target as well as his, her or its flesh.
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| Arcane Probing | Evocation | 3 | Ritual | Remote Site Search, value 4 | The caster projects his astral self in an attempt to locate sites of Astral power. This spell can only be used to search for magic in friendly provinces.
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| Cloud of Dreamless Slumber | Evocation | 3 | Battle | 2 fatigue | 30 | 1+1/lvl | Lingering Cloud, value 2097152 | This spell creates a cloud that will cause those passing through to fall asleep in a dreamless slumber unless strong of mind. Undead and mindless units do not sleep and are not affected by the spell.
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| Dance of Ephemeral Swords | Evocation | 3 | Battle | 1 fatigue | Bless/Buff (Type II), value 72057594037927936 | The caster is surrounded by ephemeral dancing swords. The swords are only illusions, but they will attack, harass and harm enemies unless they perceive the illusions for what they are.
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| Elf Shot | Evocation | 3 | Battle | 2 fatigue | 25+5/lvl | Fatigue, value 100 | This spell mimics the abilities used by sprites to strike humans down without harming them. The target is struck unconscious unless the magic is resisted.
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| False Fire | Evocation | 3 | Battle | 2 fatigue | 25+5/lvl | 1 | Damage, value 2012 | This spell resembles the normal fireball, but the fire is not real and has a purple tone to it. While not a real fire, being burned by it will feel real enough to kill those without the mental discipline required to resist the imaginary fire. As the fire is not real, there will not be any lingering heat left afterwards, but the illusion is so intense that there will be a small cloud of shimmering colors left instead.
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| Fireball | Evocation | 3 | Battle | 2 fatigue | 25+5/lvl | 1 | Damage, value 2012 | The hallmark of Fire magic, this spell allows the mage to throw a ball of flame toward his enemies. The ball is quite difficult to aim, but does considerable damage wherever it lands.
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| Freezing Mist | Evocation | 3 | Battle | 2 fatigue | 30 | 7+1/lvl | Lingering Cloud, value 1 | This spell creates a large cloud of numbing cold that remains on the battlefield. Units passing through these mists will be badly hurt by the cold.
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| Healing Light | Evocation | 3 | Battle | 2 fatigue | 25+5/lvl | 1 | Heal, value 15 | A cascade of warm and wonderful light showers the targets. Wounds close in the light and pains ease. The spell doesn't affect undead or inanimate beings.
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| Iron Darts | Evocation | 3 | Battle | 1 fatigue | 40 | Damage (x2 vs Magic Beings), value 13 | The Black Priest throws darts of cold iron against his enemies. The iron and the antimagic theurgy of the darts will severely hurt magical beings.
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| Magic Duel | Evocation | 3 | Battle | 100 | Magic Duel, value 999 | By use of this spell, one Astral mage challenges another Astral mage to a mental duel. At most one of the mages can survive this duel. The most powerful Astral mage is also the most likely winner. This spell cannot be used by or against mindless beings and it can only be used against Astral mages.
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| Magma Bolts | Evocation | 3 | Battle | 2 fatigue | 25+5/lvl | Damage, value 2023 | Five bolts of magma shoot towards the enemy at high speed. Anyone struck by a bolt will most likely die unless protected by very heavy armor.
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| Poison Darts | Evocation | 3 | Battle | 2 fatigue | 25+5/lvl | Capped Damage, value 9 | The caster shoots a handful of enchanted darts against his enemies. The darts will not cause serious damage, but are coated in serpent venom that can hurt and possibly kill a human.
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| Rain | Evocation | 3 | Battle | Enchant World, value 7 | This spell creates a heavy rain upon the battlefield. This makes it harder to fly, fires will be put out quicker and any cloud effects will dissipate faster than usual. Fire magic is more difficult to use during heavy rain. If it is cold the rain will become snow instead. Snow does not increase the fatigue for fire spells, but it still puts out fires and dissipates clouds.
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| Shadow Bolt | Evocation | 3 | Battle | 2 fatigue | 25+5/lvl | 1 | Damage, value 1005 | The necromancer hurls a bolt of dark energies against his enemies. The bolt ignores all armor and can paralyze the target. The undead are immune to this spell.
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| Storm Wind | Evocation | 3 | Battle | 1 fatigue | 30+5/lvl | 4+2/lvl | Stun/Fascinate, value 2013 | Creates winds strong enough to knock soldiers prone. Large beings are rarely affected by the spell and titans and other huge beings will ignore the winds entirely.
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| Acid Rain | Evocation | 4 | Battle | 3 fatigue | 30 | 3+1/lvl | Damage, value 12 | Highly acidic fluids pour down from the sky, showering a limited area with corrosive bile. Both the armor and flesh of those hit will suffer.
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| Bane Fire Dart | Evocation | 4 | Battle | 2 fatigue | 25+5/lvl | Damage, value 2013 | The caster projects a dart of Bane Fire against his enemies. The Bane Fire is a sickly greenish flame said to burn in the braziers of the Underworld. The green flame consumes the life force of those burnt by it, even after the flames themselves have subsided. Everyone close to the initial target of the spell may be affected by the decaying effects of the Bane Fire.
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| Blade Wind | Evocation | 4 | Battle | 8 fatigue | 20+5/lvl | Damage, value 14 | The caster throws a huge swarm of whirling blades towards his enemies. The blade wind is an excellent spell against lightly-armored troops, but almost useless against heavily armored ones.
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| Bolt of Unlife | Evocation | 4 | Battle | 2 fatigue | 28+1/lvl | 1 | Unlife Damage, value 1013 | This bolt passes straight through armor and damages the target's soul directly. If the target is slain he will be filled by the energies from this spell and rise as a soulless warrior.
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| Breath of the Desert | Evocation | 4 | Ritual | Affect Province with Anonymous Event, value 13 | The caster curses a distant province with a dramatic rise in temperature. The mage can target any province of his choice and those affected will not know who has cast this spell upon them.
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| Breath of the Dragon | Evocation | 4 | Battle | 2 fatigue | 10+5/lvl | 2+1/lvl | Poison (HP damage), value 2003 | The caster opens his mouth to let bile stream against his enemies.
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| Ephemeral Blast | Evocation | 4 | Battle | 1 fatigue | 25+5/lvl | 1+1/lvl | Damage, value 2001 | The caster projects a blast of ephemeral power against his enemies. Drawn from the Dreamwild the blast causes the targets to imagine themselves being wounded regardless of their armor and suffering great pain.
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| Fate of Oedipus | Evocation | 4 | Ritual | Fate of Oedipus | The caster punishes a mage for having claimed the Eyes of God. The mage's eyes are blasted by brilliance, his eye sockets emptied forever, and the Eyes of God no longer observe the world. This spell can only be cast if the Eyes of God enchantment is active.
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| Fire Cloud | Evocation | 4 | Battle | 2 fatigue | 30 | 5+1/lvl | Lingering Cloud, value 8 | This spell creates a large cloud of fire and smoke that remain on the battlefield. Units passing through this cloud will be severely burned.
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| Ghost Wolves | Evocation | 4 | Battle | 1 fatigue | 5 | Summon Units, value 298 | The illusionist creates two illusory wolves that attack the enemy.
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| Holy Pyre | Evocation | 4 | Battle | 2 fatigue | 30+5/lvl | 3+10/lvl | Damage (x3 vs Undead/Demon), value 1005 | The Holy Pyre burns living targets and consumes undead ones. Undead beings and demons take increased damage from the Holy Pyre.
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| Hurricane | Evocation | 4 | Ritual | Affect Province with Anonymous Event, value 7 | The caster unleashes a violent hurricane upon a province, devastating the countryside. The hurricane will appear as a natural event. Unrest will increase and part of the population will die.
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| Nether Bolt | Evocation | 4 | Battle | 15 fatigue | 30+5/lvl | 1 | Damage, value 1019 | The mage fires a bolt of dark energies towards his enemies. Those who survive the bolt may become feebleminded by the strange energies it releases.
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| Scorching Wind | Evocation | 4 | Battle | 3 fatigue | 40 | 4+1/lvl | Set Effect Value (2) if lower, value 250 | The Scorching Wind is the primordial wind from which the Hinn were spawned. It is unbearably dry and hot and will dehydrate living beings within minutes. The spell has no effect on living beings resistant to heat or with wasteland survival abilities.
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| Strange Fire | Evocation | 4 | Battle | 2 fatigue | 30+5/lvl | 3 | Damage (x3 vs Undead/Demon), value 1006 | The caster unleashes otherworldly fire to smite his enemies. The Strange Fire is of the Celestial Sphere and will destroy demons and other beings abominable to the world.
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| Thunder Strike | Evocation | 4 | Battle | 5 fatigue | 100 | 1 | Damage, value 2020 | A thunderbolt strikes the battlefield. The mage can make the thunderbolt strike very far away. Even if it misses, the shock wave is powerful enough to severely stun and damage anyone nearby.
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| Astral Geyser | Evocation | 5 | Battle | 2 fatigue | 35+5/lvl | 1 | Add To Effect Value (2), value 261 | Tiny holes are blasted into the astral space. For a short time rays of astral energy will blast out of the holes and anyone hit will be severely horror marked. Anyone in the vicinity of the astral energy rays will get hit by deadly residual magic.
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| Celestial Chastisement | Evocation | 5 | Battle | 2 fatigue | 20 | Damage, value 1005 | The mage invokes the laws of the Celestial Bureaucracy and chastises a magical being for serving a false god. The target is wounded, regardless of armor and magic resistance and is compelled to switch sides. Powerful beings often disregard the compulsion.
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| Earthquake | Evocation | 5 | Battle | 100% | Damage, value 8 | With a thundering boom, the ground heaves and erupts, throwing soldiers into crevices that close after a few seconds. If cast in a cave province the effects are devastating.
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| Falling Fires | Evocation | 5 | Battle | 2 fatigue | 50 | 3+1/lvl | Damage, value 15 | This spell calls down a rain of searing flames on the enemy. The spell can strike targets far away, but takes longer time to cast then most other evocations.
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| Falling Frost | Evocation | 5 | Battle | 2 fatigue | 50 | 7+1/lvl | Damage, value 1007 | Bolts of breathtaking frost bombard an area. Cold resistance and armor will protect the targets from damage. The spell can strike targets far away, but takes longer time to cast then most other evocations.
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| Fires from Afar | Evocation | 5 | Ritual | Fires from Afar, value 2012 | The mage fires a row of flame bolts towards an enemy army camp located in a province far away. The more units present in the camp, the greater the chance of hitting a target. The spell can also be used to harass a besieging force or the defenders of a castle. A scout or a scrying spell will be required to see whether the spell was successful or not.
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| Gifts from Heaven | Evocation | 5 | Battle | 5 fatigue | 100 | 1 | Damage, value 150 | A strange whizzing sound emanates from the heavens. Soon, three meteors, glowing with astral fire, plummet from the Stellar Sphere onto the battlefield.
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| Hidden Flame | Evocation | 5 | Battle | 2 fatigue | 25+5/lvl | 1 | Damage, value 3016 | The caster unleashes the Hidden Flame upon the enemies of this world. Initially created by the Arch Wizards of the Hidden Flame to combat the Horrors of the Void, it is equally effective against other otherworldly and magical beings. The Hidden Flame burns with an intense blueish flame that consumes magic essence and destroys magical beings. Anyone standing close to the Flame will risk getting soul burns.
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| Illusory Army | Evocation | 5 | Battle | Summon Units, value 297 | The illusionist creates a whole contingent of illusory warriors. The illusions attack the enemy, inflicting false damage as they strike.
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| Liquid Flames of Rhuax | Evocation | 5 | Battle | 2 fatigue | 15+5/lvl | 1 | Damage, value 2018 | This deadly spell hurls a ball of molten metal at the enemies. The molten metal will splash out and anyone nearby will be hit by the hot liquid and the area will remain extremely hot for a long while.
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| Orb Lightning | Evocation | 5 | Battle | 2 fatigue | 20 | Chaining Damage, value 5 | The mage hurls an orb of pure lightning towards the enemies. Where the orb lands a lightning will strike a nearby unit and continue to travel to other nearby units until it eventually dissipates.
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| Poison Arrows | Evocation | 5 | Battle | 2 fatigue | 25+5/lvl | Damage, value 1013 | The caster shoots a few enchanted arrows against his enemies. The arrows are coated in serpent venom and anyone surviving the initial shot will become poisoned.
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| Poison Cloud | Evocation | 5 | Battle | 2 fatigue | 30 | 3+1/lvl | Lingering Cloud, value 64 | The caster creates a cloud of noxious spores dangerous to men. The cloud remains on the battlefield for some time and everyone entering the cloud will be affected by its poison.
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| Project Self | Evocation | 5 | Ritual | value 10 | The caster sends a projection of himself to a distant land. The projection is an ethereal replica of the caster with the same magical skills as the caster. Items are not projected, gems and blood slaves cannot be used, but any path boosting magic items will still have effect. The projection is shortlived and will only last enough for one battle. It can only be used against hostile provinces as the projection won't last long enough to wait for any enemies to arrive in still friendly provinces. It cannot be used on your own forts when they are under siege.
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| Shadow Blast | Evocation | 5 | Battle | 25+5/lvl | 7+1/lvl | Damage, value 1006 | The necromancer hurls a blast of dark energies against his enemies. The blast ignores all armor and can paralyze those wounded by the spell. The undead are immune to this spell.
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| Stellar Cascades | Evocation | 5 | Battle | 2 fatigue | 35 | 7 | Fatigue, value 25 | Light from a stellar body will shower down upon a group of enemies. Everyone caught in the shower of light will become exhausted as the light sucks energy through their skin.
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| Astral Fires | Evocation | 6 | Battle | 2 fatigue | 25+5/lvl | 1 | Damage, value 10 | Astral fires consume the essence of materials as ordinary fires consume wood. Even stones will burn with the hazy blue flames characteristic of these otherworldly fires. This is the only fire that will burn underwater.
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| Bane Fire | Evocation | 6 | Battle | 2 fatigue | 30+5/lvl | 1 | Damage, value 1052 | The Bane Fire is a sickly greenish flame said to burn in the braziers of the Underworld. The green flame consumes the life force of those burnt by it, even after the flames themselves have subsided. Everyone close to the initial eruption may be affected by the decaying effects of the Bane Fire.
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| Blast of Unlife | Evocation | 6 | Battle | 2 fatigue | 27+1/lvl | 2 | Unlife Damage, value 1017 | This blast passes straight through armor and damages the targets' souls directly. If a target is slain he will be filled by the energies from this spell and rise as a soulless warrior.
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| Cleansing Water | Evocation | 6 | Battle | 2 fatigue | 20+5/lvl | 3+1/lvl | Damage, value 1003 | The caster projects a torrent of water against undead enemies. The cleansing water will damage undead beings and demons, but not other magical beings.
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| False Horror | Evocation | 6 | Battle | 1 fatigue | 5 | Summon Units, value 448 | The illusionist creates a frightening illusion of a Horror. Ordinary men will surely falter at the sight of a Horror, but those brave enough to fight the apparition will find it quite vulnerable.
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| Flame Eruption | Evocation | 6 | Battle | 3 fatigue | 5+1/lvl | 15 | Damage, value 1011 | This spell works like the Burning Hands spell except that the flames cover a much larger area.
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| Iron Blizzard | Evocation | 6 | Battle | 5 fatigue | 30 | Damage (x2 vs Magic Beings), value 10 | The Black Priest throws a swarm of cold iron darts against his enemies. The iron and the antimagic theurgy of the darts will severely hurt magical beings.
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| Magma Eruption | Evocation | 6 | Battle | 5 fatigue | 30 | 4+1/lvl | Damage, value 1020 | A shower of magma and rocks shoots out from the ground. Anyone standing near the eruption will find himself struck by the full force of the spell and only very heavy armor can help him survive it.
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| Mind Hunt | Evocation | 6 | Ritual | Mind Hunt, value 999 | The caster's mind is separated from his body and travels the astral planes in search of enemy commanders' minds. His mind and body are connected with a silvery cord, which can be detected by unfriendly Astral mages. Once detected, the cord of the mage can be severed - a traumatic experience indeed. Each casting of this ritual allows the mage to find and attack one enemy commander in a specific province. The attack will be either a Mind Burn or Soul Slay spell, depending on which spell the caster knows. There will be no attack if he doesn't know either of those spells.
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| Perpetual Storm | Evocation | 6 | Ritual | Enchant World, value 16 | An enormous storm will rage constantly over the entire world. This will reduce the income of all land provinces. Supplies are scarce, as transportation is difficult and sailing and flying is impossible. All mountain passes are unusable during the perpetual storm and shooting in battle is very difficult. Evocations cast upon distant provinces might fail as the magical gale pushes the projectiles out of their trajectory.
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| Smokeless Flame | Evocation | 6 | Battle | 3 fatigue | 20+5/lvl | 1 | Damage, value 1042 | The Smokeless Flame is the primordial fire from which the Jinn were spawned. It is a pure green and yellow flame that burns with supernatural heat. Those hit, even if resistant to heat, will suffer badly. Everyone close to the eruption might be set ablaze by the heat.
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| Stream of Life | Evocation | 6 | Battle | 2 fatigue | 25+5/lvl | 1 | Stream of Life, value 5025 | The caster pours life into the bodies of his enemies in an attempt to overload the body systems of the targets. If targets fail to resist the spell, they will either die or become stronger, healed and overcome by berserker rage.
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| The Wrath of God | Evocation | 6 | Ritual | Enchant World, value 14 | With this enchantment, lighting will strike the enemies of the God, no matter where they are. However, the lightning bolts strike most powerfully in provinces where the God has a strong Dominion. In provinces with a high turmoil scale more thunderbolts strike. Enemies under water or inside caves are not affected.
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| Wrathful Skies | Evocation | 6 | Battle | Enchant World, value 34 | The sky turns dark and lightning strikes all over the battlefield. This spell is most effective during a storm.
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| Acid Storm | Evocation | 7 | Battle | Enchant World, value 11 | The whole battlefield is showered in highly corrosive fluids pouring down from the heavens.
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| Cloud of Death | Evocation | 7 | Battle | 2 fatigue | 30 | 7+2/lvl | Cloud, value 262144 | A deadly grey cloud will form upon the battlefield. Anyone standing in the cloud will wither and die unless able to leave it. The cloud will remain on the battlefield for some time before dissolving.
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| Elemental Opposition of Air | Evocation | 7 | Ritual | Elemental Opposition, value 1 | The caster channels vast amounts of Earth arcana against all active Global Air Enchantments to simultaneously dispel them. The gems spent, in excess of the cost to cast the spell, is compared to the gems used to overcast each of the Global Enchantments. If the Opposition matches any of the Globals, that Global is dispelled.
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| Elemental Opposition of Earth | Evocation | 7 | Ritual | Elemental Opposition, value 3 | The caster channels vast amounts of Air Arcana against all active Global Earth Enchantments to simultaneously dispel them. The gems spent, in excess of the cost to cast the spell, is compared to the gems used to overcast each of the Global Enchantments. If the Opposition matches any of the Globals, that Global is dispelled.
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| Elemental Opposition of Fire | Evocation | 7 | Ritual | Elemental Opposition | The caster channels vast amounts of Water Arcana against all active Global Fire Enchantments to simultaneously dispel them. The gems spent, in excess of the cost to cast the spell, is compared to the gems used to overcast each of the Global Enchantments. If the Opposition matches any of the Globals, that Global is dispelled.
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| Elemental Opposition of Water | Evocation | 7 | Ritual | Elemental Opposition, value 2 | The caster channels vast amounts of Fire Arcana against all active Global Water Enchantments to simultaneously dispel them. The gems spent, in excess of the cost to cast the spell, is compared to the gems used to overcast each of the Global Enchantments. If the Opposition matches any of the Globals, that Global is dispelled.
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| Fire Storm | Evocation | 7 | Battle | Enchant World, value 25 | A massive storm of fire is unleashed on the battlefield. Everyone on the battlefield will be burned to cinders within minutes. The storm lasts for the duration of the battle or until the fire mage dies. The fire storm will also shroud the entire battlefield in brightness, reducing the effect of night and certain spells.
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| Ice Strike | Evocation | 7 | Battle | 2 fatigue | 30 | Damage, value 18 | The caster hurls a ball of ice at his enemies. When the ball strikes, it explodes into thousands of ice shards. Cold resistance offers no protection against this spell, but heavy armor does.
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| Illusory Attack | Evocation | 7 | Ritual | Remote Summon (Temporary units), value 297 | The mage projects an illusionary army at a province far away. The mage is able to guide the army into killing any enemies located there. The illusionary army will dissolve once the attack has been completed or if there are no enemies in the targeted province.
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| Miasma | Evocation | 7 | Ritual | Fires from Afar, value 1001 | With this ritual a nature mage will try to poison an entire enemy army camp by releasing the poisonous gases that are trapped under the ground. This ritual will only work against armies that are located in swamps or drip caves as only these terrains have these gases trapped beneath them. The nature mage will be able to view the release of the gases through the ritual and observe the effects on the enemy army.
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| Murdering Winter | Evocation | 7 | Ritual | Affect Half of Army in Province, value 8 | A sudden, furious blizzard will strike an enemy army camp in a province of the mage's choice. The blizzard is very powerful and will kill most normal men unless they are located in a hot province. The spell will be extremely powerful if it is cast in a very cold province and almost useless if cast in a very hot province. The spell has a very large area of effect and most of the enemy army is likely to be affected. Commanders have access to the good tents and will take reduced damage from the cold. The ritual can target cave provinces, but the effect will be much reduced there.
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| Nether Darts | Evocation | 7 | Battle | 15 fatigue | 25+5/lvl | Damage, value 1014 | The mage fires dark energies towards his enemies. Those who survive the darts may become feebleminded by the strange energies they release. Even weak mages can fire a large number of the otherworldly darts.
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| Poison Mist | Evocation | 7 | Battle | 4 fatigue | 30 | 6+3/lvl | Cloud, value 64 | The caster creates a large cloud of noxious spores dangerous to men. The cloud remains on the battlefield for some time and everyone entering the cloud will be affected by its poison.
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| Rain of Stones | Evocation | 7 | Battle | Enchant World, value 102 | The sky blackens and rumbling sounds echo over the battlefield. Stones and small rocks begin to fall from the heavens, striking down soldiers. Shields and other things that protect vs arrows will also protect soldiers from getting hit by the rocks. Most of the falling stones will result in head hits.
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| Shimmering Fields | Evocation | 7 | Battle | 25 | 50 | Damage, value 1004 | The caster projects a storm of ephemeral power against his enemies. Whilst the damage from the ephemeral power is not real, the presence of glamour mages will make it real enough to kill. The Shimmering Field is not selective and can destroy friends as well as enemies if not used carefully.
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| Storm of Thorns | Evocation | 7 | Battle | 2 fatigue | 25+5/lvl | Damage, value 1013 | The caster shoots a storm of enchanted Vine Arrows against his enemies. The arrows will come alive and entangle anyone who is hit.
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| Stygian Rains | Evocation | 7 | Battle | 100% | Bless/Buff (Type II), value 17179869184 | The caster channels the forces of the underworld and releases a torrent of stygian rains upon the battlefield. The stygian water transforms the skin of all living entities making them almost impervious to physical damage.
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| Thunderstorm | Evocation | 7 | Ritual | Fires from Afar, value 2020 | The caster unleashes a devastating thunderstorm upon an enemy army. Lightning strikes randomly hit the army, killing and maiming many. The storm is localized and doesn't affect the civilian population of the province.
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| Wailing Winds | Evocation | 7 | Battle | Enchant World, value 12 | The mage releases a wind of horrible screams and sighs. All enemies hearing the wailing will feel their spirits sink and have their hearts gripped with fear. The spell affects the whole battlefield until the battle is over or the caster is killed.
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| Wind of Death | Evocation | 7 | Battle | 100% | Cause Affliction, value 256 | With this horrible spell, the necromancer releases a wind thick with the stench of open graves. The ice-cold wind is silent as it rends the flesh of living beings. With an effect similar to leprosy, the flesh of those affected turns pale and cracks open, leaving bare bones. Only death will stop the process.
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| Astral Tempest | Evocation | 8 | Battle | Enchant World, value 3 | The caster unleashes an astral storm upon the battlefield. The storm is physically undetectable, but every unit that is not mindless takes damage as the storm rips the very souls from their bodies. Spellcasting is extra difficult during the astral tempest and all non mindless magic users will have trouble casting spells unless they have very high magic resistance.
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| Aurora Borealis | Evocation | 8 | Battle | 1 | 1 | Enchant World, value 122 | The caster drapes the night skies in dancing curtains of otherworldly lights. For the remainder of the battle those weak of mind will occasionally stop in their tracks and stare at the otherworldly splendor, regardless of the battles raging around them. The spell can only be cast under an open sky when the sun is obscured or not present.
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| Chain Lightning | Evocation | 8 | Battle | 3 fatigue | 25 | Chaining Damage, value 1003 | The mage hurls an orb of pure lightning towards the enemies. Where the orb lands lightning will strike a nearby unit and then continue to bounce between nearby units until it eventually dissipates.
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| Maelstrom | Evocation | 8 | Ritual | Enchant World, value 47 | A huge magical maelstrom is created in a sea. The maelstrom constantly sucks in huge amounts of water and filters out its magical essence. This results in a huge amount of magic gems for the caster.
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| Meteor Shower | Evocation | 8 | Battle | Enchant World, value 103 | This spell should only be cast as a last resort as it will likely kill the friendly forces as well as the enemy ones. After being cast strange whizzing sound will emanate from the heavens and soon nothing but the loud impacts from meteors will be heard.
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| Pillar of Fire | Evocation | 8 | Battle | 2 fatigue | 100 | 1 | Damage, value 3029 | This spell creates a huge column of fire that strikes from the sky. It will kill those who are hit and set fire to anyone who is standing nearby.
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| Second Sun | Evocation | 8 | Ritual | Enchant World, value 41 | The caster creates a huge ball of fire in the sky. This Second Sun will always shine, day and night, resulting in severe effects across the entire world. Provinces will become hotter and drier every turn until the Second Sun is destroyed.
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| Tidal Wave | Evocation | 8 | Ritual | Affect Province with Anonymous Event, value 10 | The caster unleashes a huge tidal wave upon a distant province, destroying the lands and killing the people.
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| Vortex of Unlife | Evocation | 8 | Battle | 2 fatigue | 20+2/lvl | 3+1/lvl | Unlife Damage, value 1011 | This vortex affects a large area and passes straight through armor and damages the targets' souls directly. If a target is slain he will be filled by the energies from this spell and rise as a soulless warrior.
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| Celestial Rainbow | Evocation | 9 | Ritual | Enchant World, value 90 | This ritual creates a rainbow large enough to be seen from everywhere in the world. The mage can direct where he wants the rainbow to appear and by doing this huge amounts of gold can easily be collected at the base of the rainbow. While the rainbow is in place luck will increase in all the caster's provinces. Once the luck is positive in a province the luck of the rainbow will protect it from hostile spells. The more luck in a province, the greater chance of hostile spells failing.
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| Flame Storm | Evocation | 9 | Battle | 15+5/lvl | 50 | Damage, value 2005 | A shower of fire shoots out from the caster's hands and strikes the enemy ranks. The flame storm is extremely powerful and can annihilate entire armies.
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| Flames from the Sky | Evocation | 9 | Ritual | 10% | Fires from Afar, value 1015 | With this spell, the mage hurls a maelstrom of flaming spheres towards an enemy province. The flame storm will strike an enemy army camp within the province with enormous force. Most likely, the majority of the units present will die from this powerful attack, but units resistant to fire or more sturdy than ordinary humans have a good chance of surviving. Through this ritual, the fire mage will also be able to see exactly what is happening as the flaming spheres strike the enemy.
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| Lightning Field | Evocation | 9 | Battle | 30 | 100 | Chaining Damage, value 1 | This very powerful spell charges a large area with the power of air and thunder. Bolts of lightning will soon start to bounce between any targets in the area and destroy everything.
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| Lost Land | Evocation | 9 | Ritual | Affect Province with Anonymous Event, value 20 | This most powerful ritual will cause an entire province to slowly sink until it has become lost far under the surface of the sea. While the land sinks slowly it will still be difficult for the population to escape and those who live too far away from safety are likely to drown. Military units in the land are likely to escape if they are fast moving. If they can fly or float they are guaranteed to make it away safely if possible.
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| Niefel Flames | Evocation | 9 | Battle | 15+5/lvl | 50+5/lvl | Damage, value 1007 | A shower of blue flames shoots out from the caster's hands and flies towards the enemy ranks. The blue Niefel Flames are extremely cold and this spell can easily freeze an entire enemy army to death.
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| Stellar Strike | Evocation | 9 | Ritual | Fires from Afar, value 150 | By reading the stars carefully the astral mage will be able to foresee the perfect opportunity to inflict maximum damage on the enemy. When it is time a large swarm of meteors will be coaxed to fall down from the sky just as they pass above an enemy army camp in a faraway province. The astral mage will be able to observe the event as the meteors hit.
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| Strands of Arcane Power | Evocation | 9 | Ritual | Enchant World, value 79 | This mighty enchantment enables the caster to project his mind to many distant places at once, via strands of arcane power. While projected, the caster will only be able to sense and affect magic, but this still makes it possible to search for magic sites and enemy mages. The caster will be able to project himself into all provinces that have a friendly Dominion.
Magic sites are more elusive when searching in this way and a very powerful mage is required to find those that are well hidden. Mages are usually able to stay hidden from the projected mind if they have a good magic resistance value. If an Astral mage is found, a battle of the minds will ensue. Only one will leave it with their mind intact. Non-astral mages cannot try to retaliate, but neither do they risk losing their sanity in the process. However, they will be subjected to a minor Mind Burn attack if they are found. If the caster becomes feebleminded the enchantment will dissipate.
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| Volcanic Eruption | Evocation | 9 | Ritual | Affect Province with Anonymous Event, value 4 | The caster unleashes a volcanic eruption upon a distant province, destroying the lands and killing one third of the population.
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| Clockwork Soldiers | Construction | 2 | Ritual | Summon Units, value 2321 | This spell creates a few soldiers driven by magic clockwork. The clockwork allows for great speed for short periods, after which it must be rewound.
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| Construct Manikin | Construction | 2 | Ritual | Summon Units, value 313 | This ritual lets vines and roots animate human skeletons. The beings thus created are known as Manikins. Manikins are undead and will fall apart if left on the battlefield without undead leadership.
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| Corpse Man Construction | Construction | 2 | Ritual | Summon Units, value 534 | A stream of lightning is channeled into a body composed of several human corpses, reawakening it. The reawakened corpse is mindless and obeys its creator as best it can. A mage equipped with a lightning rod can reawaken additional corpses.
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| Temper Armors | Construction | 2 | Battle | 3 fatigue | 15 | 3+1/lvl | Bless/Buff (Type I), value 64 | The armor of several soldiers is tempered with magic, making it more durable.
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| Clockwork Horrors | Construction | 4 | Ritual | Summon Units, value 982 | This spell recreates the work of the infamous watchmaker, Dr. Scheuer, who, in an attempt to increase the crop of prime Hoburg weed, designed a Hoburg-sized clockwork-driven automated harvester. Unfortunately, tragedy ensued when the harvesters used their piston-driven scythe arms not just on the crop but also on the hapless inhabitants of Hoburg. The inexplicable ferocity of the clockwork harvesters have since made them popular in more warlike circumstances.
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| Construct Mandragora | Construction | 4 | Ritual | Summon Units, value 314 | This ritual lets vines and roots animate human corpses. The Wight-like beings thus created are known as Mandragoras. Powerful mages can make more of the beasts with each casting of the spell. Mandragoras are undead and will fall apart if left on the battlefield without undead leadership.
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| Crusher Construction | Construction | 4 | Ritual | Summon Units, value 475 | Creates one Crusher. A Crusher is a magically animated rock construction of immense strength. It is almost invulnerable and strikes with stony fists. The Crusher is a magical construct and will fall apart if left on the battlefield without magical leadership.
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| Dogs of Gold and Silver | Construction | 4 | Ritual | Summon Units, value 3169 | The opulent halls of the Orichalcum Palace are known for its guardian dogs of gold and silver. The caster crafts a pair of dogs automatas, one of gold and one of silver. The dogs of silver are better at finding sneaking spies and assassins whilst the dogs of gold are stronger and better personal guardians. They both have exceptional senses and can detect even invisible trespassers.
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| Soldiers of Steel | Construction | 4 | Battle | 6 fatigue | 15 | 17+1/lvl | Bless/Buff (Type I), value 64 | The armor of a large group of soldiers is tempered with magic, making it more durable.
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| Thousand Year Ginseng | Construction | 4 | Ritual | Age Caster, value -5 | The mystics and hermits of T'ien Ch'i have always been obsessed with longevity. During the Time of the Bureaucracy and the prevalence of herbal medicine, one means to this end was found. The Thousand Year Ginseng will give the imbiber longevity and good health and is the closest to immortality one can come without practicing Internal Alchemy.
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| Wooden Construction | Construction | 4 | Ritual | Summon Units, value 476 | Creates Lumber Constructs. A Lumber Construct is a magically animated wooden construction resembling a human. These constructs will fall apart if left on the battlefield without magical leadership.
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| Craft Keledone | Construction | 6 | Ritual | Summon Units, value 3164 | The caster crafts a Keledone, a wondrous statue of gold, and gives it the ability to sing heavenly songs. The songs of the Keledones are attuned to the music of the spheres and they are constantly joined in an arcane communion. They have the form of beautiful women cast of pure gold. They are too heavy to be moved and cannot move on their own accord.
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| Forge Brass Bull | Construction | 6 | Ritual | Summon Units, value 3171 | The caster forges one of the fabled Khalkotauroi, huge automatas appearing as fire breathing Brass Bulls.
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| Forge of the Ancients | Construction | 6 | Ritual | Enchant World, value 20 | The ancient forge of the Great One's servants is reconstructed. The magic of the forge will reduce the need for magic essence when forging magic items. It also enables mages to create more powerful items.
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| Golem Construction | Construction | 6 | Ritual | Summon Commander, value 471 | The Golem is a clay construction that is given life by the divine names inscribed on its surface. The Golem is physically strong and skilled in Astral magic. The Golem cannot command troops, however. It will never retreat from battle.
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| Iron Gryphon | Construction | 6 | Ritual | Summon Units, value 3831 | The mage casts an iron statue in the form of a gryphon and infuses it with fiery magic. It can unleash cones of flames upon enemies in its vicinity. The Iron Gryphon is immobile and often placed in a defensible position in a fort or army camp where it can impress onlookers as well as blast would be attackers with fire.
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| Legions of Steel | Construction | 6 | Battle | 100% | Bless/Buff (Type I), value 64 | The armor of all soldiers on the battlefield is tempered with magic, making it more durable. This spell will not affect units that only have natural protection and no worn armor.
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| Mechanical Men | Construction | 6 | Ritual | Summon Units, value 532 | The caster makes a group of Mechanical Men to serve him. The fragile skeletal structure of the construct is covered with full plate armor and the construct is given a metal shield and a sword. The iron men are not affected by heat, cold, shock or poison. They are mindless, magical beings that will cease to function when left without magical leadership.
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| Iron Dragon | Construction | 8 | Ritual | Summon Units, value 531 | The caster makes a mechanical dragon covered with thick iron plates. The iron dragon is tremendously large, almost invulnerable and unaffected by heat, cold, shock and poison. They are able to fly and can trample smaller beings. In its iron belly a furnace of magic flames waits to be released upon its enemies. Should the dragon be destroyed the magical furnace will explode and kill everyone near the iron monstrosity. Iron Dragons are mindless, magical beings and will cease to function when left without magical leadership.
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| Juggernaut Construction | Construction | 8 | Ritual | Summon Units, value 781 | The Juggernaut is a colossal structure made out of religious idols and two pairs of enormous wheels. The machine is powered by Astral magic and will require magic leadership in order to make it move. A construction like this has to be almost as holy as the God itself and, rightfully, it does spread the Dominion of its God just like a Prophet. To make it complete, the Juggernaut is covered by a layer of gold to make it look even more religiously important.
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| Mechanical Militia | Construction | 8 | Ritual | Enchant World, value 51 | Mechanical Men will help the local militia defend their provinces as long as this spell is in effect. The constructs require leadership and guidance, so a small local defence is required for the enchantment to have any effect. The global enchantment will last until it is dispelled or the caster dies.
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| Poison Golem | Construction | 8 | Ritual | Summon Commander, value 1099 | The mage creates a Poison Golem, a metal giant made of dark alloys from the Underworld. The Poison Golem is made for a single purpose, destruction, and its mere presence is harmful to the living. The very land in which it stays will slowly wither and die. The construct is always surrounded by the sickly green flames of the Underworld.
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| Siege Golem | Construction | 8 | Ritual | Summon Units, value 760 | The mage creates a Siege Golem, a metal giant able to destroy walls with its enchanted fists. The Siege Golem is even larger than the Iron Dragon, but not as powerful in regular combat.
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| Blessing of the God-slayer | Enchantment | 0 | Ritual | Set Effect Value (12) if lower, value 654 |
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| Carrion Centaur | Enchantment | 0 | Ritual | Summon Commander, value 714 | The Panic Apostate gives unholy life and powers to the carcass of a rotting Centaur. The priestly powers of the former Centaur are corrupted. Instead, the Carrion Centaur has unholy powers over the dead and is able to create Manikins by animating vines, roots and the bones of dead beasts.
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| Carrion Growth | Enchantment | 0 | Battle | 100% | Bless/Buff (Type II), value 536870912 | An unholy prayer that makes the animating vines of most Manikins on the battlefield regrow at incredible speed. Damage sustained by a regrowing Manikin will quickly heal. Magically powerful Mandragoras are not always affected by this spell.
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| Carrion Lady | Enchantment | 0 | Ritual | Summon Commander, value 711 | The Panic Apostate gives unholy life and powers to the carcass of a rotting Dryad. The Carrion Lady still has some skills in the use of Nature magic, but her priestly powers are corrupted. She has unholy powers over the dead and is able to create Manikins by animating vines, roots and the bones of dead beasts.
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| Carrion Lord | Enchantment | 0 | Ritual | Summon Commander, value 710 | The Panic Apostate gives unholy life and powers to the carcass of a rotting Pan. The Carrion Lord is a powerful wielder of Nature magic, but is also given unholy powers over the dead. The Carrion Lord can create Manikins by animating vines, roots and the bones of dead beasts.
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| Mend the Dead | Enchantment | 0 | Battle | 15+5/lvl | Heal, value 10020 | An unholy prayer that instantly mends the bones, vines and roots of a Manikin or carrion beast.
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| Puppet Mastery | Enchantment | 0 | Battle | 100% | Bless/Buff (Type II), value 4 | An unholy prayer that quickens the vines reanimating Manikins. Puppet Mastery affects most Manikin on the entire battlefield, but magically powerful Mandragoras are sometimes not affected.
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| Quick Roots | Enchantment | 0 | Battle | 25+5/lvl | Bless/Buff (Type II), value 4 | An unholy prayer that quickens the vines reanimating Manikins.
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| Regrowth | Enchantment | 0 | Battle | 20+5/lvl | Bless/Buff (Type II), value 536870912 | An unholy prayer that makes the animating vines of the Manikin regrow at incredible speed. Damage sustained by a regrowing Manikin will quickly heal.
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| Revive Grave Consort | Enchantment | 0 | Ritual | Summon Commander, value 690 | The mummified corpse of a Hierodule is brought from the tomb of a High Priest and given life through dark rites of rebirth.
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| Revive Tomb King | Enchantment | 0 | Ritual | Summon Commander, value 692 | The mummified corpse of an ancient Lizard King is brought from his sacred tomb and given life through dark rites of rebirth.
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| Revive Tomb Priest | Enchantment | 0 | Ritual | Summon Commander, value 691 | The mummified corpse of a High Priest is brought from his tomb and given life through dark rites of rebirth.
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| Tune of Dancing Death | Enchantment | 0 | Battle | 5 fatigue | 25 | Fatigue, value 1030 | Nearby enemies start to jerk and move in an uncontrolled manner. They will become exhausted and will eventually fall unconscious unless the musician stops playing.
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| Tune of Fear | Enchantment | 0 | Battle | 5 fatigue | 25 | Cause Fear (Type I), value 3 | This sinister tune frightens nearby enemies.
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| Tune of Growth | Enchantment | 0 | Battle | 5 fatigue | 25 | Cause Affliction, value 64 | This tune makes roots and vines grow from the ground, entangling nearby enemies.
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| Animate Dead | Enchantment | 1 | Battle | 2 fatigue | 5 | Summon Units, value -3 | The necromancer animates a lifeless corpse to unholy service. The resulting Soulless will fall apart if left on the battlefield without undead leadership.
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| Animate Skeleton | Enchantment | 1 | Battle | 3 fatigue | 5 | Summon Units, value -2 | The necromancer enchants the bones of a fallen warrior, giving it false life. Skeletons will fall apart if left on the battlefield without a commander.
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| Attentive Statues | Enchantment | 1 | Ritual | Summon Units, value 1497 | The ancient statues of old Agartha are sacred and rare. Human ones are not treated with the same respect as statues of the Ancients, but are quite common. Enlivened by the Golem Crafters, these statues are placed near gates to stand watch and wait for trespassers.
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| False Fetters | Enchantment | 1 | Battle | 1 fatigue | 15 | Cause Affliction, value 131072 | Illusionary fetters form around the ankles of a limited number of units. The victims will not be able to move or fight until they have overcome the fetters' magic.
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| Healing Touch | Enchantment | 1 | Battle | 2 fatigue | 1 | 1 | Heal, value 10020 | This spell heals a few targets within reach of the caster. The spell doesn't affect inanimate beings.
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| Levitate | Enchantment | 1 | Battle | 2 fatigue | Bless/Buff (Type I), value 4503599627370496 | Grants the caster the ability to float a few inches above the ground.
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| Protection from Cold | Enchantment | 1 | Battle | 5 fatigue | Bless/Buff (Type I), value 144115188075855872 | This spell protects the caster from cold.
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| Protection from Fire | Enchantment | 1 | Battle | 5 fatigue | Bless/Buff (Type I), value 36028797018963968 | This spell partially protects the caster from fire and flames.
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| Protection from Lightning | Enchantment | 1 | Battle | 5 fatigue | Bless/Buff (Type I), value 72057594037927936 | This spell protects the caster from thunder and lightning.
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| Protection from Poison | Enchantment | 1 | Battle | 5 fatigue | Bless/Buff (Type I), value 4611686018427387904 | This spell protects the caster from poison.
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| Reanimation | Enchantment | 1 | Ritual | Summon Units, value -2 | The necromancer enchants ten well-prepared corpses and gives them false life. Skeletons are undead and will fall apart if left on the battlefield without undead leadership.
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| Resist Magic | Enchantment | 1 | Battle | 2 fatigue | Bless/Buff (Type I), value 67108864 | The caster of this spell will have his magic resistance increased for the duration of the battle.
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| Strength of Giants | Enchantment | 1 | Battle | 2 fatigue | 5 | 1 | Bless/Buff (Type I), value 128 | Gives a few nearby soldiers increased strength.
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| True Sight | Enchantment | 1 | Battle | 5 fatigue | Bless/Buff (Type II), value 70368744177664 | The caster gains the ability to discern illusions and see the unseen.
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| Trueshot | Enchantment | 1 | Battle | 5 fatigue | 10 | 1 | Bless/Buff (Type I), value 4 | A few soldiers get increased Precision. This increases the chance of hitting with missile weapons and spells.
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| Windrunner | Enchantment | 1 | Battle | 1 fatigue | Bless/Buff (Type II), value 4 | With this spell the caster will be aided by the wind when he is running.
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| Breath of Winter | Enchantment | 2 | Battle | 2 fatigue | Bless/Buff (Type I), value 8192 | The caster is surrounded by extreme cold. Anyone close to the caster will suffer severe fatigue damage from the cold. The caster becomes resistant to all cold effects when casting this spell. The Breath of Winter works best in cold provinces.
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| Envenom Arrows | Enchantment | 2 | Battle | 2 fatigue | 10 | 1 | Bless/Buff (Type I), value 1125899906842624 | The mage enchants the arrows of a few archers. The arrows become coated in serpent venom. Those wounded by the arrows take additional poison damage. The spell will not affect magical weapons.
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| Eyes of the Condors | Enchantment | 2 | Ritual | Local Enchant Province - Gem Duration, value 36 | The Condor is sacred to the people of Nazca. It is considered a messenger of the sun and herald of storms. No other bird can soar at such heights, thus Condor scouts are rarely seen and almost impossible to catch. With this ritual the caster borrows the all perceiving eyes of the Condors and send the sacred birds to a distant province to scry.
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| Flying Shield | Enchantment | 2 | Battle | 2 fatigue | Bless/Buff (Type I), value 549755813888 | The mage animates a shield to protect himself from incoming attacks. The shield will randomly block about half of the attacks against his person.
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| Gift of the Hare | Enchantment | 2 | Battle | 2 fatigue | 15 | Bless/Buff (Type II), value 4 | Some soldiers are given quick feet.
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| Gift of the Sacred Swamp | Enchantment | 2 | Battle | 2 fatigue | 15 | 3+2/lvl | Bless/Buff (Type I), value 288230376151711744 | The serpent priest grants some soldiers protection from the noxious fumes of the Sacred Swamp.
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| Gift of the Serpent | Enchantment | 2 | Battle | 2 fatigue | 15 | 1 | Bless/Buff (Type I), value 288230376151711744 | This spell protects some soldiers from poison.
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| Ignite Arrows | Enchantment | 2 | Battle | 2 fatigue | 10 | 1 | Bless/Buff (Type I), value 8388608 | The mage enchants the arrows of a few archers on the battlefield. The arrows burst into flame as they are fired, doing considerable damage to their targets. The spell will not affect magical weapons. The fire damage of the arrow is magic and will affect ethereal and invulnerable creatures even if the arrow itself doesn't.
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| Iron Corpse Reanimation | Enchantment | 2 | Ritual | Summon Units, value 1439 | The Ktonian Necromancers of Agartha use the dead in many ways. Soulless bodies toil and fight for their masters. Corpses are strengthened with iron parts and armed with short blades. These Iron Corpses are quite robust, but lack the skills of living soldiers.
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| Personal Flight | Enchantment | 2 | Battle | 2 fatigue | Bless/Buff (Type I), value 131072 | Grants the caster the ability to fly.
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| Personal Regeneration | Enchantment | 2 | Battle | 2 fatigue | Bless/Buff (Type I), value 32 | Gives the caster regenerative powers. However inanimate mages are not affected by regeneration spells.
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| Proud Steed | Enchantment | 2 | Battle | 2 fatigue | 10 | 1 | Bless/Buff (Type I), value 536870912 | The caster enchants an animal mount giving it increased intelligence and defensive prowess.
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| Reanimate Ancestor | Enchantment | 2 | Ritual | Summon Commander, value 1440 | An Iron Ancestor is a reanimated and iron-forged dead body possessed by a ghost. They resemble Iron Corpses, but are aware and skilled warriors. They are used as commanders of the Ktonian legions.
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| Revive King | Enchantment | 2 | Ritual | Summon Commander, value 188 | The king is dead, long live the king! With this ritual, the necromancer revives a Mound King and binds him to his service. The King is intelligent and shares his master's motives.
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| Shroud of Splendor | Enchantment | 2 | Battle | 1 fatigue | Bless/Buff (Type II), value 36028797018963968 | The caster is wreathed in fiery splendor. Attackers are awestruck and only brave soldiers will attempt to strike the caster.
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| Water Shield | Enchantment | 2 | Battle | 2 fatigue | Bless/Buff (Type II), value 32 | The caster is surrounded by strong currents, making him very difficult to hit in combat. The spell can only be cast underwater.
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| Arrow of the Western Wind | Enchantment | 3 | Battle | 2 fatigue | 40+5/lvl | Damage, value 1018 | With a few swift words the caster enchants an arrow with the power of the Western Wind, the strongest of the four winds, and sends it towards an enemy. It strikes with great force and precision.
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| Astral Shield | Enchantment | 3 | Battle | 2 fatigue | Bless/Buff (Type II), value 268435456 | A shield of Astral energies forms around the mage. Anyone trying to strike through the shield will have their mind blasted unconscious by the force of the shield. Magic resistance may negate the effect of the shield and allow enemies to strike the mage. The power of the Astral Shield is greater for mages who are highly skilled in Astral magic.
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| Awaken Tattoos | Enchantment | 3 | Battle | 2 fatigue | 18+2/lvl | 3+2/lvl | Bless/Buff (Type II), value 549755813888 | The caster activates the dormant powers of enchanted tattoos. The unit gains limited invulnerability and increased stats depending on tattoo type. Horse tattoos grant increased defence skill and speed, bear tattoos grant increased strength, boar tattoos grant increased invulnerability, wolf tattoos grant increased attack skill and snake tattoos grant magic resistance.
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| Claymen | Enchantment | 3 | Ritual | Summon Units, value 817 | The caster forms several clay figures and gives them enchanted life. The Claymen are stronger than humans, never rout and regenerate damage. The Claymen are given hammers to fight with. Powerful mages can create more Claymen with each casting of the spell.
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| Create Revenant | Enchantment | 3 | Ritual | Summon Commander, value 396 | The necromancer summons a spirit from the Underworld and makes it possess a human corpse. The revenant thus created has some knowledge of Death magic.
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| Enliven Sentinel | Enchantment | 3 | Ritual | Summon Units, value 1496 | Everything left by the Ancient Ones has become subject to worship by the humans of Agartha. Statues left in the halls underneath the earth are adored and worshiped, enchanted and given magical life by the Golem Crafters. Statues of the Pale Ones stand guard ever watching and waiting.
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| Epopteia | Enchantment | 3 | Ritual | Remote Enchant Province - Gem Duration, value 94 | Mystics of the Great Mother gather in the spring and perform the Epopteia, Greater Mystery, in order to bless the land with one year of fertility. The Greater Mystery is a ceremony of a foreign faith and will reduce belief in the True God.
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| Farflight | Enchantment | 3 | Battle | 2 fatigue | 10 | 1 | Bless/Buff (Type I), value 562949953421312 | The caster enchants the arrows and bolts of a small group of soldiers, making the arrows fly swift and far. Range for all missile weapons are greatly increased.
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| Fire Shield | Enchantment | 3 | Battle | 2 fatigue | Bless/Buff (Type II), value 32768 | A wall of fire surrounds the mage. Anyone trying to strike the mage in melee combat will be burned by the Fire Shield immediately after attacking. Attackers with long weapons such as spears and pikes will not suffer as severe burns as an attacker with a shortsword or a dagger.
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| Gift of Flight | Enchantment | 3 | Battle | 2 fatigue | 10 | 1 | Bless/Buff (Type I), value 131072 | Grants a few units the ability to fly.
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| Gift of Giant Strength | Enchantment | 3 | Battle | 4 fatigue | 15 | 1+1/lvl | Bless/Buff (Type I), value 128 | Gives a group of soldiers increased strength.
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| Gift of True Sight | Enchantment | 3 | Battle | 2 fatigue | 10 | 1 | Bless/Buff (Type II), value 70368744177664 | A few soldiers are granted the ability to discern illusions and see the unseen.
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| Heal | Enchantment | 3 | Battle | 2 fatigue | 15 | 1 | Heal, value 10020 | This spell can heal up to three human-sized targets within close range. The spell doesn't affect inanimate beings.
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| Horrible Visage | Enchantment | 3 | Battle | 1 fatigue | Bless/Buff (Type II), value 16 | The caster is wreathed in terror and his face becomes horrible to behold.
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| Katabasis | Enchantment | 3 | Ritual | Bless/Buff (Type II), value 2199023255552 | A mystic of the Sacred River of Death and Rebirth descends into the underworld through the Sacred River and prepares a path for an eventual return from the underworld. If the Renatus or Renata is slain, he or she returns from the underworld to the province where the ritual was cast. They will be soaked in stygian waters and possibly gaining dark insights in the process. For the ritual to work, the province it was cast in must be in friendly hands when the mystic dies.
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| Lesser Flame Ward | Enchantment | 3 | Battle | 2 fatigue | 15 | 1 | Bless/Buff (Type I), value 1024 | This spell partially protects a few units from fire and flames.
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| Lesser Thunder Ward | Enchantment | 3 | Battle | 2 fatigue | 15 | 1 | Bless/Buff (Type I), value 2048 | This spell protects a few units from the damage and stun effects caused by lightning and thunder.
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| Lesser Winter Ward | Enchantment | 3 | Battle | 2 fatigue | 15 | 1 | Bless/Buff (Type I), value 4096 | This spell protects several units from cold.
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| Raise Skeletons | Enchantment | 3 | Battle | 4 fatigue | 5 | Summon Units, value -2 | The necromancer enchants the bones of a handful warriors, giving them false life. Skeletons will fall apart if left on the battlefield without undead leadership.
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| Regeneration | Enchantment | 3 | Battle | 4 fatigue | 15 | 1 | Bless/Buff (Type I), value 32 | This spell gives a small number of targets regenerative powers. It does not work on inanimate targets.
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| Second Sight | Enchantment | 3 | Battle | 2 fatigue | Bless/Buff (Type II), value 137438953472 | The caster opens his third eye and observes the spirit world. The caster gains Spirit Sight for the remainder of the battle.
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| Seeking Arrow | Enchantment | 3 | Ritual | Seeking Arrow, value 8 | The caster sends an enchanted arrow across the world to find a suitable heart to penetrate. The arrow will target one leader in a province of the caster's choice.
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| Shroud of Bewilderment | Enchantment | 3 | Battle | 2 fatigue | Bless/Buff (Type II), value 16777216 | The caster and his surroundings shift and change. Faces of friends and foes are swapped, images are altered, and colors and sounds shift and change. Enemies trying to attack the shrouded one will not know friend from foe and will randomly attack anyone in their vicinity.
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| Astral Healing | Enchantment | 4 | Battle | 100% | Heal, value 2 | The mage summons Astral power to activate the healing energies inherent in the souls of all living beings. The spell only affects friendly units and only light wounds will be fully healed. The spell doesn't affect inanimate beings.
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| Behemoth | Enchantment | 4 | Ritual | Summon Units, value 452 | With this enchantment, the necromancer has mastered a dark ritual enabling him to reanimate the largest of all animals. The former elephant is preserved in a state of perpetual decay by a revenant mage who rides the Behemoth, constantly fueling it with energies from the Underworld. The most important part of the reanimation ritual is the binding of the revenant mage's spirit to the Behemoth. This direct spiritual control of the Behemoth gives it high magic resistance. As all of the revenant mage's energies are used in controlling and preserving the beast, he or she is unable to cast spells.
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| Cloud Trapeze | Enchantment | 4 | Ritual | Cloud Trapeze, value 1 | The caster swings himself up and away with incredible speed, landing in a province far away. Although much faster than normal flying, the caster does not really teleport and can have the path blocked by impassable mountains ranges or the Sea of Ice global enchantment.
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| Dark Slumber | Enchantment | 4 | Ritual | Affect Province with Anonymous Event, value 17 | The Caster calls on the wrath of the forest to engulf a village in a distant province. The villagers succumb to an enchanted sleep and walk into the woods to die a dreamless death. Vines and roots begin to grow and reanimate the corpses. Within days an army of manikin emerges from the woods to claim the province from the living.
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| Earth Shatter Hammers | Enchantment | 4 | Battle | 4 fatigue | 15 | 1 | Bless/Buff (Type I), value 2251799813685248 | The weapons of a few soldiers are enchanted with the power of the earth, making them stun those hit. This enchantment does not work on piercing weapons, weapons that are already magic or missile weapons.
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| Flame Corpse Construction | Enchantment | 4 | Ritual | Summon Units, value 1441 | First, the major part of the corpse's midsection is removed and a wooden barrel is inserted in its place. The barrel is filled with Cave Fire, a magic substance discovered by the Alchemists, and the corpse is strengthened with iron parts and reanimated. The resulting Flame Corpse uses the magic fire for extra power and is stronger than an ordinary Soulless. If the Flame Corpse is slain, the fire barrel will instantly explode, which is what makes it so feared by its enemies.
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| Gift of Splendor | Enchantment | 4 | Battle | 2 fatigue | 10 | 1 | Bless/Buff (Type II), value 36028797018963968 | A few soldiers are wreathed in fiery splendor. Attackers are awestruck and only brave soldiers will attempt to attack.
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| Gift of the Moon | Enchantment | 4 | Battle | 2 fatigue | 25+5/lvl | 1 | Bless/Buff (Type II), value 1099511627776 | The caster calls on the powers of the moon and enchants his wolven companions with invulnerability. Magic weapons and spells will still harm the wolves. The spell can only target wolves.
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| Haste | Enchantment | 4 | Battle | 15 | 17+1/lvl | Bless/Buff (Type II), value 4 | A large number of soldiers are given quick feet.
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| Immaculate Mounts | Enchantment | 4 | Battle | 2 fatigue | 10 | 1+1/lvl | Bless/Buff (Type I), value 536870912 | The caster enchants animal mounts giving them increased intelligence and defensive prowess.
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| Levitate Soldiers | Enchantment | 4 | Battle | 4 fatigue | 15 | 1+1/lvl | Bless/Buff (Type I), value 4503599627370496 | Several soldiers are granted the ability to float a few inches above the ground.
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| Poison Ward | Enchantment | 4 | Battle | 15 | 18+1/lvl | Bless/Buff (Type I), value 288230376151711744 | This spell protects several units from natural poisons.
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| Raise Dead | Enchantment | 4 | Battle | 4 fatigue | 5 | Summon Units, value -3 | The necromancer animates several corpses to unholy service. The spell is more effective if there are unburied dead on the battlefield. There will be fewer unburied dead in the province after the battle when this spell is used. Soulless will fall apart if left on the battlefield without undead leadership.
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| Serpent Fang Arrows | Enchantment | 4 | Battle | 15 | 17+1/lvl | Bless/Buff (Type I), value 1125899906842624 | The mage enchants the arrows of a large number of archers. The arrows become coated in serpent venom. Those wounded by the arrows take additional poison damage. The spell will not affect magical weapons.
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| Shroud of Flying Shards | Enchantment | 4 | Battle | 2 fatigue | Bless/Buff (Type I), value 18014398509481984 | The caster is surrounded by whirling winds and obsidian shards. The shards will harass and slash enemies in melee as well as knock incoming missiles out of the air.
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| Simulacrum | Enchantment | 4 | Ritual | Bless/Buff (Type I), value 9007199254740992 | The caster creates a replica of himself and enchants it with glamour magic to give it false life. The simulacrum will be controlled by the original owner's soul and the simulacrum also inherits all the magic powers of its creator. In turn the creator's body is placed in a state of deep torpor that only ends when the simulacrum dies. However, there is a chance that the caster's soul will fail to return and become trapped and lost in the dreamwild, possibly until his soul withers away and dies.
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| Spell Ward | Enchantment | 4 | Battle | 15 | 18+1/lvl | Bless/Buff (Type I), value 67108864 | The mage seals the minds of a large group of friendly units against malign spells. The units will receive increased magic resistance for the remainder of the battle.
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| Terracotta Army | Enchantment | 4 | Ritual | Summon Units, value 2134 | The caster crafts an army of terracotta soldiers and imbues them with false life. Terracotta Soldiers are highly resistant to fire, but are somewhat brittle if struck by blunt weapons.
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| Trueshot Warriors | Enchantment | 4 | Battle | 15 | 18+1/lvl | Bless/Buff (Type I), value 4 | A large group of soldiers get increased Precision. This increases the chance of hitting with missile weapons and spells.
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| Twiceborn | Enchantment | 4 | Ritual | Bless/Buff (Type II), value 4194304 | With this ritual, the necromancer enchants his own body to protect himself from death. If the necromancer is slain, he is revived as a Wight Mage in the province where the ritual was cast, possibly gaining dark insights in the process. For the ritual to work, the province it was cast in must be in friendly hands when the necromancer dies. This spell requires more power to affect large beings and the cost of casting the ritual is increased with the caster's size. Undead, demons, plants, inanimates, pretender gods as well as most monsters that aren't even remotely humanoid (e.g. hydras and sea serpents) cannot be twiceborned.
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| Vile Water | Enchantment | 4 | Ritual | Summon Units, value 2159 | The alchemist creates a bath of water and vitriol. The vitriolic water is given form and purpose through powerful alchemical rituals. The alchemical entity is known as a Gelatinous Cube. It slowly slides forward and swallows anything it passes over. Swallowed beings quickly dissolve in the vitriol, unless the cube is destroyed and its magic unraveled.
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| Awaken Hamadryad | Enchantment | 5 | Ritual | Summon Commander, value 3066 | Hamadryads are tree-nymphs. They are wise and skilled in nature magic and protect the forests they inhabit. However seeking advice from a Hamadryad can be quite difficult as there is usually a flock of loud chattering harpies nesting among the branches of the Hamadryad.
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| Awaken the Dreamwild | Enchantment | 5 | Ritual | Local Enchant Province - Gem Duration, value 145 | The caster enters the heart of a forest and performs a ritual to awaken the slumbering powers of the Dreamwild. Soon strange magic will permeate the woodland and what was once certain becomes vague and undefined like a dream or legend. In this enchanted land Fay Folk thrive.
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| Dispel | Enchantment | 5 | Ritual | Dispel, value 1 | This enchantment enables a mage to destroy an active global enchantment. The power of global enchantments is often boosted with the use of additional gems. This number of gems must be matched in order for the dispel to work.
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| Dreamwild Demesne | Enchantment | 5 | Ritual | Local Enchant Province - Gem Duration, value 140 | The caster enchants an entire province with the magic of the Dreamwild, creating a land of hope and peace free from misery and woe. As long as the enchantment is active unrest will decrease and few bad events will disturb the peace. The enchantment is broken if the land is conquered by hostile forces.
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| Enliven Gargoyles | Enchantment | 5 | Ritual | Summon Units, value 2368 | A group of grotesque, winged statues are given false life by this powerful enchantment. Gargoyles can fly and are difficult to destroy, but will revert to an inanimate state if there are no mages left on the battlefield.
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| Enliven Granite Guard | Enchantment | 5 | Ritual | Summon Units, value 1498 | Everything left by the Ancient Ones has become subject to worship by the humans of Agartha. Statues left in halls underneath the earth are adored and worshiped, enchanted and given magical life by the Golem Crafters. The great statues of ancient Seal Guards are the foremost of these living statues: sacred guardians ever watching and waiting. This spell will make one of these statues come to life.
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| Faery Trod | Enchantment | 5 | Ritual | Faery Trod, value 1 | The mage leads his army into a magic forest to find a Faery Trod. The army follows this strange path through faerie lands and will finally arrive in a distant forest. Both the source and destination provinces must be forests for this spell to work. Navigating on the faerie paths is a tricky adventure and it might be that you won't emerge exactly where you planned.
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| Farflight Arrows | Enchantment | 5 | Battle | 15 | 18+1/lvl | Bless/Buff (Type I), value 562949953421312 | The caster enchants the arrows and bolts of a large group of soldiers, making the arrows fly swift and far. Range for all missile weapons are greatly increased.
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| Flame Ward | Enchantment | 5 | Battle | 15 | 18+1/lvl | Bless/Buff (Type I), value 1024 | This spell partially protects several units from fire and flames.
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| Flaming Arrows | Enchantment | 5 | Battle | 15 | 17+1/lvl | Bless/Buff (Type I), value 8388608 | The mage enchants the arrows of a large number of friendly archers. The arrows burst into flame as they are fired, doing considerable damage to their targets. The spell will not affect magical weapons. The fire damage of the arrow is magic and will affect ethereal and invulnerable creatures even if the arrow itself doesn't.
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| Friendly Currents | Enchantment | 5 | Battle | Enchant World, value 2 | This spell makes the water currents aid the caster and all his allies. Those aided by this spell can move further every turn and are less exhausted by fighting. This spell can only be cast underwater.
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| Geoglyphs | Enchantment | 5 | Ritual | Local Enchant Province - Gem Duration, value 100 | The Coyas of Nazca, daughters of the Moon, are accomplished students of the stellar bodies and their connection with the earth. They have discovered means to amplify the influence of the planets on the terrestrial sphere through vast geoglyphs inscribed on the bare ground. As long as the enchantment of the geoglyph is active magic in the province is increased as are the ranges of rituals. Enemies fighting in a province with an active geoglyph are more easily affected by magic and have their magic resistance reduced. It is only possible to cast the ritual if you can see the land from above. Thus only flying mages can cast the spell. For the enchantment to be effective the geoglyphs must be exposed to stellar lights, so it is only castable in barren lands.
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| Giant Strength Warriors | Enchantment | 5 | Battle | 15 | 17+1/lvl | Bless/Buff (Type I), value 128 | Gives a large group of soldiers increased strength.
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| Gift of Spirit Sight | Enchantment | 5 | Battle | 2 fatigue | 15 | 1 | Bless/Buff (Type II), value 137438953472 | This spell grants a few soldiers spirit sight, making it possible to see invisible units and spirits.
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| Group Regeneration | Enchantment | 5 | Battle | 6 fatigue | 15 | Bless/Buff (Type I), value 32 | This spell gives a group of targets regenerative powers. It does not work on inanimate targets.
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| Horde of Skeletons | Enchantment | 5 | Battle | 4 fatigue | 5 | Summon Units, value -2 | The necromancer enchants the bones of the dead and calls forth a horde of Longdead Warriors.
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| Inner Furnace | Enchantment | 5 | Battle | 100% | Bless/Buff (Type I), value 16384 | The caster invokes the power of Rhuax to strengthen the heat burning in every Abysian. All soldiers on the battlefield have the area of their heat effect increased.
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| Living Mercury | Enchantment | 5 | Ritual | 1 | Summon Units, value 3762 | Independent of each other the Oracles of the deeper earth and the alchemists of T'ien Ch'i have discovered the means to distill and animate the liquid silver of the deeps. Mercury is an inherently magical substance associated with change, fluidity and perfection. It is quite easy to enchant the liquid metal once the proper rituals are discovered. The Living Mercury shrinks when damaged. It is surrounded by fumes detrimental to living beings.
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| Memories of Stone | Enchantment | 5 | Ritual | Summon Units, value 1998 | In a barren desert the Yeddeoni have found the fossilized remains of Rephaim armed with archaic weapons. With the ancient magic of the Grigori, these fossils are endowed with memories of old and forced to once again move and fight for the descendants of the Fallen Angels. The spell can only be cast in wastelands.
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| Nightmare Construction | Enchantment | 5 | Ritual | Summon Units, value 2520 | Not only human dead are crafted into servants of the necromancers. Beasts of burden are rare in the caverns, so the horses Agartha can get their hold on are used and reused in work and in war. Dead horses are quicker than humans, and can carry more. The Ktonian Necromancers have created horrible iron reinforced skeletal horses with Cave Fire barrels placed inside their chests. The nightmares are not very good at combat, but as carriers of the alchemical load they are superior to humans.
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| Pale Riders | Enchantment | 5 | Ritual | Summon Units, value 189 | The necromancer enchants the bones of dead warriors and their horses, giving them false life. Powerful mages can reanimate larger numbers of these horsemen.
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| Quagmire | Enchantment | 5 | Battle | Enchant World, value 85 | Water will start to seep from the ground that will quickly become soft and difficult to traverse. The battleground is turned into a swamp and most units will get penalized for fighting there. The enchantment lasts for the entire battle or until the caster dies.
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| Reawaken Fossil | Enchantment | 5 | Ritual | Summon Units, value 1977 | Abysian mages have recently discovered a gorge near the borders of Gath, where ancient magic has been uncovered by eroding winds and a mighty earthquake. Huge bones were found protruding from the very stone. Legends of the glorious victory against the Rephaim were remembered and soon the Abysian mages were trying to reawaken the fossilized giants once defeated by fire in the valley of Megiddo.
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| Ritual of Returning | Enchantment | 5 | Ritual | Bless/Buff (Type II), value 8388608 | The mage will return to the home citadel at once if he is wounded. The spell lasts until the mage actually has been wounded and returned home. This ritual will result in swift death for a mage if the home citadel has been conquered by the enemy.
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| Send Tupilak | Enchantment | 5 | Ritual | Remote Summon - Assassination, value 1624 | The Tupilak is an artificial animal made from various animal cadavers. It is able to take the appearance and attributes of any of its composite parts. Most Tupilaks are made from bears, ravens, seals and reindeer. This gives the Tupilak battle prowess and the ability of flight. After it has been created, it is given the task of hunting down and killing a specific enemy commander. Then the Tupilak will fly, run and swim across the world in order to find its prey and kill it.
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| The Eyes of God | Enchantment | 5 | Ritual | Enchant World, value 15 | This enchantment enables the mage to see all provinces in the world. Dominions can be seen in great detail and so can discovered magic sites, but income cannot be determined exactly. Inside the God's own Dominion income as well as any troop movements and battles can be seen in great detail. This includes the detection of any glamoured or invisible troops that are not stealthing. Patrolling units inside friendly dominion will find it much easier to detect enemy scouts and to quell unrest. The historic records for all nations can be accessed and everyone on the Hall of Fame can be inspected.
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| Thunder Ward | Enchantment | 5 | Battle | 15 | 18+1/lvl | Bless/Buff (Type I), value 2048 | This spell protects several units from the damage and stun effects caused by lightning and thunder.
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| Trade Wind | Enchantment | 5 | Ritual | Local Enchant Province - Gem Duration, value 95 | The caster creates a perpetual stable wind in a coastal province that enables merchants to quickly sail to and from the province. The trade wind will greatly increase the income from the province. The spell lasts longer for every gem spent on the ritual. The enchantment will dissipate if the province is lost.
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| Watcher | Enchantment | 5 | Ritual | Summon Units, value 768 | The mage creates a stone statue and gives it awareness and magical powers. The Watcher is placed on a tower or at a place with a view over the surrounding landscape and given the task of guarding a province from prying eyes. Watchers have incredible vision and will easily detect enemy scouts and spies. They are charged with air magic and can blast enemies with lightning.
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| Weapons of Sharpness | Enchantment | 5 | Battle | 4 fatigue | 15 | 1 | Bless/Buff (Type I), value 524288 | A few friendly units are gifted with weapons so sharp that they can cut through armor and flesh with equal ease. This enchantment does not work on blunt or missile weapons.
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| Weavers of the Wood | Enchantment | 5 | Ritual | Local Enchant Province - Gem Duration, value 119 | The caster makes spiders large and small weave a giant web covering an entire forest province. Anyone trying to sneak through the forest is highly likely to be detected as the caster monitors the webs. The caster of the ritual will be able to direct both the local patrolling forces and spiders from the woods in order to attack any trespassers. The ritual will break if the caster leaves the province.
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| Winter Ward | Enchantment | 5 | Battle | 15 | 18+1/lvl | Bless/Buff (Type I), value 4096 | This spell protects several units from cold.
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| Aura of Splendor | Enchantment | 6 | Battle | 4 fatigue | 15 | 2+1/lvl | Bless/Buff (Type II), value 36028797018963968 | Several soldiers are wreathed in fiery splendor. Attackers are awestruck and only brave soldiers will attempt to attack.
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| Dome of Arcane Warding | Enchantment | 6 | Ritual | Local Enchant Province - Gem Duration, value 64 | An astral dome is created over the entire province that the mage is located in. The dome will protect the province from many spells that originate from outside the warded province. The more magic gems put into the spell, the longer it will last. If the mage dies, the dome dissolves instantly. The dome has a 50 percent chance of stopping each spell that tries to pass through it.
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| Dome of Misdirection | Enchantment | 6 | Ritual | Local Enchant Province - Gem Duration, value 67 | The entire province the mage is in is protected by a dome of glamour and illusions. The dome will fool enemy mages and protect the warded province from spells that originate outside the dome and make them target a neighboring province instead. The more magic gems put into the spell, the longer it will last.
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| Dome of Solid Air | Enchantment | 6 | Ritual | Local Enchant Province - Permanent Duration, value 61 | A dome made out of air is created over the entire province the mage is in. The dome will protect the province from many spells that originate outside the warded province. While undisturbed, the spell will last indefinitely, but if a spell passes through the dome, or if the mage who cast the dome dies, it will shatter instantly.
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| Earthquake Warriors | Enchantment | 6 | Battle | 15 | 16+1/lvl | Bless/Buff (Type I), value 2251799813685248 | The weapons of a large group of soldiers are enchanted with the power of the earth, making them stun those hit. This enchantment does not work on pierce or missile weapons.
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| Enliven Marble Oracle | Enchantment | 6 | Ritual | Summon Commander, value 1499 | Everything left by the Ancient Ones has become subject to worship by the humans of Agartha. Statues left in the halls underneath the earth are adored and worshiped, enchanted and given magical life by the Golem Crafters. The greatest of these statues are the ones of Ancient Oracles. Some remnant of an Ancient Oracle's memory gives the Marble Oracle a will and a mind. These telestic animates lumber to and fro in the underground city of Agartha looking for faithless humans. Sometimes they stop and raise their hands in the air in a gesture of worship. Marble Oracles have priestly powers and are sacred. They cannot lead armies.
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| Enliven Statues | Enchantment | 6 | Ritual | Summon Units, value 474 | Ten or more statues are given false life by this powerful enchantment. Powerful mages can enchant more than fifteen statues with one casting of this spell. The statues are difficult to destroy but will revert to an inanimate state if there are no mages left on the battlefield.
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| Ermorian Legion | Enchantment | 6 | Ritual | Summon Units, value 187 | This spell reanimates an entire legion of dead soldiers from the Old Empire.
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| Eternal Pyre | Enchantment | 6 | Ritual | Enchant World, value 17 | A huge blazing pyre lights up the landscape. It never burns out and the embers of the pyre will absorb the heat and can be harvested as magical gems imbued with the fiery power of the pyre. The Eternal Pyre causes the temperature to rise to unbearable levels in the province where it is cast. Once the eternal pyre has started burning, it will be impossible to extinguish without the use of magic. Even putting it underwater would only reduce its heat a little.
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| Fay-eyed Warriors | Enchantment | 6 | Battle | 15 | 17+1/lvl | Bless/Buff (Type II), value 70368744177664 |
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| Forest Dome | Enchantment | 6 | Ritual | Local Enchant Province - Permanent Duration, value 66 | Vegetation will grow into a dome that covers the entire province where the spell is cast. The dome will protect the province from many spells that originate outside the warded province. If left undisturbed, the forest dome will last forever. However, if a Fire spell is absorbed by the dome, it may catch fire and be destroyed. If the caster dies, the dome will wither and die.
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| Foul Vapors | Enchantment | 6 | Battle | Enchant World, value 45 | Poisonous gas will begin to seep from the ground shortly after this spell is cast. The gas will rise over a large area, covering the entire battlefield, and will continue to seep for the duration of the battle.
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| Frost Dome | Enchantment | 6 | Ritual | Local Enchant Province - Gem Duration, value 62 | A frost dome is created over the entire province where the spell is cast. Any spells cast into this dome will trigger the deadly trap. A powerful frost blast will find its way to the enemy mage and freeze him to death. Every spell cast into the dome has a 30 percent chance of being destroyed by the frost dome. The more magic gems put into the spell, the longer it will last. If the mage who cast the dome dies, it will dissolve instantly.
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| Greater Farflight | Enchantment | 6 | Battle | 100% | Bless/Buff (Type I), value 562949953421312 | The caster enchants the arrows and bolts of all friendly soldiers on the battlefield, making the arrows fly swift and far. Range for all missile weapons are greatly increased.
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| Grip of Winter | Enchantment | 6 | Battle | Enchant World, value 9 | The entire battlefield is harrowed by enormous cold. This cold quickly renders all units on the battlefield unconscious, after which death is certain. The Grip of Winter is most effective in cold provinces.
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| Hail of Serpent Fangs | Enchantment | 6 | Battle | 100% | Bless/Buff (Type I), value 1125899906842624 | The mage enchants the arrows of all friendly archers on the battlefield. The arrows become coated in serpent venom. Those wounded by the arrows take additional poison damage. The spell will not affect magical weapons.
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| Heat from Hell | Enchantment | 6 | Battle | Enchant World, value 6 | The entire battlefield is struck by heat worse than that of the hottest of deserts. This heat soon renders all units on the battlefield unconscious, after which death is certain. This spell is most effective in warm provinces.
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| Hidden Underneath | Enchantment | 6 | Ritual | Terrain-Specific Ritual Summon, value 3 | This spell can only be cast in a cave province. In the beginning of time there was a war among gods, and a previous Pantokrator defeated and imprisoned three mighty gods and their servants in the depths of the earth. The caster locates such a sealed chamber of the under-earth and releases its entombed prisoners. The released ones' souls were imprisoned along with their bodies and could not escape to the underworld when they died. For millennia their spirits have remained trapped in their fossilizing bodies. When they are released they once more follow their former kings and sages to answer the call of the caster. Their Sages are skilled in earth, death and sometimes astral magic. If cast in a province of fortune or magic, a king with more sages is likely to be found.
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| Hidden in Sand | Enchantment | 6 | Ritual | Terrain-Specific Ritual Summon, value 2 | This spell can only be cast in a wasteland. The caster locates and releases a Dust King and his entombed servants hidden underneath layer upon layer of desert sands. In the beginning of time the first humans lived in scattered tribes. But with the influence of supernatural powers, civilization dawned upon mankind. Small kingdoms formed and order was established. These kingdoms and their rulers emerged and disappeared in quick succession. Driven by fear of being dead and forgotten, the kings built tomb palaces to create resting places where they could live on eternally. But with time came dust. The palaces were covered with sand and their memories forgotten. Inside the tombs the ancient kings and their soldiers still live on. If cast in a province of order a king with more warriors will be released. If cast in a province of fortune or magic, a king with more priests is likely to be found.
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| Hidden in Snow | Enchantment | 6 | Ritual | Terrain-Specific Ritual Summon, value 1 | This spell can only be cast where there are high mountains nearby. The caster locates and releases a tribe of ancient undead warriors from their glacial prison. A full tribe of Unfrozen is freed. The Unfrozen are led by a chieftain and a mage. If cast in a province of turmoil a warlike tribe with greater amounts of warriors will answer the call. If cast in a province of fortune or magic, a tribe with more mages is likely to answer the call.
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| Ktonian Legion | Enchantment | 6 | Ritual | Summon Units, value 1439 | The Ktonian Necromancers of Agartha use the dead in many ways. Soulless bodies toil and fight for their masters. Corpses are strengthened with iron parts and armed with short blades. These Iron Corpses are quite robust, but lack the skills of living soldiers. This spell creates a legion of these living Iron Corpses.
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| Opposition | Enchantment | 6 | Battle | 2 fatigue | 25 | Damage, value 999 | The caster creates a supernatural force diametrically opposed to a target magical being. If the spell is powerful enough, the magical being will be disenchanted and cease to exist.
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| Reanimate Archers | Enchantment | 6 | Ritual | Summon Units, value 535 | The necromancer enchants ten well-prepared corpses and gives them false life. The skeletons are then equipped with magic bows fueled by the power of the Underworld. Arrows fired from these bows will burst into the green flames of banefire. Flesh exposed to banefire will start to fester and decay. Skeletons are undead and will fall apart if left on the battlefield without undead leadership.
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| Relief | Enchantment | 6 | Battle | Enchant World, value 84 | This battle enchantment reduces the fatigue of all friendly units on the battlefield. It lasts until the battle ends or the caster is killed.
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| Riches from Beneath | Enchantment | 6 | Ritual | Enchant World, value 35 | This enchantment transforms mining from something harsh and dangerous to a really uplifting experience. The miners can carve out gold and iron with their knives and the stone is extra soft where the valuable ore veins are as if the mountain is trying to guide them. The enchantment only works within friendly dominion and a higher dominion score will make it more effective. The enchantment gives a major boost to resource production and a minor boost to gold production, both increases depend on the resource value of the province. Also all magic sites that are income yielding mines will have their income up to doubled.
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| Rigor Mortis | Enchantment | 6 | Battle | Enchant World, value 4 | The necromancer causes the joints of both friends and enemies to stiffen as their bodies suffer the fate of the newly dead. There is no immediate cure for the spell, but it ends after the battle.
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| Sow Dragon Teeth | Enchantment | 6 | Battle | 1 | Summon Units, value 3119 | The caster sows a handful of dragon teeth and enchants them with powerful spells. Soon Spartoi, sown men, will emerge from the ground fully armed and ready for battle. The sown men are skeletal in appearance, but are not truly undead. They are armed in gleaming armaments and wield magical spears. The Spartoi will dissolve if left without magical leadership or when the battle is over.
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| Steal Sight | Enchantment | 6 | Battle | 2 fatigue | 20 | Cause Affliction, value 4096 | The caster renders an enemy bereft of sight.
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| Vafur Flames | Enchantment | 6 | Ritual | Local Enchant Province - Gem Duration, value 73 | This spell recreates the legendary enchantment of Asgård. The fortress is surrounded by a ring wall of enchanted flames. The flames are able to read the intentions of those who approach and will let friends pass safely through. Flying beings that pass over the flames will still be put on fire, but the damage will be less severe than for those walking through.
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| Water Ward | Enchantment | 6 | Battle | 15 | 25 | Bless/Buff (Type II), value 32 | Many soldiers become surrounded by strong currents, making them very difficult to hit in combat. The spell can only be cast underwater.
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| Wind Guide | Enchantment | 6 | Battle | 100% | Bless/Buff (Type II), value 256 | Makes all friendly units shoot more accurately and reduces the problem of firing during Storm.
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| Ziz | Enchantment | 6 | Ritual | Summon Units, value 1388 | The Ziz is a dead, rotting Great Eagle given false life by a necromancer. The beast is possessed by a spirit from the Underworld. It is enchanted with Air magic and can fly even during storms and it is surrounded by an icy wind that freezes the flesh of those nearby.
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| Antimagic | Enchantment | 7 | Battle | 100% | Bless/Buff (Type I), value 67108864 | The mage seals the minds of all friendly units against malign spells. The units will receive increased magic resistance for the remainder of the battle.
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| Army of Immaculate Mounts | Enchantment | 7 | Battle | 100% | Bless/Buff (Type I), value 536870912 | The caster enchants all friendly animal mounts on the battlefield, giving them increased intelligence and defensive prowess.
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| Aura of Bewilderment | Enchantment | 7 | Battle | 15 | 1+1/lvl | Bless/Buff (Type II), value 16777216 | A group of soldiers are enchanted with glamour making their surroundings shift and change. Faces of friends and foes are swapped, images are altered, and colors and sounds shift and change. Attackers will not know friend from foe and will randomly attack anyone in his vicinity.
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| Awaken Treelord | Enchantment | 7 | Ritual | Awaken Treelord, value 11 | The Treelords are ancient living trees that were once vibrant and very powerful. Now they are dormant, becoming slower in mind and body with every passing year. These decaying Treelords can be reawakened by the use of Nature magic. A reawakened Treelord will serve its awakener until it dies. Treelords have very long lifespans.
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| Carrion Reanimation | Enchantment | 7 | Ritual | Remote Summon (Permanent Units), value -3 | During a dark and stormy night, the unburied dead stir as the necromancer unleashes the vast powers of his art. Up to two hundred unburied bodies in a province controlled by the caster will be reanimated as Soulless.
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| Curse of Balor | Enchantment | 7 | Battle | 20 | 8+1/lvl | Cause Affliction, value 4096 | The caster strikes his enemies with blindness.
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| Disenchantment | Enchantment | 7 | Ritual | value 1 | This ritual is a more powerful Dispel. If cast at sufficient power it will destroy an active global enchantment, but if it fails it will still reduce the power of the targeted enchantment.
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| Dome of Flaming Death | Enchantment | 7 | Ritual | Local Enchant Province - Gem Duration, value 60 | An invisible web of Fire magic is created over the entire province where this spell is cast. Any spells cast into the protected province will trigger the deadly trap. A powerful blast of fire will find its way to the casting mage and burn him and possibly also the laboratory to cinders. The more magic gems put into the spell, the longer the dome lasts. If the mage who cast the dome dies, the dome dissolves instantly. The dome does not stop spells that pass through it, but it may stop the offending mage from ever casting spells again.
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| Earth Blood Deep Well | Enchantment | 7 | Ritual | Enchant World, value 48 | A well, deeper than any other, is created. This well does not bring water, but rather blood from the Earth itself. This Earth Blood is then made into magical Earth gems that can be used for magic rituals. The well will work more effectively if it is created in a cave that is already deep down and thus closer to the earth blood.
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| Featherweight Army | Enchantment | 7 | Battle | 100% | Bless/Buff (Type I), value 4503599627370496 | All soldiers on the battlefield are granted the ability to float a few inches above the ground.
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| Ghost Ship Armada | Enchantment | 7 | Ritual | Enchant World, value 43 | This spell will awaken the dead Admiral Torgrin and make him fight for your cause. The Admiral will attack random coastal provinces controlled by your enemies and plunder it. The gold will be returned to the caster of the enchantment and the dead will be used to build up the armada. Once enough people have been killed the Admiral will create a new ghost armada. If the main armada with Admiral Torgrin is defeated no new armadas will be created. Once all armadas are defeated the enchantment will dissipate.
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| Gift of Health | Enchantment | 7 | Ritual | Enchant World, value 30 | This gift grants excellent health to all loyal subjects inside the God's Dominion. The gifted ones receive extra hit points, grow old more slowly and may even heal permanent afflictions. Just like most healing effects, lifeless, undead and spiritform beings are not affected.
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| Hail of Burning Embers | Enchantment | 7 | Battle | 100% | Bless/Buff (Type I), value 8388608 | The mage enchants the arrows of all friendly archers on the battlefield. The arrows burst into flame as they are fired, doing considerable damage to their targets. The spell will not affect magical weapons. The fire damage of the arrow is magic and will affect ethereal and invulnerable creatures even if the arrow itself doesn't.
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| Land of the Ever Young | Enchantment | 7 | Ritual | Local Enchant Province - Gem Duration, value 141 | With this enchantment in place everyone in the province will grow old much much slower than usual, only aging one year in four winters. It is a very sought after enchantment for old mages who have much magic research left to do, but not enough time to do it.
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| Leviathan | Enchantment | 7 | Ritual | Summon Units, value 1235 | The Leviathan is a dead, rotting Asp Turtle given false life by a necromancer. The beast is possessed by a spirit from the Underworld. It can only be created in the sea, but it can crawl up on dry land.
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| Life after Death | Enchantment | 7 | Battle | 100% | Bless/Buff (Type I), value 2097152 | This spell gives all friendly units a second chance to fight after dying in the battle. An affected unit that is killed will rise again as an undead being and continue to fight. As soon as the battle ends they will collapse and return to the realm of the dead where they belong. Pretenders, undead, spiritform and inanimate beings are not affected by this spell.
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| Lion Sentinels | Enchantment | 7 | Ritual | Local Enchant Province - Permanent Duration, value 105 | The caster sculpts eleven statues of lions and enchants them with powerful magic. Ten of them are placed outside the castle walls and the eleventh on the courtyard. Order and prosperity flowers as the lions sentinels protect the inhabitants and guard them from harm. Should the castle be attacked the lions will come to life and attack the besieging army. The lions are magical beings and require magical leadership. Should the lion in the courtyard be destroyed the lions will crumble, unless a mage can take command over the remaining lions.
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| Mass Flight | Enchantment | 7 | Battle | 15 | 16+1/lvl | Bless/Buff (Type I), value 131072 | The caster grants a large number of soldiers the ability to fly.
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| Mass Regeneration | Enchantment | 7 | Battle | 15 | 16+1/lvl | Bless/Buff (Type I), value 32 | Gives regenerative powers to a large group of units. Does not work on inanimate targets.
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| Nightmare Masks | Enchantment | 7 | Battle | 15 | 1+1/lvl | Bless/Buff (Type II), value 16 | A few soldiers are wreathed in terror and their faces becomes horrible to behold.
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| Ritual of Rebirth | Enchantment | 7 | Ritual | Ritual of Rebirth, value 398 | The caster of this spell revives a previously slain hero via the ancient Ritual of Rebirth. The ritual mummifies the dead hero before bringing him or her back to life. Only great heroes from the Hall of Fame can be resurrected by this ritual. The ritual can be performed multiple times on a single hero, should he have died again, as long as remains in the Hall of Fame. Inanimate, undead (except mummies) and spiritform beings are not affected by this spell
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| Serpent's Blessing | Enchantment | 7 | Battle | 100% | Bless/Buff (Type I), value 16777216 | This spell makes all friendly units on the battlefield resistant to natural poisons.
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| Solar Brilliance | Enchantment | 7 | Battle | Enchant World, value 21 | The sun starts to shine with a brilliance that destroys the retinas of all soldiers on the battlefield and burns all undead and demonic units to cinders.
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| Steel Slice Warriors | Enchantment | 7 | Battle | 15 | 16+1/lvl | Bless/Buff (Type I), value 524288 | A large number of friendly units are gifted with weapons so sharp that they can cut through armor and flesh with equal ease. This enchantment does not work on blunt or missile weapons.
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| Stellar Focus | Enchantment | 7 | Ritual | Enchant World, value 54 | This spell focuses the light of the night sky into a crystal sphere, depriving the entire world of some of its splendor. The entire world is drained of arcana while magic flows freely in the province where the ritual was cast. The light of the sphere can be distilled into pearls of arcane power.
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| Thetis' Blessing | Enchantment | 7 | Ritual | Enchant World, value 59 | Allows all troops in the world to enter the sea and breathe under water. Fighting below the surface will still be a little awkward for those not used to it, but at least it will be doable.
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| Veil of Perpetual Mists | Enchantment | 7 | Ritual | Local Enchant Province - Gem Duration, value 114 | The caster shrouds an entire province in mists alive with whispers, screams and harrowing shapes. Anyone trying to enter the province without the consent of the caster will find themselves led astray and leave the province from whence they came. Troops with strong morale will follow their commander, but if he is weak of mind and succumbs to the enchantment they will follow him when he leaves the province. The more magic gems put into the spell, the longer it will last.
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| Warriors of the Dawn | Enchantment | 7 | Battle | 20 | 16+1/lvl | Bless/Buff (Type II), value 36028797018963968 | A large group of soldiers are wreathed in fiery splendor. Attackers are awestruck and only brave soldiers will attempt to attack.
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| Army Regeneration | Enchantment | 8 | Battle | 100% | Bless/Buff (Type I), value 32 | Gives regenerative powers to all friendly units on the battlefield. Does not work on inanimate targets.
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| Dragon Master | Enchantment | 8 | Ritual | Bless/Buff (Type II), value 1073741824 | The caster claims lordship over all serpentkin. Every time the caster summons a Drake, Wyvern or Sea Serpent, two additional beasts will heed the call.
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| Fata Morgana | Enchantment | 8 | Ritual | Enchant World, value 53 | Under the fata morgana life seems much easier and everyone is happy. Phantasmal Warriors will assist the local defence in defending the province against invaders. If the entire province should not be hidden from the enemy, enemy scouts will still be tricked by the illusions and likely give incorrect reports about armies present. All provinces in friendly dominion will be affected by the fata morgana.
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| Fields of the Dead | Enchantment | 8 | Battle | Enchant World, value 96 | The necromancer releases the powers of the underworld and reanimates bodies and bones across the entire battlefield. Ever more walking dead will emerge from the ground. Recently killed soldiers might reawaken and do battle against their former friends.
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| Fire Fend | Enchantment | 8 | Battle | 100% | Bless/Buff (Type I), value 1024 | This spell partially protects the entire army from fire and flames.
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| Frost Fend | Enchantment | 8 | Battle | 100% | Bless/Buff (Type I), value 4096 | This spell protects the entire army from cold.
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| Hall of Statues | Enchantment | 8 | Ritual | Summon Units, value 1496 | Some halls underneath the earth contain entire rows of the sacred status of the pale ones from before. With this ritual a large group of statues are given life. The amount of statues brought to life are highly dependent on the skill of mage performing the ritual.
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| Haunted Forest | Enchantment | 8 | Ritual | Enchant World, value 55 | Vines will merge with anyone killed in the God's Dominion, creating an undead Manikin. The Manikin will fight any enemies of the God for a short while before it is totally dissolved by the vines. Undead or inanimate beings are not affected by the spell.
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| Mists of Deception | Enchantment | 8 | Battle | Enchant World, value 72 | This powerful enchantment creates a magic mist on the battlefield. From this mist, illusory soldiers and beings will emerge to battle nearby enemies. More illusions will appear if the caster is very powerful. Just like a normal mist it will also limit sight and the dissipation of cloud effects.
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| Soaring Army | Enchantment | 8 | Battle | 100% | Bless/Buff (Type I), value 131072 | The caster grants all friendly soldiers on the battlefield the ability to fly.
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| Theft of the Sun | Enchantment | 8 | Ritual | Enchant World, value 101 | Since the disappearance of the Sun, the Zotz have longed for the warmth and reputed splendor of the celestial entity. With this spell the sorcerer lures the Sun from its heavenly abode to once more travel through Xibalba during the night. But the intent is a malicious one, for once the Sun has entered the labyrinthine caverns of Xibalba it is led astray and trapped in the Cavern of the Sun, giving its splendor to the Sun Guides and its fiery magic to the Ah K'in. With only the moon and the stars lighting the sky, the world is plunged into darkness.
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| Thunder Fend | Enchantment | 8 | Battle | 100% | Bless/Buff (Type I), value 2048 | This spell protects the entire army from damage and stun effects caused by lightning and thunder.
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| Unraveling | Enchantment | 8 | Battle | 100% | Cause Affliction, value 256 | The caster unravels the enchantments that bind magic beings together. All magic beings on the battlefield, including your own, start to fall apart and dissolve. Mages may lose their minds and spell casting abilities.
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| Void Pattern Labyrinth | Enchantment | 8 | Ritual | Local Enchant Province - Gem Duration, value 69 | A void pattern dome is created over the province that the mage is located in. This pattern is invisible to human perception, but horrors will see the strange pattern and get confused and led astray when trying to pass. The dome will protect the province from any horrors trying to attack from the outside, including against those drawn to horror marks. The more magic gems put into the spell, the longer it will last. If the mage dies, the void pattern labyrinth dissolves instantly. The chance of warding off a Doom Horror is lower than for normal horrors.
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| Wrath of the Sea | Enchantment | 8 | Ritual | Enchant World, value 18 | The sea will rise and flood all coastal provinces within just a few months. Provinces that are struck by the flood will have their income and population growth reduced. Once the enchantment is gone the flooded provinces will slowly start to return to normal.
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| Arcane Nexus | Enchantment | 9 | Ritual | Enchant World, value 19 | This mighty enchantment absorbs magical energies worldwide to replenish the caster's magical resources. Half of all magic gems used to cast spells and to create magic items will be absorbed into the Arcane Nexus and converted into astral pearls at a two to one ratio. The purity of Astral and Blood magic makes it impossible for the Nexus to absorb any magic when these types of spells are cast, but all other types of magic will have some of their power absorbed by the Nexus. Even when no spells are cast or no items are forged, the Nexus will absorb some ambient magic energy from the world.
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| Army of the Dead | Enchantment | 9 | Ritual | Remote Summon (Permanent Units), value -2 | Animates an entire army of skeletal Longdead Warriors in a distant province. Up to one hundred and fifty Soulless will join the attack if there are unburied bodies present. The undead summoned will be subservient to the necromancer.
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| Demon Cleansing | Enchantment | 9 | Battle | Enchant World, value 83 | This spell is the bane of demons. When this enchantment is active, all demons will take double damage from all attacks.
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| Dome of Seven Seals | Enchantment | 9 | Ritual | Local Enchant Province - Permanent Duration, value 132 | A magic dome is created over the entire province. The dome offers perfect protection against hostile magic targeted at the province, while allowing friendly mages to temporarily deactivate the seals and have their spells pass through. All friendly astral mages will know how to get through the seals safely. Each time a spell is stopped by the dome, one of the seven seals will crack. Once all seals are cracked or the caster dies the dome will dissolve.
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| Earth Shatter Army | Enchantment | 9 | Battle | 100% | Bless/Buff (Type I), value 2251799813685248 | The weapons of all friendly soldiers are enchanted with the power of the earth, making them stun those hit. This enchantment does not work on pierce or missile weapons.
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| Gaia's Blessing | Enchantment | 9 | Battle | 100% | Bless/Buff (Type I), value 16784384 | This powerful enchantment protects an entire army from the power of the elements. The units become resistant to flames, frost, lightning and poison.
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| Gift of Nature's Bounty | Enchantment | 9 | Ritual | Enchant World, value 27 | All life in the God's Dominion is blessed. Grain grows more quickly, the mustard tastes better, the ducks are fatter and all living creatures mate and give birth to young. The income of lands under the God's Dominion is greatly increased.
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| Lichcraft | Enchantment | 9 | Ritual | value 178 | With knowledge of this ritual, the Death mage has discovered the means to remove his own viscera and place it in a jar, killing himself, only to return as an immortal undead being of great power. By dying and returning from the dead the Lich gains insights and powers in the path of death magic. Furthermore, the body of the Lich becomes almost impossible to harm with mundane weapons. Should the body of the Lich be physically destroyed, a new one is formed from the dust of the dead.
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| Sleep Ray | Thaumaturgy | 0 | Battle | 2 fatigue | 1 | 1 | Cause Affliction, value 1024 | The caster projects a ray that will affect a small number of nearby enemies. Those who fail to resist will instantly fall into an enchanted slumber.
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| Blink | Thaumaturgy | 1 | Battle | 1 fatigue | Blink, value 30 | The caster creates an instability in space that transports him to another position on the battlefield. The mount if any will also be blinked away together with the mage.
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| Chorus Master | Thaumaturgy | 1 | Battle | 2 fatigue | Bless/Buff (Type II), value 2305843009213693952 | The witches and bards of Man have developed the spell singing techniques of the Tuatha further. Through communal chanting they are able to strengthen the arcane harmonies of their spell songs. Chorus masters decide what spellsongs the chorus will chant. The fatigue that comes from casting spells will be distributed among all chorus members and the chorus master will also be able to cast more powerful spells than she could alone. While in a communal chorus, all spells that only affect the caster will affect all the chorus slaves as well. A chorus with two slaves will grant all masters one extra level in all their paths, four slaves will grant two levels, eight slaves will grant three levels, and so on. Only spell singers can cast this spell.
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| Chorus Slave | Thaumaturgy | 1 | Battle | 2 fatigue | Bless/Buff (Type II), value 4611686018427387904 | The witches and bards of Man have developed the spell singing techniques of the Tuatha further. Through communal chanting they are able to strengthen the arcane harmonies of their spell songs. Chorus slaves only follow the chant of the Chorus Masters and are inactive during the battle. If a chorus slave loses consciousness they leave the communal chant. Only spell singers can cast this spell.
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| Communion Master | Thaumaturgy | 1 | Battle | 2 fatigue | Bless/Buff (Type II), value 144115188075855872 | The mage who has cast this spell can use the magic power of the mages who have cast Communion Slave. The fatigue that comes from casting spells will be distributed among all communion members and the communion master will also be able to cast more powerful spells than he could alone. While in communion, all spells that only affect the caster will also affect all the communion slaves. A communion with two communion slaves will grant all masters one extra level in all their paths, four slaves will grant two levels, eight slaves will grant three levels, and so on. Casting spells while in a communion is complicated however and the casting time for all spells is increased.
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| Communion Slave | Thaumaturgy | 1 | Battle | 2 fatigue | Bless/Buff (Type II), value 288230376151711744 | The caster opens his mind to allow other mages to guide his magic power. Mages who want to take advantage of the communion must cast the spell Communion Master (or carry an appropriate magic item). Being a communion slave can be dangerous if there are multiple communion masters or if the master is more skilled than the slave. The communion master can continue to drain energy from the communion slaves even if they become unconscious. This can be fatal.
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| Curse | Thaumaturgy | 1 | Battle | 3 fatigue | 50 | Cause Affliction, value 2 | The mage curses the target with bad luck. The spell has long range and always hits the chosen target. There is no protection against being cursed and it can never be removed.
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| Decay | Thaumaturgy | 1 | Battle | 2 fatigue | 25 | Cause Affliction, value 256 | This spell makes the victim age, wither and die at an incredibly fast rate. Victims with high magic resistance and many years left to live might be able to survive the effects of this spell.
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| Desiccation | Thaumaturgy | 1 | Battle | 2 fatigue | 30 | 1 | Set Effect Value (1) if lower, value 250 | This spell will affect a small number of targets with severe dehydration. The dehydrated targets will become more and more exhausted and may eventually lose consciousness. The duration of the dehydration depends on the magic resistance of the targets. Undead beings and constructs are not affected by this spell.
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| Dust to Dust | Thaumaturgy | 1 | Battle | 2 fatigue | 30 | 1 | Damage, value 2020 | The mage destroys undead beings by unraveling the magic that holds them together. The spell affects all undead in a small area. Armor offers no protection from this spell, but magic resistance can reduce the damage somewhat.
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| Farstrike | Thaumaturgy | 1 | Battle | 5 fatigue | 50 | Damage, value 1015 | The caster opens a rift in space and strikes through it with a fist as hard as steel. The strength of the caster adds to the damage of the spell.
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| Fascination | Thaumaturgy | 1 | Battle | 2 fatigue | 15 | Stun/Fascinate, value 100 | The caster tries to project images and scents in an enemy's consciousness. Should it succeed the enemy will be distracted for a short while and hopefully enable someone to strike the enemy down.
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| Frighten | Thaumaturgy | 1 | Battle | 5 fatigue | 50 | 1 | Cause Fear (Type II), value 5 | The spell fills the targeted unit with fear.
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| Horror Mark | Thaumaturgy | 1 | Battle | 2 fatigue | 50 | Add To Effect Value (1), value 261 | The Horror Mark is an astral beacon only perceivable by Horrors. Horrors, powerful astral beings, primarily attack marked people. This spell is the only way to direct Horrors and avoid disaster should one be summoned.
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| Personal Luck | Thaumaturgy | 1 | Battle | 2 fatigue | Bless/Buff (Type I), value 2 | The caster merges reality with the Dreamwild, where everything is possible. In dreams, even Fate itself can be tricked. He will have very good chance of escaping blows or magic that would otherwise have killed him.
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| Seven Year Fever | Thaumaturgy | 1 | Battle | 3 fatigue | 25 | 1 | Cause Affliction, value 1 | The caster curses some targets with a horrible fever that never ends. The victims will not be severely affected during combat, but their wounds will never heal and the victim will slowly die in the following years.
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| Battle Fury | Thaumaturgy | 2 | Battle | 2 fatigue | 10 | 1 | Bless/Buff (Type I), value 281474976710656 | The caster fills the hearts of men with righteous fury. A few soldiers get increased morale and attack skill.
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| Beast Fury | Thaumaturgy | 2 | Battle | 2 fatigue | 10 | 1 | Bless/Buff (Type I), value 281474976710656 | The caster fills the hearts of beasts with fury. A few animals get increased morale and attack skill. If cast on mounted units only the animal mount will be affected.
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| Bonds of Fire | Thaumaturgy | 2 | Battle | 2 fatigue | 20 | Cause Affliction, value 65536 | Shackles of fire will trap the victim of this spell. If the victim tries to escape, the shackles become exceedingly hot. Otherwise, the heat stays bearable. A high morale is required to fight the heat and escape. Trying to escape may very well kill a weaker man.
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| Break the Fourth Soul | Thaumaturgy | 2 | Battle | 2 fatigue | 30 | Cause Affliction, value 2 | The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell damages the soul of shadow, permanently cursing the target with bad luck. Ethereal beings do not cast shadows and are rarely affected by the spell.
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| Break the Second Soul | Thaumaturgy | 2 | Battle | 2 fatigue | 30 | Cause Affliction, value 262144 | The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell damages the soul of bone, making the target permanently limp. Ethereal beings have no bone soul and are rarely affected by the spell.
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| Break the Third Soul | Thaumaturgy | 2 | Battle | 2 fatigue | 30 | Fatigue, value 5015 | The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell damages the soul of breath making the target fatigued.
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| Calm Emotions | Thaumaturgy | 2 | Battle | 2 fatigue | 10 | Cause Affliction, value 36028797018963968 | The caster afflicts the target with phlegmatic humors quenching his raging emotions. If cast on a berserker, the target will calm down and eventually lose his berserker rage. If cast on a less aggressive unit, it will simply become a bit less inclined to continue fighting.
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| Mind Burn | Thaumaturgy | 2 | Battle | 2 fatigue | 100 | Damage, value 1010 | The caster tries to overload the mind of the target. If successful, the target experiences overwhelming pain as his mind is damaged. The spell is very accurate and always finds its intended target.
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| Returning | Thaumaturgy | 2 | Battle | Return Home, value 1 | The caster creates a rift in space that sucks him through, sweeping him back to the home citadel. It is a very fast but dangerous way of teleporting. If the caster is unlucky he might get lost in time and might return later, not at all or completely insane. The spell will not work on other planes or if the home citadel is controlled by the enemy.
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| Scrying Pool | Thaumaturgy | 2 | Ritual | Local Enchant Province - Gem Duration, value 36 | The mage will enchant a pool of water to provide images of a province far away. The more magic gems spent on the scrying pool, the longer it will last. The information gained by scrying is much more accurate than a normal scout can provide.
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| Sleep | Thaumaturgy | 2 | Battle | 2 fatigue | 35 | Cause Affliction, value 1024 | The caster makes the target fall into an enchanted slumber.
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| Steal Breath | Thaumaturgy | 2 | Battle | 2 fatigue | 30 | Fatigue, value 5035 | The victim of this spell will have his breath stolen from him. Recovering the breath will require quite an effort and the leave the victim exhausted.
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| Augury | Thaumaturgy | 3 | Ritual | Remote Site Search | The caster pours oil on a pile of soil from a distant province and sets it ablaze. The flickering flames will reveal all hidden sites of fiery power in the province.
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| Carrier Birds | Thaumaturgy | 3 | Ritual | Transport gems, value 15 | This ritual summons a large flock of birds that will quickly transport the mage's magic gems to a commander in another province. A maximum of 15 magic gems can be transported and blood slaves are too heavy to be carried at all. The commander who receives the gems cannot belong to another nation.
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| Carrier Eagle | Thaumaturgy | 3 | Ritual | Transport heavy item, value 1 | This ritual summons a large eagle that will quickly transport a magic item to a commander in another province. Heavy items cannot be transported by this ritual. The commander who receives the magic item cannot belong to another nation.
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| Despair | Thaumaturgy | 3 | Battle | 1 fatigue | 30 | 3+1/lvl | Cause Fear (Type II), value 4 | The enemies are overcome with despair and will be more likely to rout when they start taking casualties.
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| Geas | Thaumaturgy | 3 | Battle | 2 fatigue | 25 | Cause Affliction, value 18014398509481984 | The caster places a geas on an enemy. The target is compelled to attack his friends and will act irrationally. The target may decide to act against the geas, which will then end and permanently curse the target.
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| Gift of the Fourth Soul | Thaumaturgy | 3 | Battle | 2 fatigue | 20 | Bless/Buff (Type I), value 2 | The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell strengthens the shadow soul of the target, giving him luck in battles. Ethereal beings do not cast shadows and are rarely affected by the spell.
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| Gift of the Second Soul | Thaumaturgy | 3 | Battle | 2 fatigue | 20 | Bless/Buff (Type I), value 137438953472 | The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell strengthens the bone soul of the target, making him less vulnerable to blunt damage. Ethereal beings have no bone soul and are rarely affected by the spell.
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| Gift of the Third Soul | Thaumaturgy | 3 | Battle | 2 fatigue | 20 | Bless/Buff (Type II), value 68719476736 | The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell strengthens the soul of breath, making the target shake off exhaustion and fatigue quicker.
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| Haruspex | Thaumaturgy | 3 | Ritual | Remote Site Search, value 6 | The caster opens the bellies of newly slaughtered animals and observes their livers. The state of the livers reveals distant locations of Nature power.
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| Iron Will | Thaumaturgy | 3 | Battle | 2 fatigue | 25 | 1 | Bless/Buff (Type I), value 67108864 | The caster strengthens the minds of some soldiers. Their ability to resist magic is increased for the duration of the battle. This spell cannot be cast on mindless beings.
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| Luck | Thaumaturgy | 3 | Battle | 2 fatigue | 10 | 1 | Bless/Buff (Type I), value 2 | The caster merges reality with the Dreamwild, where everything is possible. In dreams, even Fate itself can be tricked. A small group of soldiers are granted unnatural luck in battle.
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| Mind Vessel | Thaumaturgy | 3 | Ritual | 1 | Mind Vessel, value 100 | This ritual puts a part of the Aboleth's mind in the humanlike vessel that has been bred for this purpose. After the ritual the vessel will have little left of its own mind and the Aboleth part will have to guide it along. After the merging of minds the vessel will be able to use its old magic knowledge as well as the astral knowledge of the Aboleth. The state of the Aboleth is constantly influencing its vessel and should the Aboleth die the vessel will not survive for more than a few days at the most. An Aboleth can not share his mind with more than one vessel at a time.
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| Panic | Thaumaturgy | 3 | Battle | 2 fatigue | 30 | 1+2/lvl | Cause Fear (Type II), value 1 | This spell will cause panic to spread among the enemies.
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| Rage | Thaumaturgy | 3 | Battle | 2 fatigue | 30 | Cause Affliction, value 128 | The spell fills the heart of a man with furious anger. The raging unit will attack anything nearby, even friends.
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| Rhapsody of Life | Thaumaturgy | 3 | Battle | 2 fatigue | 10+5/lvl | Heal, value 1009 | The Rhapsodies are mystical spellsongs and elegies associated with the cycles of life and death. The Rhapsody of Life reinvigorates and heals a living being.
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| Rhapsody of the Dead | Thaumaturgy | 3 | Battle | 2 fatigue | 10+5/lvl | 2+2/lvl | Damage, value 1003 | The Rhapsodies are mystical spellsongs and elegies associated with the cycles of life and death. The Rhapsody of the Dead pushes a dead soul towards rebirth in a new body. Undead beings with a soul are wounded by the song and are compelled to flee the battle.
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| Sailors' Death | Thaumaturgy | 3 | Battle | 2 fatigue | 30 | 1 | Damage, value 3005 | The lungs of a small number of targets are filled with water. Any target that cannot breathe water will take severe damage.
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| Taurobolium | Thaumaturgy | 3 | Ritual | Set Effect Value (12) if lower, value 651 | The Heliodromus performs a ritual slaying of a sacred bull. The Heliodromus takes his place in a trench underneath a plate of copper pierced with holes. The sacred bull is slain by the participants and its blood pour down upon the Heliodromus. Baptized in blood the Heliodromus is purified and endowed with the power of the Solar Bull. For one year the reborn Heliodromus is worshiped by his fellows as an incarnate God. The Heliodromus receives increased magical understanding and false prophet status. There can only be one elevated Heliodromus.
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| Teleport Gems | Thaumaturgy | 3 | Ritual | Transport gems, value 10 | This ritual can be used by an astral mage to teleport all his magic gems to a commander in a province far away. A maximum of 10 magic gems can be transported and blood slaves are not affected by this ritual. The commander who receives the gems cannot belong to another nation.
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| Whispers of the Wild | Thaumaturgy | 3 | Ritual | Local Enchant Province - Gem Duration, value 36 | The caster taps into the minds and perceptions of the animals of a distant forest province to gain insight into what transpires in the province.
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| Astral Window | Thaumaturgy | 4 | Ritual | Local Enchant Province - Gem Duration, value 36 | The caster opens an arcane rift through which he can observe distant lands. The rift closes after a while, but the duration can be prolonged if extra magic gems are used in the casting. Each casting of this ritual allows the mage to scry on one province. The information gained by this spell is much more accurate than a normal scout can provide.
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| Auspex | Thaumaturgy | 4 | Ritual | Remote Site Search, value 1 | The caster listens to the winds and observes the flight of birds. The winds will carry legends of magical places and ancient storms. If the winds are correctly interpreted, the caster gains knowledge of sites of Air power in a distant province. This spell cannot be cast at an enemy province.
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| Cure Disease | Thaumaturgy | 4 | Ritual | Cure Affliction on Others, value 1 | This ritual cures a unit from disease, an affliction that otherwise is certain to result in a quick and early death. The target unit must be in the same province as the caster.
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| Curse of the Desert | Thaumaturgy | 4 | Battle | 3 fatigue | 30 | 5 | Set Effect Value (1) if lower, value 250 | This spell will affect several targets with severe dehydration. The dehydrated targets will become more and more exhausted and may eventually lose consciousness. The duration of the dehydration depends on the magic resistance of the targets. Undead beings and constructs are not affected by this spell.
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| Ferocity | Thaumaturgy | 4 | Battle | 2 fatigue | 15 | 1+1/lvl | Bless/Buff (Type I), value 281474976710656 | The caster fills the hearts of beasts with fury. A group of animals get increased morale and attack skill. If cast on mounted units only the animal mounts will be affected.
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| Furious Warriors | Thaumaturgy | 4 | Battle | 4 fatigue | 15 | 1+1/lvl | Bless/Buff (Type I), value 281474976710656 | The caster fills the hearts of men with righteous fury. Several soldiers get increased morale and attack skill.
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| Gnome Lore | Thaumaturgy | 4 | Ritual | Remote Site Search, value 3 | The caster bestows the knowledge of the gnomes upon himself and uses it to find places of Earth power. The spell will find all magic Earth sites in a friendly province of the caster's choice.
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| Mind Blank | Thaumaturgy | 4 | Battle | 2 fatigue | Bless/Buff (Type I), value 140737488355328 | The caster of this spell will shroud his mind with arcane energies. The next time he is targeted by a mind affecting spell the Mind Blank will disappear and most likely also negate the mind affecting effect. The Mind Blank can also help resist being targeted by Magic Duel.
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| Mirror Walk | Thaumaturgy | 4 | Ritual | Teleport, value 1 | With the help of two large flawless and perfectly aligned mirrors, the mirror mage can step into one mirror and then exit through the other regardless of the distance between. The mirror mages make sure that all laboratories are setup with this perfect mirror in order to make it possible for the mages to easily travel between the labs. The mirror walk ritual takes some time to perform, but it consumes very few magic resources.
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| Mirror of Earth's Memories | Thaumaturgy | 4 | Ritual | Remote Site Search, value 5760 | An Agarthan Oracle ventures down to the Womb of the Earth and gazes into the reflections of the First Pool to gain knowledge of subterranean sources of magic. The spell reveals all magic sites of earth, fire, water and death in a distant cave province.
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| Paralyze | Thaumaturgy | 4 | Battle | 2 fatigue | 100 | Paralyze, value 9042 | The caster overloads the target's mind and effectively paralyzes the target for a very long time.
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| Prison of Fire | Thaumaturgy | 4 | Battle | 3 fatigue | 30 | Cause Affliction, value 65536 | Shackles of fire will trap a group of enemies. If the victims tries to escape, the shackles become exceedingly hot. Otherwise, the heat stays bearable. A high morale is required to fight the heat and escape. Trying to escape may very well kill a weaker man.
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| Rage of the Cornered Rat | Thaumaturgy | 4 | Battle | 2 fatigue | 20 | 1+1/lvl | Bless/Buff (Type I), value 256 | A group of animals are provoked into a berserker rage.
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| Slumber | Thaumaturgy | 4 | Battle | 2 fatigue | 35 | 1+1/lvl | Cause Affliction, value 1024 | The caster makes several targets fall into an enchanted slumber.
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| Teleport | Thaumaturgy | 4 | Ritual | Teleport, value 1 | With this spell, the mage can transport himself to almost any province in the world, only those very very far away are out of range for this ritual.
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| Telestic Animation | Thaumaturgy | 4 | Ritual | Summon Commander, value 473 | The mage crafts a statue and places a golden plate inscribed with divine names within its head. The statue is thus animated by divine power and will speak the will of the Pretender God. The statue is imbued with great priestly powers, but is immobile.
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| Terror | Thaumaturgy | 4 | Battle | 2 fatigue | 30 | 2+1/lvl | Cause Fear (Type I), value 3 | A connection is created between living soldiers and the dead harrowed in the Netherworld. The targets are overwhelmed by fear and despair. Friendly troops are not exempt from the effect, should they stand in the way.
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| Touch of Madness | Thaumaturgy | 4 | Battle | 3 fatigue | 20 | 1 | Bless/Buff (Type I), value 256 | A small group of soldiers are forced to go berserk. Berserkers never rout, get increased fighting skills, but do not care much for their own safety.
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| Vengeance of the Dead | Thaumaturgy | 4 | Ritual | Vengeance of the Dead, value 999 | The mage will contact the dead souls of all the people or creatures that the target has slain. These dead souls will then be guided to the dreams of the target, where they can attack him in a horrible nightmare. The mage will ensure that the target is pulled strongly into the nightmare, so that he stays dead if the dead souls are successful in killing him. This spell does not work on mindless beings or those who never sleep and the target must have slain units in combat for the spell to work. One province is chosen for the spell and the greatest butcher of all enemy commanders in that province will be targeted for the nightmare.
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| Visions of Death | Thaumaturgy | 4 | Battle | 2 fatigue | 20+5/lvl | Damage, value 5010 | The target of this spell will see a vision of himself dying a violent death. This lifelike vision will feel real enough to instantly kill lesser men.
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| Wildness | Thaumaturgy | 4 | Battle | 2 fatigue | 30 | 1 | Cause Affliction, value 17179869184 | Animals in the enemy army become wild, unpredictable and difficult to control.
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| Awaken Jinn Block | Thaumaturgy | 5 | Ritual | Summon Commander, value 3389 | The Karib awakens the Jinn inhabiting a stone idol. The Jinn Block has limited powers and is immobile, but will defend its lands from intruders. The Jinn Block is sacred to the Nabaean desert tribes and has some priestly powers.
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| Charm Animal | Thaumaturgy | 5 | Battle | 2 fatigue | 20 | Charm, value 999 | An animal is charmed by the mage.
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| Confusion | Thaumaturgy | 5 | Battle | 1 fatigue | 30 | 1 | Cause Affliction, value 17179869184 | The spell will confuse the minds of a group of soldiers for the remainder of the battle. The confused units can easily attack friends instead of enemies.
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| Control the Dead | Thaumaturgy | 5 | Battle | 2 fatigue | 25 | 1 | Enslave, value 999 | The caster takes control over some undead beings. Powerful undead will be able to resist the necromancer.
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| Earth Sense | Thaumaturgy | 5 | Ritual | Local Enchant Province - Gem Duration, value 121 | The caster attunes himself with the earth itself to sense who treads upon it. Enemies trying to sneak around in the province will be detected and traced, even if invisible. The spell is broken if the caster leaves the province.
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| Enslave Sea Trolls | Thaumaturgy | 5 | Ritual | Summon Units, value 1529 | An Aboleth Mind Lord extends his mind to locate and attract a group of Sea Troll Warriors. The trolls leave their king in the belief that they will gain fame and glory. When they arrive at the domains of the Aboleths the Mind Lord invades their minds and binds them into permanent servitude. Slave trolls were once guardians at their Sea King's court and come equipped with armaments of shells and corals.
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| Gift of Reason | Thaumaturgy | 5 | Ritual | Gift of Reason, value 1 | This gift grants commander status and a sharp intellect to any one being. The target unit must be in the same province as the caster. Mindless units cannot be affected by the spell.
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| Gift of the Furies | Thaumaturgy | 5 | Battle | 15 | 17+1/lvl | Bless/Buff (Type I), value 281474976710656 | The caster fills the hearts of men with righteous fury. A large group of soldiers get increased morale and attack skill.
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| Group Luck | Thaumaturgy | 5 | Battle | 4 fatigue | 15 | 1+1/lvl | Bless/Buff (Type I), value 2 | The caster merges reality with the Dreamwild, where everything is possible. In dreams, even Fate itself can be tricked. Several soldiers are granted unnatural luck in battle.
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| Leeching Darkness | Thaumaturgy | 5 | Battle | 2 fatigue | 30 | Cloud, value 134217728 | A deadly cloud of darkness will form upon the battlefield. Anyone standing in the cloud will be wounded and permanently weakened. The cloud will remain on the battlefield for some time before dissolving.
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| Pack Ferocity | Thaumaturgy | 5 | Battle | 15 | 18+1/lvl | Bless/Buff (Type I), value 281474976710656 | The caster fills the hearts of beasts with fury. A large group of animals get increased morale and attack skill. If cast on mounted units only the animal mounts will be affected.
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| Pyre of Catharsis | Thaumaturgy | 5 | Ritual | Cure Affliction on Self, value 1 | Catharsis was once the spirit of the Purifying Flames. He would cleanse bodily sicknesses of those who exposed themselves to his flames. Since his corruption by the Daevas and the wicked Mainyus he no longer controls the Purifying Flames and any powerful fire mage can wield his flames. With this ritual the caster sets himself ablaze on a pyre of Purifying Flames. The flames burns away any diseases he carries, but the caster is likely to suffer terribly from the flames unless properly protected.
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| Raging Hearts | Thaumaturgy | 5 | Ritual | Affect Province with Anonymous Event, value 2 | Fury will start to grow in the hearts of all people in an entire province. Those affected will soon start to plunder and kill their fellow citizens. A mage can target any province of his choice and those affected will not know who has cast this spell on them.
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| Seith Curse | Thaumaturgy | 5 | Ritual | Remote Curse, value 2 | Seith is an ancient form of sorcery, reputedly invented by Angerboda. It has been practiced by females of the nation through the ages. Gygjor, vaetti hags and human Seithkonur all have some knowledge of the Seith, but it is the Seithkonur of Utgård that have mastered the art. Seith can be used to spell doom upon a distant target. When cast, a single enemy commander in a faraway province is cursed for the rest of his life. However, the price is high, and the Fates will keep the balance. Someone close to the caster will also suffer a curse.
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| Serenity | Thaumaturgy | 5 | Battle | 2 fatigue | 15 | Cause Affliction, value 36028797018963968 | The caster afflicts the targets with phlegmatic humors quenching their raging emotions. The targets calm down and lose their berserker rage.
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| Soul Slay | Thaumaturgy | 5 | Battle | 2 fatigue | 100 | Damage, value 999 | The caster attempts to rip the target's mind from his body. If successful, the spell will slay the target. Immortal beings killed by this spell will stay dead.
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| Teleport Item | Thaumaturgy | 5 | Ritual | Transport heavy item, value 1 | This ritual can be used by an astral mage to teleport a single magic item to a commander in a province far away. Heavy items cannot be transported by this ritual. The commander who receives the magic item cannot belong to another nation.
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| Tempering the Will | Thaumaturgy | 5 | Battle | 2 fatigue | 100% | Bless/Buff (Type I), value 67108864 | The forces of Ulm have their strength of mind enhanced by magic. Soldiers and beings with high magic resistance are rarely affected by this spell.
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| The Ravenous Swarm | Thaumaturgy | 5 | Battle | 1 | Enchant World, value 92 | This spell is sometimes used by nature mages to combat the undead. It is part of the natural order that the living finds sustenance from the dead, and with this spell the nature mage utilizes that and imbues a swarm of bugs with frenzied power and appetite to devour the walking dead. The swarm will consume the undead one after each other until the battle ends. Should the swarm fail to locate the dead it will start to eat the living instead.
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| Beckoning | Thaumaturgy | 6 | Ritual | Beckoning, value 999 | The caster awakens the forces of the wild, which call out to lure the unwary. Those who fall prey vanish into the woodlands, never to be seen again. The Beckoning will only work in forests and forest beings are immune to the call. Those who are strong of mind or duty will resist the call.
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| Celestial Music | Thaumaturgy | 6 | Battle | 1 | 100% | Bless/Buff (Type I), value 262144 | The caster begins playing the music of the Celestial Spheres. All celestial dancers (Apsaras, Gandharvas and Yakshas) become enthralled by the divine music and perform a celestial battle dance that gives them quickness.
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| Choleria | Thaumaturgy | 6 | Ritual | Local Enchant Province - Gem Duration, value 134 | The caster affects a friendly province with the humor of fire, choleria. The populace becomes energetic and productive, but also easy to anger. Production and income are increased, but quarrels are common and unrest will gradually increase.
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| Deceive the Decree of the Lost | Thaumaturgy | 6 | Ritual | Summon Commander, value 3879 | In Magnificent Ind there was a wasteland inhabited by six-fingered giants with skin as pale as death. In ancient times these giants were immensely large and powerful enough to threaten the gods themselves. They were bound to their land by a divine decree, lest they overtake the world. After the fall of Ind the Sage-Queens of Feminie have found the means to circumvent the ancient decree and unleash the Giants upon the world.
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| Dreams of R'lyeh | Thaumaturgy | 6 | Ritual | Dreams of R'lyeh, value 2052 | This spell can target the dreams of an enemy commander anywhere in the world. It will pull his dream through the Void Gate in R'lyeh and into the other world. Here the caster will manifest himself in the dream and kill the bewildered target. The spell does not work on mindless beings or those who never sleep.
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| End of Culture | Thaumaturgy | 6 | Ritual | 100% | Enchant World, value 106 | This is the End of Culture for the entire world as chaos will increase worldwide. Spawn rate of Oni, both from temples under friendly dominion and from Oni generals will be greatly increased.
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| Enslave Mind | Thaumaturgy | 6 | Battle | 2 fatigue | 100 | Enslave, value 999 | The caster enslaves the body and mind of one target. The victim loses his will, along with his ability to command and cast magic. All the Pretender Gods are immune to this spell.
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| Forgotten Palace | Thaumaturgy | 6 | Ritual | Local Enchant Province - Permanent Duration, value 111 | The caster casts a spell on a fortress in a nearby province and makes it disappear from everyone's memories. People are able to see and interact with the fortification, but once they leave they will forget about it. Scouts will forget to report about the palace and neighboring provinces will not know about it. Mages who scry upon the province will be able to see the fortification however. The spell is broken if the fortification is besieged. The ritual can also be used to hide the construction of the fortification.
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| Foul Air | Thaumaturgy | 6 | Ritual | Enchant World, value 10 | The air will become polluted by a deadly disease when this enchantment is cast. Anyone who is wounded will instantly become diseased due to the foul air. This enchantment affects all land provinces in the entire world and will last until dispelled or the caster dies. Unrest will increase worldwide while the enchantment is active.
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| Gateway | Thaumaturgy | 6 | Ritual | Astral Travel, value 1 | The caster creates a rift in the fabric of space, allowing him to step through with all troops under his command and enter a distant laboratory that has been prepared for the gateway. The gateway can only lead to a lab controlled by the same nation, and it closes as soon as the troops have passed through.
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| Growing Fury | Thaumaturgy | 6 | Battle | Enchant World, value 13 | A growing fury will affect all friendly units on the battlefield. They will find themselves becoming more and more ferocious and will go berserk at the slightest provocation, even if they are not usually able to do so.
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| Imprint Souls | Thaumaturgy | 6 | Ritual | Imprint Souls, value 2052 | The people of a small village in a remote province will have their minds gradually broken down. When they are entirely lobotomized, their minds will be imprinted with religious zeal towards the rightful Pretender God. When the conversion is complete, they will attack the province in an attempt to conquer it and serve their God to the best of their abilities. This is a very dangerous process, many people die and most of the survivors are not fully restored with the proper religious zeal. A skillful mage and extra penetration skill from magic items will help in successful conversion of the villagers.
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| Leprosy | Thaumaturgy | 6 | Ritual | Leprosy, value 1 | The mage conjures forth a wasting disease upon an enemy army in a distant province. Diseased targets will never regain any lost hit points and will take damage every season they are alive. Undead, demons and inanimate beings are not affected by this spell.
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| Melancholia | Thaumaturgy | 6 | Ritual | Local Enchant Province - Single Turn, value 137 | The caster curses a province with the humor of earth, melancholia. The populace becomes depressed, cynical and listless. Peasants don't care about harvesting and let their livestock wander. Craftsmen only work when they feel like it and soldiers tend to desert unless whipped into obedience. Even the temples are left untended. The Dominion of the local god will decrease.
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| Mirror Mind | Thaumaturgy | 6 | Battle | 2 fatigue | 15 | 1+1/lvl | Bless/Buff (Type I), value 140737488355328 | The caster of this spell will shroud the minds of a few soldiers with arcane energies. The next mind affecting spell against a shrouded one is almost certain to fail.
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| Parting of the Soul | Thaumaturgy | 6 | Battle | 4 fatigue | 30 | Paralyze, value 5010 | Since the pollution of the Cleansing Flame, funerary pyres are strictly forbidden in Caelum. Instead, dead bodies are placed in roofless Towers of Silence where birds of prey tear the impure flesh from the bones of the dead. When the bones are bare, the soul is free to meet with its Daena, the manifestation of the inner self. This spell mimics the migration of the soul after death. First the soul is ripped from the body, rendering the body unable to move. Then birds of prey descend from the skies to feast on the flesh of the soulrent body. Since the body is not yet dead, the soul will return to its body unless the birds have killed it while the soul was gone. Birds of prey will attack the target, regardless of the success of the soulrending.
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| Phlegmatia | Thaumaturgy | 6 | Ritual | Local Enchant Province - Single Turn, value 136 | The caster curses a province with the humor of water, phlegmatia. The population becomes passive, quiet and unproductive. Work as well as religious duties are ignored and soldiers in the province are likely to desert.
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| Sandman's Blessing | Thaumaturgy | 6 | Battle | 2 fatigue | 30 | 25 | Cause Affliction, value 1024 | A large number of soldiers are touched by the Sandman and will fall asleep. Those strong of mind can resist the effect. The Sandman is indiscriminate and the spells targets friend and foe in a large area.
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| Sanguinia | Thaumaturgy | 6 | Ritual | Local Enchant Province - Gem Duration, value 135 | The caster affects a friendly province with the humor of air, sanguinia. Sanguine people are enthusiastic, social and active. The province will become a place of merriment, festivities and good spirits. Unrest will continuously decrease in the province.
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| Unending Nightmare | Thaumaturgy | 6 | Battle | 2 fatigue | 35 | Cause Affliction, value 17179870208 | The target falls asleep in a fitful slumber haunted by nightmares. If the targets wakes up the nightmares remain and he is unable to tell friend from foe for the remainder of the battle.
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| Wither Bones | Thaumaturgy | 6 | Battle | 5 fatigue | 30 | Damage, value 2010 | This spell is the nightmare of necromancers. The spell destroys undead beings by unraveling the magic that holds them together. The spell affects all undead in a large area. Armor offer no protection from this spell, but magic resistance can reduce the damage somewhat.
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| Burden of Time | Thaumaturgy | 7 | Ritual | Enchant World, value 29 | This evil enchantment will make everyone in the world age at a highly accelerated rate. Unrest will increase in the entire world and soldiers will soon become crippled and useless. While this enchantment is active, the world will become more and more desolate until everyone dies.
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| Call of the Drugvant | Thaumaturgy | 7 | Ritual | Affect Province with Anonymous Event, value 15 | The Drugvant are the People of the Lie, those under the influence of evil intentions. With this ritual the caster lets loose the will of the Destructive Spirit upon a remote land. Falsehood, wickedness and violence will spread in the province and in its wake Daevas will come. Unrest is greatly increased and the province is attacked by bandits and a host of Daevas.
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| Charm | Thaumaturgy | 7 | Battle | 3 fatigue | 25 | Charm, value 999 | The victim of a Charm spell will become totally loyal to the caster of the spell. A charmed commander will retain all his special skills and magic items and use them for the benefit of his new master. All Pretender Gods are immune to this spell.
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| Dark Skies | Thaumaturgy | 7 | Ritual | Enchant World, value 32 | Black clouds billow forth and cover the lands of your Dominion. All enemies under your Dominion will perceive the heavens as dark and oppressing. The stronger the Dominion is, the more fearful the skies. The dark skies severely lower the morale of those affected. The darkness also gives slightly lowered attack and defense skills to units without darkvision.
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| Divine Name | Thaumaturgy | 7 | Ritual | Gift of Reason, value 1 | The caster inscribes a divine name on a piece of paper and places it in the head of a mindless being. The being is gifted with an artificial mind and commanding abilities. The caster can also inscribe the name on the forehead of a willing target, increasing his mental faculties and making him a commander.
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| Fury of the Wild | Thaumaturgy | 7 | Battle | 100% | Bless/Buff (Type I), value 281474976710656 | The caster fills the hearts of beasts with fury. All animals on the battlefield get increased morale and attack skill. If cast on mounted units only the animal mount will be affected.
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| Gates of Horn and Ivory | Thaumaturgy | 7 | Ritual | Enchant World, value 116 | The caster erects two gates into the Dreamwild. Through the first comes fulfillment and true dreams that tell of the future, from the other comes dreams of deception or despair. Rituals cast at the Gates of Horn and Ivory will have their reach extended greatly. Also a huge amount of Glamour gems can be harvested from the gates each month.
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| Gigantomachia | Thaumaturgy | 7 | Ritual | 100% | Enchant World, value 107 | The war upon the gods is declared. Trembling and cowering in fear, false gods sense the rattling of spears forged for the armies of the giants. The will of false pretenders withdraw from the might of the giants who gather in ever greater numbers.
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| Mass Confusion | Thaumaturgy | 7 | Battle | 1 fatigue | 30 | 2+1/lvl | Cause Affliction, value 17179869184 | The spell will confuse the minds of a large group of soldiers for the remainder of the battle. The confused units can easily attack friends instead of enemies.
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| Plague | Thaumaturgy | 7 | Battle | 25 | 1 | Cause Affliction, value 8 | With this spell, the mage will bring a magic plague on some victims. The magic plague kills and spreads at an enormous rate. It does not take long to catch the disease from an infected friend, nor does it take long to die once you are infected. Undead beings and demons are not affected by this magic plague.
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| Purgatory | Thaumaturgy | 7 | Ritual | Enchant World, value 26 | Holy fire will strike undead enemy creatures in the God's Dominion. The more powerful the Dominion, the more undead will be killed.
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| Vengeful Water | Thaumaturgy | 7 | Ritual | Enchant World, value 93 | The caster chains the seven pillars of water to his god's command. Wherever the pretender god has influence water will rise up and strike down any heathens that plot against him. Water in friendly dominion will animate and try to kill enemy commanders whenever possible. The elemental is stronger in provinces with a rich water supply than in dry provinces. A waste with no access to water will never get any attacks.
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| Vortex of Returning | Thaumaturgy | 7 | Battle | 100% | Return Home, value 1 | The caster creates a rift in space that carries the entire army back to the home province on astral currents. The same restrictions and dangers as the Returning ritual applies.
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| Astral Travel | Thaumaturgy | 8 | Ritual | Astral Travel, value 1 | The caster creates a rift in the fabric of space, allowing him to step through with all troops under his command and enter a distant province.
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| Battle Fortune | Thaumaturgy | 8 | Battle | 15 | 16+1/lvl | Bless/Buff (Type I), value 2 | The caster merges reality with the Dreamwild and tricks fate itself to grant a large number of soldiers unnatural luck in battle.
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| Black Death | Thaumaturgy | 8 | Ritual | Affect Province with Anonymous Event, value 1 | The necromancer curses a province with the Black Death. This plague will kill thousands upon thousands of people. The spell is targeted at the general population and will probably not affect the military units in the province.
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| Call the Worm That Walks | Thaumaturgy | 8 | Ritual | Summon Commander, value 2217 |
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| Gale Gate | Thaumaturgy | 8 | Ritual | Enchant World, value 49 | The caster opens a rift in space creating a gate into a realm of storms. Huge amounts of aerial magic are effectively channeled through this gate, producing twenty Air gems each turn. Also air elementals summoned anywhere in the world will be extra powerful while the gale gate is open. Not all of the powers of the Gale Gate can be harnessed though. Hurricanes and storms will be randomly unleashed and hit a province somewhere in the world. The caster will be able to direct hurricanes and have them strike provinces that are controlled by the enemies. A high skill in air magic makes it more likely to successfully steer the hurricanes away.
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| Hydrophobia | Thaumaturgy | 8 | Battle | 30 | 5 | Cause Affliction, value 128 | The spell afflicts enemies with rabies. Affected units become rabid and will attack anything nearby, even friends. Only living targets can be affected by the disease.
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| Lure of the Deep | Thaumaturgy | 8 | Ritual | Enchant World, value 50 | Sirens will start to emerge from the deeps when this powerful enchantment is cast. The Sirens will sing to enemy troops and lure them down to certain death in the deeps. The lure is most persuasive in coastal and sea provinces with strong friendly Dominion. Inland provinces are not affected at all. Nations that can recruit Sirens will find that this is cheaper while this enchantment is in effect. This global enchantment can only be cast in an underwater laboratory.
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| Ordeal by Fire | Thaumaturgy | 8 | Ritual | Enchant World, value 131 | This enchantment sets the magical ether ablaze by utilizing a huge amount of magic fire gems. As long as the ether is ablaze it will be difficult to manipulate any kind of magic without also taking fire damage from the heat. It is still possible to perform rituals and forge magic items, but if not properly protected the chance of burning to death is high. Performing simple spells in combat is possible without risk as long as they don't require any magic gems. Blood magic is unaffected by this ritual.
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| Soul Drain | Thaumaturgy | 8 | Battle | Enchant World, value 5 | The caster creates a well of unlife on the battlefield and opens a channel between himself and the well. Every soul on the battlefield takes damage as their psychic energies rush from their bodies into the well to heal and reinvigorate the caster.
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| Stygian Paths | Thaumaturgy | 8 | Ritual | Stygian Paths, value 1 | All lands are connected to the Underworld and every location in the Underworld corresponds to a location in the lands of the living, but time passes differently in the Underworld. By traveling in the Underworld, great distances can be covered in a short period of time. When this ritual is cast, a gateway into the realm of the dead is opened. The necromancer then leads his followers on dark paths through the Underworld to emerge in a faraway province. The journey, however, is not free from risk: no one is allowed to leave the lands of the dead. Everyone using the Stygian paths risks injury or even death by poisoning, spirit attacks or fates even worse. Stealthy units are less likely to be detected by the guardians of the Underworld.
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| Undead Mastery | Thaumaturgy | 8 | Battle | 100% | Enslave, value 999 | The caster takes control over all undead beings on the entire battlefield. Powerful undead will be able to resist the spell.
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| Arcane Analysis | Thaumaturgy | 9 | Ritual | value 1 | With this ritual a skillful astral mage can send a thaumaturgical probe into the ether in order to examine the strength and weaknesses of a global enchantment. The mage chooses a single global enchantment to examine and he will get a fairly accurate measure of the number of astral pearls worth of overcast that would be required to dispel it.
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| Astral Disruption | Thaumaturgy | 9 | Ritual | value 1 | The mage manipulates the astral plane, creating ripples that overload the world with magic. This magic overload will dispel all enchantments in the entire world if done with enough strength. However manipulating the astral world in such a great way always comes with a certain risk, both to the world and the mage performing the ritual.
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| Beast Mastery | Thaumaturgy | 9 | Battle | 100% | Enslave, value 999 | All animals on the battlefield are bound to the will of the caster.
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| Dreams of the Awakening God | Thaumaturgy | 9 | Ritual | Enchant World, value 125 | Everywhere where it is not yet worshiped, people will start dreaming of the rightful Pretender God. Maybe just a glimpse of its wonderful promises, maybe an excruciating nightmare showing what can befall its enemies.
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| Dreamwild Legion | Thaumaturgy | 9 | Battle | 100% | Bless/Buff (Type I), value 2 | The caster conjures the memories and dreams of battles of the Dreamwild, where soldiers never die, and merges them with the reality of the physical world. Dreamwild Legion grants an entire army unnatural luck in battle.
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| Elemental Dampening | Thaumaturgy | 9 | Ritual | Enchant World, value 123 | This ritual dampens any attempt at manipulating the elemental powers. All combat spells of primarily the elemental paths will be much slower to cast. Any elemental beings summoned will be slightly weaker than usual. This dampening will also make it more difficult to perform elemental rituals and forging magic items that are mainly elemental in nature, additional gems are required when performing these activities.
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| Legion's Demise | Thaumaturgy | 9 | Battle | Enchant World, value 143 | When this enchantment is active the enemies will experience relentless attacks on themselves and all their allies. Arrows will come hailing down, twisted hands will emerge from the ground and scratch them, swords will appear out of thin air and strike at them. The damage is not real, but with the help of glamour magic it will be deadly as soon as it has become severe enough.
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| Master Enslave | Thaumaturgy | 9 | Battle | 100% | Enslave, value 999 | The caster unleashes vast arcane powers, ripping the free will from his foes and turning them into loyal thralls. The thralls will aid the caster until they die. There is no way to break free once enslaved by this spell.
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| Nexus Gate | Thaumaturgy | 9 | Ritual | value 1 | The caster enscribes and enchants a great stone archway, creating an arcane portal to Nexus, a place between places. Armies may hereafter use the portal to enter Nexus. Nexus is connected to all active Nexus Gates and individuals and armies in Nexus may leave through any gate, even those created by other Pretenders. The Nexus Gate is permanent and once created it cannot be dispelled. Dwelling in Nexus for longer than necessary is not recommended, as it is located in the Void where horrors thrive.
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| Remnants in the Depths | Thaumaturgy | 9 | Ritual | Enchant World, value 124 | Massive amounts of death and disease have always been safely locked away at the bottom of the oceans. Maybe the world once had too much disease and the old pantokrator stashed away most of it there as a gesture of generosity. No one knows for sure, but many wise old people seem to remember tales of a god saving the world from a horrible plague. With this enchantment the lock will be opened, just a little, to let the death and disease out into the oceans. All seas will start to get increased death scales until they reach the maximum, at which point everyone will start to get diseased and population will die completely in just a few years time.
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| Winds of Arcane Drought | Thaumaturgy | 9 | Ritual | Enchant World, value 133 | The caster creates an enormous whirlwind that originates in the province where the ritual is performed. With the help of astral magic the whirlwind will be sucked dry of any magical energies and then when it sweeps out over the world it will absorb elemental magic to replenish itself. The absorbed magic is then distilled into pure air gems at the origin. All elemental gem producing sites within range will have their output severely reduced as their magic is absorbed by the wind instead. Air being light is most affected, leaving nothing left and earth being heavy is least affected. Sites and rituals that extend the range of air rituals from a province will help the winds reach further.
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| Bleed | Blood | 0 | Battle | 25+5/lvl | Cause Affliction, value 8192 | The Bleed spell causes blood to pour out of the victim's nose, ears and mouth. The effect is a prolonged and painful death. Magic resistance can negate the effect.
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| Sanguine Heritage | Blood | 0 | Ritual | Ritual Summon Unique Commander, value 19 | During the Malediction, evil was let loose in the kingdom. The Hunger that was aroused resulted in cannibalism and practices even worse. Some of the warring nobles succumbed and became Vampires thirsting for human blood. Most of them have disappeared or fallen into perpetual sleep since then, but if enough blood is sacrificed, they might well awaken and serve the Dark God of Ulm. This ritual uses 44 blood slaves to awaken one of the sleeping nobles.
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| Summon Incubus | Blood | 0 | Ritual | Summon Commander, value 4053 | Since the Red Mistress was first summoned by a bishop centuries ago, the secrets of contacting demon lovers have spread throughout the higher echelons of the church. Incubi have the appearance of handsome naked men with leathery bat-wings. They are able to enter the dreams of women to seduce and corrupt their souls. An Incubus that successfully seduces an enemy commander will take her from her bed and fly her home to his master where she will serve until she dies.
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| Summon Succubus | Blood | 0 | Ritual | Summon Commander, value 811 | Since the Red Mistress was first summoned by a bishop centuries ago, the secrets of contacting demon lovers have spread throughout the higher echelons of the church. Succubi have the appearance of beautiful naked women with leathery bat-wings. They are able to enter the dreams of men to seduce and corrupt their souls. A Succubus that successfully seduces an enemy commander will take him from his bed and fly him home to her master where he will serve until he dies.
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| Bind Fiery Imps | Blood | 1 | Ritual | Summon Units, value 2286 | The caster sacrifices blood slaves to summon and bind a few fiery imps. Imps are small and weak devils, but this kind is surrounded by hot flames and can throw darts of fire.
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| Bind Harlequin | Blood | 1 | Ritual | Summon Units, value 1000 | The Diabolist summons and binds a Demon Jester. Demon Jesters are lowly winged devils with distorted bodies. Unlike other devils, they are not fire resistant.
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| Bind Shadow Imp | Blood | 1 | Ritual | Summon Commander, value 2287 | The caster sacrifices blood slaves to summon and bind imp familiar. The familiar retains most of its free will and can be used as a scout.
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| Blood Boil | Blood | 1 | Battle | 5 fatigue | 25 | Damage, value 1010 | The spell boils the blood of the chosen victim. This spell uses much power from the Path of Fire and is one of the few Blood magic spells that doesn't require huge amounts of sacrificial blood.
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| Blood Burst | Blood | 1 | Battle | 35 | 1 | Damage, value 1010 | The Blood Burst causes the victims' blood to explode. Neither armor nor magic resistance can protect the targets. The spell demands large quantities of sacrificial blood and will exhaust even the most powerful of mages.
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| Blood Heal | Blood | 1 | Battle | Heal, value 50 | The mage spills the blood of a blood slave and is healed in return. The spell doesn't affect inanimate beings.
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| Orgy | Blood | 1 | Ritual | Summon Commander, value 1881 | The reveler organizes a wild orgy in the woods with the sacrifice of a virgin as the climactic finale. The orgy will attract a satyr intent on uninhibited fornication. During the orgy six women will be struck by the madness of the wild, shedding all clothes and civilized manners and turning to the wild as raging maenads. The satyr will remain after the orgy to lure more women into the wild.
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| Reinvigoration | Blood | 1 | Battle | Remove Fatigue (?), value 200 | By sacrificing one blood slave, the mage will remove all of his fatigue.
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| Sabbath Master | Blood | 1 | Battle | Bless/Buff (Type II), value 576460752303423488 | By casting this spell, the mage can take command of a Sabbath and add the power of other mages who have cast Sabbath Slave. The fatigue that comes from casting spells will be distributed among all sabbath members and the communion master will also be able to cast more powerful spells than he could alone. While in a sabbath, all spells that only affect the caster will also affect all the sabbath slaves. A sabbath with two slaves will grant all masters one extra level in all their paths, four slaves will grant two levels, eight slaves will grant three levels, and so on.
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| Sabbath Slave | Blood | 1 | Battle | Bless/Buff (Type II), value 1152921504606846976 | By casting this spell, the mage allows his magic powers to be guided by a Sabbath master. The caster opens his mind to allow other mages to guide his magic power. Mages who want to take advantage of the sabbath must cast the spell Sabbath Master (or carry an appropriate magic item). Being a sabbath slave can be dangerous if there are multiple sabbath masters or if the master is more skilled than the slave. The sabbath master can continue to drain energy from the sabbath slaves even if they become unconscious. This can be fatal.
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| Summon Imps | Blood | 1 | Battle | 1 | Summon Units, value 303 | The caster summons some Imps to aid him in the battle. Imps are lowly devils summoned from the Inferno with blood sacrifice. Born in infernal fires, they are fire resistant but do not radiate the infernal heat of more powerful devils. Imps can fly.
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| Summon Rakshasas | Blood | 1 | Ritual | Summon Units, value 1736 | Rakshasas are black-skinned demon ogres of the wild forests. They feast on the flesh of monkeys and men and are greatly feared. Rakshasas have ravenous appetites and are best kept well fed. Most Rakshasas are found in the demon kingdom of Lanka, but some are summoned by unscrupulous monkey sorcerers.
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| Agony | Blood | 2 | Battle | 40 | Damage, value 1 | The mage kills one or more blood slaves in an extremely painful way and transfers their pain onto a large number of enemies. Being struck by this pain is unbearable and has a truly devastating effect on morale. Undead units are not affected by this spell.
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| Banish Demon | Blood | 2 | Battle | 30 | Damage, value 999 | The caster banishes one demon back to Hell.
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| Bind Beast Bats | Blood | 2 | Ritual | Summon Units, value 1357 | Beast Bats are sacred bat fiends of the Mictlan forests. They are summoned and bound by human sacrifice.
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| Bind Bone Fiends | Blood | 2 | Ritual | Summon Units, value 433 | The caster sacrifices several blood slaves to summon and bind several Bone Fiends from the realms of the dead. Bone Fiends are strange skeletal demons believed to be the remains of dead Devils.
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| Bind Fiend | Blood | 2 | Ritual | 1 | Summon Units, value 88 | The caster sacrifices several blood slaves to contact and bind a Fiend of Darkness. Fiends of Darkness are coal-black demons summoned from the Abyss. They fight with venomous claws and have bat-like wings. Fiends of Darkness are able to hide in the night and are stealthy.
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| Bind Spine Devil | Blood | 2 | Ritual | Summon Units, value 638 | The caster sacrifices several blood slaves to contact and bind a Spine Devil. Spine Devils are spine-covered, wingless demons that fight with two venomous claws. The spines covering their bodies are poisonous and anyone attacking them with short weapons may get poisoned.
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| Bowl of Blood | Blood | 2 | Ritual | Remote Site Search, value 8 | The caster fills a bowl with blood, mixes it with soil from a distant land and observes the five signs. The signs will reveal all sites of blood power in that province.
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| Break the First Soul | Blood | 2 | Battle | 2 fatigue | 30 | Cause Affliction, value 8192 | The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell damages the soul of blood, making the target bleed profusely from bodily orifices and possibly causing the soul of the blood to permanently die and the target to waste away and die over the next couple of months. Undead and inanimate beings have no blood and are not affected by the spell.
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| Feast of Flesh | Blood | 2 | Ritual | Summon Units, value 1742 | For this ritual, the Blood mage requires a huge banquet of food, drink and young girls. Praghasas are fat demon ogres of huge appetites and after they have eaten all the girls they are bound to serve the Blood mage forever. These demons are known as the gluttons and in combat they rely mostly on their great strength.
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| Hell Power | Blood | 2 | Battle | Bless/Buff (Type II), value 131072 | By sacrificing a large number of blood slaves, the caster attracts attention from the Netherworld. Fiends from beyond grant the caster tremendous physical and magical power for one battle. The price for this power is unwanted attention from other Horrors. For every minute the battle lasts, there is a chance that a Horror will materialize in the vicinity of the caster.
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| Bind Devil | Blood | 3 | Ritual | Summon Units, value 304 | The caster sacrifices several blood slaves to contact and bind a Devil. Devils are infernal beings of great strength. They are born in the fires of the Inferno and are impervious to heat and flame. Their glowing bodies radiate heat and bat-like wings grow from their shoulders. Devils are armed with a trident and their barbed tails can sting opponents in close combat.
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| Bind Frost Fiend | Blood | 3 | Ritual | Summon Units, value 449 | The caster sacrifices several blood slaves to contact and bind a Frost Fiend. Frost Fiends are devils from Kokytos, the icy realms of the Inferno. In the constant wars of their native plane, the Frost Fiends are feared by all fiery devils. Frost Fiends wear robes of woven ice and are constantly surrounded by an icy wind. They wield ice rods and can unleash blasts of infernal cold upon their enemies.
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| Blood Feast | Blood | 3 | Ritual | Blood Feast, value 50 | The caster has learned the recuperative secrets of cannibalism. In a gruesome ritual lasting a month he consumes the blood and feast of ritually purified sacrifices. The blood feast requires copious amounts of flesh and blood of unpurified victims as well however, so the populace in the province where the caster resides is slaughtered in great quantities. The flesh and blood of the victims rejuvenates the caster, healing him of all or at least most afflictions. Bloodmages who partake too often in blood feasts often develop uncontrollable cravings for human flesh. The ritual does not work on inanimate beings.
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| Cross Breeding | Blood | 3 | Ritual | Cross Breeding, value 1 | Hundreds of different creatures from mice to humans are magically cross-bred and grown in an effort to produce a powerful monster. Most offspring die early, but some survive and are bound to serve their creator. Luck is required to breed the more powerful creatures.
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| Gift of the First Soul | Blood | 3 | Battle | 2 fatigue | 20 | Bless/Buff (Type I), value 32 | The Camazotz of Xibalba practice a magic tradition that teaches that a person has four souls; blood, bone, breath and shadow. This spell strengthens the blood soul of the target, making him regenerate wounds. Undead and inanimate beings have no blood and are not affected by the spell.
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| Infernal Breeding | Blood | 3 | Ritual | Infernal Breeding, value 1 | The Warlocks of Abysia have experimented with crossbreeding since they first discovered blood magic. Under the influence of infernal magic Abysians, humans and giants are crossbred with demons, salamanders and other beasts. In the early days most of the experiments were conducted on Abysians, but the wars with Hinnom made the blood of giants occasionally available. In later times humans and humanbreds have dominated the breeding stock and abysian crossbreds are rarer. Due to the creation process many Hell Spawn suffer from various afflictions and early aging.
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| Infernal Circle | Blood | 3 | Ritual | Local Enchant Province - Gem Duration, value 89 | The caster creates a circle with infernal symbols drawn in the blood of virgins. Blood rituals cast from the circle with have their range increased. The circle will dissipate eventually, but the more blood slaves used for the circle, the longer it will last.
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| Leeching Touch | Blood | 3 | Battle | 2 fatigue | 1 | Drain Life, value 1014 | The mage tries to touch a target and will drain some of the target's life force if successful. The life force drained will be used to heal and reinvigorate the mage.
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| Pain Transfer | Blood | 3 | Battle | 2 fatigue | Bless/Buff (Type I), value 512 | Wounds taken by the mage will be transferred to blood slaves that are nearby. Damage absorbed by the slaves will be half of the damage that was inflicted on the blood mage.
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| Scapegoats | Blood | 3 | Ritual | Summon Units, value 2074 | With a sacrifice of blood, the caster prepares two goats and presents them with the sins of the people. One goat is for the Lord and one for Azazel. The scapegoats are then sent into the desert carrying the sins of the people. Soon two Se'irim, goat-demons spawned by Azazel, return from the desert to serve the priest. The Se'irim were sacred to the Hinnomites that influenced the Berytian priests and they call the Se'irim sacred as well. The spell can only be cast in wastelands.
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| Summon Asrapas | Blood | 3 | Ritual | Summon Units, value 1741 | Asrapas, or Blood Drinkers, are female demonesses dancing into battle to feast on the blood of monkeys and men. They are red-skinned horrors with magical athames that feed their users' lust for blood and life. Asrapas become enraged at the loss of their own blood and rarely rout in battle.
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| Summon Se'irim | Blood | 3 | Ritual | Summon Units, value 2074 | With a sacrifice of blood, the caster summons five Se'irim from the desert. The Se'irim are goat-demons begotten by Azazel, Bringer and Taker of Civilization. The Se'irim are sacred to Avvim and the Horim have encountered them in the desert and mistakenly worship them as lords of the wild. The spell can only be cast in wastelands.
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| Bind Jaguar Fiends | Blood | 4 | Ritual | Summon Units, value 1356 | The Ozelotl is a sacred jaguar fiend of the Mictlan forests. It is summoned and bound by human sacrifice.
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| Bind Serpent Fiends | Blood | 4 | Ritual | Summon Units, value 526 | The caster sacrifices several blood slaves to contact and bind a few Serpent Fiends. Serpent Fiends are bat-winged, serpent-like demons summoned from the Abyss. Their bite is highly venomous.
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| Bind Storm Demon | Blood | 4 | Ritual | Summon Units, value 632 | The caster sacrifices several blood slaves to contact and bind a Storm Demon. Storm Demons are devils of the tempest realm. The bodies of the Storm Demons consist partly of storm clouds. They are ethereal and can unleash blasts of infernal lightning upon their enemies.
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| Blood Fecundity | Blood | 4 | Ritual | Local Enchant Province - Gem Duration, value 94 | The mage performs a great blood ceremony in order to increase the fertility of the land. The growth scale of the province will be increased for as long as the ritual lasts. The spell lasts longer if more slaves are sacrificed.
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| Blood Lust | Blood | 4 | Battle | 100% | Bless/Buff (Type I), value 128 | By sacrificing blood, the mage awakens the blood lust of demons, giving them increased strength during battle.
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| Call Lesser Horror | Blood | 4 | Battle | 5 | Call Horror, value -6 | The caster sacrifices human blood to attract a few Lesser Horrors. Horrors will feed off the fear and suffering of dying soldiers and will continue to attack until everyone is slain. The horror will appear at the edge of the battlefield.
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| Feast for Ghuls | Blood | 4 | Ritual | Summon Units, value 3479 | Sorcerers skilled in blood magic can invite demonic beings of the desert to join him in a grisly feast. A number of Ghuls are summoned and bound to servitude. Ghuls are monstrous beings related to the Jinnun of the deserts. They haunt graveyards and remote deserts where they waylay travelers and feed upon their flesh. Ghuls are spiritual beings with hyena heads and ass's hooves. They are able to change their shape and take physical form, although they can never change their hooves. Ghuls are almost unkillable, and only if you strike it down in one blow will it die permanently. If it is not killed outright it will revert to its spiritual hyena-headed form. Ghuls are demonic in nature and can be banished by servants of the Divine.
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| Hell Ride | Blood | 4 | Ritual | Cloud Trapeze, value 1 | The caster summons a swarm of imps and commands them to carry him to a distant province with haste. Although supernaturally fast the imps are not very strong and can't lift anything heavier than a human. While the imps are faster than normal fliers they cannot teleport and can have the path blocked by impassable mountains, cave walls or the Sea of Ice global enchantment.
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| Hellfire | Blood | 4 | Battle | 20+5/lvl | 3 | Damage, value 1008 | The caster opens a channel to the Inferno through which the dark flames of the sulphur lake pour. Those burned by the hellish flames will suffer infernal pains.
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| Summon Rakshasa Warriors | Blood | 4 | Ritual | Summon Units, value 1737 | Rakshasas are black-skinned demon ogres of the wild forests. They feast on the flesh of monkeys and men and are greatly feared. Rakshasas have ravenous appetites and are best kept well fed. Most Rakshasas are found in the demon kingdom of Lanka, but some are summoned by unscrupulous monkey sorcerers.
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| Summon Shedim | Blood | 4 | Ritual | Summon Units, value 2073 | With a sacrifice of blood, the caster summons three Shedim from the desert. The Shedim are winged, ox-headed storm demons and possibly servants of Pazuzu roaming the wastelands. The spell can only be cast in wastelands.
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| Awaken Dark Vines | Blood | 5 | Ritual | Summon Units, value 330 | The caster spills sacrificial blood in the depths of dark forests to awaken forces that have slept since the coming of man. Dark Vines are huge beasts composed of roots, vines and blood-drenched moss.
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| Bind Demon Knight | Blood | 5 | Ritual | Summon Units, value 489 | The caster sacrifices several blood slaves to summon and bind a Demon Knight to his service. The Demon Knight is an armored demon riding a demonic steed with glowing red eyes. Demon Knights are horrible to behold and their mere presence will cause panic among weaker troops.
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| Bind Incubus | Blood | 5 | Ritual | Summon Commander, value 4053 | The caster sacrifices several blood slaves to contact and bind an Incubus, or demon lover. Incubi have the appearance of handsome naked men with leathery bat-wings. They are able to enter the dreams of women to seduce and corrupt their souls. An Incubus that successfully seduces an enemy commander will take her from her bed and fly her home to his master where she will serve until she dies. The victim of the seduction might give birth to a Cambion Progeny.
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| Bind Succubus | Blood | 5 | Ritual | Summon Commander, value 811 | The caster sacrifices several blood slaves to contact and bind a Succubus, or demon lover. Succubi have the appearance of beautiful naked women with leathery bat-wings. They are able to enter the dreams of men to seduce and corrupt their souls. A Succubus that successfully seduces an enemy commander will take him from his bed and fly him home to her master where he will serve until he dies. The Succubus will collect the semen of her victim to engender a Cambion Progeny.
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| Bloodletting | Blood | 5 | Battle | 100% | Drain Life, value 1 | With this arduous spell, the mage tries to drain blood from everyone on the battlefield. All drained blood will be added to the mage's life force.
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| Contact Civateteo | Blood | 5 | Ritual | Summon Commander, value 1422 | The mage-priest sits at a crossroads or in a graveyard for a week. After seven days, a Civateteo will appear. The mage persuades her to serve the Hungry God. Civateteo are noblewomen who died in childbirth and are called back to haunt the living. They are dressed in dark tattered robes and their faces and arms are covered with white chalk. They are shriveled and terrible to behold. They have priestly powers as well as skills in the dark arts.
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| Hellbind Heart | Blood | 5 | Battle | 30 | Charm, value 999 | The caster binds an enemy soul to his service.
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| Horde from Hell | Blood | 5 | Ritual | Remote Summon (Permanent Units), value 303 | The caster sends a horde of Imps led by a Devil to a distant province. The horde remains after battle and may continue to wreak havoc in neighboring provinces.
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| Rain of Toads | Blood | 5 | Ritual | Affect Province with Anonymous Event, value 6 | The caster creates a horrible omen, turning the falling rain in a target province into toads. The target province will suffer from unrest and misfortune. Soldiers stationed in the province will risk becoming diseased when dead toads fester in the wells.
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| Send Lesser Horror | Blood | 5 | Ritual | Remote Summon (Temporary units), value -6 | The caster contacts and forces one or a few Lesser Horrors to attack a distant province. The Lesser Horrors will try to annihilate any army not hiding inside a fortress before disappearing. Dealing with horrors is not without risk however and the caster of this ritual might attract some unwanted attention.
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| Summon Ghulah | Blood | 5 | Ritual | Summon Commander, value 3481 | The caster summons and binds a Ghulah to his service. The Ghulah is a female ghul. They share the traits and appetites of male ghuls, but they are also skilled sorcerers and are by far more feared than their male counterparts. Ghulahs use their shapeshifting tricks to come close to and kill unsuspecting men and feast upon their flesh. Although they are skilled shapeshifters they cannot alter the shape of their ass's hooves and they hide their feet with long white gowns. When they are wounded they revert to their hyena-headed beastly form, dressed in tattered rags.
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| Summon Ifrit | Blood | 5 | Ritual | Summon Commander, value 3372 | Afarit are powerful Jinnun born from smokeless flame. Endowed with exceptional physical and magical might they are arrogant and cruel and might be perceived as outright evil. Once rulers of the magical kingdom of Ubar the Afarit were scattered and lost when the magic of the world dwindled and died. Now, with magic scarce, the Afarit are drawn to the smell of sacrificial blood. Afarit are spiritual beings and are invisible until they manifest. When wounded they reveal their true form, ablaze with smokeless flame, a pure green and yellow fire of incredible heat. Afarit are attuned to magic and are stronger in provinces where magic is strong.
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| Summon Illearth | Blood | 5 | Battle | 1 | Summon Units, value 3756 | The caster summons an Earth Elemental to aid him in a battle. The earth elemental will be corrupted by the use of blood to summon it and the result is known as an illearth elemental. Illearth elementals are just as strong as real earth elementals and the blood gives them power to regenerate wounds even faster. Elementals shrink when they are hit by powerful strikes.
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| Summon Sandhyabalas | Blood | 5 | Ritual | Summon Units, value 1743 | The Sandhyabalas, Strong-in-Twilight, are demon ogres of the night. They can only be summoned at dusk and their powers are greatest in darkness. Sandhyabalas are demon warriors of great renown, but they are even more vulnerable to fire than other Rakshasas. They wield magical moon blades that cause additional harm to magical beings.
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| Wrath of Pazuzu | Blood | 5 | Ritual | Affect Province with Anonymous Event, value 14 | The caster unleashes an infernal tempest from the realm of Pazuzu upon a province. The storm is anything but natural and Shedim, servants of Pazuzu, can be heard bellowing in the gale. The storm causes unrest and devastation upon a province.
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| Bind Ice Devil | Blood | 6 | Ritual | Ritual Summon Unique Commander, value 1 | The Blood mage sacrifices several blood slaves to contact and bind one of the six Ice Devils. Each Ice Devil is the ruler of one of the six icy realms of Kokytos, the cold lands of the Inferno. Their large bodies are composed of ice and they are constantly surrounded by a wind of infernal cold. Ice Devils are powerful mages of Water, but it is their physical might that sets them apart as generals of the Infernal wars.
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| Bind Tzitzimitl | Blood | 6 | Ritual | Summon Units, value 1483 | Tzitzimitl are demons of the Stellar Spheres. Once they rebelled against the Celestial Divinities and were thrown down to the Terrestrial Sphere. Here, they found worshipers in the people of Mictlan. With the awakening of the Bloodthirsty Lord, the Star Demons became sacred messengers and servants. Tzitzimitl are glowing blue man-scorpions with crowns and girdles that radiate stellar light. They have feathered arms that let them fly. In battle, the Star Demons unleash bolts of stellar power that kill those with tender souls.
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| Blood Rain | Blood | 6 | Battle | Enchant World, value 112 | Blood pours down over the battlefield, lowering everyone's morale.
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| Blood Rite | Blood | 6 | Ritual | 1 | Summon Units, value 405 | The caster curses a human thrall with vampirism. The vampire is invulnerable to mundane weapons. It is also immortal and will be reborn in its master's citadel, should it be killed.
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| Call Horror | Blood | 6 | Battle | 5 | Call Horror, value -7 | The caster sacrifices human blood to attract a Horror. The being will feed on the fear and suffering of dying soldiers and will continue to attack everyone on the battlefield until all are dead. The horror will appear at the edge of the battlefield.
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| Call Melqart | Blood | 6 | Ritual | Summon Commander, value 2267 | The Melqart is a Rephaite king of a city. Once the Rephaim all lived in Hinnom, but when the Berytians founded colonies near Ashdod, they were influenced by Rephaites and began to worship the Rephaite kings as gods. Now most Berytian colonies have a great temple to a Melqart god, praying for its eventual arrival. With this ritual the Blood mage will summon a Melqart to help the empire of Berytos.
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| Contact Tlahuelpuchi | Blood | 6 | Ritual | Summon Commander, value 1558 | The mage-priest collects a newborn child and ventures into the woods to attract a Tlahuelpuchi and propose a pact. Tlahuelpuchi are bloodsucking witches who are able to take animal shape. In animal form, they stalk villages and wait for newborn babies, their favorite food, to be left alone. When a Tlahuelpuchi finds such a child, she transforms back to human shape and gorges on the blood of the newborn. Tlahuelpuchi can be persuaded to use their skills to get close to men of influence and assassinate them. They can perform a strange ritual in which they remove their feet and start flying. They use this ability to travel swiftly and far. Tlahuelpuchi are creatures of the night and have perfect darkvision. In animal shape, their stealth is unsurpassed.
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| Harm | Blood | 6 | Battle | 50 | Damage, value 1000 | This spell causes severe damage to the victims' chests and stomachs. The unfortunate victims will start to cough up blood and will most likely never fully recover from the harm done to them. Inanimate beings are immune to this spell.
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| Illwinter | Blood | 6 | Ritual | Enchant World, value 44 | The caster sacrifices the blood of innocent virgins in an attempt to revive the old Rimtursar, ancient giants of terrible might and the ancestors of the Jotun. The giants are slow to awaken but their presence will cause blizzards, wolf attacks and severe cold all over the world. The Illwinter is the most feared of all omens and unrest will increase worldwide.
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| Infernal Disease | Blood | 6 | Ritual | Remote Summon - Assassination, value 1662 | This ritual starts with a month of scribing complex magic symbols and eventually culminates with the sacrifice of five young girls. When the ritual is finished, a Disease Demon is bound and ordered to attack an enemy commander wherever in the world the caster chooses. The demon is very deadly and should be a sure way to kill an enemy.
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| Rejuvenate | Blood | 6 | Ritual | Age Caster, value -10 | The mage drenches himself in the blood of ten young girls in an attempt to become younger. Each offered girl will make the caster one year younger.
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| Ritual of Five Gates | Blood | 6 | Ritual | Summon Units, value 88 | The demonologist inscribes a pentagram on the floor of his summoning chamber and opens a gate in each point of the star. Fiends from five infernal realms enter this world simultaneously in an attempt to prevent forces from the other gates from emerging. Trapped by the pentagram, all five are bound by the demonologist for a lifetime and a day.
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| Soul Transaction | Blood | 6 | Battle | 20 | Charm, value 999 | The caster tries to buy the soul and servitude of the target with the promise to protect him from his former masters. If the persuasion is successful the target is granted invisibility by infernal forces as he tries to leave the battle. If he successfully leaves the battle he will join his new master. The spell is difficult to resist magically, but those of strong morals are rarely affected.
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| Summon Dakini | Blood | 6 | Ritual | Summon Commander, value 1714 | The Dakini is a bloodthirsty apparition of vengeance from the Nether Realms. It is a sky dancer and divine messenger banished to the Nether Realms in ages past for serving as a divine acolyte of a bloodthirsty Pretender. Dakinis share their old mistress' appetites and can be summoned by the sacrifice of innocents. Their flaying daggers are enchanted to drain the life of their victims. The Dakini is a powerful Blood mage.
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| Summon Shaytan | Blood | 6 | Ritual | Summon Commander, value 3373 | The Shayatin are malign Jinnun, spiritual beings born from smokeless flame. Once they served the Sultans of Ubar with their silver tongues and crafty lies. As masters of manipulation they led the enemies of Ubar astray. When magic started to drain from the world they blamed mankind and convinced their Sultans to wage war upon humanity. When the magic of Ubar dwindled and the Jinnun were forgotten they scattered and hid in remote areas where they seek vengeance upon men. Shayatin are masters of lies and can corrupt and lead the most loyal servant away from his master. Shayatin are pure-blooded Jinnun and share their traits, such as invisibility, glamour and a strong connection with magic.
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| Winter's Call | Blood | 6 | Ritual | Summon Commander, value 844 | The caster sacrifices blood to summon a Herald of the Eternal Winter. A Niefel Jarl, a frost giant of an earlier era, is drawn into this world to serve the maker of the Illwinter. This ritual is only castable if the global enchantment Illwinter is active.
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| Bind Arch Devil | Blood | 7 | Ritual | Ritual Summon Unique Commander, value 2 | The Blood mage sacrifices several blood slaves to contact and bind one of the five Arch Devils to serve him. Arch Devils are the lords of the fiery regions of the Inferno. Winged and powerful, they lead the armies of the Inferno. They wield terrible weapons and can use their barbed tails to lash out at enemies, but it is their skill with Fire magic that makes them truly fearsome. Arch Devils radiate heat and are impervious to flames. Once an Arch Devil dies, it returns whence it came and can be summoned once again.
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| Blood Moon | Blood | 7 | Ritual | Enchant World, value 128 | By making an enormous blood sacrifice when both the stars and the moon are right, it is possible to imbue the moon with the power of the blood. The moon will turn red as blood and as long as it is visible in the night sky, performing blood magic during the night will be much easier. The moon turning red is a powerful sign of misfortune and that will be felt in the entire world. All blood mages will start to perform their rituals under the moon at night and have their power increased for rituals and blood hunting. The moon will not have any effect in caves, underwater or if there is no night, e.g. in the presence of two suns.
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| Contact Onaqui | Blood | 7 | Ritual | Summon Commander, value 1360 | The priest ventures into the depths of the Mictlan forests and makes a pact with an Onaqui. The Onaqui is a beast, half-man and half-animal, which feeds on human hearts. Onaqui are powerful Blood mages and dark sorcerers. They are accompanied by a swarm of Beast Bats that grows in the Dominion of the Dark Lord.
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| Dome of Corruption | Blood | 7 | Ritual | Local Enchant Province - Gem Duration, value 68 | The caster seals a pact with Horrors. The Horrors create a dome that protects the province from most spells that originate from outside the warded province. Trying to cast a spell through this dome is very dangerous and might drive the casting mage insane. A good side effect of the dome is that it exudes magic and will raise the magic scales of the province considerably, making it easy for mages to do their research. The pact has a downside too, which will become apparent to mages living under the dome. The creators of the dome will occasionally attack and consume a mage. The dome will dissolve instantly if the caster of this ritual dies.
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| Father Illearth | Blood | 7 | Ritual | Ritual Summon Unique Commander, value 5 | The Blood mage spills sacrificial blood on the ground to awaken Pedoseion, the fallen King of Elemental Earth. The spirit is horribly tainted by the blood and has lost some of its connection with the Earth. In return, however, Pedoseion has gained knowledge of the power and cravings of Blood.
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| Leech | Blood | 7 | Battle | 30 | 1 | Drain Life, value 1024 | The mage drains the life force of a small group of enemies. The life force drained will be used to heal and reinvigorate the mage.
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| Plague of Locusts | Blood | 7 | Ritual | Remote Summon (Permanent Units), value 2794 | After sacrificing eight and eighty slaves a chasm smoking with sulfur opens in a distant land. From the infernal pit demon locusts swarm forth to bring destruction and heresy. Demonic Locusts appear as giant locusts with crowned human heads and scales of brass and iron. Their shrill angelic voices can be heard for miles and their words are those of false prophets and rebellious demagogues. A swarm of Demonic Locusts will quickly decrease dominion in a province unless dealt with.
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| Purify Blood | Blood | 7 | Battle | 100% | Bless/Buff (Type I), value 288230376151711744 | The entire army is purified and protected from poisons for the remainder of the battle.
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| Reascendance | Blood | 7 | Ritual | Summon Commander, value 626 | By sacrificing enough blood, the caster shatters the infernal prison of a Fallen Angel, allowing it to reascend to the Earthly Spheres. The Fallen Angel will gladly serve its liberator and will use all its powers to further his goals. The Angel was a powerful user of Fire magic before its fall from grace. Now it has learned to use Blood magic as well.
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| Send Dream Horror | Blood | 7 | Ritual | Affect Province with Anonymous Event, value 12 | The caster sends a Defiler of Dreams to attack a distant province. The Dream Horror will project nightmares and feed on the emotional distress of its victims. Unrest will increase in the province until the Horror is found and slain. Dealing with horrors is not without risk however and the caster of this ritual might attract some unwanted attention.
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| Summon Samanishada | Blood | 7 | Ritual | Summon Commander, value 1744 | The Samanishadas, Night Walkers, are demon assassins of great renown. They can only be summoned at dusk and their powers are greatest in darkness. They wield magical moon blades and duskdaggers that will cut through all armor.
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| Bind Heliophagus | Blood | 8 | Ritual | Ritual Summon Unique Commander, value 3 | The Blood mage sacrifices several blood slaves to contact and bind one of the four Heliophagii to serve him. Winged and powerful, the Heliophagii lead the armies of the Abyss. They are composed of darkness, but their claws and horns are golden and enchanted. Their ability to become invisible in shadows makes them truly horrible. Heliophagii are skilled in Blood magic. Once a Heliophagus dies, it returns to the Abyss and can be summoned once again.
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| Blood Vortex | Blood | 8 | Ritual | Enchant World, value 87 | This horrifying ritual creates the blood vortex. A churning pool of polluted blood that roars horrible yet terribly alluring songs. The song of the vortex is heard by all mortals in the world, whispering sweet melodies of death and carnage, beckoning all people to come bask in its crimson presence. Its song is especially strongly felt by those whose blood is suitable for blood rituals, summoning them to the site of the ritual. The mortals that enter its presence stare dumbfounded on the waves and swirls in the vortex, or throw themselves heedlessly to drown in the bloody swirls. The master of the ritual then collects suitable victims to use in other rituals. Eventually, when no life is left in the world around the vortex, it dries out and dies. Provinces with strong influences of order will be less affected by the beckoning and those with strong turmoil influences will be more drawn to the vortex.
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| Claws of Kokytos | Blood | 8 | Battle | 35 | Planeshift Other, value -13 | A gate is opened and the target is instantly thrown into Kokytos, the icy realm of Devils. This effect cannot be resisted by any means and being sent to Kokytos means certain death for most mortals.
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| Curse of Blood | Blood | 8 | Ritual | Summon Commander, value 404 | The caster creates a Vampire Lord by cursing the blood of a suitable human servant. The Vampire Lord is an immortal being of great magic power able to enslave humans with their powerful presence.
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| Damage Reversal | Blood | 8 | Battle | Set Effect Value (1) if lower, value 1064 | This spell will bring the ultimate protection for a mage in battle. Whenever the mage is wounded, the damage is transferred to the one who tried to wound him. Magic resistance might prevent this from taking effect, so the mage is not fully invulnerable. This method of protection is also rumored to be used by some of the most powerful and magically attuned beings.
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| Horror Seed | Blood | 8 | Ritual | Horror Seed, value 9 | A Horror is sent to possess a far away enemy. The Horror hides its true self and spreads its evil ways, marking and cursing soldiers in the province. The most horrible ability of the possessing Horror is to infect living soldiers with Parasitic Horrors. These Parasitic Horrors sooner or later break the mind and body of their host, transforming them into full fledged Horrors. Should the host of the Master Horror be slain, the true Horror will manifest and attack everything alive.
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| Improved Cross Breeding | Blood | 8 | Ritual | Cross Breeding, value 1 | Hundreds of different creatures from mice to humans are magically cross-bred and grown in an effort to produce a powerful monster. Most offspring die early, but some survive and are bound to serve their creator. Luck is required to breed the more powerful creatures.
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| Infernal Prison | Blood | 8 | Battle | 35 | Planeshift Other, value -12 | A gate is opened and the target is instantly thrown into the Inferno, the realm of Devils. This effect cannot be resisted by any means and being sent to the Inferno means certain death for most mortals.
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| Life for a Life | Blood | 8 | Battle | 99 fatigue H | 100 | Damage, value 5025 | The Blood mage sacrifices a virgin and in exchange one of his foes on the battlefield is slain. Inanimate beings are immune to this spell, everyone else will take severe and irresistible damage from it.
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| Rain of Jaguars | Blood | 8 | Ritual | Summon Units, value 1356 | The Ozelotl is a sacred jaguar fiend of the Mictlan forests. This spell summons and binds a number of jaguar fiends by using a formidable human sacrifice.
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| Rush of Strength | Blood | 8 | Battle | 100% | Bless/Buff (Type I), value 128 | By sacrificing a blood slave, all friendly units receive increased physical strength for the duration of the battle.
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| Summon Daitya | Blood | 8 | Ritual | Summon Units, value 3663 | Daityas are handsome demon-titans of ancient times. Together with the Danavas they led the Rakshasas in a great war against the Devatas and Gandharvas of Kailasa. The demon armies were defeated and the Daityas and Davanas were banished to the Nether Realms where they made themselves lords and kings. With this ritual they can be summoned to serve a new God on its path to ascendancy.
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| Summon Danavas | Blood | 8 | Ritual | Summon Units, value 1767 | Danavas are demon titans of ancient times. After the great wars with the Devatas of Kailasa, they were banished to the Nether Realms, where they made themselves kings. With this ritual they can be summoned to serve a new God on its path to ascendancy.
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| Summon Mandeha | Blood | 8 | Ritual | Ritual Summon Unique Commander, value 20 | The Mandehas are three huge and horrible Rakshasa brothers intent on one goal and one goal only: To gobble up the sun and plunge the world into eternal slumber. As eternal enemies of the sun, they are surrounded by perpetual darkness, for the rays of the sun fear them. The Mandehas are huge, monstrous beings with great wings, horns and burning red eyes. Their hatred for the sun comes with a price. All fires recognize them for what they are and will burn them severely. Anyone fighting with the Mandeha will soon suffer from its will to plunge the world into slumber and fall asleep.
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| Three Red Seconds | Blood | 8 | Ritual | Remote Fort Construction, value 25 | The caster summons a horde of Imps and commands them to raise a fortress. In three red seconds, a mighty citadel is built in a province of the caster's choice.
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| Astral Corruption | Blood | 9 | Ritual | Enchant World, value 57 | This horrible ritual is the cause of Blood magic being banned in ancient times. With an awesome sacrifice, the fabric of astral space becomes tainted with blood. All spell casting uses the tainted Arcana and attracts the attention of Horrors. Every time a non-Blood magic ritual is cast, a magic item is forged or a mage is empowering himself, there is a chance that a Horror will follow the arcane flow and attack the mage. The more gems spent the greater the chance of attracting a horror.
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| Bind Demon Lord | Blood | 9 | Ritual | Ritual Summon Unique Commander, value 10 | The Blood mage performs a beastly ritual, sacrificing vast numbers of slaves in an attempt to contact and bind one of the Demon Lords. There are but a few of these infernal rulers and their powers are shrouded in mystery.
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| Forces of Darkness | Blood | 9 | Ritual | Summon Units, value 88 | The caster summons and binds several Fiends of Darkness. Fiends of Darkness are coal-black demons summoned from the Abyss with human sacrifices. They fight with venomous claws and have bat-like wings. Fiends of Darkness are stealthy and able to hide in the night.
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| Forces of Ice | Blood | 9 | Ritual | Summon Units, value 449 | The caster summons and binds several Frost Fiends. Frost Fiends are devils of Kokytos, the icy realms of the Inferno. In the constant wars of their home plane, the Frost Fiends are feared by all fiery devils. Frost Fiends wear robes of woven ice and are constantly surrounded by an icy wind. They wield ice rods and can unleash blasts of infernal cold upon their enemies. Frost Fiends are more powerful in cold provinces and weaker in hot lands.
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| Infernal Crusade | Blood | 9 | Ritual | Summon Units, value 489 | The caster summons and binds several Demon Knights. Demon Knights are armored demons riding demonic steeds with glowing red eyes. Demon Knights are horrible to behold and their mere presence will cause panic among weaker troops.
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| Infernal Forces | Blood | 9 | Ritual | Summon Units, value 304 | The caster summons and binds several Devils and twenty Imps. Devils are infernal beings of great strength. They are born in the fires of the Inferno and are impervious to heat and flame. Their glowing bodies radiate heat and bat-like wings grow from their shoulders. They are armed with a trident and their barbed tail can sting opponents in close combat.
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| Infernal Fumes | Blood | 9 | Ritual | 50% | Fires from Afar, value 1006 | This ritual opens up a way for the hot infernal gases trapped under the depths, to make their way into the sea. The blood and earth mage casting the ritual will guide the fumes to just where the enemy forces are camping. The gases are blisteringly hot and deadly poisonous to most living beings. The mage will also get a vision of the effect taking place.
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| Infernal Tempest | Blood | 9 | Ritual | Summon Units, value 632 | The caster unleashes an infernal tempest. With the gale come several Storm Demons bent on wreaking havoc. The caster binds them to his service before they can destroy his laboratory. Storm Demons are devils of the tempest realm. The bodies of the Storm Demons consist partly of storm clouds. They are ethereal and can unleash blasts of infernal lightning upon their enemies.
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| Release Lord of Civilization | Blood | 9 | Ritual | Ritual Summon Unique Commander, value 14 | The caster performs a vast sacrifice of blood to release one of the six Grigori from their infernal prison. The Grigori, or Watchers, were angelic beings who taught the forbidden lore of civilization, warcraft and magic to the Avvim at the dawn of time. The Grigori are still worshiped by the Avvim as bringers of civilization and fathers of the Nephilim.
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| Send Horror | Blood | 9 | Ritual | Remote Summon (Temporary units), value -7 | The caster contacts and forces a Horror to attack a distant province. The Horror will annihilate any army that is not hiding inside a fortress before disappearing. Dealing with horrors is not without risk however and the caster of this ritual might attract some unwanted attention.
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| The Looming Hell | Blood | 9 | Ritual | Enchant World, value 42 | Devils will appear in the dreams of some unfortunate enemies whenever they try to sleep. These Devils, through various threats, will try to persuade their victims to sell their souls and join in the killing of their own commander. The strength of the threats depends on the strength of the God's Dominion, but extreme courage is always required to defy the Devils. The Devils are totally powerless if they are unable to persuade any victims, which may well happen should the enemy commander be more feared than they are.
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| Anathema | Divine | 0 | Battle | 50 | 1 | Cause Affliction, value 2 | The unholy priest curses an enemy priest or a small group of holy enemy units. The cursed ones have a greatly increased chance of obtaining permanent afflictions if they are wounded.
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| Apostasy | Divine | 0 | Battle | 30 | Charm, value 999 | The unholy priest corrupts the faith of an enemy priest or sacred soldier. The apostate will join forces with the caster and his priestly powers will be tainted.
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| Apostasy | Divine | 0 | Battle | 30 | Charm, value 999 | The unholy priest corrupts the faith of an enemy priest or sacred soldier. The apostate will join forces with the caster and his priestly powers will be tainted.
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| Ashes to Ashes | Divine | 0 | Battle | 20+5/lvl | 2+2/lvl | Damage, value 3001 |
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| Banishment | Divine | 0 | Battle | 20+5/lvl | 2+2/lvl | Damage, value 3001 | With this prayer the priest smites undead beings with the power of his God. The undead will take damage unless they manage to resist the banishment.
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| Blessing | Divine | 0 | Battle | 5+10/lvl | Bless/Buff (Type I), value 1 | This prayer can be used to bless the priest or a group of sacred warriors. Blessed units receive increased morale and additional powers if their God is powerful enough to claim a divine title.
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| Claim Life | Divine | 0 | Battle | 30 | Damage, value 20 | The priest utters a prayer most holy and a heathen is struck by a divine bolt. Anyone affected but surviving this smite will have a chest wound for the rest of their life.
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| Decree of the Underworld | Divine | 0 | Battle | 20+5/lvl | 2+2/lvl | Damage, value 3001 | This is a banish spell.
With this prayer the priest targets undead beings with the power of his God. A large number of undead beings will take damage unless they manage to resist the banishment. Undead beings with their minds intact may find themselves unable to resist the decree and act erratically.
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| Divine Blessing | Divine | 0 | Battle | 100% | Bless/Buff (Type I), value 1 | This is the same as the Blessing prayer, except that it affects all holy units on the entire battlefield.
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| Divine Channeling | Divine | 0 | Battle | 9 fatigue | Enchant World, value 91 | The priest channels the divine might of his God onto the battlefield. All friendly priests of low power have their priest skill increased for the duration of the battle.
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| Earth-touching Sign | Divine | 0 | Battle | 20 | Damage, value 999 |
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| Fanaticism | Divine | 0 | Battle | 100% | Temporary Morale Boost, value 1 | This prayer has the same effect as Sermon of Courage, but it affects all friendly units on the entire battlefield.
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| Fear-not Sign | Divine | 0 | Battle | 15 | Bless/Buff (Type I), value 32776 |
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| Final Rest | Divine | 0 | Battle | 20+5/lvl | 1+1/lvl | Damage, value 999 | This is a banish spell.
With this prayer the priest calls upon the life-giving powers of his God to restore the natural order and destroy undead beings. The prayer will destroy undead beings outright unless they manage to resist the banishment.
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| Heavenly Fire | Divine | 0 | Battle | 30 | Damage, value 10 | The priest utters a prayer most holy and a heathen is struck by a divine bolt.
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| Heavenly Strike | Divine | 0 | Battle | 50 | Damage, value 10 | The priest utters a prayer most holy and a heathen is struck by a divine bolt.
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| Holy Avenger | Divine | 0 | Battle | Bless/Buff (Type I), value 4194304 | Any harm done to the casting priest will result in a divine bolt striking in the midst of the enemy.
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| Holy Word | Divine | 0 | Battle | 25 | Stun/Fascinate, value 100 | With a holy word from the next true God the priest is able to stun a sacred warrior of a false pretender.
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| Meditation Sign | Divine | 0 | Battle | Remove Fatigue (?), value 15 | The monks of Jomon have for centuries used five hand gestures representing the five peaceful aspects of the Lord. The meditation sign allows the monk to focus his mind on the divine principle and purify his spirit from weariness.
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| Power of the Grave | Divine | 0 | Battle | 20 | 1 | Bless/Buff (Type II), value 33554432 | With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.
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| Power of the Reborn King | Divine | 0 | Battle | 100% | Bless/Buff (Type II), value 33554432 | The Tomb King fills all his subjects with ancient power. The effect is identical to Power of the Grave but this prayer affects all undead beings in the battle.
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| Power of the Sepulchre | Divine | 0 | Battle | 100% | Bless/Buff (Type II), value 33554432 | The Ermorian priest makes his undead subjects dance and twitch with the power of the Unholy Sepulchre. All undead beings on the battlefield will get increased movement speed and attack skill.
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| Power of the Shadelands | Divine | 0 | Battle | 100% | Bless/Buff (Type II), value 33554432 | The Lemurian priest infuses the undead with the power of the shadelands. All undead beings on the battlefield get increased movement speed and attack skill.
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| Protection of the Grave | Divine | 0 | Battle | 20 | 1 | Bless/Buff (Type I), value 67108864 | With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.
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| Protection of the Grave | Divine | 0 | Battle | 10 | 10 | Bless/Buff (Type I), value 67108864 | With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.
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| Protection of the Sepulchre | Divine | 0 | Battle | 100% | Bless/Buff (Type I), value 67108864 | With this prayer, an unholy priest grants magic resistance to most undead beings on the battlefield. This extra magic resistance is very useful if the enemy has priests that can banish the undead.
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| Protection of the Shadelands | Divine | 0 | Battle | 100% | Bless/Buff (Type I), value 67108864 | With this prayer, a Lemurian priest grants magic resistance to most undead beings on the battlefield. This extra magic resistance is very useful if the enemy has priests that can banish the undead.
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| Pull from the Grave | Divine | 0 | Battle | 20+5/lvl | 2+2/lvl | Damage, value 3001 | This is a banish spell.
With this prayer the priest targets undead beings with the Chthonian power of his God. A large number of undead beings will take damage unless they manage to resist the banishment. They might also be pulled into the ground and buried.
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| Purifying Water | Divine | 0 | Battle | 20+5/lvl | 3+3/lvl | Damage, value 1001 | This is a banish spell.
With this prayer the priest smites undead beings with the purifying power of his God. A large number of undead beings will take severe damage unless they manage to resist the banishment.
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| Return of the Past | Divine | 0 | Battle | 25+5/lvl | 4+4/lvl | Damage, value 1001 | This is a banish spell.
With this prayer the priest releases the memories of life upon undead beings. A large number of undead beings will take damage unless they manage to resist the banishment. Undead beings with their minds intact are haunted by the memories of their previous lives and their souls are shredded.
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| Royal Power | Divine | 0 | Battle | 10 | 5 | Bless/Buff (Type II), value 33554432 | The Tomb King fills all his subjects with ancient power. The effect is identical to Power of the Grave but this prayer affects several undead beings.
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| Royal Protection | Divine | 0 | Battle | 100% | Bless/Buff (Type I), value 67108864 | With this prayer, a Tomb King grants magic resistance to most of his undead subjects. This extra magic resistance is very useful if the enemy has priests that can banish the undead.
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| Sacred Wind | Divine | 0 | Battle | 25+5/lvl | 10+5/lvl | Damage, value 1 | This is a banish spell.
With this prayer the priest unleashes a wind that is harmful to undead beings. The wind will cover a large area and any undead within it will take damage unless they manage to resist the banishment.
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| Sermon of Courage | Divine | 0 | Battle | 15+5/lvl | Temporary Morale Boost, value 1 | Soldiers' morale is increased with the help of this prayer. This prayer can also reduce the negative morale effects from spells and monsters that cause fear.
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| Smite | Divine | 0 | Battle | 30 | Damage, value 10 | The priest utters a prayer most holy and a heathen is struck by a divine bolt.
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| Smite Demon | Divine | 0 | Battle | 20+5/lvl | Damage, value 5005 | This prayer will make a divine bolt strike down from the sky and deliver massive damage to a demon who fails to resist the spell.
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| Stellar Decree | Divine | 0 | Battle | 30+5/lvl | 4+4/lvl | Damage, value 1001 | This is a banish spell.
With this prayer the priest smites undead beings with the power of his celestial God. A large number of undead beings will take damage and stop in their tracks unless they manage to resist the banishment.
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| Syllable of Death | Divine | 0 | Battle | 25 | Damage, value 10 | The priest utters a prayer most holy and a heathen is struck by a divine bolt. This prayer is imbued with death and anyone affected will die instantly or at least be fatigued from resisting the death.
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| Teaching Sign | Divine | 0 | Battle | Bless/Buff (Type II), value 128 | The monks of Jomon have for centuries used five hand gestures representing the five peaceful aspects of the Lord. The teaching sign allows the monk to use the pure knowledge of the divine principle, increasing his esoteric skills.
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| Unholy Blessing | Divine | 0 | Battle | 20 | 1 | Bless/Buff (Type I), value 1 | This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.
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| Unholy Blessing | Divine | 0 | Battle | 10 | 10 | Bless/Buff (Type I), value 1 | This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.
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| Unholy Blessing | Divine | 0 | Battle | 100% | Bless/Buff (Type I), value 1 | This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.
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| Unholy Blessing | Divine | 0 | Battle | 20 | 1 | Bless/Buff (Type I), value 1 | This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.
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| Unholy Blessing | Divine | 0 | Battle | 10 | 10 | Bless/Buff (Type I), value 1 | This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.
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| Unholy Blessing | Divine | 0 | Battle | 100% | Bless/Buff (Type I), value 1 | This prayer activates the powers of an unholy troop. There are more powerful versions of this spell that targets more units.
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| Unholy Command | Divine | 0 | Battle | 10 | Enslave, value 999 | An unholy priest commands an enemy undead being to serve him.
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| Unholy Command | Divine | 0 | Battle | 10 | Enslave, value 999 | An unholy priest commands an enemy undead being to serve him.
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| Unholy Power | Divine | 0 | Battle | 20 | 1 | Bless/Buff (Type II), value 33554432 | With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.
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| Unholy Power | Divine | 0 | Battle | 10 | 5 | Bless/Buff (Type II), value 33554432 | With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.
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| Unholy Power | Divine | 0 | Battle | 20 | 1 | Bless/Buff (Type II), value 33554432 | With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.
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| Unholy Power | Divine | 0 | Battle | 10 | 5 | Bless/Buff (Type II), value 33554432 | With this prayer, an unholy priest can grant extra speed and attack skill to a small number of undead beings.
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| Unholy Protection | Divine | 0 | Battle | 20 | 1 | Bless/Buff (Type I), value 67108864 | With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.
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| Unholy Protection | Divine | 0 | Battle | 10 | 10 | Bless/Buff (Type I), value 67108864 | With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.
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| Unholy Protection | Divine | 0 | Battle | 20 | 1 | Bless/Buff (Type I), value 67108864 | With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.
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| Unholy Protection | Divine | 0 | Battle | 10 | 10 | Bless/Buff (Type I), value 67108864 | With this prayer, an unholy priest grants magic resistance to a small number of undead beings. This extra magic resistance is very useful if the enemy has priests that can banish the undead.
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| Watery Death | Divine | 0 | Battle | 25 | Damage, value 10 | The priest utters a prayer most holy and a heathen is struck by a divine bolt.
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| Welcome Sign | Divine | 0 | Battle | 5 | Charm, value 999 | The monks of Jomon have for centuries used five hand gestures representing the five peaceful aspects of the Lord. The welcoming sign allows the monk to reach out to the unwary with the comfort of the divine hearth. Enemies that perceive the gesture abandon their misdirected allegiances and turn their efforts to the true Lord.
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| Word of Bewilderment | Divine | 0 | Battle | 30 | Damage, value 10 | The priest utters a prayer most holy and a heathen is struck by a divine bolt. Anyone surviving this smite will risk being confused for the remainder of the battle.
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| Word of Power | Divine | 0 | Battle | 100 | Damage, value 10 | The priest utters a prayer most holy and a heathen is struck by a divine bolt. Anyone surviving this smite will still risk being paralyzed for a long time.
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| Word of Stone | Divine | 0 | Battle | 25 | Damage, value 10 | The priest utters a prayer most holy and a heathen is struck by a divine bolt. Anyone surviving this smite will risk being petrified as well.
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| Word of Thorns | Divine | 0 | Battle | 30 | Damage, value 5 | The priest utters a prayer most holy and a heathen is struck by a divine bolt. This prayer is imbued with nature and vines will rise from the ground and drag the target with its sharp thorns, causing severe bleeding in the process. |