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Bless
Star Fire
Endurance
Holy Weapon
Healing
Holy Armor
Just Cause
True Light
Guardian Spirit
Heroism
True Sight
Plane Shift
Resurrection
Dispel Evil
Planar Seal
Unicorns
Raise dead
Planar Travel
Heavenly Light
Prayer
Lionheart
Incarnation
Invulnerability
Righteousness
Prosperity
Altar of Battle
Angel
Stream of Life
Mass Healing
Holy word
Holy Arms
Tranquility
Crusade
Arch Angel
Consecration
High Prayer
Astral Gate
Inspiration
Life Force
Charm of Life

Type of spells :

Unit Enchantment(+) - operates on friendly units
Unit Enchantment(-) - operates on enemy units
Combat - the spell can only be cast during a battle
Summon - calls a fantastic creature
Combat Summon - calls a fantastic creature in fight
Combat Enchantment - the spell works on the whole battlefield
City Enchantment(+) - improves a friendly city
City Enchantment(-) - worsens an enemy city
Global Enchantment - global enchantment, working on both planes of the world
Special - any special enchantment or spell

Formulas require "mp" (mana points) to cast the spell and are expressed with X-Y/Z :
X - mana required to cast the spell in fight. The spell will dissipate once the battle is finished
Y - mana required to cast the spell outside of fight and then...
...Z - mana required to maintain such a spell

Sometimes, required mana is expressed with X + : it means that the spell can be cast with X mana, but you can add extra mana to strengthen it.




SpellTypeCostAction
Bless Unit
Enchantment
(+)
8-40/1 Gives +3 resistance and +3 defense against chaos and death.
Star Fire Combat 5 Harms death and chaos creatures (including units under chaos channels or death channels) with a strength 15 magical orb.
Endurance Unit
Enchantment
(+)
30/1 Increases the movement of the target unit by 1.
Holy Weapon Unit
Enchantment
(+)
10-50/1 Gives +1 to Hit and neutralizes weapon immunity effects.
Healing Combat
Special
15 Heals 5 hits of the target unit.
Holy Armor Unit
Enchantment
(+)
18-90/2 Gives +2 defense to the target unit.
Just Cause Global
Enchantment
150/3 Increases the wizard's Fame by 10 points. In addition, reduces unrest in cities (unfortunately, the exact formula is not known).
True Light Combat
Enchantment
20 Creatures of Death receive -1 attack, -1 defense and -1 resistance. Creatures of life receive +1 in the same properties.
Guardian Spirit Summon 80/1 Calls a Guardian Spirit, able to establish a connection between the wizard and a node. To steal a node kept by a Guardian Spirit is harder than when the node is kept by a magic spirit.
Heroism Unit
Enchantment
(+)
20-100/2 Lifts the rank of a regiment up to its maximum. When soldiers grow up to this rank, the spell disappears.



SpellTypeCostAction
True Sight Unit
Enchantment
(+)
20-100/2 Gives the target unit immunity to illusions and allows it to shoot at invisible enemies.
Plane Shift Special 125 Transports the target stack of units on the other plane of the world. If the arrival zone is improper (there are armies or one of the units cannot move on the specified map square), the stack does not move on the other plane.
Resurrection Special 250 Revives a hero from the dead. It is impossible to return a hero killed by cracks call or disintegrate.
Dispel Evil Combat 25 Strikes on chaos and death creatures. Every figure should resist with strength 4 or die. Undead creatures should resist with strength 10 !
WARNING! BUG! Do not look at the description written on magic creatures.
Planar Seal Global
Enchantment
500/5 Closes ALL paths between planes of the world. Magic towers and planar shift do not work, units with planar travel cannot move. Only Word of recall from sorcery works in such conditions.
Unicorns Summon 250/5 Calls unicorns, able to teleport on a battlefield, immune to poison and giving a resistance bonus to all friendly units in fight.
Raise dead Special 35 Revives a victim from the dead during a fight with half its normal (not magic) figures. Units consisting of 1 figure come back with half of their health. Does not operate on units killed by cracks call or disintegrate.
Planar Travel Unit
Enchantment
(+)
150/5 Gives to a unit the ability to shift between both planes of Arcanus and Myrror. Planar travel requires a proper terrain on the other plane.
Heavenly Light City
Enchantment
(+)
150/2 All battles in the target city will take place under True Light cover.
Prayer Combat
Enchantment
30 Increases the chances of defense and attack by 1.



SpellTypeCostAction
Lionheart Unit
Enchantment
(+)
40-200/4 Gives +3 attacks(swords), +1 resistance and +1 heart to the target unit.
Incarnation Summon 500/12 Calls the hero Torin the Chosen. He can only be called once at a time. It is impossible to apply spells for usual units on him in fight, but they can be applied outside of fight. Resurrection does not operate on him either, but in case of death he can be recalled by Incarnation again (thus his level will be reset).
Invulnerability Unit
Enchantment
(+)
40-300/5 The target unit gains weapon immunity and negates the first 2 blows in combat.
Righteousness Unit
Enchantment
(+)
40-200/2 The target unit receives full protection from chaos and death spells, including from attacks of magicians (! but not priests and shamans !).
Prosperity City
Enchantment
250/2 Gold feedback from the target city is increased by 50%.
Altar of Battle City
Enchantment
300/5 All the units made in the target city start with the maximum rank.
Angel Summon 550/15 Calls an angel who raises all the friendly units' characteristics by 1. The angel has Illusions immunity and each impact of an angel has a Dispel evil effect on the attacked unit.
Stream of Life City
Enchantment
300/8 In the target city, growth rate is doubled and unrest is removed.
Mass Healing Combat
Special
50 All friendly units recover 5 hits (hearts).
Holy word Combat 60 All fantastic or undead creatures should resist with strength 2 or be thrown out of the world. Undead creatures have additional chances of destruction.



SpellTypeCostAction
Holy Arms Global
Enchantment
900/10 All weapons of friendly soldiers become permanently blessed as Holy Weapons.
Tranquility Global
Enchantment
1000/10 Tries to prevent all chaos spells, requiring them to resist the forces of life as if a strong Disjunction--strength 500--had just been cast.
Crusade Global
Enchantment
1100/10 Increases by 1 level the rank of all soldiers, enabling them to become Ultra-elite without using the Warlord retort. If Warlord is already enabled, the maximum level of usual armies becomes Champion.
Arch Angel Summon 950/20 Calls an archangel having 40 mp, and knowing magic of life. It has Illusions immunity and raises characteristics of all friendly units in fight by 2. If he stands in a city, this city becomes protected from Chaos and Death spells.
Consecration City
Enchantment
400/8 The target city gains full protection from Chaos and Death spells.
High Prayer Combat
Enchantment
60 Adds +2 attacks, +2 defense and +3 resistance to all friendly units in battle.
Astral Gate City
Enchantment
350/5 Opens a gate to the other plane in the target city. There should be a proper terrain on the other side for the gate to work.
Inspiration City
Enchantment
350/2 Increases the production of a city by 50%.
Life Force Global
Enchantment
1000/10 All non-combat Death spells cast must resist against Life Force as if a strength 500 Dispel Magic had been cast.
Charm of Life Global
Enchantment
1250/10 Adds +25% hits (hearts) to all units (a minimum of one heart).



SWORD, MACE, AXE
Holy Avenger (bless and dispel evil hand-to-hand attack)

BOW
Nothing

STAFF, WAND
Planar Travel

AMULET
True Sight, Bless, Righteousness, Invulnerability, Endurance, Planar Travel, Lionheart

SHIELD, CHAIN ARMOR, ARMOR
Bless, Righteousness, Invulnerability, Endurance

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