Name:Aim Unit
Area:Portal 4
Flags:Casted
Type:Casted
Casting time:12 days
Casting chance:95%
Casting cost: 100 tolars + 3 crystals + 1 active portal
Duration:one use
Products:connection to unit
Side effects:none
Accidents:none
Required Foundations:Astral 2, Elements 2, Space 2, Mater 2, Body 2,

Name:Anarchy
Area:Suggestion 3
Flags:Combat
Type:Combat
Casting time:1 round
Casting chance:80%
Casting cost: 100 tolars
Duration:1 round
Products:confused men
Side effects:none
Accidents:confusion (100%)
Required Foundations:Mind 3, Illusion 3.
Description:This combat spell generates anarchy on the battlefield. Each normal man has 50% chance to get confused and forget to attack this turn.
Example:COMBAT "Anarchy"

Name:Animate Corpse
Area:Necromancy 2
Flags:Casted
Type:Casted
Casting time:24 days
Casting chance:60%
Casting cost: 100 tolars + all corpses
Duration:Permanent
Products:1 undead
Side effects:none
Accidents:Death (10%)
Required Foundations:Body 4, Time 4.
Description:Mage casting this spell will gather all corpses in his possession and will try to build one undead from them. The power of undead will depend on the amount of corpses used for the spell.
Example:1-24 CAST "Animate Corpse"

Name:Arrow Shield
Area:Guard 1
Flags:Combat Fast Implemented
Type:Combat
Casting time:1 round
Casting chance:95%
Casting cost: 1 tolar
Duration:1 round
Products:none
Side effects:none
Accidents:none
Required Foundations:Protection 1.
Description:This spell protects mage with magical shield. Shield has 99% chance to stop any arrow going on mage. In case the shield fails it disappear. Mage can fight as normal and normal hits can get through.
Example:COMBAT "Arrow shield"

Name:Aura Of Protection
Area:Defence 4
Flags:Autocast Implemented
Type:Autocast
Casting time:none
Casting chance:none
Casting cost: none
Duration:none
Products:Protection from Lightning, Cold and Fire
Side effects:none
Accidents:none
Required Foundations:Protection 4, Energy 4.
Description:This spell gives to the mage protection from lightning, cold and fire. All these effects are negated, and any damage from lightnings, cold or fire will not take place.
Example:none

Name:Bear Strength
Area:Might 1
Flags:Combat Implemented
Type:Combat
Casting time:1 round
Casting chance:80%
Casting cost: 10 tolars
Duration:until end of battle
Products:none
Side effects:mage cannot use items
Accidents:Death (10%)
Required Foundations:Body 1.
Description:This spell allows the mage to fight with the strength of a bear. The mage will attack three times per round with an effective Combat skill of 3. Also, the mage can take three hits in battle before dying.
Example:COMBAT "Bear Strength"

Name:Blaze
Area:Disaster 1
Flags:Casted
Type:Casted
Casting time:24 days
Casting chance:90%
Casting cost: 50 tolars
Duration:Instant
Products:none
Side effects:none
Accidents:Death (20%)
Required Foundations:Elements 1, Energy 1.
Description:The mage attempts to raise a magical blaze in given region. All structures in the region have some chance to be damaged by the blaze. Each man in region has a 5% to fall in the blaze. Due to the complexity of this spell, the mage's casting will be noticed unless he has a stealth higher than the observing unit. A unit on guard will try to prevent the casting of this spell.
Example:1-24 CAST "Blaze"

Name:Brainstorming
Area:Mind Control 3
Flags:Combat Implemented Slow
Type:Combat
Casting time:1 round
Casting chance:90%
Casting cost: 10 tolars
Duration:1 round
Products:mind attack
Side effects:none
Accidents:death (25%)
Required Foundations:Mind 3, Energy 3.
Description:Brainstorming is a powerful mind control spell. The mage sends a powerful mental command to stop thinking at 10-100 enemies. Each target has a 50% chance to resist this attack or die. This attack cannot be stopped by any kind of physical armor.
Example:COMBAT "Brainstorming"

Name:Burning Hands
Area:Transformation 1
Flags:Combat Implemented
Type:Combat
Casting time:1 round
Casting chance:80%
Casting cost: 10 tolars
Duration:until end of battle
Products:none
Side effects:mage cannot use items
Accidents:Death (10%)
Required Foundations:Body 1, Energy 1.
Description:This spell allows the mage to fight with burning hands. The mage will attack five times per round with an effective Combat skill of 4, doing fire damage to his foes. There is only 10% chance that an opponent can attack the mage through the burning hands.
Example:COMBAT "Burning Hands"

Name:Call Lightning
Area:Lightning 2
Flags:Combat Slow
Type:Combat
Casting time:1 round
Casting chance:85%
Casting cost: 33 tolars
Duration:1 round
Products:lightning attack
Side effects:dazzling effect (30%)
Accidents:death (25%)
Required Foundations:Illusion 2, Energy 2.
Description:Mages summons lightnings from the sky directly into enemy lines. Lightnings hit 1-6 enemies per mage's level of Illusion. The hit counts as a longbow attack with a strength equal to the mage's Energy level plus three. Lightning bolt does lightning damage. Iron armor pieces bind lightnings thus man with iron armor has greater chance of dying from lightning.
Example:COMBAT "Call Lightning"

Name:Carry Over
Area:Transport 1
Flags:Casted Implemented
Type:Casted
Casting time:3 days
Casting chance:90%
Casting cost: 20 tolars
Duration:12 days.
Products:Carry over effect worth 200 units
Side effects:none
Accidents:Freeze (20%)
Required Foundations:Space 1.
Description:Casting this spell alters the fundamental laws of physics for the mage. While the spell lasts, the mage can carry 200 units of weight instead of the normal weight. In case of failure, extra weight may freeze the mage in place.
Example:CAST "Carry over"

Name:Cause Fear
Area:Mind Control 1
Flags:Combat Implemented
Type:Combat
Casting time:1 round
Casting chance:95%
Casting cost: 30 tolars
Duration:1 round
Products:fear effect
Side effects:none
Accidents:death (10%)
Required Foundations:Mind 1,Energy 1.
Description:This combat spell demonstrates mages might. Terror of this spell causes fear in hearts of common men. Mage can cause fear in hearts of 10-20 common men (not leaders) per level of his skill in Mind. Fearing troops fight with -2 penalty on their combat.
Example:COMBAT "Cause Fear"

Name:Chain Lightning
Area:Lightning 3
Flags:Combat Slow
Type:Combat
Casting time:1 round
Casting chance:90%
Casting cost: 200 tolars
Duration:1 round
Products:lightning attack
Side effects:dazzling effect (50%)
Accidents:death (20%)
Required Foundations:Illusion 3, Energy 3.
Description:Mages summons lightnings from the sky directly into enemy lines. Lightnings hit 1-4 enemies per mage's level of Illusion. The hit counts as a longbow attack with a strength equal to the mage's Energy level plus eight. If lightning did any damage it will strike again with one less power until its will fail to hit. Chain lightning does lightning damage. Iron armor pieces bind lightnings thus man with iron armor has greater chance of dying from lightning.
Example:COMBAT "Chain Lightning"

Name:Chill Touch
Area:Transformation 2
Flags:Combat
Type:Combat
Casting time:1 round
Casting chance:90%
Casting cost: 20 tolars
Duration:until end of battle
Products:none
Side effects:mage cannot use items
Accidents:Death (10%)
Required Foundations:Body 2, Energy 2.
Description:This spell allows the mage to fight with chill touch. The mage will attack eight times per round with an effective Combat skill of 4, doing 2 points of cold damage to his foes. There is only 20% chance that an opponent can attack the mage with chill touch.
Example:COMBAT "Chill Touch"

Name:Cold Cloud
Area:Cold 2
Flags:Combat
Type:Combat
Casting time:2 rounds
Casting chance:90%
Casting cost: 10 tolars
Duration:1 round
Products:Cold Cloud
Side effects:none
Accidents:Freeze (50%)
Required Foundations:Space 2, Energy 2.
Description:When the mage finishes to cast the spell, a great and cold cloud will settle down on the battlefield. This turn, all men have to check their resistance against cold, or be unable to attack. Each man has a base 50% chance to resist cold.
Example:COMBAT "Cold Cloud"

Name:Confusion
Area:Suggestion 1
Flags:Combat Implemented
Type:Combat
Casting time:1 round
Casting chance:90%
Casting cost: 5 tolars
Duration:1 round
Products:confused men
Side effects:none
Accidents:confusion (100%)
Required Foundations:Mind 1, Illusion 1.
Description:This combat spell confuses 2 to 12 enemies. Confused men will not attack this combat round.
Example:COMBAT "Confusion"

Name:Counter Spell
Area:Dispel 5
Flags:Autocast
Type:Autocast
Casting time:none
Casting chance:10% + 1% per level of mind, illusion and energy
Casting cost: none
Duration:instant
Products:counter effect of oposite mage's spell
Side effects:none
Accidents:Death (10%)
Required Foundations:Astral 5,Protection 5.
Description:This spell is casted automatically whenever the oposite mage is trying to cast a spell in combat. If the spell succeed the oposite mage will not succeed casting his spell.
Example:COMBAT "Counter spell"

Name:Create Amulet Of Protection Cold
Area:Gadget 11
Flags:Casted Implemented
Type:Casted
Casting time:12 days
Casting chance:90%
Casting cost: 50 tolars + 1 iron + 1 fur
Duration:Permanent
Products:Amulet of Protection Cold
Side effects:none
Accidents:none
Required Foundations:Matter 2, Energy 2, Protection 2.
Description:A mage using this spell can create Amulet of protection cold from one unit of iron and one unit of fur. A man with Amulet of protection cold will be protected against cold damage.
Example:1-12 CAST "Create Amulet of Protection Cold"

Name:Create Amulet Of Protection Fire
Area:Gadget 10
Flags:Casted Implemented
Type:Casted
Casting time:12 days
Casting chance:90%
Casting cost: 50 tolars + 1 iron + 1 fur
Duration:Permanent
Products:Amulet of Protection Fire
Side effects:none
Accidents:none
Required Foundations:Matter 1, Energy 1, Protection 1.
Description:A mage using this spell can create amulet of protection fire from one unit of iron and one unit of fur. A man with amulet of protection fire will be protected against fire damage.
Example:1-12 CAST "Create Amulet of Protection Fire"

Name:Create Amulet Of Protection Lightning
Area:Gadget 12
Flags:Casted Implemented
Type:Casted
Casting time:12 days
Casting chance:90%
Casting cost: 50 tolars + 1 iron + 1 fur
Duration:Permanent
Products:Amulet of Protection Lightning
Side effects:none
Accidents:none
Required Foundations:Matter 3, Energy 3, Protection 3.
Description:A mage using this spell can create Amulet of protection lightning from one unit of iron and one unit of fur. A man with Amulet of protection lightning will be protected against lightning damage.
Example:1-12 CAST "Create Amulet of Protection Lightning"

Name:Create Amulet Of Protection Mind
Area:Gadget 13
Flags:Casted Implemented
Type:Casted
Casting time:12 days
Casting chance:90%
Casting cost: 50 tolars + 1 iron + 1 fur
Duration:Permanent
Products:Amulet of Protection Mind
Side effects:none
Accidents:none
Required Foundations:Matter 1, Mind 1, Protection 1.
Description:A mage using this spell can create Amulet of protection mind from one unit of iron and one unit of fur. A man with Amulet of protection mind will be protected against mind damage.
Example:1-12 CAST "Create Amulet of Protection Mind"

Name:Create Cloak Of Shadow
Area:Gadget 19
Flags:Casted Implemented
Type:Casted
Casting time:12 days
Casting chance:90%
Casting cost: 250 tolars + 2 furs + 1 mithril
Duration:Permanent
Products:Cloak of Shadow
Side effects:none
Accidents:none
Required Foundations:Mind 3, Matter 3.
Description:A mage can create a Cloak of Shadow from two units of fur and one unit of mithril. A unit equipped with a Cloak of Shadow will get bonus 1 to its Stealth skill in case it has at least as much cloaks as people.
Example:@1-24 CAST "Create Cloak of Shadow"

Name:Create Clowns Hat
Area:Gadget 5
Flags:Casted Implemented
Type:Casted
Casting time:24 days
Casting chance:90%
Casting cost: 20 tolars + 1 fur
Duration:Permanent
Products:5 Clowns Hats
Side effects:none
Accidents:none
Required Foundations:Illusion 1, Matter 1.
Description:A mage using this spell can create a Clown Hat from fur. Each entertainer with a Clown Hat will perform as if an additional man was present. The entertaining unit cannot use more hats than it has men.
Example:1-24 CAST "Create Clowns Hat"

Name:Create Conjuring Stick
Area:Gadget 6
Flags:Casted Implemented
Type:Casted
Casting time:12 days
Casting chance:90%
Casting cost: 20 tolars + 1 wood
Duration:Permanent
Products:1 Conjuring stick
Side effects:none
Accidents:none
Required Foundations:Illusion 2, Matter 2.
Description:A mage can enchant a wooden stick, creating a Conjuring Stick. A person holding a Conjuring Stick has an entertainment level of 5 higher than its normal skill level, but can use only one Conjuring Stick at a time.
Example:1-12 CAST "Create Conjuring Stick"

Name:Create Crystal Ball
Area:Gadget 4
Flags:Casted
Type:Casted
Casting time:24 days
Casting chance:75%
Casting cost: 500 tolars + 5 stone
Duration:Permanent
Products:Crystal Ball
Side effects:none
Accidents:none
Required Foundations:Astral 2, Matter 2.
Description:A mage can sift through stones to find enough crystal to fuse it into a Crystal Ball. A unit holding a Crystal Ball will have an 80% chance per turn of getting the description of a random region. The Crystal Ball has a 25% chance per turn of burning out and shattering
Example:CAST "Create Crystal Ball"

Name:Create Explosives
Area:Explosion 1
Flags:Casted Implemented
Type:Casted
Casting time:8 days
Casting chance:90%
Casting cost: 30 tolars + unit of iron
Duration:Permanent
Products:Explosives
Side effects:none
Accidents:Detonation (50%)
Required Foundations:Energy 2, Matter 2.
Description:A mage using this spell can create unit of explosives from units of iron. A man with explosives will automatically throw them during combat at the opponent, doing fire damage to 1 to 5 men. Explosives do 3 hits of damage to its target. In 10% of the cases, the explosives may explode before they are thrown, damaging the attacker instead of the opponent.
Example:1-8 CAST "Create Explosives"

Name:Create Glasses Of Wisdom
Area:Gadget 20
Flags:Casted Implemented
Type:Casted
Casting time:24 days
Casting chance:90%
Casting cost: 500 tolars + 1 iron + 2 crystals
Duration:Permanent
Products:Glasses of Wisdom
Side effects:none
Accidents:none
Required Foundations:Mind 4, Matter 4.
Description:A mage can create a Glasses of Wisdom from two crystals and one unit of iron. A unit equipped with Glasses of Wisdom will get 20% more skill points from any course per each men with glasses.
Example:1-24 CAST "Create Glasses of Wisdom"

Name:Create Gloves Of Strength
Area:Gadget 16
Flags:Casted Implemented
Type:Casted
Casting time:12 days
Casting chance:90%
Casting cost: 50 tolars + 1 iron + 1 fur
Duration:Permanent
Products:gloves of strength
Side effects:none
Accidents:none
Required Foundations:Body 1, Energy 1, Matter 1.
Description:A mage using this spell can create gloves of strength from one unit of iron and one unit of fur. A man with gloves of strength will get 4 more attacks per round and also +1 bonus to the combat skill.
Example:1-12 CAST "Create Gloves of Strength"

Name:Create Grenade
Area:Explosion 2
Flags:Casted Implemented
Type:Casted
Casting time:24 days
Casting chance:90%
Casting cost: 50 tolars + 5 iron
Duration:Permanent
Products:5 Grenades
Side effects:none
Accidents:Detonation (30%)
Required Foundations:Energy 3, Matter 3.
Description:A mage using this spell can create five grenades from five units of iron. A unit with grenades will automatically throw them during combat at the opponent, doing fire damage to 2 to 8 men. A grenade does 5 hits to its target. In 10% of the cases, the grenade may explode before it is thrown, damaging the attacker instead of the opponent.
Example:1-24 CAST "Create Grenade"

Name:Create Helm Of Might
Area:Gadget 17
Flags:Casted Implemented
Type:Casted
Casting time:12 days
Casting chance:90%
Casting cost: 200 tolars + 3 iron
Duration:Permanent
Products:helm of might
Side effects:none
Accidents:none
Required Foundations:Body 2, Energy 2, Matter 2.
Description:A mage using this spell can create helm of might from three units of iron. A man with helm of might will be able to take 4 more hits before he dies. Also he has additional 20% chance of resist any attack.
Example:1-12 CAST "Create Helm of Might"

Name:Create Helm Of Observation
Area:Gadget 2
Flags:Casted Implemented
Type:Casted
Casting time:24 days
Casting chance:90%
Casting cost: 50 tolars + 1 iron
Duration:Permanent
Products:Helm of Observation
Side effects:none
Accidents:none
Required Foundations:Mind 1, Matter 1.
Description:A mage can create a Helm of Observation from simple iron using this spell. A unit equipped with a Helm of Observation will get bonus 2 to its Observation skill.
Example:CAST "Create Helm of Observation"

Name:Create Magic Gate
Area:Portal 8
Flags:Casted Implemented
Type:Casted
Casting time:6 days
Casting chance:30%
Casting cost: 1000 tolars + 100 stone + 10 crystals + 1 active portal
Duration:Permanent
Products:1 Magic_Gate
Side effects:none
Accidents:Detonation (20%)
Required Foundations:Astral 1, Elements 1, Time 1, Space 1, Mater 1, Body 1, Mind 1.
Description:With this spell, the mage can create a Magic Gate, a magical item of great weight that is main and basic part of teleport construction. The process of construction is extremely hard and only rarely successful.
Example:CAST "Create Magic Gate"

Name:Create Magic Tools
Area:Gadget 15
Flags:Casted Implemented
Type:Casted
Casting time:6 days
Casting chance:90%
Casting cost: 20 tolars + 2 iron + 1 wood
Duration:Permanent
Products:Magic Tools
Side effects:none
Accidents:none
Required Foundations:Space 1, Matter 1.
Description:A mage using this spell can create a Magic Tools from iron and wood. Each carpenter, shipbuilder or builder with magic tools will produce or build twice faster.
Example:1-6 CAST "Create Magic Tools"

Name:Create Pick Of Mining
Area:Gadget 14
Flags:Casted Implemented
Type:Casted
Casting time:4 days
Casting chance:90%
Casting cost: 20 tolars + 1 iron
Duration:Permanent
Products:Pick of Mining
Side effects:none
Accidents:none
Required Foundations:Elements 1, Matter 1.
Description:A mage using this spell can create a Pick of Mining from iron. Each miner with a Pick of Mining will produce twice more stone, iron, gold silver, mithril or rootstone.
Example:1-4 CAST "Create Pick of Mining"

Name:Create Portal
Area:Portal 1
Flags:Casted Implemented
Type:Casted
Casting time:24 days
Casting chance:90%
Casting cost: 100 tolars + 20 stone
Duration:Permanent
Products:Portal
Side effects:none
Accidents:Detonation (10%)
Required Foundations:Astral 1, Matter 1.
Description:With this spell, the mage can create a Portal, a magical item that is used for other spells to transport units over long distances. Further research in Portal is necessary to learn the spells needed to use a Portal.
Example:CAST "Create Portal"

Name:Create Potions Of Curing
Area:Gadget 7
Flags:Casted Implemented
Type:Casted
Casting time:24 days
Casting chance:90%
Casting cost: 100 tolars + 10 herbs
Duration:Permanent
Products:10 potions of curing
Side effects:none
Accidents:none
Required Foundations:Time 1, Matter 1.
Description:A mage can brew from herbs potions of curing. When any unit that is damaged in battle has potion of curing it will use it and heal one point of damage. If the unit got more than one point of damage it will die though.
Example:CAST "Create Potions of Curing"

Name:Create Potions Of Healing
Area:Gadget 8
Flags:Casted Implemented
Type:Casted
Casting time:24 days
Casting chance:80%
Casting cost: 200 tolars + 10 herbs
Duration:Permanent
Products:10 potions of healing
Side effects:none
Accidents:none
Required Foundations:Time 2, Matter 2.
Description:A mage can brew from herbs potions of healing. When any unit that is damaged in battle has potion of healing it will use it and heal all damage from this blow.
Example:CAST "Create Potions of Healing"

Name:Create Shield Of Arcane Power
Area:Gadget 18
Flags:Casted Implemented
Type:Casted
Casting time:12 days
Casting chance:90%
Casting cost: 500 tolars + 4 iron + 2 wood + 1 fur
Duration:Permanent
Products:shield of arcane power
Side effects:none
Accidents:none
Required Foundations:Body 3, Energy 3, Matter 3.
Description:A mage using this spell can create shield of arcane power from four units of iron, two units of wood and one unit of fur. A man with shield of arcane power has additional 50% of resisting any attack. Also the shield gives +2 bonus to combat and protection from fire and cold.
Example:1-12 CAST "Create Shield of Arcane Power"

Name:Create Wand Of Fear
Area:Gadget 3
Flags:Casted Implemented
Type:Casted
Casting time:24 days
Casting chance:90%
Casting cost: 100 tolars + 1 wood
Duration:Permanent
Products:Wand of Fear
Side effects:none
Accidents:Detonation (20%)
Required Foundations:Mind 2, Matter 2.
Description:A mage can create a Wand of Fear from simple wood using this spell. A unit equipped with a Wand of Fear will automaticaly cast the Cause Fear spell in combat as if a mage was present.
Example:CAST "Create Wand of Fear"

Name:Create Wand Of Fire
Area:Gadget 1
Flags:Casted Implemented
Type:Casted
Casting time:24 days
Casting chance:90%
Casting cost: 50 tolars + 1 wood
Duration:Permanent
Products:Wand of Fire
Side effects:none
Accidents:Detonation (20%)
Required Foundations:Energy 1, Matter 1.
Description:A mage can create a Wand of Fire from simple wood using this spell. A unit equipped with a Wand of Fire will automatically cast the Fireflash spell in combat as if a mage was present.
Example:CAST "Create Wand of Fire"

Name:Curing
Area:Healing 1
Flags:Autocast
Type:Autocasted
Casting time:none
Casting chance:50% per men
Casting cost: none
Duration:instant
Products:up to 10 cured men
Side effects:none
Accidents:Death (5%)
Required Foundations:Body 1, Time 1.
Description:This spell grants the mage minor powers of healing. He can heal up to 10 men, with a 50 percent chance of success. This spell is used automatically when the mage is involved in combat; no order is needed to use it.
Example:none

Name:Detect Faction
Area:Mind Reading 1
Flags:Autocast Implemented
Type:AutoCasted
Casting time:none
Casting chance:none
Casting cost: none
Duration:none
Products:Faction numbers
Side effects:none
Accidents:none
Required Foundations:Mind 1
Description:A mage who know how to Detect Faction always know the faction for any unit he's able to see, regardless of the intents of the unit. No spell needs to be cast; the effect is permanent.
Example:none

Name:Detect Hidden
Area:Mind Reading 5
Flags:Autocast Implemented
Type:AutoCasted
Casting time:none
Casting chance:none
Casting cost: none
Duration:none
Products:Hidden units
Side effects:none
Accidents:none
Required Foundations:Mind 5
Description:A mage who know how to Detect Hidden is able to discover stealthy units up to his level of mind. No spell needs to be cast; the effect is permanent.
Example:none

Name:Detect Mages
Area:Mind Reading 4
Flags:Autocast Implemented
Type:AutoCasted
Casting time:none
Casting chance:none
Casting cost: none
Duration:none
Products:Mage status
Side effects:none
Accidents:none
Required Foundations:Mind 4
Description:A mage who know how to Detect Mages always know whether the unit is mage or not for any unit he's able to see, regardless of the intents of the unit. No spell needs to be cast; the effect is permanent.
Example:none

Name:Discover Wealth
Area:Mind Reading 2
Flags:Autocast Implemented
Type:AutoCasted
Casting time:none
Casting chance:none
Casting cost: none
Duration:none
Products:Amount of tolars in possesion
Side effects:none
Accidents:none
Required Foundations:Mind 2
Description:This ability allows the mage to read the mind of any units he can see, and determine which amount of tolars that unit currently holds. The ability is used automatically; no order is needed to use it.
Example:none

Name:Disguise
Area:Charming 1
Flags:Autocast
Type:AutoCasted
Casting time:none
Casting chance:none
Casting cost: none
Duration:none
Products:disguised mage
Side effects:none
Accidents:none
Required Foundations:Illusion 1, Mind 1, Body 1.
Description:A mage who know the Disguise spell will have much lower chance to get attacked by wandering monsters.
Example:none

Name:Dismay
Area:Suggestion 4
Flags:Casted
Type:Casted
Casting time:12 days
Casting chance:90%
Casting cost: 100 tolars
Duration:instant
Products:dismayed unit
Side effects:none
Accidents:confusion (80%)
Required Foundations:Mind 4, Illusion 4.
Description:This spell dismay one unit without leaders. This unit will start to move at random direction with some chance. This chance is 100% minus 1% per each men in unit.
Example:1-12 CAST "Dismay" 2043

Name:Disorder
Area:Suggestion 2
Flags:Combat Implemented
Type:Combat
Casting time:1 round
Casting chance:90%
Casting cost: 10 tolars
Duration:instant
Products:confused men
Side effects:none
Accidents:confusion (100%)
Required Foundations:Mind 2, Illusion 2.
Description:This combat spell throws disorder in enemy lines. Each normal unit (ie not lead or leader) has 50% chance of changing its behind flag.
Example:COMBAT "Confusion"

Name:Dispel Magic
Area:Dispel 2
Flags:Casted
Type:Combat
Casting time:1 round
Casting chance:90%
Casting cost: 50 tolars
Duration:permanent
Products:dispelled item
Side effects:none
Accidents:Stone Fingers (20%)
Required Foundations:Astral 2,Protection 2.
Description:Mage cast dispel magic in combat at one random magic item in possession of some unit at opposite side of battlefield. This item will lose its magic abilities and becomes normal.
Example:COMBAT "Dispel Magic"

Name:Distant Teaching
Area:Divination 1
Flags:Casted
Type:Casted
Casting time:1 day
Casting chance:80%
Casting cost: 5 tolars
Duration:Instant
Products:Teaching of unit far away
Side effects:none
Accidents:none
Required Foundations:Astral 1, Space 1, Mind 1.
Description:By casting this spell, the mage tries to transfer his knowledge to another unit. This unit must not be in same region as mage. In case the target unit studies some skill and mage is at least one level higher above this unit, the studying is 3 times faster. The spell will fail if the unit is already taught or study special courses because it hears its local teacher rather.
Example:1-12 CAST "Distant Teaching" 12424

Name:Dragon Strength
Area:Might 5
Flags:Combat Implemented
Type:Combat
Casting time:1 round
Casting chance:95%
Casting cost: 100 tolars
Duration:until end of battle
Products:none
Side effects:none
Accidents:Death (10%)
Required Foundations:Body 5.
Description:This spell allows the mage to fight with the strength of a dragon. The mage will attack twenty times per round, with a combat bonus of 6. Each hit will do 5 damage. In this state, the mage takes thirty hits in a battle before dying. The mage can also wield weapons while using Dragon Strength.
Example:COMBAT "Dragon Strength"

Name:Earthquake
Area:Disaster 4
Type:Casted
Casting time:24 days
Casting chance:90%
Casting cost: 500 tolars
Duration:Instant
Products:none
Side effects:none
Accidents:Death (50%)
Required Foundations:Elements 4, Energy 4.
Description:The mage attempts to raise a magical earthquake in given region. All structures in the region have 50% chance to be damaged by the earthquake. Each man in region has a 10% to be killed by hurricane. Natural resources of the region are lowered and the economy of the region is strongly damaged. There is 10% chance that earthquake will take effect in some of surrounding regions. Due to the complexity of this spell, the mage's casting will be noticed unless he has a stealth higher than the observing unit. A unit on guard will try to prevent the casting of this spell.
Example:1-24 CAST "Earthquake"

Name:Enchant Armor
Area:Enchantment 4
Flags:Casted Implemented Params
Type:Casted
Casting time:24 days
Casting chance:95%
Casting cost: 100 tolars + 1 Armor
Duration:Permanent
Products:1 Magic Armor
Side effects:none
Accidents:Armor broken (10%)
Required Foundations:Matter 4.
Description:This spell allows the mage to transform a normal armor into a magic armor. A magic armor gives you a 90% chance of surviving a normal blow and 50% chance of surviving an attack by a magical weapon. A Magic armor deflects 90% of the missile weapon hits. If the spell fails, the armor being enchanted might be destroyed.
Example:1-24 cast "enchant armor" chain_armor

Name:Enchant Bow
Area:Enchantment 2
Flags:Casted Implemented Params
Type:Casted
Casting time:16 days
Casting chance:95%
Casting cost: 50 tolars + 1 Longbow/Crossbow
Duration:Permanent
Products:1 Magic Bow
Side effects:none
Accidents:Bow broken (10%)
Required Foundations:Matter 2.
Description:This spell allows the mage to transform a normal bow into a magic bow. A magic bow can shoot 3 times per round against effective combat of 0. Hits inflicted by magic bow cannot be deflected by mithril armor. If the spell fails, there is a chance that the mage loses the normal bow.
Example:1-16 cast "enchant bow" longbow

Name:Enchant Portal
Area:Enchantment 5
Flags:Casted Implemented
Type:Casted
Casting time:24 days
Casting chance:90%
Casting cost: 200 tolars + 1 Portal
Duration:Permanent
Products:1 Active Portal
Side effects:none
Accidents:Portal broken (50%)
Required Foundations:Matter 5.
Description:This spell allows the mage to transform a normal Portal into an active portal. An active portal is used in high level transporting spells but mainly for the creation of teleport structures. Further research is needed to learn the spells using an Active Portal.
Example:1-24 cast "enchant portal"

Name:Enchant Ship
Area:Enchantment 6
Flags:Casted
Type:Casted
Casting time:48 days
Casting chance:90%
Casting cost: 2000 tolars + 200 iron + 100 wood
Duration:Permanent
Products:Enchanted Ship
Side effects:none
Accidents:none
Required Foundations:Space 2, Matter 2.
Description:A mage will perform very long task casting this spell to improve the ship. Enchanted ship has 50% greater speed than common.
Example:1 CAST "Enchant Ship" 134

Name:Enchant Wagon
Area:Enchantment 1
Flags:Casted Implemented Params
Type:Casted
Casting time:20 days
Casting chance:95%
Casting cost: 50 tolars + 1 Wagon/Cart
Duration:Permanent
Products:1 Magic Wagon/Cart
Side effects:none
Accidents:Wagon/Cart broken (10%)
Required Foundations:Matter 1.
Description:This spell allows the mage to transform a normal wagon into a magic wagon or a normal cart into a magic cart. A magic wagon or cart moves at riding speed, and does not require a horse to tow it. If the spell fails, there is a chance that the mage loses the normal wagon or cart.
Example:5-24 cast "enchant wagon" wagon

Name:Enchant Weapon
Area:Enchantment 3
Flags:Casted Implemented Params
Type:Casted
Casting time:12 days
Casting chance:95%
Casting cost: 50 tolars + 1 Sword/Axe
Duration:Permanent
Products:1 Magic Sword/Axe
Side effects:none
Accidents:Sword/Axe broken (10%)
Required Foundations:Matter 3.
Description:This spell allows the mage to transform a normal weapon into a magic weapon. A magic weapon provides a bonus of 2 combat levels over a normal one, and hits by a magic weapon cannot be deflected by standard armors. If the spell fails, the weapon being enchanted might be destroyed.
Example:1-12 cast "enchant weapon" sword

Name:Escape
Area:Transport 4
Flags:Combat Fast Implemented
Type:Combat
Casting time:1 round
Casting chance:90%
Casting cost: 10 tolars
Duration:Instant
Products:escape from battle
Side effects:none
Accidents:death (20%)
Required Foundations:Space 4.
Description:The mage attempts to escape from the battlefield. If successful, the mage will be removed from the battle, which will proceed as if he had never been involved in the battle.
Example:COMBAT "Escape"

Name:Far Sight
Area:Ethereal 2
Flags:Casted Implemented
Type:Casted
Casting time:15 days
Casting chance:90%
Casting cost: 30 tolars
Duration:Instant
Products:Region description
Side effects:none
Accidents:none
Required Foundations:Astral 2.
Description:By casting this spell, the mage tries to gain information using the Astral planes. He can direct his attention to a specific location. Then, during his dreams, the mage receives some visions and description of the selected region, but not of its inhabitants.
Example:CAST "Far Sight" 50 50

Name:Fast Motions
Area:Movement 4
Flags:Casted Implemented
Type:Casted
Casting time:8 days
Casting chance:80%
Casting cost: 100 tolar
Duration:16 days
Products:Fast motions effect
Side effects:none.
Accidents:Death(10%)
Required Foundations:Time 4.
Description:The Mage casting this spell starts to move very quickly. He cannot do anything else except move or fight. He gets triple number of movement points per day and also has 4 additional attacks per round when involved in a battle.
Example:1-8 CAST "Fast motions"

Name:Fear
Area:Mind Control 2
Flags:Casted Implemented
Type:Casted
Casting time:12 days
Casting chance:80%
Casting cost: 50 tolars
Duration:12 days
Products:fear effect 12 days
Side effects:none
Accidents:death (10%)
Required Foundations:Mind 2,Energy 2.
Description:This combat spell demonstrates the mages might. He can demoralize one unit without leaders so it will shuffle and won't proceed orders for duration of spell.
Example:1-12 CAST "Fear" 5342

Name:Feathery Load
Area:Transport 3
Flags:Casted Implemented
Type:Casted
Casting time:3 days
Casting chance:90%
Casting cost: 20 tolars
Duration:12 days.
Products:Carry over effect
Side effects:none
Accidents:Freeze (20%)
Required Foundations:Space 3
Description:The mage casting this spell creates an anomaly in space around the target unit. For the duration of the spell, the unit can carry any weight. If the spell fails, there is a chance of the mage being frozen in place for a while.
Example:CAST "Feathery load" 178

Name:Fireball
Area:Fire 5
Flags:Combat Implemented Slow
Type:Combat
Casting time:1 round
Casting chance:95%
Casting cost: 50 tolars + 1 wood
Duration:1 round
Products:fire attack
Side effects:dazzling effect (50%)
Accidents:death (25%)
Required Foundations:Energy 5.
Description:Fireball is the most powerful of the fire spells. The mage hurls a huge ball of fire at 10-50 ennemies. Fireball automatically does three points of fire damage to each opponent, and is not deflected by any type of armor.
Example:COMBAT "Fireball"

Name:Fireblast
Area:Fire 4
Flags:Combat Implemented Slow
Type:Combat
Casting time:1 round
Casting chance:90%
Casting cost: 10 tolars
Duration:1 round
Products:fire attack
Side effects:dazzling effect (30%)
Accidents:death (20%)
Required Foundations:Energy 4.
Description:This combat spell throws a blast of Fire large enough to hit 10 to 20 enemies. The blast is considered a crossbow attack with a combat strength equal to a base amount of three plus the mage's Energy skill. Fireblast does two points of fire damage to each target, which can only be prevented by magical armor.
Example:COMBAT "Fireblast"

Name:Firebolt
Area:Fire 2
Flags:Combat Implemented Slow
Type:Combat
Casting time:1 round
Casting chance:80%
Casting cost: 10 tolars
Duration:1 round
Products:fire attack
Side effects:dazzling effect (30%)
Accidents:death (20%)
Required Foundations:Energy 2.
Description:This combat spell creates a bolt of fire, which hits 5 to 10 enemies. The hit counts as a longbow attack with a strength equal to the mage's Energy level plus one. Firebolt does fire damage. Only a magic armor can prevent damage from a firebolt.
Example:COMBAT "Firebolt"

Name:Fireflash
Area:Fire 1
Flags:Combat Implemented
Type:Combat
Casting time:1 round
Casting chance:90%
Casting cost: 10 tolars
Duration:1 round
Products:dazzling effect
Side effects:none
Accidents:dazzling effect (50%)
Required Foundations:Energy 1.
Description:This combat spell creates a bright flash of fire, which dazzles 10 to 30 enemies. Dazzled troops attack with a -2 penalty on their attack. Dazzled mage cannot cast any spells.
Example:COMBAT "Fireflash"

Name:Firewall
Area:Fire 3
Flags:Combat
Type:Combat
Casting time:2 round
Casting chance:90%
Casting cost: 10 tolars
Duration:2 rounds
Products:firewall
Side effects:dazzling effect (20%)
Accidents:death (10%)
Required Foundations:Energy 3.
Description:This combat spell creates a wall of fire in front of the mage's army. Each man from the opposite army that makes an attack has a chance of 10% minus his effective combat level to get hit by a fire attack.
Example:COMBAT "Firewall"

Name:Fireworks
Area:Entertainment 3
Flags:Casted Implemented
Type:Casted
Casting time:1 days
Casting chance:95%
Casting cost: 1 tolar
Duration:Instant
Products:some entertainment
Side effects:none
Accidents:none
Required Foundations:Illusion 3.
Description:Casting this spell causes the mage to spend the day producing fireworks displays to entertain the local peasants. This causes the mage to earn an amount of money as if he was a level 20 entertainer.
Example:1-24 cast "fireworks"

Name:Fire Rain
Area:Fire 8
Flags:Combat Slow
Type:Combat
Casting time:2 rounds
Casting chance:80%
Casting cost: 100 tolars
Duration:1 round
Products:Fire Cloud
Side effects:none
Accidents:Death (50%)
Required Foundations:Space 3, Energy 3.
Description:When the mage finishes to cast the spell, a great and dark cloud will arrive above the battlefield. Fire starts to fall from the sky and each men has 20% chance this round to be hit by fire attack. This attack counts as longbow attack with strength of mage's level of Energy plus five.
Example:COMBAT "Fire Rain"

Name:Flood
Area:Disaster 2
Flags:Casted
Type:Casted
Casting time:24 days
Casting chance:90%
Casting cost: 200 tolars
Duration:Instant
Products:none
Side effects:none
Accidents:Death (20%)
Required Foundations:Elements 2, Energy 2.
Description:The mage attempts to create a large flood in the region. All structures in the region have a chance to suffer some damage during the flood and each man in the region has a 5% chance to drown in the water. All grain and food owned by units present will go bad. A flood cannot happen in hills, mountains and jungle regions. Due to the complexity of the spell, the mage's casting will be noticed unless he has a stealth higher than the observing unit. A unit on guard will try to prevent the casting of this spell.
Example:1-24 CAST "Flood"

Name:Freak
Area:Entertainment 1
Flags:Casted Implemented
Type:Casted
Casting time:1 days
Casting chance:95%
Casting cost: 1 tolar
Duration:1 day
Products:some entertainment
Side effects:none
Accidents:none
Required Foundations:Illusion 1.
Description:Casting this spell causes the mage to spend the day producing lesser illusions to entertain the local peasants. The mage is considered a level 5 entertainer performing his trade.
Example:1-24 CAST "freak"

Name:Frost Touch
Area:Cold 5
Flags:Combat Slow
Type:Combat
Casting time:1 round
Casting chance:90%
Casting cost: 10 tolars
Duration:1 round
Products:cold attack
Side effects:none
Accidents:none
Required Foundations:Energy 2, Space 2, Elements 2.
Description:This combat spell magically hits from a distance 10 enemies per level of space. The hit counts as a normal attack with power five plus level of energy and does 2 points of cold damage. Only a magic armor can prevent damage from a Frost Touch.
Example:COMBAT "Frost Touch"

Name:Funny Troop
Area:Entertainment 2
Flags:Casted Implemented
Type:Casted
Casting time:8 days
Casting chance:90%
Casting cost: 40 tolars
Duration:16 days
Products:funny effect
Side effects:none
Accidents:none
Required Foundations:Illusion 2.
Description:The mage casting this spell makes the target unit sounds funnier than normal. A funny unit has its effective entertainment skill doubled and thus earns twice the money as normal if entertaining. This spell is targeted to a single unit by number.
Example:cast "funny troop" 189

Name:Gauzy Figure
Area:Shape Shifting 1
Flags:Casted
Type:Casted
Casting time:4 days
Casting chance:90%
Casting cost: 30 tolar
Duration:20 days
Products:Gauzy Figure Effect
Side effects:none
Accidents:Death (10%)
Required Foundations:Astral 1, Body 1
Description:This spell allows the mage to change his essence into that of a fog-like entity, adding effective 3 levels to the stealth. While gauzy, the mage cannot interact with others, and is unable to manipulate items, give, receive, steal or kill.
Example:1-4 CAST "Gauzy Figure"

Name:Giant Strength
Area:Might 3
Flags:Combat Implemented
Type:Combat
Casting time:1 round
Casting chance:90%
Casting cost: 30 tolars
Duration:until end of battle
Products:none
Side effects:none
Accidents:Death (10%)
Required Foundations:Body 3.
Description:This spell allows the mage to fight with the strength of a giant. The mage will attack ten times per round with an effective Combat skill of 3. Mage will do damage 3 with successful attack. Also, the mage can take twelve hits in battle before dying. Mage can also use weapons while casting this spell.
Example:COMBAT "Giant Strength"

Name:Gold All Over
Area:Transmutation 4
Flags:Casted Implemented
Type:Casted
Casting time:4 days
Casting chance:90%
Casting cost: 10 tolars + unit of material (not living)
Duration:Instant
Products:unit of gold
Side effects:none
Accidents:Stone Fingers (20%), Material disintegrated (20%)
Required Foundations:Elements 4.
Description:This advanced transmutation spell allows the mage to extract the essence of matter in any material changing it into gold. If the spell fails, the mage can get Stone Fingers for some time. While his fingers are petrified, the mage cannot perform the magical gestures required to cast any spell.
Example:CAST "Gold all over" IRON

Name:Heal
Area:Healing 2
Type:Autocasted
Casting time:none
Casting chance:70% per men
Casting cost: none
Duration:instant
Products:up to 25 cured men
Side effects:none
Accidents:Death (5%)
Required Foundations:Body 2, Time 2.
Description:This spell grants the mage minor powers of healing. He can heal up to 25 men, with a 70 percent chance of success. This spell is used automatically when the mage is involved in combat; no order is needed to use it.
Example:none

Name:Hurricane
Area:Disaster 3
Type:Casted
Casting time:24 days
Casting chance:90%
Casting cost: 200 tolars
Duration:Instant
Products:none
Side effects:none
Accidents:Death (20%)
Required Foundations:Elements 3, Energy 3.
Description:The mage attempts to raise a magical hurricane in given region. All structures in the region have great chance to be damaged by the hurricane. Each man in region has a 10% to be killed by hurricane. This spell cannot be casted in forests and jungle regions. Due to the complexity of this spell, the mage's casting will be noticed unless he has a stealth higher than the observing unit. A unit on guard will try to prevent the casting of this spell.
Example:1-24 CAST "Hurricane"

Name:Hyperspace
Area:Transfer 3
Type:Casted
Casting time:24 days
Casting chance:85%
Casting cost: 100 tolars
Duration:Instant
Products:none
Side effects:none
Accidents:Death (66%)
Required Foundations:Body 3, Space 3.
Description:The mage attempts to open a connection between a Portal item he has in its possession and the Portal that an immobile target unit holds. Once the connection is opened, the mage will drop the Portal and walk thru, destroying it during the move. The connection will collapse if the spell fails, if the target unit does not hold a Portal, or if it tries to move the Portal. If the connection collapses, the mage and all its possessions will be lost in Hyperspace. Each unit of weight carried adds 2% to the chance of spell failure.
Example:CAST "Hyperspace" 1112

Name:Ice Fist
Area:Cold 4
Flags:Combat Slow
Type:Combat
Casting time:1 round
Casting chance:95%
Casting cost: 5 tolars
Duration:1 round
Products:cold attack
Side effects:none
Accidents:none
Required Foundations:Energy 1, Space 1, Elements 1.
Description:This combat spell magically hits from a distance 10 enemies per level of space. The hit counts as a normal attack with power one plus level of energy and does one point of cold damage. Only a magic armor can prevent damage from a Ice Fist.
Example:COMBAT "Frost Touch"

Name:Ignition
Area:Transformation 3
Flags:Combat Slow
Type:Combat
Casting time:1 round
Casting chance:90%
Casting cost: 50 tolars
Duration:instant
Products:none
Side effects:none
Accidents:Death (10%)
Required Foundations:Body 3, Energy 3.
Description:This spell will ignite 1-3 enemies per level of body of mage. The spell will cause fire damage equal to level of body of this mage. Each men hit by this spell has 30% chance to ignite other men at same side.
Example:COMBAT "Ignition"

Name:Immolation
Area:Transformation 4
Flags:Combat Slow
Type:Combat
Casting time:1 round
Casting chance:95%
Casting cost: 100 tolars
Duration:until end of battle
Products:immolated effect
Side effects:none
Accidents:Death (10%)
Required Foundations:Body 4, Energy 4.
Description:Mage will cast immolation at random at 5-10 men per level of energy from both sides. These men will get 3 points of fire damage and bonus +3 to combat.
Example:COMBAT "Immolation"

Name:Inflame Weapon
Area:Fire 6
Flags:Casted Implemented Params
Type:Casted
Casting time:12 days
Casting chance:95%
Casting cost: 20 tolars + 1 Sword/Axe
Duration:Permanent
Products:1 Flaming Sword/Axe
Side effects:none
Accidents:Sword/Axe broken (10%)
Required Foundations:Time 1, Energy 1.
Description:This spell allows the mage to transform a normal weapon into a flaming weapon. A flaming weapon provides a bonus of 1 combat levels over a normal one, and hits by a flaming weapon cannot be deflected by leather armor. Flaming weapon does 3 points of fire damage to target. If the spell fails, the weapon being enchanted might be destroyed.
Example:1-12 cast "inflame weapon" axe

Name:Inquiry
Area:Ethereal 5
Flags:Casted Implemented
Type:Casted
Casting time:24 days
Casting chance:90%
Casting cost: 200 tolars + 1 crystal
Duration:Instant
Products:Complete info about one unit
Side effects:none
Accidents:Death (5%)
Required Foundations:Astral 5.
Description:Using this spell, the mage tries to get thru the astral sphere all the information about a unit, including status, skills and spells. The mage must see the unit in the region to be able to perform the Inquiry.
Example:CAST "Inquiry" 2203

Name:Invulnerability
Area:Guard 4
Flags:Combat Implemented
Type:Combat
Casting time:1 round
Casting chance:95%
Casting cost: 10 tolars
Duration:one round
Products:none
Side effects:none
Accidents:Death(20%)
Required Foundations:Protection 4
Description:This spell encloses the mage with a Sphere of Might for the duration of battle. The Sphere blocks any common damage inflicted on the mage, but not fire, cold or damage of another type. Every attack has sphere 1% chance it will break and let the attack go through. This one-way Sphere does not prevent the mage from attacking, nor does it modify its attack strength.
Example:COMBAT "Invulnerability"

Name:Iron To Mithril
Area:Transmutation 3
Flags:Casted Implemented
Type:Casted
Casting time:3 days
Casting chance:95%
Casting cost: 10 tolars + unit of iron
Duration:Instant
Products:unit of mithril
Side effects:none
Accidents:Stone Fingers (10%), Iron disintegrated (20%)
Required Foundations:Elements 3.
Description:This intermediate transmutation spell allows the mage to extract the rare parts of mithril from base metal, making a unit of mithril from a unit of standard iron. If the spell fails, the mage can get Stone Fingers for some time. While his fingers are petrified, the mage cannot perform the magical gestures required to cast any spell.
Example:CAST "Iron to Mithril"

Name:Jump
Area:Transfer 2
Flags:Casted
Type:Casted
Casting time:24 days
Casting chance:75%
Casting cost: 100 tolars
Duration:Instant
Products:none
Side effects:none
Accidents:Death (100%)
Required Foundations:Body 2, Space 2.
Description:The mage attempts to jump magically in the chosen direction, bringing all its possessions with him. If the spell fails, the mage will smash on the ground on landing and die, destroyed along with his possessions. If the target is an ocean or lake, the mage will also probably sink in the water and drown. The maximum range of the jump is one hex per Space level of the mage. No information on the final destination nor any receiving unit is necessary, but the mage must have no possession.
Example:CAST "Jump" 2 North

Name:Levitation
Area:Transport 2
Flags:Casted Implemented
Type:Casted
Casting time:1 days
Casting chance:90%
Casting cost: 20 tolars
Duration:20 days
Products:levitation effect
Side effects:none
Accidents:Freeze (10%)
Required Foundations:Space 2.
Description:Mage casting this spell starts levitating. A levitating mage can move in any terrain as if in a city. This spell does not allow the mage to move through regions that are otherwise impassable to it. There is only a 50% chance to hit a levitating unit in battle.
Example:CAST "Levitation"

Name:Lightning Bolt
Area:Lightning 1
Flags:Combat Implemented Slow
Type:Combat
Casting time:1 round
Casting chance:80%
Casting cost: 10 tolars
Duration:1 round
Products:lightning attack
Side effects:dazzling effect (30%)
Accidents:death (20%)
Required Foundations:Illusion 1, Energy 1.
Description:This combat spell creates a lightning bolt, which hits 5 to 10 enemies. The hit counts as a longbow attack with a strength equal to the mage's Energy level plus one. Lightning bolt does lightning damage. Iron armor pieces bind lightnings thus man with iron armor has greater chance of dying from lightning.
Example:COMBAT "Lightning Bolt"

Name:Lion Heart
Area:Healing 7
Type:Autocasted
Casting time:none
Casting chance:50% per men
Casting cost: none
Duration:instant
Products:removed fear effect
Side effects:none
Accidents:none
Required Foundations:Time 2, Mind 2.
Description:Mage tries to raise morale of their men each time when hey are affected by fear. There is 50% chance of success for each men. This spell is used automatically when the mage is involved in combat; no order is needed to use it.
Example:none

Name:Locate Item
Area:Divination 5
Flags:Casted
Type:Casted
Casting time:6 days
Casting chance:50%
Casting cost: 100 tolars + 1 active portal
Duration:Instant
Products:unit number
Side effects:none
Accidents:none
Required Foundations:Astral 1, Space 1, Matter 1, Elements 1.
Description:Mage tries to locate some unit that possess specified item. Mage will get number of the unit, but will not know where the unit is located at. There is no cause to think that the unit will be the nearest unit that owns the item.
Example:CAST "Locate item" "Shield of Arcane Power"

Name:Locate Material
Area:Detection 1
Flags:Casted Implemented
Type:Casted
Casting time:12 days
Casting chance:80%
Casting cost: 20 tolars
Duration:Instant
Products:Coordinates of nearest region with detected material.
Side effects:none
Accidents:none
Required Foundations:Elements 1, Space 1.
Description:In casting this spell, the mage tries to detect material. Mage tries to detect coordinates of the nearest region where he can find that material. Mage gets only information about coordinates, but not about amount of material in region. The distance is limited by mage's level of Space.
Example:13-24 CAST "Locate Material" Wood

Name:Locate Resources
Area:Detection 2
Flags:Casted Implemented
Type:Casted
Casting time:12 days
Casting chance:80%
Casting cost: 50 tolars
Duration:Instant
Products:Coordinates of nearest region with detected resources
Side effects:none
Accidents:none
Required Foundations:Elements 2, Space 2.
Description:In casting this spell, the mage tries to detect resources. Mage tries to detect coordinates of the nearest region where he can find these resources. Mage gets only information about coordinates, but not about amount of resources in region. This spell can be used to locate advanced types of resources, but the mage has to know appropriate skill to see them. The distance is limited by mage's level of Space.
Example:13-24 CAST "Locate Resources" Mithril

Name:Locate Unit
Area:Detection 4
Flags:Casted
Type:Casted
Casting time:12 days
Casting chance:80%
Casting cost: 20 tolars
Duration:Instant
Products:Coordinates of the unit
Side effects:none
Accidents:none
Required Foundations:Mind 1, Space 1.
Description:In casting this spell, the mage tries to detect target unit. Mage tries to detect coordinates of region where the unit is located in. The longer is the distance between mage and unit the greater is chance that the mage even if succeed casting of spell gets the coordinates wrong. This spell also cannot locate unit with stealth skill even if the observation level of caster would be high enough to see that unit.
Example:13-24 CAST "Locate Unit" 3456

Name:Magic Armor
Area:Guard 2
Flags:Combat Implemented
Type:Combat
Casting time:1 round
Casting chance:90%
Casting cost: 10 tolars
Duration:until end of battle
Products:none
Side effects:none
Accidents:none
Required Foundations:Protection 2.
Description:This spell protects the mage with a Magical Armor during a battle. The Magical Armor reduces the chance to hit to 1/5 only, and require five hits before the mage dies. The mage can attack his oponents normaly.
Example:COMBAT "Magic Armor"

Name:Magic Shield
Area:Dispel 1
Flags:Combat Fast
Type:Combat
Casting time:1 round
Casting chance:90%
Casting cost: 33 tolars
Duration:until end of battle
Products:none
Side effects:none
Accidents:none
Required Foundations:Astral 1,Protection 1.
Description:This spell protects the mage with a Magical Shield during a battle. The Magical Shield blocks all target spells casted on mage. The mage can attack his opponents normally and also get hits from weapons. This spell doesn't prevent from magic weapons or other spells that doesn't have mage as theirs target.
Example:COMBAT "Magic Shield"

Name:Mind Storm
Area:Mind Control 5
Flags:Combat Implemented Slow
Type:Combat
Casting time:1 round
Casting chance:95%
Casting cost: 100 tolars + 1 crystal
Duration:1 round
Products:mind attack
Side effects:none
Accidents:death (10%)
Required Foundations:Mind 5, Energy 5.
Description:Mind storm is the most powerful mind control spell. The mage summons a storm from the mental sphere that tumble down anything alive. This spell will affect 100-300 people that have 10% chance to resist attack or get 3 hits of mental damage. This attack cannot be prevented by any kind of physical armor.
Example:COMBAT "Mind Storm"

Name:Miracle
Area:Entertainment 5
Flags:Casted Implemented
Type:Casted
Casting time:4 days
Casting chance:95%
Casting cost: 50 tolar
Duration:Instant
Products:some entertainment
Side effects:none
Accidents:Death (5%)
Required Foundations:Illusion 5.
Description:The mage casting this spell demonstrate a big feat of magic, creating awe for the local population. This allows the mage to collect all the remaining entertainment money of the area, and all surrounding regions.
Example:1-4 cast "miracle"

Name:Mirror Of Death
Area:Guard 5
Flags:Combat Implemented
Type:Combat
Casting time:1 round
Casting chance:95%
Casting cost: 100 tolars
Duration:one round
Products:none
Side effects:none
Accidents:Death(50%)
Required Foundations:Protection 5.
Description:This spells creates a magical sphere of power around the mage. That mirror will catch with 90% of chance any attack affecting the mage and redirect it back on the attacker. Regardless of the original type of damage the reflected damage is of the common kind.
Example:COMBAT "Mirror of Death"

Name:Ogre Strength
Area:Might 2
Flags:Combat Implemented
Type:Combat
Casting time:1 round
Casting chance:85%
Casting cost: 20 tolars
Duration:until end of battle
Products:none
Side effects:mage cannot use items
Accidents:Death (10%)
Required Foundations:Body 2.
Description:This spell allows the mage to fight with the strength of an ogre. The mage will attack five times per round with an effective Combat skill of 4. Mage will do 2 damage with successful attack. Also, the mage can take five hits in battle before dying.
Example:COMBAT "Ogre Strength"

Name:Open Astral Door
Area:Portal 3
Flags:Casted
Type:Casted
Casting time:12 days
Casting chance:90%
Casting cost: 100 tolars + 5 crystals + 1 active portal
Duration:one use
Products:1 Astral Door
Side effects:none
Accidents:none
Required Foundations:Astral 1, Elements 1, Space 1, Mater 1, Body 1, Mind 1.
Description:With this spell, the mage can open an Astral door between place where he is and another place where is located another unit with active portal that is target of the spell. One mage can have only one Astral Door opened at a time. Some teleportation spells automatically fail if mage doesn't have Astral Door opened.
Example:CAST "Open Astral Door" 12345

Name:Power Leak
Area:Dispel 4
Flags:Casted Fast
Type:Combat
Casting time:1 round
Casting chance:80%
Casting cost: 100 tolars
Duration:instant
Products:power leak effect for oposite mage
Side effects:none
Accidents:Death (10%)
Required Foundations:Astral 4,Protection 4.
Description:This spell is casted only if there are some mages on the oposite side in combat. Random mage at oposite side will get power leak effect. Mage with this effect has each turn 25% chance of getting rid of this effect. Until he has the effect, he cannot casting.
Example:COMBAT "Power leak"

Name:Power Sink
Area:Dispel 3
Flags:Casted Fast
Type:Combat
Casting time:1 round
Casting chance:80%
Casting cost: 50 tolars
Duration:instant
Products:mage not casting
Side effects:none
Accidents:Death (20%)
Required Foundations:Astral 3,Protection 3.
Description:This spell is casted only if there are some mages on the opposite side in combat. Random mage at oposite side will not cast his spell this turn.
Example:COMBAT "Power sink"

Name:Protection From Cold
Area:Defence 2
Flags:Autocast Implemented
Type:Autocast
Casting time:none
Casting chance:none
Casting cost: none
Duration:none
Products:Protection from Cold
Side effects:none
Accidents:none
Required Foundations:Protection 2, Energy 2.
Description:This spell gives to the mage protection from cold. All cold effects are negated, and almost no damage from cold will take place.
Example:none

Name:Protection From Fire
Area:Defence 1
Flags:Autocast Implemented
Type:Autocast
Casting time:none
Casting chance:none
Casting cost: none
Duration:none
Products:Protection from Fire
Side effects:none
Accidents:none
Required Foundations:Protection 1, Energy 1.
Description:This spell gives to the mage protection from fire. All fire effects are negated, and almost no damage from fire will take place.
Example:none

Name:Protection From Lightning
Area:Defence 3
Flags:Autocast Implemented
Type:Autocast
Casting time:none
Casting chance:none
Casting cost: none
Duration:none
Products:Protection from Lightning
Side effects:none
Accidents:none
Required Foundations:Protection 3, Energy 3.
Description:This spell gives to the mage protection from lightning. All lightning effects are negated, and almost no damage from lightnings will take place.
Example:none

Name:Protection From Mind
Area:Defence 10
Flags:Autocast Implemented
Type:Autocast
Casting time:none
Casting chance:none
Casting cost: none
Duration:none
Products:Protection from Mind
Side effects:none
Accidents:none
Required Foundations:Protection 1, Mind 1.
Description:This spell gives to the mage protection from mind. All mind effects are negated, and almost no damage from mind will take place.
Example:none

Name:Prove Connection
Area:Transport 10
Flags:Casted
Type:Casted
Casting time:4 days
Casting chance:100%
Casting cost: 50 tolars + 1 crystals + 1 active portal
Duration:Instant
Products:prove
Side effects:none
Accidents:none
Required Foundations:Astral 1, Space 1, Body 1, Mind 1.
Description:With this spell, the mage will try if the connection to target unit can be opened. The spell will fail when the target unit doesn't possess active portal, but nothing fatal happens and portals don't disappear. Once this spell suceed, most of other spells will succeed too.
Example:CAST "Prove Connection" 12345

Name:Quickness
Area:Movement 2
Flags:Combat Fast Implemented
Type:Combat
Casting time:1 round
Casting chance:90%
Casting cost: 1 tolar
Duration:1 round
Products:10 attacks per round.
Side effects:none.
Accidents:none.
Required Foundations:Time 2.
Description:The Mage casting this spell starts to move very quickly across the battlefield. He will be able to attack 10 times during the next attack round.
Example:COMBAT "Quickness"

Name:Quintessence
Area:Transmutation 5
Flags:Casted Implemented
Type:Casted
Casting time:6 days
Casting chance:90%
Casting cost: 10 tolars + unit of metarial (not living)
Duration:Instant
Products:unit of material (not living)
Side effects:none
Accidents:Stone Fingers (50%), Material disintegrated (50%)
Required Foundations:Elements 5.
Description:This most advanced transmutation spell allows the mage to look on common parts of matter transmuting any kind of material into any other one. If the spell fails, the mage can get Stone Fingers for some time. While his fingers are petrified, the mage cannot perform the magical gestures required to cast any spell.
Example:CAST "Quintessence" IRON WOOD

Name:Raise Storm
Area:Weather 1
Flags:Casted
Type:Casted
Casting time:12
Casting chance:90%
Casting cost: 50 tolars
Duration:36 days
Products:storm in region
Side effects:none
Accidents:Death (10%)
Required Foundations:Space 1, Time 1.
Description:Casting this spell mage raises a storm in a region. Storm itself has no effect on region or people living there, but it is necessary for casting of some high level spells.
Example:CAST "Raise Storm"

Name:Read Tactician
Area:Mind Reading 3
Flags:Autocast Implemented
Type:AutoCasted
Casting time:none
Casting chance:none
Casting cost: none
Duration:none
Side effects:none
Accidents:none
Required Foundations:Mind 3
Description:A mage with the Read Tactician ability helps the tactician on his side. If the opposite tactician has a higher level, the mage might be able to discover some of the opponent's plans and increase the effective tactics level by two maximum for one battle.
Example:none

Name:Refreshment
Area:Healing 4
Flags:Autocast
Type:Autocasted
Casting time:none
Casting chance:90% per unit
Casting cost: 10 tolars per unit
Duration:instant
Products:refreshed unit
Side effects:none
Accidents:none
Required Foundations:Time 1, Mind 1.
Description:Mage tries to give to men new powers after the battle. Mage will remove effects of battle and refresh unit removing its recovering effect. This spell is used automatically when the mage is involved in combat; no order is needed to use it.
Example:none

Name:Reincarnation
Area:Healing 3
Flags:Autocast
Type:Autocasted
Casting time:none
Casting chance:80%
Casting cost: none
Duration:instant
Side effects:none
Accidents:none
Required Foundations:Body 5, Time 5.
Description:Knowing this spell allows mage to survive his own death. The mage might be granted by gods another life. Although mage will lose 1-30 points in every magic foundation and he will forget all spells.
Example:none

Name:Relocate
Area:Transfer 1
Flags:Casted
Type:Casted
Casting time:20 days
Casting chance:90%
Casting cost: 20 tolars
Duration:Instant
Products:none
Side effects:none
Accidents:Death (20%)
Required Foundations:Body 1, Space 1.
Description:The mage attempts to move magically to the location of the designated unit from his own faction. That unit must remain stationary for the duration of the spell. The number of hexes separating the mage and the target unit cannot exceed the Space level of the mage. Thus, at first level, the mage can only move to an adjacent region. All the possession of the unit is lost!
Example:CAST "Relocate" 974

Name:Run
Area:Movement 3
Flags:Casted Implemented Params
Type:Casted
Casting time:8 days
Casting chance:90%
Casting cost: 20 tolars per each men in unit
Duration:16 days
Products:Speedwalk effect
Side effects:Unit can do only MOVE command.
Accidents:Slowwalk effect (20%)
Required Foundations:Time 3.
Description:By casting this spell, the mages tries to increase target unit's speed by a factor of three. A speeded up unit cannot do anything except MOVE. If the spell fails, the backlash may slow down the target by a factor of two instead. While slowed down, the unit will be able only to MOVE.
Example:CAST "Run" 1434

Name:Shield Of Protection Cold
Area:Defence 7
Flags:Combat Fast Implemented
Type:Combat
Casting time:1 round
Casting chance:95%
Casting cost: 50 tolars
Duration:one round
Products:Protection from Cold
Side effects:none
Accidents:none
Required Foundations:Protection 2, Energy 2, Space 2.
Description:This spell gives protection from cold to some units of mages army. Mage can protect 10-20 men per level of space. All cold damage done to these men has no effect.
Example:COMBAT "Shield of Protection Cold"

Name:Shield Of Protection Fire
Area:Defence 6
Flags:Combat Fast Implemented
Type:Combat
Casting time:1 round
Casting chance:95%
Casting cost: 50 tolars
Duration:one round
Products:Protection from Fire
Side effects:none
Accidents:none
Required Foundations:Protection 1, Energy 1, Space 1.
Description:This spell gives protection from fire to some units of mages army. Mage can protect 10-20 men per level of space. All fire damage done to these men has no effect.
Example:COMBAT "Shield of Protection Fire"

Name:Shield Of Protection Mind
Area:Defence 9
Flags:Combat Fast Implemented
Type:Combat
Casting time:1 round
Casting chance:95%
Casting cost: 50 tolars
Duration:one round
Products:Protection from Mind
Side effects:none
Accidents:none
Required Foundations:Protection 1, Mind 1, Space 1.
Description:This spell gives protection from mind to some units of mages army. Mage can protect 10-20 men per level of space. All mind damage done to these men has no effect.
Example:COMBAT "Shield of Protection Mind"

Name:Snowfall
Area:Cold 1
Flags:Combat
Type:Combat
Casting time:2 round
Casting chance:90%
Casting cost: 10 tolars
Duration:until end of battle
Products:Snowfall
Side effects:none
Accidents:Freeze (10%)
Required Foundations:Space 1, Energy 1.
Description:When the mage has finished casting that spell, snow starts falling all over the battlefield in large quantities. During snowfall, all bowmen experience low visibility, cannot aim properly, and all targets of bow attacks get a +2 combat bonus when checking their defense.
Example:COMBAT "Snowfall"

Name:Speedwalk
Area:Movement 1
Flags:Casted Implemented
Type:Casted
Casting time:4 days
Casting chance:90%
Casting cost: 20 tolars
Duration:8 days
Products:Speedwalk effect
Side effects:Mage can do only MOVE command.
Accidents:Slowwalk effect (20%)
Required Foundations:Time 1.
Description:By casting this spell, the mages tries to increase his movements by a factor of three. As a side effect, the mage is so speeded up that he cannot do anything else but MOVE commands while under the effect. If the spell fails, there is a risk that the mage is slowed by a factor of two instead. A slowed down mage cannot do anything but MOVE either.
Example:CAST "Speedwalk"

Name:Sphere
Area:Guard 3
Flags:Combat Implemented
Type:Combat
Casting time:1 round
Casting chance:95%
Casting cost: 10 tolars
Duration:one round
Products:none
Side effects:none
Accidents:none
Required Foundations:Protection 3.
Description:This spell encloses the mage with a Sphere of Protection during a battle. The Sphere reduces the damage sustained by the mage by two points, enabling him to survive any hits of less than 3 damage. The one-way Sphere does not prevent or modify the attacks by the Mage.
Example:COMBAT "Sphere"

Name:Stone To Iron
Area:Transmutation 2
Flags:Casted Implemented
Type:Casted
Casting time:3 days
Casting chance:95%
Casting cost: 5 tolars + unit of stone
Duration:Instant
Products:unit of iron
Side effects:none
Accidents:Stone Fingers (15%), Stone disintegrated (20%)
Required Foundations:Elements 2.
Description:This basic transmutation spell allows the mage to extract the essence of metal from any unit of stone, creating a unit of iron from it. If the spell fails, the mage can get Stone Fingers for some time. While his fingers are petrified, the mage cannot perform the magical gestures required to cast any spell.
Example:CAST "Stone to iron"

Name:Subdue Tree Men
Area:Summon 11
Flags:Casted
Type:Casted
Casting time:24 days
Casting chance:90%
Casting cost: 100 tolars + 1 crystal
Duration:Permanent
Products:5 tree men
Side effects:none
Accidents:Death (10%)
Required Foundations:Mind 1, Illusion 1, Body 1, Matter 1.
Description:The mage casting this spell invokes the great powers of Nature and attempts to summon tree men into our world. If the spells succeeds, a unit of 5 tree men will appear in the same region as the mage, loyal to his faction. This spell must be cast in forest or jungle regions. Tree men have combat 3 and attack 2 times per round. They can also take 2 hits before they die. Tree men also have a lumberjack skill of level 2.
Example:1 cast "subdue tree men"

Name:Subdue Water Elemental
Area:Summon 16
Flags:Casted
Type:Casted
Casting time:24 days
Casting chance:90%
Casting cost: 100 tolars + 1 crystal
Duration:Permanent
Products:1-5 water elementals
Side effects:none
Accidents:Death (10%)
Required Foundations:Mind 1, Illusion 1, Elements 1, Body 1.
Description:The mage casting this spell invokes the great powers of Nature and attempts to summon Water Elementals into our world. If the spells succeeds, a unit of 1-5 Water elementals will appear in the same region as the mage, loyal to his faction. This spell must be cast adjacent to an ocean or lake region. Water elemental has combat 3 and attacks 3 times per round. It can also take 3 hits before it dies.
Example:1 cast "subdue water elemental"

Name:Summon Earth Elemental
Area:Summon 3
Flags:Casted=20
Type:=09=09Casted
Casting chance:90%
Casting cost: =09100 tolars
Duration:=09Permanent
Products:=091-4 water elemental
Side effects:=09none
Accidents:=09Death (20%)
Required Foundations:Elements 3, Body 3.
Description:The mage casting this spell invokes the great powers of Nat= ure and attempts to summon Earth Elementals into our world. If the spells succeeds, a unit of 1-4 earth elementals will appear in the same region a= s=20 the mage. This spell must be cast in hills or mountains. Earth elemental= =20 has combat 5 and attacks 3 times per round. He can also take 20 hits befo= re=20 he dies. Earth elemental is immune to missile weapons.
Example:=091 cast "summon earth elemental"

Name:Summon Golden Golem
Area:Summon 10
Flags:Casted
Type:Casted
Casting time:24 days
Casting chance:90%
Casting cost: 2000 tolars + 30 gold
Duration:Permanent
Products:3 golden golems
Side effects:none
Accidents:Death (20%)
Required Foundations:Body 5, Matter 5.
Description:The mage casting this spell invokes the great powers of fire element and attempts to summon golden golems into our world. If the spells succeeds, a unit of 3 golden golems will appear in the same region as the mage. Golden golems have combat 7 and attack 10 times per round. They can also take 15 hits before they die. Golden golems also have a mining skill of level 5.
Example:1 cast "summon golden golems"

Name:Summon Iron Golem
Area:Summon 8
Flags:Casted
Type:Casted
Casting time:24 days
Casting chance:90%
Casting cost: 400 tolars + 20 iron
Duration:Permanent
Products:5 iron golems
Side effects:none
Accidents:Death (10%)
Required Foundations:Body 3, Matter 3.
Description:The mage casting this spell invokes the great powers of fire element and attempts to summon iron golems into our world. If the spells succeeds, a unit of 5 iron golems will appear in the same region as the mage. Iron golems have combat 4 and attack 5 times per round. They can also take 5 hits before they die. Iron golems also have a mining skill of level 2.
Example:1 cast "summon iron golems"

Name:Summon Silver Golem
Area:Summon 9
Flags:Casted
Type:Casted
Casting time:24 days
Casting chance:80%
Casting cost: 1000 tolars + 30 silver
Duration:Permanent
Products:3 silver golems
Side effects:none
Accidents:Death (20%)
Required Foundations:Body 4, Matter 4.
Description:The mage casting this spell invokes the great powers of fire element and attempts to summon silver golems into our world. If the spells succeeds, a unit of 3 silver golems will appear in the same region as the mage. Silver golems have combat 5 and attack 8 times per round. They can also take 10 hits before they die. Silver golems also have a mining skill of level 3.
Example:1 cast "summon silver golems"

Name:Summon Stone Golem
Area:Summon 7
Flags:Casted
Type:Casted
Casting time:24 days
Casting chance:90%
Casting cost: 100 tolars + 10 stone
Duration:Permanent
Products:5 stone golems
Side effects:none
Accidents:Death (10%)
Required Foundations:Body 2, Matter 2.
Description:The mage casting this spell invokes the great powers of earth and attempts to summon stone golems into our world. If the spells succeeds, a unit of 5 stone golems will appear in the same region as the mage. This spell must be cast in hills or mountain regions. Stone golems have combat 3 and attack 3 times per round. They can also take 3 hits before they die. Stone golems also have a quarrying skill of level 2.
Example:1 cast "summon stone golems"

Name:Summon Tornado
Area:Summon 2
Flags:Casted
Type:Casted
Casting time:24 days
Casting chance:90%
Casting cost: 200 tolars
Duration:Permanent
Products:2-3 tornados
Side effects:none
Accidents:Death (20%)
Required Foundations:Elements 2, Body 2.
Description:The mage casting this spell invokes the great powers of Nature and attempts to summon Tornados into our world. If the spells succeeds, a unit of 2-3 tornados will appear in the same region as the mage. This spell must be cast in open region such as hills or plains. Tornado has combat 3 and attacks 5 times per round. He can also take 5 hits before he dies. It is immune to common weapons.
Example:1 cast "summon tornado"

Name:Summon Tree Men
Area:Summon 6
Flags:Casted
Type:Casted
Casting time:24 days
Casting chance:90%
Casting cost: 100 tolars
Duration:Permanent
Products:5 tree men
Side effects:none
Accidents:Death (10%)
Required Foundations:Body 1, Matter 1.
Description:The mage casting this spell invokes the great powers of Nature and attempts to summon tree men into our world. If the spells succeeds, a unit of 5 tree men will appear in the same region as the mage. This spell must be cast in forest or jungle regions. Tree men have combat 3 and attack 2 times per round. They can also take 2 hits before they die. Tree men also have a lumberjack skill of level 2.
Example:1 cast "summon tree men"

Name:Summon Water Elemental
Area:Summon 1
Flags:Casted
Type:Casted
Casting time:24 days
Casting chance:90%
Casting cost: 100 tolars
Duration:Permanent
Products:1-5 water elementals
Side effects:none
Accidents:Death (10%)
Required Foundations:Elements 1, Body 1.
Description:The mage casting this spell invokes the great powers of Nature and attempts to summon Water Elementals into our world. If the spells succeeds, a unit of 1-5 Water elementals will appear in the same region as the mage. This spell must be cast adjacent to an ocean or lake region. Water elemental has combat 3 and attacks 3 times per round. It can also take 3 hits before it dies.
Example:1 cast "summon water elemental"

Name:Telekinesis
Area:Transport 5
Flags:Casted Implemented
Type:Casted
Casting time:12 days
Casting chance:90%
Casting cost: 100 tolars
Duration:12 days.
Side effects:none
Accidents:Freeze (90%)
Required Foundations:Space 5.
Description:Casting this spell alters the fundamental laws of physics for the mage. The designated items in his possession levitate in the air and move toward a unit in an adjacent region. The mage can transport up to 200 units of weight this way. In case of failure, extra weight may freeze the mage in place. The spell needs to specify the target unit, amount and kind of material moved.
Example:1-12 CAST "Telekinesis" 2033 10 IRON

Name:Terror
Area:Mind Control 4
Flags:Combat Implemented Slow
Type:Combat
Casting time:1 round
Casting chance:95%
Casting cost: 20 tolars + 1 silver
Duration:1 round
Products:mind attack
Side effects:none
Accidents:death (20%)
Required Foundations:Mind 4, Energy 4.
Description:Terror is a very powerful mind control spell. A great wave of tought radiate from the mage into the enemy's direction. This wave affects 10-30 men per mage's level in Mind. Each man has 20% to resist this attack or he gets 2 points of mental damage.n This attack cannot be prevented by any kind of physical armor.
Example:COMBAT "Terror"

Name:Thunderball
Area:Lightning 4
Flags:Combat Implemented Slow
Type:Combat
Casting time:1 round
Casting chance:90%
Casting cost: 50 tolars + 1 gold
Duration:1 round
Products:lightning attack
Side effects:dazzling effect (20%)
Accidents:death (10%)
Required Foundations:Illusion 4, Energy 4.
Description:Mages summons great lightning bolt from the sky directly into enemy lines. This bolt will strike 10-20 enemies per level of illusion. This bolt automatically strikes and does 3 points of lightning damage. Iron armor pieces bind lightnings thus man with iron armor has greater chance of dying from lightning.
Example:COMBAT "Thunderball"

Name:Time Wrap
Area:Movement 5
Flags:Casted
Type:Casted
Casting time:8 days
Casting chance:90%
Casting cost: 100 tolar
Duration:40 days
Products:Time wrap effect.
Side effects:none.
Accidents:Death(10%)
Required Foundations:Time 5.
Description:The Mage casting this spell will wrap time around his body. A Mage affected by this spell cannot interact in any manner with units in his region and they cannot interact with him. Although the mage will see all units in region as normal, they will be unable to see him. A Mage under the effect of this spell cannot be involved in battle.
Example:1-8 CAST "Time wrap"

Name:Titan Strength
Area:Might 4
Flags:Combat Implemented
Type:Combat
Casting time:1 round
Casting chance:95%
Casting cost: 50 tolars
Duration:until end of battle
Products:none
Side effects:none
Accidents:Death (20%)
Required Foundations:Body 4.
Description:This spell allows the mage to fight with the strength of a titan. The mage will attack fifteen times per round with an effective Combat skill of 5. Mage will do damage 4 with successful attack. Also, the mage can take twenty hits in battle before dying. Mage can also use weapons while casting this spell.
Example:COMBAT "Titan Strength"

Name:Transfer Item
Area:Transport 6
Flags:Casted
Type:Casted
Casting time:12 days
Casting chance:95%
Casting cost: 100 tolars + 1 active portal
Duration:Instant
Products:transfered item
Side effects:none
Accidents:none
Required Foundations:Astral 2, Space 2, Matter 2, Elements 2.
Description:With this spell, the mage will try to transfer one item to unit in another region. Mage will target unit from same faction with active portal and send the item through astral space to possession of this unit. First is listed target unit second is transfered item name. The item is lost if the spell fails!
Example:CAST "Transfer item" 12345 "Magic Armor"

Name:True Sight
Area:Ethereal 4
Flags:Casted
Type:Casted
Casting time:8 days
Casting chance:80%
Casting cost: 50 tolars
Duration:16 days
Products:True sight effect
Side effects:none
Accidents:none
Required Foundations:Astral 4.
Description:By casting this spell, the mage attempts to use astral planes to increase his natural sight. His effective observation skill will be increased by 3 for the duration of the effect.
Example:CAST "True Sight"

Name:Turn Into Shadow
Area:Shape Shifting 2
Flags:Casted
Type:Casted
Casting time:8 days
Casting chance:90%
Casting cost: 30 tolar
Duration:40 days
Products:Shadow Effect
Side effects:none
Accidents:Death (20%)
Required Foundations:Astral 2, Body 2
Description:This spell allows the mage to shift his physical body into the astral plane, leaving only his shadow. That shadow has an effective stealth level of 5, but cannot interact with others, nor manipulate items, steal, kill or attack. If the mage is involved in a battle, he cannot be hit by nonmagical weapons and his attacks will drain some amount of skill points to his targets instead of a normal hit.
Example:1-8 CAST "Turn into shadow"

Name:View Of Surrounding
Area:Ethereal 3
Flags:Casted Implemented
Type:Casted
Casting time:12 days
Casting chance:90%
Casting cost: 100 tolars
Duration:Instant
Products:Region description
Side effects:none
Accidents:none
Required Foundations:Astral 3.
Description:By casting this spell, the mage tries to gain information using the Astral planes. He will see information about all the surrounding hexes together with units as if the mage was present in region. The Mage will see all at his observation level, but cannot prevent assassination or theft in other regions.
Example:CAST "View of Surrounding"

Name:Visions
Area:Ethereal 1
Flags:Casted Implemented
Type:Casted
Casting time:8 days
Casting chance:80%
Casting cost: 30 tolars
Duration:Instant
Products:Random region description.
Side effects:none
Accidents:none
Required Foundations:Astral 1.
Description:By casting this spell, the mage tries to get some information from Astral planes, but he doesn't know how to specify what he wants to learn there. Then during his dreams the mage gets some visions and can see one region at random, but not any of the inhabitants.
Example:CAST "Visions"

Name:Wall Of Fire
Area:Fire 7
Flags:Casted
Type:Casted
Casting time:24 days
Casting chance:90%
Casting cost: 1000 tolars + 20 wood + 10 gem
Duration:Permanent
Products:Flaming Building
Side effects:none
Accidents:Death (20%)
Required Foundations:Time 2, Energy 2.
Description:Mage casting this spell on any building in region will try to make its walls burning with fire. Building with wall of fire will provide additional +2 bonus in defence for people inside building.
Example:1-12 cast "Wall of Fire" 106

Name:Wind Control
Area:Weather 2
Flags:Casted Implemented
Type:Casted
Casting time:1
Casting chance:90%
Casting cost: 10 tolars
Duration:1 day
Products:twice speed
Side effects:none
Accidents:none
Required Foundations:Space 2, Time 2.
Description:While casting this spell, the mage puts the wind around the ship he's in under complete control, increasing the ship's speed by a factor of two. One mage is enough to control the winds, a second one will not add to the effect.
Example:CAST "Wind control"

Name:Wind Riding
Area:Movement 6
Flags:Casted
Type:Casted
Casting time:12
Casting chance:90%
Casting cost: 100 tolars
Duration:12 days
Products:fly effect
Side effects:none
Accidents:none
Required Foundations:Space 3, Time 3.
Description:The Mage casting this spell starts to fly. Mage with flying effect can fly in case he can carry all his possessions (is able to walk).
Example:1-12 CAST "Wind Riding"

Name:Wonder
Area:Entertainment 4
Flags:Casted Implemented
Type:Casted
Casting time:8 days
Casting chance:95%
Casting cost: 20 tolar
Duration:Instant
Products:some entertainment
Side effects:none
Accidents:none
Required Foundations:Illusion 4.
Description:This spell creates wonders to entertain the local peasants. The mage spends 8 days preparing the show, and earns half of the remaining entertainment money on the day of the show.
Example:1-8 cast "wonder"

Name:Wood To Stone
Area:Transmutation 1
Flags:Casted Implemented
Type:Casted
Casting time:5 days
Casting chance:90%
Casting cost: 5 tolars + unit of wood
Duration:Instant
Products:unit of stone
Side effects:none
Accidents:Stone Fingers (20%), Wood disintegrated (20%)
Required Foundations:Elements 1.
Description:The elementary transmutation spell allows the mage to petrify one unit of wood, creating a unit of stone from it. If the spell fails, the mage can get Stone Fingers for some time. While his fingers are petrified, the mage cannot perform the magical gestures required to cast any spell.
Example:CAST "Wood to stone"