Difference between revisions of "Spells"
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Spells are the bread and butter of The Reincarnation. They are used for a variety of purposes: summoning units, casting offensive and defensive enchantments both in battle and out of battle, allocation of resources, and more. The spells in the spell book are seen as one a basic [[resources|resource]] for each mage, because the amount of spells that you have, determines your basic spell level. Once acquired, you'll never lose the spell and never lower basic spell level, as long as you keep your mage alive. | Spells are the bread and butter of The Reincarnation. They are used for a variety of purposes: summoning units, casting offensive and defensive enchantments both in battle and out of battle, allocation of resources, and more. The spells in the spell book are seen as one a basic [[resources|resource]] for each mage, because the amount of spells that you have, determines your basic spell level. Once acquired, you'll never lose the spell and never lower basic spell level, as long as you keep your mage alive. | ||
− | Each color can learn their own [[:Category:Simple Spells|Simple]], [[:Category:Average Spells|Average]], [[:Category:Complex Spells|Complex]] and [[:Category:Ultimate Spells|Ultimate]] spells. They can learn their own adjacent color's [[:Category:Simple Spells|Simple]], [[:Category:Average Spells|Average]], and [[:Category:Complex Spells|Complex]] spells, and finally can learn their opposite color's Simple and Average spells. Phantasm is the exception: they can learn every color's Simple, Average, and Complex spells, so their [[spell level]] is the highest of all the colors | + | Each color can learn their own [[:Category:Simple Spells|Simple]], [[:Category:Average Spells|Average]], [[:Category:Complex Spells|Complex]] and [[:Category:Ultimate Spells|Ultimate]] spells. They can learn their own adjacent color's [[:Category:Simple Spells|Simple]], [[:Category:Average Spells|Average]], and [[:Category:Complex Spells|Complex]] spells, and finally can learn their opposite color's Simple and Average spells. Phantasm is the exception: they can learn every color's Simple, Average, and Complex spells, so their [[spell level]] is the highest of all the colors. |
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− | Every color's Simple, Average, Complex spells are available on the [[Black Market]] under [[Exotic Mageware]]. This is one of two places [[:Category:Ancient Spells|Ancient]] spells can be learned; the other method is from using specific Unique [[items]] that have a fixed percentage chance of allowing your mage to learn an [[:Category:Ancient Spells|Ancient]] spell. Bidding on the spells on the [[Black Market]] is a guaranteed way to learn the spell if you have the highest bid, while the [[Unique Items]] carry a risk of destroying your entire [[mana]] reserve. | + | [[GodFavour|Gods]] and [[Skills]] and the [[Black Market]] can add some extra spell level. Every color's Simple, Average, Complex spells are available on the [[Black Market]] under [[Exotic Mageware]]. This is one of two places [[:Category:Ancient Spells|Ancient]] spells can be learned; the other method is from using specific Unique [[items]] that have a fixed percentage chance of allowing your mage to learn an [[:Category:Ancient Spells|Ancient]] spell. Bidding on the spells on the [[Black Market]] is a guaranteed way to learn the spell if you have the highest bid, while the [[Unique Items]] carry a risk of destroying your entire [[mana]] reserve. |
Revision as of 11:27, 29 December 2006
Spells are the bread and butter of The Reincarnation. They are used for a variety of purposes: summoning units, casting offensive and defensive enchantments both in battle and out of battle, allocation of resources, and more. The spells in the spell book are seen as one a basic resource for each mage, because the amount of spells that you have, determines your basic spell level. Once acquired, you'll never lose the spell and never lower basic spell level, as long as you keep your mage alive.
Each color can learn their own Simple, Average, Complex and Ultimate spells. They can learn their own adjacent color's Simple, Average, and Complex spells, and finally can learn their opposite color's Simple and Average spells. Phantasm is the exception: they can learn every color's Simple, Average, and Complex spells, so their spell level is the highest of all the colors.
Each color has two adjacent and opposite colors, which you can imagine as adjacent and opposite points of the pentegram diagram below, or as the diagrams to the side, looped. |
Gods and Skills and the Black Market can add some extra spell level. Every color's Simple, Average, Complex spells are available on the Black Market under Exotic Mageware. This is one of two places Ancient spells can be learned; the other method is from using specific Unique items that have a fixed percentage chance of allowing your mage to learn an Ancient spell. Bidding on the spells on the Black Market is a guaranteed way to learn the spell if you have the highest bid, while the Unique Items carry a risk of destroying your entire mana reserve.
Mana cost for spell casting | ||||
Spell Type | On-Colour | Adjacent Colour | Opposite Colour | |
Simple | 100% | 125% | 200% | |
Average | 100% | 150% | 350% | |
Complex | 100% | 200% | 600% | |
Ultimate | 100% | not possible | ||
Ancient | 100% | ?% | ?% |
Casting adjacent and off-color spells is more mana costly than on-color, especially for off-color complex spells. Casting the spell of off-color spells further carries a risk of failure, depending on the complexity of the spell. If the casting fails, turns and mana and are consumed without benefit. Opposite color casting carries a greater risk of failure than adjacent color casting. The risk of failure increases with the complexity of the spell. It decreases with Spell Level. Failure rate can be further reduced by the Phantasm enchantment Concentration. Concentration also reduces research time for spells (for all colors) and increases off-color summoning yields (for Phantasm mages).
Encyclopedia Magika: Volume II: The Book of Spells
Eradication
Spell | Effect |
---|---|
Battle Chant | Increases AP and decreases HP of own units in battle.
Takes home geld if attack is successful ( mages only). |
Blaze | Inflicts minor damage, twice as effective as Force Bolt. |
Call Dwarven Deathseeker | Summons Dwarven Deathseekers into your army. |
Call Lightning | Kills Population: between 5%-8%. |
Call Lizardmen | Summons Lizardmen into your army. |
Chain Lightning | Is doing strong Lightning damage to one enemy group and is doing weak Lightning damage to all groups (own and enemies!).
Seems to do more damage to smaller units. |
Destroy Artifacts | Destroys 1-5 random artifacts of targeted mage. |
Disintegrate | Kills units in 1 random stack. Red's version of Gaze of Death. |
Earthquake | It empties all mana of caster, and then from the target subtracts half that amount of mana. |
Fireball | Inflicts major fire damage to random group. Efficient if used against units with Weakness to fire. |
Flame Arrow | Adds Fire attack type to all Missile attacks. |
Flame Blade | Adds FIRE attack type to any MELEE stack. |
Flame Shield | Gives your units 100% FIRE Resistance, and gives them the ability Bursting Fire.
Bursting is triggered by each enemy melee and holy primary attack. |
Force Bolt | Inflicts minor lightning damage to a random enemy stack. |
Giant Strength | +20% AP to all stacks. |
Gravity Pull | Pulls those enemy flying units that fail to resist the spell to the ground.
Grounded stacks are dealt an amount of Melee damage because of the impact, and are paired to ground stacks. |
Inferno | Inflicts major amounts of fire damage to all enemy stacks.
Smaller units suffer far more damage than big ones. |
Lightning Strike | Moderate lightning damage to 1 random enemy stack. |
Meteor Storm | Destroys buildings and population each turn taken by the targeted mage.
Takes its upkeep mana from the casting mage, during every turn the targeted mage moves under the enchantment. |
Stun | Typically 30% reduction of both resistances and efficiency of enemy units that fail to resist Stun. |
Summon Chimera | Summons Chimera into your army. |
Summon Efreeti | Summons Efreeti into your army. |
Summon Fire Elemental | Summons Fire Elementals into your army. |
Summon Hellhound | Summons Hell Hounds into your army. |
Summon Hydra | Summons Hydra into your army. |
Summon Red Dragon | Summons Red Dragons into your army. |
Summon Salamander | Summons Salamanders into your army. |
Summon Wyvern | Summons Wyverns into your army. |
Volcano Eruption | Kills target's units and population and destroys buildings, including forts. |
Verdant
Spell | Effect |
---|---|
Animal Summoning | Summons Gorillas into your army. |
Call Creeping Vines | Summons Creeping Vines into your army. |
Call Griffon | Summons Griffons into your army. |
Call Hurricane | All flying units will be grounded and suffer -1 initiative. |
Call Mandrake | Summons Mandrakes into your army. |
Call Treants | Summons Treants into your army. |
Call Phoenix | Summons Phoenixes into your army. |
Cancellation | Removes all enchantments from the targetted mage, also cures global epidemics. |
Enlarge Animal | Increases HP, AP and counter attack for all animals you own. |
Eye of the Eagle | Elves get +10% accuracy. |
Nature's Cure | Restores HP. |
Nature's Favor | Summons Treants, Dryads and Nymphs every turn, gives bonus to population. |
Nature's Lore | Increase explore and gives a bonus to Elves. |
Plant Growth | Increases the HP, counter and AP of all treefolk units: Treant, Mandrake, and Creeping Vines. |
Regeneration | Resurrects 10% of all your slain units in battle. |
Rust Armor | Lowers melee resistance of all enemy units by 30%. |
Serenity | Dispells a number of enchantments on a target. Can be used offensively but also to save a friend. |
Stunning Beauty | Elves and Humans in your army gain Beauty ability. |
Summon Dryad | Summons Dryads into your army. |
Summon Earth Elemental | Summons Earth Elementals into your army. |
Summon Locust Swarm | Decreases food production of farms of the target mage. |
Summon Nymph | Summons Nymphs into your army. |
Summon Werebear | Summons Werebears into your army. |
Sunray | Increases protection from Nether and Phantasm magic. |
Weather Summoning | Increase food production of farms. |
Web of the Spider Woman | Reduces the initiative of one random enemy stack by 1. |
Wooden Soul | Increaes HP for one random stack in your army. |
Ascendant
Spell | Effect |
---|---|
Armor of Light | Increases hit points of one stack by 10%. |
Bless | Rises primary attack accuracy of one stack by 7%. Secondary attack by 6%. Counter by 3%. |
Blinding Flash | Reduces accuracy of enemy units |
Descent of Holy Being | Summons Dominions into your army |
Dispel Magic | Improves the chances of dispelling enchantments |
Gate | Summons Archangels, Angels, Unicorns or Knights into your army |
Healing | Ressurects units at the end of the battle, except when whole stacks are wiped. |
Heavenly Protection | Gives a chance to reflect an enemy battle spell. |
Holy Word | Destroys some of the enemy's undead. |
Locate Artifact | Finds items for later use by the caster. |
Love and Peace | Increase HP and decrease AP of own units in battles. Preachers join your army every turn.
Also influences your geld economy (this enchantment is subject to change lately) |
Miracle | Revives the complete army, except stacks that were totally wiped. |
Platinum Hand of Healing | Ressurects 15% of slain units. |
Protection from Evil | Grants your kingdom resistance against spells, both in battles as well as directly cast. |
Protection from Missile | Protects a random stack from any missile attacks. |
Resist Elements | Adds resistance to fire, cold and lightning. |
Resurrection | Resurrects units slain during battle. |
Summon Angel | Summons Angels into your army. |
Summon Archangel | Summons Archangels into your army. |
Summon Astral Magician | Summons Astral Magicians into your army. |
Summon Pegasus | Summons Pegasus into your army. |
Summon Soul Speaker | Summons Soul Speakers into your army. |
Summon Spirit Warrior | Summons Spirit Warriors into your army. |
Summon Titan | Summons Titans into your army. |
Summon Unicorn | Summons Unicorns into your army. |
Sword of Light | Battle spell that adds holy attack and increased AP to units of MELEE Attack Type |
The Holy Light | Enchantment that adds holy attack to units of MELEE Attack Type |
Phantasm
Spell | Effect |
---|---|
Call Sirenes | Summons Sirenes into your army. |
Concentration | Decreases the chance of failure in casting off-color spells.
Increases research speed. |
Confuse | Decreases target's chance for successful spell casting and successful dispelling. |
Conjure Elemental | Summons Water Elementals, Ice Elementals or Air Elementals into your army. |
Double Time | Increases accuracy and initiative to one of your stacks. |
Feet of Hermes | Adds the Swift ability to one of your stacks. |
Flight | Adds Flying ability to one of your stacks. |
Fog Cloud | Decreases accuracy for attacker and defender in a battle. |
Fool's Gold | Removes a random amount of geld from a target, transferring part of it to caster. |
Hallucination | Adds a chance to avoid having to defend an attack, because the enemy cannot find your kingdom. |
Invisibility | Sets 1 random stack Initiative to 6 and doubles Fatigue to the enemy stack that hits it |
Laziness | Decreases the base geld income of the target. |
Lovesick | Cast by adds Charm and Beauty abilities to your units. Adds Beauty only when cast off-color. |
Mental Thrash | Deals fixed amount of psychic attacky type damage to one enemy stack. |
Mind Bar | Increases spell resistance for all five magic specialities (). |
Mirage Monster | Summons 6666 Shadow Monsters into your army for 1 battle. |
Paralyze | Lowers initiative, AP and counter-attack. |
Phantasm Magic | Deals minor amount of psychic damage to the enemy army. |
Scrying Mirror | Randomly reveals information of targetted mage. |
Sleep | Reduces all the resistances of one single enemy stack |
Slow | Decreases Enemy unit's initiative by 1. |
Steal Artifact | Steals 1 random artifact from target. |
Summon Djinni | Summons Djinnies into your army. |
Summon Leviathan | Summons Leviathans into your army. |
Summon Medusa | Summons Medusa into your army. |
Summon Mind Ripper | Summons Mind Rippers into your army. |
Summon Psychic Wisp | Summons Psychic Wisps into your army. |
Summon Sprite | Summons Sprites into your army. |
Summon Sylph | Summons Sylphs into your army. |
Temporal Stasis Field | Doubles the turn costs for moves by the targeted mage. |
The Wall of Silence | Renders spell casting very hard, both for the target and for mages encountering that target. |
Wish | May gain you nothing, can make you gain or lose turns and can make you lose mana,
but may also gain you Geld, population, lesser items, Efreeti Bottle, Skill-point. |
Nether
Spell | Effect |
---|---|
Animate Ghouls | Summons Ghouls to your army. |
Animate Skeletons | Summons Skeletons to your army. |
Animate Zombie | Summons Zombies to your army. |
Battle Lust | +80% AP increase to all stacks, -40% HP penalty. |
Black Death | Kills units and population every turn. This epidemic spreads through battles. |
Black Sabbath | Randomizes but increases node output. Summons Zombies and Skeletons every turn. |
Blacken Soul | Kills units and paralyzes 1 random stack. |
Blood Curse | Prevents healing of enemy units. |
Blood Ritual | Summons Ghouls every turns. |
Contract of the Soul | Devils come to help in battles for 25 hours, particulary on defense and in counters.
Population allows upkeeping this enchantment a limited number of turns only. Regaining Population after Contract of the Soul is hindered by the Devil Prince hero. |
Corruption | Summons Fallen Units. |
Curse | Lowers accuracy of 1 stack. |
Death and Decay | Destroys targets land and population/ |
Dreams of Seduction | Summons Succubi into your army. |
Fear | Lowers AP and counter of 1 stack. |
Foul Water | Increase AP to all MELEE units and gives them POISON attack type. |
Gaze of Death | Kills units in 1 random stack. |
Kiss of the Vampire | All units gain the ability Steal Life. |
Night of the Living Dead | Sacrifices population and summons random undead units |
Shroud of Darkness | Add resistance against Ascendant Magic. |
Summon Demon Knight | Summons Demon Knights to your army. |
Summon Horned Demon | Summons Horned Demons to your army. |
Summon Lich | Summons Liches to your army. |
Summon Shadow | Summons Shadows to your army. |
Summon Unholy Reaver | Summons Unholy Reavers to your army. |
Summon Vampire | Summons Vampires to your army. |
Summon Wraith | Summons Wraith to your army. |
Touch of Necromancy | Raises 30% of slain units from opponents army as Undeads to join your army. |
Plain
Spell | Effect |
---|---|
Armageddon | Enchantment associated to the climaxal destruction battle at the end of the game round.
It is to be casted and upkept by 7 mages over 6 days, to start the one day final battle at the 7th day. If this doesn't happen within 3 months of game round, server triggered Armageddon comes at an announced time. |
Time Twister | Minor punishment by admins: substracts a full amount of turns. |
Fury of God | Very damaging enchantment occasionally casted by Hatred Gods (for 1 turn, almost deadly).
Admins can cast it also, as capital punishment (permanent, definately deadly). |
Frozen Hell | Capital punishment by admins: Freezes a mage for a week, then kills. Earlier suicide is allowed.
Replacement for Fury of God, currently under design |
Heroes' spells
- Arcfire by Fire Elementalist
- Firestorm by Fire Elementalist
- Wall of Thorn by Shaman
- Chill Touch by Soul Reaper and Necromancer
- Icicle by Valkyrie