Spells
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. 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. The spells in the spellbook are seen as one of mages basic resource, because the amount of spells that you have, determines your basic spell level (Gods and Skills can add some extra 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 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. |
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.
Casting the spells of adjacent colors carries a risk of failure, depending on the complexity of the spell, so the turns and mana required for the spell will be consumed with no benefit. The risk of failure increases with the complexity of the spell. Opposite color casting carries an even greater risk of failure. Failure rate can be reduced by the Phantasm average spell Concentration, a spell which also carries the benefits of reducing research time for spells and increasing summoning rates on spells.
See also chapter on Magic of Player's Manual
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 |
Disintergrate | 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 1 random enemy's stack initiative 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
- Call Sirenes
- Concentration
- Confuse
- Conjure Elemental
- Double Time
- Feet of Hermes
- Flight
- Fog Cloud
- Fool's Gold
- Hallucination
- Invisibility
- Laziness
- Lovesick
- Mental Thrash
- Mind Bar
- Mirage Monster
- Paralyze
- Phantasm Magic
- Scrying Mirror
- Sleep
- Slow
- Steal Artifact
- Summon Djinni
- Summon Leviathan
- Summon Medusa
- Summon Mind Ripper
- Summon Psychic Wisp
- Summon Sprite
- Summon Sylph
- Temporal Stasis Field
- The Wall of Silence
- Wish
Nether
- Animate Ghouls
- Animate Skeletons
- Animate Zombie
- Battle Lust
- Black Death
- Black Sabbath
- Blacken Soul
- Blood Curse
- Blood Ritual
- Contract of the Soul
- Corruption
- Curse
- Death and Decay
- Dreams of Seduction
- Fear
- Foul Water
- Gaze of Death
- Kiss of the Vampire
- Night of the Living Dead
- Shroud of Darkness
- Summon Demon Knight
- Summon Horned Demon
- Summon Lich
- Summon Shadow
- Summon Unholy Reaver
- Summon Vampire
- Summon Wraith
- Touch of Necromancy
Plain
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