Spell names, study levels and descriptions were amalgamated from the text in the shadowmere.de help files and the Compendium. The wordings were updated to make the explanations more accurate. Mana usage is a work in progress. Low = effectiveness almost guaranteed with any amount of mana, Medium = spell either inherently needs decent mana or many Kingdoms will carry the appropriate defense, High = spell inherently needs lots of mana and/or most Kingdoms carry appropriate defense, Proportional = depends on what you are doing, Precise = what you put in is directly tied to the result (i.e. Dispel, etc.) Please help! Dive right in and update the files if you are inclined to.
| Study | Spell | Description | Mana Use |
|---|---|---|---|
| 101% Chaos | Rabid Rodents | Raging bunnies ! Like the normal summon rodents. There is a chance of a plague breaking out. They are undispellable and unsappable. They have problems to survive in winter. Cast Summon Rodents on a kingdom followed by Plague to get Rabid Rodents. | Low |
| 200% Chaos | Rabid Animals | A stronger version of Summon Animals. There is a chance of a plague breaking out. Cast Summon Animals on a kingdom followed by Plague to get Rabid Animals. | Medium |
| 400% Chaos | Rabid Beasts | A stronger version of Summon Beasts. The Beasts kill about 10% of troops per turn when there is enough mana in the spell. As you can cast this spell as a duration spell you can make a kingdom fairly unhappy with this spell. There is a chance of a plague breaking out. Cast Summon Beasts on a kingdom followed by Plague to get Rabid Beasts. | Medium |
| 200% Illusion & 1300% Death | Dark Paradise | A dark version of aphrodisia. You make the population so deliriously happy they do silly things like jump out of windows and such. It raises morale, but also kills a percentage of population and troops. This is a duration spell and can be nasty especially early on when used on low mana producing kingdoms. A great tool for Vampires and other regenerating races that can raise their morale fast and slay troops to drop score, only to regenerate them after they take 10 turns. | Medium |
| 700% Illusion 1500% Death | Death Barrier | A Barrier that doesn't attempt to stop an attacker. Instead, it kills them as they pass through it. This spell kills 20% of an attackers army in one go. The mana you put to this spell is irrelevant to its effect. | Low |
| 900% Illusion & 1300% Death | Quivering Death | A combination of fear and death. Population and troops get so frightened they drop dead on the spot. This spell kills up to 12% (12.5% speculated by some) of all troops per cast, and some have noticed it can do more when cast on a kingdom that is defending with fighters only. Compared to the spell Death (1200% death magic) it kills more population. Mages and Clerics reduce the spell's power. | High |
| 900% Illusion | Fear Barrier | This spell can be cast as a combo of Confusion Barrier and Fear (cast Confusion Barrier first with duration 3 and cast Fear with duration 1). | High |
| 750% Nature | Purgatory | A combination of Bless and Fire create a Purgatory. Maximal duration is normally 3. But cause of the high duration of bless and fire a duration 22 is possible. Send a holy flame through your enemy's lands to destroy buildings and kill troops (max 10% of each.) Vampires and Werewolves cannot regenerate military lost in this way. Purgatory is resisted by Clerics. | High |
| 1600% Nature | Drought | A combination of Earthquake and Fire create a Drought. Max duration 15 turns. Without water people grow unhappy and food is destroyed. The land becomes dry and may ignite into flames. When this spell is cast after the spell fire a raging Inferno is born. Edit: If Storm is cast on top of Drought, a Sand Storm may occur. However, this Sand Storm does not immediately cause damage. The target must take a turn in order for damage to occur. | High |
| 1900% Nature | Volcano | A combination of Earthquake and Infero create a Volcano. Max duration 6 turns. Great chasms open to belch forth skies of ash and shake all the earth. During the initial convulsions smaller structures suffer minor destruction (5%), but the grand Castles (20%) fall like overturned mountains. Rivers of flame threaten to spark a raging inferno (random chance a spontaneous Inferno will result doing even more destruction) and the toxic fumes kill a small portion of military (5%). Mages can reduce the Volcano's power. Clerics save some lives. This spell makes building Castles a very risky prospect. If you do build Castles be sure to have lots of backup Barracks, Outposts and Guard Towers for your troops so that they don't get unhoused. | High |
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