Death Magic

Current Status

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.

Death Spells

Study Spell Description Mana Use
200% Famine Max duration 15 turns. Food production drops and some stored food turns to dust. People grow unhappy. Low
300% Drain Life Max duration 1 turn. A dark shadow drains life from the people. Up to 7.5% troops and population killed with each casting. This spell is resisted by Clerics. Low
500% Animate Dead Max duration 1 turn. Recently slain troops (last 10 turns) arise and mindlessly attack living soldiers and civilians alike. Werewolves and Trolls will not auto-regenerate troops lost in this way. A mana-dependent amount of the troops in the target's Regeneration Buffer is permanently destroyed. Vampires, already being undead, are only amused when struck with this spell, though it is considered offensive. Orcs have access to this spell via their special 'Necromancy'. Basically lower a kingdoms Buffer so he cant heal/resurrect or regenerate his dead troops. Important Note: If you assassinate troops and then use this spell afterwards it won't work unless there were dead troops in buffer already - assassinating troops does not add help in the use of this spell... Medium
700% Plague Max duration 30 turns. A fell disease spreads across a land sending up to 10% troops and population to the grave. Plaque is resisted highly by Clerics. The Plaque is increasing every active turn. But you can cure a Plague by Healing. Medium
800% Dark Ritual Max duration 1 turn. Leech the souls straight from your population or another kingdom's and turn them into mana. If cast on self this spell only works while your stored mana is less than your population. Low
900% Mana Sap Max duration 1 turn. This is an offensive spell when cast on non-allies. You can sap power from many spells active on the kingdom you cast it on (including from Dispel and Spell Steal Barriers.) You will also sap stored mana from a kingdom once all sappable spells are removed. The mana you sap will be added to your own reserve. You cannot sap undispellable spells as racial specials, spells cast by the Lich King, Demons, Genies or from Artifacts. Only Dark Elves using their own racial special (which is effectively this spell) can sap those exceptions. Note: Effects cannot be sapped by ANY means. Mana Sap scrolls, when cast on your own kingdom will work as a mana drain with 2-1 ratio (2 mana drained for every mana invested). Mana Sap scrolls work as normal spell when casted on other kingdoms. Precise
1000% Possessed Weapons Increases the ability of all races except Werewolves to use weapons. The gain depends on mana usage, and can be up to 20%. For example: A sprite has a 30% weapon usage mod. So the max TOTAL effect they could get from this spell is having a 36% usage mod. (only while spell is in effect) High
1000% Detail Regeneration Buffer A kingdom with 1000% death magic studied will see more information about its regeneration buffer - details on how many dead mages, fighters, etc. LOOK in your kingdoms' SPECIAL page to see info.
1300% Death + 200% Illusion 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 regeners that can raise fast their morale and slay troops to drop score, only to regenerate them after they take 10 turns. Medium
1300% + 900% Illusion Quivering Death Max duration 5 turns. A combination of fear and death. Population and troops get so frightened they drop dead on the spot. This spell kills up to 12.5% of all troops per cast and reduces morale. Compared to the spell Death (1200% death magic) it kills more population. Clerics resist the spell. High
1500% Death Max duration 1 turn. Brutal and straight to the point, this spell takes the lives of some troops and population [maximum 15%]. Clerics resist the spell. If cast on a Confusion Barrier they will combo into Death Barrier. If cast on Aphrodesia, it will combo into Dark Paradise. If cast on Fear, Quivering Death. High
1500% + 700% Illusion Death Barrier Maximum duration 50 turns. 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. Death Barrier can repel Resurrection, and is destroyed when a resurrection with 1.5x the power of the DB is cast on it. it wont chip away at it but needs to be taken out in one swoop. Note that the casualties caused by Death Barrier are considered after combat is resolved so it doesn't actually help you win battles, only deter people from attacking in the first place. Death barrier needs 1000 mana per turn to work. Low
2000% Festering Wounds Max duration 1 turn. An army grows terribly ill and many die. Those who live are permanently scarred causing experience(%) to decrease. Festering wounds causes up to 13% troop deaths and lowers the experience of troops with a random amount from 5% to 8% (relative). Festering Wounds is resisted by Clerics. A wonderful spell for when you have retaliations on a kingdom, especially if they don't have clerics. High
2500% Lich King Max duration 10 turns. A fierce Lich King, patriarch of the underworld, rises from darkness to aide your kingdom. Once present in your realm he may summon to your service a league of ghouls which fight alongside your army, or he may erect a strong death barrier. Ghouls can be freed by Healing. Ghouls are effects (see below). Medium
3000% Infernal Darkness Max duration 30 turns. Those recently slain members of your army will rise and walk once more as mindless skeletons. There is a limit of 20 skeletons per land. One skeleton is as strong as a 100% Fighter. When cast on Vampires their recently slain troops will return to life faster than normal instead of skeletons being made. Werewolves and Trolls are not affected by this spell at all. Skeletons are destroyed by Resurrection. Skeletons are effects. Low


Legend:

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