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 |
|---|---|---|---|
| 125% | Midas Touch | Max duration 1 turn. Create gold from rocks and other worthless things. You get 3 gold per mana you put into this spell. Midas Touch can only be cast on another kingdom after it has taken 300 turns. | Precise |
| 200% | Dispel | Max duration 1 turn. The most common spell for removing unwanted magic from your land and barriers from your enemies'. Dispel does not work on spells cast by the Lich King, Summon Genie or Summon Demons, or spells cast by artifacts, or racial specials (like goblin pestilence.) You cannot Dispel effects. Dispel is always friendly. | Precise |
| 300% | Create Weapons | Max duration 1 turn. Magically create weapons for your military. The more fine the equipment the more mana needed for creation. | Proportional |
| 300% | Create Armor | Max duration 1 turn. Magically create armor for your military. The more fine the equipment the more mana needed for creation. | Proportional |
| 400% | Create Food | Maximum duration is 50 turns. A blessing in times of great hunger. You can get 1.5 food per mana you use but there is a maximum food production of 3 food per population per turn. With enough mana you can create maximum food per turn over a reasonable duration. | Precise |
| 700% | Curse | Max duration 1 turn. Gremlin spirits run through a kingdom's armories to weaken all existing equipment. This is an offensive spell. The spell has no effect on the quality a kingdom builds the equipment at. The maximum damage for this spell is 20% of the current quality of Weapons and Armor and 15% on War Machines (ie: some 1000% warmachines will become 850%.) There doesn't appear to be anything that provides resistance. | Proportional |
| 700% | Enchant | Max duration 1 turn. Repenting gremlin spirits reluctantly run through a kingdom's armories to strengthen all existing equipment. Max gain per turn is 100%. The more equipment present and the finer the quality, the more mana will be required. | Proportional |
| 850% | Mana Drain | Max duration 1 turn. Cast this spell to remove spells. This is an offensive spell on non-allies. You will be able to remove twice as much mana from a spell as you are using, but you will not add any mana to your own reserve (as with mana sap.) Against Dispel Barrier it only removes the exact amount of mana used, not double (the message you get in this case is "A Dispel Barrier prevented the spell from working.", yet your mana drain indeed weakens the dispel barrier by the amount of mana you used). You cannot drain racial specials, spells cast by the Lich King, Demons or Genie, or spells cast via Artifacts. Nor can you drain effects. | Precise |
| 1000% | Teleport | Max duration 1 turn. At the cost of precisely 150 mana per land, you can move the target Kingdom to a new location. Everyone in the universe loses the map to the target Kingdom except for their allies. Leprechauns can automatically use this spell on themselves as a Racial Special. You can cast Teleport on yourself, your allies and even your enemies if you like. The spell is always considered friendly. | Direct |
| 1200% | Physical Barrier | Maximum duration is 50 turns. This spell erects a physical barrier (PB) around your kingdom preventing enemy invaders, spies & thieves from entering. It can be crashed down if a large enough military force is used in comparison of the amount of mana that has been put into the spell. You have a far better chance of breaking it down with a bombard attack than with any other attack type. The mana required is dependant upon the amount of land being protected, with large land bases the spell requires a lot of mana. | Precise |
| 1400% | Enhance | THIS SPELL HAS BEEN REMOVED! Max duration 1 turn. A very powerful spell which strengthens almost any existing magic spells on a Kingdom. The spell can be used to increase harmful magic on another kingdom without giving a retaliation. Does not work on Dispel Barrier, (note if you go over power of Dispel Barrier than it dispels what it can before enhance has an effect). This is always a friendly spell. It does not add to effects. If multiple spells are present on a Kingdom the Enhance will be distributed so that they are each increased proportionally. THIS SPELL HAS BEEN REMOVED! | Precise |
| 1600% | Dispel Barrier | Max duration 50 turns. You can cast this barrier spell on yourself or others. If a Dispel Barrier (DsB) is present on a Kingdom, it will attempt to stop any new spells from being cast on that Kingdom. If an incoming spell is less power than the DsB then the DsB completely negates it. If an incoming spell has greater power, then that spell resolves but its power is reduced by the strength of the DsB and the DsB will be removed. A DsB can be captured by a Spell Steal of greater power. Mana Drain and Mana Sap spells are exceptions that will work against a DsB even if the DsB is greater power. Dispel Barrier can work against artifact spells, in contrast with Spell Steal Barrier which is completely ignored by artifact spells. Racial Specials work on a target KD regardless of any DsB present. | Precise |
| 2500% + 3000% Nature | Tempest | Max duration 1 turn. The storm spells deal random damage without troop resistances Tempest damages both troops and buildings and may randomly cause up to 25% causalities. It has a maximum mana requirement of 1,000,000 mana. Note: This spell is highly sought after. (if, of course, you are playing a mana race) | |
| 3000% | Reflect Barrier | Maximum duration is 50 turns. Attempts to reverse all spells cast on you back at the caster. Though only half reliable, this magic can prove extremely amusing. In theory Reflect Barrier (RB) should work 50% of the time with only minimal power required. The maximum effect that can be gained from this spell is with 2,500 mana per turn. Note: This spell can even work against Deity magic spells!! | Precise |
Legend:
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