Illusion/Mind 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.

Illusion/Mind Spells

Study Spell Description Mana Use
100% Aphrodisia Maximum duration 50 turns. This spell increases your morale. The higher your morale, the more tax you can get from your people (to a maximum of 50% tax which is achieved with 250% morale.) The more population you have the more mana you will need. A high morale has some benefits in combat also. If your morale takes a hit from running through a Fear Barrier then cast this spell to raise Morale back up again. Note: This spell can not be cast on others until the KD being cast upon has taken 250+ turns. Proportional
100% Scrying Max duration 1 turn. View the intimate details of another kingdom without the need of spies. The larger the target kingdom the larger the mana investment. As a rough guide, use at least 1/6th - 1/4th their score as the power of your scry. If the scry is successful it provides 100% accurate data, as opposed to spying which can be slightly off. (Spying a Kingdom also gives some experience to their covert defense type troops, while scrying does not.) Low
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
600% Confusion Barrier Maximum duration 50 turns. When you cast this spell on a kingdom, visitors to it can get confused and lose their way. (This can include military attacks, raids, assassination, looting, spying and trade caravans, but not spells.) The visiting kingdom simply wastes that turn doing nothing. Minotaurs and Wood Elves have this spell's effect as a Racial Special active at all times. Having many rangers helps you negotiate through a Confusion Barrier (CB). The more powerful a CB, the more often it works. The amount of mana needed depends on the amount of land being protected, more land means lots more mana. Direct
700% + 1500% Death 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 repell 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. Low
800% Fear Max duration 10 turn. Demoralizes people by making them feel helpless and frail. Lowering morale may also lower tax rate which effects a kingdom's income. Morale also has an impact on the outcome of battles between kingdoms. Fear is still not particularly useful offensively though as defending troops will never flee due to low morale. Medium
900% Fear Barrier Maximum duration 50 turns. Terrifying totems attempt to scare invaders away. 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). The spell is more mana efficient against low mutiny races. Low morale (less than 100%) may cause attacking troops to flee during battle so this spell comes in handy when you want to defend. If an attacking kingdom flees then they automatically lose the battle and suffer troop losses similar to running through a death barrier. Having clerics and mages will reduce the effect of a Fear Barrier (FB) on your morale if you decide to go through one. Be sure to have a high morale before attacking through a Fear Barrier. Fear Barrier can repel Aphrodisia,and is destroyed when an aphrodisia with 1.5x the power of the FB is cast on it. it wont chip away at it but needs to be taken out in one swoop. Precise
900% + 1300% Death Quivering Death Maximum 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
1000% Amnesia Max duration 1 turn. Casting it causes an enemy to forget the way to your kingdom, as well as the ways to many other kingdoms. Not that useful on a kingdom in an alliance as their allies may well still have your map. This is an offensive spell. Suffering it can be terribly annoying though. You can easily lose all your maps in one go with the exception of your own and your allies maps. When used on kingdoms with bad search modifiers, it kills a lot of turns and makes retailiating pretty inconvenient. Low
1200% Spell Steal Max duration 1 turn. When you cast it on a kingdom, it attempts to capture the largest power spell of any spells present there already. If the largest power spell present is larger than the Spell Steal, then the Spell Steal attempts to capture the next largest spell present (and so on.) If a spell present is smaller than the Spell Steal then it is removed from the kingdom and given to you as a scroll (but only of half the power.) A single Spell Steal can capture multiple spells in one go. Spell Steal will tell you the results of failed captures, so a 1000 power Spell Steal can tell you all the spells present on a target kingdom (but not how big they are.) This is always a friendly spell. Spell Steal does not work on spells cast by Lich King, Summon Genie or Summon Demons, or spells cast by artifacts, or racial specials (like goblin pestilence) and effects. Direct
1600% Summon Genie A gracious lord of magic arrives from distant realms bearing gifts. Each turn the genie may cast confusion barrier, reflect barrier, or teleport. These three spells will be undispellable and their strength will be based on the magic you put into summon genie. Only Deities can cast this spell, it can no longer be learned by mortal kingdoms, 1600% is where it used to be. Direct
2000% Spell Steal Barrier Maximum duration 50 turns. This barrier will transform all incoming spells into scrolls of half size for your use. Spell steal barrier will break if hit with a larger dispel or spell steal. Mana drain and mana sap may eat away at this barrier as with dispel barrier. Spells cast by artifacts and spells resulting in Effects go right through the barrier. Direct
3000% Siren's Call Max duration 1 turn. This spell will attempt to lure enemy troops to fight for your kingdom. A maximum of 10% of the enemies troops will be lured by the Siren's to come and fight for you. Watch your barracks fill up without doing a thing. Mages and clerics defend against this spell. Very High (Low if no Mages/Clerics)

Legend:

  • Friendly
  • Offensive

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