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 defence, High = spell inherently needs lots of mana and/or most Kingdoms carry appropriate defence, 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 |
|---|---|---|---|
| 200% | Storm | Max duration 10 turns. The storm spells deal random damage without troop resistances. Combos with Winter for Blizzard (duration 1!) Storm damages everything with a maximum amount of mana of 10,000. |
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| 300% | Drought | Max duration 20 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 |
| 400% | Rain | Max duration 20 turns. Torrential downpours soak a kingdom making people unhappy and often causing floods. Fires are quenched by rain and food production is slightly increased. | High |
| 450% | Wasteland | Max duration 50 turns. The land grows angry and abandons all life for a time. People grow unhappy, food is destroyed, and the threat of a spontaneous Fire lies present. Clerics and Mages defend your kingdom against this spell. Casting this spell and then Acid Rain creates a Toxic Wasteland. Edit: Casting Wasteland on top of Acid Rain also combo's to make Toxic Wasteland. | High |
| 500% | Winter | Max duration 12 turns. A biting winter covers the land destroying a few buildings and many farms. Since lakes and rivers freeze winter can be used to cancel the spell poison water and to kill summoned rodents. Up to 10% troops (Fighters and Rangers are immune) and population are killed. Up to 5% buildings and 20% of Farms are destroyed with each cast. Mages resist the effects of Winter. Rain and Winter combine to form Sleet. Storm and Winter combo for Blizzard (Note Blizzard's max duration of 1!) | High |
| 600% | Poison Water | Max duration 5 turns. Water supplies are tainted and troops become sick and die. Up to 10% of troops and population are killed with each cast. Scholars provide resistance so it is critical to keep some around at all times for defense. Poison Water can be used to rid yourself of Summoned Beasts. Edit: Casting Rain then Poison Water makes Acid Rain. | Low |
| 600% | Gaea's Presence | Max duration 30 turns. The spirit of the land hearkens to your call and bestows its loving embrace upon you. Food production is greatly increased (15% max, 3 food per mana). The spell can convert free land into farms and causes massive random bumper harvests (depends on your landbase) resulting in additional food income. | Medium |
| 700% | Acid Rain | Max duration 10 turns. A searing rain falls from the sky corroding equipment (9.5%) and war machines (7.6%) beyond repair. A small amount of population and troops are slain (.95%). Laborers resist Acid Rain. Casting Wasteland and then this spell, or Wasteland after this spell, creates a Toxic Wasteland. | High |
| 750% | Fire | Max duration 20 turns. Flames leap up unexpectedly engulfing a kingdom. A lot of Farms and Villages (25%)burn to the ground. Fewer (10%) Barracks, Cathedrals, Mage Towers, Outposts, and Guard Towers burn down. And almost no Castles (1%) are damaged by the Fires. Rain may quench the flames and subdue the destruction if it has enough mana to counteract the Fire. When cast on a blessed kingdom, these fires become Purgatory. Your Laborers and Population will fight the fire with buckets of water. Clerics usually protect your War Machines and Population from the Fire. Cast Drought on top of Fire to turn Fire into an Inferno. Testserver: Wood elves suffer more from Fire than other races. The Fire spreads in their forests, increasing spell power every turn till it is gone. | High, Medium against Wood Elves |
| 800% + 500% Life | Purgatory | Max duration 3 turns. 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, Low against Vampires |
| 800% | Sleet | Max duration 6 turns. Wet, heavy snow soaks through clothing causing troop casualties (7.5%). Some buildings are also destroyed (5%), Farms especially (50%). Mages provide some resistance to the spell. | High |
| 1000% | Flood | Max duration 1 turn. A little water holds the power to nurture life. Huge amounts can destroy it. This spell sends rivers raging through a land annihilating up to 10% of Population, troops and buildings. Mages defend against this spell. | Medium |
| 1400% | Toxic Wasteland | Max duration 10 turns. Radioactive waste and burning heat will kill population and troops (edit), and corrode equipment beyond use. The terrible climate makes people unhappy and constantly threatens to unleash a spontaneous natural Fire. Hire Clerics and Mages to resist the spell. | High |
| 1600% | Earthquake | Max duration 10 turns. The land suffers from seizures damaging the foundations of all buildings. Massive damage (20%) is done to most buildings including Barracks. Less damage is done to Mage Towers (10%). Minimal damage is done to Outposts, Guard Towers and Castles (2%). Earthquake is Inferno on steroids. Mages can reduce the spell's power. | High |
| 1900% | Inferno | Max duration 3 turns. These raging flames strike at a kingdom doing severe building damage, up to 15% buildings are destroyed with each cast. Mages protect your kingdom. This is an excellent way to unhouse troops for the high mutiny races. Troops that don't have Barracks, Mage Towers or Castles housing give a kingdom score but do not provide any defense. It is always prudent to have extra housing, Outposts and Guard Towers for your troops to prevent this from happening. | High |
| 2000% | Blizzard | Max duration 1 turn. The storm spells deal random damage without troop resistances. Can also be combo'd by casting Storm and Winter. Blizzard damages more troops then a regular Storm, with a maximum amount of mana of 250,000. |
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| 2100% | Sand Storm | Max duration 1 turn. The storm spells deal random damage without troop resistances. Sand storm damages more buildings then a regular Storm, with a maximum amount of mana of 250,000. |
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| 2500% | Volcano | Max duration 15 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 lifes. 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 |
| 3000% + 2500% Enchantment | 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% casualities. It has a maximum mana requirement of 1,000,000 mana. |
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