Spells
Adventuring Spells
Bridge | This spell allows you to build a permanent, 2 space, bridge going in any direction into the water. Multiple bridges may be attached to one another to make bigger bridges. |
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Time Stop | Time Stop can be used to temporarily stop time to get more time to finish the game. |
Find Villain | This spell tells what castle the villain who's contract you have is in. |
Castle Gate | This spell transports you and your army to any castle you have visited. |
Town Gate | This spell transports you and your army to any town you have visited. |
Instant Army | This spell creates an army that joins your army. The type of troop is based on your class and rank. The number of troops is based on your spell power. |
Raise Control | This spell raises your control so that you can control/hire more soldiers. |
Combat Spells
Clone | This spell increases the size of one of your armies, it may cause you to lose control if you aren't careful. |
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Teleport | Teleport can be used to transport any unit (on either side) to any open point on the battlefield. |
Fireball | Fireball is a blast of flames that does damage to an enemy unit. Archmages can cast fireballs. |
Lightning Bolt | Lightning Bolt has the same general effect as fireball but it is weaker. Druids can cast lightning bolts. |
Freeze | This spell holds an enemy soldier in one place so that they cannot move, however they can still attack adjacent units and retaliate against attacks. |
Ressurect | This spell raises a number of members of a unit equal to your spell power back from dead so that they can continue fighting, to cast this spell there must be something left of the target unit. |
Turn undead | This spell does damage to undead enemies. It is stronger than Fireball and Lightning Bolt. |
Magic using notes:
To Cast a spell out of battle go into the menu and choose cast a spell. |
To cast a spell in a battle go into the menu and choose cast a spell, then choose a spell and a target. |
Spells can only be used once, so buy many of them |
Only one spell can be cast each turn of combat (not including those cast by druids and archmages) |
Dragons are immune to all magic, bad or good. |
Instant army/clone spells can make you lose control of your army unless used carefully (or you can use many raise control spells and many instant army spells, like the time I had over 3000 druids, oh yeah, now that's power). |