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Previous game of the series:
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Master mages categorize the branches of the magical arts into over fifty distinct schools and areas, ranging from necromancy to quackery. But for the sake of convenience, the Lorak-Illiorana classification system, developed a century ago, divides all the known spells into three major schools of magic: Order, Distortion, and Chaos.
Spells are grouped into these three schools according to their fundamental laws of action and their source of power. Outside this system there is an enigmatic fourth class: the magic of the mysterious Wanderers.
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Order Magic
This school encompasses spells affecting the flow of life energy, magic of divine origin and of creation. These include healing, protective spells, and spells which enhance the abilities of your units, as well as a powerful arsenal of sacred combat spells which are invaluable on the battlefield. Such spells are particularly prized by those seeking to keep their troops in prime condition and ready for the next battle.
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Lightning: A bolt of lightning strikes the target, with varying degrees of success in shocking it.
Level 1: Inflicts 100% damage of the spell’s baseline, with a 10% chance to shock the target.
Level 2: Inflicts 150% damage of the spell’s baseline, with a 20% chance to shock the target.
Level 3: Inflicts 200% damage to the principle target, plus 100% damage to any neighbouring units, with a 30% chance to shock the target.
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Healing: This spell restores the health of a unit, and can be used to cause damage to the Undead. The spell has no effect on demons.
Level 1: Restores 100% of the spell’s baseline power.
Level 2: Restores 200% of the spell’s baseline power.
Level 3: Restores 300% of the spell’s baseline power, and removes the effects of “Weakness,” “Poison,” and “Plague.”
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Order spells include: Bless, Dispel, Resurrection, Demon Slayer, Peacefulness, Divine Armor, Fit of Energy, Helplessness, Gift, and others.
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Distortion Magic
From ancient times this school drew more from craft than magic, and even today the spells of Distortion are often aimed at altering the physical properties of material objects: increasing the power of one’s blades, or destroying the armor of one’s enemies. These spells of material transformation have developed well beyond their origins, now encompassing a new branch of psychic transformation which can bend the perceptions of living creatures. Hypnosis and illusion, haste and slowness – these magical distortions are the typical arts of the street magician, and offer a powerful addition to the spell book of the skilled illusionist.
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Pain Mirror: Inflicts magic damage to the enemy target. This damage reflects the damage previously inflicted by the target during its own previous attack. If the target unit has not yet attacked, then this instead applies to any damage it previously received.
Level 1: Reflects 10% of the target’s damage.
Level 2: Reflects 20% of the target’s damage.
Level 3: Reflects 30% of the target’s damage.
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Target: Casting this spell on a friendly troop will cause it to become an enticing target for enemy attacks, drawing fire away from your other units. This spell does not misdirect units with immunity to mind effects.
Level 1: Duration of 2 turns.
Level 2: Duration of 3 turns.
Level 3: Duration of 4 turns.
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Distortion spells include: Invisibility, Haste, Hypnosis, Teleport, Pygmy, Berserk, Magic Spring, Trap, Doom, Greasy Mist, Battle Cry, and others.
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Chaos Magic
Chaos Magic encompasses destructive spells, those which control the primeval elements, and those which damn the living. The majority of these spells involve corruption, destruction, and degradation, the weakening of all material things and banishing the natural joy of life. Upon further consideration, the spells related to necromancy and demonology, which are likewise rooted in the dark nether-regions of chaos, were also incorporated into this School. They draw power from chaos, and gain strength by feeding upon the taboo and the forbidden.
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Plague: Infects the target with a Plague, reducing its combat skills. Infected creatures are highly contagious, and can infect anyone who touches them. This spell has no effect on demons or the Undead.
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Level 1: Target suffers a 10% penalty on its defense, attack, and resistance; lasts for 2 turns
Level 2: Target suffers a 20% penalty on its defense, attack, and resistance; lasts for 3 turns
Level 3: Target suffers a 30% penalty on its defense, attack, and resistance; lasts for 4 turns
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Blind: A festering corruption infects unit, blinding it. Blinded units are unable to move and use their skills, and so must pass their turn. Has no effect on creatures which do not have eyes.
Level 1: Affects units of level 1-3; lasts 1 turn
Level 2: Affects units of level 1-4; lasts 2 turns
Level 3: Affects units of level 1-5; lasts 3 turns
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Chaos spells include: Fireball, Fear, Necro Call, Poison Skull, Magic Shackles, Hell Breath, Book of Evil, Curse, and others.
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Wanderer Magic
Spells of the Wanderer school stand alone. In fact, this school of magic is not even officially recognised; but secret, underground sources tell of a special category of spells, known as Wanderer spells – named after a race of powerful magicians who disappeared many thousands of years ago.
The scant knowledge of Wanderer magic still in circulation comes from the scrolls of Wanderer mages recovered from the Wanderer’s Tower – the only known archaeological remains of this mysterious race. Legend often speaks of the Wanderers as powerful magicians, and today’s historians and scientists who research their mythic prowess believe that they came from beyond the known universe. Indeed, it appears that the Wanderers were, in fact, aliens from a distant world, on a mission to explore new worlds in search of rare treasures and devices. Moreover, it is probable that many of the things that have been found in the stores of Wanderers were, most likely, brought from other worlds.
Even today, the best magicians are still unable to decipher the secrets of Wanderer magic, and are at best able merely to copy spells from their scrolls. All knowledge of their powerful magical legacy derives from single, incredibly rare and precious copies of their scrolls. The ability to master or modify any of these spells is beyond the grasp of even the most powerful magicians. This adds further evidence of their otherworldly origin, for indeed Wanderer magic seems to transcend the very Laws of magic, at least as we know them.
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