 |
 |
|
|
|
|
 |
 |
Magic theorists talk of more than fifty different schools and trends in magic art, from necromancy to healing but for convenience all spells has been divided into several large groups.
The so-called Loraque-Illioran classification was adopted about a century ago. In accordance to this system all spells depending on fundamental laws of their effect and power sources fall into three global magic schools: Order Magic, Distortion Magic и Chaos Magic.
|
 |
Order Magic
This school unites spells that have effects on vitality and magic energy flows with magic of divine origin and creative spells. Healing, defensive and creative spells together with a powerful range of combat priest spells are very efficient in a battle, especially if you want to keep your troops healthy for future battles.
 |
Lightning: makes a magic damage to one target with some chance of shock effect in attacked target.
Level 1: 100% damage, 10% chance of shock.
Level 2: 150% damage, 20% chance of shock.
Level 3: 200% damage inflicted on target and 100% damage to nearby units, 30% chance of shock.
|
 |
Healing: restores unit’s health. Inflicts damage on the undead but does not affect demons.
Level 1: 100% restoration.
Level 2: 200% restoration.
Level 3: 300% restoration removes such effects as Weakness, Poisoning and Infection.
|
Other spells: Bless, Dispel Magic, Resurrect, Dragon Slayer, Peacefulness, Armor of God, Fit of energy, Helplessness, Aptitude etc.
|
 |
Distortion Magic
Originally more craft than magic, Corruption spells change the physical properties of material objects, making blades sharper or destroying an enemy’s armor. Spells that change the perception of an environment in living beings also fall into this group. Hypnosis and illusions, acceleration and slowing of time make up the typical arsenal of a skillful illusionist.
 |
Mirror of Pain: is cast on an enemy unit and redirects part of damage it inflicted last time. If the target unit has not attacked yet it will receive no damage.
Level 1: redirects 10% damage.
Level 2: redirects 20% damage.
Level 3: redirects 30% damage.
|
 |
Target: is cast on a friendly unit to make enemy attack it. Units immune to mind-affecting magic ignore ‘Target’.
Level 1: duration 2 turnes.
Level 2: duration 3 turnes.
Level 3: duration 4 turnes.
|
Other spells: Invisible, Haste, Hypnosis, Teleport, Pigmy, Berserk, Source of Magic, Trap, Evil Fate, Greasy Mist, Battle Cry, etc.
|
 |
Chaos Magic
Chaos Magic includes not only destructive spells but the entire list of elemental spells. However, destruction, extermination, decomposition and weakening all the material make the essence of most elemental spells. After some consideration necromancy and demonology spells that derive their strength from the worlds of chaos and considered to be forbidden were put into the same group.
 |
Infection: Infects a unit with a disease reducing its combat skills. All units that fight against it run the risk of getting infected. Does not affect the undead and demons.
Level 1: duration 2 turnes, -10% in unit’s defense, attack and all its resistance skills
Level 2: duration 3 turnes, -20% in unit’s defense, attack and all its resistance skills
Level 3: duration 4 turnes, -30% in unit’s defense, attack and all its resistance skills
|
 |
Blind: a sharp flash strikes a unit blinding it. A blind unit is cannot move or use its skills and has to miss its move. Does not affect creatures with no eyes.
Level 1: duration 1 turn, affects level 1-3 units.
Level 2: duration 2 turnes, affects level 1-4 units.
Level 3: duration 3 turnes, affects level 1-5 units.
|
Other spells: Fireball, Fright, Necromancer’s Call, Poisonous Skull, Magic Chains, Breath of Hell, Book of Evil, Curse etc.
|
Adventure Magic
Spells from this school stand apart. Basically, this is not a formal magic school but a common name for all spells of Wanderers, a race of powerful mages that disappeared thousands years ago.
Scrolls with these spells have been discovered during exploration of the Wanderer’s Tower, the only building belonging to this mysterious race that was found. All legends describe Wanderers as powerful sorcerers. Mages and scientists that study the history of Wanderers consider them to be aliens exploring other worlds in search of unique rarities and treasures. And many items found in recesses of Wanderers never belonged to this world.
So far the best mages have failed to solve the mysteries of Wanderers magic and simply learned to copy scrolls with the spells. That’s why the use of this magic is restricted to truly rare and expensive copies of these scrolls. Even the most powerful sorcerers found learning or mastering any of those spells beyond their strength. The last fact which is considered indirect proof to the outer-space origins of the Wanderers’ magiс is that it is not subject to common magical laws.
|
|  |
|
 |
|
|  |
|
|
|
 |