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A small study...


You have decided to go north to the study. You look around and this room isn't really that small... There is books lining every wall and shelf, a desk sits in the center. there is a open book opon it, you look at it...
Summon Magic

102% Summon Rodents Casting this spell, causes rodents to appear in your enemies city. The effect would be that morale is lowered gradually, which has the effect of reducing your population and hence income. Dispel can remove this spell and famine is supposed to be able to remove it too.
200% Summon Animals The effect is much the same as that for rodents, just of a greater magnitude due to the animals ability of carrying away members of your population. Methods of dispelling is similar too.
400% Summon Beasts Beasts will kill your troops and population for every turn that they are in your city. Remove them by using Dispel.
800% Summon Dragons Dragons destroy portions of your enemies city and at the same time kills off portions of your population. Want to lower your enemies score generally, this spell can help you along those lines. Again to remove this spell, use Dispel
1600% Summon Demons Calls in a band of demons that you unleash on your enemy. A fearsome spell that can destroy buildings and kill population very quickly. Coupled with the demons ability to cause random spells to come into existence this is one deadly spell. Dispel works in getting this spell off your back.

Life Magic

101% Bless Bless can be cast on werewolves or vampires to stop their weapon immunity ability. It in no way stops regeneration of undead forces.
200% Healing A pre battle spell. Cast this before going to war and after the battle some of your troops will be healed and returned to your service. i.e. you die less troops than you normally would.
300% Animate Dead Cast this spell on the kingdom before you attack it. After that when you attack the dead are brought to life to plague the population. However the person who reported this spell to me (thx btw) spent 100k mana and he only managed to cause 1 casualty.
700% Plague Kills a percentage of your foe's population and troops. Should be directly related to mana put into the spell.
1000%
Death A spell that kills. Good for reducing enemy troops and population then marching in with your armies to take the land.
1500% Resurrection This spell has two effects (1) when cast on your troops will bring some of them back to life after a battle. (someone tell me whether it's before or after combat) (2) casting it on undead forces causes massive damage to their troops. Note: Undead forces means only vampires not wolves.

Illusion/Mind

103% Aphrodisia This spell makes your people happier by increasing their morale. Useful spell to combat lowered morale by spells that have been cast on you.
300% Scrying Spy magically. Useful for races with lousy spies.
600% Confusion Barrier Cast this spell on yourself. This barrier will cause attacking troops to become confused to the point that they do not attack.
800% Fear Mass drop your opponents morale and hence his population and indirectly his income.
1000% Amnesia Cause your victim to forget your loc, along with a few others (random). If you cast it without obscuring, your victim will still forget your loc, but will know that it was you who cast the spell on him.

Nature Magic

200% Famine Causes your food production to drop and possibly drive your kingdom into starvation. This spell can be used to counter summon rodents/animals/beasts (pls do correct me if I'm wrong)
300% Drought Causes water supplies to dry up. This will make your population unhappy (morale decreases) and killing an amount of your population each turn. This spell has the chance of turning into a raging inferno, so cast it as a duration spell.
400% Rain Causes rain to fall on whomever you cast it on. Useful in countering fire based spells. Morale can drop due to excessive rain and sometimes flash floods can occur. This spell has the chance of turning into a flash flood, so cast it as a duration spell.
500% Winter A state of winter is imposed, buildings are destroyed and troops and population die from the extreme cold. Conflicts with Poison Water.
600% Poison Water Poison any city's water supply and watch as the people and troops drink the water and die off. This spell causes conflicts with Winter and Sleet, so don't cast these spells together else they'd be neutralized.
750% Fire Set fire to any city's structures. Rather useful.
900% Flood Send a torrent of water rushing through your opponents Kingdom. Will affect structures and population.
1600% Earthquake An earthquake is a devastating spell, that can topple buildings in an instant, not to mention create a huge rip in the ground rendering once good land, utterly useless (does not mean land cannot be built on again ... just mean buildings get torn down). Use this spell to level enemy fortifications before a military attack.

Enchantment Magic

125% Midas Touch Creates gold in the kingdom where you cast the spell on. For every 2 mana you spend you get 1 gold.
200% Dispel Very useful spell. This spell is used to dispel all spells. Get it soon, so that you can dispel harmful spells that might be cast on you. If a 200k spell has been cast on you by someone you'll need a 200k dispel to remove that spell. *tip* Casting dispel on your kingdom as a duration spell can help you remove any instants from spells that your enemies cast on you.
225% Create Food Casting it on yourself, creates food for your kingdom. Another method to deal with insufficient food. Each mana used will net you 1 food.
325% Create Weapons Casting it on yourself, creates weapons for your kingdoms. The % level of the created weapon is based on the level of weapons you possess.
350% Create Armor Casting it on yourself, creates armor for your kingdoms. The % level of the created armor is based on the level of armor you possess.
425% Mana Drain This spell removes mana from the kingdom that you cast it on. It does not however transfer the mana to you. *tip* Casting mana drain as a a duration spell on your own kingdom will allow mana drain to act as a dispel first before affecting the player's mana.
500% Curse Curse affects your enemies weapons, armor and war machines by lowering their effectiveness, i.e. lowering their % levels. have someone who's offending you with their high ranked war machines? Cast this on them to reduce their high ranked stuff to newbie stuff.
550% Enchant Enchant works the opposite of Curse. It has the effect of inflating your weapon levels to high %. Some figures sent to me;
If you own 1k of armor, 1k of weapons and 1k of wms;
casting a 5k mana Enchant, raises each category by 50%
casting a 2.5k mana Enchant, raises wms by 50% and armor and weapons by 25%

700% Dispel Barrier Cast this spell on yourself / or your ally to erect a barrier around the respective kingdom that will counter any latter spells that are cast on you. For example if you cast a 100k Dispel Barrier on yourself and your enemy casts a 50k Summon Dragon, the Dispel Barrier will dispel that incoming spell and still have 50k left in the barrier. If the incoming spell is 120k strong, 100k of it will be dispelled and 20k will actually be cast on your kingdom.
800% Teleport Casting this spell on yourself will shift your kingdom away causing everyone to lose your map and their chance of counterattacking you. No maps will be lost on your part. No military or buildings will be lost. No one in the alliance you are with will lose your locs.
Teleport spell requires a minimum of 200 mana per land. For those of you interested in finding out if it can be a lower ratio. 197 mana per land DOES NOT work.

950% Mana Sap This spell is helpful spell. cast it on yourself as a form of protection and if an opponent casts any spell on you, watch as mana saps takes the mana form that offensive spell and transfers it into your mana reserves. However mana sap is not infallible. For example when 5 floods, 5 acid rains and 5 plagues were cast, mana sap worked on 3 of the floods, 2 of the acid rains and 2 of the plagues.
1200% Physical Barrier Cast this spell on yourself. How much mana you put into the spell determines how strong an attack it can keep out. If you cast a 15000 mana Physical Barrier, the barrier's strength will fall with each attack that you come under. (i.e. drop from 15000 to 10000 to 2000 etc.) No attackers will get through while the shield is holding. Casting this spell multiple times will add on to the spell power. (i.e.. if the shield falls to 2000, reinforce it by casting Physical Barrier again)
1500% Enhancement Increases the magical powers of existing magical spells on a kingdom.
2000%
Reflect Barrier This barrier is meant to be cast on you or an a friend. What it does is to attempt to reflect any spells that are cast on you back on it's caster. Very useful if you know you're going to be hit by a barrage of spells.

Combined Magic

200% Life
850% Nature Holy Fire
Holy Fire is a fire based spell which will do anything a normal Fire will do. This version of Fire though cannot be put out by rain. Also I have my suspicions that this spell will work extremely well on the undead species.
102% Summon
700% Life Summon Rabid Rodents
A stronger version of Summon Rodents.
200% Summon
700% Life Summon Rabid Animals
A stronger version of Summon Animals.
400% Summon
700% Life Summon Rabid Beasts
A stronger version of Summon Beasts. Rabid beasts can cause a spell conflict with Summon Demons, that is to say if you have Rabid Beasts and Demons together on you, the Rabid Beasts will chase away the Demons.
450% Nature
Wasteland Food production will be greatly lowered and a portion of existing food will become bad.
700% Nature
Acid Rain A rain that can damage equipment, i.e. weapons, armor and war machines causing them to rust. This spell can also kill people.
800% Nature
Sleet A more powerful version of winter. Conflicts with Poison Water.
1100% Nature
Inferno A much more powerful version of Fire.
1400% Nature
Toxic Wasteland Radioactive waste and burning heat. Fires can arise from this spell and acid rain too. This spell can be obtained by mixing Acid Rain and Wasteland.
2000% Nature

Volcano Volcanoes cause both infernos and earthquakes to happen and people to leave.
900% Illusion
1100% Life
Quivering Death Paralyzing death. This spell uses fear to kill an enemy's population. Should work on troops too. Made up of Fear and Death spell.

1100% Life
700% Illusion

Death Barrier A barrier which doesn't actually attempt to stop an attacker, instead it tries to kill them as they pass through it. The spell is a combo spell of Death and Confusion Barrier spell. Cast Confusion Barrier on your kingdom for three turns or more, then cast Death on yourself for two turns or more.
1100% Life
300% Illusion
Dark Paradise A dark form of Aphro, that raises morale more powerfully while also including the effects of a Death spell, thus best used against races with a low food production capabilities as both population and troops will die (either from starvation or from the death spell). This spell can be obtained by mixing Aphrodisia and Death

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