Basic Spell Attributes
Clear all spells
New
Spell is new
ID of spell to be altered:
Clears current spell
ID of spell to be copied:
Name of spell:
Description of spell
Spell is a ritual
Spell School:
Spell cannot be researched
Conjuration
Alteration
Evocation
Construction
Enchantment
Thaumaturgy
Blood
Divine
Research level required:
First required magic path:
None
Fire
Air
Water
Earth
Astral
Death
Nature
Blood
Priest
Required first path level:
Has second magic path
Second required magic path:
None
Fire
Air
Water
Earth
Astral
Death
Nature
Blood
Priest
Required second path level:
Fatigue cost:
Spell Cost: 1 fatigue
Spell Effects
Area Affected
More powerful caster affect larger area
Percentage of battle field affected:
%100
%50
%25
%10
%5
%Specify number of square below:
Area of effect:
Damage
Spell damage varies with the level of the caster.
Varrying damage
Note: Summoning and transformation spells use the base damage to determin which monster to summon.
Other effect also use it.
Base Damage:
Note: After the main effect happens, then the effect of the spell specified below
will be applied to every area where main spell took place. A value of -1 will
disable this.
ID of next effct spell:
Spell effect (combat only)
Summon monster
Summon Indpendent
Border Summon Indpendent
Damage
Fatigue damage
Poison damage
Relief
Healing
Blink
Holy damage (3x)
Holy damage (x2 vs demons)
Holy damage (x2 vs undead)
Enalave
Charm
Border Summon
1turns border summoning
1turns border summoning
1turns border summoning
1turns border summoning
1turns border summoning
6turns border summoning
Paralyze
Antimagic damage (x2)
Drain Life
Capped damage
Stun Damage
Bounce damage
Kills caster
Battle transformation
Helpful effects
Additional helpful affects
Afflictions
Permanently boost stat (capped)
Permanently boost stat (uncapped)
Spell effect (ritual only)
Summon monster
Teleport
Summon commander
Crossbreed
Farsummon
Indpendant farsummon
Gift of reason
Assassination
Build fort
Army teleport
Causes histeria?
Cause unrest?
Global Enchantment?
Local Enchantment
Local Enchantment
Local Enchantment
Local Enchantment
Local Enchantment
Ranged attack?
Aging?
Transforms caster?
Only affects living? Cure afflicitons?
Permanently boost stat (capped)
Permanently boost stat (uncapped)
Note: This is only used if the effect is set to "Permanently boost stat (capped)" or
"Permanently boost stat (uncapped)".
Amount to bost stat:
Permanent effect to add
Ivy Lord
Standard
Pertrification
Awe
Poison Cloud
Stealthy
Water Breathing
Gift of Water Breathing
Sailing
Reinvigoration
Forgebonus
Adept researcher
Pillager
Alchemist
Strength
MR
Animal Awe
Fire Shield
Patrolbonus
Plague carrier
Storm Immunity
Storm Power
Cold Power
Fire Power
Heretic
POisonarmor
Regeneration
Berserk
Iceprot
Summoning Skill (R'lyeh)
Air Shield
Dream seduction
Inquisitor
Army Healer
Assassin
Spy
Castle Def
Sacrifice Bonus
Ambidextrous
Cold aura
UW Regen
Banefire Shield
Incunrest
Bringer of Fortune
Springpower
Summerpower
Fallpower
Winterpower
Nobadevents
Corpse Eater
Desiccation
Homesickness
Cursed Luck
Horrormark
Dragon master
Philosopher
Drain Immune
Darkvision
Popkiller
Prophet bonuses
Darkpower
Normal seduction
Reincarnation
Insanity
Heat
Astral shield
Magic Power
Halt Heretic
Shattered Soul
Inspiring Researcher
Tax Collector
Defence organizer
Healer
Disease Healer
Disease Grinder
Master smith
Priestly Reanimation bonus
Necromancy Reanimation bonus
Formationfighter
Undisciplined
Inspirational
Beastmaster
Trampswallow
Magic Item defense Bonus
Taskmaster
Slave
Invulnerable
Protective Force
Reform
battlesummon1
battlesummon2
battlesummon3
battlesummon4
battlesummon5
battlesummon6
Mindslime
Bodyguard
Elegist
Slimer
Deathcurse
Blood Vengeance
Undying
Chaospower
Norivercross
Mountain survival
forest survival
Waste survival
Swamp survival
Map Move +1
Pearl Cultivator
Global/Local Enchantments
Astral Tempest
Rigor Mortis
Heat from Hell
Grip of Winter
Acid Storm
Wailing Winds
Solar Brilliance
Fire Storm
Foul Vapours
Growing Fury
Storm
Rain
Light of the Northern Star
Blood Rain
Mist
Mist of Deception
Demon Cleansing
Quagmire
Note: The list of ritual effects in the documentation is pretty incomplete, as
of the moment it does not say how to create a remote damage spell (Fires from Afar),
or a local encahntment (Dome of Ice).
Number of effects:
Powerful casters get more effects
Range (combat only):
Powerful casters get longer range
Precision:
Look & Sound of Combat Spells
Flying Sprite/Explosion Effect
Note: Setting the explosion effect to Few falling colors, Rising mists, Explosion,
or Exploding gas will allow you set set a custom number.
Explosion effect:
Falling shimmering colors
Falling white
Falling red
Falling green
Falling blue
Falling light red
Falling light green
Falling light blue
Falling purple
Falling yellow
Falling orange
Falling cyan
Few falling colors
Rising mists
Explosion
Exploding gas
Cold blast
Fireball
Rising purple
Curse
Soul slay
Lightning
Misc explosion effect
Flying sprite
Boulder
Arrow
Javlin
Sling stone
Fire swirl
Frost swirl
Multi colored swirl
Lightning bolt
Banefire arrow
Blade wind missle
Sticky goo
Evil death thingy
Fire arrow
Fire javlin
Fire boulder
Elf shot
Blow gun needle
Green gooey missle
Throwing axe
Web
Particle ball/Small particle ball
Acid
Web ball
Dragonfire
Dragonfrost
Dragongas
Petrafying gas
Lightning particles
Note: This has ne effect unless the option "particle ball/small particle ball" is
selected. Value from 10061 to 10080 will result in the spell using a standard
animated sprite. Values from 10081 to 10100 will result in a smaller sprite.
Number of sprite to use
Sound Effects
Has Custom Sound Effect:
Weapon Sound:
Dagger
Sword
Whip
Clup/Axe
Flail/Morning Star
Spear/Pike
Crossbow/arbalest
Bow
Sling
Fire Flare
Life Drain
Javelin
Banshee
Frost Blast
Mind Blast
Electricity
Elf shot
Claw/bite/kick
Blow pipe
Serpent
Lion
Lion
Whip
Explosion
Custom Sound Effect:
Spell Range & Targeting
Provence Range
Name of site that spell can only be cast from.
Site name:
Spell can only be cast from a costal provence.
Costal provence only
Spell can only target friendly provences.
Friendly provence only
Spell can only target the provence the casters is in.
Caster's provences only
Spell cannot pass through water provences.
No water trace
Spell cannot pass through land provences.
No land trace
Spell must trace through a walkable path.
Walkable path
Spell Special Attributes
Strength adds to spell effect
Only affects demons
Only affects magic beings
Only affects Sacred units
Only affects Hostile units
Only affects friently units
Only affects undead
No effect on amphibians
No effect on mindless units
No effect on undead
Fire damage
Cold damage
Shock damage
Poison damage
Physical damage
Armor Piercing
Armor Negating
Magic restance negates
Magic restance negates easily
Defence negates
Can be used underwater
Can only be used underwater
Restricted to the Following Nations:
Enter the numbers of the nations you want to restricted this spell to in the fields below.
To preven a nation from using this spell, enter it's ID below.
Barred Nation:
Manualy set casting time
Casting time:
When a pretender god has the hightest magical skill in a paticular path,
his/her priest will be able to use this. If this value is set to -1,
then this spell will used when the god has no magic paths. This only
takes effect if the spells first path is divine/priest.
God Path Spell:
Fallback Spell (-1)
Fire
Air
Water
Earth
Astral
Death
Nature
Blood
Enchantment is dispelled if target provence is conqured my enemy.
Friendly enchantment
Enchantment is not visible during battles.
Hidden during battles
Mindless units cannot cast this spell.
No mindless casters
Only flying units cannot cast this spell.
Only flying casters
A unit ploymorphed by this spell will retain its magic paths. Used in the case of spells like Lichcraft,
where the player would want their monster to keep its magical skills.
Polymorph safe
If only a single type of monster can cast this spell, enter it's ID below.
Monster ID
If this spell has a chain lightning effect, then enter the
maximun number of time that it can bounce below.
Max bounces:
Create Spell
Result