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Basic Spell Attributes


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Spell Cost: 1 fatigue

Spell Effects

Area Affected

Percentage of battle field affected:







Damage

Spell damage varies with the level of the caster.

Note: Summoning and transformation spells use the base damage to determin which monster to summon. Other effect also use it.

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.



Note: This is only used if the effect is set to "Permanently boost stat (capped)" or "Permanently boost stat (uncapped)".




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).






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.





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.

Sound Effects

Spell Range & Targeting


Spell can only be cast from one of the following terrain types:
Spell cannot be cast from one of the following terrain types:
Spell can only target one of the following terrain types:
Spell cannot target one of the following terrain types:

Name of site that spell can only be cast from.

Spell can only be cast from a costal provence.

Spell can only target friendly provences.

Spell can only target the provence the casters is in.

Spell cannot pass through water provences.

Spell cannot pass through land provences.

Spell must trace through a walkable path.

Spell Special Attributes






















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.


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.

Enchantment is dispelled if target provence is conqured my enemy.

Enchantment is not visible during battles.

Mindless units cannot cast this spell.

Only flying units cannot cast this spell.

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.

If only a single type of monster can cast this spell, enter it's ID below.

If this spell has a chain lightning effect, then enter the maximun number of time that it can bounce below.

Result