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Alamaze Spells

Name: PRESENCESpell #: 0
THIS IS NOT A SPELL, BUT RATHER A BONUS WHICH ACCRUES TO ALL THIRD LEVEL SPELLCASTERS AND ABOVE, SIGNIFICANTLY INCREASING THEIR COMBAT ABILITIES. THIS BONUS INCREASES IN PROPORTION TO THE WIZARD'S POWER. WIZARDS OF THIS POWER AND BEYOND CAN CAST ANY OF THEIR AVAILABLE SPELLS WHICH MAY AID THEIR GROUP'S OFFENSIVE AND DEFENSIVE CAPABILITIES OR ASSIST THEIR KINGDOM IN OTHER WAYS. {A POWER-4 PRESENCE IS ROUGHLY EQUAL TO A POWER-2 LIGHTNING STRIKE AND SHIELD.}

Name: INSTANT SELF TELEPORTSpell #: 88
THIS SPELL ALLOWS A HIGH LEVEL WIZARD TO TELEPORT HIMSELF TO ANOTHER GROUP OF HIS KINGDOM BEFORE A BATTLE ENSUES, THUS ALLOWING HIS POWERS OF PRESENCE TO FAVORABLY EFFECT AN EMINENT COMBAT WITH THE NEW GROUP OR AVOID THE PERILS OF COMBAT WITH HIS EXISTING GROUP. THE SPELLCASTER MAY NOT CAST ANOTHER SPELL IN CONJUNCTION WITH THIS SPELL, HOWEVER. PLACE THE GROUP I.D. OF THE GROUP IN YOUR KINGDOM THE WIZARD WILL TELEPORT TO IN COLUMN "C". THERE IS NO DISTANCE OR AREA RESTRICTIONS WITH THIS SPELL.

Name: SELF INVISIBLESpell #: 91
THIS AND #139 ARE THE ONLY SPELLS AN ADEPT MAY USE. BY USING THIS MAGIC, THE SPELLCASTER BECOMES INVISIBLE FOR THE DURATION OF ALL BATTLES DURING THE CURRENT TURN. IN THIS STATE THE WIZARD HAS NO CHANCE OF BEING SLAIN BY GROUP TO GROUP COMBAT, BUT HE ADDS NOTHING TO HIS GROUPS COMBAT ABILITIES. IF THE CASTER IS AN ADEPT, PLACE ".1" IN COLUMN "B".

Name: DISPEL MAGICSpell #: 92
THIS SPELL IS DIRECTED AGAINST A GROUP CONTAINING SPELLCASTERS IN THE SAME AREA AS THE CASTING WIZARD'S GROUP. THIS SPELL HAS A 100% CHANCE OF DISPELLING A BATTLE SPELL OF AN EQUAL OR LESSOR LEVEL WIZARD, LESS 25% PER LEVEL DISPARITY WHEN ATTEMPTING TO DISPEL INCANTATIONS OF A HIGHER LEVEL SPELLCASTER. YOU MAY OPTIONALLY LIST IN COLUMN D THE LOWEST SPELL # YOU WISH TO DISPEL (EG- "98"). YOUR GROUP NEED NOT ENGAGE IN COMBAT TO USE THIS SPELL. PUT GROUP I.D. OF TARGET GROUP IN COL. "C".

Name: PROTECT HEROES AND WIZARDSSpell #: 94
BY CASTING THIS SPELL, THE WIZARD SEEKS TO PROTECT ALL HEROES AND WIZARDS OF HIS GROUP FROM THE BLACK MAGICS OF A PARTICULAR OPPOSING GROUP'S SPELLCASTERS. THIS SPELL IS ALWAYS SUCCESSFUL, BUT IS ONLY EFFECTIVE AGAINST ONE GROUP AND MAY ONLY BE CAST UPON THE GROUP IN WHICH THE WIZARD IS LOCATED. IT PROTECTS ALL THE GROUP'S LEADERS AND WIZARDS, EVEN AGAINST MULTIPE ATTACKS UNLESS DISPELLED. PUT GROUP I.D. OF TARGET GROUP IN COL. "C".

Name: STUN LEADERSpell #: 95
THE WIZARD CASTING THIS SPELL SEEKS TO RENDER THE OPPOSING COMMANDER INEFFECTIVE FOR THE DURATION OF A BATTLE. YOUR GROUP MUST ENGAGE THE TARGET GROUP IN COMBAT FOR THIS SPELL TO BE EFFECTIVE. BASE CHANCE OF SUCCESS IS 100%, * DIFFERENCE IN LEVEL OF ABILITY (GENERAL CONSIDERED EQUAL TO POWER-2 WIZARD FOR THIS PURPOSE). EG: A POWER-1 WIZARD HAS A 33% {100%*(1/3)} OF STUNNING A MARSHAL. PUT GROUP I.D. OF TARGET GROUP IN COL. "C".

Name: KILL LEADER/WIZARDSpell #: 96
THE WIZARD CASTING THIS SPELL SEEKS TO SLAY A PARTICULAR OPPOSING HERO OR SPELLCASTER. THE BASE CHANCE OF SUCCESS IS 50%, * DIFFERENCE IN LEVEL OF ABILITY (GENERAL CONSIDERED EQUAL TO A POWER-2 WIZARD FOR THIS PURPOSE). EG: A POWER-1 WIZARD HAS A 16.3% {50%*(1/3)} OF SLAYING A MARSHAL AND A POWER-6 HAS A 75% CHANCE OF KILLING A POWER-4, AND A POWER-3 HAS A 30% CHANCE OF KILLING A POWER-5. PUT THE GROUP I.D. OF THE TARGET GROUP IN COL "C", PLACE "W" OR "L" (WIZ OR LDR.) IN COLUMN "D", PLACE "H" OR "L" (HIGH OR LOW) IN COL. "E". YOUR GROUP NEED NOT HAVE COMBAT FOR THIS SPELL; BUT MUST BE IN THE SAME LOCATION AS THE GROUP CONTAINING THE FIGURE YOU DESIRE TO SLAY.

Name: WALL OF FLAMESpell #: 98
BY CASTING THIS SPELL THE WIZARD CREATES A 20' DEEP, 20' HIGH AND VERY LONG WALL OF FLAME BETWEEN HIS GROUP AND A POTENTIALLY HOSTILE GROUP IN THE SAME AREA. THIS WALL OF FLAME PREVENTS ATTACKS FROM ALL BUT THE MOST DETERMINED ATTACKERS. DETERMINED ATTACKERS WILL SUFFER SIGNIFICANT DAMAGE CROSSING THE WALL, PRIOR TO THE COMBAT. MULTIPLE CASTINGS OF THIS SPELL ARE POSSIBLE AND THE EFFECTS ARE CUMULATIVE. THIS SPELL IS A DEFENSIVE SPELL AND IS NOT EFFECTIVE AGAINST DRAGONS. PUT THE TARGET GROUP I.D. IN "C".

Name: SUMMON DEATHSpell #: 99
A TERRIBLE BLACK MAGIC WHICH CALLS FORTH THE ESSENCE OF DEATH AND ROLLS THIS EVIL PRESENCE AS IF IN A GREAT GREEN WAVE TOWARD THE ENEMY, ELIMINATING FROM 2 - 4 BRIGADES OF TROOPS OF THE ENEMY (DEPENDING ON THE KINGDOM) IN THE SAME AREA AS THE CASTER, AND LOWERS MORALE BY 15%, REGARDLESS OF WHETHER COMBAT IS ACTUALLY FOUGHT WITH THAT GROUP. ONLY TROOPS ARE EFFECTED AS FIGURES (LEADERS AND WIZARDS)RECOGNIZE THE DANGER AND SWIFTLY DEPART THE AREA AFFECTED. PUT GROUP I.D. OF TARGET GROUP IN COL. "C".

Name: SHIELDSpell #: 100
THIS SPELL CAUSES A GLIMMERING SHIELD OF MAGIC TO PROTECT THE FORCE, AND INCREASES THE DEFENSIVE VALUES OF THE WIZARD'S GROUP, EFFECTIVELY REDUCING THE CASUALTIES IT WILL SUFFER FROM BATTLE WITH A SPECIFIC OPPOSING GROUP OR A POPULATION CENTER. THE AMOUNT OF BENEFIT RECEIVED INCREASES WITH THE POWER LEVEL OF THE SPELLCASTER. PUT THE GROUP I.D. OF THE OPPOSING TARGET GROUP IN COLUMN "C", OR IF CAST AGAINST A POPULATION CENTER, LEAVE COLUMN "C" BLANK.

Name: GUARDED ATTACKSpell #: 101
THIS IS A SOPHISTICATED SPELL IN WHICH THE SPELLCASTER BECOMES INVISIBLE, THEREBY PROTECTING HIMSELF FROM THE HAZARDS OF BATTLE, AND SENDS FORTH POWERFUL SONIC BLASTS INTO THE ENEMY LINES, INFLICTING CASUALTIES IN PROPORTION TO THE SPELLCASTERS POWER: 300 POINTS PER LEVEL. YOUR GROUP MUST BATTLE THE TARGET GROUP FOR THE SPELL TO BE EFFECTIVE. PUT GROUP I.D. OF TARGET GROUP IN COL. "C", OR IF CAST AGAINST A POPULATION CENTER OR IN AN UNUSUAL SIGHTING, LEAVE COLUMN "C" BLANK. WHEN USED IN AN UNUSUAL SIGHTING IT REDUCES THE WIZARD'S EFFECTIVENESS BY 50%.

Name: LIGHTNING ATTACKSpell #: 102
THE LIGHTNING ATTACK IS THE MOST COMMONLY KNOWN OFFENSIVE BATTLE SPELL. THE SPELL SENDS DOZENS OF LIGHTNING BOLTS SCREAMING THROUGH ENEMY FORMATIONS. THE POWER OF THE ATTACK IS DEPENDENT UPON SPELLCASTER POWER: 500 POINTS PER LEVEL. YOUR GROUP MUST BATTLE THE TARGET GROUP FOR THE SPELL TO BE EFFECTIVE. PUT GROUP I.D. OF TARGET GROUP IN COL. "C", OR IF CAST AGAINST A POPULATION CENTER, LEAVE COLUMN "C" BLANK.

Name: FIRESTRIKESpell #: 103
THE FIRESTRIKE IS A POWERFUL OFFENSIVE BATTLE SPELL. THE SPELL SENDS ROLLING WAVES OF MAGICALLY HOT FLAMES SIZZLING INTO ENEMY LINES. THE POWER OF THE ATTACK IS DEPENDENT UPON SPELLCASTER POWER: 700 POINTS PER LEVEL. YOUR GROUP MUST BATTLE THE TARGET GROUP FOR THE SPELL TO BE EFFECTIVE. PUT GROUP I.D. OF TARGET GROUP IN COL. "C", OR IF CAST AGAINST A POPULATION CENTER, LEAVE COLUMN "C" BLANK.

Name: COMMAND TORNADOSpell #: 104
THE COMMAND TORNADO IS A TERRIFYING OFFENSIVE BATTLE SPELL. THE SPELL SUMMONS FORTH A LARGE TORNADO FROM THE HEAVENS TO RIP THROUGH ENEMY RANKS. THE POWER OF THE ATTACK IS DEPENDENT UPON SPELLCASTER POWER: 900 POINTS PER LEVEL. YOUR GROUP MUST BATTLE THE TARGET GROUP FOR THE SPELL TO BE EFFECTIVE. PUT GROUP I.D. OF TARGET GROUP IN COL. "C", OR IF CAST AGAINST A POPULATION CENTER, LEAVE COLUMN "C" BLANK.

Name: EARTHQUAKESpell #: 105
THE AWESOME EARTHQUAKE SPELL CAUSES THE EARTH TO SWELL AND RIP APART, SWALLOWING WHOLE REGIMENTS OF AN ENEMY. THIS SPELL IS NOT EFFECTIVE AGAINST DRAGONS! THE POWER OF THE ATTACK IS DEPENDENT UPON THE SPELLCASTERS POWER: 1100 POINTS PER LEVEL. YOUR GROUP MUST BATTLE THE TARGET GROUP FOR THE SPELL TO BE EFFECTIVE. PUT GROUP I.D. OF TARGET GROUP IN COL. "C", OR IF CAST AGAINST A POPULATION CENTER, LEAVE COLUMN "C" BLANK.

Name: CHAOSSpell #: 106
THE WIZARD CASTS A SPELL WHICH CREATES DISTRACTING, HYPNOTIC PATTERNS, ILLUSIONS AND CONFUSING SOUNDS WHICH CAUSE ENEMY TROOPS TO IGNORE MANY COMMANDS OF THEIR LEADERS. THE EFFECT IS THAT THE ENEMY WILL BE UNABLE TO EFFECTIVELY WITHDRAW: RESULTING IN THEIR CONTINUING TO FIGHT TO THE LAST "MAN". YOUR GROUP MUST BATTLE THE TARGET GROUP FOR THE SPELL TO BE EFFECTIVE AND LASTS FOR THE DURATION OF THIS SINGLE BATTLE. IT IS POSSIBLE THAT THE SPELL CASTER'S GROUP MIGHT RETREAT SHOULD IT SUFFER ENOUGH DAMAGE TO REACH IT'S RETREAT FACTOR BEFORE COMPLETELY DESTROYING THE TARGET GROUP. PUT GROUP I.D. OF TARGET GROUP IN COL. "C".

Name: FEARSpell #: 107
BY CASTING THIS SPELL THE WIZARD CREATES ILLUSIONARY SIGHTS, SOUNDS AND SMELLS INTENDED TO TERRIFY ENEMY SOLDIERS. THE EFFECT IS A DROP OF 10% IN THE MORALE, AND SO FIGHTING ABILITY, OF THE ENEMY TROOPS FOR THE DURATION OF THE BATTLE (NOT A PERMANENT EFFECT). YOUR GROUP MUST BATTLE THE TARGET GROUP FOR THE SPELL TO BE EFFECTIVE. PUT GROUP I.D. OF TARGET GROUP IN COL. "C". NOT EFFECTIVE AGAINST POPULATION CENTERS.

Name: VALORSpell #: 108
THE WIZARD CASTS THIS SPELL AS BATTLE IS ABOUT TO BEGIN. INVIGORATING AROMAS SPREAD THROUGH THE RANKS, FILLING THE MINDS OF THE TROOPS WITH THOUGHTS OF HEROISM, COURAGE AND DETERMINATION. MORALE IS INCREASED BY 10% FOR THE DURATION OF THE COMBAT. YOUR GROUP MUST BATTLE THE TARGET GROUP FOR THE SPELL TO BE EFFECTIVE. PUT GROUP I.D. OF TARGET GROUP IN COL. "C", OR IF CAST AGAINST A POPULATION CENTER, LEAVE COLUMN "C" BLANK.

Name: ANCIENT INTERVENTIONSpell #: 109
THE WIZARD CASTING THIS EXHAUSTING MAGIC IMMEDIATELY TELEPORTS TO A BATTLE SITE ANYWHERE IN ALAMAZE, AND ONCE THERE, MAGICALLY ENCHANTS BOTH FORCES TO WITHDRAW FROM THE BATTLEFIELD, BEFORE ANY GROUP BATTLE IS FOUGHT, AND THEN RETURNS TO HIS GROUP. THE SPELL DRAINS 1 POWER LEVEL FROM THE WIZARD. PUT A TARGET GROUP I.D. IN "C", AND THE 2ND GROUP ID IN COLUMN "D". THE SPELL WILL PREVENT AN ATTACK BY EITHER GROUP AGAINST THE OTHER.

Name: WARD POPULATION CENTERSpell #: 130
THIS SPELL WORKS AGAINST A (ONE)DESTROY OR DAMAGE POPULATION CENTER SPELL. SPELLS DIRECTED AGAINST THE WARDED PC WILL BE INEFFECTIVE (NO DAMAGE CAUSED). RANGE IS WITHIN THE SPELLCASTER'S REGION. PUT THE TARGET LOCATION IN COLUMN "C". NO OTHER COLUMNS NEED BE COMPLETED.

Name: DOME OF INVULNERABILITYSpell #: 135
BY USING THIS COMPLEX INCANTATION, A POWERFUL MAGE CAN CAUSE A MAGICAL DOME OF PROTECTION TO PROTECT ANY POPULATION CENTER IN THE REGION OF THE SPELLCASTER FROM ALL MILITARY ATTACKS FOR THE DURATION OF THAT MONTH, SIMILAR TO THE WORKINGS OF A WALL OF FLAME. THE SPELL HAS NO EFFECT AGAINST POLITICAL ACTIONS, PARLEYS, DIPLOMACY SPELLS, OR SIEGE. THE POPULATION CENTER CAN BE CONTROLLED BY ANY KINGDOM. PUT THE P.C. LOCATION IN COLUMN "C".

Name: DISPEL DOME OF INVULNERABILITYSpell #: 136
WHEN THE SPELLCASTER IS IN THE SAME REGION HE CAN, WITH GREAT EFFORT,CAST THIS INTRICATE REPELLING SPELL THAT WILL NEGATE A (ONE)DOME OF INVULNERABILITY. A MAGE COMMANDING THIS SPELL WILL DISPEL THE DOME'S PROTECTION AND ALLOW THE POPULATION CENTER TO BE ATTACKED BY MILITARY FORCE. THE PC CAN BE CONTROLLED BY ANY KINGDOM. PUT THE PC LOCATION IN COLUMN "C".

Name: UNUSUAL ENCOUNTER STRIKESpell #: 139
THE CASTING OF THIS SPELL ALLOWS THE WIZARD TO PARTICIPATE TO HIS MAXIMUM ABILITY AND AUTOMATICLY SELECTS THE MOST APPROPRIATE BATTLE MAGIC DURING AN UNUSUAL SIGHTING ENCOUNTER. NO COLUMNS BEYOND COLUMN "B" NEED TO BE COMPLETED.

Name: DESTROY VILLAGESpell #: 155
THIS SPELL WILL COMPLETLY OBLITERATE A NORMAL VILLAGE, OR SEVERLY CRIPPLE A LARGE ONE (OVER 3500 DEFENSE), BY CAUSING GREAT FIRES TO SPRING FROM THE EARTH AND REDUCE IT TO ASHES. EMISSARIES WITHIN HAVE A 50% CHANCE OF BEING CONSUMED IN THE FLAMES BEFORE THEY CAN ESCAPE. RANGE IS WITHIN THE SPELLCASTER'S REGION. PUT THE TARGET LOCATION IN COLUMN "C". NO OTHER COLUMNS NEED BE COMPLETED. EMISSARIES WITHIN THE VILLAGE WHICH ARE NOT CONSUMED BY THE FLAMES WILL SURVIVE; THE STATUS OF ANY OF THESE EMISSARIES WILL BE UNKNOWN TO THE SPELL CASTER. THE SPELL CASTER WILL UNDERGO APPROXIMATELY A 50% CHANCE OF SUFFERING ADVERSELY TO HIS REGIONAL REACTION IN THE REGION OF THE PC. USAGE OF THIS SPELL DOES NOT DISALLOW THE SPELLCASTER'S GROUP TO "WAIT IN AMBUSH".

Name: DESTROY TOWNSpell #: 156
THIS SPELL WILL COMPLETLY OBLITERATE A NORMAL TOWN, OR SEVERLY CRIPPLE A LARGE ONE (OVER 7000 DEFENSE), BY CAUSING LARGE FIRES TO BURST FROM THE EARTH AND REDUCE MOST TOWNS TO ASHES. LARGE TOWNS WILL HAVE THEIR DEFENSES REDUCED BY 7000. EMISSARIES WITHIN A DESTROYED TOWN HAVE A 50% CHANCE OF BEING CONSUMED IN THE FLAMES BEFORE THEY CAN ESCAPE. RANGE IS WITHIN THE SPELLCASTER'S REGION. PUT THE TARGET LOCATION IN COLUMN "C". NO OTHER COLUMNS NEED BE COMPLETED. EMISSARIES WITHIN TOWNS WHICH ARE NOT DESTROYED WILL SURVIVE. IF THE PC IS CONSUMED BY THE FLAMES ANY PRISONERS WILL BE KILLED. THERE WILL BE NO REPORT ON THE STATUS OF ANY EMMISARIES OR PRISONERS IF THE PC IS DESTROYED. THE SPELL CASTER WILL UNDERGO APPROXIMATELY A 75% CHANCE OF SUFFERING ADVERSELY TO HIS REGIONAL REACTION IN THE REGION OF THE PC.

Name: DAMAGE CITYSpell #: 157
THIS SPELL WILL CAUSE LARGE FIRES AND TREMORS THAT DAMAGE BUILDINGS AND FORTIFICATIONS. THE DEFENSIVE VALUE OF THE CITY WILL BE REDUCED BY 8,500 AND IF THE CITY'S DEFENSIVE VALUE IS 8500 OR LESS IT WILL COMPLETELY DESTROY THE CITY EMISSARIES WITHIN A DESTROYED CITY HAVE A 50% CHANCE OF BEING CONSUMED IN THE FLAMES BEFORE THEY CAN ESCAPE. RANGE IS WITHIN THE SPELLCASTER'S REGION. PUT THE TARGET LOCATION IN COLUMN "C". NO OTHER COLUMNS NEED BE COMPLETED. EMISSARIES WITHIN CITIES WHICH ARE NOT DESTROYED WILL SURVIVE. IF THE PC IS CONSUMED BY THE FLAMES ANY PRISONERS WILL BE KILLED. THERE WILL BE NO REPORT ON THE STATUS OF ANY EMISSARIES OR PRISONERS IF THE PC IS DESTROYED. THE SPELL CASTER WILL UNDERGO BETTER THAN A 50% CHANCE OF SUFFERING ADVERSELY TO HIS REGIONAL REACTION IN THE REGION OF THE CITY WHEN USING THIS SPELL TO LOWER THE DEFENSES AND 100% IF THE CITY IS DESTROYED.

Name: DIPLOMACYSpell #: 171
A WIZARD MAY CAST THIS SPELL WHEN HIS GROUP INTENDS TO PARLEY WITH A POPULATION CENTER. THE GROUP'S EFFECTIVENESS WILL BE INCREASED IN PROPORTION TO HIS POWER LEVEL. USE THIS SPELL INSTEAD OF ORDER #170 (NOT IN ADDITION TO IT). BY USING THIS SPELL THE GROUPS LEADERS APPEAR MORE CHARISMATIC TO THE CENTER'S LEADERS THAN THEY OTHERWISE WOULD. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. THIS SPELL HAS NO EFFECT IF THE POPULATION CENTER IS A CAPITAL. REGIONAL REACTION, ENEMY STATUS, PREVIOUS MONTH'S STATUS QUO, AND THE POPULATION CENTER'S DEFENSES IMPACT UPON THE CHANCE OF SUCCESS. * IN SECOND CYCLE THIS SPELL, WHEN USED IN AN EFFORT TO GAIN A CITY MUST OVERCOME THE SAME PERCENTAGE NEGITIVE MODIFIER AS POLITICAL ACTIONS.

Name: CREATE FOODSpell #: 208
WIZARDS IN ALAMAZE CAN CREATE BOUNTIFUL QUANTITIES OF FOOD OUT OF ALMOST ANY ORGANIC SUBSTANCE. IN GAME TERMS, A WIZARD CAN CREATE FOOD EQUAL TO 2000 UNITS * HIS POWER LEVEL (EG: A POWER-3 WIZARD CREATES 6000 FOOD) BY CASTING THIS SPELL. FOOD CREATED IS ADDED TO AVAILABLE QUANTITIES ON HAND. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED.

Name: CREATE GOLDSpell #: 209
WIZARDS CAN CREATE GOLD FROM LESSER METALS IN SIZEABLE QUANTITIES, ALTHOUGH THE PROCEDURE CAN TAKE SEVERAL WEEKS. IN GAME TERMS, A WIZARD CAN CREATE GOLD EQUAL TO 2000 UNITS * HIS POWER LEVEL (EG: A POWER-3 WIZARD CREATES 6000 GOLD) BY CASTING THIS SPELL. GOLD CREATED IS ADDED TO AVAILABLE QUANTITIES ON HAND. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED.

Name: WARDSpell #: 301
THIS SPELL PROTECTS A SPECIFIC EMISSARY OF ANY KINGDOM FROM THE BLACK MAGIC OF AN OPPOSING SPELLCASTER, AND HELPS GUARD AGAINST FOUL PLAY OF THE MORE EARTHLY VARIETY. SPELLS DIRECTED AGAINST THE WARDED EMISSARY WILL BE INEFFECTIVE, AND OTHER ATTACKS AGAINST HIM WILL HAVE A 20% DIMINISHED CHANCE OF WORKING. A WARD SPELL EFFECTIVELY HIDS AN EMISSARY FROM A LOCATE SPELL. PLACE THE KINGDOM ABBREVIATION TO WHICH THE EMISSARY BELONGS IN COLUMN "C", AND THE EMISSARY ABBREVIATION IN COL. "D".

Name: SLEEPSpell #: 305
THIS SPELL PLACES THE TARGET EMISSARY IN A MAGICALLY DEEP SLEEP, SIMILAR TO A COMA. THE EMISSARY REMAINS IN SUCH A STATE FOR ONE MONTH (THE GAME TURN) DURING WHICH TIME HE OBVIOUSLY CAN PERFORM NO ACTIVITY. A SLEPT EMISSARY IS MORE SUSCEPTIBLE TO KIDNAPPING AND ASSASSINATION ATTEMPTS (APPROXIMATELY 15%). THERE ARE VARIOUS TYPES OF MAGIC THAT CAN EFFECT THE SUCCESS OF THIS SPELL. THIS SPELL REQUIRES THE CASTER TO KNOW THE TARGET'S NAME (AND SO EMISSARY ABB.), HIS KINGDOM, AND HIS LOCATION. PLACE THE KINGDOM ABBREVIATION TO WHICH THE EMISSARY BELONGS IN "C", THE EMISSARY ABBREVIATION IN "D", AND THE LOCATION IN "E".

Name: AUGMENT TITLESpell #: 308
THIS IS MAGIC TO PERMANENTLY ENHANCE THE RANK OF A POLITICAL EMISSARY. THE TARGET EMISSARY MUST BELONG TO THE SPELL CASTER'S KINGOM AND BE WITHIN THE SAME REGION AS THE CASTING WIZARD. THE AFFECTED EMISSARY MAY TAKE AN ACTION IN THE SAME TURN THAT THIS SPELL IS SUCCESSFULLY CAST. IF THE INTENDED EMISSARY IS WARDED WHEN THIS SPELL IS CAST THEN THIS SPELL WILL FAIL. IF THE EMISSARY IS SLEPT THE NEW TITLE IS RECEIVED BUT THE EMISSARY WILL BE UNABLE TO TAKE AN ACTION THAT TURN. THIS SPELL CAN NOT BE CAST UPON AN EMISSARY OF PRINCE, PRINCESS, KING, QUEEN, OR REGENT RANK. THE EMISSARY INITIALS MUST BE PLACED IN COLUMN "C". NOTE: IF THE INTENDED EMISSARY HAS A RING OF PROTECTION THERE IS A CHANCE OF THIS SPELL FAILING.

Name: REVEAL KING'S INFLUENCESpell #: 370
BY USING THIS SPELL THE WIZARD WILL LEARN THE INFLUENCE OF ANY KING/QUEEN/REGENT. PLACE THE DESIRED KINGDOM'S INITIALS IN COLUMN "C" AND THE KING'S INITIALS IN COLUMN "D". THIS SPELL HAS AN EFFECT SIMILAR TO THAT OF ORDER #365 (LEARN KING'S INFLUENCE).

Name: CONJURE SCANDALSpell #: 381
THIS SPELL HAS AN EFFECT SIMILAR TO THAT OF A MINOR SKELETON BEING REVEALED AGAINST THE TARGET KINGDOM. THERE IS A 75% CHANCE OF SUCCESS, BARRING SOME FORM OF MAGICAL PROTECTION. A FAILURE WILL NOT BE DETECTED, AND IF SUCCESSFUL, THE TARGET WILL NOT KNOW THE SOURCE OF THE SCANDAL. SHOULD THIS SPELL BE SUCCESSFUL IT WILL ALSO PROHIBIT THE TARGET FROM BIDDING ON OR BUYING A HIGH COUNCIL SEAT. PUT THE TARGET KINGDOM ABBREVIATION IN COLUMN "C", AND THE KING'S ABB. OF THE TARGET KINGDOM IN "D".

Name: CURSESpell #: 386
THIS SPELL IS CAST ON AN OPPOSING MONARCH AND HAS AS ITS INTENDED EFFECT THE DECREASE OF ONE LEVEL IN THAT KING'S INFLUENCE. THERE IS NO RANGE LIMITATION FOR THE SPELL, HOWEVER, ANY ONE KING CAN BE EFFECTED BUT ONCE PER TURN BY A CURSE. BARRING A MAGICAL WARD OR OTHER TYPE OF MAGICAL PROTECTION, THERE IS A 75% CHANCE OF THE SPELL SUCCEEDING. THE EFFECTED PARTY WILL NOT KNOW WHO HAS CAST THE CURSE. PLACE THE KINGDOM ABBREVIATION TO WHICH THE KING BELONGS IN "C", THE KING'S ABBREVIATION IN "D", AND THE LOCATION IN "E".

Name: CHARM REGIONSpell #: 472
THIS POWERFUL INCANTATION ATTEMPTS TO PUT A CHARM ON THE POPULACE OF THE ENTIRE REGION OF THE SPELLCASTER, WITH THE GOAL OF IMPROVING THE REGIONAL REACTION LEVEL IN THAT REGION BY ONE. THERE IS A 66% CHANCE OF SUCCESS. NO FURTHER COLUMNS NEED BE COMPLETED.

Name: INFURIATE POPULACESpell #: 477
THIS DIFFICULT SPELL ATTEMPTS TO WHIP THE POPULACE IN THE REGION OF THE SPELLCASTER INTO GREAT WRATH AGAINST A PARTICULAR NAMED KINGDOM, WITH THE GOAL OF DETRACTING FROM THAT KINGDOM'S REGIONAL REACTION THERE. THERE IS A 67% CHANCE OF SUCCESS. PUT THE KINGDOM ABBREVIATION OF THE TARGET KINGDOM IN COLUMN "C".

Name: CONJURE PRESTIGESpell #: 481
THIS SPELL HAS AN EFFECT SIMILAR TO THAT OF ORDER #480 (KING EXPAND HIS INFLUENCE). THERE IS A 75% CHANCE OF SUCCESS, BARRING SOME FORM OF MAGICAL PROTECTION. IF SUCCESSFUL THE KING/QUEEN/REGENT WILL HAVE HIS/HER INFLUENCE RAISE ONE POINT. PUT THE TARGET KINGDOM ABBREVIATION IN COLUMN "C" AND THE KING'S ABBREVIATION OF THE TARGET KINGDOM IN COLUMN "D".

Name: ENHANCE KING'S AURASpell #: 482
THIS DELICATE MAGIC ENDEAVORS TO INCREASE THE NATURAL MAGNETISM AND POWER OF THE KING BY CREATING SUBTLE, MAGICAL ENHANCEMENTS IN HIS AURA (INCREASES HIS INFLUENCE BY 1 POINT). THERE IS A 100% CHANCE OF SUCCESS, BARRING SOME FORM OF MAGICAL PROTECTION. THIS SPELL MAY BE CAST ON ANY KING, BUT THE WIZARD MUST BE IN THE SAME AREA AS THE TARGET KING. PUT THE TARGET KINGDOM ABB. IN COLUMN "C" (EVEN IF YOUR OWN) AND THE KING'S ABBREVIATION IN COLUMN "D".

Name: STRENGTHEN WALLSSpell #: 601
THIS INCANTATION ALLOWS A MAGE TO INCREASE THE EXISTING DEFENSES OF THE POPULATION CENTER IN THE SAME AREA AS HIS GROUP BY 2,000, PERMANENTLY. THE POPULATION CENTER NEED NOT BE CONTROLLED BY THE SPELLCASTER'S KINGDOM. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. NOTE: AS THIS SPELL IS AFTER PRODUCTION THE RESULTS BE BE REFLECTED ON THE NEXT RESULT.

Name: FERTILE FIELDSSpell #: 602
BY CASTING THIS SPELL A MAGE INCREASES THE FOOD PRODUCTION OF THE POPULATION CENTER HIS GROUP IS IN BY 2,500, PERMANENTLY. THE POPULATION CENTER NEED NOT BE CONTROLLED BY THE SPELLCASTER'S KINGDOM. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. NOTE: AS THIS SPELL IS AFTER PRODUCTION THE INCREASE WILL BE REFLECTED ON THE NEXT RESULT.

Name: HIDDEN ORESpell #: 603
WHEN LOCATED IN THE SAME AREA AS A POPULATION CENTER, BY CASTING THIS SPELL A MAGE CAN UNCOVER HIDDEN ORE RESERVES IN THAT AREA. GOLD PRODUCTION OF THE POPULATION CENTER WILL INCREASE BY 2500 GOLD PERMANENTLY. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. NOTE: AS THIS SPELL IS AFTER PRODUCTION, THE INCREASE WILL BE REFLECTED ON THE NEXT RESULT.

Name: RAISE POPULATION CENTER CENSUSSpell #: 610
WHEN LOCATED IN THE SAME AREA AS A POPULATION CENTER, BY CASTING THIS SPELL A MAGE INCREASES THE CENSUS BY 2,500 PERMANENTLY. THE POPULATION CENTER NEED NOT BE CONTROLLED BY THE SPELLCASTER'S KINGDOM. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED.

Name: STORM AT SEASpell #: 660
THIS SPELL CAUSES CRASHING, TREACHEROUS SEAS AND VIOLENT STORMS TO RAGE THROUGHOUT A PARTICULAR SEA, PREVENTING ALL NORMAL SEA MOVEMENT IN THAT SEA BY ALL KINGDOMS. THE SPELLCASTER MUST BE WITHIN 3 AREAS OF ANY AREA COMPRISING THAT SEA. SPECIFY THE FIRST LETTER OF THE SEA TO BE EFFECTED IN COLUMN "C", AND AN AREA OF THE SEA WITHIN 3 AREAS OF THE WIZARD IN COLUMN "D".

Name: DISPEL STORM AT SEASpell #: 661
THIS SPELL IS VERY SIMILAR TO THE DISPEL MAGIC SPELL, HOWEVER INSTEAD OF DISPELLING BATTLE SPELLS, IT WORKS AGAINST THE STORM AT SEA SPELL. THE SAME CHANCE OF SUCCESS AS EXISTS IN DISPEL MAGIC APPLY HERE (100% CHANCE OF DISPELLING VERSUS EQUAL OR LESSOR LEVEL WIZARD, LESS 25% PER LEVEL DISPARITY WHEN ATTEMPTING TO DISPEL INCANTATION OF A HIGHER LEVEL SPELLCASTER). THE SPELLCASTER MUST BE WITHIN 3 AREAS OF ANY AREA COMPRISING THAT SEA. SPECIFY THE FIRST LETTER OF THE SEA TO BE EFFECTED IN COLUMN "C", AND AN AREA OF THE SEA WITHIN 3 AREAS OF THE WIZARD IN COLUMN "D".

Name: SHIP OF MISTSpell #: 708
BY CASTING THIS SPELL, THE WIZARD CREATES A FLEET OF MIST-MADE SHIPS, ENOUGH TO TRANSPORT ONE BRIGADE PER POWER-LEVEL MAGICALLY OVER ANY SEA. MOVEMENT IS AT THE NORMAL RATE FOR THE KINGDOM. IN ADDITION, THE GROUP IS NOT SUBJECT TO INTERDICTION BY SEA PATROL OR THE SPELL "STORM AT SEA". HOWEVER, THE GROUP MAY NOT END ITS MOVEMENT IN A SEA AREA. MOVEMENT CAN BE INCREASED BY A FORCED MARCH. USE IN PLACE OF A NORMAL MOVEMENT ORDER, NOT IN ADDITION TO. COMPLETE COLUMNS "C" ON TO INDICATE INTENDED MOVEMENT AREA BY AREA.

Name: SPEEDSpell #: 718
THE WIZARD CREATES AN INVIGORATING AROMA WHICH GREATLY AIDS THE GROUPS MOVEMENT CAPABILITIES. MOVEMENT ALLOWANCE IS INCREASED 2.5 PTS. PER LEVEL OF THE SPELLCASTER. (POWER-2 CASTER'S GROUP COULD MOVE 25 POINTS.) USE IN PLACE OF NORMAL MOVEMENT ORDER. LIMIT OF 8 AREAS MAXIMUM MOVEMENT. THIS SPELL WILL NOT INCREASE SEA MOVEMENT AND CAN NOT BE USED WITH A FORCED MARCH. COMPLETE COLUMNS "C" ON TO INDICATE INTENDED MOVEMENT AREA BY AREA. USE 2ND LINE OF INPUT SHEET IF NEEDED.

Name: UNVEIL POPULATION CENTERSSpell #: 751
THIS SPELL ALLOWS A WIZARD TO UNCOVER THE LOCATION OF ALL TOWNS OR VILLAGES IN THE REGION HE IS LOCATED IN. PUT EITHER "T" OR "V" IN COLUMN C. NO OTHER COLUMNS NEED BE COMPLETED.

Name: UNVEIL GROUP LOCATIONSSpell #: 761
THIS SPELL ALLOWS A WIZARD TO LEARN THE LOCATION OF ALL GROUPS OF A PARTICULAR SIZE IN HIS REGION. PUT EITHER "BRIGADE", "DIVISION","ARMY", OR "ARMY GROUP" IN COLUMN "C". (PUT THE WORD EXACTLY, EG, PUT "BRIGADE", NOT "BRIGADES". NO OTHER COLUMNS NEED BE COMPLETED.

Name: PROTECTION FROM REGIONAL EFFECTSpell #: 778
THIS SPELL OFFERS THE GROUP CONTAINING THE SPELLCASTER THE MEANS TO BE PROTECTED FROM THE EFFECTS OF A NON-ALLIED WIZARD'S REGIONAL EFFECT SPELL. THIS PECULIAR SPELL WILL PROTECT THE GROUP FROM A SINGLE REGIONAL EFFECT SPELL ONLY; THERE IS NO WAY TO SPECIFY A PARTICULAR REGIONAL SPELL. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED.

Name: DISPEL REGIONAL EFFECTSpell #: 779
THIS SPELL IS VERY SIMILAR TO THE DISPEL MAGIC SPELL, HOWEVER INSTEAD OF DISPELLING BATTLE SPELLS, IT WORKS AGAINST REGIONAL EFFECT SPELLS (#781-788). THIS SPELL HAS A 100% CHANCE OF DISPELLING A REGIONAL SPELL OF AN EQUAL OR LESSOR LEVEL WIZARD, LESS 25% PER LEVEL OF DISPARITY WHEN ATTEMPTING TO DISPEL INCANTATIONS OF A HIGHER LEVEL SPELLCASTER. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED.

Name: COLD DARKNESS (REGIONAL EFFECT)Spell #: 781
BY CASTING THIS SPELL THE WIZARD CAUSES CONTINUAL, CHILLING DARKNESS TO BLOT OUT THE DAYS ACROSS ALL AREAS OF THE REGION IN WHICH THE SPELLCASTER IS LOCATED. THE EFFECT IS TO DECREASE THE MORALE OF ALL NON-ALLIED GROUPS (GROUPS THAT THE WIZARD'S KINGDOM HAS NOT DECLARED AS AN ALLY) IN THAT REGION 10 POINTS, PERMANENTLY. A GROUP WILL BE EFFECTED BY ONLY ONE REGIONAL EFFECT SPELL PER TURN. EACH POSSIBLE TARGET HAS A 25% CHANCE OF AVOIDING THE EFFECTS; PATROLS ARE NOT EFFECTED AND THUS WILL NOT BE RELECTED ON ANY REPORT OF GROUPS THAT SUFFERED FROM THIS SPELL. NO FURTHER COLUMNS NEED BE COMPLETED.

Name: BLINDING LIGHT (REGIONAL EFFECT)Spell #: 782
BY CASTING THIS SPELL THE WIZARD CAUSES CONTINUAL, BLINDING LIGHT TO CONTINUALLY SHINE, DEFEATING THE NIGHT ACROSS ALL AREAS OF THE REGION IN WHICH THE SPELLCASTER IS LOCATED. THE EFFECT IS TO DECREASE THE MORALE OF ALL NON-ALLIED GROUPS (GROUPS THAT THE WIZARD'S KINGDOM HAS NOT DECLARED AS AN ALLY) BY 10 POINTS, PERMANENTLY. A GROUP WILL BE EFFECTED BY ONLY ONE REGIONAL EFFECT SPELL PER TURN. EACH POSSIBLE TARGET HAS A 25% CHANCE OF AVOIDING THE EFFECTS; PATROLS ARE NOT EFFECTED AND THUS WILL NOT BE RELECTED ON ANY REPORT OF GROUPS THAT SUFFERED FROM THIS SPELL. NO FURTHER COLUMNS NEED BE COMPLETED. . NO FURTHER COLUMNS NEED BE COMPLETED.

Name: DEMONIC VISIONS (REGIONAL EFFECT)Spell #: 783
THIS SPELL IS AN INCREDIBLY POWERFUL AND LONG LASTING ILLUSION CAUSING ALL INTELLIGENT LIFE TO INVISION GRAPHICALLY THEIR WORST NIGHTMARES OF THE CREATURES OF THE NIGHT, CONSTANTLY. THE EFFECT IS TO REDUCE MORALE BY 10% AND INCREASE ATTRITION BY 10% OF ALL NON-ALLIED GROUPS (GROUPS THAT THE WIZARD'S KINGDOM HAS NOT DECLARED AS AN ALLY) IN THE REGION OF THE SPELLCASTER. A GROUP WIL BE EFFECTED BY ONLY ONE REGIONAL EFFECT SPELL PER TURN; PATROLS ARE NOT EFFECTED AND THUS WILL NOT BE RELECTED ON ANY REPORT OF GROUPS THAT SUFFERED FROM THIS SPELL. NO FURTHER COLUMNS NEED BE COMPLETED. EACH POSSIBLE TARGET HAS A 25% CHANCE OF AVOIDING THE EFFECTS.

Name: PLAGUE (REGIONAL EFFECT)Spell #: 784
THIS BLACK MAGIC CAUSES A TERRIBLE PLAGUE TO WIPE OUT 20% OF THE CIVILIAN POPULATION IN THE REGION OF THE SPELLCASTER. ALL POPULATION CENTERS IN THE REGION ARE EFFECTED. THERE IS A 25% CHANCE OF THIS SPELL FAILING. ONLY ONE PLAGUE REGIONAL EFFECT SPELL CAN BE SUCCESSFUL PER REGION, PER TURN. NO OTHER COLUMNS NEED BE COMPLETED.

Name: FAMINE (REGIONAL EFFECT)Spell #: 785
THIS BLACK MAGIC CAUSES FAMINE TO DESTROY 20% OF THE FOOD PRODUCTION IN THE REGION OF THE SPELLCASTER. ALL POPULATION CENTERS IN THE REGION ARE EFFECTED. THERE IS A 25% CHANCE OF THIS SPELL FAILING. ONLY ONE REGIONAL EFFECT SPELL CAN BE CAST PER REGION, PER TURN. NO OTHER COLUMNS NEED BE COMPLETED.

Name: BOUNTY (REGIONAL EFFECT)Spell #: 786
THIS BENEFICIAL MAGIC CAUSES FOOD PRODUCTION IN THE REGION OF THE SPELLCASTER TO INCREASE BY 20% PERMANENTLY. ALL POPULATION CENTERS IN THE REGION ARE EFFECTED. THERE IS A 25% CHANCE OF THIS SPELL FAILING. ONLY ONE REGIONAL EFFECT SPELL CAN BE SUCCESSFUL PER REGION, PER TURN. NO OTHER COLUMNS NEED BE COMPLETED.

Name: RAISE REGIONAL CENSUS (REGIONAL EFFSpell #: 788
THIS BENEVOLENT ENCHANTMENT RESULTS IN A 20% INCREASE OF THE CIVILIAN POPULATION IN THE REGION OF THE SPELLCASTER. ALL POPULATION CENTERS IN THE REGION ARE EFFECTED. THERE IS A 25% CHANCE OF THIS SPELL FAILING. ONLY ONE REGIONAL CENSUS EFFECT SPELL CAN BE EFFECTIVE PER REGION, PER TURN. NO OTHER COLUMNS NEED BE COMPLETED.

Name: LEARN ARTIFACT POWERSpell #: 796
BY USING THIS SPELL, A WIZARD CAN LEARN WHAT POWERS ARE STORED WITHIN AN ARTIFACT IN HIS KINGDOM'S POSSESSION. INFORMATION LEARNED MAY BE OF A GENERAL NATURE, BUT IT WILL BE SUFFICIENT TO ENABLE THE KING TO KNOW BEST HOW TO UTILIZE THE ARTIFACT. ARTIFACT MUST BE IN THE SAME AREA AS THE WIZARD. PUT THE SHORT NAME OF THE ARTIFACT IN COLUMN "C". ONLY VERY BASIC INFORMATION WILL BE LEARNED.

Name: MAGIC RESEARCHSpell #: 799
THIS IS THE MEANS BY WHICH A SPELLCASTER ADVANCES HIS POWER. THE WIZARD MUST BE LOCATED IN A KINGDOM CONTROLLED POPULATION CENTER IN ORDER TO PERFORM HIS RESEARCH. THE COST TO THE CONTROLLING KING IS SHOWN ON THE SETUP SHEET DATA (EG: IF COST SHOWN IS 10,000 GOLD PER LEVEL, IT WOULD COST 20,000 GOLD TO ADVANCE FROM POWER-1 TO POWER-2). NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED.

Name: WIZARD HEALSpell #: 815
Spell 815 - HEAL The wizard dedicates his time and magical energy to imbue additional food rations for his group with restorative powers. By consuming the magical food, the group's wounded are restored to fighting capability and attrition reduced according to the following schedule: Brigade sized groups require an additional 4000 food and have their attrition reduced by 5 points. Division sized groups require an additional 8000 food and have their attrition reduced by 4 points, and Army size groups require and additional 16000 food and have their attrition reduced by 3 points. This spell will have reduced effectiveness if a previous healing has been performed on the group, either by a High Priestess order or a previous casting of this spell. If the group has been healed once before, attrition will be reduced by 2 fewer points than listed above (eg. Brigade sized groups will reduce attrition by 3, Division by 2, Army by only 1). The spell will have no effect, other than food consumption if the group has already received two prior healings through any combination of High Priestess orders or Spells. No columns beyond `B' are required. Cast by a wizard it affects the group the wizard is in. Like the HP order, sliding scale based on group size and reduced effect for previous heal. If no other healing has taken place: Brig -5 attrition Div -4 attrition Army -3 attrition Army Gp - no effect If one other healing (either HP or Spell) Brig -3 attrition Div -2 attrition Army -1 attrition Army Gp - no effect If 2 other healings (either HP or Spell) No effect

Name: MASK IN BEST TERRAINSpell #: 820
BY USING THIS SPELL THE WIZARD THROUGH USE OF MIST, SMOKE, AND ILLUSIONARY CAMOUFLAGE OF SURROUNDING TERRAIN OBSCURES THE SIZE OF HIS GROUP TO FOREIGN POWERS IF IT ENDS ITS MOVEMENT IN THE TERRAIN TYPE MOST FAVORABLE TO HIS KINGDOM'S TROOP TYPE (BEST TERRAIN COMBAT MODIFIER SHOWN IN SETUP DATA). IT HAS NO EFFECT IN OTHER TERRAIN TYPES. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED.

Name: MASKSpell #: 821
BY USING THIS SPELL THE WIZARD THROUGH USE OF MIST, SMOKE, AND ILLUSION OBSCURES THE SIZE OF HIS GROUP. FOREIGN GROUPS (AND POSSIBLY AGENTS) WILL BE UNABLE TO DETERMINE THE GROUP SIZE OR STRENGTH. GROUP SIZE WILL BE REPORTED AS "MASKED". NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED.

Name: TELEPORT SELFSpell #: 830
BY USING THIS SPELL THE WIZARD CAN TELEPORT HIMSELF IN TO ANOTHER GROUP OF HIS KINGDOM, REGARDLESS OF DISTANCE FROM HIS PRESENT LOCATION. THE "RECEIVING" GROUP MUST BE OF HIS OWN KINGDOM, AND CANNOT ALREADY CONTAIN THREE WIZARDS. PLACE THE RECEIVING GROUP'S I.D. IN COLUMN "C". THERE ARE NO DISTANCE OR AREA RESTRICTIONS WITH THIS SPELL.

Name: INVISIBLE BRIGADESpell #: 845
THIS SPELL ALLOWS THE WIZARD'S BRIGADE SIZED (UP TO 2 BRIGADES) GROUP TO BECOME INVISIBLE AND SO UNDETECTED BY GROUPS AND AGENTS ALIKE. THIS IS OF COURSE AN EXCELLENT WAY TO AVOID COMBAT OR SURPRISE AN UNSUSPECTING FOE. SPELL LASTS FOR THAT MONTH (GAME TURN) CAST. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED.

Name: INVISIBLE DIVISIONSpell #: 846
THIS SPELL ALLOWS THE WIZARD'S DIVISION SIZED (UP TO 5 BRIGADES) GROUP TO BECOME INVISIBLE AND SO UNDETECTED BY GROUPS AND AGENTS ALIKE. THIS IS OF COURSE AN EXCELLENT WAY TO AVOID COMBAT OR SURPRISE AN UNSUSPECTING FOE. SPELL LASTS FOR THAT MONTH (GAME TURN) CAST. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED.

Name: INVISIBLE ARMYSpell #: 847
THIS SPELL ALLOWS THE WIZARD'S ARMY SIZED (UP TO 10 BRIGADES) GROUP TO BECOME INVISIBLE AND SO UNDETECTED BY GROUPS AND AGENTS ALIKE. THIS IS OF COURSE AN EXCELLENT WAY TO AVOID COMBAT OR SURPRISE AN UNSUSPECTING FOE. SPELL LASTS FOR THAT MONTH (GAME TURN) CAST. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED.

Name: INVISIBLE ARMY GROUPSpell #: 848
THIS SPELL ALLOWS THE WIZARD'S ARMY GROUP SIZED (UNLIMITED BRIGADES) GROUP TO BECOME INVISIBLE AND SO UNDETECTED BY GROUPS AND AGENTS ALIKE. THIS IS OF COURSE AN EXCELLENT WAY TO AVOID COMBAT OR SURPRISE AN UNSUSPECTING FOE. SPELL LASTS FOR THAT MONTH (GAME TURN) CAST. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED.

Name: TELEPORT BRIGADESpell #: 850
THIS SPELL ALLOWS THE WIZARD TO TELEPORT HIS BRIGADE SIZED GROUP (NO MORE THAN 2 BRIGADES) TO ANY AREA IN ALAMAZE, WITHOUT RANGE RESTRICTION. USE IN PLACE OF A MOVEMENT ORDER. YOU MAY NOT DESIGNATE A SEA TERRAIN AREA AS THE DESTINATION. SPECIFY THE DESTINATION AREA IN COLUMN "C". IF THIS GROUP HAS BEEN ISSUED AN ORDER-745 (REST GROUP)IT IS UNABLE TO MOVE (BE TELEPORTED) AS IT SHOULD HAVE RECEIVED THE BENEFITS OF THE REST ORDER.

Name: TELEPORT DIVISIONSpell #: 851
THIS SPELL ALLOWS THE WIZARD TO TELEPORT HIS DIVISION SIZED GROUP (NO MORE THAN 5 BRIGADES) TO ANY AREA IN ALAMAZE, WITHOUT RANGE RESTRICTION. USE IN PLACE OF A MOVEMENT ORDER. YOU MAY NOT DESIGNATE A SEA TERRAIN AREA AS THE DESTINATION. SPECIFY THE DESTINATION AREA IN COLUMN "C". IF THIS GROUP HAS BEEN ISSUED AN ORDER-745 (REST GROUP)IT IS UNABLE TO MOVE (BE TELEPORTED) AS IT SHOULD HAVE RECEIVED THE BENEFITS OF THE REST ORDER.

Name: TELEPORT ARMYSpell #: 852
THIS SPELL ALLOWS THE WIZARD TO TELEPORT HIS ARMY SIZED GROUP (NO MORE THAN 10 BRIGADES) TO ANY AREA IN ALAMAZE, WITHOUT RANGE RESTRICTION. USE IN PLACE OF A MOVEMENT ORDER. YOU MAY NOT DESIGNATE A SEA TERRAIN AREA AS THE DESTINATION. SPECIFY THE DESTINATION AREA IN COLUMN "C". IF THIS GROUP HAS BEEN ISSUED AN ORDER-745 (REST GROUP)IT IS UNABLE TO MOVE (BE TELEPORTED) AS IT SHOULD HAVE RECEIVED THE BENEFITS OF THE REST ORDER.

Name: TELEPORT ARMY GROUPSpell #: 853
THIS SPELL ALLOWS THE WIZARD TO TELEPORT HIS ARMY GROUP SIZED FORCE (ANY NUMBER OF BRIGADES) TO ANY AREA IN ALAMAZE, WITHOUT RANGE RESTRICTION. USE IN PLACE OF A MOVEMENT ORDER. YOU MAY NOT DESIGNATE A SEA TERRAIN AREA AS THE DESTINATION. SPECIFY THE DESTINATION AREA IN COLUMN "C". IF THIS GROUP HAS BEEN ISSUED AN ORDER-745 (REST GROUP)IT IS UNABLE TO MOVE (BE TELEPORTED) AS IT SHOULD HAVE RECEIVED THE BENEFITS OF THE REST ORDER.

Name: LOCATE CHARACTER OR GROUPSpell #: 855
THIS SPELL ALLOWS THE SPELLCASTER TO LEARN, THROUGH DEEP TRANCE-INDUCED MEDITATIONS, THE LOCATION OF A SPECIFIC GROUP OR EMISSARY OF ANY KINGDOM. CERTAIN MAGIC MAY INTERFERE WITH THIS PROCESS (SUCH AS A "WARD" SPELL) BUT NORMALLY IT IS QUITE EFFECTIVE. PLACE "G" OR "E" (GROUP OR EMISSARY) IN COLUMN "C", THE GROUP I.D. OR EMISSARY ABB. IN COLUMN "D", AND THE KINGDOM ABB.OF THE GROUP OR EMISSARY IN COLUMN "E".

Name: SUMMON MONSTERSSpell #: 860
THIS SPELL MAY ONLY BE CAST IN A FOREST AREA. THE SPELL CASTER THROUGH THIS SPELL CAUSES LARGE NUMBERS (A BRIGADE'S WORTH) OF HUMANOID TYPE BEINGS TO EMERGE FROM THE SURROUNDING FOREST AND JOIN HIS GROUP. MONSTERS (MO) ARE CONSIDERED ONE OF THE BRIGADE TYPES ALLOWED PER GROUP. MONSTER BRIGADES MUST BE FED BUT NEED NOT BE PAID. THEY CONSUME FOOD AT THE SAME RATE AS OTHER TROOPS OF THE KINGDOM AND IF THEY ARE NOT FED THEY WILL SUFFER THE NORMAL 10% MORALE LOSS. COMBAT ABILITY IS SLIGHTLY SUPERIOR TO RECRUITS. NO FURTHER COLUMNS NEED BE COMPLETED.

Name: SUMMON SKELETONSSpell #: 861
THIS SPELL MAY ONLY BE CAST IN A PLAINS AREA. THE SPELL CASTER THROUGH THIS SPELL CAUSES LARGE NUMBERS (A BRIGADE'S WORTH) OF SKELETONS (SK) TO ARISE FROM THEIR ANCIENT BATTLE BURIAL GROUNDS AND ANIMATE. THEY COUNT AS A BRIGADE TYPE. NO MORE THAN 3 SKELETON BRIGADES PER GROUP MAY BE PRESENT WHEN CASTING THIS SPELL (FOR A TOTAL OF 4 SKELETON BRIGADES). SKELETON BRIGADES DO NOT CONSUME FOOD OR GOLD. THEIR COMBAT ABILITY IS SLIGHTLY SUPERIOR TO RECRUITS. NO FURTHER COLUMNS NEED BE COMPLETED.

Name: SUMMON GHOULSSpell #: 862
THIS SPELL MAY ONLY BE CAST IN A MARSH AREA. THE SPELL CASTER THROUGH THIS SPELL CAUSES LARGE NUMBERS (A BRIGADE'S WORTH) OF GHOULS (GH) TO ARISE FROM THEIR ANCIENT BATTLE BURIAL GROUNDS. THEY COUNT AS A BRIGADE TYPE. NO MORE THAN 2 GHOUL BRIGADES MAY BE PRESENT WHEN CASTING THIS SPELL (FOR A TOTAL OF 3 GHOUL BRIGADES). GHOUL BRIGADES DO NOT CONSUME FOOD OR GOLD. THEIR COMBAT ABILITY IS SLIGHTLY SUPERIOR TO VETERANS. NO FURTHER COLUMNS NEED BE COMPLETED.

Name: SUMMON WIGHTSSpell #: 863
THIS SPELL MAY ONLY BE CAST IN A MOUNTAINS AREA. THE SPELL CASTER THROUGH THIS SPELL CAUSES LARGE NUMBERS (A BRIGADE'S WORTH) OF WIGHTS (WT) TO ARISE FROM THEIR ANCIENT BATTLE BURIAL GROUNDS. THEY COUNT AS A BRIGADE TYPE. NO MORE THAN 2 WIGHT BRIGADES MAY BE PRESENT WHEN CASTING THIS SPELL (FOR A TOTAL OF 3 WIGHT BRIGADES). WIGHT BRIGADES DO NOT CONSUME FOOD OR GOLD. THEIR COMBAT ABILITY IS QUITE SUPERIOR TO VETERANS. NO FURTHER COLUMNS NEED BE COMPLETED.

Name: ADVANCED SUMMONINGSpell #: 865
THIS SPELL ALLOWS THE SPELL CASTER TO SUMMON 2 BRIGADES OF TROOPS FROM THE SPECIFIED TERRAIN OF SPELLS NUMBERED 860 (MONSTERS WHILE IN THE FOREST), 861 (SKELETONS WHILE IN THE PLAINS), AND 862 (GHOULS WHILE IN THE MARSH). NO MORE THAN 4 SKELETON BRIGADES PER GROUP MANY BE PRESENT WHEN CASTING THIS SPELL (FOR A TOTAL OF 6 SKELETON BRIGADES) OR 3 GHOUL BRIGADES (FOR A TOTAL OF 5 GHOUL BRIGADES). THERE IS NO LIMIT TO THE NUMBER OF MONSTERS. THE TERRAIN DETERMINS WHAT CAN BE SUMMONED SO NO ADDITIONAL COLUMNS NEED TO BE COMPLETED.

Name: WRAITH FORMSpell #: 870
THIS IS A VERY BLACK MAGIC. THE SPELL CASTER, BY USING THIS SPELL, GIVES UP A HUMAN EXISTANCE IN EXCHANGE FOR IMMORTALITY. THE RESULTING WRAITH-MAGE IS NEARLY INVULNERABLE IN GAME TERMS, IE., HE CANNOT BE ASSASSINATED OR SLAIN BY NORMAL MEANS IN COMBAT. THERE IS A COST: HE MAY NEVER RESERCH HIS POWER LEVEL FURTHER AND HIS POWER LEVEL WILL BE REDUCED TO A POWER 5. THE SPELL MAY ONLY BE USED BY A WIZARD WHOSE NATURAL LEVEL (NOT ENHANCED BY ARTIFACTS) WILL ALLOW. ONCE CAST THE WRAITH FORM CAN NEVER BE REVERSED. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. IT IS CONCEIVABLE SOME MAGIC MAY DESTROY A WRAITH.

Name: RAVEN FAMILIARSpell #: 888
BY USING THIS SPELL A WIZARD MAY ORDER HIS RAVEN FAMILIAR TO PERFORM A RECONNAISANCE OF AN AREA EXACTLY AS A FIRST LEVEL AGENT WOULD. THE TARGET AREA MUST BE WITHIN A TEN AREA RANGE OF THE SPELLCASTER'S GROUP. THE RESULTS WILL BE REPORTED IN THE "AGENTS ON RECONNAISANCE" SECTION OF THE STATUS UPDATE. PUT TARGET AREA IN COLUMN "C".

Name: SUMMON DEMONSpell #: 941
BY USING THIS SPELL THE WIZARD CAUSES A MINOR DEMON TO MATERIALIZE IN THE TARGET AREA AND ATTEMPT THE ASSASSINATION OF A KNOWN EMISSARY. HE WILL HAVE THE CHANCE OF SUCCESS OF A LEVEL 14 AGENT, HOWEVER A WARD ON THE TARGET NEGATES THE SPELL AND OTHER TYPES OF MAGICAL PROTECTION WILL REDUCE HIS CHANCE. THE DEMON IS CONSIDERED AS A LIVING BEING. PUT THE AREA THE EMISSARY IS IN IN "C", THE EMISSARY ABBREVIATION IN "D", AND THE KINGDOM ABB. IN COLUMN "E". THE DEMON WILL VANISH AFTER THE MISSION, THEREFORE WILL NEVER BE TAKEN HOSTAGE.

Name: SUMMON HIGH DEMONSpell #: 942
BY USING THIS SPELL THE WIZARD CAUSES A HIGH DEMON TO MATERIALIZE IN THE TARGET AREA (NO MORE THAN 10 AREAS AWAY FROM THE CASTING WIZARD'S LOCATION) AND ATTEMPT THE ASSASSINATION OF A KNOWN TARGET (EMISSARY, LEADER, WIZARD). THIS DEMON WILL HAVE THE CHANCE OF SUCCESS OF A LEVEL-12 AGENT, HOWEVER A WARD ON THE TARGET NEGATES THE SPELL AND OTHER TYPES OF MAGICAL PROTECTION WILL REDUCE HIS CHANCES OF SUCCESS. THIS HIGH DEMON IS CONSIDERED AS A LIVING BEING AND HIS CHANCES OF SUCCESS WILL BE MODIFIED BY AN AGENT DOING AN ORDER-920 (COUNTER-ESPIONAGE) OR ORDER-925 (GUARD). IF AN EMISSARY IS THE TARGET, PUT THE AREA THE EMISSARY IS IN IN COLUMN "C", THE EMISSARY ABBREVIATION IN COLUMN "D", AND THE KINGDOM ABB. IN COLUMN "E". SHOULD THE TARGET BE A LEADER OR A WIZARD, PUT THE TARGET GROUP IN COLUMN "C", PLACE "W" (FOR WIZARD) OR "L" (FOR LEADER IN COLUMN "D", THE TARGET'S INITIALS IN COLUMN "E" AND IF NECESSARY THE AMBUSH AREA IN COLUMN "F". THE DEMON WILL VANISH AFTER THE MISSION, THEREFORE HE WILL NEVER BE CAPTURED.

Site last modified: November 12, 2009