Wizard Spellbook

Spells (Level 0-9)

Each spellcaster may cast one spell per turn. Casting a spell counts towards your
kingdom’s influence order limitation. Spells not properly completed or fail to meet
certain criteria in their description are miscast and have no effect. Spells that are
designated as “Intrinsic” means that they are automatically cast to have effect. There is
no need to issue a command to activate an Intrisinc spell. Spells designated as “Regional”
represents that the spell will affect the entire region that the wizard’s group is located
in at the time of the casting. Order execution is important so compare the spell number to
the order number that moves your group to verify if you wish to cast the spell before or
after you relocate from the area.


Name:  Presence                                                                     Spell #:   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 Teleport                                                 Spell #:   71

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. There is no distance or area restrictions with this spell, however
the target group cannot already contain 3 wizards.


Name:   Self Invisible                                                               Spell #:   73

This spell allows the spellcaster to become invisible, thereby protecting himself
from the hazards of battle. The protection lasts throughout the turn for all battles
against multiple groups and/or popcenters. This spell will prevent the wizard from
dying during combat. The wizard is still vulnerable however, to other lethal factors
such as the Kill Leader/Wizard spell. This Self Invisible spell is the only one
capable of providing lasting protection for the wizard from multiple groups and
popcenter battles that may occur on the same turn.

Name:   Lightning Attack                                                        Spell #:   75

The lightning attack is the most commonly known offensive battle spell. The spell
sends dozens of lightning bolts screaming through enemy formations. The base power of
the attack is dependent upon spellcaster power: 1000 points per level. Your group
must battle the target group for the spell to be effective. This is a singular spell
so only one may be cast from a group to the same target (pc or group). Since this
spell executes before dispel magic (Order #77), lightning attack is the only combat
spell that cannot be dispelled.


Name:   Dispel Magic                                                              Spell #:   77

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 the lowest
spell # you wish to dispel (e.g., 98). Your group need not engage in combat to use
this spell. Spells that are possible to dispel are: Destroy Undead, Wind Storm, Flash
Flood, Protect Heroes and Wizards, Stun Leader, Kill Leader or Wizard, Crack the Sky,
Wall of Flame, Shield, Guarded Attack, Firestrike, Tornado, Earthquake, Ice Torrent,
Chain Lightning, Prismatic Rays, Incendiary Cloud, Disintegrate, Chaos, Fear, Valor,
and Ancient Intervention (Ancient Ones kingdom ability).


Name:   Power Word Stun                                                       Spell #:   79

The wizard casting this spell seeks to render all of the opposing group’s leaders
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). A
power-1 wizard has a 33% {100%*(1/3)} of stunning a marshal. The Protect Heroes and
Wizards spell is only 50% effective in preventing this spell from affecting its
leaders (the lower Stun Leader spell is fully blocked by the Protect spell). A
successfully cast Dispel Magic will counter this spell as well.


Name:   Ice Torrent                                                                  Spell #:   80

Ice Torrent causes a blizzard of ice shards to tear through the enemy. The power of
the attack is dependent upon spellcaster power: 3000 points per level. Your group
must battle the target group for the spell to be effective. This is a singular spell
so only one may be cast from a group to the same target (pc or group).


Name:   Chain Lightning                                                         Spell #:   81

Chain Lightning causes widespread upon the enemy with a lattice of intertwining
lightning arcs. The power of the attack is dependent upon spellcaster power: 3500
points per level. Your group must battle the target group for the spell to be
effective. This is a singular spell so only one may be cast from a group to the same
target (pc or group).


Name:   Prismatic Rays                                                          Spell #:   82

Prismatic Rays sends a colorful array of dazzling rays upon the enemy. The power of
the attack is dependent upon spellcaster power: 4000 points per level. Your group
must battle the target group for the spell to be effective. This is a singular spell
so only one may be cast from a group to the same target (pc or group).


Name:   Incendiary Cloud                                                       Spell #:   83

Incendiary Cloud is a dense vapor cloud that billows forth among the enemy’s forces
and then magically ignites causing disastrous burns and trauma. The power of the
attack is dependent upon spellcaster power: 4500 points per level. Your group must
battle the target group for the spell to be effective. This is a singular spell so
only one may be cast from a group to the same target (pc or group). Damage from this
spell is doubled during an Ice Age game.


Name:   Disintegrate                                                               Spell #:   84

Disintegrate instantly destroys the enemy into a powdered dust. The power of the
attack is dependent upon spellcaster power: 5000 points per level. Your group must
battle the target group for the spell to be effective. This is a singular spell so
only one may be cast from a group to the same target (pc or group).


Name:   Arcane Disjunction                                                   Spell #:   85

Casting the powerful Arcane Disjunction spell temporarily drains all weapon artifacts
and equipped items (e.g., improved armor/weapons, mithril armor/weapons, vorpal
blades, slings of accuracy, etc.) of their effects during a battle. This is a
widespread, expanding effect that radiates from the wizard and affects both sides of
the battlefield, so care must be considered when casting this powerful dispel effect.
The Arcane Disjunction will not only affect the item’s combat bonuses (i.e., Sword of
Alvinitar’s 15% combat bonus), but also disables any of the item’s special effects
from occurring (e.g., Rod of Fire’s pwr-2 Firestrike spell). No spell is more
powerful in preventing an opposing group’s multiple artifacts/equipments being used
against your group.


Name:   Destroy Undead                                                         Spell #:   87

The clerical spell caster destroys 1 brigade per power level above two, targeting
skeletons first, then zombies, then ghouls prior to combat beginning. The wizard’s
group must have combat with the target group, although the spell results are put in
effect before the combat begins. This spell has no effect on undead figures (wraith,
lich, nazgul). This is a singular spell so only one may be cast from a group to the
same target.


Name:   Instant Summon Phantasmal Forces                    Spell #:   88

This is a pre-battle group spell that summons an illusionary brigade per two wizard
levels (rounded up) so a pwr-7 wizard will create 4 phantasmal force brigades for the
duration of the turn or until killed in battle. Maximum 5 phantasmal force brigades
per group and may be summoned in any terrain. They do not consume food or gold. All
phantasmal force brigades are destroyed at the end of turn.


Name:   Wind Storm                                                                Spell #:   89

The conjurer calls to the heavens and a gale force wind sweeps across the
battlefield, disrupting missile phases in that enemy long and short range archery is
reduced 25% while friendly is only reduced 10%. This spell may be cast against
population centers.


Name:   Flash Flood                                                                Spell #:   90

The wizard glowers intently at the nearby river and suddenly a flash flood consumes
the battlefield. Reduces the Charge phase for the enemy by 75% while friendly is only
reduced 37.5%. Not possible in mountains or desert. Flying groups (like dragons) are
immune to the effects of this spell. This spell has no effect against population
centers.


Name:   Instant Summon Phantoms                                    Spell #:   93

The summoner calls upon the nether region to lend its fighting spirits to battle.
This is a pre-battle group spell that summons a brigade per two wizard levels
(rounded up) so a pwr-7 wizard will create 4 phantom brigades for the duration of the
turn or until killed in battle. Maximum 5 phantom brigades per group and may be
summoned in any terrain. They do not consume food or gold. All phantom brigades are
destroyed at the end of turn.


Name:   Protect Heroes and Wizards                                  Spell #:   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. It acts as
a counterspell to Stun Leader and Kill Leader/Wizard spells. It will not protect the
group’s figures from dying in combat (in those cases, cast Self Invisible, Guarded
Attack, or Shield which reduces the chance of dying). 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 multiple attacks by the same opposing group unless dispelled.


Name:   Stun Leader                                                               Spell #:   95

The wizard casting this spell seeks to render the opposing commander (highest ranking
only) ineffective for the duration of a battle. Multiple castings of this spell will
not affect the other leaders in the group. 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). A
power-1 wizard has a 33% {100%*(1/3)} of stunning a marshal. This spell may be
countered by the Protect Heroes and Wizards spell.


Name:   Kill Leader/Wizard                                                    Spell #:   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). 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. 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. Group casting this spell must contain at
least one brigade of troops. This spell may be countered by the Protect Heroes and
Wizards spell. This spell may kill undead figures (wraith, lich, nazgul).


Name:   Crack The Sky                                                             Spell #:   97

This is an awesome spell for an archmage where the sky itself seems to develop a
fissure, causing fear, and tornado emanates from it. The resulting confusion has the
same result as a Chaos spell. This spell may be cast against a population center
though only the fear and tornado aspect are considered for the battle.


Name:   Wall of Flame                                                              Spell #:   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 (TAC 3).
Determined attackers will suffer significant damage crossing the wall. Missile damage
is still possible however with a wall of fire if either side attacks on a TAC 3. A
wall of fire will only prevent combat (and no damage to either side) if neither
issued a TAC 3 attack order. If the wizard’s group that cast this spell is issued a
determined attack, then they will receive damage from their own wizard’s magic as they
cross the battlefield. If both groups cast a wall of fire then forces from both sides
will take damage from each spell if they cross the area. Multiple castings of this
spell are possible (to deter being dispelled), but the effects are not cumulative and
only one wall per side is effective. If a wall of fire prevents combat, then both
groups will be considered to have retreated from battle if they were not issued an
attack order at TAC 3 (and that’s 3, not a higher TAC from one of the newer
maneuvers). This is a defensive spell and is not effective against flying groups
(like dragons). Damage from this spell is doubled during an Ice Age game.


Name:   Summon Death                                                          Spell #:   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 living ground-based troops are affected (not undead or flying
brigades not from artifacts) as figures (leaders and wizards) recognize the danger
and swiftly depart the area affected. Group casting this spell must contain at least
one brigade of troops. This is a singular spell so only one may be cast from a group
to the same target. Brigades of lowest level training (green, regular, veteran,
elite) will be taken before higher levels. If this spell is cast against an army
group sized force, an additional brigade will be killed if possible.


Name:   Shield                                                                          Spell #:   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. Not
only does this spell reduce the loss of troops in battle, it also reduces the chances
of the group’s leaders and wizards from dying in combat. This is a singular spell so
only one may be cast from a group to the same target (pc or group). This spell will
also provide some protection against the wall of flame spell.


Name:   Guarded Attack                                                         Spell #:   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:
600 points per level. Your group must battle the target group for the spell to be
effective. When used in an unusual sighting it reduces the wizard’s effectiveness by
50%. This spell will prevent the wizard from dying in combat.


Name:   Firestrike                                                                    Spell #:   103

Firestrike is a powerful offensive battle spell. The spell sends rolling waves of
magically hot flames sizzling into enemy lines. The base power of the attack is
dependent upon spellcaster power: 1400 points per level. Your group must battle the
target group for the spell to be effective. This is a singular spell so only one may
be cast from a group to the same target (pc or group). Damage from this spell is
doubled during an Ice Age game.


Name:   Command Tornado                                                  Spell #:   104

Command Tornado is a terrifying offensive battle spell. The spell summons forth a
large tornado from the heavens to rip through enemy ranks. The base power of the
attack is dependent upon spellcaster power: 1800 points per level. Your group must
battle the target group for the spell to be effective. This is a singular spell so
only one may be cast from a group to the same target (pc or group).


Name:   Earthquake                                                                Spell #:   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 base
power of the attack is dependent upon the spellcasters power: 2200 points per level.
Your group must battle the target group for the spell to be effective. This is a
singular spell so only one may be cast from a group to the same target (pc or group).


Name:   Chaos                                                                         Spell #:   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 at their defined
retreat level. If the opposing group contains a warlord, this spell will be
ineffective. If the opposing group contains a marshal, the spell’s effect will be
reduced. 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.


Name:   Fear                                                                             Spell #:   107

Opponent receives -5% morale reduction per wizard level up to -25% total. PC defense
reduced by the same percentage. Ineffective against kingdoms with Stalwart and
potentially other traits as well as against undead. This is a singular spell so only
one may be cast from a group to the same target (pc or group).


Name:   Valor                                                                            Spell #:   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 5% per wizard level up to 25% for the
duration of the combat. Your group must battle the target group or pop center for the
spell to be effective. This is a singular spell so only one may be cast from a group
to the same target (pc or group).


Name:   Ancient Intervention                                               Spell #:   109

The wizard casting this exhausting magic is able to prevent combat between two forces
anywhere in the realm, both groups are affected and no combat takes place as a result
of this powerful spell (both groups are considered to have withdrew/retreated from
battle). The Ancient Intervention spell however drains 1 power level from the wizard
but the loss may be regained normally through magic research (Order #799).


Name:   Raise Zombies                                                         Spell #:   112

The spell has the caster prepare a dark conjuring that raises the enemy dead from a
group battle as zombies (ZO). A battle spell that happens after the battle, creating
a zombie brigade for each destroyed enemy brigade if the caster’s group does not
already have more than 5 zombie brigades, and any new zombie brigades created by this
spell cannot bring the group total over 5 zombie brigades. Zombie brigades consume
500 food and 300 gold. This spell may only be cast for a group vs. group battle (not
pc), specify opposing group for the spell to act upon. Zombie brigades thereafter may
create new zombie brigades automatically by consuming the dead on the battlefield.
Maximum 20 zombie brigades per group.


Name:   Ward Population Center                                         Spell #:   130

This spell works against 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.


Name:   Light of the Evening Star                                       Spell #:   132

Overcoming darkness that torches cannot defeat, the caster creates a magical light to
allow a patrol investigating an encounter to proceed. Needed to overcome obstacles in
Excellent Class unusual sightings for kingdoms without the Adventurer trait. This
spell becomes an intrinsic ability of the caster at a higher power level (no need to
cast the spell, triggers automatically). This spell will allow the wizard to
contribute his full level to the encounter with the normal risk of dying.


Name:   Bridge of Mist                                                          Spell #:   133

A patrol investigating a sighting will be stymied without a wizard able to cast
Bridge of Mist to overcome chasms and other obstacles in the sighting. Needed to
overcome obstacles in Superior Class unusual sightings for kingdoms without the
Adventurer trait. This spell becomes an intrinsic ability of the caster at a higher
power level (no need to cast the spell, triggers automatically). This spell will
allow the wizard to contribute his full level to the encounter with the normal risk
of dying.


Name:   Dome of Invulnerability                                          Spell #:   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.


Name:   Dispel Dome of Invulnerability                             Spell #:   136

When the spellcaster is in the same region he can, with great effort, cast this
intricate repelling spell that will negate 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.


Name:   Mirror Image                                                            Spell #:   138

In an unusual sighting, the caster creates two mirror images of himself, confounding
the guardian and providing him good protection. This is a spell available for Unusual
Encounters that provides the full wizard power as in Spell 139, but at 1/3 the normal
chance of death.


Name:   Wizard Assist Encounter                                       Spell #:   139

Specify this order for a wizard only when your group has issued the Investigate
Encounter (Order #140) and you desire a wizard to add his full effectiveness to
impact on the outcome. Any wizard thus instructed is fully exposed to the hazards of
battle and risks death.


Name:   Meteor Strike                                                          Spell #:   155

This powerful spell has the caster call forth from the evening sky a storm of meteors
that blast with force upon the population center in the area of the wizard’s group.
The target PC must be in the same area as the wizard’s group. The spell permanently
reduces the PC defense by a base of 4,000 plus 3,000 per wizard power level over
power 5. So a power 7 wizard would inflict 10,000 damage directly against the PC
defense. If a PC’s defense is reduced to 0, the PC is destroyed, eliminated from the
game, with each emissary located there having a 50% of being killed, or else
relocating to their capital. All prisoners will be automatically killed if the PC was
destroyed and regional reaction will be worsened by one level. Group casting this
spell must contain at least one brigade of troops. This is a singular spell so only
one may be cast from a group to the same target.


Name:   Diplomacy                                                               Spell #:   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 the military parley directive (Order #170), not in addition
to it. By using this spell, the group’s leaders appear more charismatic to the center’s
leaders than they otherwise would. 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.


Name:   Create Food                                                            Spell #:   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.


Name:   Create Gold                                                             Spell #:   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.


Name:   Dire Wolf Familiar                                                  Spell #:   211

The wizard, attuned with nature, makes a call into the wild. Soon a huge dire wolf
appears and moves to his side. The wolf provides counter espionage to the group and
recon on the group’s location as a level 4 agent. This effect lasts until end of
turn. It is important to note that the intrinsic version triggers at the spell’s
normal execution level (Order #211) and does not get reapplied if the wizard is
transferred into another group (i.e., the former group has the intrinsic dire wolf
benefit, not the new group). This is a singular spell so only one may be cast for the
group and only if a wizard is not present that is high enough in level to trigger the
intrinsic version of the dire wolf spell.


Name:   Ward                                                                         Spell #:   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
hides an emissary from a locate spell. Maximum range of this spell is 10 areas.


Name:   Sleep                                                                        Spell #:   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. There are various types of magic that can
affect the success of this spell. Maximum range of this spell is 10 areas.


Name:   Augment Title                                                         Spell #:   308

This is magic to permanently enhance the rank of a political emissary. The target
emissary must belong to the spell caster’s kingdom 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 cannot be
cast upon an emissary of prince, princess, king, queen, or regent rank.


Name:   Conceal Emissary                                                  Spell #:   349

The caster creates a sorcery that so disguises the emissary of his kingdom that on
relocating, he will not be detected except by extraordinary measures. Emissary is not
detected by PC on relocation or by agent recon below L10. The emissary’s starting
location must be no more than 3 areas from the casting wizard. This spell cannot be
cast before turn 4.


Name:¬† ¬†Reveal King’s Influence¬† ¬† ¬† ¬† ¬† ¬† ¬† ¬† ¬† ¬† ¬† ¬† ¬† ¬† ¬† ¬† ¬† ¬† ¬† ¬† Spell #:¬† ¬†370

By using this spell the wizard will learn the influence of any king/queen/regent.
This spell has an effect similar to that of Learn King’s Influence (Order #365).


Name:   Conjure Scandal                                                    Spell #:   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.


Name:   Curse                                                                       Spell #:   386

This spell is cast on an opposing ruler 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/queen/regent/consul can be affected 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.


Name:   Charm Region                                                  Spell #:   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.


Name:   Infuriate Populace                                          Spell #:   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.


Name:   Conjure Prestige                                             Spell #:   481

This spell has an effect similar to that of King Expand Influence (Order #480). There
is a 75% chance of success, barring some form of magical protection. If successful
the king/queen/regent will have his/her influence raised one point.


Name:¬† ¬†Enhance King’s Aura¬† ¬† ¬† ¬† ¬† ¬† ¬† ¬† ¬† ¬† ¬† ¬† ¬† ¬† ¬† ¬† ¬† ¬† ¬† ¬†Spell #:¬† ¬†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.


Name:   Create Magical Item                                       Spell #:   525

All items crafted through this spell require mithril as a necessary ingredient for
bestowing the item with its magical properties. Artifacts created are permanent
items. Scrolls are temporary, one-use, items that have immediate effect when crafted
and execute at the Order #525 level. See the rulebook for a complete list of magical
items that are possible with this spell, and of their requirements.


Name:   Strengthen Walls                                             Spell #:   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. Note: As this spell is after
production the results be reflected on the next result.


Name:   Fertile Fields                                                    Spell #:   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. Note: As this spell is after production the increase
will be reflected on the next result.


Name:   Hidden Ore                                                        Spell #:   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. Note: As this spell is after
production, the increase will be reflected on the next result.


Name:   Raise Population Center Census                 Spell #:   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.


Name:   Summon Leviathan                                        Spell #:   658

The wizard calls upon the sea god to unleash an ancient terror: an elder kraken
called a Leviathan! A tentacled monstrosity that can rip ships apart as easily as
breaking twigs. This spell is a high percentage sea patrol interdiction to non-allied
fleets in a 7 contiguous sea area that is the equivalent to a patrol of 12 fleets at
quality 14 with a Marshal (+15%). Elite Ships are not susceptible. All the sea areas
used (up to 7) must be within 8 areas of the caster. Only one kraken or leviathan may
be cast upon the sea.


Name:  Summon Kraken                                              Spell #:  659

The wizard calls upon the sea god to unleash his favorite monster: a Kraken. A
fearsome tentacle terror that can rip ships apart as easily as breaking twigs. This
spell is a high percentage sea patrol interdiction to non-allied fleets in a 7
contiguous sea area that is the equivalent to a patrol of 8 fleets at quality 13 with
a General (+10%). Elite Ships are not susceptible. All the sea areas used (up to 7)
must be within 8 areas of the caster. Only one kraken may be cast upon the sea.


Name:   Storm at Sea                                                    Spell #:   660

A spell that cancels sea movement in the 7 contiguous areas identified all within 8
of the Spellcaster. If a group using sea movement would have entered an area under
Storm at Sea, it does not move in the water and remains at its current location. Does
not stop a patrol with an Elite Ship from moving at sea. Has no effect on Ships of
Mist sea travel, though it will prevent flying groups from traveling across the water
areas. Only one storm may be cast upon the sea.


Name:   Dispel Storm at Sea                                       Spell #:   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 lesser
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.


Name:   Ship of Mist                                                     Spell #:   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 (but still may encounter a Kraken). However, the
group may not end its movement in a sea area. Movement can not be increased by any
method. Use in place of a normal movement order, not in addition to.


Name:   Speed                                                                Spell #:   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 cannot
be used with a forced march. If a kingdom has the Riders trait, +2 movement pts is added
to the speed spell.


Name:   Unveil Population Centers                            Spell #:   751

This spell allows a wizard to uncover the location of all towns or villages in the
region he is located in. This spell is only valid on turn 4 or later.


Name:   Protection from Regional Effect                  Spell #:   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.


Name:   Dispel Regional Effect                                   Spell #:   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.


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 affected and thus will not be
detected on any report of groups that suffered from this spell.


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 affected and thus will not be
detected on any report of groups that suffered from this spell.


Name:   Demonic Visions (Regional Effect)             Spell #:   783

This spell is an incredibly powerful and long-lasting illusion causing all
intelligent life to envision 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 will be effected by only one
regional effect spell per turn; patrols are not effected and thus will not be
detected on any report of groups that suffered from this spell. 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 affected.
There is a 25% chance of this spell failing. Only one plague regional effect spell
can be successful per region, per turn.


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 affected. There is a 25%
chance of this spell failing. Only one regional effect spell can be cast per region,
per turn.


Name:   Bounty (Regional Effect)                                 Spell #:   786

This beneficial magic causes food production in the region of the spellcaster to
increase by 10% permanently. All population centers in the region are affected. There
is a 25% chance of this spell failing. Only one regional effect spell can be
successful per region, per turn.


Name:   Raise Regional Census (Regional Effect)     Spell #:   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 affected.
There is a 25% chance of this spell failing. Only one regional census effect spell
can be effective per region, per turn.


Name:   Learn Artifact Power                                        Spell #:   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. Only very basic information will be learned.


Name:   Magic Research                                                Spell #:   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 (e.g., if cost shown
is 10,000 gold per level, it would cost 20,000 gold to advance from power-1 to
power-2). This spell may only be cast at the wizard’s natural level (not boosted by
artifacts).


Name:   Rite Of The Magi                                               Spell #:   800

This is the only spell by which an adept may become a power-1 wizard. Unlike magical
research (#799), an adept does not have to be at a kingdom-controlled population
center to utilize this order. The cost to the controlling king is shown on the setup
sheet data (e.g., if cost shown is 10,000 gold per level, it would cost 10,000 gold to
advance from adept to power-1). If more than one adept exists in the group, one will
be randomly chosen for this spell. This spell may only be cast at the wizard’s
natural level (not boosted by artifacts).


Name:   Heal                                                                     Spell #:   815

The wizard dedicates his time and magical energy to imbue additional food rations for
his group with restorative powers. By consuming this magical food, attrition is
reduced in chosen brigade types. The wizard can direct to reduce attrition to up two
brigade types, reducing the first brigade type (including experience) by 15% divided
by the number of brigades of that type, reduces 9% attrition for a second brigade
type and experience divided by the number of brigades of that type.


Name:   Lesser Masking                                                 Spell #:   821

By using this spell the wizard through use of mist, smoke, and illusion obscures the
size of his smaller sized (up to 5 brigades) group. Foreign groups (and possibly
agents) will be unable to determine the group size or strength. If used in a group
larger than division sized there will be no effect. A successful casting will result
in the group size will be reported as “masked”.


Name:   Greater Masking                                                Spell #:   822

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”.


Name:   Simulacrum                                                        Spell #:   825

By casting this spell, the wizard creates a copy of himself as a simulacrum which
lasts until destroyed. The simulacrum provides protection against the first
successful assassination of the wizard (e.g., agent killed the simulacrum by
mistake). Subsequent assassination attempts are handled normally with the wizard
being at risk. This spell may be cast in combination with undead status (Wraith,
Lich) since an undead wizard may be assassinated by an agent with a magical weapon
artifact. A recon report will not show the simulacrum symbol next to the wizard
however, the symbol will be displayed in the results of a powerful revelation spell.


Name:   Teleport Self                                                      Spell #:   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. There are no
distance or area restrictions with this spell.


Name:   Teleport Patrol                                                  Spell #:   836

This spell allows the wizard to teleport his patrol sized group (0 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. If this group has been issued a
rest directive (Order #745), it is unable to move (be teleported) as it should have
received the benefits of the rest order.


Name:   Invisible Patrol                                                   Spell #:   843

This spell allows the wizard’s patrol sized group (0 brigades) 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.


Name:   Invisible Brigade                                                Spell #:   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.


Name:   Invisible Division                                                Spell #:   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.


Name:   Invisible Army                                                     Spell #:   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. Army sized groups are
the largest that can be made invisible. Spell lasts for that month (game turn) cast.


Name:   Teleport Brigade                                                Spell #:   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. If this
group has been issued a rest directive (Order #745), it is unable to move (be
teleported) as it should have received the benefits of the rest order.


Name:   Teleport Division                                                Spell #:   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. If this
group has been issued a rest directive (Order #745), it is unable to move (be
teleported) as it should have received the benefits of the rest order.


Name:   Teleport Army                                                    Spell #:   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. If this
group has been issued a rest directive (Order #745), it is unable to move (be
teleported) as it should have received the benefits of the rest order.


Name:   Teleport Army Group                                        Spell #:   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. If this
group has been issued a rest directive (Order #745), it is unable to move (be
teleported) as it should have received the benefits of the rest order.


Name:   Locate Character or Group                              Spell #:   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. This spell is only valid on turn 5 or later.


Name:   Unveil Group Locations                                    Spell #:   858

This spell allows a wizard to learn the location of all groups of a particular size
in his region. This spell is only valid on turn 4 or later.


Name:   Summon Minotaurs                                          Spell #:   860

Summoning powerful minotaurs (MI) by using strange whistles and shouts, a brigade of
minotaurs appears in the caster’s group to serve. This spell may only be cast in a
forest or mountains area and in the wild (no pop center). Minotaur brigades consume
2,300 food and 2,500 gold. Maximum 5 minotaur brigades per group.


Name:   Summon Skeletons                                          Spell #:   861

This spell may be cast in any terrain as well as population centers. The spell caster
through this spell summons a skeleton brigade (SK) per two wizard levels (rounded
down) so a pwr-7 wizard will create 3 skeleton brigades to arise from their ancient
battle burial grounds and animate. They count as a brigade type. Skeleton brigades
consume 0 food and 300 gold. Maximum 20 skeleton brigades per group.


Name:  Summon Ghouls                                                 Spell #:   862

This spell may only be cast in a forest or marsh area and in the wild (no pop
center). 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. Ghoul brigades consume 500 food and 700 gold. Maximum 5 ghoul brigades
per group.


Name:   Summon Wights                                               Spell #:   863

This spell may only be cast in a mountains area and in the wild (no pop center). 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.
Wight brigades consume 500 food and 1,000 gold. Maximum 7 wight brigades per group.


Name:   Summon Specters                                            Spell #:   864

Calling upon the slain heroes in Hades, the conjurer calls forth a brigade of
Specters (SP). The spell is allowed in any terrain except the sea. Must be cast in
the wild (no pop center). Specters can fly. Reference your kingdom setup for more
info on flying. Specter brigades consume 500 food and 1,000 gold. Maximum 7 specter
brigades per group.


Name:   Summon Rock Golems                                     Spell #:   865

Forging huge golems out of rock and stone, the caster performs this complicate
summoning. The spell is allowed only in the mountains. Must be cast in the wild (no
pop center). Creates a brigade of Rock Golems (RG), tough, and good in melee and
against PC’s. Rock golem brigades consume 500 food and 1,500 gold. Maximum 5 rock
golem brigades per group.


Name:   Summon Iron Golem                                        Spell #:   867

Deep inside a dark cavern that is lost to all but a few with ancient knowledge, the
wizard calls forth a mighty and towering Iron Golem (IG). An Iron Golem is the most
feared creature in all the realm. No other has a stronger defense. This spell is
allowed only in mountainous terrain. Must be cast in the wild (no pop center). An
Iron Golem breathes poisonous gas upon its enemies which inflicts -25% morale. Morale
loss from an Iron Golem is not a fear effect (no reduction) and is applied at the
start of combat. Iron Golems consume 3,000 food and 3,000 gold. Maximum one Iron
Golem brigade per group.


Name:   Summon Air Elemental                                   Spell #:   868

While conjuring to the Elemental Plane of Air, transforming a whirlwind of air,
arises an Air Elemental (EA). This spell is allowed only in the plains. Spell must be
cast in the wild (no pop center). An Air Elemental provides a 10% morale bonus when
fighting in plains terrain. Air Elementals also provide a 10% reduction against enemy
missiles (as wind storm). Air Elementals can fly. Reference your kingdom setup for
more info on flying. Air Elementals consume 800 food and 1,500 gold. Maximum 5 Air
Elemental brigades per group.


Name:   Summon Earth Elemental                                Spell #:   869

While conjuring to the Elemental Plane of Earth, transforming a clump of clay, arises
an Earth Elemental (EE). This spell is allowed only in the mountains. Spell must be
cast in the wild (no pop center). An Earth Elemental provides a 10% morale bonus when
fighting in mountainous terrain. Earth Elementals also provide a 10% bonus to group
defense (as shield). Earth Elementals consume 1,500 food and 2,500 gold. Maximum 5
Earth Elemental brigades per group.


Name:   Wraith Form                                                       Spell #:   870

This is a very black magic. The spell caster, by using this spell, gives up a human
existence in exchange for immortality. The resulting wraith-mage is nearly
invulnerable in game terms, he cannot be assassinated or slain by normal means
in combat. There is a cost: he may never research his power level further and his
power level will be reduced to a power 5. Once cast the wraith form can never be
reversed. The undead wizard may be killed by assassination with an agent equipped
with a magical weapon classed artifact. A Kill Leaders and Wizard spell may also
destroy a wraith. This spell may only be cast at the wizard’s natural level (not
boosted by artifacts).


Name:   Transform to Lich                                              Spell #:   871

Among the darkest of all magics, this necro spell has the caster convert his mortal
coil into a nearly immortal, undead lich. However, the lich can never advance beyond
Power 7. Like Wraith Form, the undead wizard may be killed by assassination with an
agent equipped with a magical weapon classed artifact. A Kill Leaders and Wizard
spell may also destroy a lich. This spell may only be cast at the wizard’s natural
level (not boosted by artifacts).


Name:   Summon Fire Elemental                                   Spell #:   872

While conjuring to the Elemental Plane of Fire, transforming a burst of fire, arises
a Fire Elemental (EF). This spell is allowed only in the desert. Spell must be cast
in the wild (no pop center). A Fire Elemental provides a 10% morale bonus when
fighting in desert terrain. Fire Elementals also provide a 10% bonus to combat group
strength (as valor). Fire Elementals consume 950 food and 2,000 gold. Maximum 5 Fire
Elemental brigades per group.


Name:   Summon Water Elemental                               Spell #:   873

While conjuring to the Elemental Plane of Water, transforming a pool of water, arises
a Water Elemental (EW). This spell is allowed only in the marsh. Spell must be cast
in the wild (no pop center). A Water Elemental provides a 10% morale bonus when
fighting in marsh terrain. Water Elementals also provide a 25% reduction against
charge attacks (as flash flood). Water Elementals consume 1,000 food and 2,250 gold.
Maximum 5 Water Elemental brigades per group.


Name:   Sacrifice                                                               Spell #:   875

This dark magic has the caster restrain two general level leaders or marshal level
leaders (i.e., including Commander, etc) for a transformation of power. In this ritual,
a general is sacrificed to make another general in the group a Marshal. Or sacrifice
a Marshal-level to make another Marshal in the group a Warlord. Must name the leaders
(by name not rank) to be both sacrificed and elevated. So, the group needs either two
Generals or two Marshals in it, one is sacrificed, the other elevated. At either
rank, it can be any of the three rankings within, for example, can be General, Major
General or Commander.


Name:   Transform to Nazgul                                          Spell #:   877

The necro caster takes a willing Grand Marshal or Lord Commander and does a
transmutation to make him an immortal undead Nazgul. The undead leader will not
advance further in rank. A Warlord becomes a Nazgul Lord Commander, a Lord Commander
becomes a Nazgul Grand Marshal, a Grand Marshal becomes a Nazgul Marshal. Like Wraith
Form, the undead leader may be killed by assassination with an agent equipped with a
magical weapon classed artifact. A Kill Leaders and Wizard spell may also destroy a
nazgul.


Name:   Project Image of Group                                    Spell #:   882

The caster creates an illusion where an imaginary group of his kingdom shows up on
foreign intel in range up to 3 from the casting wizard. Requires an inactive kingdom
group which shows up as the projected group and as masked on intel but is removed at
the end of the turn (after intel results). The inactive group never actually leaves
the capital. A level-1 recon is conducted at the designated area.


Name:    Eagle Familiar                                                    Spell #:   887

Calling upon his knowledge of Eagles, the nature-centric caster summons an Eagle that
performs Advanced Recon (4 contiguous areas) as a level 7 agent, up to a distance of
10 areas.


Name:   Raven Familiar                                                   Spell #:   888

By using this spell a wizard may order his raven familiar to perform a reconnaissance
of an area exactly as a level 1 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
reconnaissance” section of the status update.


Name:   Summon Monster I (Troglodyte)                    Spell #:   890

Calling upon the arcane, the caster performs this complicate summoning and brings
forth a brigade of Troglodytes (TG). The spell is allowed in any terrain but must be
cast in the wild (no pop center). Troglodytes brigades consume 500 food and 500 gold.
Maximum 10 Troglodyte brigades per group.


Name:   Summon Monster II (Gnoll)                             Spell #:   891

Calling upon the arcane, the caster performs this complicate summoning and brings
forth a brigade of Gnolls (GL). The spell is allowed in any terrain but must be cast
in the wild (no pop center). Gnoll brigades consume 650 food and 650 gold. Maximum 10
Gnoll brigades per group.


Name:   Summon Monster III (Owlbear)                       Spell #:    892

Calling upon the arcane, the caster performs this complicate summoning and brings
forth a brigade of Owlbears (OW). The spell is allowed in any terrain but must be
cast in the wild (no pop center). Owlbear brigades consume 750 food and 750 gold.
Maximum 5 Owlbear brigades per group.


Name:   Summon Monster IV (Gargoyle)                      Spell #:   893

Calling upon the arcane, the caster performs this complicate summoning and brings
forth a brigade of Gargoyles (GA). The spell is allowed in any terrain but must be
cast in the wild (no pop center). Gargoyles can fly. Reference your kingdom setup for
more info on flying. Gargoyle brigades consume 850 food and 850 gold. Maximum 5
Gargoyle brigades per group.


Name:   Summon Monster V (Manticore)                     Spell #:   894

Calling upon the arcane, the caster performs this complicate summoning and brings
forth a brigade of Manticores (MC). The spell is allowed in any terrain but must be
cast in the wild (no pop center). Manticores can fly. Reference your kingdom setup
for more info on flying. Manticore brigades consume 950 food and 950 gold. Maximum 5
Manticore brigades per group.


Name:   Summon Monster VI (Ettin)                              Spell #:   895

Calling upon the arcane, the caster performs this complicate summoning and brings
forth a brigade of Ettins (ET). The spell is allowed in any terrain but must be cast
in the wild (no pop center). Ettin brigades consume 1,200 food and 1,200 gold.
Maximum 3 Ettin brigades per group.


Name:   Summon Monster VII (Umber Hulk)                Spell #:   896

Calling upon the arcane, the caster performs this complicate summoning and brings
forth a brigade of Umber Hulks (UH). The spell is allowed in any terrain but must be
cast in the wild (no pop center). Umber Hulk brigades consume 1,500 food and 1,500
gold. Maximum 3 Umber Hulk brigades per group.


Name:   Summon Monster VIII (Gelatinous Cube)       Spell #:   897

Calling upon the arcane, the caster performs this complicate summoning and brings
forth a brigade of Gelatinous Cubes (GC). The spell is allowed in any terrain but
must be cast in the wild (no pop center). Gelatinous Cube brigades consume 1,750 food
and 1,750 gold. Maximum 3 Gelatinous Cube brigades per group.


Name:   Summon Monster IX (Shambling Mound)       Spell #:   898

Calling upon the arcane, the caster performs this complicate summoning and brings
forth a brigade of Shambling Mounds (SM). The spell is allowed in any terrain but
must be cast in the wild (no pop center). Shambling Mound brigades consume 2,000 food
and 2,000 gold. Maximum 3 Shambling Mound brigades per group.


Name:   Summon Pit Fiend                                                Spell #:   899

This spell may only be cast in a mountains area and in the wild (no pop center). The
spell caster through this spell summons a mighty pit fiend (PF) to arise from the
lower planes of the abyss. Pit Fiends have a special effect during combat in that
they immolate, which has the damaging effect of a wall of flame spell (25% damage
before combat). Pit Fiends may fly (check setup for flyer information). Pit Fiend
brigades consume 2,300 food and 2,300 gold. Maximum 3 pit fiend brigades per group.


Name:   Imp Familiar                                                          Spell #:   933

In his dimly lighted laboratory, the caster summons a mischievous Imp for the current
turn. The Imp can carry out Assassination as a level 7 agent. Range 8 areas. Not
detected as to kingdom whether successful or unsuccessful.


Name:   Summon Demon                                                  Spell #:   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. The demon will vanish after the mission, therefore will never be taken
hostage.


Name:   Summon High Demon                                         Spell #:   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. The demon
is considered as a living being and his chances of success will be modified by an
agent doing a counter-espionage (Order #920) or guard (Order #925). The demon will
vanish after the mission, therefore he will never be captured.


Name:   True Seeing                                                           Spell #:   966

This special sorcery cleanses all illusion from the caster’s area, allowing the
wizard’s group to see everything in his group’s area as it is: invisible groups,
hidden capitals, masked groups, illusionary groups, concealed emissaries will all be
seen plainly and accurately. There is no increased benefit for multiple castings of
this spell (or intrinsic version).


Name:   Revelation                                                              Spell #:   985

This powerful divination spell provides complete information regarding another
kingdom. All relevant facts are displayed: emissaries, agents, priestesses,
prisoners, regional reactions, groups, pop centers, seapower, artifacts, and treasury
amounts. Hidden, invisible, and concealed entities will be revealed. No form of
protection will prevent this revelation. This spell may be cast only once against
another kingdom, so choose wisely. It is rumored that a high priestess of noble birth
and residing within a Great Temple may cast this spell, but due to the exertion, will
perish from the effort (no danger for the wizard).

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