Magic

 
Magic
  Chapter Introduction
Air Magic
Earth Magic
Fire Magic
Water Magic
Combat Spells
Spells by Town Type
   

Magic

Why Learn Water Magic?

Water magic has a variety of beneficial spells, although it lacks more powerful destructive spells. Perhaps its most powerful spell is teleport.

Adventure Spells
Water walk (level four): This spell allows you to walk over water as long as you end your turn on land. This spell is good for traversing lakes that might otherwise force extended delays or detours. Novices water walk at 60 percent of their movement rate, while experts walk at 100 percent.

Beneficial Spells
Bless (level one): Bless causes the targeted unit to attack at maximum damage, which is a great boon when you have a unit like the cavalier, which has a damage range of 15 to 25. Novices affect one unit, while experts bless all allied units and give them a +1 to damage per unit in the stack. This can have a dramatic effect on large stacks of low-level units.

Cure (level one): Cure rids one unit of all negative conditions, such as poison or even wounds. It can cure up to ((powerx5)+10) hit points. Experts cure all allied troops and heal 20 more hit points.

Mirth (level three): Mirth increases your morale by two points, which is great if you don't already have good morale, since high morale allows you to attack again. This spell is useless when cast on units with already high morale though, because the ceiling is 3 morale. Novices affect one unit with a +1 bonus, while experts give all units +2 morale.

Prayer (level four): This is a fantastic spell that increases attack, defense, and speed. A novice affects one unit and bestows +2 to those three stats. An expert give a +4 bonus in those stats to all allied units.

Miscellaneous Spells
Teleport (level three): This spell is very important because it allows you to instantaneously whisk slow troops to the front lines of combat. A novice can teleport one unit to any location on the tactical map, except across moats and walls. An expert can teleport a unit through a wall. Units that are otherwise too weak because they are slow, such as dwarves, dendroids, and golems, become powerful when they can actually engage the enemy without being shot down while crawling across the map. Use this spell to give these slow units superior mobility.

Next, the best combat spells