
Ŀ
 Master of Magic Spell Guide                                   INTRODUCTION 


   This is a guide to all known spells in Master of Magic (version 1.2). The
 information within this document was taken directly from the Master of Magic
 help file. Most inaccuracies have been corrected, but there have surely been
 some new mistakes added during the preparation of this document.

   Ŀ
    THIS DOCUMENT WILL BE 45 PAGES LONG IF PRINTED! YOU HAVE BEEN WARNED 
   

   If you intend to print this document, be aware that it has printer control
 codes embedded within it to instruct your printer to form feed at the proper
 page breaks. If you print this from a program that allows the control of how
 many lines are printed out per page, set the value to 0 (continuous printing
 for most programs) or to a value greater than 66. Or just type the command
 "TYPE MOMSPELL.TXT > PRN" at the DOS prompt.

   If you are as well-organized (anal-retentive) as myself, you may also wish
 to print out the accompanying Master of Magic Spell Checklist (MOMCHECK.TXT)
 to keep an accurate accounting of who has what spell (useful for negotiating
 purposes as well as defense strategies). Follow the above instructions when
 printing out the checklist.

   The next page describes the layout of the Master of Magic Spell Guide and
 any other information you may need to know in order to use this document to
 the fullest advantage. Enjoy.

                                                                          
Ŀ
 Master of Magic Spell Guide                                   INTRODUCTION 


   Each spell is indexed by its name in the order that the spells appear in
 the game. Below the statistics for the spell is the description of exactly
 what the spell does. The statistics fields are as follows:

    Realm: The area of magic in which this spell exists. There are 6 Realms
           of Magic (Life, Death, Chaos, Nature, Sorcery, and Arcane). Only
           the Arcane realm may be researched by any Wizard. A spell book is
           required for each of the other realms before spells of that realm
           can be researched, traded for, or found.

    Level: The frequency or difficulty of the spell. During the creation of
           custom Wizards, if you select more than one realm's spell books or
           you take any retorts, you may only select Common spells. If you do
           fill your shelf with one realm's spell books you will recieve all
           Common spells for that realm by default, and be able to select 2
           Uncommon and 1 Rare spell as well. Obscure spells must be found,
           traded for, or researched during the game.

   Effect: What the spell generally effects. This field signifies where and
           when the spell may be cast. If this field contains "Instant" then
           the spells does not require any maintenance. You may order your
           spells by Effect by selecting the "Spell Book Ordering" option in
           the Preferences screen.

   Target: What the spell specifically effects. This field is a description
           of what the limit of the spell target is. If the field is "Normal"
           or "Fantastic" units, then the spell Effect (helpful or harmful)
           indicates if the spell is to be cast on Enemy or Ally units. If
           the field is "Friendly" or "Enemy", then the spell may be cast on
           ANY units in the appropriate army.

  Casting: The initial Mana cost for casting this spell. If this field has 2
           numbers, then those numbers are the upper and lower limits of cost
           for casting this spell. If there is a single number followed by a
           plus sign, then there is no definable upper limit for this spell.

   Upkeep: The additional Mana required for maintaining this spell. Duration
           spells require maintenance as described in this field. If there is
           no number in this field then the spell is not a duration spell.

                                                                          
Ŀ
 Master of Magic Spell Guide                             COMMON LIFE SPELLS 


 Ŀ
  BLESS              
Ŀ
 Realm: Life           Effect: Unit Enchantment    Casting: 8/40 Mana     
 Level: Common         Target: Friendly Unit        Upkeep: 1 Mana/Turn   
Ĵ
 Adds 3 to the target unit's defense and resistance against all Chaos or    
 Death related spells or monster attacks.                                   
                                                                            
                                                                            

 Ŀ
  STAR FIRES         
Ŀ
 Realm: Life           Effect: Instant Combat      Casting: 5 Mana        
 Level: Common         Target: Chaos/Death Unit     Upkeep: None          
Ĵ
 Causes a holy blaze of burning light from the stars (a strength 15 magic   
 attack) to fall upon a target Chaos or Death unit (no other creatures can  
 be affected).                                                              
                                                                            

 Ŀ
  ENDURANCE          
Ŀ
 Realm: Life           Effect: Unit Enchantment    Casting: 30 Mana       
 Level: Common         Target: Friendly Unit        Upkeep: 1 Mana/Turn   
Ĵ
 Fills the target unit with a holy purpose and increases the target unit's  
 movement speed by one.                                                     
                                                                            
                                                                            

 Ŀ
  HOLY WEAPON        
Ŀ
 Realm: Life           Effect: Unit Enchantment    Casting: 10/50 Mana    
 Level: Common         Target: Normal Unit          Upkeep: 1 Mana/Turn   
Ĵ
 Blesses the target's weapons, allowing them to hit creatures which are     
 immune to non-magical attacks and giving a +1 to-hit bonus in combat.      
                                                                            
                                                                            

 Ŀ
  HEALING            
Ŀ
 Realm: Life           Effect: Instant Combat      Casting: 15 Mana       
 Level: Common         Target: Non-Death unit       Upkeep: None          
Ĵ
 Heals up to 5 hits of damage taken by the target unit.                     
                                                                            
                                                                            
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                             COMMON LIFE SPELLS 


 Ŀ
  HOLY ARMOR         
Ŀ
 Realm: Life           Effect: Unit Enchantment    Casting: 18/90 Mana    
 Level: Common         Target: Normal Unit          Upkeep: 2 Mana/Turn   
Ĵ
 The target unit's defense is increased by 2.                               
                                                                            
                                                                            
                                                                            

 Ŀ
  JUST CAUSE         
Ŀ
 Realm: Life           Effect: Global Enchantment  Casting: 150 Mana      
 Level: Common         Target: N/A                  Upkeep: 3 Mana/Turn   
Ĵ
 Increases the fame of the casting Wizard by 10 in addition to any other    
 bonuses as long as the spell is in effect.                                 
                                                                            
                                                                            

 Ŀ
  TRUE LIGHT         
Ŀ
 Realm: Life           Effect: Combat Enchantment  Casting: 20 Mana       
 Level: Common         Target: N/A                  Upkeep: None          
Ĵ
 Basks the entire battlefield in rays of holy light, increasing the attack, 
 defense, and resistance of all creatures of Life by 1. At the same time,   
 creatures of Death lose 1 from their attack, defense, and resistance. True 
 Light and Darkness negate the effects of one another.                      

 Ŀ
  GUARDIAN SPIRIT    
Ŀ
 Realm: Life           Effect: Summoning           Casting: 80 Mana       
 Level: Common         Target: N/A                  Upkeep: 1 Mana/Turn   
Ĵ
 Summons a Guardian Spirit which can meld with a node to focus its power    
 and direct it to the controlling Wizard. A melded node radiates a magic    
 aura the color of the Wizard's banner.                                     
                                                                            

 Ŀ
  HEROISM            
Ŀ
 Realm: Life           Effect: Unit Enchantment    Casting: 20/100 Mana   
 Level: Common         Target: Normal Unit          Upkeep: 2 Mana/Turn   
Ĵ
 An entire unit becomes elite. This spell is automatically dispelled when   
 the unit becomes elite naturally.                                          
                                                                            
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                           UNCOMMON LIFE SPELLS 


 Ŀ
  TRUE SIGHT         
Ŀ
 Realm: Life           Effect: Unit Enchantment    Casting: 20/100 Mana   
 Level: Uncommon       Target: Friendly Unit        Upkeep: 2 Mana/Turn   
Ĵ
 Endows a target unit with the gift of Immunity to Illusions and allows the 
 unit to see through Wall of Darkness.                                      
                                                                            
                                                                            

 Ŀ
  PLANE SHIFT        
Ŀ
 Realm: Life           Effect: Instant             Casting: 125 Mana      
 Level: Uncommon       Target: Map Square           Upkeep: None          
Ĵ
 All friendly units within the target map square are transported to the     
 other plane of existence. If the unit is transported to an area which      
 cannot normally entered by movement or into combat, the spell fails.       
                                                                            

 Ŀ
  RESURRECTION       
Ŀ
 Realm: Life           Effect: Instant             Casting: 250 Mana      
 Level: Uncommon       Target: Dead Hero            Upkeep: None          
Ĵ
 Resurrects a Hero from the dead, regardless of the length of time the Hero 
 has been dead. The Hero reappears at the Wizard's summoning circle and is  
 fully healed. If six other Heros have already been hired the spell fails.  
                                                                            

 Ŀ
  DISPEL EVIL        
Ŀ
 Realm: Life           Effect: Instant Combat      Casting: 25 Mana       
 Level: Uncommon       Target: Chaos/Death Unit     Upkeep: None          
Ĵ
 Each Chaos or Death creature within the target group must resist at -4 or  
 be destroyed by the holy fires. Created undead units suffer an additional  
 -5 penalty.                                                                
                                                                            

 Ŀ
  PLANAR SEAL        
Ŀ
 Realm: Life           Effect: Global Enchantment  Casting: 500 Mana      
 Level: Uncommon       Target: N/A                  Upkeep: 5 Mana/Turn   
Ĵ
 Closes the junctions between the planes, sealing Arcanus from Myrror. No   
 unit can travel between the planes by Plane Shift, Planar Travel, Astral   
 Gates or through towers of Wizardry.                                       
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                           UNCOMMON LIFE SPELLS 


 Ŀ
  UNICORNS           
Ŀ
 Realm: Life           Effect: Summoning           Casting: 250 Mana      
 Level: Uncommon       Target: N/A                  Upkeep: 5 Mana/Turn   
Ĵ
 Calls a herd of magic Unicorns. These lovely creatures can teleport to any 
 location on the battlefield and inspire their allies to with an increased  
 ability to resist the effects of negative spells.                          
                                                                            

 Ŀ
  RAISE DEAD         
Ŀ
 Realm: Life           Effect: Instant Combat      Casting: 35 Mana       
 Level: Uncommon       Target: Dead Normal Unit     Upkeep: None          
Ĵ
 Raises a fallen unit from the dead. The unit returns with half its normal  
 creatures. All enchantments cast on the unit are lost. The spell does not  
 work on fantastic creatures, since they go back to their home world when   
 slain.                                                                     

 Ŀ
  PLANAR TRAVEL      
Ŀ
 Realm: Life           Effect: Unit Enchantment    Casting: 150 Mana      
 Level: Uncommon       Target: Friendly Unit        Upkeep: 5 Mana/Turn   
Ĵ
 Allows a target unit to shift between Arcanus and Myrror at will. Note the 
 unit may not move into 'illegal' terrain types or initiate combat through  
 Planar Travel.                                                             
                                                                            

 Ŀ
  HEAVENLY LIGHT     
Ŀ
 Realm: Life           Effect: City Enchantment    Casting: 150 Mana      
 Level: Uncommon       Target: Friendly City        Upkeep: 2 Mana/Turn   
Ĵ
 Calls forth the light of the heavens to shower the city in holy light. Any 
 combat taking place within the area of the city is treated as if the spell 
 True Light was in effect.                                                  
                                                                            

 Ŀ
  PRAYER             
Ŀ
 Realm: Life           Effect: Combat Enchantment  Casting: 30 Mana       
 Level: Uncommon       Target: N/A                  Upkeep: None          
Ĵ
 Adds 1 to all rolls by all friendly units, including resistance rolls,     
 attacks to hit, and defense rolls.                                         
                                                                            
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                               RARE LIFE SPELLS 


 Ŀ
  LION HEART         
Ŀ
 Realm: Life           Effect: Unit Enchantment    Casting: 40/200 Mana   
 Level: Rare           Target: Friendly Unit        Upkeep: 4 Mana/Turn   
Ĵ
 Adds 3 to the target unit's attack strength, hits, and resistance.         
                                                                            
                                                                            
                                                                            

 Ŀ
  INCARNATION        
Ŀ
 Realm: Life           Effect: Hero Summoning      Casting: 500 Mana      
 Level: Rare           Target: N/A                  Upkeep: 12 Mana/Turn  
Ĵ
 Summons Torin the Chosen to aid your cause. There is only one Chosen for   
 each Wizard. If he is killed or disbanded and summoned again he retains    
 all experience from his previous incarnations.                             
                                                                            

 Ŀ
  INVULNERABILITY    
Ŀ
 Realm: Life           Effect: Unit Enchantment    Casting: 40/200 Mana   
 Level: Rare           Target: Friendly unit        Upkeep: 5 Mana/Turn   
Ĵ
 Target unit is resistant to damage from non-magical attacks, and the first 
 two hits sustained by the unit from any attack are ignored.                
                                                                            
                                                                            

 Ŀ
  RIGHTEOUSNESS      
Ŀ
 Realm: Life           Effect: Unit Enchantment    Casting: 40/200 Mana   
 Level: Rare           Target: Friendly Unit        Upkeep: 2 Mana/Turn   
Ĵ
 Gives a target unit a tremendous sense of holy purpose, which calls so     
 strongly upon the forces of Life that they manifest themselves in the unit 
 providing it with complete immunity to all Death and Chaos magic spells    
 and spell effects.                                                         

 Ŀ
  PROSPERITY         
Ŀ
 Realm: Life           Effect: City Enchantment    Casting: 250 Mana      
 Level: Rare           Target: Friendly City        Upkeep: 2 Mana/Turn   
Ĵ
 Increases the gold obtained from the target city by 50% as long as the     
 enchantment is in effect.                                                  
                                                                            
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                               RARE LIFE SPELLS 


 Ŀ
  ALTAR OF BATTLE    
Ŀ
 Realm: Life           Effect: City Enchantment    Casting: 300 Mana      
 Level: Rare           Target: Friendly City        Upkeep: 5 Mana/Turn   
Ĵ
 All units built in the target city are Elite.                              
                                                                            
                                                                            
                                                                            

 Ŀ
  ANGEL              
Ŀ
 Realm: Life           Effect: Summoning           Casting: 550 Mana      
 Level: Rare           Target: N/A                  Upkeep: 15 Mana/Turn  
Ĵ
 Summons an Angel. Angels enhance the fighting abilities of friendly units  
 and their touch Dispels Evil.                                              
                                                                            
                                                                            

 Ŀ
  STREAM OF LIFE     
Ŀ
 Realm: Life           Effect: City Enchantment    Casting: 300 Mana      
 Level: Rare           Target: Friendly City        Upkeep: 8 Mana/Turn   
Ĵ
 Turns an ordinary friendly city into a fertile utopia. Population growth   
 rates double and all units in the city heal completely at the end of every 
 game Turn. The citizens are so pleased that unrest completely disappears.  
                                                                            

 Ŀ
  MASS HEALING       
Ŀ
 Realm: Life           Effect: Instant Combat      Casting: 50 Mana       
 Level: Rare           Target: N/A                  Upkeep: None          
Ĵ
 Heals all friendly units for 5 hit points (less if the unit has sustained  
 fewer than 5 hit points of damage).                                        
                                                                            
                                                                            

 Ŀ
  HOLY WORD          
Ŀ
 Realm: Life           Effect: Instant Combat      Casting: 60 Mana       
 Level: Rare           Target: N/A                  Upkeep: None          
Ĵ
 Attempts to banish outright all fantastic and/or undead creatures (whether 
 Animated or Black Channeled). Each figure within each enemy unit must      
 resist this holy utterance separately (at a penalty of 2 to resistance).   
 Undead creatures suffer an additional penalty.                             

                                                                          
Ŀ
 Master of Magic Spell Guide                            OBSCURE LIFE SPELLS 


 Ŀ
  HIGH PRAYER        
Ŀ
 Realm: Life           Effect: Combat Enchantment  Casting: 60 Mana       
 Level: Obscure        Target: N/A                  Upkeep: None          
Ĵ
 Calls upon the forces of holiness and light to make all friendly units     
 fight and defend exceptionally well; attack strengths, ability to hit, and 
 defense all increase by 2, while resistance increases by 3 and the ability 
 to block an attack and to hit increases by 10 each.                        

 Ŀ
  INSPIRATIONS       
Ŀ
 Realm: Life           Effect: City Enchantment    Casting: 350 Mana      
 Level: Obscure        Target: Friendly City        Upkeep: 2 Mana/Turn   
Ĵ
 Instills a sense of greater purpose into the local citizenry, raising the  
 city's production rate by 50%.                                             
                                                                            
                                                                            

 Ŀ
  ASTRAL GATE        
Ŀ
 Realm: Life           Effect: City Enchantment    Casting: 350 Mana      
 Level: Obscure        Target: Friendly City        Upkeep: 5 Mana/Turn   
Ĵ
 Generates a portal in a target city that allows travel to the other plane. 
 This spell only works as long as the portal does not lead directly to a    
 city on the other plane. If enemy units reside in that space in the other  
 plane, movement through the Astral Gate is blocked.                        

 Ŀ
  HOLY ARMS          
Ŀ
 Realm: Life           Effect: Global Enchantment  Casting: 900 Mana      
 Level: Obscure        Target: N/A                  Upkeep: 10 Mana/Turn  
Ĵ
 All normal unit's weapons are blessed with a +1 attack bonus and are able  
 to strike creatures immune to non-magical attacks.                         
                                                                            
                                                                            

 Ŀ
  CONSECRATION       
Ŀ
 Realm: Life           Effect: City Enchantment    Casting: 400 Mana      
 Level: Obscure        Target: Friendly City        Upkeep: 8 Mana/Turn   
Ĵ
 Dispels all negative enchantments on a city and protects the city from     
 further Chaos and Death enchantments (whether city-specific or global).    
                                                                            
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                            OBSCURE LIFE SPELLS 


 Ŀ
  LIFE FORCE         
Ŀ
 Realm: Life           Effect: Global Enchantment  Casting: 1000 Mana     
 Level: Obscure        Target: N/A                  Upkeep: 10 Mana/Turn  
Ĵ
 All non-combat Death spells cast must resist against Life Force as if the  
 Dispel Magic spell (500 strength) had been cast.                           
                                                                            
                                                                            

 Ŀ
  TRANQUILITY        
Ŀ
 Realm: Life           Effect: Global Enchantment  Casting: 1000 Mana     
 Level: Obscure        Target: N/A                  Upkeep: 10 Mana/Turn  
Ĵ
 Tries to prevent all Chaos magic spells, requiring them to resist the      
 forces of Life as if a Disjunction spell (strength 500) had been cast.     
                                                                            
                                                                            

 Ŀ
  CRUSADE            
Ŀ
 Realm: Life           Effect: Global Enchantment  Casting: 1100 Mana     
 Level: Obscure        Target: N/A                  Upkeep: 10 Mana/Turn  
Ĵ
 Inspires all of a Wizard's normal units so that their levels all raise by  
 one (recruit become regulars, regulars become veterans, etc.). This spell  
 allows the Ultra-Elite level.                                              
                                                                            

 Ŀ
  ARCHANGEL          
Ŀ
 Realm: Life           Effect: Summoning           Casting: 950 Mana      
 Level: Obscure        Target: N/A                  Upkeep: 20 Mana/Turn  
Ĵ
 Summons an Archangel. Archangels are immune to illusions, inspire friendly 
 units to fight better than normal and can cast up to 40 Mana in Life magic 
 spells every battle.                                                       
                                                                            

 Ŀ
  CHARM OF LIFE      
Ŀ
 Realm: Life           Effect: Global Enchantment  Casting: 1250 Mana     
 Level: Obscure        Target: N/A                  Upkeep: 10 Mana/Turn  
Ĵ
 Adds 25% of total hit points (with a minimum of one hit point added) to    
 the hit points of each creature in all of a Wizard's units.                
                                                                            
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                            COMMON DEATH SPELLS 


 Ŀ
  SKELETONS          
Ŀ
 Realm: Death          Effect: Summoning           Casting: 25 Mana       
 Level: Common         Target: N/A                  Upkeep: 1 Mana/Turn   
Ĵ
 Summons a group of 6 Skeletons and binds them to the will of the Wizard.   
 Skeletons have missile immunity.                                           
                                                                            
                                                                            

 Ŀ
  WEAKNESS           
Ŀ
 Realm: Death          Effect: Combat Enchantment  Casting: 5 Mana        
 Level: Common         Target: Enemy Unit           Upkeep: None          
Ĵ
 Saps the strength from a target unit's creatures, who suffer a penalty of  
 2 to their melee, thrown and ranged attack strengths, unless the unit can  
 resist the spell at a -2 penalty.                                          
                                                                            

 Ŀ
  DARK RITUALS       
Ŀ
 Realm: Death          Effect: City Enchantment    Casting: 30 Mana       
 Level: Common         Target: Friendly City        Upkeep: None          
Ĵ
 Generates a frenzy of sacrificing to the gods of Death, which doubles the  
 magic power obtained from shrines, temples, parthenons and cathedrals.     
 However, the rituals reduce the city population growth by 25% and increase 
 the level of unrest by one.                                                

 Ŀ
  CLOAK OF FEAR      
Ŀ
 Realm: Death          Effect: Unit Enchantment    Casting: 12/60 Mana    
 Level: Common         Target: Friendly Unit        Upkeep: 1 Mana/Turn   
Ĵ
 Surrounds the target unit with a fear-inspiring aura. Any time enemy units 
 attempt to engage in melee combat with the cloaked unit they must first    
 overcome their fright (on a per figure basis) before they can attack or    
 counterattack.                                                             

 Ŀ
  BLACK SLEEP        
Ŀ
 Realm: Death          Effect: Combat Enchantment  Casting: 15 Mana       
 Level: Common         Target: Enemy Unit           Upkeep: None          
Ĵ
 If the target unit fails to resist at -2, all creatures within are thrust  
 into a deep sleep. The unit is unable to take any actions and any attacks  
 on the unit automatically do maximum damage.                               
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                            COMMON DEATH SPELLS 


 Ŀ
  GHOULS             
Ŀ
 Realm: Death          Effect: Summoning           Casting: 80 Mana       
 Level: Common         Target: N/A                  Upkeep: 1 Mana/Turn   
Ĵ
 Summons a pack of Ghouls and binds them to the will of the Wizard. If any  
 units are slain by the Ghouls, they arise after the battle to serve in the 
 casting Wizard's army.                                                     
                                                                            

 Ŀ
  LIFE DRAIN         
Ŀ
 Realm: Death          Effect: Instant Combat      Casting: 10+ Mana      
 Level: Common         Target: Enemy Unit           Upkeep: None          
Ĵ
 Siphons Life from a target unit and gives it to a spell casting Hero or    
 converts the drained Life into Mana for a the casting Wizard. Additional   
 Mana makes the spell harder to resist. Units destroyed by Life Drain rise  
 to become Undead under the casting Wizard's control.                       

 Ŀ
  TERROR             
Ŀ
 Realm: Death          Effect: Combat Enchantment  Casting: 20 Mana       
 Level: Common         Target: N/A                  Upkeep: None          
Ĵ
 Casts a pall of fear on all enemy units. During every combat Turn, each    
 enemy unit must attempt (+1 bonus to resistance) to overcome the terror    
 that grips it, or cower in fear. When a unit is cowering it cannot attack. 
 However, the unit may still counterattack when defending itself.           

 Ŀ
  DARKNESS           
Ŀ
 Realm: Death          Effect: Combat Enchantment  Casting: 25 Mana       
 Level: Common         Target: N/A                  Upkeep: None          
Ĵ
 Draws a shroud of darkness over the entire battlefield inspiring creatures 
 of Death who gain one point each in attack strength, defense strength, and 
 resistance. Creatures of Life, on the other hand, are dispirited and lose  
 one point each in attack strength, defense strength, and resistance.       

 Ŀ
  MANA LEAK          
Ŀ
 Realm: Death          Effect: Instant Combat      Casting: 20 Mana       
 Level: Common         Target: Enemy Casters        Upkeep: None          
Ĵ
 All enemy spell casters are drained 5 Mana each combat Turn. This includes 
 the opponent Wizard you are currently battling. Additionally, all units    
 with magical ranged attacks lose one spell shot each Turn.                 
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                          UNCOMMON DEATH SPELLS 


 Ŀ
  DRAIN POWER        
Ŀ
 Realm: Death          Effect: Instant             Casting: 50 Mana       
 Level: Uncommon       Target: Enemy Wizard         Upkeep: None          
Ĵ
 Drains 50-150 Mana points from a target Wizard's Mana reserve.             
                                                                            
                                                                            
                                                                            

 Ŀ
  POSSESSION         
Ŀ
 Realm: Death          Effect: Combat Enchantment  Casting: 30 Mana       
 Level: Uncommon       Target: Normal Unit          Upkeep: None          
Ĵ
 Attempts to change the allegiance of a normal enemy unit to that of the    
 casting Wizard. If the target unit becomes possessed, it fights for the    
 casting Wizard until combat ends. Note that fantastic creatures and Heros  
 may not be possessed.                                                      

 Ŀ
  LYCANTHROPY        
Ŀ
 Realm: Death          Effect: Unit Enchantment    Casting: 180 Mana      
 Level: Uncommon       Target: Normal Unit          Upkeep: 5 Mana/Turn   
Ĵ
 'Curses' a normal unit with the effects of lycanthropy, changing them into 
 werewolves with the ability to regenerate and weapon immunity.             
                                                                            
                                                                            

 Ŀ
  BLACK PRAYER       
Ŀ
 Realm: Death          Effect: Combat Enchantment  Casting: 35 Mana       
 Level: Uncommon       Target: N/A                  Upkeep: None          
Ĵ
 The attack strength and defense of all enemy units is reduced by 1 and     
 their resistance is reduced by 2.                                          
                                                                            
                                                                            

 Ŀ
  BLACK CHANNELS     
Ŀ
 Realm: Death          Effect: Unit Enchantment    Casting: 100 Mana      
 Level: Uncommon       Target: Normal Unit          Upkeep: 1 Mana/Turn   
Ĵ
 Transforms a target creature into a vile undead being with +2 melee attack 
 strength, and +1 to missile attack strength, breath attacks, hit points,   
 resistance and defense. Undead can not be healed or animated, but gain all 
 the immunities of Death creatures.                                         

                                                                          
Ŀ
 Master of Magic Spell Guide                          UNCOMMON DEATH SPELLS 


 Ŀ
  NIGHT STALKER      
Ŀ
 Realm: Death          Effect: Summoning           Casting: 250 Mana      
 Level: Uncommon       Target: N/A                  Upkeep: 1 Mana/Turn   
Ĵ
 Summons a Night Stalker and binds it to the will of the Wizard. Night      
 Stalkers are Invisible, non-corporeal, and have the dreaded Death Gaze.    
                                                                            
                                                                            

 Ŀ
  SUBVERSION         
Ŀ
 Realm: Death          Effect: Instant             Casting: 100 Mana      
 Level: Uncommon       Target: Enemy Wizard         Upkeep: None          
Ĵ
 Creates a feeling of contempt for the target Wizard in all other Wizards,  
 reducing relations by 25 diplomatic points.                                
                                                                            
                                                                            

 Ŀ
  WALL OF DARKNESS   
Ŀ
 Realm: Death          Effect: City Enchantment    Casting: 40 Mana       
 Level: Uncommon       Target: Friendly City        Upkeep: 5 Mana/Turn   
Ĵ
 No enemy unit outside a Wall of Darkness may attack a friendly unit inside 
 with a ranged attack, unless the enemy unit has illusions immunity.        
                                                                            
                                                                            

 Ŀ
  BERSERK            
Ŀ
 Realm: Death          Effect: Combat Enchantment  Casting: 30 Mana       
 Level: Uncommon       Target: Friendly Unit        Upkeep: None          
Ĵ
 The target unit's melee attack strength is doubled, but its defense skill  
 is reduced to nothing.                                                     
                                                                            
                                                                            

 Ŀ
  SHADOW DEMONS      
Ŀ
 Realm: Death          Effect: Summoning           Casting: 325 Mana      
 Level: Uncommon       Target: N/A                  Upkeep: 7 Mana/Turn   
Ĵ
 Summons a group of 4 Shadow Demons and binds them to the will of the       
 casting Wizard. Shadow Demons can Plane Shift and Regenerate.              
                                                                            
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                              RARE DEATH SPELLS 


 Ŀ
  WRAITH FORM        
Ŀ
 Realm: Death          Effect: Unit Enchantment    Casting: 30/150 Mana   
 Level: Rare           Target: Friendly Unit        Upkeep: 3 Mana/Turn   
Ĵ
 Target unit becomes non-corporeal. Non-corporeal units gain weapons        
 immunity and the ability to move across any terrain at a cost of 1/2       
 movement point.                                                            
                                                                            

 Ŀ
  WRACK              
Ŀ
 Realm: Death          Effect: Combat Enchantment  Casting: 40 Mana       
 Level: Rare           Target: N/A                  Upkeep: None          
Ĵ
 Wracks all enemy non-Death creatures with the powers of darkness. Each     
 figure in every enemy unit must resist with a +1 bonus or take 1 point of  
 damage.                                                                    
                                                                            

 Ŀ
  EVIL PRESENCE      
Ŀ
 Realm: Death          Effect: City Enchantment    Casting: 100 Mana      
 Level: Rare           Target: Enemy City           Upkeep: 4 Mana/Turn   
Ĵ
 A demonic presence enters the target city, destroying all magical power    
 generated by shrines, temples, parthenons, and cathedrals. The spell has   
 no effect if the city's owner can use Death magic.                         
                                                                            

 Ŀ
  WRAITHS            
Ŀ
 Realm: Death          Effect: Summoning           Casting: 500 Mana      
 Level: Rare           Target: N/A                  Upkeep: 5 Mana/Turn   
Ĵ
 Summons a group of 4 Wraiths and binds them to the will of the Wizard.     
 Wraiths are non-corporeal and have a -3 resistance Life Stealing attack.   
                                                                            
                                                                            

 Ŀ
  CLOUD OF SHADOW    
Ŀ
 Realm: Death          Effect: City Enchantment    Casting: 150 Mana      
 Level: Rare           Target: Friendly City        Upkeep: 3 Mana/Turn   
Ĵ
 Summons a great cloud of shadow which surrounds the city as long as the    
 enchantment is in effect. All combats taking place at the city are treated 
 as though a Darkness spell has been cast.                                  
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                              RARE DEATH SPELLS 


 Ŀ
  WARP NODE          
Ŀ
 Realm: Death          Effect: Instant             Casting: 75 Mana       
 Level: Rare           Target: Owned Magic Node     Upkeep: None          
Ĵ
 Corrupts the targeted magic node, cursing the controller and drawing out 5 
 Mana from the Wizard instead of generating more. Once warped, a node can   
 only be returned to normal by a Disenchant Area or Disenchant True spell.  
                                                                            

 Ŀ
  BLACK WIND         
Ŀ
 Realm: Death          Effect: Instant             Casting: 200 Mana      
 Level: Rare           Target: Map Square           Upkeep: None          
Ĵ
 All figures in each unit within the targeted land must resist at -1 or rot 
 away from a vile degenerative disease that slays almost immediately.       
                                                                            
                                                                            

 Ŀ
  ZOMBIE MASTERY     
Ŀ
 Realm: Death          Effect: Global Enchantment  Casting: 800 Mana      
 Level: Rare           Target: N/A                  Upkeep: 40 Mana/Turn  
Ĵ
 All normal creatures falling in battle become zombies at the end of the    
 battle under the control of the casting Wizard if the casting Wizard is    
 victorious.                                                                
                                                                            

 Ŀ
  FAMINE             
Ŀ
 Realm: Death          Effect: City Enchantment    Casting: 200 Mana      
 Level: Rare           Target: Enemy City           Upkeep: 5 Mana/Turn   
Ĵ
 Halves the food production of the afflicted city as long as the famine is  
 in effect. If the city has an insufficient food supply, the citizens will  
 begin to starve.                                                           
                                                                            

 Ŀ
  CURSED LANDS       
Ŀ
 Realm: Death          Effect: City Enchantment    Casting: 150 Mana      
 Level: Rare           Target: Enemy City           Upkeep: 2 Mana/Turn   
Ĵ
 Halves the production of the targeted city.                                
                                                                            
                                                                            
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                           OBSCURE DEATH SPELLS 


 Ŀ
  CRUEL UNMINDING    
Ŀ
 Realm: Death          Effect: Instant             Casting: 250 Mana      
 Level: Obscure        Target: Enemy Wizard         Upkeep: None          
Ĵ
 Target Wizard loses 1-10% of spell casting skill permanently.              
                                                                            
                                                                            
                                                                            

 Ŀ
  WORD OF DEATH      
Ŀ
 Realm: Death          Effect: Instant Combat      Casting: 40 Mana       
 Level: Obscure        Target: Enemy Unit           Upkeep: None          
Ĵ
 Each figure in one unit must save at -5 or be slain instantly.             
                                                                            
                                                                            
                                                                            

 Ŀ
  DEATH KNIGHTS      
Ŀ
 Realm: Death          Effect: Summoning           Casting: 600 Mana      
 Level: Obscure        Target: N/A                  Upkeep: 8 Mana/Turn   
Ĵ
 Summons a group of 4 Death Knights. Death knights attack with +2 to hit,   
 armor-piercing, and first strike. They also have a -4 resistance Life      
 Stealing attack.                                                           
                                                                            

 Ŀ
  DEATH SPELL        
Ŀ
 Realm: Death          Effect: Instant Combat      Casting: 50 Mana       
 Level: Obscure        Target: N/A                  Upkeep: None          
Ĵ
 All figures in each enemy unit must resist at - 2 or be struck dead where  
 they stand.                                                                
                                                                            
                                                                            

 Ŀ
  ANIMATE DEAD       
Ŀ
 Realm: Death          Effect: Unit Enchantment    Casting: 50 Mana       
 Level: Obscure        Target: Dead Unit            Upkeep: Special       
Ĵ
 Raises one slain enemy (not protected by magic immunity) or ally unit from 
 the dead and places it under your control. The creature becomes undead,    
 and is treated as a creature of Death for all purposes. Animated fantastic 
 units cost 50% more in maintenance.                                        

                                                                          
Ŀ
 Master of Magic Spell Guide                           OBSCURE DEATH SPELLS 


 Ŀ
  PESTILENCE         
Ŀ
 Realm: Death          Effect: City Enchantment    Casting: 350 Mana      
 Level: Obscure        Target: Enemy City           Upkeep: 5 Mana/Turn   
Ĵ
 Spreads a deadly plague through the affected city killing one population   
 each turn if the current population exceeds a 1-10 roll.                   
                                                                            
                                                                            

 Ŀ
  ETERNAL NIGHT      
Ŀ
 Realm: Death          Effect: Global Enchantment  Casting: 1000 Mana     
 Level: Obscure        Target: N/A                  Upkeep: 15 Mana/Turn  
Ĵ
 Covers the world in a blanket of darkness. Except for any cities protected 
 by Heavenly Light, all combats are assumed to be covered by the spell of   
 Darkness.                                                                  
                                                                            

 Ŀ
  EVIL OMENS         
Ŀ
 Realm: Death          Effect: Global Enchantment  Casting: 1100 Mana     
 Level: Obscure        Target: N/A                  Upkeep: 10 Mana/Turn  
Ĵ
 All Nature and Life spells cost 50% more than normal to cast.              
                                                                            
                                                                            
                                                                            

 Ŀ
  DEATH WISH         
Ŀ
 Realm: Death          Effect: Instant             Casting: 500 Mana      
 Level: Obscure        Target: N/A                  Upkeep: None          
Ĵ
 All enemy normal units on both planes must resist or be slain.             
                                                                            
                                                                            
                                                                            

 Ŀ
  DEMON LORD         
Ŀ
 Realm: Death          Effect: Summoning           Casting: 1000 Mana     
 Level: Obscure        Target: N/A                  Upkeep: 15 Mana/Turn  
Ĵ
 Summons a Demon Lord and binds it to the will of the Wizard. Demon Lords   
 can summon up to 3 lesser Demons per combat, have weapon immunity, and     
 have a -1 resistance Life Stealing attack both in melee and at range.      
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                            COMMON CHAOS SPELLS 


 Ŀ
  WARP WOOD          
Ŀ
 Realm: Chaos          Effect: Instant             Casting: 10 Mana       
 Level: Common         Target: Enemy Unit           Upkeep: None          
Ĵ
 Immediately twists and destroys all missile ammunition of a targeted unit, 
 removing that unit's ability to attack at range.                           
                                                                            
                                                                            

 Ŀ
  DISRUPT            
Ŀ
 Realm: Chaos          Effect: Instant             Casting: 15 Mana       
 Level: Common         Target: City Wall            Upkeep: None          
Ĵ
 Destroys one section of stone wall, clearing a way for troops to pass into 
 the enemy city.                                                            
                                                                            
                                                                            

 Ŀ
  FIRE BOLT          
Ŀ
 Realm: Chaos          Effect: Instant             Casting: 5+ Mana       
 Level: Common         Target: Enemy Unit           Upkeep: None          
Ĵ
 Shoots a bolt of intense flames at one figure in a target unit, striking   
 as a 5 strength magical fire attack, +1 point of strength per additional   
 Mana spent.                                                                
                                                                            

 Ŀ
  HELL HOUNDS        
Ŀ
 Realm: Chaos          Effect: Summoning           Casting: 40 Mana       
 Level: Common         Target: N/A                  Upkeep: 1 Mana/Turn   
Ĵ
 Summons and binds a wild pack of fire-breathing Hell Hounds to the will of 
 the casting Wizard.                                                        
                                                                            
                                                                            

 Ŀ
  CORRUPTION         
Ŀ
 Realm: Chaos          Effect: Instant             Casting: 40 Mana       
 Level: Common         Target: Map Square           Upkeep: None          
Ĵ
 Desecrates the target land square. Corrupted lands produce no foods or     
 minerals, and can only be restored to production by the prayers of clerics 
 or shamans (or the Gaia's Blessings spell).                                
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                            COMMON CHAOS SPELLS 


 Ŀ
  ELDRITCH WEAPON    
Ŀ
 Realm: Chaos          Effect: Unit Enchantment    Casting: 15/75 Mana    
 Level: Common         Target: Normal Unit          Upkeep: 1 Mana/Turn   
Ĵ
 Imbues the target unit's weapons with a powerful chaotic spirit. These     
 weapons are harder to defend against (an opponent's ability to defend      
 decreases by 10%) and can effectively hit creatures with weapon immunity.  
 Effects are cumulative with Flame Blade.                                   

 Ŀ
  WALL OF FIRE       
Ŀ
 Realm: Chaos          Effect: City Enchantment    Casting: 30/150 Mana   
 Level: Common         Target: Friendly City        Upkeep: 2 Mana/Turn   
Ĵ
 Encircles a city with a protective wall of flames. Each figure of any non- 
 flying unit attempting to pass through suffers a 5 strength magical fire   
 attack. Ranged attacks are not affected.                                   
                                                                            

 Ŀ
  SHATTER            
Ŀ
 Realm: Chaos          Effect: Instant             Casting: 12 Mana       
 Level: Common         Target: Normal Unit          Upkeep: None          
Ĵ
 A target unit receives one resistance roll to ignore Shatter's effects. If 
 it is unsuccessful, all of the unit's melee, thrown, and missile attacks   
 strengths are reduced to one.                                              
                                                                            

 Ŀ
  WARP CREATURE      
Ŀ
 Realm: Chaos          Effect: Unit Enchantment    Casting: 18 Mana       
 Level: Common         Target: Normal Unit          Upkeep: None          
Ĵ
 Attempts to mutate all creatures within a target unit. Target creatures    
 suffer a penalty of -1 resistance when trying to withstand being warped.   
 Mutated or warped creatures suffer one of the following harmful effects:   
 half strength attacks, half strength defense, or no magic resistance.      

 Ŀ
  FIRE ELEMENTAL     
Ŀ
 Realm: Chaos          Effect: Summoning           Casting: 20 Mana       
 Level: Common         Target: N/A                  Upkeep: None          
Ĵ
 Summons a Fire Elemental to do battle for the Wizard. Fire elementals have 
 weapon immunity and fire immunity. Once combat ends, the fire elemental    
 returns to the plane of Chaos.                                             
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                          UNCOMMON CHAOS SPELLS 


 Ŀ
  LIGHTNING BOLT     
Ŀ
 Realm: Chaos          Effect: Instant Combat      Casting: 10+ Mana      
 Level: Uncommon       Target: Enemy Unit           Upkeep: None          
Ĵ
 Shoots a bolt of intense electricity at the target unit, striking as a     
 strength 5 armor-piercing magical attack, +1 strength per additional Mana  
 spent.                                                                     
                                                                            

 Ŀ
  FIRE GIANT         
Ŀ
 Realm: Chaos          Effect: Summoning           Casting: 150 Mana      
 Level: Uncommon       Target: N/A                  Upkeep: 3 Mana/Turn   
Ĵ
 Summons a Fire Giant and binds it to the will of the Wizard. Fire Giants   
 have fire immunity and can destroy walls.                                  
                                                                            
                                                                            

 Ŀ
  CHAOS CHANNELS     
Ŀ
 Realm: Chaos          Effect: Unit Enchantment    Casting: 50 Mana       
 Level: Uncommon       Target: Normal Unit          Upkeep: None          
Ĵ
 Transforms the target into a creature of Chaos. Target unit receives one   
 of following mutations: demon-skin armor (+2 defense), demon wings (flying 
 movement 2), or fire-breathing (2 strength fiery breath). Once affected by 
 this spell, the creature can never be Chaos Channeled again.               

 Ŀ
  FLAME BLADE        
Ŀ
 Realm: Chaos          Effect: Unit Enchantment    Casting: 25/125 Mana   
 Level: Uncommon       Target: Normal Unit          Upkeep: 2 Mana/Turn   
Ĵ
 Causes the weapons of a target unit to burst into flames, increasing the   
 strength of melee and missile attacks of the unit by 2. Flame Blades also  
 allow units to hit creatures which have weapon immunity, and exerts a      
 cumulative effect with Eldritch Weapon.                                    

 Ŀ
  GARGOYLES          
Ŀ
 Realm: Chaos          Effect: Summoning           Casting: 200 Mana      
 Level: Uncommon       Target: N/A                  Upkeep: 5 Mana/Turn   
Ĵ
 Summons flying Gargoyles. Gargoyles are extremely difficult to damage, as  
 one might expect flying chunks of masonry to be, and exhibit immunity to   
 stoning and poison attacks.                                                
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                          UNCOMMON CHAOS SPELLS 


 Ŀ
  FIREBALL           
Ŀ
 Realm: Chaos          Effect: Instant Combat      Casting: 15+ Mana      
 Level: Uncommon       Target: Enemy Unit           Upkeep: None          
Ĵ
 Hurls a flying ball of exploding flames at a target unit, striking each    
 figure in the unit with a strength 5 magic fire attack, +1 strength for    
 every additional 3 Mana spent.                                             
                                                                            

 Ŀ
  DOOM BAT           
Ŀ
 Realm: Chaos          Effect: Summoning           Casting: 300 Mana      
 Level: Uncommon       Target: N/A                  Upkeep: 8 Mana/Turn   
Ĵ
 Summons a Doom Bat and binds it to the will of the Wizard. The Doom Bat    
 has a fearsome fiery aura which strikes all units it engages with a 4      
 strength fireball.                                                         
                                                                            

 Ŀ
  RAISE VOLCANO      
Ŀ
 Realm: Chaos          Effect: Instant             Casting: 200 Mana      
 Level: Uncommon       Target: Map Square           Upkeep: None          
Ĵ
 Raises a volcano, destroying any food and minerals provided by the target  
 map square (mountains, hills, and nodes may not be targeted). The volcano  
 provides 1 magic power each turn to the caster. If this spell is cast on a 
 city, each building has a 15 % chance of collapsing.                       

 Ŀ
  IMMOLATION         
Ŀ
 Realm: Chaos          Effect: Unit Enchantment    Casting: 30/150 Mana   
 Level: Uncommon       Target: Friendly Unit        Upkeep: 2 Mana/Turn   
Ĵ
 Surrounds the target unit with a fiery aura that inflicts a strength 4     
 magical fire attack on all enemies engaging the immolating unit in melee   
 combat.                                                                    
                                                                            

 Ŀ
  CHIMERA            
Ŀ
 Realm: Chaos          Effect: Summoning           Casting: 350 Mana      
 Level: Uncommon       Target: N/A                  Upkeep: 10 Mana/Turn  
Ĵ
 Summons a horrific, flying, fire breathing, three-headed Chimera.          
                                                                            
                                                                            
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                              RARE CHAOS SPELLS 


 Ŀ
  WARP LIGHTNING     
Ŀ
 Realm: Chaos          Effect: Instant Combat      Casting: 35 Mana       
 Level: Rare           Target: Enemy Unit           Upkeep: None          
Ĵ
 Sends a chain of lightning bolts ripping through a target unit. The first  
 bolt of lightning has a strength of 10, the second a strength of 9, and so 
 on until the last bolt delivers a 1 strength attack or the unit had been   
 destroyed.                                                                 

 Ŀ
  METAL FIRES        
Ŀ
 Realm: Chaos          Effect: Combat Enchantment  Casting: 40 Mana       
 Level: Rare           Target: N/A                  Upkeep: None          
Ĵ
 Bestows a reduced strength Flame Blade on all normal units, increasing     
 melee and missile attack strengths by 1 and allowing them to inflict       
 damage on units with Weapon Immunity. This spell is NOT cumulative with    
 Flame Blade.                                                               

 Ŀ
  CHAOS SPAWN        
Ŀ
 Realm: Chaos          Effect: Summoning           Casting: 500 Mana      
 Level: Rare           Target: N/A                  Upkeep: 12 Mana/Turn  
Ĵ
 Summons a Chaos Spawn and binds it to the will of the Wizard. Chaos Spawn  
 cause fear in melee, are poisonous, and have Doom, Death and Stoning Gaze  
 attacks.                                                                   
                                                                            

 Ŀ
  DOOM BOLT          
Ŀ
 Realm: Chaos          Effect: Instant Combat      Casting: 40 Mana       
 Level: Rare           Target: Enemy Unit           Upkeep: None          
Ĵ
 Calls forth the awesome power of Chaos to strike the target enemy unit for 
 10 points of damage, regardless of the unit's defenses.                    
                                                                            
                                                                            

 Ŀ
  MAGIC VORTEX       
Ŀ
 Realm: Chaos          Effect: Summoning           Casting: 50 Mana       
 Level: Rare           Target: Map Square           Upkeep: None          
Ĵ
 Vortex moves 3 squares randomly and one controlled by the caster. Any unit 
 in the path of the vortex take 5 hits regardless of defense. In addition,  
 each time the vortex moves, any adjacent units may be struck by lightning  
 bolts.                                                                     

                                                                          
Ŀ
 Master of Magic Spell Guide                              RARE CHAOS SPELLS 


 Ŀ
  EFREET             
Ŀ
 Realm: Chaos          Effect: Summoning           Casting: 550 Mana      
 Level: Rare           Target: N/A                  Upkeep: 15 Mana/Turn  
Ĵ
 Summons a fire bolt-throwing, flying Efreet and binds it to the will of    
 the Wizard. Efreeti are immune to magical fire and have the ability to     
 cast 20 points of Chaos spells each combat.                                
                                                                            

 Ŀ
  FIRE STORM         
Ŀ
 Realm: Chaos          Effect: Instant             Casting: 250 Mana      
 Level: Rare           Target: Map Square           Upkeep: None          
Ĵ
 Rains fiery balls of flaming stone down on an entire map square, striking  
 all figures in each unit within the area with a strength 8 magical fire    
 attack. Even units within cities are affected.                             
                                                                            

 Ŀ
  WARP REALITY       
Ŀ
 Realm: Chaos          Effect: Combat Enchantment  Casting: 50 Mana       
 Level: Rare           Target: N/A                  Upkeep: None          
Ĵ
 Warps the fabric of reality and distorts a unit's senses. All non-Chaos    
 units, enemy or friendly, have a -2 chance to hit in further combat.       
                                                                            
                                                                            

 Ŀ
  FLAME STRIKE       
Ŀ
 Realm: Chaos          Effect: Instant Combat      Casting: 60 Mana       
 Level: Rare           Target: N/A                  Upkeep: None          
Ĵ
 Strikes all enemy units with a 15 strength magical fire attack.            
                                                                            
                                                                            
                                                                            

 Ŀ
  CHAOS RIFT         
Ŀ
 Realm: Chaos          Effect: City Enchantment    Casting: 300 Mana      
 Level: Rare           Target: Enemy City           Upkeep: 10 Mana/Turn  
Ĵ
 Opens a great magical vortex over an enemy city. Each turn, units inside   
 the city sustain five strength 8 Lightning Bolt attacks, and there is a 5% 
 chance of a building being destroyed.                                      
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                           OBSCURE CHAOS SPELLS 


 Ŀ
  HYDRA              
Ŀ
 Realm: Chaos          Effect: Summoning           Casting: 650 Mana      
 Level: Obscure        Target: N/A                  Upkeep: 14 Mana/Turn  
Ĵ
 Summons a nine-headed Hydra. Each fire-breathing head on this monstrous    
 creature can regenerate during and after combat.                           
                                                                            
                                                                            

 Ŀ
  DISINTEGRATE       
Ŀ
 Realm: Chaos          Effect: Instant Combat      Casting: 50 Mana       
 Level: Obscure        Target: Enemy Unit           Upkeep: None          
Ĵ
 If the target has a resistance of less than 10 it is instantly destroyed.  
 There is no way to restore a unit that has been disintegrated.             
                                                                            
                                                                            

 Ŀ
  METEOR STORM       
Ŀ
 Realm: Chaos          Effect: Global Enchantment  Casting: 900 Mana      
 Level: Obscure        Target: N/A                  Upkeep: 10 Mana/Turn  
Ĵ
 Rains down fiery hail upon both planes, striking all creatures outside of  
 cities with a strength 4 magical fire attack. Buildings within cities may  
 also be destroyed (1% chance each turn a building is destroyed). Cities of 
 the casting Wizard are immune to the effects.                              

 Ŀ
  GREAT WASTING      
Ŀ
 Realm: Chaos          Effect: Global Enchantment  Casting: 1000 Mana     
 Level: Obscure        Target: N/A                  Upkeep: 20 Mana/Turn  
Ĵ
 Once this enchantment has been cast, the entire world begins to slowly be  
 corrupted. Each Turn 3-6 map squares are changed as if several Corruption  
 spells had been cast. The caster's cities and surrounding areas are, of    
 course, exempt.                                                            

 Ŀ
  CALL CHAOS         
Ŀ
 Realm: Chaos          Effect: Instant Combat      Casting: 75 Mana       
 Level: Obscure        Target: N/A                  Upkeep: None          
Ĵ
 Strikes every enemy unit with a random effect from the following list:     
 Nothing, Healing, Chaos Channels, Warp Creature, Fire Bolt (15 strength),  
 Warp Lightning, Doom Bolt, or Disintegrate. Note that some of the effects  
 can actually be beneficial to units.                                       

                                                                          
Ŀ
 Master of Magic Spell Guide                           OBSCURE CHAOS SPELLS 


 Ŀ
  CHAOS SURGE        
Ŀ
 Realm: Chaos          Effect: Global Enchantment  Casting: 1000 Mana     
 Level: Obscure        Target: N/A                  Upkeep: 40 Mana/Turn  
Ĵ
 All creatures of Chaos have 2 added to their hand-to-hand, missile, fire-  
 breath, and magic attacks.                                                 
                                                                            
                                                                            

 Ŀ
  DOOM MASTERY       
Ŀ
 Realm: Chaos          Effect: Global Enchantment  Casting: 1100 Mana     
 Level: Obscure        Target: N/A                  Upkeep: 15 Mana/Turn  
Ĵ
 Newly created normal units controlled by the casting Wizard are mutated by 
 the effects of Chaos, the same as if Chaos Channels had been cast on them. 
                                                                            
                                                                            

 Ŀ
  GREAT DRAKE        
Ŀ
 Realm: Chaos          Effect: Summoning           Casting: 900 Mana      
 Level: Obscure        Target: N/A                  Upkeep: 30 Mana/Turn  
Ĵ
 Summons an avenging fire-breathing dragon from the depths of Chaos. The    
 flames spewing from a great drake's jaws are so hot that weaker opponents  
 may be incinerated before ever getting a chance to fight back.             
                                                                            

 Ŀ
  CALL THE VOID      
Ŀ
 Realm: Chaos          Effect: Instant             Casting: 500 Mana      
 Level: Obscure        Target: Enemy City           Upkeep: None          
Ĵ
 Every building in the target city has a 50% chance to be destroyed, and    
 each unit inside the city takes 10 points of damage regardless of defense. 
 The amount of pure Chaos released also corrupts the surrounding area.      
                                                                            

 Ŀ
  ARMAGEDDON         
Ŀ
 Realm: Chaos          Effect: Global Enchantment  Casting: 1250 Mana     
 Level: Obscure        Target: N/A                  Upkeep: 40 Mana/Turn  
Ĵ
 Begins to destroy the entire map, as volcano after volcano rises, ravaging 
 the lands of both worlds. Like Raise Volcano, the casting Wizard gains one 
 point of power from each new volcano created.                              
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                           COMMON NATURE SPELLS 


 Ŀ
  EARTH TO MUD       
Ŀ
 Realm: Nature         Effect: Instant Combat      Casting: 15 Mana       
 Level: Common         Target: 5 x 5 Area           Upkeep: None          
Ĵ
 Turns a 5 x 5 area into thick, sticking mud for the duration of a battle.  
 Mud costs a unit (enemy or friendly) all its movement points to enter.     
 Flying and non-corporeal units are unaffected.                             
                                                                            

 Ŀ
  RESIST ELEMENTS    
Ŀ
 Realm: Nature         Effect: Unit Enchantment    Casting: 5/25 Mana     
 Level: Common         Target: Friendly Unit        Upkeep: 1 Mana/Turn   
Ĵ
 Gives a target unit increased resistance (+3) to the elemental magics of   
 Chaos and Nature, and improved defense against normal magic ranged attacks 
 (+3 to ranged defense).                                                    
                                                                            

 Ŀ
  WALL OF STONE      
Ŀ
 Realm: Nature         Effect: City Enchantment    Casting: 50 Mana       
 Level: Common         Target: Friendly City        Upkeep: None          
Ĵ
 Surrounds a target city with a sturdy stone wall the same as if city walls 
 had been built there.                                                      
                                                                            
                                                                            

 Ŀ
  GIANT STRENGTH     
Ŀ
 Realm: Nature         Effect: Unit Enchantment    Casting: 8/40 Mana     
 Level: Common         Target: Friendly Unit        Upkeep: 1 Mana/Turn   
Ĵ
 Makes a target unit's creatures stronger (adds +1 to each figure's melee   
 attack strength).                                                          
                                                                            
                                                                            

 Ŀ
  WEB                
Ŀ
 Realm: Nature         Effect: Unit Enchantment    Casting: 10 Mana       
 Level: Common         Target: Enemy Unit           Upkeep: None          
Ĵ
 Casts a sticky, 12 hit point web over a target unit. Creatures cannot move 
 until they destroy the web with melee and magic ranged attacks. Web also   
 prevents flying units from flying for the rest of the battle.              
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                           COMMON NATURE SPELLS 


 Ŀ
  WAR BEARS          
Ŀ
 Realm: Nature         Effect: Summoning           Casting: 70 Mana       
 Level: Common         Target: N/A                  Upkeep: 2 Mana/Turn   
Ĵ
 Summons a group of ferocious Bears.                                        
                                                                            
                                                                            
                                                                            

 Ŀ
  STONE SKIN         
Ŀ
 Realm: Nature         Effect: Unit Enchantment    Casting: 10/50 Mana    
 Level: Common         Target: Friendly Unit        Upkeep: 1 Mana/Turn   
Ĵ
 Causes a target unit's skin to harden, increasing the unit's defense by 1. 
                                                                            
                                                                            
                                                                            

 Ŀ
  WATER WALKING      
Ŀ
 Realm: Nature         Effect: Unit Enchantment    Casting: 50 Mana       
 Level: Common         Target: Friendly Unit        Upkeep: 1 Mana/Turn   
Ĵ
 Endows a unit with the ability to walk on water. The unit's movement speed 
 remains unchanged.                                                         
                                                                            
                                                                            

 Ŀ
  SPRITES            
Ŀ
 Realm: Nature         Effect: Summoning           Casting: 100 Mana      
 Level: Common         Target: N/A                  Upkeep: 3 Mana/Turn   
Ĵ
 Summons Sprites. Sprites are small, flying forest creatures that can hurl  
 tiny magic attacks over long distances.                                    
                                                                            
                                                                            

 Ŀ
  EARTH LORE         
Ŀ
 Realm: Nature         Effect: Instant             Casting: 30 Mana       
 Level: Common         Target: Map Window           Upkeep: None          
Ĵ
 Fully reveals terrain, terrain specials, cities and armies on all squares  
 in a targeted 'map window.'                                                
                                                                            
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                         UNCOMMON NATURE SPELLS 


 Ŀ
  CRACKS CALL        
Ŀ
 Realm: Nature         Effect: Instant Combat      Casting: 20 Mana       
 Level: Uncommon       Target: Map Square           Upkeep: None          
Ĵ
 Rends the earth. Any non-flying, corporeal creature standing in the newly  
 created fissure has a 25% chance (regardless of defense) of falling to its 
 death. Stone walls that cross the fissure are destroyed.                   
                                                                            

 Ŀ
  NATURE'S EYE       
Ŀ
 Realm: Nature         Effect: City Enchantment    Casting: 75 Mana       
 Level: Uncommon       Target: Friendly City        Upkeep: 1 Mana/Turn   
Ĵ
 Extends the scouting range of a friendly target city to 4 squares in all   
 directions, revealing all lands and all non-invisible enemy troops within  
 that radius.                                                               
                                                                            

 Ŀ
  ICE BOLT           
Ŀ
 Realm: Nature         Effect: Instant Combat      Casting: 10+ Mana      
 Level: Uncommon       Target: Enemy Unit           Upkeep: None          
Ĵ
 Showers a target unit with shards of ice (strength 5 magic cold attack),   
 with every extra point of Mana spent adding a strength of 1 to the attack. 
                                                                            
                                                                            

 Ŀ
  GIANT SPIDERS      
Ŀ
 Realm: Nature         Effect: Summoning           Casting: 200 Mana      
 Level: Uncommon       Target: N/A                  Upkeep: 4 Mana/Turn   
Ĵ
 Summons two giant, poisonous, web-casting Spiders.                         
                                                                            
                                                                            
                                                                            

 Ŀ
  CHANGE TERRAIN     
Ŀ
 Realm: Nature         Effect: Instant Overland    Casting: 50 Mana       
 Level: Uncommon       Target: Map Square           Upkeep: None          
Ĵ
 Alters a target map square, changing deserts, forests, hills and swamps to 
 grassland, changing grasslands to forest, changing volcanoes to mountains, 
 and mountains to hills. Terrain not listed is not a valid target.          
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                         UNCOMMON NATURE SPELLS 


 Ŀ
  PATH FINDING       
Ŀ
 Realm: Nature         Effect: Unit Enchantment    Casting: 50 Mana       
 Level: Uncommon       Target: Friendly Unit        Upkeep: 1 Mana/Turn   
Ĵ
 Endows a target unit (and any units stacked with it) with the ability to   
 travel over all land terrain as if it were traveling over roads (the cost  
 is only 1/2 movement point per square).                                    
                                                                            

 Ŀ
  COCKATRICES        
Ŀ
 Realm: Nature         Effect: Summoning           Casting: 275 Mana      
 Level: Uncommon       Target: N/A                  Upkeep: 8 Mana/Turn   
Ĵ
 Summons a Cockatrice. The feathered touch of the Cockatrice is capable of  
 turning even the hardiest creatures to stone.                              
                                                                            
                                                                            

 Ŀ
  TRANSMUTE          
Ŀ
 Realm: Nature         Effect: Instant Overland    Casting: 60 Mana       
 Level: Uncommon       Target: Map Square           Upkeep: None          
Ĵ
 Transforms coal and ores in the target square: coal to gems, iron to gold  
 and silver to mithril. Transmute will also reverse these transformations:  
 gems to coal, gold to iron, and mithril to silver.                         
                                                                            

 Ŀ
  NATURE'S CURES     
Ŀ
 Realm: Nature         Effect: Instant Overland    Casting: 75 Mana       
 Level: Uncommon       Target: Map Square           Upkeep: None          
Ĵ
 Completely heals all units (except for creatures of Death) that are within 
 the targeted map square.                                                   
                                                                            
                                                                            

 Ŀ
  BASILISK           
Ŀ
 Realm: Nature         Effect: Summoning           Casting: 325 Mana      
 Level: Uncommon       Target: N/A                  Upkeep: 7 Mana/Turn   
Ĵ
 Summons a giant Basilisk. Basilisks are so frightening to behold that they 
 can turn their enemies to stone simply by gazing in their direction.       
                                                                            
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                             RARE NATURE SPELLS 


 Ŀ
  ELEMENTAL ARMOR    
Ŀ
 Realm: Nature         Effect: Unit Enchantment    Casting: 35/175 Mana   
 Level: Rare           Target: Friendly Unit        Upkeep: 5 Mana/Turn   
Ĵ
 Improves a target unit's defenses and resistance to magic by 10 a piece.   
 These bonuses do not exert cumulative effects with the Resist Elements     
 spell.                                                                     
                                                                            

 Ŀ
  PETRIFY            
Ŀ
 Realm: Nature         Effect: Instant Combat      Casting: 35 Mana       
 Level: Rare           Target: Enemy Unit           Upkeep: None          
Ĵ
 Attempts to turn an entire enemy unit into stone.                          
                                                                            
                                                                            
                                                                            

 Ŀ
  STONE GIANT        
Ŀ
 Realm: Nature         Effect: Summoning           Casting: 450 Mana      
 Level: Rare           Target: N/A                  Upkeep: 9 Mana/Turn   
Ĵ
 Summons an enormous, wall-crushing Stone Giant. The massive stone giant is 
 impervious to stoning attacks and can hurl huge boulders at its enemies.   
                                                                            
                                                                            

 Ŀ
  IRON SKIN          
Ŀ
 Realm: Nature         Effect: Unit Enchantment    Casting: 40/200 Mana   
 Level: Rare           Target: Friendly Unit        Upkeep: 5 Mana/Turn   
Ĵ
 Fuses iron with a target unit's skin, making it able to withstand most     
 attacks (adds 5 to defense).                                               
                                                                            
                                                                            

 Ŀ
  ICE STORM          
Ŀ
 Realm: Nature         Effect: Instant Overland    Casting: 200 Mana      
 Level: Rare           Target: Map Square           Upkeep: None          
Ĵ
 Causes the skies above a target map square to rain down a torrent of icy   
 hail. All figures occupying that area are struck with a strength 6 magic   
 cold attack.                                                               
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                             RARE NATURE SPELLS 


 Ŀ
  EARTHQUAKE         
Ŀ
 Realm: Nature         Effect: Instant Overland    Casting: 200 Mana      
 Level: Rare           Target: Enemy City           Upkeep: None          
Ĵ
 Causes a violent earthquake to shake a target city. All buildings have a   
 10% chance of being destroyed. All non-flying, corporeal creatures have a  
 15% chance of dying.                                                       
                                                                            

 Ŀ
  GORGONS            
Ŀ
 Realm: Nature         Effect: Summoning           Casting: 600 Mana      
 Level: Rare           Target: N/A                  Upkeep: 15 Mana/Turn  
Ĵ
 Summons Gorgons. Just as their mythological namesakes, these monstrosities 
 are so ugly and frightening to behold that enemies who mistakenly peek in  
 their direction are turned to stone.                                       
                                                                            

 Ŀ
  MOVE FORTRESS      
Ŀ
 Realm: Nature         Effect: Instant Overland    Casting: 200 Mana      
 Level: Rare           Target: Friendly City        Upkeep: None          
Ĵ
 Moves a Wizard's enchanted fortress (with summoning circle, if the circle  
 has not previously been moved) to the target friendly city.                
                                                                            
                                                                            

 Ŀ
  GAIA'S BLESSING    
Ŀ
 Realm: Nature         Effect: City Enchantment    Casting: 300 Mana      
 Level: Rare           Target: Friendly City        Upkeep: 3 Mana/Turn   
Ĵ
 A target city's maximum food harvest increases by 50%. Every Turn there is 
 a 10% chance the city's deserts convert to grasslands, and it volcanoes to 
 verdant hills, and a 20% chance that its corrupted lands return to their   
 pristine state.                                                            

 Ŀ
  EARTH ELEMENTAL    
Ŀ
 Realm: Nature         Effect: Combat Summoning    Casting: 60 Mana       
 Level: Rare           Target: N/A                  Upkeep: None          
Ĵ
 Summons an Earth Elemental. The creature cannot be summoned if there are   
 already nine friendly units on the battlefield. The wall-crushing Earth    
 elemental disappears when the battle is over.                              
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                          OBSCURE NATURE SPELLS 


 Ŀ
  REGENERATION       
Ŀ
 Realm: Nature         Effect: Unit Enchantment    Casting: 60/300 Mana   
 Level: Obscure        Target: Friendly Unit        Upkeep: 10 Mana/Turn  
Ĵ
 Target unit can regenerate during combat (1 hit point/turn) and afterwards 
 (immediate return to full health). If the unit dies in combat, it returns  
 in full health if its side is victorious. This spell cannot return a unit  
 has been banished, unsummoned, or disintegrated.                           

 Ŀ
  BEHEMOTH           
Ŀ
 Realm: Nature         Effect: Summoning           Casting: 700 Mana      
 Level: Obscure        Target: N/A                  Upkeep: 15 Mana/Turn  
Ĵ
 Summons a fierce Behemoth. A Behemoth is one of the strongest creatures    
 that can be summoned to Arcanus and Myrror.                                
                                                                            
                                                                            

 Ŀ
  ENTANGLE           
Ŀ
 Realm: Nature         Effect: Combat Enchantment  Casting: 50 Mana       
 Level: Obscure        Target: Flying Units         Upkeep: None          
Ĵ
 Causes all non-flying, corporeal enemy creatures to lose 1 movement point  
 per turn. If a creature's movement points are zero, it cannot attack or    
 move the rest of combat, but it can still strike back if attacked.         
                                                                            

 Ŀ
  NATURE'S AWARENESS 
Ŀ
 Realm: Nature         Effect: Global Enchantment  Casting: 800 Mana      
 Level: Obscure        Target: N/A                  Upkeep: 7 Mana/Turn   
Ĵ
 Reveals all lands, cities and non-invisible creatures on both Arcanus and  
 Myrror!                                                                    
                                                                            
                                                                            

 Ŀ
  CALL LIGHTNING     
Ŀ
 Realm: Nature         Effect: Instant Combat      Casting: 60 Mana       
 Level: Obscure        Target: N/A                  Upkeep: None          
Ĵ
 Calls a powerful electrical storm from which deadly lightning bolts issue. 
 Three to five lightning bolts of strength 8 strike random enemy units at   
 the beginning of every turn until the end of combat.                       
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                          OBSCURE NATURE SPELLS 


 Ŀ
  COLOSSUS           
Ŀ
 Realm: Nature         Effect: Summoning           Casting: 800 Mana      
 Level: Obscure        Target: N/A                  Upkeep: 17 Mana/Turn  
Ĵ
 Summons an awe-inspiring Colossus. A colossus is a rock-wielding fighting  
 machine immune to all known forms of poison and petrification.             
                                                                            
                                                                            

 Ŀ
  EARTH GATE         
Ŀ
 Realm: Nature         Effect: City Enchantment    Casting: 250 Mana      
 Level: Obscure        Target: Friendly City        Upkeep: 5 Mana/Turn   
Ĵ
 Creates a teleporting device within a target city. Friendly units can then 
 teleport between any two casting Wizard's cities equipped with these gates 
 for the cost of one movement point.                                        
                                                                            

 Ŀ
  HERB MASTERY       
Ŀ
 Realm: Nature         Effect: Global Enchantment  Casting: 1000 Mana     
 Level: Obscure        Target: N/A                  Upkeep: 10 Mana/Turn  
Ĵ
 Completely heals all of a Wizard's damaged units every game turn.          
                                                                            
                                                                            
                                                                            

 Ŀ
  GREAT WYRM         
Ŀ
 Realm: Nature         Effect: Summoning           Casting: 1000 Mana     
 Level: Obscure        Target: N/A                  Upkeep: 20 Mana/Turn  
Ĵ
 Summons a gigantic, poisonous, tunneling Great Wyrm. For all its bulk the  
 Great Wyrm, with its ability to tunnel underground, is frighteningly fast  
 on the battlefield.                                                        
                                                                            

 Ŀ
  NATURE'S WRATH     
Ŀ
 Realm: Nature         Effect: Global Enchantment  Casting: 1250 Mana     
 Level: Obscure        Target: N/A                  Upkeep: 10 Mana/Turn  
Ĵ
 For every non-combat Death or Chaos spell cast, all the casting Wizard's   
 cities suffer tremors. Each non-flying, corporeal unit has a 10% chance of 
 dying and each building a 5% chance of collapsing.                         
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                          COMMON SORCERY SPELLS 


 Ŀ
  RESIST MAGIC       
Ŀ
 Realm: Sorcery        Effect: Unit Enchantment    Casting: 5/25 Mana     
 Level: Common         Target: Friendly Unit        Upkeep: 1 Mana/Turn   
Ĵ
 Adds 3 to the targeted units resistance rolls versus magic.                
                                                                            
                                                                            
                                                                            

 Ŀ
  DISPEL MAGIC TRUE  
Ŀ
 Realm: Sorcery        Effect: Instant Combat      Casting: 10+ Mana      
 Level: Common         Target: Unit                 Upkeep: None          
Ĵ
 A stronger version of the arcane Dispel Magic. Every point of Mana spent   
 on casting this spell counts as three for the purposes of dispelling the   
 target unit's enchantments.                                                
                                                                            

 Ŀ
  FLOATING ISLAND    
Ŀ
 Realm: Sorcery        Effect: Summoning           Casting: 50 Mana       
 Level: Common         Target: N/A                  Upkeep: 5 Mana/Turn   
Ĵ
 Summons an apparently solid cloud to any visible ocean map square of the   
 casting Wizard's choice. This thick body of vapors can carry up to eight   
 units across water and moves at a speed of two map squares/turn.           
                                                                            

 Ŀ
  GUARDIAN WIND      
Ŀ
 Realm: Sorcery        Effect: Unit Enchantment    Casting: 10/50 Mana    
 Level: Common         Target: Friendly Unit        Upkeep: 1 Mana/Turn   
Ĵ
 Surrounds the unit with a magical protective wall of air, making the unit  
 almost totally immune to arrow and sling attacks.                          
                                                                            
                                                                            

 Ŀ
  PHANTOM WARRIORS   
Ŀ
 Realm: Sorcery        Effect: Combat Summoning    Casting: 10 Mana       
 Level: Common         Target: N/A                  Upkeep: None          
Ĵ
 Summons a group of illusory Phantom Warriors and binds them to the will of 
 the Wizard. Phantom Warriors attack with illusory weapons that completely  
 ignore the effects of armor. When combat ends, Phantom Warriors disappear. 
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                          COMMON SORCERY SPELLS 


 Ŀ
  CONFUSION          
Ŀ
 Realm: Sorcery        Effect: Unit Enchantment    Casting: 15 Mana       
 Level: Common         Target: Enemy Unit           Upkeep: None          
Ĵ
 Attempts to disorient the target unit. A confused unit does not recover    
 (unless disenchanted) until after combat ends. Each turn the confused unit 
 randomly does one of the following: Nothing, Moves randomly, Attacks ally  
 units, Attacks enemy units.                                                

 Ŀ
  WORD OF RECALL     
Ŀ
 Realm: Sorcery        Effect: Instant             Casting: 20 Mana       
 Level: Common         Target: Friendly Unit        Upkeep: None          
Ĵ
 Transports a target friendly unit back to a Wizard's summoning circle. If  
 there is no space in the city for the recalled unit, one of the units that 
 is already occupying the city square is displaced to a neighboring land    
 square.                                                                    

 Ŀ
  COUNTER MAGIC      
Ŀ
 Realm: Sorcery        Effect: Combat Enchantment  Casting: 10+ Mana      
 Level: Common         Target: N/A                  Upkeep: None          
Ĵ
 Creates a reserve of counter magic power which resists all spells cast by  
 an opponent Wizard as if you had cast an equally-strong dispel magic. Each 
 spell casting attempt by the opposing Wizard reduces the strength of the   
 Counter Magic reserve by five Mana.                                        

 Ŀ
  NAGAS              
Ŀ
 Realm: Sorcery        Effect: Summoning           Casting: 100 Mana      
 Level: Common         Target: N/A                  Upkeep: 2 Mana/Turn   
Ĵ
 Summons a pair of trident-wielding Nagas. These swimming creatures spit    
 poison at their foes during combat.                                        
                                                                            
                                                                            

 Ŀ
  PSIONIC BLAST      
Ŀ
 Realm: Sorcery        Effect: Instant Combat      Casting: 10+ Mana      
 Level: Common         Target: Enemy Unit           Upkeep: None          
Ĵ
 Targets a unit with an intensely damaging stream of mental energy. This    
 strength 5 non-physical attack can be increased in strength by one for     
 every two extra Mana points spent on the spell.                            
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                        UNCOMMON SORCERY SPELLS 


 Ŀ
  BLUR               
Ŀ
 Realm: Sorcery        Effect: Combat Enchantment  Casting: 20 Mana       
 Level: Uncommon       Target: N/A                  Upkeep: None          
Ĵ
 Blurs the outline of all friendly units making them more difficult to hit. 
 There is a 10% chance that each point of damage done to the target unit    
 will miss.                                                                 
                                                                            

 Ŀ
  DISENCHANT TRUE    
Ŀ
 Realm: Sorcery        Effect: Instant             Casting: 50+ Mana      
 Level: Uncommon       Target: Map Square           Upkeep: None          
Ĵ
 A much stronger version of Disenchant Area, with 3 times the chance of     
 removing target enchantments (each point of Mana spent casting the spell   
 counts as three for the purposes of dispelling a target enchantment).      
                                                                            

 Ŀ
  VERTIGO            
Ŀ
 Realm: Sorcery        Effect: Unit Enchantment    Casting: 25 Mana       
 Level: Uncommon       Target: Enemy Unit           Upkeep: None          
Ĵ
 If a targeted unit fails to resist, it suffers a penalty to hit of 2 and   
 has more trouble defending than usual (-1 defense).                        
                                                                            
                                                                            

 Ŀ
  SPELL LOCK         
Ŀ
 Realm: Sorcery        Effect: Unit Enchantment    Casting: 20/100 Mana   
 Level: Uncommon       Target: Friendly Unit        Upkeep: 1 Mana/Turn   
Ĵ
 Prevents a target unit's positive enchantments from being dispelled. If    
 the target unit is a summoned creature, spell lock also protects the bonds 
 that tie it to the controlling Wizard. Spell lock must be dispelled before 
 any further enchantments can be removed from the unit.                     

 Ŀ
  ENCHANT ROAD       
Ŀ
 Realm: Sorcery        Effect: Instant             Casting: 100 Mana      
 Level: Uncommon       Target: 5 x 5 Map Area       Upkeep: None          
Ĵ
 Makes all roads within two map squares (all directions) of the targeted    
 map square cost no movement points to travel over for non-flying units.    
 Not that all roads on Myrror are automatically enchanted.                  
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                        UNCOMMON SORCERY SPELLS 


 Ŀ
  FLIGHT             
Ŀ
 Realm: Sorcery        Effect: Unit Enchantment    Casting: 25/125 Mana   
 Level: Uncommon       Target: Friendly Unit        Upkeep: 3 Mana/Turn   
Ĵ
 Bestows the power of Flight upon a target unit.                            
                                                                            
                                                                            
                                                                            

 Ŀ
  WIND MASTERY       
Ŀ
 Realm: Sorcery        Effect: Global Enchantment  Casting: 400 Mana      
 Level: Uncommon       Target: N/A                  Upkeep: 5 Mana/Turn   
Ĵ
 Doubles the speed of all ships and sky masters controlled by a Wizard, and 
 halves the speed of all others.                                            
                                                                            
                                                                            

 Ŀ
  SPELL BLAST        
Ŀ
 Realm: Sorcery        Effect: Instant             Casting: 50+ Mana      
 Level: Uncommon       Target: Enemy Wizard         Upkeep: None          
Ĵ
 Attempts to dispel an enemy Wizard's spell as it is being cast. When Spell 
 Blast takes effect, a Wizard must expend as much of his or her own magic   
 power (from Mana reserves) as the enemy Wizard has spent on the opposing   
 spell to blast that spell out of existence.                                

 Ŀ
  AURA OF MAJESTY    
Ŀ
 Realm: Sorcery        Effect: Global Enchantment  Casting: 400 Mana      
 Level: Uncommon       Target: N/A                  Upkeep: 5 Mana/Turn   
Ĵ
 Hoodwinks all enemy Wizards into liking the casting Wizard. Each turn the  
 spell is in effect, relations are shifted by +1 diplomatic point on the    
 scale of -100 to +100.                                                     
                                                                            

 Ŀ
  PHANTOM BEAST      
Ŀ
 Realm: Sorcery        Effect: Combat Summoning    Casting: 35 Mana       
 Level: Uncommon       Target: N/A                  Upkeep: None          
Ĵ
 Summons an illusory Phantom Beast. A Phantom Beast only appears if combat  
 is taking place on land and if there are fewer than nine units present in  
 the casting Wizard's forces. The Phantom Beast is immune to all forms of   
 Death magic and disappears when combat ends.                               

                                                                          
Ŀ
 Master of Magic Spell Guide                            RARE SORCERY SPELLS 

 Ŀ
  DISJUNCTION TRUE   
Ŀ
 Realm: Sorcery        Effect: Instant             Casting: 200+ Mana     
 Level: Rare           Target: Global Enchantment   Upkeep: None          
Ĵ
 Equivalent to a very strong version of the arcane magic Disjunction, with  
 triple the chance of success. Each Mana spent on casting this spell counts 
 as three for the purposes of dispelling the target global enchantment.     
                                                                            

 Ŀ
  INVISIBILITY       
Ŀ
 Realm: Sorcery        Effect: Unit Enchantment    Casting: 35/175 Mana   
 Level: Rare           Target: Friendly Unit        Upkeep: 10 Mana/Turn  
Ĵ
 Renders the unit invisible to all units, except those Immune to Illusion   
 and those that have True Sight. In combat, the unit becomes visible when   
 adjacent to an enemy unit, but still penalizes the to hit roll of enemy    
 units by -1.                                                               

 Ŀ
  WIND WALKING       
Ŀ
 Realm: Sorcery        Effect: Unit Enchantment    Casting: 250 Mana      
 Level: Rare           Target: Friendly Unit        Upkeep: 10 Mana/Turn  
Ĵ
 Allows the enchanted unit and all units in its stack to fly (with a speed  
 of 3) on the overland map. Does not work in combat.                        
                                                                            
                                                                            

 Ŀ
  BANISH             
Ŀ
 Realm: Sorcery        Effect: Instant Combat      Casting: 20+ Mana      
 Level: Rare           Target: Fantastic Unit       Upkeep: None          
Ĵ
 Destroys the magical bond that keeps a fantastic unit with its controlling 
 Wizard. Each figure within the unit must resist at -3 or be sent to whence 
 they were summoned. Every additional 5 Mana lowers the target's resistance 
 by one.                                                                    

 Ŀ
  STORM GIANT        
Ŀ
 Realm: Sorcery        Effect: Summoning           Casting: 500 Mana      
 Level: Rare           Target: N/A                  Upkeep: 10 Mana/Turn  
Ĵ
 Summons a lightning bolt-wielding Storm Giant. Storm Giants not only hurl  
 vicious lightning bolts over long distances, they also use lightning bolts 
 when fighting hand-to-hand with their enemies.                             
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                            RARE SORCERY SPELLS 


 Ŀ
  AIR ELEMENTAL      
Ŀ
 Realm: Sorcery        Effect: Combat Summoning    Casting: 50 Mana       
 Level: Rare           Target: N/A                  Upkeep: None          
Ĵ
 Summons an invisible, flying Air Elemental during battle. The creature     
 disappears when combat ends. Note that a Wizard must have fewer than nine  
 units in a battle to summon this creature.                                 
                                                                            

 Ŀ
  MIND STORM         
Ŀ
 Realm: Sorcery        Effect: Unit Enchantment    Casting: 35 Mana       
 Level: Rare           Target: Enemy Unit           Upkeep: None          
Ĵ
 Causes intense mental anguish to the creatures in a targeted enemy unit.   
 Unable to concentrate, the creatures lose 5 to all of their melee, thrown  
 and ranged attack strengths, as well as their defense and resistance. This 
 spell does not effect units that have Immunity to Illusions.               

 Ŀ
  STASIS             
Ŀ
 Realm: Sorcery        Effect: Unit Enchantment    Casting: 250 Mana      
 Level: Rare           Target: Map Square           Upkeep: None          
Ĵ
 Paralyzes all enemy units in a target map square for a minimum of 1 turn.  
 After the first turn a unit passes in stasis, it has one opportunity per   
 turn to free itself by successfully resisting (at a penalty of 5).         
                                                                            

 Ŀ
  MAGIC IMMUNITY     
Ŀ
 Realm: Sorcery        Effect: Unit Enchantment    Casting: 50/250 Mana   
 Level: Rare           Target: Friendly Unit        Upkeep: 5 Mana/Turn   
Ĵ
 Makes a target unit completely immune to all magic spells and spell-like   
 effects. It also gives the unit immunity to breath and gaze attacks. The   
 unit also gains nearly complete immunity to all magical ranged attacks.    
                                                                            

 Ŀ
  HASTE              
Ŀ
 Realm: Sorcery        Effect: Unit Enchantment    Casting: 50 Mana       
 Level: Rare           Target: Friendly Unit        Upkeep: None          
Ĵ
 Doubles the movement speed and number of attacks (both melee and ranged)   
 of a target unit. The target unit becomes so fast that it counterattacks   
 twice as well.                                                             
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                         OBSCURE SORCERY SPELLS 


 Ŀ
  DJINN              
Ŀ
 Realm: Sorcery        Effect: Summoning           Casting: 650 Mana      
 Level: Obscure        Target: N/A                  Upkeep: 17 Mana/Turn  
Ĵ
 Summons a Djinn. This powerful, flying being can hurl ranged magic attacks 
 at its opponents and is capable of casting 20 spell points of Sorcerous    
 magic during every combat.                                                 
                                                                            

 Ŀ
  SPELL WARD         
Ŀ
 Realm: Sorcery        Effect: City Enchantment    Casting: 350 Mana      
 Level: Obscure        Target: Friendly City        Upkeep: 5 Mana/Turn   
Ĵ
 Provides total immunity for the city from a realm of spells (including     
 combat spells) and prohibits any fantastic creatures of that realm from    
 entering the protected city. Caster must select which realm to cast this   
 spell against: Chaos, Death, Life, Nature, or Sorcery.                     

 Ŀ
  CREATURE BINDING   
Ŀ
 Realm: Sorcery        Effect: Unit Enchantment    Casting: 70 Mana       
 Level: Obscure        Target: Fantastic Unit       Upkeep: None          
Ĵ
 Attempts to alter the allegiance of a fantastic or summoned creature. If a 
 target creature fails to resist the spell (at a penalty of -2 resistance)  
 it is bound to fight for the casting Wizard until the combat ends (unless  
 disenchanted). The bound creature disappears after combat is completed.    

 Ŀ
  MASS INVISIBILITY  
Ŀ
 Realm: Sorcery        Effect: Combat Enchantment  Casting: 80 Mana       
 Level: Obscure        Target: N/A                  Upkeep: None          
Ĵ
 Makes all friendly units invisible to their opponents. While invisible,    
 the units cannot be targeted by ranged weapons and all melee attacks made  
 against them suffer a penalty to hit of 1.                                 
                                                                            

 Ŀ
  GREAT UNSUMMONING  
Ŀ
 Realm: Sorcery        Effect: Instant             Casting: 1000 Mana     
 Level: Obscure        Target: N/A                  Upkeep: None          
Ĵ
 Tries to banish all fantastic creatures (including those of the casting    
 Wizard) from both Arcanus and Myrror! Creatures suffer a penalty of 2 to   
 their resistance when attempting to oppose this spell.                     
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                         OBSCURE SORCERY SPELLS 


 Ŀ
  SPELL BINDING      
Ŀ
 Realm: Sorcery        Effect: Instant             Casting: 1000 Mana     
 Level: Obscure        Target: Global Enchantment   Upkeep: Special       
Ĵ
 Steals a global enchantment from another Wizard. The stolen global spell   
 becomes the property of the casting Wizard in terms of maintenance and     
 control.                                                                   
                                                                            

 Ŀ
  FLYING FORTRESS    
Ŀ
 Realm: Sorcery        Effect: City Enchantment    Casting: 500 Mana      
 Level: Obscure        Target: Friendly City        Upkeep: 25 Mana/Turn  
Ĵ
 Suspends the targeted city far above the earth. Only flying units are able 
 to enter or attack this 'city in the clouds.' The Wizard's own foot troops 
 may enter and exit the city overland, but during combat, once a non-flying 
 unit leaves the floating city it cannot re-enter.                          

 Ŀ
  SKY DRAKE          
Ŀ
 Realm: Sorcery        Effect: Summoning           Casting: 1000 Mana     
 Level: Obscure        Target: N/A                  Upkeep: 25 Mana/Turn  
Ĵ
 Summons a fierce, lightning-breathing Sky Drake from the realm of air. The 
 powerful Sky Drake is immune to magic and illusions. Its lightning breath  
 can easily vaporize most opponents.                                        
                                                                            

 Ŀ
  SUPPRESS MAGIC     
Ŀ
 Realm: Sorcery        Effect: Global Enchantment  Casting: 1250 Mana     
 Level: Obscure        Target: N/A                  Upkeep: 50 Mana/Turn  
Ĵ
 All spells not cast by the casting Wizard must overcome a 500 Mana Dispel  
 spell or they will fail.                                                   
                                                                            
                                                                            

 Ŀ
  TIME STOP          
Ŀ
 Realm: Sorcery        Effect: Global Enchantment  Casting: 1500 Mana     
 Level: Obscure        Target: N/A                  Upkeep: 200 Mana/Turn 
Ĵ
 Stops the passage of time for all enemy Wizards, their troops, and their   
 spells. Only the casting Wizard may move units and cast spells, but all    
 city production and spell research is halted for all Wizards. The casting  
 Wizard must pay maintenance on this spell, but only on this spell.         

                                                                          
Ŀ
 Master of Magic Spell Guide                                  ARCANE SPELLS 


 Ŀ
  MAGIC SPIRIT       
Ŀ
 Realm: Arcane         Effect: Summoning           Casting: 30 Mana       
 Level: N/A            Target: N/A                  Upkeep: 1 Mana/Turn   
Ĵ
 Summons a magic spirit which can meld with magical nodes and direct the    
 node's power to the controlling Wizard.                                    
                                                                            
                                                                            

 Ŀ
  DISPEL MAGIC       
Ŀ
 Realm: Arcane         Effect: Instant Combat      Casting: 10+ Mana      
 Level: N/A            Target: Unit                 Upkeep: None          
Ĵ
 Attempts to destroy all enemy enchantments on the targeted unit.           
                                                                            
                                                                            
                                                                            

 Ŀ
  SUMMONING CIRCLE   
Ŀ
 Realm: Arcane         Effect: Instant Overland    Casting: 50 Mana       
 Level: N/A            Target: Friendly City        Upkeep: None          
Ĵ
 Moves your summoning circle to another city. All creatures summoned by     
 spells will appear where the summoning circle is located.                  
                                                                            
                                                                            

 Ŀ
  DISENCHANT AREA    
Ŀ
 Realm: Arcane         Effect: Instant             Casting: 50+ Mana      
 Level: N/A            Target: N/A                  Upkeep: None          
Ĵ
 Attempts to dispel all enemy spells in the targeted map square. The chance 
 of successfully dispelling enchantments is calculated as in Dispel Magic.  
                                                                            
                                                                            

 Ŀ
  RECALL HERO        
Ŀ
 Realm: Arcane         Effect: Instant Combat      Casting: 20 Mana       
 Level: N/A            Target: Friendly Hero        Upkeep: None          
Ĵ
 Instantly summons the target hero to your summoning circle, removing them  
 from the current combat. Note that the Regeneration spell will return the  
 Hero back to its fighting unit if you are victorious                       
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                                  ARCANE SPELLS 


 Ŀ
  DETECT MAGIC       
Ŀ
 Realm: Arcane         Effect: Global Enchantment  Casting: 200 Mana      
 Level: N/A            Target: N/A                  Upkeep: 3 Mana/Turn   
Ĵ
 The current spell being cast by all Wizards that you are in contact with   
 will be displayed on the Magic Screen at the top of each Wizard's gem.     
                                                                            
                                                                            

 Ŀ
  ENCHANT ITEM       
Ŀ
 Realm: Arcane         Effect: Item Enchantment    Casting: Special       
 Level: N/A            Target: N/A                  Upkeep: None          
Ĵ
 Creates a lesser magical item for use by your Heros. Only powers that cost 
 200 Mana or less may be used.                                              
                                                                            
                                                                            

 Ŀ
  SUMMON HERO        
Ŀ
 Realm: Arcane         Effect: Summoning           Casting: 300 Mana      
 Level: N/A            Target: N/A                  Upkeep: None          
Ĵ
 Summons a lesser Hero to lead your army. The Hero will not require initial 
 gold to join, but still requires maintenance. This spell will fail if you  
 already control six Heros.                                                 
                                                                            

 Ŀ
  AWARENESS          
Ŀ
 Realm: Arcane         Effect: Global Enchantment  Casting: 500 Mana      
 Level: N/A            Target: N/A                  Upkeep: 3 Mana/Turn   
Ĵ
 Reveals the location of all cities on both Arcanus and Myrror.             
                                                                            
                                                                            
                                                                            

 Ŀ
  DISJUNCTION        
Ŀ
 Realm: Arcane         Effect: Instant             Casting: 200+ Mana     
 Level: N/A            Target: Global Enchantment   Upkeep: None          
Ĵ
 Attempts to dispel an enemy global enchanment.                             
                                                                            
                                                                            
                                                                            

                                                                          
Ŀ
 Master of Magic Spell Guide                                  ARCANE SPELLS 


 Ŀ
  CREATE ARTIFACT    
Ŀ
 Realm: Arcane         Effect: Item Enchantment    Casting: Special       
 Level: N/A            Target: N/A                  Upkeep: None          
Ĵ
 Creates a magical artifact for use by your Heros. Any powers may be used.  
                                                                            
                                                                            
                                                                            

 Ŀ
  SUMMON CHAMPION    
Ŀ
 Realm: Arcane         Effect: Summoning           Casting: 750 Mana      
 Level: N/A            Target: N/A                  Upkeep: None          
Ĵ
 Summons a greater Hero to lead your army. This Hero will not require any   
 initial gold to join, but still requires maintenance. This spell will fail 
 if you already control six Heros.                                          
                                                                            

 Ŀ
  SPELL OF RETURN    
Ŀ
 Realm: Arcane         Effect: Global Enchantment  Casting: 1000 Mana     
 Level: N/A            Target: N/A                  Upkeep: None          
Ĵ
 When your fortress is captured by an enemy you are banished to limbo until 
 you can finish casting Spell of Return. You may not cast any other spells  
 and recieve no power income until you are successful.                      
                                                                            

 Ŀ
  SPELL OF MASTERY   
Ŀ
 Realm: Arcane         Effect: Global Enchantment  Casting: 5000 Mana     
 Level: N/A            Target: N/A                  Upkeep: None          
Ĵ
 The caster obtains total control over all magic in both planes. All enemy  
 Wizards lose their ability to cast any spells and all summoned creatures   
 come under your control. Succesfully casting the Spell of Mastery ends the 
 game in glorious victory for the casting Wizard.                           

