Alchemy magic
Level 1:
- Decay
Basic: Lowers ranged defense of target by 25%.
Advanced: Lowers ranged and melee defense of target by 25%.
Master: Lowers ranged defense of target by 50%.
- Shrapnel
Basic: All creatures within 2 yard radius of caster take damage, determined
by level and metallurgy.
Expert: Only affects enemy targets.
- Poison weapon
Basic: Adds minor poison damage to initial attack of target, determined by
level and metallurgy.
- Disintergrate death
Basic: Destoys a number of dead hitpoints, which can no longer be raised or
ressurected, determined by level and metallurgy.
Expert: Destroys entire stack.
- Shielding wall
Basic: Increases target hitpoints by 15%
Advanced: Increases target hitpoints by 20%
Expert: Increases target hitpoints by 25%
- Blades
Basic: Damages target, determined by level and metallurgy.
Level 2:
- Shackles of pain
Basic: Target suffers minor damage for every yard moved, determined by level and metallurgy.
- Force armour
Basic: Increases melee defense of target by 40%
Expert: Increases melee defense of target by 50%
- Hope
Basic: Increases morale of all friendly targets by 2.
Expert: Increases morale of all friendly targets by 3.
GM: Increases morale of all friendly targets by 4.
- Transform weapon
Basic: Lowers target attack by 30%.
Expert: 2% chance per skill of metallurgy that attack fully fails.
- Remove obstacle
Basic: Removes one specific obstable (can't eliminate water).
Advanced: Removes all obstacles in a 3 yard diameter.
Master: Cancels the create obstacle spell and the dendroid bodies.
- Acid burst
Basic: Reduces attack and defense by 20% each.
Advanced: Reduces attack and defense by 25% each.
Master: Reduces attack and defense by 30% each.
- Bridge
Basic: Creates a magic bridge over quicksand, pools and creeks (combat map).
Expert: Creates a bridge over a moat.
- Caustic blast
Basic: Damages target, determined by level and metallurgy.
Level 3:
- Arsenal
Basic: Target regenerates one shot per two turns.
Expert: Target has unlimited shots.
GM: Ranged attack increases by 25%.
- Breach
Basic: Damages part of the defense wall of city. Damage determined by level and metallurgy.
- Sulphur flame
Basic: Damages target, based on level and metallurgy.
Advanced: Target poisoned by one third of damage done.
- Mass decay
Basic: Lowers ranged defense of all enemy targets by 25%.
Expert: Lowers ranged and melee defense of all enemy targets by 25%.
GM: Lowers ranged defense of all enemy targets by 50%.
- Charge weapon
Basic: Adds a lightning bolt to the normal attack of the target, damage determined by level and metallurgy.
- Crystalize
Basic: Kills top creature of a stack of level 5 or lower.
Advanced: Kills top creature of any stack.
GM: Kills two top creatures.
- Reflection shield
Basic: Target takes (40% + 10% x metallurgy) less damage from direct damage spells. Other spells unaffected.
Level 4:
- Mass decay
Expert: Lowers ranged defense of target by 25%.
Master: Lowers ranged and melee defense of target by 25%.
GM: Lowers ranged defense of target by 50%.
- Hammerhands
Expert: Increases melee damage done by 100%.
Master: Target obtains 20% per attack to inflict stun.
GM: Increases melee and ranged damage done by 100%.
- Weapon mirror
Expert: Target uses it's turn to attack itself with normal attack and defense modifiers.
Master: Target gets 25% increase in attack during spell.
GM: Target gets 50% increase in attack during spell.
- Solidify mind
Expert: Target loses ability to retaliate. Spell cancelled when confusion, wasp swarm, terror, weapon mirror or blind is cast on target.
GM: Target loses 2 speed as well.
- Mass force armour
Expert: Increases defense of all allied targets by 40%.
GM: Increases defense of all allied targets by 50%.
- Repulsion aura
Expert: Enemy movement within 3 yards of caster takes 3 times as much movement.
Master: Enemy movement within 3 yards of caster takes 4 times as much movement.
GM: Enemy movement within 4 yards of caster takes 4 times as much movement.
- Cold Ridge
Expert: Sets the weather to "Dry Cold".
Master: A Cold Ridge storm appears on the battlefield.
Level 5:
Forced dispell:
GM: Dispells all beneficial spells and all natural abilities of target (including magic resistance). Spell is not influenced by any magic resistance, except for the "divine magic sield" spell. When cast on a hero, it dispells the advanced class ability.
Force displacement:
GM: Target gains ranged ability with number of shots determined by caster level and metallurgy. Spell cannot be used with the arsenal spell. All special abilities of the creature during melee combat are not carried over the ranged combat.
Meltdown:
GM: Works the same way as poison, but a decent hero can cause hundreds of damage per turn.