Created As An Air Disciple Can Become An Air Mage).

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Spell proficiency is an option in sovereign creation. Players can select or build sovereignswith proficiency in Air, Death, Earth, Fire, Life or Water magic.As the sovereign levels, traits can be selected that increase these proficiencies (a sovereigncreated as an Air Disciple can become an Air Mage).ApprenticeAccess to level I spellsDiscipleAccess to level II spellsMageAccess to level III spellsMasterAccess to level IV spellsArchmageAccess to level V spellsSpells require a certain proficiency in their type to be used. Fireball requires the caster to bea Fire Mage to be able to cast.Champions are similar to sovereigns in that they can have proficiency in the various types ofmagic. Unlike sovereigns, they are initially unable to cast spells. Before they can cast spells asovereign has to cast Imbue Champion on them.In the world of Elemental magic has been trapped in shards. There are only a few,called channelers, able to draw upon that magic. All of the games sovereigns arechannelers. Although the champions of the world may have an aptitude fordifferent types of magic, they cannot cast spells until a channeler has imbued themand allowed that champion to access the world’s magic.

Just like sovereigns champions can increase their proficiency with different types of magic asthey level. Champions can learn different magic types than your sovereign.Though you may have multiple casters in your empire, there is only one store of mana thatthey all use to power their spells. The decision to use your mana to enchant yourchampions, attack your enemies, move around the world or guard your cities is a critical oneto surviving in the world of Elemental.Your sovereign provides a small amount of mana each turn. But there is more to be foundby building shrines on the world’s mana shards. Spells with maintenance costs likeenchantments, city enchantments and summons will detract from your mana each turn.Click on the mana symbol in the main screen to get a breakdown on where your mana isgoing, or to dispel enchantments you no longer need.Shards are important because they add to the amount of mana a player earns each turn, theyalso improve the effect of many of the spells in the game. For example, “fireball for 6damage ( 3 per fire shard)”, means it does 6 damage for a player who doesn’t control anyfire shards, 9 damage for a player that controls 1 fire shard and 15 damage for a player thatcontrols 3 fire shards.The world starts populated with Life shards, but if these fall into Empire territory they areautomatically converted to Death shards. Taking these shards from your enemies bothweakens their spells, and strengthens your own.There is a world option that controls the frequency of shards in the world. Having moreshards in the world means that players will be receiving more mana and that spells will bemore powerful.Although all players can access Air, Earth, Fire and Water spells (if they have units with theappropriate proficiency) Life spells can only be used by Kingdom allegiance players.Conversely Death spells can only be used by Empire allegiance players.There are many types of spells in Fallen Enchantress. The spells type determines when itcan be cast. A player can’t enchant one of his cities during a tactical battle, or curse anenemy unit from the world map.Strategic- Strategic spells can only be cast from the world map (not while in tacticalcombat). In general these spells only require that the player has a single unit whocan cast the spell to be able to cast the spell anywhere. If the player has a unit thatcan cast Tornado (the sovereign or an imbued champion) that player can castTornado anywhere.

Tactical- Tactical spells can only be cast in tactical combat. Unless otherwisespecified the duration lasts only for that battle. If a unit is Hasted in tacticalcombat, it only gains that bonus for that battle.Universal- Universal spells can be cast either in tactical combat or from the worldmap. Some spells have slightly different effects depending on if they are cast intactical combat or on the world map. For example, if an Earth Elemental issummoned in tactical combat it only lasts for that battle. If an Earth Elemental issummoned on the world map then it stays with that army, but has a manamaintenance cost that must be paid each turn.Enchantment- Enchantment spells are cast on units and can be used to make yourunits more powerful or protect them. Most have a mana maintenance cost.City Enchantment- City enchantments affect cities much as enchantments affectunits. They can boost the research for that city, help defend it, or provide a varietyof other benefits. Most have a maintenance cost.Some Spells damage is multiplied by the amount of members of the victims group. If a spelllike this does 3 damage it would do 3 damage to a unit with only one member in the unit(like a champion), 9 damage to a unit with 3 members (like a group of peasants) or 27damage against a unit with 9 members (like a company of defenders).Although these spells aren’t as effective against champions and single unit groups, they arevery powerful when used against large groups of defenders. Use overkill spells like Fireballto weaken enemy armies, and high damage spells without overkill, like Touch of Entropy,against champions.

The following spells are unlocked for all sovereignsregardless of what spell books they have.Air spells are available to all casters that havethe required proficiency with Air magic.Strategic enchantmentAir IStrategic enchantmentEnables a champion to castspells. Unless they areimbued champions areunable to cast spells.StrategicSovereign gets -1 toConstitution, Strength andDexterity. Target championgains a level.StrategicDescription: Allows asovereign to take a spellrank from a champion, itkills the champion.Target unit receives 5 toDodge ( 2 per air shard).Air ITacticalTarget unit is 2 to combatspeed ( 1 per air shard).Air IIStrategic city enchantmentAll units produced in thiscity are 3 to dexterity ( 1per air shard).Air IITacticalAll allies gain 10 Dodge( 5 per air shard) vs missileattacks.

Air IIIStrategictiles, immobilized for a turn and take 3 damage per airshard.Teleports the caster, and hisarmy, to a tile in friendlyterritory.Air IIITacticalAll enemies are blown back1 tile, and knocked proneunless they resist.Only Empire casters can learn Death spells. These spellsare available to all Empire casters who have the requireproficiency with Death Magic.Death ITactical50% of the units Dodge istransferred to Attack.Air IVTacticalAllows your army to escapefrom combat.Air IVTacticalLightning strikes a randomenemy for 6 Lightningdamage per member ( 3per air shard).Air VStrategicUnits in the targeted armyare randomly scatteredaround the surroundingDeath ITacticalReduces the dexterity,strength and constitution ofthe victim by 5 ( 2 perdeath shard), unless theyresist.Death IITacticalTarget enemy is strickenblind, resulting in a 50%penalty to accuracy anddodge for 5 rounds, unlessthey resist.

Death IITacticalDeath IVTacticalReduces the victimsDefense by 4 ( 2 per deathshard) unless they resist.Reduces all enemy unitsDefense by 4 ( 2 per deathshard), unless they resist.Death IIITacticalDeath VStrategicAll enemy units take 2poison damage ( 1 perdeath shard) per turn for 10turns, unless they resist.Target city you control loseshalf its population, you gain1 mana per 2 population.Death IIIStrategicDemons whisper to anyonewilling to listen. Doing sowill improve the castersspell power, at the cost of a portion of his sanity. ( 5intelligence, -3 constitution)Death IVTacticalTransfers 8 hit points ( 4per death shard) from targetunit to the caster. Thatdamage is halved if theenemy resists.Earth spells are available to all casters who have therequired proficiency with Earth magic.Earth IStrategic enchantmentTarget unit receives 5Defense ( 2 per earthshard) vs. fire, lightning andcold damage.

Earth IStrategicTurn water, beach and cliffinto land or land into a hill.Earth IIIStrategicTurns land or a hill into amountain.Earth IStrategicTurn a mountain into a hillor a hill into land.Earth IIITacticalA minor earthquakedamages all enemies within1 radius of the caster for 8( 4 per earth shard) in damage. Shockwave has a highmana cost.Earth IIStrategicTarget army in yourterritory is immobilized for1 turn.Earth IVUniversalEarth IIStrategic enchantmentSummons a level 4 ( 1 perearth shard) Earth Elemental. If the elemental issummoned into tactical combat it lasts until the end of thatcombat, if the elemental is summoned from the strategicmap it has a maintenance cost.Target unit receives 3 tophysical Defenses ( 1 perearth shard).Earth IVStrategicPlunge land or mountainsdirectly into the depths ofthe sea.

shard). Can only be cast within your territory.Earth VStrategicDestroys random cityimprovements, resets theproduction queue andhalves the population of thetargeted city.Fire spells are available to all casters who havethe required proficiency with Fire magic.Fire IITacticalDoes 6 ( 4 per fire shard)in fire damage to a singletarget.Fire IIITacticalDamage is doubled for thecasters next action. Focushas a low mana cost.Fire IStrategic enchantmentTarget unit’s weapon does 2 ( 1 per fire shard) infire damage.Fire ITacticalTarget enemy unit is blastedwith heat, taking 4 firedamage ( 4 per fire shard).Burning Hands only has a range of 1.Fire IIStrategicTarget enemy army takes 2fire damage ( 2 per fireFire IIITacticalA fireball does 8 ( 4 perfire shard) damage to allunits within a 1 tile radius.Damage is multiplied by themembers of the victims unit.Fire IVUniversalSummons a level 4 ( 1 perfire shard) Fire Elemental.If the elemental issummoned into tactical combat it lasts until the end of thatcombat, if the elemental is summoned from the strategicmap it has a maintenance cost.

Fire IVStrategic enchantmentLife IStrategic enchantmentWreathes the target inflames, doing 4 fire damageto anyone who attacks him.Regenerates target unit'shealth by 1 per turn ( 1per life shard).Fire VStrategicAll units in target army take12 fire damage ( 6 per fireshard). Firestorm leaves afire raging in the affectedtile for 10 turns.Life IIStrategic city enchantmentAll units produced in thiscity are 3 Constitution ( 1per life shard).Life IITacticalHeals friendly unit for 8 ( 4per life shard) hit points.Only Kingdom casters can learn Life spells. Life spells areavailable to all Kingdom casters who have the requiredproficiency with Life magic.Life IStrategic enchantmentLife IIITacticalInstills legendary hope inthe unit, giving them abonus of 3 ( 1 per lifeshard) to spell resistanceand hit points.Target unit gets 50% toAttack and halves theirDodge.

Life IIITacticalTarget unit gains 50% toDodge and their Attack ishalved.Life IVStrategicFirst unit in the city queue isinstantly trained.Water spells are available to all casters who have therequired proficiency with water magic.Water ITacticalTarget unit suffers -2 (-1 perwater shard) to Combatspeed.Water ITacticalLife IVTacticalAll allies are healed for 4 hitpoints ( 2 per life shard).Changes the terrain within 1tile to mud. Units can onlymove 1 space per turnthrough mud.Water IIStrategicLife VStrategic enchantment,Targeted hero gains theability to retreat to thenearest city if they fallduring a battle.Target enemy army isreduced to 1 move perseason for 3 seasons. Mustbe cast within your territory.Water IIStrategic city enchantmentCity gains 25% toresearch, but training unitstakes 25% longer.

have a maintenance cost.Water IIITacticalTarget enemy unit strikes allsurrounding allies for halftheir attack unless theyresist.Water VStrategic enchantmentHalts training andconstruction in target playerscities and halves the rate that player gathers resources.Water IIIUniversalSummons a level 2 ( 1 perice shard) Ice Elemental. Ifthe elemental is summonedinto tactical combat it lasts until the end of that combat, ifthe elemental is summoned from the strategic map it has amaintenance cost.Water IVTacticalAssaults target foes with anice storm, dealing 6 damage, 3 for each Water shard, toeach unit in the area ofeffect. Damage is multiplied by the members of thevictims unit.These spells are only available to the Empire of Resoln, orcustom factions that select the Death worship trait.Death ITacticalEach turn target unit'sdebuffs spread to all alliedunits.Death IIStrategicWater IVStrategic enchantmentHalves the mana costs of alltactical spells this unit casts.Mantle of Oceans doesn’tTransforms a shard in yourterritory into a Death shard.

Death IIITacticalTarget unit suffers criticalhits from all attacks that hithim unless he resists.Death IVTacticalAll enemy units take 6 ( 3per death shard) poisondamage per member andtake 2 poison damage ( 1 per death shard) per turn for 10turns.Book of WindsAir IStrategicReveals all areas within 6tiles of the caster.Third Book of the MagiAir V and Fire VStrategicDoes 18 fire damage ( 9 perair and fire shard) to allarmies within 1 tile of theimpact point.Immortal CodexLife IIIStrategic enchantmentThe following spells can only be unlocked be researchingthe appropriate technologies. Not all of these technologieswill be available in every game.Enchanted unit receives a 10 boost to max hit points( 10 per life shard).Immortal CodexDeath IVStrategicBook of WindsAir II and Water IIStrategicEnchanted unit gains HPand strength for all damagedealt.Summons a fog that blursyour units and improvestheir dodge by 3 ( 1 perwater shard) and an additional 3 ( 1 per air shard) vsmissile attacks.

Third Book of the MagicTacticalEarth IIIThe following spells can only be unlockedby completing quests.Units within range havetheir strength halved andare knocked prone unless they resist.Earth IIStrategicConvert 25 mana into 25gildar.Book of MasteryStrategicThis spell places the fullpower of magic at yourdisposal, allowing none tochallenge your sovereignty. To cast this spell the castermust control an Air, Earth, Fire and Water shard.Immortal CodexEarth II and Fire IITacticalTarget elemental takes 4damage per level of thecaster.Earth IIStrategic city enchantmentAll units produced in thiscity are 3 strength ( 1 perearth shard).Death IVStrategicTarget city sacrifices half itscitizens. The caster receivesa hit point for each citizensacrificed. The caster nolong heals naturally. Only the sovereign can cast this spell.Air VStrategicAll unstationed units will beteleported to the selectedtile.

demon will be.Air IVTacticalIncreases the caster’sCombat Speed by 5 andDexterity by 50 for thisbattle. But the strain ofaccelerating a body this much has its price, the caster'sConstitution is permanently reduced by 1.StrategicDestroy a shard in yourterritory to gain 200 mana.Earth V and Fire VStrategicRaises a volcano in themidst of your enemies. Thevolcano destroys resources,improvements and even cities on the land it targets.Fire IIUniversalTarget tile is on fire for 30turns, walking through thetile causes 5 damage to eachmember of the group.Fire II and Water IITacticalA blast of arcane energythat does damage equal toone tenth the players storedmana.Earth IV and Water IVStrategicDamage taken by the targetis ignored. Instead mana islost from the mana pool.TacticalDeath IVTacticalSacrifice a champion totransform him into a DeathDemon for that battle. Thehigher level the champion, the more powerful the deathSummons a Titan from adistant world to fight forfive turns.

Earth II and Water IITacticalAll of your units gain theability to counterattack, andeach time they are stucktheir defense increased by 1.Air IIStrategicMoves the caster (and theirarmy) back to their capitalcity.StrategicSummoned units get a 50%boost to attack.Death IVTacticalDoes 12 damage ( 6 perdeath shard) to target unit.If that unit is killed a Lurk issummoned in its place.StrategicOpens a gate to a shadowworld. Creatures may comethrough the portal, thoughthey will be hostile to thecaster and his enemies. Shadow World has a highmaintenance cost and the portal will remain open until anarmy destroys it or that maintenance cost isn’t paid.Death III and Fire IIITacticalDoes 5 fire damage ( 5 perdeath and fire shard) totarget unit. If the unit iskilled an inferno is left intheir tile.Fire IIIStrategic city enchantmentWreaths your city in aprotective wall of flames.Enemy units that attack thiscity take 2 ( 2 per fireshard) in fire damage at the start of combat.

magic. Unlike sovereigns, they are initially unable to cast spells. Before they can cast spells a sovereign has to cast Imbue Champion on them. In the world of Elemental magic has been trapped in shards. There are only a few, called channelers, able to draw upo