SpellsThis is a featured page

There are a number of spells that you can cast on either your own kingdom or other kingdoms. Self spells can be cast from your hero page, whereas targeted spells can be cast from the user page of the kingdom you would like to target.

Spell Mana EXP Heroes Skilled* Target Description
Spy 2 - All No Enemy Provides an estimate of the target kingdom's army size and makeup.
Survey 2 - All No Enemy Provides a view of the structures occupying the target kingdom's lands.
Alchemy 30% or 20 - All ??? Self Provides an amount of gold proportional to your kingdom's hourly revenue. (variable, with an average of 85%)
Magic Vortex 15 - All No Enemy Temporarily drains half the target hero's mana.
Fireball 20 1 All Yes Enemy Sends a fireball to the target kingdom, which destroys a percentage of their troops..
Earthquake 40 ? All Yes Enemy Destroys a percentage of the target kingdom's buildings using an earthquake.
Boundary Shift 60 - All Yes Self Expands your kingdom's boundaries by 100 - 150 acres, just like exploration, but without a gold cost.
Land Grab 100 5 Magician Yes Enemy Magicians have discovered the ultimate in arcane powers, able to syphon away land from a target and turn it into one's own.
Bloodlust 40 - Warmonger, Slayer No Self Increases attack score to 150% the original value for one hour. Bloodlust can not stack; is not compounded. In other words, casting bloodlust a second time within the same hour is redundant.
Raise Dead 25 - Necromancer ??? Self Converts soldiers into elites.
Valor 5 - General No Self +10% Attack and Defense; Increased chance of Divine Intervention
Intel Report 2 - All No Enemy Gets the targets current user logs
Fortify 30 - Visionary No Self Increases Defensive strength for an hour. Unkown Strength as of yet?

*Skilled spells are dependent on hero spell power, amplifiers, and are effected by barriers.







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PheonixUK
Latest page update: made by PheonixUK , Feb 8 2008, 10:21 AM EST (about this update About This Update PheonixUK Edited by PheonixUK

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Anonymous Land Grab 2 Jan 21 2009, 8:51 PM EST by Anonymous
 
Thread started: Jan 22 2008, 11:38 PM EST  Watch
You weren't kidding when you said "ultimate in arcane powers", there's nothing anyone can do. Little 30k acre magicians at level 50 think they can land grab people twice to three times their size and not get retaliated against, then get pissed when I take back just half what they took. Nothing like a poorly thought out spell to ruin the game. Visionaries are sitting ducks now, might as well quit.
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Anonymous New spell 5 May 11 2008, 2:23 PM EDT by Anonymous
 
Thread started: Dec 17 2007, 4:53 PM EST  Watch
there is a new spell valour ....what does its does? how many turns it last? 1 or ?
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Anonymous does spell power 3 Mar 11 2008, 9:49 AM EDT by Anonymous
 
Thread started: Nov 28 2007, 2:47 AM EST  Watch
affect "Raise Dead" or not?
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