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| A strong spellcaster can be on of the most powerful forces in Forgotten World and a coordinated attack by multiple spellcasters can be devastating. The only non-aggressive spells I will usually cast are Aphrodisia, Dispel, and Create Orbs, plus of course the occasional Evolve, unless I have mana to spare, in which case I will use some of the others, especially Midas Touch.
All spells require mana to cast and you should use all of your mana for most, with a few exceptions noted below. "Power" refers to the amount of mana you put into the spell. Except for instanteneous spells, duration determines the number of turns a spell lasts, to a maximum of 48. The longer the duration, the weaker the spell, as its power is distributed over the entire span of turns. Obscuring conceals the caster from the target, though it isn't 100% effective. Obscuring also uses mana, so power plus obscuring cannot be more than your current mana. I personally don't cloak spells and don't recommend that you do, but I would suggest using about 10-25% of your mana for obscuring.
The most mana you can accumulate is 200k and the max you can generate per turn is 7500. Base mana per turn is equal to your population divided by 100, which is modified by cathedrals and castles.
In addition to mana, all spells beyond Create Orb (50k spellbook) require orbs for casting. Attempting to cast a spell without the necessary orbs will still cost you mana, but the spell will not take effect. Any spell requiring orbs must be cast with 200k mana.
Anyone can be attacked with spells regardless of their relative score, but spells cast on anyone much smaller than you will be less effective. Casting a spell on someone does not give them your loc.
For a table of every spell currently available, along with their spellbook percentage and orbs required, consult my spell list. |
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| Aphrodisia raises your moral. Very useful for recovering from randoms and the after effects of hostile spells. Aphro can raise your morale above entertainment if it's low, but it won't raise your morale to max if it is high. |
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| Midas Touch creates gold, though neither this spell or any of the "Create" spells produces much. It should generally only be cast if you need to get rid of some mana. Smaller kingdoms may benefit from this spell cast by a larger one, but you can send more gold through trade in one turn than Midas will create. Midas Touch is an instant spell. |
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| Barrier protects your kingdom from military attacks, thieving, etc, plus instant spells, but it isn't overly effective. When cast on oneself, Barrier should always be cast for at least 2 turns, as it will otherwise only be in effect during the turn in which it is used. Barrier also prevents the recipient from receiving trades. |
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| Summon Rodents causes the target to be overrun with rats, lowering morale and eating food. |
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| Dispel nullifies non-instant spells currently in effect on the target's kingdom. The more powerful the spell, the harder it is to dispel and longer duration spells are easier to dispel. To be safe, I recommend two dispels for each spell, unless the caster of the spells to be diseplled is much weaker than the person doing the dispelling. Randoms cannot be dispelled. Dispel is an instant spell. |
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| Create Food creates a small amount of food. It's not very effective and probably won't do much to save the target from starvation. Instant. |
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| Famine reduces the target's food production and lowers morale. |
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| A kingdom targeted by Summon Animals loses morale and subsequently people, as they flee the animals. |
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| Create Weapons gives it's recipient a fairly small number of 100 rated weapons. Instant |
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| Create Armor is identical to Create Weapons, but it creates armor. Instant. |
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| Drought is basically a more powerful version of Famine, lowering food production and morale with the added effect of fires possible as per the Fire spell. |
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| Summon Beasts is a more powerful version of Summon Animals, lowering morale and causing your peasants to flee the rampaging beasts. |
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| Mana Drain strips the target of mana. This would be much more effective if not for the fact that most people don't need to dispel their own spells. It's much more effective on the Competition Server where the possibility of aid is greatly reduced. Instant. |
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| The primary effect of Rain is reducing morale, with the possibility of Floods occurring as per the spell. Rain may be used to nullify Fire spells, but I strongly recommend sticking with the much safer Dispel. |
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| Amnesia causes the target to lose locations, including his own, unfortunately, as that particular bug has yet to be fixed. Unlike most spells, Amnesia is highly effective using much less than max mana—50k should be plenty to completely wipe out the target's locs. Instant. |
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| Curse lowers the target's warmachine, weapon, and armor rating, but it's not at all effect if the target has very many wms, weapons, or armor at all. I'm always tempted to cast this spell on myself because the "black radiance" your weapons and armor shed sounds so kewl. =) Instant. |
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| Enchant is identical to Curse, but it raises their rating (and doesn't have the kewl black radiance). Instant. |
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| Winter, like Drought, is basically a more powerful version of Famine, lowering food production and morale. |
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| Poison Water taints the target kingdom's water supply, killing people and lowering morale. |
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| Fire burns the victim's buildings for it's duration. It may actually be more powerful than Earthquake now, as quake doesn't seem to destroy many buildings...Fire can destroy them all and makes it impossible to build more until the duration ends or it's dispelled. |
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| Flood sweeps away the recipient's buildings (starting with farms) and people. While Fire has the potential to destroy everything, it can be dispelled. Flood is instant. |
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| Plague infects and kills the target's military and population. |
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| Mana Sap works like Mana Drain, reducing the target's mana, but Mana Sap bestows the mana on the caster. Mana Sap, like Amnesia, can be effective using less than 200k mana, assuming decent attack magic and at least an average spellcasting race. I recommend using about 50k. Mana Sap can be frustrating as you will often suffer a net loss in mana when casting it. This spell is useful for casting barrages of spells. Instant. |
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| Earthquake was formerly the most powerful spell, completely wiping out kingdoms with multiple, coordinated castings. Unfortunately (for spellcasters), it no longer destroys land, just buildings. Although Fire can be dispelled, it's potentially more powerful, as Fire is capable of destroying all buildings if not dispelled; Quake isn't. Instant. |
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| Summon Demons isn't the most powerful spell, but it can be effective. Demons lower morale and may destroy anything—people, military, buildings, etc. |
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| Summon Echo lowers morale and causes huge numbers of people to flee your kingdom. It's also a very persistant spell—I recommend at least four Dispels per Summon Echo—and there's supposedly a chance it will be permanent. |
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| Create Orb produces the orbs required for every spell beyond it in the spellbook. Casting this spell with less than 200,000 mana has no effect, though it does cost you the mana and the turn. Casting higher spells with insufficient orbs also has no effect, costing mana and a turn. I strongly suggest keeping careful track of your orbs (until an orb counter is successfully implemented into the applet) instead of constantly badgering pathfinder for orb counts. With the reset, Create Orb has been changed to a self-only spell: it can no longer be cast on your multis. Instant. |
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| Meteorshower causes a swarm of fiery meteors to rain down on the target kingdom, killing people and troops. Instant. |
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| Book Worm causes your target to be ravaged by hungry magical book worms with a taste for spell books, lowering his spellbook percentage and diminishing the number of spells at his disposal. Instant. |
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| Evolve Dragon and Evolve Demon represent the first level of evolution and are available to all races. For details on the evolved form, see races. |
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| Evolve Dragon and Evolve Demon represent the first level of evolution and are available to all races. For details on the evolved form, see races. |
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| Summon Bulette has replaced Earthquake as the only spell capable of destroying land. The bulette, a powerful landshark, destroys buildings as well. |
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| This is a more powerful version of the 300-orb Evolve Demon and Evolve Dragon. The actual spell depends on the race of the caster. Demons and Dragons have unique evolved forms as well. For details on the evolved form, see races. |
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| Armageddon is a powerful spell whose strength is surpassed only by it's difficulty to cast. Armageddon affects all members of the recipient's alliance and the specific results depend upon the caster's race.
| Dark Elves |
Steals 10% of all research |
| Dwarves |
Damages buildings and lowers morale |
| High Elves |
As Earthquake spell |
| Humans |
Destroys 10% of all troops and warmachines |
| Ogres |
50-turn duration Earthquake, Plague, Fire, Drought, and Famine |
| Orcs |
Combines effects of Humans and Wood Elves |
| Wood Elves |
100% effective Amnesia spell |
| Dire Wolves |
Unknown |
| Quicklings |
Unknown |
| Vampires |
Unknown |
| Werewolves |
Unknown |
| Evolved Races |
Not applicable |
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| Silence prevents the target from entering chat until it is dispelled or the duration ends. Not very powerful, ridiculously expensive to cast, and ludicrously difficult to study, nevertheless, there has been many a time that I wish I had it. If you don't happen to have this spell at your disposal, you can always cast /ignore.
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