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Spell Guide

by aetherspoon

Age of Wonders Spell List v1.4 - 2007.02.04
Robert M. Shivers // aetherspoon

Table of Contents

    Section 1:  Notes
    Section 2:  Spells by type
    Section 3 - Combat Spells
    Section 4 - Version History and Licensing



***** Section 1:  Notes *****
    When I had decided to go back and play through Age of Wonders, I ended up 
stuck in one battle.  I had a choice of bringing along my two heroes or one 
hero and a bunch of fliers.  I like bringing along heroes, but I kept having 
problems because I had no way across water on that battle - no swimming units, 
no flying units.  So I decided that the best way to do this was to reload, 
change my spellcasting around slightly and get myself something that'll let me 
swim, like a giant frog.  I scoured the internet and couldn't find a complete 
spell list for me to look at - so I decided to make my own.
    All of the spells listed below are from the final official patched version 
of the game - 1.36.  They were all obtained by using the cheat to learn all 
spells, and I tested out the combat spells by entering combat with a 
Spellcasting III character.




***** Section 2:  Spells by type *****
This section contains all of the spells in Age of Wonders - even the spells 
you can only get through Wizard's Towers.  There are four spells per spell 
level per element.  So Air Magic has 16 spells total, four of each level.  
In addition, there are eight Cosmos domain spells - spells that you can cast 
regardless of your element.  
  Finally, there are four secret spells in the game; these can only be 
obtained through Wizard's Towers. 
All together, it means there are 76 spells in Age of Wonders.

**AIR**
AIR LEVEL 1
  Bird's View (8 Mana, Global)
     Allows caster see the details of terrain at a great distance around 
       themselves.
  Haste (10 Mana, Unit, Upkeep 5)
     Allows the target unit to move at great speed.
  Chain Lightning (8 Mana, Combat)
     Discharges a streaming arc of electrical energy at an enemy and through 
       up to three other beings near the initial target.
  Vaporize (4 Mana, Combat)
     Damages units by turning parts of them into vapor.
AIR LEVEL 2
  Freeze Water (28 Mana, Global)
     Freezes a small area of water, rendering it solid enough to walk over.
  Summon Great Eagle (38 Mana, Global, Upkeep 6)
     Summons the speed and scouting ability of a Great Eagle.
  Cold Breath (16 Mana, Combat)
     Blasts a short-ranged area with a cone of frigid, frozen air.
  Winds Of Fury (12 Mana, Combat)
     Summons a turbulent wind storm, hurtling the target away, and damaging 
       flying units.
AIR LEVEL 3
  Call Hero (52 Mana, Global)
     Summons a random hero to the vicinity of the caster.  Hero may serve for 
       a fee, if conditions are diplomatically favorable.
  Tornado (56 Mana, Global)
     Invokes a vortex over the target party, hurling some or all members far 
       away.  Most effective against lower-level units positioned in the 
       plains.
  Wind Walking (44 Mana, Unit, Upkeep 8)
     Bestows flight upon the flightless.
  Shock Wave (22 Mana, Combat)
     Blasts the air around the spellcaster with shockwaves of ever expanding 
       sonic destruction.
AIR LEVEL 4
  Air Mastery (360 Mana, Global, Upkeep 25)
     Air shifts to the caster's favor.  Ships and fliers move at double speed, 
       movement for similar enemies is halved.  Earth spells cost double.
  Lightning Storm (80 Mana, Global)
     Gathers a massive electrical storm over an area, striking units and 
       damaging structures within the area of effect.
  Summon Air Elemental (194 Mana, Global, Upkeep 12)
     Summons an ethereal Air Elemental.
  Watcher (110 Mana, Global, Upkeep 8)
     Summons a magical entity that watches over a large area.  Watchers can 
       see concealed or invisible enemies.

**EARTH**
EARTH LEVEL 1
  Summon Boar (25 Mana, Global, Upkeep 4)
     Summons a wild boar.
  Stone Skin (8 Mana, Unit, Upkeep 5)
     Hardens the target unit's body, increasing Defense (+2).
  Entangle (6 Mana, Combat)
     Attempts to ensnare a target by summoning grasping tentacles, which 
       restrict all movement and lower Defense (-2).
  Slow (3 Mana, Combat)
     Halves the target's mobility for the duration of combat.
EARTH LEVEL 2
  Gold Rush (40 Mana, Global, Upkeep 10)
     Doubles a town's gold income!
  Poison Plants (32 Mana, Global)
     Sprouts a barrier of poisonous vegetation.  Units passing through the 
       plants suffer poison damage.
  Free Movement (12 Mana, Unit, Upkeep 4)
     Endows a unit with extreme agility, as if they possessed mountaineering, 
       cave-crawling, and forestry skills.
  Stoning (9 Mana, Combat)
     Lobs stones at the target over long distances.
EARTH LEVEL 3
  Enchanted Roads (80 Mana, Global, Upkeep 10)
     Reduces the movement cost by one third for all units traveling by foot on 
       roads.
  Level Terrain (52 Mana, Global)
     Levels the earth to plains, removing all earth-based obstacles, such as, 
       mountains and hills.
  Concealment (36 Mana, Unit*, Upkeep 5)
     Gives the target unit the ability to travel unseen in densely vegetated 
       terrain.
     * - Cannot be cast on the battlefield.
  Tremors (30 Mana, Combat)
     Violently shakes the whole battlefield, causing horrible damage to 
       structures.
EARTH LEVEL 4
  Earth Mastery (360 Mana, Global, Upkeep 55)
     Forces of Earth envelop the land, granting friendly units Stone Skin, and 
       doubling the cost of Air spells.
  Raise Terrain (85 Mana, Global)
     Raises mountains from the earth in targeted areas.
  Summon Earth Elemental (196 Mana, Global, Upkeep 12)
     Summons a hardened Earth Elemental
  Town Quake (95 Mana, Global)
     Triggers an earthquake underneath the target town, damaging the city and 
       any garrisoned units.

**FIRE**
FIRE LEVEL 1
  Summon Fire Sprite (35 Mana, Global, Upkeep 6)
     Summons the playful Fire Sprite
  Fury (7 Mana, Unit, Upkeep 2)
     Instills unit with a destructive rage, bettering its ability to Attack 
       (+2), but leaving weakening Defense (-1).
  Call Flames (6 Mana, Combat)
     Targeted area bursts into flames.  Flammable materials ignite and burn.
  Flaming Arrow (4 Mana, Combat)
     Launches a flaming arrow with a solid core at a distant target.
FIRE LEVEL 2
  Cloud of Ashes (27 Mana, Global, Upkeep 6)
     Causes the belching forth of a thick ashen cloud, concealing all units 
       within.
  Fire Halo (15 Mana, Unit, Upkeep 4)
     Links a unit to the Plane of Fire, giving it fire immunity, fire strike, 
       and the ability to ignite flammable material.
  Fire Breath (16 Mana, Combat)
     Directs a torrent of fire at the caster's target, igniting objects in its 
       path.
  Swarm (18 Mana, Combat)
     A group of fireflies attacks the target unit, and any nearby beings, 
       without discrimination.
FIRE LEVEL 3
  Anarchy (48 Mana, Global)
     Incites the citizens of a targeted city into rebellion.  Only a well-
       armed force can hold a city against Anarchy.
  Fire Barrier (45 Mana, Global, Upkeep 5)
     Ignites great stretches of terrain with raging flames.  All units passing 
       through the fire are subject to fire damage.
  Fireball (20 Mana, Combat)
     Throws a powerful ball of fire at the target area, igniting flammable 
       material and damaging walls.
  Sacrificial Flame (22 Mana, Combat)
     Channels flames through the caster causing him minute damage while 
       devastating a target area with power greatly amplified.
FIRE LEVEL 4
  Fire Mastery (260 Mana, Global, Upkeep 20)
     Forces of fire sear the minds of all.  Unaligned troops pillage and 
       ransack their nighbors.  Water spells cost double.
  Fire Storm (105 Mana, Global)
     Invokes a massive firestorm.  All units within the area of effect suffer 
       fire damage.  Wild fires persist and burn.
  Summon Fire Elemental (185 Mana, Global, Upkeep 12)
     Summons the dangerous power of a Fire Elemental.
  Warmnger (110 Mana, Global, Upkeep 12)
     Causes all units produced at a town to start at the veteran (silver 
       medal) experience level.

**WATER**
WATER LEVEL 1
  Summon Frog (23 Mana, Global, Upkeep 4)
     Summons an amphibious Giant Frog.
  Healing Water (10 Mana, Unit)
     Restores all lost hit points to a unit.
  Ice Shards (8 Mana, Combat)
     Flings jagged shards of ice at long distances at a single target.
  Ooze (6 Mana, Combat)
     Changes a battlefield area into a sticky mud.  Movement speed on ooze-
       covered terrain is halved.
WATER LEVEL 2
  Vortex (25 Mana, Global)
     Churns a whirling vortex in the water, damaging all water-based units 
       caught therein.
  Water Walking (14 Mana, Unit, Upkeep 4)
     Allows any land-based unit to traverse water.
  Frost Beam (14 Mana, Combat)
     Icy water pours down, attempting to freeze units in the target area in a 
       block of ice.
  Geyser (12 Mana, Combat)
     Invokes a massive geyser under the target, hurling it to great height, 
       then letting it drop with much physical distress.
WATER LEVEL 3
  Fountain Of Life (80 Mana, Global, Upkeep 8)
     Creates a fountain in a town, which heals all units that enter.  Wounded 
       units residing in the city are healed at the end of every turn.
  Healing Showers (24 Mana, Global)
     Restores the vigor in both units and lands, by a gentle rain of 
       refreshing pure water.
  Liquid Form (30 Mana, Unit, Upkeep 12)
     Links the target unit to the Plane of Water, enabling it to swim, and 
       reducing damage from physically-based attacks.
  Great Hail (30 Mana, Combat)
     Rains heavy hailstones upon the target area, damaging both units and 
       structures.
WATER LEVEL 4
  Flood (380 Mana, Global, Upkeep 30)
     Invokes a great flood.  Existing bodies of water surge over their shores 
       dramatically changing the landscape.
  Ice Storm (105 Mana, Global)
     Summons a massive blizzard, covering an area with ice and freezing water 
       solid.  Units caught in the storm suffer cold damage.
  Summon Water Elemental (185 Mana, Global, Upkeep 12)
     Summons a flowing Water Elemental.
  Water Mastery (360 Mana, Global, Upkeep 25)
     Forces of Water envelop the land.  All Fire spells cost double.  Thick 
       mist halves vision for all enemies.

**DEATH**
DEATH LEVEL 1
  Summon Black Spider (35 Mana, Global, Upkeep 3)
     Summons a giant Black Spider to fight for the caster.
  Dark Gift (10 Mana, Unit, Upkeep 3)
     Gives a single unit Death Strike and +1 to damage.
  Death Ray (4 Mana, Combat)
     Attacks a distant enemy with a ray of death force.
  Disease Cloud (9 Mana, Combat)
     Envelops the target area in a deadly cloud of disease.
DEATH LEVEL 2
  Evil Woods (30 Mana, Global)
     Sprouts a barrier of evil rees that radiate death.  Good units passing 
       through the woods suffer damage.
  Unholy Champion (25 Mana, Unit, Upkeep 8)
     Bestows upon the target unit unholy might when fighting opponents of good 
       alignment, increasing Attack (+2) and Damage (+2) power.
  Animate Dead (20 Mana, Combat)
     Animates the remains of the fallen on the battle field.
  Terror (15 Mana, Combat)
     Frightens enemy units on the battlefield, gripping them with a paralyzing 
       fear.
DEATH LEVEL 3
  Animate Hero (66 Mana, Global)
     Brings a fallen Hero back from death.  Animated heroes demand gold to 
       join, as if the caster didn't already do them a favor.
  Animate Ruins (42 Mana, Global)
     Rebuilds a city to the player's race and re-animates the population as 
       skeleton warriors.
  Pestilence (55 Mana, Global)
     Spews forth a cloud of pestience.  All units within the cloud suffer 
       poison damage.  The cloud drifts in a random direction each turn.
  Mind Decay (28 Mana, Combat)
     Spews forth dark spawn to attack and penetrate the target unit, consuming 
       their will, as well as their body, over time.
DEATH LEVEL 4
  Death Mastery (360 Mana, Global, Upkeep 35)
     Forces of darkness envelop the land, unexploring terrain, cursing Good 
       units, and doubling the cost of Life spells.
  Death Storm (105 Mana, Global)
     Swallows the land in a violent storm of corruption, changing terrain to 
       blackened wasteland.  Units within the storm suffer death-based damage.
  Hatred (110 Mana, Global, Upkeep 10)
     Causes all race relations to decay, wounding alliances and destroying the 
       chance of friendly encounters with independents.
  Summon Black Dragon (210 Mana, Global, Upkeep 12)
     Summons the most evil of the dragonkind.

**LIFE**
LIFE LEVEL 1
  Rejuvenate (12 Mana, Global)
     Rejuvenates desert, steppe, ice and wasteland to fertile grasslands.
  Bless (10 Mana, Unit, Upkeep 4)
     Shields a unit withholiness, giving additional Defense (+1), Resistance 
       (+1), and Protection from Death-based attacks.
  Remedy (8 Mana, Unit)
     Removes all non-magical handicaps from the target unit and heals it (+5 
       HitPoints).
  Solar Flare (4 Mana, Combat)
     Projects a blast of Holy fire at a target.
LIFE LEVEL 2
  Holy Woods (30 Mana, Global)
     Sprouts trees that radiate holy power.  All evil units passing through 
       the woods suffer holy damage.
  Holy Champion (25 Mana, Unit, Upkeep 8)
     Bestows Holy might with which a unit may strike against any evil being 
       with increased Attack (+2) and Damage (+2) force.
  Recall Spirits (20 Mana, Combat)
     Recalls the spirits of slain units in the form of Spirit Puppets.
  Turn Undead (11 Mana, Combat)
     Hits Undead at the core of their being, right where it hurts them the 
       most.
LIFE LEVEL 3
  Resurrect Hero (66 Mana, Global)
     Resurrects a deceased Hero.  Dying causes a Hero to rethink his loyalty, 
       and he requires gold to rekindle his allegiance.
  Tranquility (60 Mana, Global, Upkeep 8)
     Envelops the land with a sense of harmony.  Relations between races 
       improve and unrest in towns decreases.
  High Prayer (30 Mana, Combat)
     Blesses all friendly units during combat, increasing Defense (+1), and 
       Resistance (+1) and partially healing wounds.
  Sacred Wrath (30 Mana, Combat)
     Calls upon the wrath of the heavens to strike all units* on the field of 
       battle.
     * - This includes your units!
LIFE LEVEL 4
  Crusade (280 Mana, Global)
     Causes the independent forces of light to mount attacks on all forces of 
       darkness.
  Divine Storm (105 Mana, Global)
     Blankets an area with a tempest of Holy energy.  Terrain sprouts verdant 
       plant life.  Affected units are exposed to holy damage.
  Life Mastery (360 Mana, Global, Upkeep 55)
     All friendly units are Blessed.  Enemy creatures of evil alignment must 
       resist or suffer Fear.  Death spells cost double.
  Summon Gold Dragon (210 Mana, Global, Upkeep 8)
     Summon one of the divine Gold Dragons.

**COSMOS**
COSMOS LEVEL 1
  Dispel Magic (5 Mana, Unit)
     Attempts to remove enchantments from a selected unit.
  Enchant Weapon (10 Mana, Unit, Upkeep 2)
     Enchants a unit's striking attack with a magical quality, as well as 
       increasing Attack (+1) and Damage (+1) power.
COSMOS LEVEL 2
  Disjunction (25~75* Mana, Global)
     Attempts to remove an opponent's global enchantment.
     * Disjunction costs anywhere between 25 and 75 mana.  The more mana you 
       pump in, the higher chance of success.
  Warp Party (22 Mana, Global)
     Teleports the caster's party to a random location on the land.  Warp 
       Party is a fast, but risky method of exploration or escape.
COSMOS LEVEL 3
  Anti Magic Shell (76 Mana, Global, Upkeep 8)
     Creates a powerful dampening field upon a targetted city, making the area 
       immune to the forces of magic.
  Town Gate (50 Mana, Global)
     Instantly transports caster's party to a town under the player's control.
COSMOS LEVEL 4
  Power Leak (110 Mana, Global, Upkeep 10)
     Sends the mystic forces of the arcane back from whence they came, halving 
       the magic power of all players.
  Spell Ward (130 Mana, Global, Upkeep 15)
     Limits use of global enchantments.  Players cannot cast or disjunct any 
       global spells, unless the Spell Ward is first removed.

**SECRET**
SECRET LEVEL 1
  Conceal Area (5 Mana, Global)
     Makes a wide area centered on the caster appear dark, as if unexplored, 
       to all other players.
SECRET LEVEL 2
  Summon Mermaid (26 Mana, Global, Upkeep 3)
     Summons a Mermaid.
  Cosmagic Surgery (10 Mana, Unit*)
     Alters the appearance of any unit, by the use of forbidden magic too 
       ominous to discuss at any great length.
     * - Cannot be cast on the battlefield.
SECRET LEVEL 3
  There are no spells of this spell level.
SECRET LEVEL 4
  Summon Syron (285 Mana, Global, Upkeep 16)
     Summons a powerful, mysterious Syron.



*****Section 3 - Combat Spells*****
  Normally, all Unit and Combat spells can be cast during combat.  There are 
two exceptions - the Secret spell Cosmagic Surgery (which isn't normally 
attainable anyway), and the Earth spell Concealment (which doesn't work in 
combat anyway, so no loss there).
  Any Unit spell cast during combat has no Upkeep costs, but the spell only 
lasts for that combat anyway.  If you want the spell past combat, you'd be 
better off casting it right before combat.
  Interestingly, there is not a single Level 4 spell castable in combat since 
they are all global spells.  There are also no Secret spells castable during 
combat and no Cosmos spells above level 1 castable during combat.

  This list is more of the same from above, only organized differently and 
with some combat statistics on the spells.  It is sorted in order of ascending 
mana costs, and divided into groups based on the type of spell.  If the spell 
could be catagorized in multiple groups, it will be listed in multiple groups 
(for instance, the Life Magic "High Prayer" spell, which is both a buffing 
spell and a healing spell).

Long Range is defined as a range of 12 hexes.
Medium Range is defined as a range of 8 hexes.
Short Range is defined as a range of 4 hexes.


Status effects:

Normally, I wouldn't include such a thing in a spellcasting guide.  This is 
just the listing of status effects that can come from spells - there are 
others that can be granted through the use of abilities, like the Yaka 
Avatar's Dominate ability.

STUNNED:    -2 defense, cannot move, cannot act.  Lasts for one round.
ENTANGLED:  -2 defense, cannot move, cannot act.  Lasts for three rounds.
BURNING:    Every combat turn the burning unit may be struck by the flames 
              (Attack=4, Damage=1).  Lasts for three rounds.
PANICKED:   -2 defense, -2 resistance.  Lasts for combat.
DECAY:      Every turn they take one damage until they die, you now control 
              the unit.  Lasts for combat.

SUMMARY of the number of spells that can be cast with a given Spell Casting 
    level in combat.  Not counting cosmos/secret, each of the elements give 
    6-8 spells that could be cast in combat.  All of these spells (with one 
    exception) cost 30 mana or less.


  Air Magic
     Spell Casting I:    3
     Spell Casting II:   5
     Spell Casting III:  6
     Spell Casting IV:   6
     Spell Casting V:    7

  Earth Magic
     Spell Casting I:    4
     Spell Casting II:   5
     Spell Casting III:  6
     Spell Casting IV:   6
     Spell Casting V:    6

  Fire Magic
     Spell Casting I:    3
     Spell Casting II:   7
     Spell Casting III:  8
     Spell Casting IV:   8
     Spell Casting V:    8

  Water Magic
     Spell Casting I:    3
     Spell Casting II:   6
     Spell Casting III:  8
     Spell Casting IV:   8
     Spell Casting V:    8

  Death Magic
     Spell Casting I:    3
     Spell Casting II:   5
     Spell Casting III:  7
     Spell Casting IV:   7
     Spell Casting V:    7

  Life Magic
     Spell Casting I:    3
     Spell Casting II:   5
     Spell Casting III:  8
     Spell Casting IV:   8
     Spell Casting V:    8

  Cosmos Magic
     Spell Casting I:    2
     Spell Casting II:   2
     Spell Casting III:  2
     Spell Casting IV:   2
     Spell Casting V:    2

  Secret Magic
     Spell Casting I:    0
     Spell Casting II:   0
     Spell Casting III:  0
     Spell Casting IV:   0
     Spell Casting V:    0

HEALING SPELLS (and other oddball spells)
    NOTE:  all healing spells have infinite range in combat.

  Remedy (Life 1, 8 Mana, Unit)
     Removes all non-magical handicaps from the target unit and heals it (+5 
       HitPoints).
     The only way to remove status effects in Age of Wonders in combat.

  Healing Water (Water 1, 10 Mana, Unit)
     Restores all lost hit points to a unit.

  Animate Dead (Dark 2, 20 Mana, Combat)
     Animates the remains of the fallen on the battle field.
     What it does is summons an undead swordsman unit in each hex in the area 
       that there is a dead body (friend or foe).  You can then control them 
       for the duration of combat.  Problem is, undead swordsman suck.  The 
       dead body is removed after summoning.
     Area of Effect.

  Recall Spirits (Life 2, 20 Mana, Combat)
     Recalls the spirits of slain units in the form of Spirit Puppets.
     What it does is summons a spirit puppet unit in each hex in the area that 
       there is a dead body (friend or foe).  You can then control them for 
       the duration of combat.  Spirit puppets aren't that bad of a unit, 
       really.  The dead body is removed after summoning.
     Area of Effect.

  High Prayer (Life 3, 30 Mana, Combat)
     Blesses all friendly units during combat, increasing Defense (+1), and 
       Resistance (+1) and partially healing wounds.
     The only area of effect healing in Age of Wonders.  Even if it does only 
       heal 5 HP, it is still very useful.  Could someone tell me if it also 
       cures status effects?  Most times in Age of Wonders, if an area of 
       effect spell does something to every ally/enemy/both on the 
       battlefield, it uses an effect already in the game.  It makes me 
       wonder if High Prayer isn't simply Bless + Remedy on all allies.


BUFFING SPELLS - all buffing spells have infinite range in combat.

  Fury (Fire 1, 7 Mana, Unit)
     Instills unit with a destructive rage, bettering its ability to Attack 
       (+2), but leaving weakening Defense (-1).
     Even though this could possibly be useful to cast on enemies for the 
       defensive Debuff, you cannot cast this spell on enemies.

  Stone Skin (Earth 1, 8 Mana, Unit)
     Hardens the target unit's body, increasing Defense (+2).
     Not much to comment on this spell, other than the fact that you should 
       have cast the spell before combat.

  Bless (Life 1, 10 Mana, Unit)
     Shields a unit withholiness, giving additional Defense (+1), Resistance 
       (+1), and Protection from Death-based attacks.
     Could be quite useful to cast in combat, especially since it stacks with 
       Stone Skin.

  Dark Gift (Dark 1, 10 Mana, Unit)
     Gives a single unit Death Strike and +1 to damage.
     Probably should have cast before combat started.

  Enchant Weapon (Cosmos 1, 10 Mana, Unit)
     Enchants a unit's striking attack with a magical quality, as well as 
       increasing Attack (+1) and Damage (+1) power.
     If you seem to be wiffing a lot with your attacks, this is a good spell 
       to cast during combat.

  Haste (Air 1, 10 Mana, Unit)
     Allows the target unit to move at great speed.
     You're much better off casting this out of combat.

  Free Movement (Earth 2, 12 Mana, Unit)
     Endows a unit with extreme agility, as if they possessed mountaineering, 
       cave-crawling, and forestry skills.
     Not especially useful in combat.

  Water Walking (Water 2, 14 Mana, Unit)
     Allows any land-based unit to traverse water.
     I'm not actually sure why you should even be able to cast this spell in 
       combat.

  Fire Halo (Fire 2, 15 Mana, Unit)
     Links a unit to the Plane of Fire, giving it fire immunity, fire strike, 
       and the ability to ignite flammable material.
     Extremely useful to cast during combat, especially if you were attacked 
       first by a fire mage.

  Holy Champion (Life 2, 25 Mana, Unit)
     Bestows Holy might with which a unit may strike against any evil being 
       with increased Attack (+2) and Damage (+2) force.
     Too expensive to be of much use during combat.

  Unholy Champion (Dark 2, 25 Mana, Unit)
     Bestows upon the target unit unholy might when fighting opponents of good 
       alignment, increasing Attack (+2) and Damage (+2) power.
     Too expensive to be of much use during combat.

  High Prayer (Life 3, 30 Mana, Combat)
     Blesses all friendly units during combat, increasing Defense (+1), and 
       Resistance (+1) and partially healing wounds.
     If you forgot to bless units before combat, want to bless three or more 
       units, and have at least Spell Casting III, this can be a useful 
       spell.  Especially since it is the only way in Age of Wonders to do an 
       area of effect heal.

  Liquid Form (Water 3, 30 Mana, Unit)
     Links the target unit to the Plane of Water, enabling it to swim, and 
       reducing damage from physically-based attacks.
     The only use in combat for this would be the ability to grant a unit 
       Physical Protection.  Even then, way too expensive to use during combat.

  Wind Walking (Air 3, 44 Mana, Unit)
     Bestows flight upon the flightless.
     This is literally the most expensive spell in the game that can be cast 
       during combat.  I guess if you really desperately need that flying unit 
       to fly over city walls, but you should probably still cast out of 
       combat.

STATUS EFFECT SPELLS - this list is by no means complete, just what I've used 
       before enough to see it.

  Slow (Earth 1, 3 Mana, Combat)
     Halves the target's mobility for the duration of combat.
     Sure, it is the cheapest spell in the game, and sure, it has the highest 
       hit chance of any spell in the game, but that doesn't mean that the 
       spell is practically worthless unless you are trying to catch up with a 
       fast moving unit.  Just cast entangle instead.
     Hit Chance:  9.
     Damage:      0.
     Always inflicts the Slow status effect (duration: combat) when it hits.

  Solar Flare (Life 1, 4 Mana, Combat)
     Projects a blast of Holy fire at a target.
     It has a chance of stunning evil units.  It isn't much, but eh, at least 
       it is cheap damage!
     Hit Chance:  8.
     Damage:      4.
     Chance to inflict the Stunned status effect (duration:  one round) on hit.
     Long ranged attack.

  Dispel Magic (Cosmos 1, 5 Mana, Unit)
     Attempts to remove enchantments from a selected unit.
     Dispel Magic is listed here because it behaves similarly to a status 
       effect.  You can cast it on enemies OR allies, and it should remove all 
       enchantments.  Not really sure why you'd want to cast it on an ally 
       though.
     Interestingly enough, you can't cast Dispel Magic on an ally out of 
       combat, only in combat.  Not that there is a reason to ever cast it on 
       an ally anyway, but I found it interesting at least.
     Infinite range.
  Call Flames (Fire 1, 6 Mana, Combat)
     Targeted area bursts into flames.  Flammable materials ignite and burn.
     This spell is one of those that pretty much never misses.  You'll catch 
       them on fire (which has a chance of dealing them a bit of damage every 
       round, similar to the way Poison works in most RPGs) and they'll burn 
       for awhile.
     Hit Chance:  9.
     Damage:      3 (Fire element).
     Chance to inflict the Burning status effect (duration:  three rounds) on 
       hit.
     Medium ranged attack (and in fact the only spell in the game with one).

  Entangle (Earth 1, 6 Mana, Combat)
     Attempts to ensnare a target by summoning grasping tentacles, which 
       restrict all movement and lower Defense (-2).
     Quite possibly one of the most useful status effects in Age of Wonders.  
       It doesn't just 'restrict all movement', the target can't even take a 
       turn.  So you have them stuck for three rounds for six mana.  See how 
       much nicer that is compared to Stun?
     Hit Chance:  7.
     Damage:      0.
     Always inflicts the Entangled status effect (duration:  three rounds) 
       when it hits.

  Ooze (Water 1, 6 Mana, Combat)
     Changes a battlefield area into a sticky mud.  Movement speed on ooze-
       covered terrain is halved.  Technically a status effect (of the ground, 
       that is), this is quite possibly the only spell more useless than 
       slow.  Maybe if it had a much larger area of effect (it is only a 3-hex 
       radius) it could be useful, but otherwise...  meh.
     Hit Chance:  N/A.
     Damage:      0.
     Area of Effect attack.
     Turns the ground muddy.
     Long ranged attack.

  Chain Lightning (Air 1, 8 Mana, Combat)
     Discharges a streaming arc of electrical energy at an enemy and through 
       up to three other beings near the initial target.
     As far as status effects go, you're not going to find much better beyond 
       perhaps Entangle.  The damage is nice too, but really the ability to 
       stun up to four targets is awesome.
     Hit Chance:  6 (Lightning element).
     Damage:      4.
     Hits up to four targets.
     Chance to inflict the Stunned status effect (duration:  one round) on hit.
     Long ranged attack.

  Ice Shards (Water 1, 8 Mana, Combat)
     Flings jagged shards of ice at long distances at a single target.
     Really basic attack, low chance of freezing.  Pretty average, except the 
       whole "physical damage" part.
     Hit Chance:  6.
     Damage:      4 (Physical damage!).
     Area of Effect attack.
     Chance to inflict the Frozen status effect (duration:  three rounds) on 
       hit.
     Long ranged attack, line of sight.

  Frost Beam (Water 2, 14 Mana, Combat)
     Icy water pours down, attempting to freeze units in the target area in a 
       block of ice.
     Much better than Cold Breath for a similar style attack.  Sure, it does 
       less damage, but it also has a MUCH nicer range and area of effect
     Hit Chance:  9.
     Damage:      3 (Cold element).
     Area of Effect attack.
     Long ranged attack.

  Terror (Dark 2, 15 Mana, Combat)
     Frightens enemy units on the battlefield, gripping them with a paralyzing 
       fear.
     A really nice spell to start a large fight with.  Really, you should 
       always use it in large battles without undead.  It must have a really 
       high chance of hitting since I've rarely ever seen it miss.
     Hit Chance:  9?
     Damage:      0.
     Area of Effect attack.
     Infinite range.

  Cold Breath (Air 2, 16 Mana, Combat)
     Blasts a short-ranged area with a cone of frigid, frozen air.
     It has a chance of freezing the target, and freezing the target works for 
       three rounds.  As far as the status effect goes, not very useful due to 
       the high cost and the short range.  Since you already have air magic, 
       most times you are better off just using Chain Lightning twice (which 
       costs the same amount of mana).
     Hit Chance:  6.
     Damage:      5 (Cold element).
     Area of Effect attack.
     Chance to inflict the Frozen status effect (duration:  three rounds) on 
       hit.
     Short ranged attack.

  Fire Breath (Fire 2, 16 Mana, Combat)
     Directs a torrent of fire at the caster's target, igniting objects in its 
       path.
     It'll set things on fire and do a fair amount of damage.  Only problem 
       is...  well...  it isn't all that great.  Now, don't get me wrong, 
       Ignition is a great status effect and an AoE attack with it can be 
       awesome, but...  it is 16 mana for a short ranged attack.  You can do a 
       lot better.
     Hit Chance:  6.
     Damage:      5 (Fire element).
     Area of Effect attack.
     Chance to inflict the Burning status effect (duration:  three rounds) on 
       hit.
     Short ranged attack.

  Swarm (Fire 2, 18 Mana, Combat)
     A group of fireflies attacks the target unit, and any nearby beings, 
       without discrimination.
     I seem to have issues getting this spell to work properly.  I can run the 
       same battle six times and half the time that I cast this spell, my main 
       character gets lit on fire and the other half it kills everything in 
       sight.  I'm so confused...
     Hit Chance:  6.
     Damage:      2 (Fire element).
     Area of Effect attack, but you don't get to know the area.
     Chance to inflict the Burning status effect (duration:  three rounds) on 
       hit.
     Long ranged attack.

  Fireball (Fire 3, 20 Mana, Combat)
     Throws a powerful ball of fire at the target area, igniting flammable 
       material and damaging walls.
     Ah, the classic spell.  The really big downside towards this spell is the 
       high casting cost.  On the plus side, you only need to cast it once.
     Hit Chance:  8.
     Damage:      6 (Fire element, Wall Damaging).
     Area of Effect attack.
     Chance to inflict the Burning status effect (duration:  three rounds) on 
       hit.
     Always inflicts the burning status effect on wooden walls.
     Long ranged attack, line of sight.

  Sacrificial Flame (Fire 3, 22 Mana, Combat)
     Channels flames through the caster causing him minute damage while 
       devastating a target area with power greatly amplified.
     I wasn't 100% sure why you'd cast this spell until I saw what it did.  It 
       destroys walls, even though it doesn't say so, and eliminates cover.  
       This is a great spell for multiplayer when you have humans hiding 
       behind houses.
     Hit Chance:  8.
     Damage:      5 (Fire element, Target obliterating) and 4 (to caster).
     Large Area of Effect attack.
     Chance to inflict the Burning status effect (duration:  three rounds) on 
       hit.
     Destroys walls instantly.
     Long ranged.

  Mind Decay (28 Mana, Combat)
     Spews forth dark spawn to attack and penetrate the target unit, consuming 
       their will, as well as their body, over time.
     This is, quite possibly, the most frightening spell I've ever seen.  It 
       has a low chance of hitting and doesn't do any initial damage, but it 
       is outright NASTY if it hits.  The only downside is the huge mana cost, 
       but with a Spellcaster V character it might be worth it to use this.
     Hit Chance:  5.
     Damage:      0.  Sorta.
     Area of Effect attack.
     Always inflicts the Decay status effect (duration:  combat) when it hits.

  Sacred Wrath (Life 3, 30 Mana, Combat)
     Calls upon the wrath of the heavens to strike all units on the field of 
       battle.
     This includes your units, making this spell nearly useless unless for 
       some reason your main character is by him/herself against a LARGE 
       number of enemies or if your entire party is Holy Immune, somehow.  It 
       also has a chance of stunning and seems to behave by just casting Solar 
       Flare at all creatures on the battlefield.
     Hit Chance:  8?
     Damage:      4?
     Area of Effect attack.
     Chance to inflict the Stunned status effect (duration:  one round) on hit.
     Infinite ranged attack.


DAMAGING SPELLS - literally every spell in the game that does combat damage.
  NOTE:  This includes most of the above spells as well, since most status 
    effect spells have both the status section and the damage section.

  Death Ray (Dark 1, 4 Mana, Combat)
     Attacks a distant enemy with a ray of death force.
     Hit Chance:  8.
     Damage:      4 (Death element).
     Long ranged attack, line of sight.

  Solar Flare (Life 1, 4 Mana, Combat)
     Projects a blast of Holy fire at a target.
     Hit Chance:  8.
     Damage:      4 (Holy damage).
     Chance to inflict the Stunned status effect (duration:  one round) on hit.
     Long ranged attack, line of sight.

  Vaporize (Air 1, 4 Mana, Combat)
     Damages units by turning parts of them into vapor.
     Quite possibly the most efficient combat spell in the game since it 
       doesn't require line of sight.  You would have never thought Air would 
       have this spell, would you?
     Hit Chance:  7.
     Damage:      5 (Physical damage).
     Long ranged attack.

  Chain Lightning (Air 1, 8 Mana, Combat)
     Discharges a streaming arc of electrical energy at an enemy and through 
       up to three other beings near the initial target.
     Hit Chance:  6.
     Damage:      4 (Lightning element)
     Hits up to four targets.
     Chance to inflict the Stunned status effect (duration:  one round) on hit.
     Long ranged attack.

  Turn Undead (Life 2, 11 Mana, Combat)
     Hits Undead at the core of their being, right where it hurts them the 
       most.
     I haven't field tested this spell as, apparently, you can't turn undead 
       your own undead unit since you can't use combat spells on your 
       characters on purpose.
     Hit Chance:  6.
     Damage:      5 (Holy damage).
     Long ranged attack.

  Winds Of Fury (Air 2, 12 Mana, Combat)
     Summons a turbulent wind storm, hurtling the target away, and damaging 
       flying units.
     The game lies.  It damages all units, not just flying ones.  Unless it 
       meant flying units as in the ones it hurls.
     Hit Chance:  8.
     Damage:      5 (Physical damage).
     Flings units up to six hexes away in a random direction.
     Long ranged attack.

  Cold Breath (Air 2, 16 Mana, Combat)
     Blasts a short-ranged area with a cone of frigid, frozen air.
     Hit Chance:  6.  Chance of freezing.
     Damage:      5.
     Area of Effect attack.
     Short ranged attack.

  Fire Breath (Fire 2, 16 Mana, Combat)
     Directs a torrent of fire at the caster's target, igniting objects in its 
       path.
     It'll set things on fire and do a fair amount of damage.  Only problem 
       is...  well...  it isn't all that great.  Now, don't get me wrong, 
       Ignition is a great status effect and an AoE attack with it can be 
       awesome, but...  it is 16 mana for a short ranged attack.  You can do a 
       lot better.
     Hit Chance:  6.
     Damage:      5 (Fire element).
     Area of Effect attack.
     Chance to inflict the Burning status effect (duration:  three rounds) on 
       hit.
     Short ranged attack.

  Swarm (Fire 2, 18 Mana, Combat)
     A group of fireflies attacks the target unit, and any nearby beings, 
       without discrimination.
     Maybe it is just me, but I've never actually got this spell to work 
       right.  It just sets my caster on fire.
     Hit Chance:  6.
     Damage:      2 (Fire element).
     Area of Effect attack?
     Chance to inflict the Burning status effect (duration:  three rounds) on 
       hit.
     Long ranged attack?

  Fireball (Fire 3, 20 Mana, Combat)
     Throws a powerful ball of fire at the target area, igniting flammable 
       material and damaging walls.
     Ah, the classic spell.  The really big downside towards this spell is the 
       high casting cost.  On the plus side, you only need to cast it once.
     Hit Chance:  8.
     Damage:      6 (Fire element, Wall Damaging).
     Area of Effect attack.
     Chance to inflict the Burning status effect (duration:  three rounds) on 
       hit.
     Always inflicts the burning status effect on wooden walls.
     Long ranged attack, line of sight.

  Shock Wave (Air 3, 22 Mana, Combat)
     Blasts the air around the spellcaster with shockwaves of ever expanding 
       sonic destruction.
     I'm not actually sure how much damage it deals.  I don't know what the 
       AoE is like.  I know it doesn't really ever miss, and that's rare on an 
       AoE spell that isn't the entire battlefield.
     Hit Chance:  9?
     Damage:      4 (Physical damage)?
     Large area of Effect.
     No range.

  Sacred Wrath (Life 3, 30 Mana, Combat)
     Calls upon the wrath of the heavens to strike all units on the field of 
       battle.
     This includes your units, making this spell nearly useless unless for 
       some reason your main character is by him/herself against a LARGE 
       number of enemies or if your entire party is Holy Immune, somehow.  It 
       also has a chance of stunning and seems to behave by just casting Solar 
       Flare at all creatures on the battlefield.
     Hit Chance:  8?
     Damage:      4 (Holy damage)?
     Area of Effect attack.
     Chance to inflict the Stunned status effect (duration:  one round) on hit.
     Infinite ranged attack.

  Disease Cloud (Dark 1, 9 Mana, Combat)
     Envelops the target area in a deadly cloud of disease.
     It is one of the few early non-line-of-sight area of effect attacks in 
       the game.  Sure, the damage and hit chance are pretty terrible, but it 
       is cheap!
     Hit Chance:  6.
     Damage:      3 (Death element).
     Area of Effect attack.
     Long ranged attack.
  Stoning (Earth 2, 9 Mana, Combat)
     Lobs stones at the target over long distances.
     Now, I know what you're thinking.  aetherspoon, why does this spell 
       exist, it is only doing two damage?  Simple - each time you cast the 
       spell, FIVE attacks come out of it.  So, you're really doing up to TEN 
       damage, making this potentially one of the highest damage spells in the 
       game.  Only problem is, the hit chance is kinda low for such a spell, 
       AND it is line of sight.  Oh well, can't win them all.  I typically use 
       this spell with heroes that have no ranged attack.
     Hit Chance:  5.
     Damage:      2 (Physical damage).
     Long ranged attack, line of sight.

  Tremors (Earth 3, 30 Mana, Combat)
     Violently shakes the whole battlefield, causing horrible damage to 
       structures.
     This spell isn't really all that great except for the whole "destroying 
       walls" bit.
     Hit Chance:  5?
     Damage:      5 (Physical damage, Wall Damage)?
     Area of Effect.
     Chance to destroy objects.
     Infinite range.

  Call Flames (Fire 1, 6 Mana, Combat)
     Targeted area bursts into flames.  Flammable materials ignite and burn.
     This spell is one of those that pretty much never misses.
     Hit Chance:  9.
     Damage:      3 (Fire element).
     Chance to inflict the Burning status effect (duration:  three rounds) on 
       hit.
     Medium ranged attack.

  Flaming Arrow (Fire 1, 4 Mana, Combat)
     Launches a flaming arrow with a solid core at a distant target.
     Not much really to say about it - cheap high chance to hit spell.
     Hit Chance:  8.
     Damage:      4 (Fire element AND Physical damage).
     Long ranged attack, line of sight.

  Sacrificial Flame (Fire 3, 22 Mana, Combat)
     Channels flames through the caster causing him minute damage while 
       devastating a target area with power greatly amplified.
     I wasn't 100% sure why you'd cast this spell until I saw what it did.  It 
       destroys walls, even though it doesn't say so, and eliminates cover.  
       This is a great spell for multiplayer when you have humans hiding 
       behind houses.
     Hit Chance:  8.
     Damage:      5 (Fire element, Target obliterating) and 4 (to caster).
     Large Area of Effect attack.
     Chance to inflict the Burning status effect (duration:  three rounds) on 
       hit.
     Destroys walls instantly.
     Long ranged.

  Ice Shards (Water 1, 8 Mana, Combat)
     Flings jagged shards of ice at long distances at a single target.
     Really basic attack, low chance of freezing.  Pretty average, except the 
       whole "physical damage" part.
     Hit Chance:  6.
     Damage:      4 (Physical damage!).
     Area of Effect attack.
     Chance to inflict the Frozen status effect (duration:  three rounds) on 
       hit.
     Long ranged attack, line of sight.
  Frost Beam (Water 2, 14 Mana, Combat)
     Icy water pours down, attempting to freeze units in the target area in a 
       block of ice.
     Hit Chance:  9.
     Damage:      3 (Cold element).
     Area of Effect attack.
     Long ranged attack.
  Geyser (Water 2, 12 Mana, Combat)
     Invokes a massive geyser under the target, hurling it to great height, 
       then letting it drop with much physical distress.
     Tired of that annoying high resistance character being unaffected by your 
       attacks and don't have Vaporize?  Have I the spell for you!  It is a 
       really plain attack and is just basically a higher damage version of 
       Vaporize, but it can still be the spell for you.  High mana cost though.
     Hit Chance:  9.
     Damage:      5 (Physical damage).
     Long ranged attack.

  Great Hail (Water 3, 30 Mana, Combat)
     Rains heavy hailstones upon the target area, damaging both units and 
       structures.
     Potentially the highest damaging spell in the game, depending on random 
       chance.  It hits approximately twelve times in its area of effect, and 
       if there is a structure there for the AoE it is destroyed.  Really 
       expensive though.
     Hit Chance:  5.
     Damage:      5 (Physical Damage, Wall Damage).
     Area of Effect attack.
     Long ranged attack.



*****Section 4 - Version History and Licensing*****

Version History:
1.40 - Release version with the combat spell section.  Added notes on each 
       spell in the combat spell section.
1.00 - First completed version.  All spells and notes about exceptions in the 
       spells present.
0.65 - Third draft.  All global and unit spells, including secret spells and 
       cosmos spells.
0.50 - Second draft.  All global spells, including secret spells and cosmos 
       spells.
0.10 - First draft.  Included all Global Spells levels 1-3 for all elements.

Copyright 2008, Robert M. Shivers // aetherspoon.
Some rights reserved.
Licensed under the Creative Commons Attribution 3.0 United States License.
http://creativecommons.org/licenses/by/3.0/us/ for information on the License.