• Base Spells

    Magic Overview

    Magic is available only to a select few in the world of Elemental.

    There are 6 paths of magic: Earth, Air, Fire, Water, Life and Death.

    A character can access magic if they are a Channeler or if they have been imbued by a Channeler.

    Each path has 5 levels of mastery that characters can learn as they level up through in-game experience. These levels range from Apprentice to Master.

    • Apprentice - Access to level I spells
    • Disciple - Access to level II spells
    • Mage - Access to level III spells
    • Expert - Access to level IV spells
    • Master - Access to level V spells

    Champions

    Champions are similar to sovereigns in that they can have proficiency in the various types of 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 upon that magic. All of the games sovereigns are channelers. Although the champions of the world may have an aptitude for different types of magic, they cannot cast spells until a channeler has imbued them and allowed that champion to access the world’s magic.

    Just like sovereigns, champions can increase their proficiency with different types of magic as they level. Champions can learn different magic types than your sovereign.

    Global Mana

    Though you may have multiple casters in your empire, there is only one store of mana that they all use to power their spells. The decision to use your mana to enchant your champions, attack your enemies, move around the world or guard your cities is a critical one to surviving in the world of Elemental.

    Your sovereign provides a small amount of mana each turn. But there is more to be found by building shrines on the world’s mana shards. Spells with maintenance costs like enchantments, 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 is going, or to dispel enchantments you no longer need.

    Shards

    Shards are important because they add to the amount of mana a player earns each turn, they also improve the effect of many of the spells in the game. For example, “fireball for 6 damage (+3 per fire shard)”, means it does 6 damage for a player who doesn’t control any fire shards, 9 damage for a player that controls 1 fire shard and 15 damage for a player that controls 3 fire shards.

    The world is initially populated with Life shards, but if these fall into Empire territory, then they are automatically converted to Death shards. Taking these shards from your enemies both weakens their spells, and strengthens your own.

    The frequency of shards in the world is controlled via a setting in the world options. Having more shards in the world means that players will be receiving more mana and that spells will be more powerful.

    Life and Death magic

    Although all players can access Air, Earth, Fire and Water spells (if they have units with the appropriate proficiency), Life spells can only be used by Kingdom allegiance players. Conversely Death spells can only be used by Empire allegiance players.

    Spell Types

    Strategic

    Strategic spells can only be cast from the world map (not while in tactical combat). In general, these spells only require that the player has a single unit who can cast the spell, to be able to cast the spell anywhere. If the player has a unit that can cast Tornado (the sovereign or an imbued champion), that player can cast Tornado anywhere.

    Tactical

    Tactical spells can only be cast in tactical combat. Unless otherwise specified, the duration lasts only for that battle. If a unit is Hasted in tactical combat, it only gains that bonus for that battle.

    Universal

    Universal spells can be cast either in tactical combat or from the world map. Some spells have slightly different effects depending on if they are cast in tactical combat or on the world map. For example, if an Earth Elemental is summoned in tactical combat it only lasts for that battle. If an Earth Elemental is summoned on the world map then it stays with that army, but has a mana maintenance cost that must be paid each turn.

    Enchantment

    Enchantment spells are cast on units and can be used to make your units more powerful or protect them. Most have a mana maintenance cost.

    City Enchantment

    City enchantments affect cities, similarly to how enchantments affect units. They can boost the research for that city, help defend it, or provide a variety of other benefits. Most have a maintenance cost.

    Overkill

    Some spells damage is multiplied by the amount of members of the victims group. If a spell like 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 unit of peasants) or 36 damage against a unit with 15 members (like a company of defenders).

  • Basic Spells

    Basic Spells

    The following spells are unlocked for all sovereigns regardless of what spell books they have.

    • Counterspell

      Disrupts a spell an enemy unit is casting unless they resist.

    • Imbue Champion

      Allows a champion to cast spells.

    • Inspiration

      Produces +10% Research in the enchanted city.

    • Paragon

      Casting Sovereign gets -1 to Constitution, Strength and Dexterity. Target friendly champion gains a level. If any of these stats is 3 or lower this spell cannot be cast.

  • Air Spells

    Air Spells

    Air spells are available to all casters that have the required proficiency with Air magic.

    • Evade

      Target unit gets +5 to Dodge (+2 per air shard).

    • Haste

      Target unit is +2 to Initiative (+2 per air shard).

    • Aura of Grace

      All units produced in this city are +3 to Dexterity (+1 per air shard).

    • Battle Cry

      Your army gets +2 to Initiative (+1 per air shard) and +2 to Spell Resistance (+1 per life shard).

    • Contagion

      All enemy units take 3 poison damage (+1 per death shard) per turn for 10 turns, unless they resist.

    • Gentle Rain

      Target city gets a 20% increase to food production.

    • Guardian Wind

      Allied units gain +10 to Dodge (+5 per air shard) vs ranged attacks.

    • Tireless March

      Increases the movement of the target's army by 1.

    • Storm

      Lightning strikes a random enemy group for 12 Lightning damage (+4 per air shard).

    • Thunderstrike

      Teleport to a location and do 5 lightning damage (+2 per air shard) to all enemies within 1 radius.

    • Cloud Walk

      Teleports the caster, and their army, to a tile in friendly territory.

    • Titan's Breath

      A gust of wind blows all enemy units back a tile and, unless they resist, knocks them prone.

    • Celerity

      Permanently improves the targets Initiative by 1. Can be cast multiple times on the same unit, but requires a lot of mana.

    • Tornado

      Units in the targeted army are randomly scattered around the surrounding tiles, immobilized for a turn and take 3 damage per air shard.

  • Earth Spells

    Earth Spells

    Earth spells are available to all casters who have the required proficiency with Earth magic.

    • Lower Land

      Turn mountain into hill; hill into land; but not land into water.

    • Nature's Cloak

      Target unit receives 20% (+10% per earth shard) resistance vs Fire, Lightning and Cold damage.

    • Raise Land

      Turn water, beach and cliff into land; land into hill; but not hill into mountain.

    • Nature's Call

      Summons a pack of wolves, bear, naja or panther to aid you in battle.

    • Stinking Mud

      Changes the terrain within a 2 tile radius to mud. Units can only move 1 tile per turn through mud.

    • Stoneskin

      Target unit's Defense is raised by 3 (+3 per earth shard).

    • Sunder

      Target elemental takes 4 damage per level of the caster.

    • Syphon Strength

      25% of the victims Strength is taken form them and added to the caster's Strength unless the victim resists.

    • Tremor

      Target enemy is immobilized and suffers a -4 to Defense for 2 seasons. Can only be cast within your territory.

    • Create Mountain

      Turn land directly into a mountain.

    • Shockwave

      A minor earthquake damages all enemies within 1 radius of the caster for 12 (+4 per earth shard) in damage. Shockwave has a high mana cost.

    • Fracture

      Target unit loses 25% of his Hit Points and Defense unless he resists.

    • Summon Earth Elemental

      Summons a level 4 (+1 per earth shard) Earth Elemental.

    • Birth of Summer

      Revive the land.

    • Bloom of Twilight

      Revive the land.

    • Earthquake

      Destroys random city improvements, resets the production queue and halves the population of the targeted city.

  • Fire Spells

    Fire Spells

    Fire spells are available to all casters who have the required proficiency with Fire magic.

    • Burning Hands

      Target enemy unit is blasted with heat, taking 8 fire damage (+4 per fire shard).

    • Pillar of Flame

      Target enemy army takes 6 fire damage (+3 per fire shard). Can only be cast within your territory.

    • Burning Blade

      Enchanted champion's unit's weapon does +2 (+2 per fire shard) in fire damage.

    • Flame Dart

      A fiery dart strikes any distant target enemy for 8 (+4 per fire shard) damage.

    • Soulburning

      Does 10 fire damage (+5 per death and fire shard) to target unit. If the unit is killed an inferno is left in their tile.

    • Sunder

      Target elemental takes 4 damage per level of the caster.

    • Tireless March

      Increases the movement of the target's army by 1.

    • Feedback

      Disrupts a spell an enemy unit is casting and does 6 fire damage (+6 per fire shard) unless they resist.

    • Fireball

      A fireball does 6 (+3 per fire shard) fire damage to all units within a 1 tile radius. Damage is multiplied by the members of the victims unit.

    • Focus

      Damage is doubled for the casters next action. Focus has a low mana cost.

    • Mantle of Fire

      Wreathes the target in flames, doing 4 fire damage to anyone who attacks him.

    • Summon Fire Elemental

      Summons a level 4 (+1 per fire shard) Fire Elemental.

    • Firestorm

      All units in target army take 15 fire damage (+15 per fire shard). Firestorm leaves a fire raging in the affected tile for 10 turns.

    • Wall of Fire

      Protects your city in a protective wall of flames. Enemy units that attack this city take 10 (+5 per fire shard) in fire damage at the start of combat.

  • Water Spells

    Water Spells

    Water spells are available to all casters who have the required proficiency with water magic.

    • Slow

      Target enemy unit suffers -2 to Initiative (-1 per water shard) unless they resist.

    • Calm

      Reduces Unrest in the target city by 10%.

    • Chaos

      Does a random effect to target enemy unit.

    • Freeze

      Target enemy army is reduced to 1 Move and has a -2 to Initiative for 5 seasons. Must be cast within your territory.

    • Gentle Rain

      Target city gets a 20% increase to food production.

    • Horrific Wail

      Enemy army gets -2 to Initiative (-1 per water shard) and -2 to Spell Resistance (-1 per death shard) unless they resist.

    • Meditation

      Provides 1 Mana per turn, but reduces Production by 10%.

    • Stinking Mud

      Changes the terrain within a 2 tile radius to mud. Units can only move 1 tile per turn through mud.

    • Pandemonium

      Does a random effect to all enemy units.

    • Spell Leech

      Disrupts a spell an enemy unit is casting unless they resist. If successful this spell also grants the caster 40 mana.

    • Summon Ice Elemental

      Summons a level 2 (+1 per water shard) Ice Elemental.

    • Blizzard

      Assaults target foes with an ice storm, dealing 6 cold damage (+3 for each Water shard) to each unit in the area of effect. Damage is multiplied by the members of the victims unit.

    • Mantle of Oceans

      Halves the mana costs of all tactical spells target unit casts

    • Grip of Winter

      Halts training and construction in target players cities and halves the rate that player gathers resources.

    • Vetrar's Howl

      Does 12 cold damage (+12 per water shard) to all armies within 1 radius.

  • Death Spells

    Death Spells

    Only Empire casters can learn Death spells. These spells are available to all Empire casters who have the require proficiency with Death Magic.

    • Berserk

      50% of the units Dodge is transferred to Attack.

    • Wither

      Reduces the dexterity, strength and constitution of the enemy army by 3 (+1 per death shard) for 3 seasons.

    • Blindness

      Target enemy is stricken blind, resulting in a 25% penalty to Accuracy and Dodge unless they resist.

    • Contagion

      All enemy units take 3 poison damage (+1 per death shard) per turn for 10 turns, unless they resist.

    • Curse

      Reduces the victims Defense and Spell Resistance by 4 (+2 per Death shard) unless they resist.

    • Horrific Wail

      Enemy army gets -2 to Initiative (-1 per water shard) and -2 to Spell Resistance (-1 per death shard) unless they resist.

    • Soulburning

      Does 10 fire damage (+5 per death and fire shard) to target unit. If the unit is killed an inferno is left in their tile.

    • Syphon Strength

      25% of the victims Strength is taken form them and added to the caster's Strength unless the victim resists.

    • Antipathy

      Increases the unrest in the target city by 10%.

    • Drain Life

      Transfers 8 hit points (+4 per death shard) from target enemy to the caster. That damage is halved if the enemy resists.

    • Mass Curse

      Reduces all enemies Defense and Spell Resistance by 4 (+2 per Death shard), unless they resist.

    • Touch of Entropy

      Does 16 damage (+8 per death shard) to target unit. That damage is halved if the spell is resisted. If that unit is killed a Lurk is summoned in its place.

    • Blood Rage

      Permanently improves the targets Attack by 1. Can be cast multiple times on the same unit, but requires a lot of mana.

    • Sacrifice

      Target city sacrifices half its citizens to produce 1 mana per 2 sacrifices.

  • Life Spells

    Life Spells

    Only Kingdom casters can learn Life spells. Life spells are available to all Kingdom casters who have the required proficiency with Life magic.

    • Courage

      Instills legendary hope in the unit, giving them a bonus of 3 (+1 per life shard) to spell resistance and hit points.

    • Regeneration

      Regenerates target unit's health by +1 per turn (+1 per life shard).

    • Aura of Vitality

      All units produced in this city are +3 Constitution (+1 per life shard).

    • Battle Cry

      Your army gets +2 to Initiative (+1 per air shard) and +2 to Spell Resistance (+1 per life shard).

    • Calm

      Reduces Unrest in the target city by 10%.

    • Heal

      Heals target unit by 8 (+4 per life shard).

    • Nature's Call

      Summons a pack of wolves, bear, naja or panther to aid you in battle.

    • Growth

      Target unit gets +50% to Attack and halves their Dodge.

    • Shrink

      Target unit gains +50% to Dodge and their Attack is halved unless they resist.

    • Call to Arms

      First unit in the queue is instantly trained.

    • Wellspring

      All allies heal 8 hit points (+4 per life shard).

    • Crusade

      All trained units gain 1 level.

    • Death Ward

      If this unit is killed in battle they are resurrected with half their hit points. This resurrection removes this enchantment.

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