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Nature magic is focused on summoning, enhancing units' capabilities and terrain modification.
This page features detailed descriptions of the spells of this realm. When not stated otherwise, spells have range of 1 and permanent duration
You enchant a unit to avoid killing for seven turns. If it would kill a unit that started with more than one hitpoint, that unit is left alive at one hitpoint. Casting the spell again on the same unit increases the duration by seven turns.
Mud Touch[]
AP:
6
Mana:
--
Enchantment
Range:
self
You enchant your default melee attack. The next time you hit on offense, the fight ends and the enemy is transformed into a ghastly mudcrawler. It retains its level, hitpoints, and approximate attack strength, but its base movement is divided by 2, and all its other stats are replaced with the new type.* The target can't move or attack during the turn after transofrming. Works on any unit except for wizards and mudcrawlers. * ( Undead turned mudrawlers remain chaotic, keep some resistance bonuses )
You change the terrain of one or more hexes. Cost depends on size of affected area: 1 tile costs 2, diameter-3 circle costs 6, diameter-5 circle or 5 tile long line costs 10.
Raise
Deep Water -> Shallow Water -> Ford -> Flat -> Hills -> Mountains
Sink
Mountains -> Hills -> Flat -> Ford -> Shallow water (no Deep Water)
Sand, Sand+Forest -> Shallow Water
Forest/Great Tree not on Hills -> Swamp
Heat
Snow-> Normal -> Desert
Ice -> Shallow Water
Cool
Desert -> Normal -> Snow
Any Water, Ford, Reef -> Ice
Grow
Land (excl. Mountains) -> Forests -> Great Tree
Water, Swamp -> Reef
Rot
Land -> Mushroom Grove, Water (excl. Deep) -> Swamp
Clear
Remove Forest, Mushrooms, Reef. Great Tree -> Dead Great Tree -> nothing
Flatten
Move terrain closer to Flat -- composite of Raise, Clear & Sink
( Reef -> Ford )
Temperate
Remove both hot & cold terrain -- composite of Heat & Cool
Mount/dismount[]
AP:
6, loss of remaining moves
Mana:
--
You mount an adjacent unit from your own side, or dismount onto an adjacent hex. You can mount Wolves, Woses, Water Serpents, Gryphons, Sea Serpents, Yetis, Dragons, and Skeletal Dragons -- if you are of equal or higher level as that creature. While mounted, your moves, movement costs, and defenses are replaced with those of your mount, and you gain your mount's attacks and max hitpoints on top of your own You also gain its special abilities, except for those that make you not visible to enemies, those that let you teleport, and skirmisher*. Otherwise, you retain all your unit attributes. (You don't acquire the mounted units resistances. Enchantments on the unit disappear when it is mounted and re-appear when dismounted, with the same amount of turns remaining.)
Dismounting does not cost AP. When you dismount, your mount retains its movement, you get off with your current moves or your normal max moves (whichever is less), and then you pay your normal movement cost to enter the target adjacent tile.
* You can gain skirmisher by mounting a unit with the metamorphosis 'Translucent' applied to it.
Regeneration[]
AP:
6
Mana:
5
Enchantment
Range:
1, self
Duration:
6
You enchant a unit to have regenerates +16 for six turns. It also gains 10 current and max hitpoints for the duration. Casting the spell again on the same unit increases the duration by six turns. When the spell ends, if the unit has more than its normal max hitpoints, it loses the extra HP, but otherwise it doesn't lose any.
Summon Wose[]
AP:
6
Mana:
18
Summoning
Range:
4
You summon a Wose onto the target Forest hex. This spell doesn't indicate its target to your enemies, and the wose is invisible when it appears (if it is not adjacent to an enemy unit).
70 % of normal magic attack, 100 % to hit, 1 strike, resistance set to 0.
Extra on water: 1st, 2nd closest tiles: 14% of NM-attack, 70% cth, 1 strike
You strike a hex with a single lightning bolt, which ignores resistance and always hits. After the attack, the target is paralyzed and loses all its moves and attacks (including retaliation), but not ZoC, until the end of its next turn (wizards still have AP and can cast spells). However, this lightning can never strike twice in the same place.
If you strike a water hex with lightning, all units in other water within two connected water hexes will endure a secondary attack for one-fifth as much damage at 70% chance to hit.
Metamorphosis[]
AP:
5
Mana:
5
Enchantment
You enchant a unit to gain a random transformation. Each transformation is mostly helpful, but also has a downside. Each unit can only metamorphose once. You cannot metamorphose a wizard. Affected by Dispelling Touch
Type
Benefit
Drawback
Extra Limbs
+1 strike, +10 % hitpoints
-5 % to hit
Gigantic
+30 % damage, +30 % hitpoints, +1 moves
Movement cost increased by 1 on Forest, Swamp, Cave, Chasm
Jittery
First strike (melee), +10 defense on all terrain
Loses 1 HP every turn
Stoneskin
Physical resistances increased by 30 %, others by +20 %
-1 move
Translucent
Gains abilities: Skirmisher, Invisible
-10% damage
Winged
Defense set to 50 %, movement cost 1, on all terrain excl. Cave & Fungus, +2 Moves
Defense reduced to 50 %
Dehydration[]
AP:
6
Mana:
2
Enchantment
Duration:
until target ends turn on water hex
You enchant a unit to lose its zone of control and be slowed at the end of every turn. It can only be cured by ending a turn in a water hex (including fords, swamp, sunken ruins, and oases). Affected by Dispelling Touch
You enchant all adjacent allies. On this turn, their melee attacks get +3 damage and +1 swing, and they take half damage from all types. (If some of them are not your own units, just your allies', then those units get the bonus on their next turn.) If you have enough AP left to attack after casting Rampage, you too get the bonus.
Expansive Change[]
AP:
6
Mana:
18
Range:
7
Your Change Terrain of a huge area. The change is randomly distributed and is denser near the middle of the area.
You call wild winds to blow every unit in a diameter-3 circle, to a random location 12-18 hexes further away from you. Each unit is sent further in the same direction as it is from you now. (It has no effect on yourself.) If you blow your own units, they lose all their moves and actions for the turn. Repelling Gust won't place a unit on a terrain it can't normally enter; if it can't find a suitable hex within 0.5 radians of the default direction, it will try wider angles up to a quarter-circle away, and if there are still none, it will try locations closer than 12 hexes.
Restoration[]
AP:
2 turns
Mana:
16
Ritual
Range:
self
When you complete the ritual, you fully heal every allied unit within 7 hexes, remove all their negative effects, and permanently grant them the Healthy and Fearless traits. You also any purge poison from the terrain in the area. Affects allied wizards, including the caster.
Rank 6[]
Swarm Nest[]
AP:
4 turns
Mana:
43
Summoning
Ritual
You summon an immobile nest that spawns an autonomous unit onto each adjacent empty tile every turn. The units are Giant Rats on land tiles, and Tentacles of the Deep on water tiles. They fight if there is an enemy in reach; otherwise, they wander randomly unless they can capture a village or go for healing during the same turn. These 'swarm' units move at the end of your turn, and during your turn, they are partially nonexistent, so that they don't get in the way of moving your regular units.
Altar of Battle[]
AP:
3 turns
Mana:
24
Enchantment
Ritual
You enchant a single hex. Any unit recruited or summoned on that hex levels up immediately.