FfH Wiki

That spell chart is outdated though, since one of the big changes in 0.31 was a merger of the sorcery and summoning spheres. Very little on the chart is still true. Of course, if you are playing .31 instead then it should be fine.
 
Any new spell chart available somewhere for 0.32/0.33?

The pedia still shows spells from 0.30f... (http://phrasr.com/ffh/pedia.php?v=spell_chart_graphical) and I would love to find a summary somewhere...
I did not find anything into Xienwolf's excellent manual (v 1.94a), except if I missed a page...
 
Exact... page 169.
It is true that it helps!
However, it is not exactly what I had in mind.
The page 169 shows what promotion will be available, but do not show what will be the final "result".
I look for a simple table showing/comparing at a glance what is the benefit of choosing a path.

By instance, for knowing what BODY can give at its best level (rank 3), I need to click on "Rank 3: Graft Flesh". I am sent to page 149, where I see that I can summon a Flesh Golem. I need then to click on "Flesh Golem" for discovering page 119 what it does... (by the way, impressive work with all those links!...)
I need then to go back to page 169 and do the same procedure with another spell sphere for checking if the next path is not better/worst...

Of course, with the manual, I have all elements for building a simple comparison chart, but I am afraid I am way too lazy ... Hum.... :blush: hence my attempt at finding a "spell result" chart...
 
Well, to ease navigation of the manual remember that ALT + Left Arrow will return you to the previous view (for when you click on links). So that should speed up the comparison. Ideally I will get such a table sometime, but either someone else will make it and I will borrow the end result, or it'll happen after I finish the manual, which keeps getting pushed off (Terrain & Techs are boring! And so infrequently needed!)
 
Magic Comparison

Arcane

Air
Level I Fair Winds Fair Winds Prom to Naval: +1move,+25% withdraw chance. 5% chance to wear off
Level II Maelstrom Damages all units within 2 tiles. 15-50%. Triggers war if non hostile units hit
Level III Summon Air Elemental 5+2 lightning+1 air affinity, 2 move. Combat can spawn air elemental: 0+3lightning, 2move

Body +5% heal within borders
Level I Haste Grants Haste Prom to units on tile: +1 movement for 1 turn
Level II Regeneration Grants Regeneration Prom to units on tile: +10% heal, can heal whilst moving, removed when fully healed
Level III Graft Flesh Summons Flesh Golem. 6 strength, 1 move. Consumes 2 units. Golem can be added to

Chaos +2% mutation chance
Level I Dance of Blades Dance of Blades Prom to units on tile:+1 first strike. 1 Turn
Level II Mutation Randomly mutates all living units on tile. Can add promotions as a result.
Level III Wonder Casts upto 5 different spells, randomly selected from 63 available

Death -1 diplo with most civs
Level I Raise Skeleton Skeleton unit 3+1 death, 1 move. Cannot pillage
Level II Summon Spectre 3+1death affinity. 2 move
Level III Summon Wraith 6+3death+1 death affinity, 2move. Cannot pillage
Level III Lichdom Transform caster to Lich: 5+2death str, 1move

Earth inc chance of discovering new resources
Level I Wall of Stone Creates wall of stone in city. Remove if no Earth1
Level II Stoneskin Grants Stoneskin Prom to Caster: +2def strength, +3 first strikes, +50% resistance to all damage types
Level III Summon Earth Elemental 11+1earth affinity. 1 movement

Enchantment +1 happy
Level I Enchanted Blade Removes Rusted Prom & grants Enchanted Blade Prom to melee:+20% strength.
Level II Flaming Arrows Flaming Arrows Prom to Archery: +1 fire strength
Level III Enchant Spellstaff Grants Spellstaff. Restores ability to cast

Entropy -5% heal to enemy, -2 diplo
Level I Rust Removes weapon upgrades & Inflicts Rust Prom: -10% strength.
Level II Summon Pit Beast 4+1Unholy, 1 move. Duration extendable by winning combat
Level III Wither Damages all living units within 1 tile. 10-40% death damage. Can Inflict withered Prom on hostile units: -20% heal, -10% strength, 50% less XP gain/combat

Fire
Level I Blaze Creates Smoke on tile. Sets Forests/Jungle on fire
Level II Fireball Summons Fireball: 0+4 fire strength, 1 move. Max 30% dmg upto 4 units. Immune to 1st strike, can bombard, explodes on death
Level III Summon Fire Elemental 6+3 fire strength+1fire affinity. 2 movement. Cannot enter snow. Does collat dmg

Law -5% maint costs
Level I Loyalty Grants Loyalty Prom to units on tile: Immune to capture, 25% resistance to charm person
Level II Summon Host of Einherhar 3+2 Holy, 1 movement. Duration extendable by winning combat
Level III Valor Grants Valor to living units (not animals/beasts): +1 XP/combat, +10% resist magic

Life +1 health
Level I Sanctify Clears Fallout, clears city ruins (reduce AC by 1), cleanses hell terrain. Cast on Graveyard to summon permanent Host of Einherhar 3+2holy, 1move
Level II Destroy Undead Damages all undead within 1 tile. 20-50% holy damage
Level III Resurrection Resurrects the civs hero. 7 turn delay. Destroys pieces of Barnaxus if used or, if cast on Graveyard creates Champion unit with upto 30XP

Metagmagic
Level I Floating Eye Summons Floating Eye: Recon unit, 4 range
Level II Dispel Magic Destroys Mana Nodes, revert to raw
Level III Summon Djinn 1+1affinity to any mana. 2 movement
Additional +5% damage, and -5% to spell resistance per level

Mind +3% research
Level I Inspiration Creates Inspiration in City as long as Mind 1 unit in place. Inspiration: +1 sage GPP, +2sci beakers
Level II Charm Person Inflicts Charmed. 1 tile range: Unit may not attack, 20% wearing off. +20% resistance
Level III Domination Attempt to take control of strongest living hostile within 1 tile. Mind 3 lost if fail

Nature
Level I Treetop Defence Completely fortifies units on Forest/Ancient Forest tile
Level II Poisoned Blade Poinsoned Blade prom to Recon. +1 poison strength
Level III Vitalize Snow to Tundra, Tundra to Desert, Desert to plains, plains to Grassland

Shadow
Level I Blur Blur Prom: First strike immune. 50% chance of waring off
Level II Shadowwalk Shadowwalk Prom: Ignores building defences when attacking a city, 25% chance to wear off each turn
Level III Summon Mistform 6+1shadow aff, 2move. Hidden Nationality, Invisible

Spirit +5% GPP
Level I Courage Courage Prom: Fear immune.+10% heal to units on same tile
Level II Hope Creates Hope in City as long as Spirit 2 unit in place. Hope: +1 happy, +4 culture, grants courage to units on tile (fear immune, +10% heal)
Level III Trust Permanent diplo bonus with all leaders. Can only be cast once per civ

Sun
Level I Scorch Changes plains to desert, snow into tundra
Level II Blinding Light Affected hostile units cannot move for 2 turns. Adjacent tiles. +30% resistance
Level III Summon Aurealis 6+2sun affinity, 1 movement

Water
Level I Spring Extinguises fires in surrounding tiles. Converts Desert to plains (except Oasia&flood plains)
Level II Water Walking Grants Water Walking Prom to caster: unit may enter water tiles. No penalty for attacking from sea or across river
Level III Summon Water Elemental 8+1water affinity, 1movement. Splits in 2 when killed with 25% health.

FFH2 0.34
Ice - only available from Letum Frigus and Illian Palace
Level I Slow - -1 movement, resistable, 30% chance to wear off each turn
Level II Summon Ice Elemental - increased strength on snow/tundra tiles, cant enter desert or burning sands tiles
Level III Snowfall - cold damage at range 1, temporarily transforms surrounding tiles to snow tiles

Divine

All religions except Council of Esus
Tier 2 Unit: Cure Cure Disease -Removes diseased, plagued and withered from units on tile
Tier 3 Unit: Heal - Removes poisoned, completley heals living units on tile
Disease

Council of Esus only spells (granted to units with the CoE faith)
Mask - Grants hidden Nationality
Spread Council of Esus - adds CoE to city for 25gp (doesn't sacrifice unit)

Ashen Veil
Savant - Can sacrifice for 15 beakers/spread AV
Ritualist - Ring of Flames - damage all units within 1 tile upto 40%. Can damage own units. Can start fires
Found Temple of the Veil (will also add AV to a city without it), sacrifices unit
Profane - Summon Balor - Balor: 7/3 strength + 4 unholy, 1 movement

Octopus Overlords
Zealot -Can sacrifice for 20 culture/spread OO
Cultist -Tsumani - cast near water. Damage units next to water upto 2 tiles from caster. 50-75% cold damage. 25% chance of destroying improvements
Found Temple of the Overlords (will also add OO to a city without it), sacrifice unit
Speaker -Summon Kraken, permanent 17 strength, 4 movement naval unit

Fellowship of the Leaves
Disciple of Leaves -Can sacrifice for 20 culture/spread FoL
Priest of Leaves -Bloom - creates new forest on unimproved tile within cultural borders
Summon Tiger - permanent 4 strength, 2 move (can be used for Tiger cage)
Found Temple of Leaves (will also add FoL to a city without it), sacrifices unit
High Priest of Leaves-Summon Treant 10 strength, 1 move, permanent

Runes of Kilmorph
Thane of Kilmorph -Can sacrifice for 20 culture/spread RoK
Stonewarden -Shield of Faith - grants shield of faith to units on tile: +10% strength
Found Temple of Kilmorph (will also add RoK to a city without it), sacrifices unit
Runekeeper-Earthquake: unfortifies non-flying units & 25% chance to destroy buildings (except wonders)/improvements with 1 tile

Empyrean
Ecclesiast -Can sacrifice for 20 culture/spread Empyeran
Vicar -Revelation: destroys hostile illusions & removed hidden nationality, hidden and invisible from hostile units within 3 tiles
Found Temple of the Empyrean (will also add Emp to a city without it), sacrifices unit
Luridus -Crown of Brilliance: grants Crown of Brilliance promotion - damages hostile units within 1 tile 40-80% at start of each turn. 25% chance to wear off each turn

Order
Acolyte -Can sacrifice for 20 culture/spread Order
Confessor -Bless - grants Blessed to non animal living units
Found Temple of the Order (will also add Order to a city without it), sacrifices unit
Prior -Unyielding Order - creates unyielding order building in city- no unhappy,-100% maintenance, -10% crime


Fall Further 0.42l Additional Spheres
These spell spheres have been added to the Fall Further Modmod (042L onwards)

Arcane

Creation
Level I Growth - Adds growth building 15% food stored, +1 Health from Corn, Rice, Wheat, Pig, Cow, Sheep
Level II Fertility - Swaps Corn/Rice/Wheat resources. Swaps Pig/Cow/Sheep resources
Level III Birth - +1 Population in city. Cannot raise population about 8

Dimensional
Level I Dimensional I/Escape? - teleports unit back to capital
Level II Dimensional II - +3 teleport range
Level III Dimensional III - creates Dimensional Gate: can airlift 1 unit/turn

Force
Level I Magic Missile - ranged attack AirCombat 2, Range 1, Damage Limit 90%
Level II Determination - grants Unstoppable Promotion to melee/mounted - Grants collateral damage, ignore terrain cost and immunity to first strikes to Melee/Mounted Units
Level III Force Wall - creates force wall building wjilst in city - units of level 4 or less cannot enter tile

Ice
Level I Summon Frostling
Level II Stassis - Range 1, affects enemy, adds Stasis Curse Promotion: -100% Experience gain. 30% chance to wear off per turn.
Level III Frozen Lands - degrades land toward Snow/Ice within 3 tiles of caster. No effect on non-enemy land. Will effect unowned, enemy or own land
Level III Summon Ice Golem - upgrade of Summon Frostling spell for Archmages only.
 
By the Name of Grigori!!! Allah, Buddha and anything else Akbar!!!!!
If it helps ????!!!!!!

It is exactly what I was looking for!!!!!!!:thanx:

Recall me, next time you pass by Maputo, I owe you (and Xienwolf) some kgs of king prawns and a barrel of (excellent) local beer!!!!!!!
:goodjob:
:cheers:
 
...an updated version. Now includes details of Holy Buildings (HB), Unique Features (UF), World Wonders (WW) and National Wonders (NW) that grant additional mana to mana nodes and Palaces.

I've also broken fields up with the * symbol. This means if you paste the data into Excel, you can select the column the data appears in, click on the Data drop down menu, select Text to columns, select delimited, type * in the Other option, click finish. Excel will then break the data up into three columns which should make it easier to format.

If you are happy with the format, but want the *'s removed, paste the data into Excel, select the column, press CTRL+H and find & replace * with either nothing or a different character of your choice

Note that much of the info is abridged, and as such it is always useful to refer to the pedia or Xienwolfs manual (which is where I sourced everything from) for full effects. I think I've captured the key elements though

Air
Level I *Fair Winds *Fair Winds Prom to Naval: +1move,+25% withdraw chance. 5% chance to wear off
Level II *Maelstrom *Damages all units within 2 tiles. 15-50%. Triggers war if non hostile units hit
Level III* Summon Air Elemental* 5+2 lightning+1 air affinity, 2 move. Combat can spawn air elemental: 0+3lightning, 2move

Body* +5% heal within borders
Level I *Haste *Grants Haste Prom to units on tile: +1 movement for 1 turn
Level II * Regeneration *Grants Regeneration Prom to units on tile: +10% heal, can heal whilst moving, removed when fully healed
Level III *Graft Flesh *Summons Flesh Golem. 6 strength, 1 move. Consumes 2 units. Golem can be added to

Chaos* +2% mutation chance
Level I *Dance of Blades *Dance of Blades Prom to units on tile:+1 first strike. 1 Turn
Level II *Mutation *Randomly mutates all living units on tile. Can add promotions as a result.
Level III *Wonder *Casts upto 5 different spells, randomly selected from 63 available

Death *-1 diplo with most civs
Level I *Raise *Skeleton Skeleton unit 3+1 death, 1 move. Cannot pillage
Level II *Summon Spectre *3+1death affinity. 2 move
Level III *Summon Wraith *6+3death+1 death affinity, 2move. Cannot pillage
Level III *Lichdom *Transform caster to Lich: 5+2death str, 1move
*Other sources* Tower of Necromancy (NW), Broken Sepulcher (UF), Soul Forge (WW)

Earth *inc chance of discovering new resources
Level I* Wall of Stone* Creates wall of stone in city. Remove if no Earth1
Level II *Stoneskin* Grants Stoneskin Prom to Caster: +2def strength, +3 first strikes, +50% resistance to all damage types
Level III *Summon Earth Elemental* 11+1earth affinity. 1 movement
*Other sources* Tablets of Bambur -RoK (HB), Standing Stones (UF)

Enchantment *+1 happy
Level I *Enchanted Blade *Removes Rusted Prom & grants Enchanted Blade Prom to melee:+20% strength.
Level II *Flaming Arrows *Flaming Arrows Prom to Archery: +1 fire strength
Level III *Enchant Spellstaff *Grants Spellstaff: Restores ability to cast

Entropy *-5% heal to enemy, -2 diplo
Level I *Rust *Removes weapon upgrades & Inflicts Rust Prom: -10% strength.
Level II *Summon Pit Beast *4+1Unholy, 1 move. Duration extendable by winning combat
Level III *Wither *Damages all living units within 1 tile. 10-40% death damage. Can Inflict withered Prom on hostile units: -20% heal, -10% strength, 50% less XP gain/combat
*Other sources* Stigmata of the Unborn-AV (HB)

Fire
Level I *Blaze *Creates Smoke on tile. Sets Forests/Jungle on fire
Level II *Fireball *Summons Fireball: 0+4 fire strength, 1 move. Max 30% dmg upto 4 units. Immune to 1st strike, can bombard, explodes on death
Level III *Summon Fire Elemental *6+3 fire strength+1fire affinity. 2 movement. Cannot enter snow. Does collat dmg
*Other sources* Pyre of the Seraphic (UF)

Law *-5% maint costs
Level I *Loyalty *Grants Loyalty Prom to units on tile: Immune to capture, 25% resistance to charm person
Level II *Summon Host of Einherhar *3+2 Holy, 1 movement. Duration extendable by winning combat
Level III *Valor *Grants Valor to living units (not animals/beasts): +1 XP/combat, +10% resist magic
*Other sources* Code of Junil-Order (HB)

Life *+1 health
Level I *Sanctify *Clears Fallout, clears city ruins (reduce AC by 1), cleanses hell terrain. Cast on Graveyard to summon permanent Host of Einherhar 3+2holy, 1move
Level II *Destroy Undead *Damages all undead within 1 tile. 20-50% holy damage
Level III *Resurrection *Resurrects the civs hero. 7 turn delay. Destroys pieces of Barnaxus if used or, if cast on Graveyard creates Champion unit with upto 30XP
*Other sources* Tomb of Sucellus (UF)

Metagmagic
Level I *Floating Eye *Summons Floating Eye: Recon unit, 4 range
Level II *Dispel Magic *Destroys Mana Nodes, reverts them to raw
Level III *Summon Djinn *1+1affinity to any mana. 2 movement
Additional *+5% damage, and -5% to spell resistance per level

Mind *+3% research
Level I *Inspiration *Creates Inspiration in City as long as Mind 1 unit in place. Inspiration: +1 sage GPP, +2sci beakers
Level II *Charm Person *Inflicts Charmed. 1 tile range: Unit may not attack, 20% wearing off. +20% resistance
Level III *Domination *Attempt to take control of strongest living hostile within 1 tile. Mind 3 lost if fail

Nature
Level I *Treetop Defence *Completely fortifies units on Forest/Ancient Forest tile
Level II *Poisoned Blade *Poinsoned Blade prom to Recon. +1 poison strength
Level III *Vitalize *Snow to Tundra, Tundra to Desert, Desert to plains, plains to Grassland
*Other sources* Song of Autumn-FOL (HB)

Shadow
Level I *Blur *Blur Prom: First strike immune. 50% chance of waring off
Level II *Shadowwalk *Shadowwalk Prom: Ignore building defences when attacking a city, 25% chance to wear off each turn
Level III *Summon Mistform *6+1shadow aff, 2move. Hidden Nationality, Invisible
*Other sources* Nox Noxis-CoE (HB)

Spirit *+5% GPP
Level I *Courage *Courage Prom: Fear immune.+10% heal to units on same tile
Level II *Hope *Creates Hope in City as long as Spirit 2 unit in place. Hope: +1 happy, +4 culture, grants courage to units on tile (fear immune, +10% heal)
Level III *Trust *Permanent diplo bonus with all leaders. Can only be cast once per civ

Sun
Level I *Scorch *Changes plains to desert, snow into tundra
Level II *Blinding Light *Affected hostile units cannot move for 2 turns. Adjacent tiles. +30% resistance
Level III *Summon Aurealis *6+2sun affinity, 1 movement
*Other sources* Dies Diei-Empyrean (HB), Mirror of Heaven (UF)

Water
Level I *Spring *Extinguises fires in surrounding tiles. Converts Desert to plains (except Oasia&flood plains)
Level II *Water Walking *Grants Water Walking Prom to caster: unit may enter water tiles. No penalty for attacking from sea or across river
Level III *Summon Water Elemental *8+1water affinity, 1movement. Splits in 2 when killed with 25% health.
*Other sources* Necronomicon-Overlords (HB)
 
Top Bottom