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.