I have been playing around as the Amerites recently and found it a bit of a trawl to use the Civlipedia to find out exactly what you get when casting different spells. So i've put together a little guide. Its core is a spell list combining all the info from the Civlipedia, but all spells have also been tested and in some cases abused by my 1000 xp archmage to see exactly what effects they really have, with some tips added.
Covers all arcane spells and abilities, including the master levels, based on Rise 1.22.2.
Written with a bit of an Amerite bias but most of it is applicable to any one using mages.
===========================================================
Rise Spell Guide
By Drayath - risespellguide@brightsoft.net
Updated to comments: Apr 15, 2010, 09:45 AM (page 1)
Feel free to us this as you will, though I'm not responsible for any mistakes that ends your 1000 year reign of power.....
===========================================================
General Magic
===========================================================
Mana Nodes
Quick recap on the rules for mana nodes
You only need access to one node of particular mana type (e.g. fire) to learn all levels of fire spells.
I.e. You need access to gain level 1 of fire, but to learn level 2 of fire only requires you have channelling 2 and fire 1. To learn level 3 you require channelling 3 and fire 2.
This means that if you have dispel (meta 2) you can cycle a few nodes between different types you your mages can learn more of them.
Note for Amerites what nodes you leave active is a bit more important as in addition to the passive bonuses (e.g. mind give +3% research speed per mind node) free spells your units get when built is based on the present set of mana you have (see sections below).
The benefits of multiple nodes of the same type:
The free spell bonuses also apply when upgrading units, so if you have a few mana nodes, with careful use of dispel you can give a few level 1 spells to an apprentice for free, swap the nodes, give a couple of level 1+2 spells when you upgrade to a wizard, swap the nodes upgrade to archmage and give 1 or 2 level 1+2+3 spells for free. With 4 nodes + palace mana that is an extra 10 spell promotions for free (+3 free you normally get, plus Govanan teaching or the missing level 1 spells). That is a lot of xp saved on making powerful archmages.
Most races get 3 mana nodes from their palace, plus one for each of the religion capital buildings (e.g. The one built by a Great Prophet if you are a religions founder). If going a magic heavy route, in can be worth the investment trying to found multiple religions just for the extra mana.
The wild mana options adds extra mana nodes to the world.
The larger the world the more mana nodes. Mana node count scales slower than world size (at least in the present Erbus continent map), though there are more nodes on a larger world they will still on average be spaced further apart)
Once you have build a particular type of mana collector on a mana node, the only way to change the mana type is by first casting dispel magic (meta 2) on it. With wild mana enabled some to all of the mana nodes in the world will already be typed, so you can only build that type of mana collector in it until it has been dispelled.
If a mana node is typed (e.g. wild mana or a pillaged node) you can give yourself access to that type of mana be building a city directly on top of that node. This can give you access to mana types that you have not learnt the tech for. (e.g. you just have Knowledge of the Ether, or have not learned that particular type elemental/necromancy/divination/alteration/sorcery). The downside is you can’t change the mana type without getting the city destroyed (can dispel the present type, but no way to build a mana collector in a city to set the node to a typed node again)
===========================================================
Amerite Special Rules
===========================================================
School of Govanan
Affect arcane and normal units.
Add together the total number of manager resources you have, multiply by 3, this is the chance of a number built getting one free level 3 spell.
What spell you get is random chosen between the type of mana you have
3*death
1*fire
1*body
1*meta
18% chance of getting a spell
If you got a spell then 25% chance of death, 25% of fire, 25% of body, 25% of meta.
So more mana you have the better, but if you want to increase you chance of getting a specific spell have a few different types as possible.
----------------------
Mage guild
The Mage Guild works in the same way, with a
30 + ( 5 x mana count ) % chance of getting a level 1 spell
----------------------
Cave of Ancestors
Cave of Ancestors works in the same way, with a
20 + ( 5 x mana count ) % chance of getting a spell that may be level 1 or 2
Tip: Presently bugged, as it prevents the mage guild spell chance from working.
----------------------
If you are trying to get some your troops with additional spells, may be worth building lots of cheap warriors in a city with cave of ancestors and school of govanan.
If they get the spell you want, keep them (if city improvement spell may not even be worth upgrading them), if not mutate them. If it is a good mutation (possibly after dispels and curing) upgrade them to a useful unit type, or save them to merge into a flesh golem once you get a body 3 warrior or archmage.
----------------------
Apprentice Upgrades
One big special ability of the Amerites is they have a promotion that gives someone with channelling 1 the next level of channelling. This is designed to work with the Amerites ability to upgrade apprentices into ranger, spellsword, firebow or horse archer units.
If the apprentice learns the appropriate level 1 spells, buys the 'learn channelling 2' promo then immediately upgrades (might be able to buy promo after upgrade, not tested). Next turn the unit will gain the real channeling 2 promo, and it is now a melee/archer unit that can learn the level 2 versions of any level 1 spells it knows.
Spellswords can buy additional level 1 spell promos at any time, the other units can only buy the spell lines they had previously as apprentices or they are taught afterwards by Govanan.
The more promotions you spend on spells less you can spend on combat promotions to be careful to balance you xp spending.
Warning: If you buy the channelling 2 promo as an apprentice and do not upgrade, will lose it wasting a level up. Apprentices are not permitted to keep channelling 2.
If you have the necromancer trait, the upgraded units will be affected as they have channelling (+1 death combat, 5% chance a turn of becoming undead, free death 1 promo). Upside immune to fear, disease, wither, charm person, dominate, poison & death damage, +death combat, can learn the fear and cannibalize promotions. Downside if undead can't be taught further level 1 spells by Govanan, body promotions do not affect them (haste, regeneration). Managed carefully being undead mostly provides upsides, particularly if the enemy are using undead or poison heavy assassins against you.
Covers all arcane spells and abilities, including the master levels, based on Rise 1.22.2.
Written with a bit of an Amerite bias but most of it is applicable to any one using mages.
===========================================================
Rise Spell Guide
By Drayath - risespellguide@brightsoft.net
Updated to comments: Apr 15, 2010, 09:45 AM (page 1)
Feel free to us this as you will, though I'm not responsible for any mistakes that ends your 1000 year reign of power.....
===========================================================
General Magic
===========================================================
Mana Nodes
Quick recap on the rules for mana nodes
You only need access to one node of particular mana type (e.g. fire) to learn all levels of fire spells.
I.e. You need access to gain level 1 of fire, but to learn level 2 of fire only requires you have channelling 2 and fire 1. To learn level 3 you require channelling 3 and fire 2.
This means that if you have dispel (meta 2) you can cycle a few nodes between different types you your mages can learn more of them.
Note for Amerites what nodes you leave active is a bit more important as in addition to the passive bonuses (e.g. mind give +3% research speed per mind node) free spells your units get when built is based on the present set of mana you have (see sections below).
The benefits of multiple nodes of the same type:
- If you have units with affinities the get a bonus to strength (normally +1) per mana node of the appropiate type you have.
- All the passive bonuses are cumulative (e.g. 10 mind nodes would give you a total of +30% research speed)
- If you have 2 nodes any new built units that are allowed to learn level 1 spells of that type and have channelling 1 get the spell (e.g. mind 1) for free. (e.g. apprentice, mage, archmage, spellsword)
- If you have 3 nodes any new built units that are allowed to learn level 1 spells of that type and have channelling 2 get the spell (e.g. mind 1+2) for free. (e.g. mage, archmage, possibly spellsword)
- If you have 4 nodes any new built units that are allowed to learn level 1 spells of that type and have channelling 3 get the spell (e.g. mind 1+2+3) for free. (e.g. archmage)
The free spell bonuses also apply when upgrading units, so if you have a few mana nodes, with careful use of dispel you can give a few level 1 spells to an apprentice for free, swap the nodes, give a couple of level 1+2 spells when you upgrade to a wizard, swap the nodes upgrade to archmage and give 1 or 2 level 1+2+3 spells for free. With 4 nodes + palace mana that is an extra 10 spell promotions for free (+3 free you normally get, plus Govanan teaching or the missing level 1 spells). That is a lot of xp saved on making powerful archmages.
Most races get 3 mana nodes from their palace, plus one for each of the religion capital buildings (e.g. The one built by a Great Prophet if you are a religions founder). If going a magic heavy route, in can be worth the investment trying to found multiple religions just for the extra mana.
The wild mana options adds extra mana nodes to the world.
The larger the world the more mana nodes. Mana node count scales slower than world size (at least in the present Erbus continent map), though there are more nodes on a larger world they will still on average be spaced further apart)
Once you have build a particular type of mana collector on a mana node, the only way to change the mana type is by first casting dispel magic (meta 2) on it. With wild mana enabled some to all of the mana nodes in the world will already be typed, so you can only build that type of mana collector in it until it has been dispelled.
If a mana node is typed (e.g. wild mana or a pillaged node) you can give yourself access to that type of mana be building a city directly on top of that node. This can give you access to mana types that you have not learnt the tech for. (e.g. you just have Knowledge of the Ether, or have not learned that particular type elemental/necromancy/divination/alteration/sorcery). The downside is you can’t change the mana type without getting the city destroyed (can dispel the present type, but no way to build a mana collector in a city to set the node to a typed node again)
===========================================================
Amerite Special Rules
===========================================================
School of Govanan
Affect arcane and normal units.
Add together the total number of manager resources you have, multiply by 3, this is the chance of a number built getting one free level 3 spell.
What spell you get is random chosen between the type of mana you have
3*death
1*fire
1*body
1*meta
18% chance of getting a spell
If you got a spell then 25% chance of death, 25% of fire, 25% of body, 25% of meta.
So more mana you have the better, but if you want to increase you chance of getting a specific spell have a few different types as possible.
----------------------
Mage guild
The Mage Guild works in the same way, with a
30 + ( 5 x mana count ) % chance of getting a level 1 spell
----------------------
Cave of Ancestors
Cave of Ancestors works in the same way, with a
20 + ( 5 x mana count ) % chance of getting a spell that may be level 1 or 2
Tip: Presently bugged, as it prevents the mage guild spell chance from working.
----------------------
If you are trying to get some your troops with additional spells, may be worth building lots of cheap warriors in a city with cave of ancestors and school of govanan.
If they get the spell you want, keep them (if city improvement spell may not even be worth upgrading them), if not mutate them. If it is a good mutation (possibly after dispels and curing) upgrade them to a useful unit type, or save them to merge into a flesh golem once you get a body 3 warrior or archmage.
----------------------
Apprentice Upgrades
One big special ability of the Amerites is they have a promotion that gives someone with channelling 1 the next level of channelling. This is designed to work with the Amerites ability to upgrade apprentices into ranger, spellsword, firebow or horse archer units.
If the apprentice learns the appropriate level 1 spells, buys the 'learn channelling 2' promo then immediately upgrades (might be able to buy promo after upgrade, not tested). Next turn the unit will gain the real channeling 2 promo, and it is now a melee/archer unit that can learn the level 2 versions of any level 1 spells it knows.
Spellswords can buy additional level 1 spell promos at any time, the other units can only buy the spell lines they had previously as apprentices or they are taught afterwards by Govanan.
The more promotions you spend on spells less you can spend on combat promotions to be careful to balance you xp spending.
Warning: If you buy the channelling 2 promo as an apprentice and do not upgrade, will lose it wasting a level up. Apprentices are not permitted to keep channelling 2.
If you have the necromancer trait, the upgraded units will be affected as they have channelling (+1 death combat, 5% chance a turn of becoming undead, free death 1 promo). Upside immune to fear, disease, wither, charm person, dominate, poison & death damage, +death combat, can learn the fear and cannibalize promotions. Downside if undead can't be taught further level 1 spells by Govanan, body promotions do not affect them (haste, regeneration). Managed carefully being undead mostly provides upsides, particularly if the enemy are using undead or poison heavy assassins against you.