Air Sphere
+Summoning 2. Conjure Air Elemental
Body Sphere
+Sorcery 1. Haste- Gives every unit in the casters stack +1 movement for a turn.
+Sorcery 2. Regeneration- Increases the targets heal rate.
+Sorcery 3. Stoneskin- Makes the unit immune to the next 3 hits.
Summoning 1. (None)
Summoning 2. (None)
+Divine 1. (Runes, Overlords) Burning Blood- Allied living unit gains +40% strength, Blitz and +2 move and has a 50% chance of being killed at the end of the turn. Only effects living units. (Loki)
+Divine 2. (Runes, Overlords) Graft Flesh- Caster can kill 2 living units to make a Flesh Golem with all the promotions of both units. (Loki)
Chaos Sphere
+Sorcery 1. Dance of Blades- Units in the tile gain first strike
+Sorcery 2. Dispel Magic- Removes harmful effects from allied units and benificial effects from enemy units if it isn't resisted
+Sorcery 3. Rage- Target living unit becomes a Barbarian unit
+Summoning 1. Summon Chaos Marauder- 20% chance to become a barbarian unit instead of being unsummoned. (Corlindale)
+Summoning 2. Summon Pit Beast- Doesn't unsummon as long as it wins a battle every turn.
+Divine 1. (Overlords) Mutation- Randomly does some of the following to all living units in the casters tile:
[tab]Reduces strength by 1
[tab]Raises strength by 1
[tab]Raises strength by 2
[tab]Makes the Unit enraged
[tab]Makes the Unit crazed
[tab]Makes the Unit diseased
[tab]Makes the Unit vulnerable to fire
[tab]Makes the Unit resistent to magic
[tab]Makes the Unit able to regenerate
[tab]Makes the Unit withered
+Divine 2. (Overlords) Reversal of Fortune- Gives a bonus to target unit relative to strength difference between it and higher strength opponents
Death Sphere
+Sorcery 1. Raise Skeleton- Summons a Skeleton. A civ can only have 1 summoned skeletons per caster with this ability.
+Sorcery 2. Contagion- Does damage and disease to 50% of the units in the effected tile.
+Sorcery 3. Lichdom- Converts the caster into a Lich. A civ can only have 3 liches at once.
+Summoning 1. (Veil) Summon Nightmare- Has the Fear promotion. (Loki)
+Summoning 2. (Veil) Summon Wraith- Summons a Wraith, enervates opponents.
Divine 1. (none)
Divine 2. (none)
Dimensional Sphere
+Sorcery 1. Escape- Returns the unit to the capital
Earth Sphere
+Sorcery 1. Wall of Stone- Grants the city a temporary Wall building/Fortification improvement
+Sorcery 2. Rust- Melee units get a negative promotion that lasts until they return to a barracks, metal golems suffer damage. (Corlindale)
+Sorcery 3. Tremor- Moves all enemy units within 1 tile of the caster a tile away (resistable).
+Summoning 1. Summon Kikijub
+Summoning 2. Conjure Earth Elemental- Summons an Earth Elemental for 1 turn
+Divine 1. (Runes) Transmutation- Turns an owned Copper resource into a Gold resource or vise versa.
+Divine 2. (Runes) Earthquake- Destroys buildings and improvements
Enchantment Sphere
+Sorcery 1. Enchanted Blade- Grants the Enchanted Blade promotion to Melee units in the tile. It also removes the Rusted effect from any unit in the tile.
+Sorcery 2. Flaming Arrows- Grants the Flaming Arrows promotion to Archer units in the tile.
+Sorcery 3. Spellstaff- Grants the Spellstaff promotion to the caster, breaking a spellstaff renews the casters casting ability.
Summoning 1. (None)
Summoning 2. (None)
+Divine 1. (Runes) Spiritual Hammer- Grants the Spirtual Hammer promotion to disciple units in the tile.
+Divine 2. (Runes) Shield of Faith- Grants the Shield of Faith promotion to all units.
Entropy Sphere
+Sorcery 1. Wither- Negative healing promotion. (Corlindale) (resistable)
+Sorcery 2. Defile- Curses the tile, giving negative production and health effects.
+Sorcery 3. Enervation- Halves living victims experience points. (resistable)
+Summoning 1. (Veil) Summon Imp- Summons an Imp for 1 turn
+Summoning 2. (Veil) Summon Balrog- Summons a Balrog for 1 turn
+Divine 1. (Veil) Unholy Taint- Weakens the caster and increases the rate he gains xp.
+Divine 2. (Veil) Banish- Unit is transported to Hell (high chance to resist) (AI blocked)
Fire Sphere
+Sorcery 1. Scorch- Turns a plains tile into a desert
+Sorcery 2. Fireball- Summons a Fireball
+Sorcery 3. Meteor Swarm- Summon 3 Meteors
+Summoning 1. (Veil) Sand Lion- Summons a Sand Lion for 1 turn, can only be cast on a desert tile
+Summoning 2. (Veil) Conjure Fire Elemental- Summons a Fire Elemental for 1 turn
+Divine 1. (Order, Veil) Ring of Flames- Damages all units within 1 tile (direct damage does 115% damage to all units within 1 tile except the casters tile, -5% per level and per strength point)
+Divine 2. (Order, Veil) Pillar of Fire- Does damage to all units in a stack. Does bonus damage vs demons if cast by an order priest and bonus damage vs disciples if cast by an Ashen Veil priest.
Law Sphere
+Sorcery 1. Loyalty- grants the Loyalty promotion to all units in the same tile, units with Loyalty will die before they are converted to other civs.
+Sorcery 2. Valor- temporary promotion that grants the unit bonus experience when it successfully wins in combat
+Sorcery 3. Unyielding Order- immediatly stops all unrest in a city and boosts production
+Summoning 1. Summon Law Bringer- Can only attack evil civs units. (Loki)
+Summoning 2. Summon Host of the Einherjar- Doesnt unsummon as long as it wins a battle every turn.
+Divine 1. (Order) Restore City- Creates a city out of City Ruins.
+Divine 2. (Order) Righteous Cause- Can only be cast while in the radius of an enemy city. For each point of unhappiness a crusader is summoned. Caster dies. (Loki)
Life Sphere
+Sorcery 1. (Leaves) Sanctify- Removes fallout.
+Sorcery 2. (Leaves) Destroy Undead- Does damage to all of the ndead units in the effected tile.
+Sorcery 3. (Leaves) Ressurection- Ressurects the civilizations hero. Can only be cast on a life mana node and it consumes that node.
+Summoning 1. Summon Griffon- Summons a Griffon for one turn.
+Summoning 2. Summon Lifespark- Creates a unit that can be sacrificed to heal units in the same tile, and will heal defending units in its stack during combat.
+Divine 1. (Runes, Leaves, Order) Cure Disease- Removes the Diseased, Plagued and Withered promotion from all units in the same tile
+Divine 2. (Runes, Leaves, Order) Heal- Heals all units in the casters tile.
Mind Sphere
+Sorcery 1. Charm Person- Unit cannot attack caster or his allies. Spell has a 10% chance of wearing off every turn. (resistable)
+Sorcery 2. Inspiration- When cast in a city it temporarily boosts the research rate of that city.
+Sorcery 3. Domination- Allows control of target unit. If resisted the targeted units controler gains control of the caster.
Summoning 1. (None)
Summoning 2. (None)
+Divine 1. (Overlords) Floating Eye- conjures a magical eye that lets the caster explore the surrounding area
+Divine 2. (Overlords) Hideous Thoughts- Unit loses half its hit points and becomes enraged. Has a small chance to wear off every turn. (Loki)
Nature Sphere
+Sorcery 1. (Leaves) Treetop Defence- Grants units +2 first strikes while it is in a forest
+Sorcery 2. (Leaves) Summon Tiger- Summons a tiger (tiger can be caged at a carnival). A civ can only have 1 summoned tiger per caster with this ability at once.
+Sorcery 3. (Leaves) Vitalize the Land- Snow turns into Tundra, Tundra turns into Plains, Plains turns into Grass, Grass turns into Forest
+Summoning 1. Summon Guardian Vines- Summons an immobile defender.
+Summoning 2. Summon Treant- Can only be cast in a forest.
+Divine 1. (Leaves) Bloom- Creates a "starter" Forest
+Divine 2. (Leaves) Entangle- Chance to root every unit in the tile for 1 turn, can be resited.
Spirit Sphere
+Sorcery 1. Courage- Gives all units in the tile the Courage promotion, units with Courage improve the healing of units in the same tile and are immune to fear.
+Sorcery 2. Hope- When cast in a city it temporarily boosts culture output and happiness of that city. (Loki)
+Sorcery 3. Trust- Gives you a relationship boost with other civs, doesn’t stack. (Loki)
Summoning 1. (None)
Summoning 2. (None)
+Divine 1. (Order) Spirit Guide- When the unit dies it passes 25% of its XP and the Spirit Guide ability to a random allied unit in its tile.
+Divine 2. (Order) Bless- Applies the Bless promotion on all non-Demonic and non-Undead units in the same tile until their next combat
Water Sphere
+Sorcery 1. Spring- Turns desert tiles into plains.
+Sorcery 2. Walk on Water- Gives the caster the water walking promotion.
+Sorcery 3. Tsunami- Can only be cast against tiles bordering the ocean, damages units and destroys buildings and improvements. Has a small chance to convert that tile to a coast tile.
+Summoning 1. Summon Djinn- Djinns often start with the ability to cast spells.
+Summoning 2. Conjure Water Elemental- Summons a Water Elemental for 1 turn
Divine 1. (Overlords)
+Divine 2. (Overlords) Summon Kraken- A civ can have 1 Kraken for every unit that can cast this spell.
Other Abilities
[tab]Breathe Fire
[tab]Commander Join
[tab]Commander Split
[tab]Consume Soul
[tab]Convert City
[tab]Drown
[tab]Feast
[tab]Feed
[tab]Found Temple
[tab]Gift Vampirism
[tab]Inquisition- Removes all non-state religions from the city.
[tab]Peace- Allows Corlindale to declare peace between all civs and his owning civ.
[tab]Pirate Cove- Allows Lanun workers to create pirate coves.
[tab]Recruit- Allows Great Commanders and Donal Lugh to recruit new units in cities.
[tab]Repair- Allows dwarven enchanters to heal siege, naval and golem units.
[tab]Roar- Dragon ability that converts all Cult of the Dragon units around them.
[tab]Sacrifice- Allows a unit in a city with a Demons Altar to be sacrificed for research.
[tab]Spellstaff- Allows a unit to sacrifice his spellstaff to regain the ability to cast.
[tab]Train Dance of Blades- Allows Govannon to teach units to cast the Dance of Blades spell.
[tab]Train Escape- Allows Govannon to teach units to cast the Escape spell.
[tab]Train Haste- Allows Govannon to teach units to cast the Haste spell.
[tab]Train Maceman- Allows a Battlemaster to upgrade Axemen to Macemen away from cities.
[tab]Train Raise Skeleton- Allows Govannon to teach units to cast the Raise Skeleton spell.
[tab]Train Worg Rider- Allows a goblin on a wolf to upgrade to a Worg Rider for free.
+Summoning 2. Conjure Air Elemental
Body Sphere
+Sorcery 1. Haste- Gives every unit in the casters stack +1 movement for a turn.
+Sorcery 2. Regeneration- Increases the targets heal rate.
+Sorcery 3. Stoneskin- Makes the unit immune to the next 3 hits.
Summoning 1. (None)
Summoning 2. (None)
+Divine 1. (Runes, Overlords) Burning Blood- Allied living unit gains +40% strength, Blitz and +2 move and has a 50% chance of being killed at the end of the turn. Only effects living units. (Loki)
+Divine 2. (Runes, Overlords) Graft Flesh- Caster can kill 2 living units to make a Flesh Golem with all the promotions of both units. (Loki)
Chaos Sphere
+Sorcery 1. Dance of Blades- Units in the tile gain first strike
+Sorcery 2. Dispel Magic- Removes harmful effects from allied units and benificial effects from enemy units if it isn't resisted
+Sorcery 3. Rage- Target living unit becomes a Barbarian unit
+Summoning 1. Summon Chaos Marauder- 20% chance to become a barbarian unit instead of being unsummoned. (Corlindale)
+Summoning 2. Summon Pit Beast- Doesn't unsummon as long as it wins a battle every turn.
+Divine 1. (Overlords) Mutation- Randomly does some of the following to all living units in the casters tile:
[tab]Reduces strength by 1
[tab]Raises strength by 1
[tab]Raises strength by 2
[tab]Makes the Unit enraged
[tab]Makes the Unit crazed
[tab]Makes the Unit diseased
[tab]Makes the Unit vulnerable to fire
[tab]Makes the Unit resistent to magic
[tab]Makes the Unit able to regenerate
[tab]Makes the Unit withered
+Divine 2. (Overlords) Reversal of Fortune- Gives a bonus to target unit relative to strength difference between it and higher strength opponents
Death Sphere
+Sorcery 1. Raise Skeleton- Summons a Skeleton. A civ can only have 1 summoned skeletons per caster with this ability.
+Sorcery 2. Contagion- Does damage and disease to 50% of the units in the effected tile.
+Sorcery 3. Lichdom- Converts the caster into a Lich. A civ can only have 3 liches at once.
+Summoning 1. (Veil) Summon Nightmare- Has the Fear promotion. (Loki)
+Summoning 2. (Veil) Summon Wraith- Summons a Wraith, enervates opponents.
Divine 1. (none)
Divine 2. (none)
Dimensional Sphere
+Sorcery 1. Escape- Returns the unit to the capital
Earth Sphere
+Sorcery 1. Wall of Stone- Grants the city a temporary Wall building/Fortification improvement
+Sorcery 2. Rust- Melee units get a negative promotion that lasts until they return to a barracks, metal golems suffer damage. (Corlindale)
+Sorcery 3. Tremor- Moves all enemy units within 1 tile of the caster a tile away (resistable).
+Summoning 1. Summon Kikijub
+Summoning 2. Conjure Earth Elemental- Summons an Earth Elemental for 1 turn
+Divine 1. (Runes) Transmutation- Turns an owned Copper resource into a Gold resource or vise versa.
+Divine 2. (Runes) Earthquake- Destroys buildings and improvements
Enchantment Sphere
+Sorcery 1. Enchanted Blade- Grants the Enchanted Blade promotion to Melee units in the tile. It also removes the Rusted effect from any unit in the tile.
+Sorcery 2. Flaming Arrows- Grants the Flaming Arrows promotion to Archer units in the tile.
+Sorcery 3. Spellstaff- Grants the Spellstaff promotion to the caster, breaking a spellstaff renews the casters casting ability.
Summoning 1. (None)
Summoning 2. (None)
+Divine 1. (Runes) Spiritual Hammer- Grants the Spirtual Hammer promotion to disciple units in the tile.
+Divine 2. (Runes) Shield of Faith- Grants the Shield of Faith promotion to all units.
Entropy Sphere
+Sorcery 1. Wither- Negative healing promotion. (Corlindale) (resistable)
+Sorcery 2. Defile- Curses the tile, giving negative production and health effects.
+Sorcery 3. Enervation- Halves living victims experience points. (resistable)
+Summoning 1. (Veil) Summon Imp- Summons an Imp for 1 turn
+Summoning 2. (Veil) Summon Balrog- Summons a Balrog for 1 turn
+Divine 1. (Veil) Unholy Taint- Weakens the caster and increases the rate he gains xp.
+Divine 2. (Veil) Banish- Unit is transported to Hell (high chance to resist) (AI blocked)
Fire Sphere
+Sorcery 1. Scorch- Turns a plains tile into a desert
+Sorcery 2. Fireball- Summons a Fireball
+Sorcery 3. Meteor Swarm- Summon 3 Meteors
+Summoning 1. (Veil) Sand Lion- Summons a Sand Lion for 1 turn, can only be cast on a desert tile
+Summoning 2. (Veil) Conjure Fire Elemental- Summons a Fire Elemental for 1 turn
+Divine 1. (Order, Veil) Ring of Flames- Damages all units within 1 tile (direct damage does 115% damage to all units within 1 tile except the casters tile, -5% per level and per strength point)
+Divine 2. (Order, Veil) Pillar of Fire- Does damage to all units in a stack. Does bonus damage vs demons if cast by an order priest and bonus damage vs disciples if cast by an Ashen Veil priest.
Law Sphere
+Sorcery 1. Loyalty- grants the Loyalty promotion to all units in the same tile, units with Loyalty will die before they are converted to other civs.
+Sorcery 2. Valor- temporary promotion that grants the unit bonus experience when it successfully wins in combat
+Sorcery 3. Unyielding Order- immediatly stops all unrest in a city and boosts production
+Summoning 1. Summon Law Bringer- Can only attack evil civs units. (Loki)
+Summoning 2. Summon Host of the Einherjar- Doesnt unsummon as long as it wins a battle every turn.
+Divine 1. (Order) Restore City- Creates a city out of City Ruins.
+Divine 2. (Order) Righteous Cause- Can only be cast while in the radius of an enemy city. For each point of unhappiness a crusader is summoned. Caster dies. (Loki)
Life Sphere
+Sorcery 1. (Leaves) Sanctify- Removes fallout.
+Sorcery 2. (Leaves) Destroy Undead- Does damage to all of the ndead units in the effected tile.
+Sorcery 3. (Leaves) Ressurection- Ressurects the civilizations hero. Can only be cast on a life mana node and it consumes that node.
+Summoning 1. Summon Griffon- Summons a Griffon for one turn.
+Summoning 2. Summon Lifespark- Creates a unit that can be sacrificed to heal units in the same tile, and will heal defending units in its stack during combat.
+Divine 1. (Runes, Leaves, Order) Cure Disease- Removes the Diseased, Plagued and Withered promotion from all units in the same tile
+Divine 2. (Runes, Leaves, Order) Heal- Heals all units in the casters tile.
Mind Sphere
+Sorcery 1. Charm Person- Unit cannot attack caster or his allies. Spell has a 10% chance of wearing off every turn. (resistable)
+Sorcery 2. Inspiration- When cast in a city it temporarily boosts the research rate of that city.
+Sorcery 3. Domination- Allows control of target unit. If resisted the targeted units controler gains control of the caster.
Summoning 1. (None)
Summoning 2. (None)
+Divine 1. (Overlords) Floating Eye- conjures a magical eye that lets the caster explore the surrounding area
+Divine 2. (Overlords) Hideous Thoughts- Unit loses half its hit points and becomes enraged. Has a small chance to wear off every turn. (Loki)
Nature Sphere
+Sorcery 1. (Leaves) Treetop Defence- Grants units +2 first strikes while it is in a forest
+Sorcery 2. (Leaves) Summon Tiger- Summons a tiger (tiger can be caged at a carnival). A civ can only have 1 summoned tiger per caster with this ability at once.
+Sorcery 3. (Leaves) Vitalize the Land- Snow turns into Tundra, Tundra turns into Plains, Plains turns into Grass, Grass turns into Forest
+Summoning 1. Summon Guardian Vines- Summons an immobile defender.
+Summoning 2. Summon Treant- Can only be cast in a forest.
+Divine 1. (Leaves) Bloom- Creates a "starter" Forest
+Divine 2. (Leaves) Entangle- Chance to root every unit in the tile for 1 turn, can be resited.
Spirit Sphere
+Sorcery 1. Courage- Gives all units in the tile the Courage promotion, units with Courage improve the healing of units in the same tile and are immune to fear.
+Sorcery 2. Hope- When cast in a city it temporarily boosts culture output and happiness of that city. (Loki)
+Sorcery 3. Trust- Gives you a relationship boost with other civs, doesn’t stack. (Loki)
Summoning 1. (None)
Summoning 2. (None)
+Divine 1. (Order) Spirit Guide- When the unit dies it passes 25% of its XP and the Spirit Guide ability to a random allied unit in its tile.
+Divine 2. (Order) Bless- Applies the Bless promotion on all non-Demonic and non-Undead units in the same tile until their next combat
Water Sphere
+Sorcery 1. Spring- Turns desert tiles into plains.
+Sorcery 2. Walk on Water- Gives the caster the water walking promotion.
+Sorcery 3. Tsunami- Can only be cast against tiles bordering the ocean, damages units and destroys buildings and improvements. Has a small chance to convert that tile to a coast tile.
+Summoning 1. Summon Djinn- Djinns often start with the ability to cast spells.
+Summoning 2. Conjure Water Elemental- Summons a Water Elemental for 1 turn
Divine 1. (Overlords)
+Divine 2. (Overlords) Summon Kraken- A civ can have 1 Kraken for every unit that can cast this spell.
Other Abilities
[tab]Breathe Fire
[tab]Commander Join
[tab]Commander Split
[tab]Consume Soul
[tab]Convert City
[tab]Drown
[tab]Feast
[tab]Feed
[tab]Found Temple
[tab]Gift Vampirism
[tab]Inquisition- Removes all non-state religions from the city.
[tab]Peace- Allows Corlindale to declare peace between all civs and his owning civ.
[tab]Pirate Cove- Allows Lanun workers to create pirate coves.
[tab]Recruit- Allows Great Commanders and Donal Lugh to recruit new units in cities.
[tab]Repair- Allows dwarven enchanters to heal siege, naval and golem units.
[tab]Roar- Dragon ability that converts all Cult of the Dragon units around them.
[tab]Sacrifice- Allows a unit in a city with a Demons Altar to be sacrificed for research.
[tab]Spellstaff- Allows a unit to sacrifice his spellstaff to regain the ability to cast.
[tab]Train Dance of Blades- Allows Govannon to teach units to cast the Dance of Blades spell.
[tab]Train Escape- Allows Govannon to teach units to cast the Escape spell.
[tab]Train Haste- Allows Govannon to teach units to cast the Haste spell.
[tab]Train Maceman- Allows a Battlemaster to upgrade Axemen to Macemen away from cities.
[tab]Train Raise Skeleton- Allows Govannon to teach units to cast the Raise Skeleton spell.
[tab]Train Worg Rider- Allows a goblin on a wolf to upgrade to a Worg Rider for free.