In Fallen Enchantress magic comes in different varieties;
- Mage Spells, the spells gained by a Hero that has chosen the Mage profession upon reaching level 2
- Spells that can be learnt through research
- Inherent Spells that are available due to a civilizations traits
- Skills that can be learnt by champions upon leveling and picking perks
Spells also come under two classifications, Strategic and Tactical. Strategic spells are for use outside of combat to give either a strategic boost to the players armies or cities, or to make setbacks for the opponents armies and cities. Tactical Spells are primarily for use in combat, and they give as the name suggest a tactical boost, this can either be through buffing or healing allies, to debuffing or damaging enemies.
| Spell | Type | Description | Mana Cost | Stamina Cost | Requirements | Symbol |
|---|---|---|---|---|---|---|
| Aid | Tactical | Heals target unit by 8 (+2 per life shard) | 8 | - | Life Adept | |
| Alchemy | Strategic | Convert 100 mana into 100 gildar | 100 | - | Quest reward | |
| Anointed by Fire | Strategic | Allows the targeted Champion to be able to cast Fireball | 50* | - | - | |
| Antipathy | Strategic | Increases Unrest in the target city by 10% | 30* | - | - | |
| Arcane Bond | Tactical | Gain 3 Stamina | 6 | - | Arcane Bond[1] | |
| Arcane Forge | Strategic | Adds +1 Material per Essence to the city | 100 | - | - | |
| Arcane Monolith | Strategic | Creates an Arcane Monolith on the map which extends your Zone of Control | 50 | - | - | |
| Arcane Veil | Tactical | This unit resists all spells | - | - | Arcane Veil[2] | |
| Aura of Grace | Strategic | All units trained in this city are +1 Initiative per Essence | 40 | - | Air Disciple | |
| Aura of Might | Strategic | All units trained in this city are +1 Defense per Essence | 40 | - | Earth Apprentice | |
| Aura of Vitality | Strategic | All units trained in this city are +1 Hit Points per Essence | 40 | - | Life Disciple | |
| Barbs | Tactical | Does 16 damage to the caster and the target | 8 | - | - | |
| Battle Cry | Tactical | All units in your Army get to act immediately | - | 7 | - | |
| Beguile | Tactical | Victim has a 50% chance to swing at a random unit in melee instead of his target | - | 3 | - | |
| Berserk | Tactical | +2 to Attack and Initiative but the unit will attack enemies without player directions. Berserk units never cast spells | - | - | - | |
| Birth of Summer | Strategic | Revive the land and create a new city site | 200 | - | - | |
| Blade Rush | Tactical | Rush through enemies in a straight line, dealing damage equal to your attack to any in your way | - | 3 | - | |
| Bless City | Strategic | Reduces Unrest in the target city by 25% | 250 | - | - | |
| Blessing of Restoration | Strategic | Allows the targeted Champion to be able to cast Heal | 50* | - | - | |
| Blight | Strategic | All players lose 50% of their population | 400 | - | - | |
| Blinding Light | Tactical | Enemies within 1 tile suffer a -25% to Accuracy for 5 turns, unless they resist | - | - | - | |
| Blindness | Tactical | Target enemy is stricken blind, resulting in a 25% penalty to Accuracy and Dodge unless they resist | 12 | - | Death Disciple | |
| Blizzard | Tactical | Units take 16 (+2 per water shard) per member | 40 | - | Water Master | |
| Blood Curse | Strategic | Target city sacrifices half its citizens. The caster recieves a hit point for each citizen sacrificed. The caster no longer heals naturally. Only the sovereign can cast this spell | 30 | - | - | |
| Blood Rage | Strategic | Permanently improves the targets Attack by 1. Can be cast multiple times on the same unit | 100 | - | Death Archmage | |
| Blood Sigil | Strategic | Berserks all defending units and Withers all attacking units | 30 | - | Death Mage | |
| Bloom of Twilight | Strategic | Revive the land | 200 | - | - | |
| Broken Loyalties | Strategic | Take control of target city | 0[3] | - | - | |
| Burning Blade | Strategic | Enchanted champion's weapon does +2 (+1 per fire shard) fire damage | 10* | - | Fire Disciple | |
| Burning Hands | Tactical | 3 adjacent enemies are blasted with heat, taking 8 (+2 per fire shard) in fire damage | 10 | - | Fire Apprentice | |
| Call Lightning | Tactical | Creates a lightning storm which does up 36 lightning damage to all enemy units within the area of effect | 48 | - | - | |
| Call of the Titans | Strategic | All unstationed units will be teleported to the selected tile | 50 | - | - | |
| Call Slag | Tactical | Summons a Slag or the smaller River Slag | - | - | - | |
| Call to Arms | Strategic | First unit in the queue is instantly trained | 80 | - | Life Master | |
| Candlecloak | Tactical | Wreathes all your units in flames, doing 3 fire damage to anyone who attacks them | 30 | - | - | |
| Celerity | Strategic | Permanently improves the targets Initiative by 1. Can be cast multiple times on the same unit, but requires a lot of mana | 250 | - | Air Archmage | |
| Chaos | Tactical | Does a random effect to target enemy unit unless they resist | 12 | - | Water Disciple | |
| Choking Breath | Tactical | Does 10 poison damage and Blinds enemies in range, unless they resist | - | - | - | |
| Cloak of Fear | Tactical | Enemies must make a spell resistance check before they can attack the caster for the next 5 turns | 35 | - | - | |
| Cloak of Thorns | Strategic | 25% of the damage done to the target is reflected back on his attacker | 35* | - | Abjuration[4] | |
| Cloud Walk | Strategic | Teleports the caster, and their army, to a tile in friendly territory | 80 | - | Air Master | |
| Coal Stones | Tactical | Lances of fire strike all enemy units for double the caster's level in fire damage | - | - | - | |
| Command | Tactical | Target unit takes its next turn immediately | - | 3 | Command[5] | |
| Confusion | Tactical | All enemies have a 50% chance to swing at a random unit in melee instead of their target, unless they resist | 40 | - | - | |
| Consume | Strategic | Destroy a shard in your territory to gain 200 mana | - | - | - | |
| Consume Spirit | Tactical | Target unit takes double the caster's level in damage. If this kills the target the caster gains 40 mana | - | - | Gallowman (Empire hero at 200 fame). Sovereign can acquire by casting steal spirit. | |
| Contagion | Tactical | All enemy units take 2 poison damage (+1 per death shard) per turn for 10 turns, unless they resist | 18 | - | - | |
| Corruption | Strategic | Transforms a shard in your empire into a Death shard | 50 | - | - | |
| Counterspell | Tactical | Disrupts a spell an enemy unit is casting unless they resist | 16 | - | Mage | |
| Courage | Strategic | Instills legendary hope in the champion, giving them a bonus of 3 (+1 per life shard) to spell resistance and hit points | 8* | - | Life Apprentice | |
| Crusade | Strategic | All trained units gain 1 level | 340 | - | Life Archmage | |
| Crushing Blow | Tactical | Launch an Attack with a bonus of +1 per Stamina | - | 3 | Crushing Blow | |
| Cull the Weak | Tactical | Sacrifice a unit to heal the caster 20 and gain 20 mana | - | - | - | |
| Cure Plague | Strategic | Cure the Plague | 500 | - | - | |
| Curgen's Volcano | Strategic | Raises a volcano in the midst of your enemies. The volcano destroys resources, improvements and even cities on the land it targets | 1200 | - | - | |
| Curse | Tactical | Target has no Defense for 3 turns unless they resist | 12 | - | Death Apprentice | |
| Curse City | Strategic | Increases Unrest in the target city by 25% | 250 | - | - | |
| Cursed Bell | Tactical | All units, allied and enemy, lose their next turn unless they resist | - | - | - | |
| Death Lash | Tactical | +3 to Attack and Initiative, but the unit is killed at the end of combat. This spell can only be cast on Trained Units | 5 | - | - | |
| Death Ward | Strategic | If this unit is killed in battle they are resurrected with half their hit points. This resurrection removes this enchantment | 50* | - | Life Archmage | |
| Defiled Benediction | Strategic | Allows the targeted Champion to be able to Drain Life | 50* | - | - | |
| Delin's Breath | Tactical | Delin's Breath summons a fireball that shoots at all enemies. These fireballs do 18 (+4 per fire shard) fire damage to all units within a 1 tile radius | - | - | - | |
| Despair | Tactical | Transfers 3 hit points per level from all enemies to the caster | - | - | - | |
| Destiny's Gift | Strategic | Target Champion gets a random increase in their base stats | 150 | - | - | |
| Destiny's Insight | Strategic | Target Champion receives a glimpse of mystical knowledge, increasing their experience by 25 | 200 | - | - | |
| Diamondskin | Tactical | Unit is immune to physical damage for 3 turns | 90 | - | Earth Master | |
| Dirge of Ceresa | Tactical | Enemies take 3 (+1 per death shard) poison damage per turn for 10 turns, unless they resist | 64 | - | - | |
| Dispel Enchantment | Strategic | Dispels a random enemy enchantment on target city | 90 | - | - | |
| Domination | Tactical | Take control of enemy unit unless they resist | - | - | - | |
| Drain Life | Tactical | Transfers 12 Hit Points (+2 per death shard) from enemy unit to the caster | 28 | - | Death Mage | |
| Earthquake | Strategic | Destroys random city improvements, resets the production queue and halves the population of the targeted city | 300 | - | Earth Archmage | |
| Elegy | Tactical | Do 3 damage per level to all adjacent enemies | 30 | - | - | |
| Enchanted Hammers | Strategic | Adds +1 Material to the city | 10 | - | Earth Apprentice | |
| Escape | Tactical | All units flee from the battlefield | 30 | - | - | |
| Evade | Strategic | Target unit gets +6 to Dodge (+2 per air shard) | 10* | - | Air Apprentice | |
| Eyes of the Eagle | Strategic | Reveals all areas within 6 tiles of the caster | 12 | - | - | |
| Falling Star | Strategic | Does 18 fire damage (+3 per air and fire shard) to all armies within 1 tile of the impact point | 150 | - | - | |
| Feed | Tactical | Do 3 damage to an adjacent ally and heals the caster 12 | 4 | - | - | |
| Feedback | Tactical | Disrupts a spell a unit is casting and does 6 fire (+3 per fire shard) unless they resist | 24 | - | Fire Mage | |
| Fervor | Tactical | Take 3 free attacks | - | 7 | - | |
| Fireball | Tactical | Fireball does 18 (+4 per fire shard) fire damage to units within a 1 tile radius | 50 | - | Fire Mage | |
| Firestorm | Strategic | All units in target army take 8 fire damage (+2 per fire shard), Firestorm leaves a fire raging in the affected tile for 10 turns | 200 | - | Fire Archmage | |
| First Aid | Tactical | Heals target unit by 2 per level of the caster | - | 3 | First Aid | |
| Flame Dart | Tactical | A fiery dart strikes for double the caster's level (+2 per fire shard) in fire damage | 24 | - | Fire Disciple | |
| Flame Wave | Tactical | Brings forth a wave of flame that causes 8 (+2 per fire shard) fire damage to all enemy units | 40 | - | Fire Archmage | |
| Focus | Tactical | The caster gets +25% Attack and spell damage for the rest of the battle | 4 | - | Fire Mage | |
| Fracture | Tactical | Target unit loses 25% of his Hit Points and Defense unless they resist | 30 | - | Earth Master | |
| Freeze | Strategic | Target enemy army is -2 Initiative (-1 per water shard) and immobilized for 3 seasons (including current season). Must be cast in your territory | 15 | - | Water Disciple |
References[]
fdsaf










































