Armour
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Bolsters the defence characteristics of a friendly creature, enabling him to withstand greater amounts of damage than normal.
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Arrow
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A standard ranged attack that keeps on truckin’ until it hits an obstacle or, better still, a living creature!
This ability is available only to the Elven Archer and the Dark Elf.
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Disruption
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Used by the Dark Angel, this is a fearsome projectile of bubbling, flesh-disrupting energy.
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Drain
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Used by Vampires, this spell saps the enemy's lifeforce and strengthens your own. Drain removes a percentage of the target's health
and heals the caster by a proportionally similar amount.
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Fireball
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A ball of flame that inflicts fire damage on anything it hits. For use on single targets only.
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Firebomb
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A fireball that explodes on impact, damaging anything in the local vicinity.
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Freeze
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Freeze is a projectile that suspends enemies in place for a duration.
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Gas Cloud
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A toxic and potent combination of unholy vapours that causes damage to any enemy foolish enough to breathe it in.
The nauseous cloud slowly expands as it dissipates.
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Gas Missile
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A long range missile that explodes on impact and immediately emits a ripsnorting Fart.
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Grenade
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A small, handheld explosive device thrown in the direction of the target.
It explodes on impact with any damageable object except a wall, and affects creatures in its blast area.
If it fails to impact with a recognised target, it explodes at the extent of its range.
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Guided Bolt
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A magical arrow capable of locking onto and tracking its target. Although the Guided Bolt is flawlessly accurate,
it may fail to reach its target if hindered by a wall or other obstacle.
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Hailstorm
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Rain down icy terror on your target with a Hail Storm so powerful that it can rip smaller targets to shreds.
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Haste Creature
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Increases the overall speed of a friendly creature.
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Haste Self
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Available only to experienced Imps, Haste Self increases the overall speed of the caster.
Note: Your Imps cast this automatically. An Imp so blessed has blue-green streaks behind him.
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Heal Creature
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Cures wounds and restores the health of a friendly creature. Used by Support creatures to ensure that ailing front
line troops remain fighting fit.
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Invisible
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Renders the caster of the spell invisible, therefore allowing the caster to slip, undetected, past enemy troops,
free to commit all manner of dastardly deeds.
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Knives
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Sends a shower of razor-sharp knives hurtling towards your target.
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Lightning
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Harness Nature’s own electrical energy and unleash a ferocious bolt of lightning with which to fry your opponents.
This spell is only available to the Mistress and the Fairy.
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Raise Dead
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Temporarily transforms any humanoid corpses in the casting area into Skeletons. Once raised, these act as regular Skeletons,
fighting for whichever side has raised them. They fall back into a lifeless pile of bones as soon as their time limit runs out.
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Skeleton Army
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Similar to the Raise Dead spell but doesn't require dead bodies. When the spell is cast, up to three skeletons rise from the
ground to fight for the caster.
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Slow
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A cunning, web-like spell that reduces the target creature's speed, giving him or her a distinct disadvantage in combat.
If the creature is currently under the Haste Creature spell, slow nullifies its effects and returns the creature to
normal speed. Used by the Vampire.
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Spit
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A short range projectile attack of burning saliva. It causes all but the most fearless of creatures to wince in disgust,
then pain, as the noxious substance eats through their epidermis.
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Teleport
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Any Imp with this spell can teleport its way out of danger or to a job site. Most useful.
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Whirlwind
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Sends forth a spiraling wind of destruction which picks up any creatures in its path.
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