- Do NOT use SpellTable or SpellRow templates; all formatting is handled in Lua.
- Do NOT use SpellTable or SpellRow templates; all formatting is handled in Lua.
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|-|Neutral=
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[[File:Global Spells Tutorial.png|thumb|none]]
Firstly - neutral spells require your hero to be at certain level to use them. Level 1, 3, 6, 9 & 12 for tier 1, 2, 3, 4 & 5 respectively.
Unlocking and leveling them up is done differently to other spells. Neutral spells automatically upgrade based on a "points" system. You gain points by doing the following actions:
Places up to 2 invisible traps. When stepped on, a trap triggers, dealing Pure Damage to the creature on it and adjacent ones. The Damage equals 100% of 1 unit's max HP. The trap disappears after triggering. Duration: [1 + 1 per 4 hero's Spellpower] round(s).
Summons a copy of target friendly creature. It deals -75% damage and takes + 300% damage. Cannot use special abilities. Duration [1 + 1 per every 5 hero's Spellpower] round(s).
Deals [10 + 5 x hero' Spellpower]% of target enemy creature's maximum HP as Magic Damage. The next 'Guillotine' on the same target deals + 100% damage. This effect is stackable.
Base Damage: 10% > 20%.
Damage per Spellpower: 5% > 10% HP.
Kills target enemy creature if its stack size is lower than or equal to 25% of its original number.
Places up to 2 invisible traps. A ground creature that steps into the trap is halted and ends its turn if the trapped hex was not their final destination. After triggering, the trap disappears. Duration: [1 + 1 per every 6 hero's Spellpower] round(s).
+ 1 speed and initiative to all friendly creatures and -1 speed and initiative to all enemy creatures. Duration [1 + 1 per every 6 hero's Spellpower] round(s).
Base duration of effect: 1 > 2.
23 > 19
Dispels all negative movement-restricting effects from friendly creatures and all movement-enhancing effects from enemy creatures.
Deals [80 + 15 x hero's Spellpower] Magic Damage to all creatures on the target hex and up to 2 hewes away in every direction. Pulls the furthest affected targets towards the center if possible.
All enemies within 2 hexes from the target friendly creature are forced to attack it. Each instance of Damage makes the effect last 1 round shorter. Duration [ 1 + 1 per every 4 hero's Spellpower ] round(s).
Target friendly creature deals + 50 pure bonus damage and heals for the same amount of HP. Does not revive fallen units. Duration [ 1 + 1 per every 5 hero's Spellpower ] round(s). Healing Does not affect undead, embodiments, or constructs.
Bonus damage: 50 > 100
Affects all friendly creatures.
Bonus damage instantly destroys summoned and temporary units.
Reveals 5 squares around the selected space on the global map, that is no further than [2 x hero's Sight] square(s) away from the hero. 1 times per day.
Target friendly creature cannot have less than 20% of their current units. Taking Damage reduces the duration of the effect by 1 round(s). Duration: 2 rounds.
Curses the target enemy. Cursed target takes [6 x hero's Spellpower] Pure Damage at the start of its turn. This effect is stackable. Duration: [1 + 1 per every 3 hero's Spellpower] round(s). Does not affect Magic Creatures, Undead and Constructs
Target enemy cannot restore HP. This effect remains after the target’s death. Duration: [1 + 1 per every 4 hero's Spellpower] round(s). Does not affect Embodiments
Target enemy falls asleep and cannot take any actions. Dispelled upon taking Damage. After awakening, the target cannot fall asleep again until the end of the battle. Duration: 1 round(s). Does not affect Hive Spawns, Undead, Embodiments and Constructs.
Base effect’s duration: 1 > 2.
Base effect’s duration: 2 > 3.
Base effect’s duration: 3 > 4. Taking Damage does nnot dispel effect but reduces the duration of the effect by 2 rounds.
Marks the target enemy. Whenever the Marked target performs any action, it takes [200 + 20 x hero's Spellpower] Magic Damage. Duration: [1 + 1 per every 6 hero's Spellpower] round(s).
Base Damage: 200 > 300
Damage per Spellpower: 20 > 25.
Marked target additionally gets –1 Speed and Initiative whenever it performs any action. This effect is stackable and active while the target is Marked.
Increases the number of units in the target friendly stack by [15% + 0.5% x hero's Spellpower]%. These units are temporary and cannot exceed 100% of normal units in the stack.
Target enemy will die after taking any Damage if its stack size is lower than or equal to 20% of its original number. Duration: [1 + 1 per every 6 hero's Spellpower] round(s).
Deals [75 + 10 x hero's Spellpower] Magic Damage to the target enemy and reduces their Initiative by 2. Duration: 2 round(s). Does not affect Aqualotls.
Deals [100 + 15 x hero's Spellpower] Damage to defensive structures. Also deals [15 x hero's Spellpower] normal Damage to all creatures within castle walls.
A barrage of rocks falls from the sky, dealing [50 + 10 x hero's Spellpower] Magic Damage to the target enemy. All adjacent empty hexes are filled with rock obstacles. An obstacle is destroyed upon taking 1 hits from attacks. Duration: 1 round(s). Does not affect Iriyads.
Makes 2 hexes burn. A ground creature that steps onto a burning hex takes [60 + 10 x hero's Spellpower] Magic Damage. Duration: 2 round(s). Does not affect Phoenixes.
A blast of ice shards and chill wind erupts, dealing [75 + 10 x hero's Spellpower] Magic Damage to all creatures adjacent to target hex. All enemies hit are pushed away from the center if possible. Does not affect Aqualotls.
Damage per Spellpower: 10 > 15.
Initiative of all affected enemies decreases by 2.
The target becomes immune to spells and abilities of tier 3 and lower. This effect cannot be dispelled. If the target is a summoned creature or a stack with temporary units, those are destroyed. Duration: 2 round(s).
Deals [100 + 15 x hero's Spellpower] Magic Damage to the target enemy. Then jumps to a random target within 2 hexes. Deals –50% Damage with each jump. Does not affect Qilins.
A primal rage infuses a target friendly creature, granting them double strike and making them deal and take + 10% Damage. Duration: [1 + 1 per every 6 hero's Spellpower] round(s).
ALL creatures on the battlefield take [100 + 15 x hero's Spellpower] Magic Damage. All life must come to an end, but sometimes such destruction begets a birth of a phoenix. Does not affect Phoenixes.
Summons a stack of [2 + 1 x hero's Spellpower] Primal Remnants. It disappears at the end of the battle.
Summon radius: 1 > 2.
Summoned stack can use Active abilities.
Spellpower multiplier: 1 > 2.
Firstly - neutral spells require your hero to be at certain level to use them. Level 1, 3, 6, 9 & 12 for tier 1, 2, 3, 4 & 5 respectively.
Unlocking and leveling them up is done differently to other spells. Neutral spells automatically upgrade based on a "points" system. You gain points by doing the following actions:
Unlocking a normal spell (1 point).
Leveling up a normal spell (1 point).
Constructing a building (2 points).
Building a Mage guild (6 points - per mage guild)
Summons an Avatar. It has [50 + 20 x hero's Spellpower] HP and deals [5 + 4 x hero's Spellpower] Damage, he also gains Attack and Defence to the extent of the hero’s Spellpower and Knowledge. Can only have one allied Avatar at a time.
10 > 20 HP: [50 + 30 x hero's Spellpower]; Damage: [5 + 8 x hero's Spellpower].
20 > 30 HP: [50 + 40 x hero's Spellpower]; Damage: [5 + 12 x hero's Spellpower].
Creates a portal until the end of the day, allowing any hero to travel through it. Entry is from any free adjacent space, and exit is to any free space within 6 square(s) of the hero. Can be used 1 time(s) per day. The hero must be at least level 6