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Wizard Spellbook

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Spells (Level 0-9)

     Each spellcaster may cast one spell per turn. Casting a spell counts towards your
     kingdom's influence order limitation. Spells not properly completed or fail to meet
     certain criteria in their description are miscast and have no effect. Spells that are
     designated as "Intrinsic" means that they are automatically cast to have effect. There is
     no need to issue a command to activate an Intrisinc spell. Spells designated as "Regional"
     represents that the spell will affect the entire region that the wizard's group is located
     in at the time of the casting. Order execution is important so compare the spell number to
     the order number that moves your group to verify if you wish to cast the spell before or
     after you relocate from the area. 


      Name:    Presence
Spell #:  0

      This is not a spell, but rather a bonus which accrues to all third level spellcasters
      and above, significantly increasing their combat abilities. This bonus increases in
      proportion to the wizard's power. Wizards of this power and beyond can cast any of
      their available spells which may aid their group's offensive and defensive
      capabilities or assist their kingdom in other ways. {A power-4 presence is roughly
      equal to a power-2 Lightning Strike and Shield.}


      Name:    Instant Self Teleport
Spell #:  71

      This spell allows a high-level wizard to teleport himself to another group of his
      kingdom before a battle ensues, thus allowing his powers of presence to favorably
      effect an eminent combat with the new group or avoid the perils of combat with his
      existing group. The spellcaster may not cast another spell in conjunction with this
      spell, however. There is no distance or area restrictions with this spell, however
      the target group cannot already contain 3 wizards.


      Name:    Self Invisible
Spell #:  73

      This spell allows the spellcaster to become invisible, thereby protecting himself
      from the hazards of battle. The protection lasts throughout the turn for all battles
      against multiple groups and/or popcenters. This spell will prevent the wizard from
      dying during combat. The wizard is still vulnerable however, to other lethal factors
      such as the Kill Leader/Wizard spell. This Self Invisible spell is the only one
      capable of providing lasting protection for the wizard from multiple groups and
      popcenter battles that may occur on the same turn.


      Name:    Lightning Attack
Spell #:  75

      The lightning attack is the most commonly known offensive battle spell. The spell
      sends dozens of lightning bolts screaming through enemy formations. The base power of
      the attack is dependent upon spellcaster power: 1000 points per level. Your group
      must battle the target group for the spell to be effective. This is a singular spell
      so only one may be cast from a group to the same target (pc or group). Since this
      spell executes before dispel magic (Order #77), lightning attack is the only combat
      spell that cannot be dispelled.


      Name:    Dispel Magic
Spell #:  77

      This spell is directed against a group containing spellcasters in the same area as
      the casting wizard's group. This spell has a 100% chance of dispelling a battle spell
      of an equal or lessor level wizard, less 25% per level disparity when attempting to
      dispel incantations of a higher level spellcaster. You may optionally list the lowest
      spell # you wish to dispel (e.g., 98). Your group need not engage in combat to use
      this spell. Spells that are possible to dispel are: Destroy Undead, Wind Storm, Flash
      Flood, Protect Heroes and Wizards, Stun Leader, Kill Leader or Wizard, Crack the Sky,
      Wall of Flame, Shield, Guarded Attack, Firestrike, Tornado, Earthquake, Ice Torrent,
      Chain Lightning, Prismatic Rays, Incendiary Cloud, Disintegrate, Chaos, Fear, Valor,
      and Ancient Intervention (Ancient Ones kingdom ability).


      Name:    Power Word Stun
Spell #:  79

      The wizard casting this spell seeks to render all of the opposing group's leaders
      ineffective for the duration of a battle. Your group must engage the target group in
      combat for this spell to be effective. Base chance of success is 100% * difference in
      level of ability (general considered equal to power-2 wizard for this purpose). A
      power-1 wizard has a 33% {100%*(1/3)} of stunning a marshal. The Protect Heroes and
      Wizards spell is only 50% effective in preventing this spell from affecting its
      leaders (the lower Stun Leader spell is fully blocked by the Protect spell). A
      successfully cast Dispel Magic will counter this spell as well.


      Name:    Ice Torrent
Spell #:  80

      Ice Torrent causes a blizzard of ice shards to tear through the enemy. The power of
      the attack is dependent upon spellcaster power: 3000 points per level. Your group
      must battle the target group for the spell to be effective. This is a singular spell
      so only one may be cast from a group to the same target (pc or group).


      Name:    Chain Lightning
Spell #:  81

      Chain Lightning causes widespread upon the enemy with a lattice of intertwining
      lightning arcs. The power of the attack is dependent upon spellcaster power: 3500
      points per level. Your group must battle the target group for the spell to be
      effective. This is a singular spell so only one may be cast from a group to the same
      target (pc or group).


      Name:    Prismatic Rays
Spell #:  82

      Prismatic Rays sends a colorful array of dazzling rays upon the enemy. The power of
      the attack is dependent upon spellcaster power: 4000 points per level. Your group
      must battle the target group for the spell to be effective. This is a singular spell
      so only one may be cast from a group to the same target (pc or group).


      Name:    Incendiary Cloud
Spell #:  83

      Incendiary Cloud is a dense vapor cloud that billows forth among the enemy's forces
      and then magically ignites causing disastrous burns and trauma. The power of the
      attack is dependent upon spellcaster power: 4500 points per level. Your group must
      battle the target group for the spell to be effective. This is a singular spell so
      only one may be cast from a group to the same target (pc or group). Damage from this
      spell is doubled during an Ice Age game.


      Name:    Disintegrate
Spell #:  84

      Disintegrate instantly destroys the enemy into a powdered dust. The power of the
      attack is dependent upon spellcaster power: 5000 points per level. Your group must
      battle the target group for the spell to be effective. This is a singular spell so
      only one may be cast from a group to the same target (pc or group).


      Name:    Arcane Disjunction
Spell #:  85

      Casting the powerful Arcane Disjunction spell temporarily drains all weapon artifacts
      and equipped items (e.g., improved armor/weapons, mithril armor/weapons, vorpal
      blades, slings of accuracy, etc.) of their effects during a battle. This is a
      widespread, expanding effect that radiates from the wizard and affects both sides of
      the battlefield, so care must be considered when casting this powerful dispel effect.
      The Arcane Disjunction will not only affect the item's combat bonuses (i.e., Sword of
      Alvinitar's 15% combat bonus), but also disables any of the item's special effects
      from occurring (e.g., Rod of Fire's pwr-2 Firestrike spell). No spell is more
      powerful in preventing an opposing group's multiple artifacts/equipments being used
      against your group.


      Name:    Destroy Undead
Spell #:  87

      The clerical spell caster destroys 1 brigade per power level above two, targeting
      skeletons first, then zombies, then ghouls prior to combat beginning. The wizard's
      group must have combat with the target group, although the spell results are put in
      effect before the combat begins. This spell has no effect on undead figures (wraith,
      lich, nazgul). This is a singular spell so only one may be cast from a group to the
      same target.


      Name:    Instant Summon Phantasmal Forces
Spell #:  88

      This is a pre-battle group spell that summons an illusionary brigade per two wizard
      levels (rounded up) so a pwr-7 wizard will create 4 phantasmal force brigades for the
      duration of the turn or until killed in battle. Maximum 5 phantasmal force brigades
      per group and may be summoned in any terrain. They do not consume food or gold. All
      phantasmal force brigades are destroyed at the end of turn.


      Name:    Wind Storm
Spell #:  89

      The conjurer calls to the heavens and a gale force wind sweeps across the
      battlefield, disrupting missile phases in that enemy long and short range archery is
      reduced 25% while friendly is only reduced 10%. This spell may be cast against
      population centers.


      Name:    Flash Flood
Spell #:  90

      The wizard glowers intently at the nearby river and suddenly a flash flood consumes
      the battlefield. Reduces the Charge phase for the enemy by 75% while friendly is only
      reduced 37.5%. Not possible in mountains or desert. Flying groups (like dragons) are
      immune to the effects of this spell. This spell has no effect against population
      centers.


      Name:    Instant Summon Phantoms
Spell #:  93

      The summoner calls upon the nether region to lend its fighting spirits to battle.
      This is a pre-battle group spell that summons a brigade per two wizard levels
      (rounded up) so a pwr-7 wizard will create 4 phantom brigades for the duration of the
      turn or until killed in battle. Maximum 5 phantom brigades per group and may be
      summoned in any terrain. They do not consume food or gold. All phantom brigades are
      destroyed at the end of turn.


      Name:    Protect Heroes and Wizards
Spell #:  94

      By casting this spell, the wizard seeks to protect all heroes and wizards of his
      group from the black magics of a particular opposing group's spellcasters. It acts as
      a counterspell to Stun Leader and Kill Leader/Wizard spells. It will not protect the
      group's figures from dying in combat (in those cases, cast Self Invisible, Guarded
      Attack, or Shield which reduces the chance of dying). This spell is always
      successful, but is only effective against one group and may only be cast upon the
      group in which the wizard is located. It protects all the group's leaders and
      wizards, even against multiple attacks by the same opposing group unless dispelled.


      Name:    Stun Leader
Spell #:  95

      The wizard casting this spell seeks to render the opposing commander (highest ranking
      only) ineffective for the duration of a battle. Multiple castings of this spell will
      not affect the other leaders in the group. Your group must engage the target group in
      combat for this spell to be effective. Base chance of success is 100% * difference in
      level of ability (general considered equal to power-2 wizard for this purpose). A
      power-1 wizard has a 33% {100%*(1/3)} of stunning a marshal. This spell may be
      countered by the Protect Heroes and Wizards spell.


      Name:    Kill Leader/Wizard
Spell #:  96

      The wizard casting this spell seeks to slay a particular opposing hero or
      spellcaster. The base chance of success is 50% * difference in level of ability
      (general considered equal to a power-2 wizard for this purpose). A power-1 wizard
      has a 16.3% {50%*(1/3)} of slaying a marshal and a power-6 has a 75% chance of
      killing a power-4, and a power-3 has a 30% chance of killing a power-5. Your group
      need not have combat for this spell; but must be in the same location as the group
      containing the figure you desire to slay. Group casting this spell must contain at
      least one brigade of troops. This spell may be countered by the Protect Heroes and
      Wizards spell. This spell may kill undead figures (wraith, lich, nazgul).


      Name:    Crack The Sky
Spell #:  97

      This is an awesome spell for an archmage where the sky itself seems to develop a
      fissure, causing fear, and tornado emanates from it. The resulting confusion has the
      same result as a Chaos spell. This spell may be cast against a population center
      though only the fear and tornado aspect are considered for the battle.


      Name:    Wall of Flame
Spell #:  98

      By casting this spell the wizard creates a 20' deep, 20' high and very long wall of
      flame between his group and a potentially hostile group in the same area. This wall
      of flame prevents attacks from all but the most determined attackers (TAC 3).
      Determined attackers will suffer significant damage crossing the wall. Missile damage
      is still possible however with a wall of fire if either side attacks on a TAC 3. A
      wall of fire will only prevent combat (and no damage to either side) if neither
      issued a TAC 3 attack order. If the wizard's group that cast this spell is issued a
      determined attack, then they will receive damage from their own wizard's magic as they
      cross the battlefield. If both groups cast a wall of fire then forces from both sides
      will take damage from each spell if they cross the area. Multiple castings of this
      spell are possible (to deter being dispelled), but the effects are not cumulative and
      only one wall per side is effective. If a wall of fire prevents combat, then both
      groups will be considered to have retreated from battle if they were not issued an
      attack order at TAC 3 (and that's 3, not a higher TAC from one of the newer
      maneuvers). This is a defensive spell and is not effective against flying groups
      (like dragons). Damage from this spell is doubled during an Ice Age game.


      Name:    Summon Death
Spell #:  99

      A terrible black magic which calls forth the essence of death and rolls this evil
      presence as if in a great green wave toward the enemy, eliminating from 2 - 4
      brigades of troops of the enemy (depending on the kingdom) in the same area as the
      caster, and lowers morale by 15%, regardless of whether combat is actually fought
      with that group. Only living ground-based troops are affected (not undead or flying
      brigades not from artifacts) as figures (leaders and wizards) recognize the danger
      and swiftly depart the area affected. Group casting this spell must contain at least
      one brigade of troops. This is a singular spell so only one may be cast from a group
      to the same target. Brigades of lowest level training (green, regular, veteran,
      elite) will be taken before higher levels. If this spell is cast against an army
      group sized force, an additional brigade will be killed if possible.


      Name:    Shield
Spell #:  100

      This spell causes a glimmering shield of magic to protect the force, and increases
      the defensive values of the wizard's group, effectively reducing the casualties it
      will suffer from battle with a specific opposing group or a population center. The
      amount of benefit received increases with the power level of the spellcaster. Not
      only does this spell reduce the loss of troops in battle, it also reduces the chances
      of the group's leaders and wizards from dying in combat. This is a singular spell so
      only one may be cast from a group to the same target (pc or group). This spell will
      also provide some protection against the wall of flame spell.


      Name:    Guarded Attack
Spell #:  101

      This is a sophisticated spell in which the spellcaster becomes invisible, thereby
      protecting himself from the hazards of battle, and sends forth powerful sonic blasts
      into the enemy lines, inflicting casualties in proportion to the spellcasters power:
      600 points per level. Your group must battle the target group for the spell to be
      effective. When used in an unusual sighting it reduces the wizard's effectiveness by
      50%. This spell will prevent the wizard from dying in combat.


      Name:    Firestrike
Spell #:  103

      Firestrike is a powerful offensive battle spell. The spell sends rolling waves of
      magically hot flames sizzling into enemy lines. The base power of the attack is
      dependent upon spellcaster power: 1400 points per level. Your group must battle the
      target group for the spell to be effective. This is a singular spell so only one may
      be cast from a group to the same target (pc or group). Damage from this spell is
      doubled during an Ice Age game.


      Name:    Command Tornado
Spell #:  104

      Command Tornado is a terrifying offensive battle spell. The spell summons forth a
      large tornado from the heavens to rip through enemy ranks. The base power of the
      attack is dependent upon spellcaster power: 1800 points per level. Your group must
      battle the target group for the spell to be effective. This is a singular spell so
      only one may be cast from a group to the same target (pc or group).


      Name:    Earthquake
Spell #:  105

      The awesome earthquake spell causes the earth to swell and rip apart, swallowing
      whole regiments of an enemy. This spell is not effective against dragons! The base
      power of the attack is dependent upon the spellcasters power: 2200 points per level.
      Your group must battle the target group for the spell to be effective. This is a
      singular spell so only one may be cast from a group to the same target (pc or group).


      Name:    Chaos
Spell #:  106

      The wizard casts a spell which creates distracting, hypnotic patterns, illusions and
      confusing sounds which cause enemy troops to ignore many commands of their leaders.
      The effect is that the enemy will be unable to effectively withdraw at their defined
      retreat level. If the opposing group contains a warlord, this spell will be
      ineffective. If the opposing group contains a marshal, the spell's effect will be
      reduced. Your group must battle the target group for the spell to be effective and
      lasts for the duration of this single battle. It is possible that the spell caster's
      group might retreat should it suffer enough damage to reach it's retreat factor.


      Name:    Fear
Spell #:  107

      Opponent receives -5% morale reduction per wizard level up to -25% total. PC defense
      reduced by the same percentage. Ineffective against kingdoms with Stalwart and
      potentially other traits as well as against undead. This is a singular spell so only
      one may be cast from a group to the same target (pc or group).


      Name:    Valor
Spell #:  108

      The wizard casts this spell as battle is about to begin. Invigorating aromas spread
      through the ranks, filling the minds of the troops with thoughts of heroism, courage
      and determination. Morale is increased by 5% per wizard level up to 25% for the
      duration of the combat. Your group must battle the target group or pop center for the
      spell to be effective. This is a singular spell so only one may be cast from a group
      to the same target (pc or group).


      Name:    Ancient Intervention
Spell #:  109

      The wizard casting this exhausting magic is able to prevent combat between two forces
      anywhere in the realm, both groups are affected and no combat takes place as a result
      of this powerful spell (both groups are considered to have withdrew/retreated from
      battle). The Ancient Intervention spell however drains 1 power level from the wizard
      but the loss may be regained normally through magic research (Order #799).


      Name:    Raise Zombies
Spell #:  112

      The spell has the caster prepare a dark conjuring that raises the enemy dead from a
      group battle as zombies (ZO). A battle spell that happens after the battle, creating
      a zombie brigade for each destroyed enemy brigade if the caster's group does not
      already have more than 5 zombie brigades, and any new zombie brigades created by this
      spell cannot bring the group total over 5 zombie brigades. Zombie brigades consume
      500 food and 300 gold. This spell may only be cast for a group vs. group battle (not
      pc), specify opposing group for the spell to act upon. Zombie brigades thereafter may
      create new zombie brigades automatically by consuming the dead on the battlefield.
      Maximum 20 zombie brigades per group.


      Name:    Ward Population Center
Spell #:  130

      This spell works against one destroy or damage population center spell. Spells
      directed against the warded pc will be ineffective (no damage caused). Range is
      within the spellcaster's region.


      Name:    Light of the Evening Star
Spell #:  132

      Overcoming darkness that torches cannot defeat, the caster creates a magical light to
      allow a patrol investigating an encounter to proceed. Needed to overcome obstacles in
      Excellent Class unusual sightings for kingdoms without the Adventurer trait. This
      spell becomes an intrinsic ability of the caster at a higher power level (no need to
      cast the spell, triggers automatically). This spell will allow the wizard to
      contribute his full level to the encounter with the normal risk of dying.


      Name:    Bridge of Mist
Spell #:  133

      A patrol investigating a sighting will be stymied without a wizard able to cast
      Bridge of Mist to overcome chasms and other obstacles in the sighting. Needed to
      overcome obstacles in Superior Class unusual sightings for kingdoms without the
      Adventurer trait. This spell becomes an intrinsic ability of the caster at a higher
      power level (no need to cast the spell, triggers automatically). This spell will
      allow the wizard to contribute his full level to the encounter with the normal risk
      of dying.


      Name:    Dome of Invulnerability
Spell #:  135

      By using this complex incantation, a powerful mage can cause a magical dome of
      protection to protect any population center in the region of the spellcaster from all
      military attacks for the duration of that month, similar to the workings of a wall of
      flame. The spell has no effect against political actions, parleys, diplomacy spells,
      or siege. The population center can be controlled by any kingdom.


      Name:    Dispel Dome of Invulnerability
Spell #:  136

      When the spellcaster is in the same region he can, with great effort, cast this
      intricate repelling spell that will negate one dome of invulnerability. A mage
      commanding this spell will dispel the dome's protection and allow the population
      center to be attacked by military force. The pc can be controlled by any kingdom.


      Name:    Mirror Image
Spell #:  138

      In an unusual sighting, the caster creates two mirror images of himself, confounding
      the guardian and providing him good protection. This is a spell available for Unusual
      Encounters that provides the full wizard power as in Spell 139, but at 1/3 the normal
      chance of death.


      Name:    Wizard Assist Encounter
Spell #:  139

      Specify this order for a wizard only when your group has issued the Investigate
      Encounter (Order #140) and you desire a wizard to add his full effectiveness to
      impact on the outcome. Any wizard thus instructed is fully exposed to the hazards of
      battle and risks death.


      Name:    Meteor Strike
Spell #:  155

      This powerful spell has the caster call forth from the evening sky a storm of meteors
      that blast with force upon the population center in the area of the wizard's group.
      The target PC must be in the same area as the wizard's group. The spell permanently
      reduces the PC defense by a base of 4,000 plus 3,000 per wizard power level over
      power 5. So a power 7 wizard would inflict 10,000 damage directly against the PC
      defense. If a PC's defense is reduced to 0, the PC is destroyed, eliminated from the
      game, with each emissary located there having a 50% of being killed, or else
      relocating to their capital. All prisoners will be automatically killed if the PC was
      destroyed and regional reaction will be worsened by one level. Group casting this
      spell must contain at least one brigade of troops. This is a singular spell so only
      one may be cast from a group to the same target.


      Name:    Diplomacy
Spell #:  171

      A wizard may cast this spell when his group intends to parley with a population
      center. The group's effectiveness will be increased in proportion to his power level.
      Use this spell instead of the military parley directive (Order #170), not in addition
      to it. By using this spell, the group's leaders appear more charismatic to the center's
      leaders than they otherwise would. This spell has no effect if the population center
      is a capital. Regional reaction, enemy status, previous month's status quo, and the
      population center's defenses impact upon the chance of success.


      Name:    Create Food
Spell #:  208

      Wizards in Alamaze can create bountiful quantities of food out of almost any organic
      substance. In game terms, a wizard can create food equal to 2000 units * his power
      level (eg: a power-3 wizard creates 6000 food) by casting this spell. Food created
      is added to available quantities on hand.


      Name:    Create Gold
Spell #:  209

      Wizards can create gold from lesser metals in sizeable quantities, although the
      procedure can take several weeks. In game terms, a wizard can create gold equal to
      2000 units * his power level (eg: a power-3 wizard creates 6000 gold) by casting
      this spell. Gold created is added to available quantities on hand.


      Name:    Dire Wolf Familiar
Spell #:  211

      The wizard, attuned with nature, makes a call into the wild. Soon a huge dire wolf
      appears and moves to his side. The wolf provides counter espionage to the group and
      recon on the group's location as a level 4 agent. This effect lasts until end of
      turn. It is important to note that the intrinsic version triggers at the spell's
      normal execution level (Order #211) and does not get reapplied if the wizard is
      transferred into another group (i.e., the former group has the intrinsic dire wolf
      benefit, not the new group). This is a singular spell so only one may be cast for the
      group and only if a wizard is not present that is high enough in level to trigger the
      intrinsic version of the dire wolf spell.


      Name:    Ward
Spell #:  301

      This spell protects a specific emissary of any kingdom from the black magic of an
      opposing spellcaster, and helps guard against foul play of the more earthly variety.
      Spells directed against the warded emissary will be ineffective, and other attacks
      against him will have a 20% diminished chance of working. A ward spell effectively
      hides an emissary from a locate spell. Maximum range of this spell is 10 areas.


      Name:    Sleep
Spell #:  305

      This spell places the target emissary in a magically deep sleep, similar to a coma.
      The emissary remains in such a state for one month (the game turn) during which time
      he obviously can perform no activity. A slept emissary is more susceptible to
      kidnapping and assassination attempts. There are various types of magic that can
      affect the success of this spell. Maximum range of this spell is 10 areas.


      Name:    Augment Title
Spell #:  308

      This is magic to permanently enhance the rank of a political emissary. The target
      emissary must belong to the spell caster's kingdom and be within the same region as
      the casting wizard. The affected emissary may take an action in the same turn that
      this spell is successfully cast. If the intended emissary is warded when this spell
      is cast then this spell will fail. If the emissary is slept the new title is received
      but the emissary will be unable to take an action that turn. This spell cannot be
      cast upon an emissary of prince, princess, king, queen, or regent rank.


      Name:    Conceal Emissary
Spell #:  349

      The caster creates a sorcery that so disguises the emissary of his kingdom that on
      relocating, he will not be detected except by extraordinary measures. Emissary is not
      detected by PC on relocation or by agent recon below L10. The emissary's starting
      location must be no more than 3 areas from the casting wizard. This spell cannot be
      cast before turn 4.


      Name:    Reveal King's Influence
Spell #:  370

      By using this spell the wizard will learn the influence of any king/queen/regent.
      This spell has an effect similar to that of Learn King's Influence (Order #365).


      Name:    Conjure Scandal
Spell #:  381

      This spell has an effect similar to that of a minor skeleton being revealed against
      the target kingdom. There is a 75% chance of success, barring some form of magical
      protection. A failure will not be detected, and if successful, the target will not
      know the source of the scandal.


      Name:    Curse
Spell #:  386

      This spell is cast on an opposing ruler and has as its intended effect the decrease
      of one level in that king's influence. There is no range limitation for the spell,
      however any one king/queen/regent/consul can be affected but once per turn by a
      curse. Barring a magical ward or other type of magical protection, there is a 75%
      chance of the spell succeeding. The effected party will not know who has cast the
      curse.


      Name:    Charm Region
Spell #:  472

      This powerful incantation attempts to put a charm on the populace of the entire
      region of the spellcaster, with the goal of improving the regional reaction level in
      that region by one. There is a 66% chance of success.


      Name:    Infuriate Populace
Spell #:  477

      This difficult spell attempts to whip the populace in the region of the spellcaster
      into great wrath against a particular named kingdom, with the goal of detracting from
      that kingdom's regional reaction there. There is a 67% chance of success.


      Name:    Conjure Prestige
Spell #:  481

      This spell has an effect similar to that of King Expand Influence (Order #480). There
      is a 75% chance of success, barring some form of magical protection. If successful
      the king/queen/regent will have his/her influence raised one point.


      Name:    Enhance King's Aura
Spell #:  482

      This delicate magic endeavors to increase the natural magnetism and power of the king
      by creating subtle, magical enhancements in his aura (increases his influence by 1
      point). There is a 100% chance of success, barring some form of magical protection.
      This spell may be cast on any king, but the wizard must be in the same area as the
      target king.


      Name:    Create Magical Item
Spell #:  525

      All items crafted through this spell require mithril as a necessary ingredient for
      bestowing the item with its magical properties. Artifacts created are permanent
      items. Scrolls are temporary, one-use, items that have immediate effect when crafted
      and execute at the Order #525 level. See the rulebook for a complete list of magical
      items that are possible with this spell, and of their requirements.


      Name:    Strengthen Walls
Spell #:  601

      This incantation allows a mage to increase the existing defenses of the population
      center in the same area as his group by 2,000, permanently. The population center
      need not be controlled by the spellcaster's kingdom. Note: As this spell is after
      production the results be reflected on the next result.


      Name:    Fertile Fields
Spell #:  602

      By casting this spell a mage increases the food production of the population center
      his group is in by 2,500, permanently. The population center need not be controlled
      by the spellcaster's kingdom. Note: As this spell is after production the increase
      will be reflected on the next result.


      Name:    Hidden Ore
Spell #:  603

      When located in the same area as a population center, by casting this spell a mage
      can uncover hidden ore reserves in that area. Gold production of the population
      center will increase by 2500 gold permanently. Note: As this spell is after
      production, the increase will be reflected on the next result.


      Name:    Raise Population Center Census
Spell #:  610

      When located in the same area as a population center, by casting this spell a mage
      increases the census by 2,500 permanently. The population center need not be
      controlled by the spellcaster's kingdom.


      Name:    Summon Leviathan
Spell #:  658

      The wizard calls upon the sea god to unleash an ancient terror: an elder kraken
      called a Leviathan! A tentacled monstrosity that can rip ships apart as easily as
      breaking twigs. This spell is a high percentage sea patrol interdiction to non-allied
      fleets in a 7 contiguous sea area that is the equivalent to a patrol of 12 fleets at
      quality 14 with a Marshal (+15%). Elite Ships are not susceptible. All the sea areas
      used (up to 7) must be within 8 areas of the caster. Only one kraken or leviathan may
      be cast upon the sea.


      Name:    Summon Kraken
Spell #:  659

      The wizard calls upon the sea god to unleash his favorite monster: a Kraken. A
      fearsome tentacle terror that can rip ships apart as easily as breaking twigs. This
      spell is a high percentage sea patrol interdiction to non-allied fleets in a 7
      contiguous sea area that is the equivalent to a patrol of 8 fleets at quality 13 with
      a General (+10%). Elite Ships are not susceptible. All the sea areas used (up to 7)
      must be within 8 areas of the caster. Only one kraken may be cast upon the sea.


      Name:    Storm at Sea
Spell #:  660

      A spell that cancels sea movement in the 7 contiguous areas identified all within 8
      of the Spellcaster. If a group using sea movement would have entered an area under
      Storm at Sea, it does not move in the water and remains at its current location. Does
      not stop a patrol with an Elite Ship from moving at sea. Has no effect on Ships of
      Mist sea travel, though it will prevent flying groups from traveling across the water
      areas. Only one storm may be cast upon the sea.


      Name:    Dispel Storm at Sea
Spell #:  661

      This spell is very similar to the dispel magic spell, however instead of dispelling
      battle spells, it works against the Storm at Sea spell. The same chance of success as
      exists in Dispel Magic apply here (100% chance of dispelling versus equal or lesser
      level wizard, less 25% per level disparity when attempting to dispel incantation of a
      higher level spellcaster). The spellcaster must be within 3 areas of any area
      comprising that sea.


      Name:    Ship of Mist
Spell #:  708

      By casting this spell, the wizard creates a fleet of mist-made ships, enough to
      transport one brigade per power-level magically over any sea. movement is at the
      normal rate for the kingdom. In addition, the group is not subject to interdiction by
      sea patrol or the spell Storm at Sea (but still may encounter a Kraken). However, the
      group may not end its movement in a sea area. Movement can not be increased by any
      method. Use in place of a normal movement order, not in addition to.


      Name:    Speed
Spell #:  718

      The wizard creates an invigorating aroma which greatly aids the groups movement
      capabilities. Movement allowance is increased 2.5 pts. per level of the spellcaster
      (power-2 caster's group could move 25 points.) Use in place of normal movement order.
      Limit of 8 areas maximum movement. This spell will not increase sea movement and cannot
      be used with a forced march. If a kingdom has the Riders trait, +2 movement pts is added
      to the speed spell.


      Name:    Unveil Population Centers
Spell #:  751

      This spell allows a wizard to uncover the location of all towns or villages in the
      region he is located in. This spell is only valid on turn 4 or later.


      Name:    Protection from Regional Effect
Spell #:  778

      This spell offers the group containing the spellcaster the means to be protected from
      the effects of a non-allied wizard's regional effect spell. This peculiar spell will
      protect the group from a single regional effect spell only; there is no way to
      specify a particular regional spell.


      Name:    Dispel Regional Effect
Spell #:  779

      This spell is very similar to the dispel magic spell, however instead of dispelling
      battle spells, it works against regional effect spells (#781-#788). This spell has a
      100% chance of dispelling a regional spell of an equal or lessor level wizard, less
      25% per level of disparity when attempting to dispel incantations of a higher level
      spellcaster.


      Name:    Cold Darkness (Regional Effect)
Spell #:  781

      By casting this spell the wizard causes continual, chilling darkness to blot out the
      days across all areas of the region in which the spellcaster is located. The effect
      is to decrease the morale of all non-allied groups (groups that the wizard's kingdom
      has not declared as an ally) in that region 10 points, permanently. A group will be
      effected by only one regional effect spell per turn. Each possible target has a 25%
      chance of avoiding the effects; patrols are not affected and thus will not be
      detected on any report of groups that suffered from this spell.


      Name:    Blinding Light (Regional Effect)
Spell #:  782

      By casting this spell the wizard causes continual, blinding light to continually
      shine, defeating the night across all areas of the region in which the spellcaster is
      located. The effect is to decrease the morale of all non-allied groups (groups that
      the wizard's kingdom has not declared as an ally) by 10 points, permanently. A group
      will be effected by only one regional effect spell per turn. Each possible target has
      a 25% chance of avoiding the effects; patrols are not affected and thus will not be
      detected on any report of groups that suffered from this spell.


      Name:    Demonic Visions (Regional Effect)
Spell #:  783

      This spell is an incredibly powerful and long-lasting illusion causing all
      intelligent life to envision graphically their worst nightmares of the creatures of
      the night, constantly. The effect is to reduce morale by 10% and increase attrition
      by 10% of all non-allied groups (groups that the wizard's kingdom has not declared as
      an ally) in the region of the spellcaster. A group will be effected by only one
      regional effect spell per turn; patrols are not effected and thus will not be
      detected on any report of groups that suffered from this spell. Each possible target
      has a 25% chance of avoiding the effects.


      Name:    Plague (Regional Effect)
Spell #:  784

      This black magic causes a terrible plague to wipe out 20% of the civilian population
      in the region of the spellcaster. All population centers in the region are affected.
      There is a 25% chance of this spell failing. Only one plague regional effect spell
      can be successful per region, per turn.


      Name:    Famine (Regional Effect)
Spell #:  785

      This black magic causes famine to destroy 20% of the food production in the region of
      the spellcaster. All population centers in the region are affected. There is a 25%
      chance of this spell failing. Only one regional effect spell can be cast per region,
      per turn.


      Name:    Bounty (Regional Effect)
Spell #:  786

      This beneficial magic causes food production in the region of the spellcaster to
      increase by 10% permanently. All population centers in the region are affected. There
      is a 25% chance of this spell failing.  Only one regional effect spell can be
      successful per region, per turn.


      Name:    Raise Regional Census (Regional Effect)
Spell #:  788

      This benevolent enchantment results in a 20% increase of the civilian population in
      the region of the spellcaster. All population centers in the region are affected.
      There is a 25% chance of this spell failing. Only one regional census effect spell
      can be effective per region, per turn.


      Name:    Learn Artifact Power
Spell #:  796

      By using this spell, a wizard can learn what powers are stored within an artifact in
      his kingdom's possession. Information learned may be of a general nature, but it will
      be sufficient to enable the king to know best how to utilize the artifact. Artifact
      must be in the same area as the wizard. Only very basic information will be learned.


      Name:    Magic Research
Spell #:  799

      This is the means by which a spellcaster advances his power. The wizard must be
      located in a kingdom-controlled population center in order to perform his research.
      The cost to the controlling king is shown on the setup sheet data (e.g., if cost shown
      is 10,000 gold per level, it would cost 20,000 gold to advance from power-1 to
      power-2). This spell may only be cast at the wizard's natural level (not boosted by
      artifacts).


      Name:    Rite Of The Magi
Spell #:  800

      This is the only spell by which an adept may become a power-1 wizard. Unlike magical
      research (#799), an adept does not have to be at a kingdom-controlled population
      center to utilize this order. The cost to the controlling king is shown on the setup
      sheet data (e.g., if cost shown is 10,000 gold per level, it would cost 10,000 gold to
      advance from adept to power-1). If more than one adept exists in the group, one will
      be randomly chosen for this spell. This spell may only be cast at the wizard's
      natural level (not boosted by artifacts).


      Name:    Heal
Spell #:  815

      The wizard dedicates his time and magical energy to imbue additional food rations for
      his group with restorative powers. By consuming this magical food, attrition is
      reduced in chosen brigade types. The wizard can direct to reduce attrition to up two
      brigade types, reducing the first brigade type (including experience) by 15% divided
      by the number of brigades of that type, reduces 9% attrition for a second brigade
      type and experience divided by the number of brigades of that type.


      Name:    Lesser Masking
Spell #:  821

      By using this spell the wizard through use of mist, smoke, and illusion obscures the
      size of his smaller sized (up to 5 brigades) group. Foreign groups (and possibly
      agents) will be unable to determine the group size or strength. If used in a group
      larger than division sized there will be no effect. A successful casting will result
      in the group size will be reported as "masked".


      Name:    Greater Masking
Spell #:  822

      By using this spell the wizard through use of mist, smoke, and illusion obscures the
      size of his group. Foreign groups (and possibly agents) will be unable to determine
      the group size or strength. Group size will be reported as "masked".


      Name:    Simulacrum
Spell #:  825

      By casting this spell, the wizard creates a copy of himself as a simulacrum which
      lasts until destroyed. The simulacrum provides protection against the first
      successful assassination of the wizard (e.g., agent killed the simulacrum by
      mistake). Subsequent assassination attempts are handled normally with the wizard
      being at risk. This spell may be cast in combination with undead status (Wraith,
      Lich) since an undead wizard may be assassinated by an agent with a magical weapon
      artifact. A recon report will not show the simulacrum symbol next to the wizard
      however, the symbol will be displayed in the results of a powerful revelation spell.


      Name:    Teleport Self
Spell #:  830

      By using this spell the wizard can teleport himself in to another group of his
      kingdom, regardless of distance from his present location. The receiving group must
      be of his own kingdom, and cannot already contain three wizards. There are no
      distance or area restrictions with this spell.


      Name:    Teleport Patrol
Spell #:  836

      This spell allows the wizard to teleport his patrol sized group (0 brigades) to any
      area in Alamaze, without range restriction. Use in place of a movement order. You may
      not designate a sea terrain area as the destination. If this group has been issued a
      rest directive (Order #745), it is unable to move (be teleported) as it should have
      received the benefits of the rest order.


      Name:    Invisible Patrol
Spell #:  843

      This spell allows the wizard's patrol sized group (0 brigades) to become invisible
      and so undetected by groups and agents alike. This is of course an excellent way to
      avoid combat or surprise an unsuspecting foe. Spell lasts for that month (game turn)
      cast.


      Name:    Invisible Brigade
Spell #:  845

      This spell allows the wizard's brigade sized (up to 2 brigades) group to become
      invisible and so undetected by groups and agents alike. This is of course an
      excellent way to avoid combat or surprise an unsuspecting foe. Spell lasts for that
      month (game turn) cast.


      Name:    Invisible Division
Spell #:  846

      This spell allows the wizard's division sized (up to 5 brigades) group to become
      invisible and so undetected by groups and agents alike. This is of course an
      excellent way to avoid combat or surprise an unsuspecting foe. Spell lasts for that
      month (game turn) cast.


      Name:    Invisible Army
Spell #:  847

      This spell allows the wizard's army sized (up to 10 brigades) group to become
      invisible and so undetected by groups and agents alike. This is of course an
      excellent way to avoid combat or surprise an unsuspecting foe. Army sized groups are
      the largest that can be made invisible. Spell lasts for that month (game turn) cast.


      Name:    Teleport Brigade
Spell #:  850

      This spell allows the wizard to teleport his brigade sized group (no more than 2
      brigades) to any area in Alamaze, without range restriction. Use in place of a
      movement order. You may not designate a sea terrain area as the destination. If this
      group has been issued a rest directive (Order #745), it is unable to move (be
      teleported) as it should have received the benefits of the rest order.


      Name:    Teleport Division
Spell #:  851

      This spell allows the wizard to teleport his division sized group (no more than 5
      brigades) to any area in Alamaze, without range restriction. Use in place of a
      movement order. You may not designate a sea terrain area as the destination. If this
      group has been issued a rest directive (Order #745), it is unable to move (be
      teleported) as it should have received the benefits of the rest order.


      Name:    Teleport Army
Spell #:  852

      This spell allows the wizard to teleport his army sized group (no more than 10
      brigades) to any area in Alamaze, without range restriction. Use in place of a
      movement order. You may not designate a sea terrain area as the destination. If this
      group has been issued a rest directive (Order #745), it is unable to move (be
      teleported) as it should have received the benefits of the rest order.


      Name:    Teleport Army Group
Spell #:  853

      This spell allows the wizard to teleport his army group sized force (any number of
      brigades) to any area in Alamaze, without range restriction. Use in place of a
      movement order. You may not designate a sea terrain area as the destination. If this
      group has been issued a rest directive (Order #745), it is unable to move (be
      teleported) as it should have received the benefits of the rest order.


      Name:    Locate Character or Group
Spell #:  855

      This spell allows the spellcaster to learn, through deep trance-induced meditations,
      the location of a specific group or emissary of any kingdom. certain magic may
      interfere with this process (such as a Ward spell) but normally it is quite
      effective. This spell is only valid on turn 5 or later.


      Name:    Unveil Group Locations
Spell #:  858

      This spell allows a wizard to learn the location of all groups of a particular size
      in his region. This spell is only valid on turn 4 or later.


      Name:    Summon Minotaurs
Spell #:  860

      Summoning powerful minotaurs (MI) by using strange whistles and shouts, a brigade of
      minotaurs appears in the caster's group to serve. This spell may only be cast in a
      forest or mountains area and in the wild (no pop center). Minotaur brigades consume
      2,300 food and 2,500 gold. Maximum 5 minotaur brigades per group.


      Name:    Summon Skeletons
Spell #:  861

      This spell may be cast in any terrain as well as population centers. The spell caster
      through this spell summons a skeleton brigade (SK) per two wizard levels (rounded
      down) so a pwr-7 wizard will create 3 skeleton brigades to arise from their ancient
      battle burial grounds and animate. They count as a brigade type. Skeleton brigades
      consume 0 food and 300 gold. Maximum 20 skeleton brigades per group.


      Name:    Summon Ghouls
Spell #:  862

      This spell may only be cast in a forest or marsh area and in the wild (no pop
      center). The spell caster through this spell causes large numbers (a brigade's worth)
      of ghouls (GH) to arise from their ancient battle burial grounds. They count as a
      brigade type. Ghoul brigades consume 500 food and 700 gold. Maximum 5 ghoul brigades
      per group.


      Name:    Summon Wights
Spell #:  863

      This spell may only be cast in a mountains area and in the wild (no pop center). The
      spell caster through this spell causes large numbers (a brigade's worth) of wights
      (WT) to arise from their ancient battle burial grounds. They count as a brigade type.
      Wight brigades consume 500 food and 1,000 gold. Maximum 7 wight brigades per group.


      Name:    Summon Specters
Spell #:  864

      Calling upon the slain heroes in Hades, the conjurer calls forth a brigade of
      Specters (SP). The spell is allowed in any terrain except the sea. Must be cast in
      the wild (no pop center). Specters can fly. Reference your kingdom setup for more
      info on flying. Specter brigades consume 500 food and 1,000 gold. Maximum 7 specter
      brigades per group.


      Name:    Summon Rock Golems
Spell #:  865

      Forging huge golems out of rock and stone, the caster performs this complicate
      summoning. The spell is allowed only in the mountains. Must be cast in the wild (no
      pop center). Creates a brigade of Rock Golems (RG), tough, and good in melee and
      against PC's. Rock golem brigades consume 500 food and 1,500 gold. Maximum 5 rock
      golem brigades per group.


      Name:    Summon Iron Golem
Spell #:  867

      Deep inside a dark cavern that is lost to all but a few with ancient knowledge, the
      wizard calls forth a mighty and towering Iron Golem (IG). An Iron Golem is the most
      feared creature in all the realm. No other has a stronger defense. This spell is
      allowed only in mountainous terrain. Must be cast in the wild (no pop center). An
      Iron Golem breathes poisonous gas upon its enemies which inflicts -25% morale. Morale
      loss from an Iron Golem is not a fear effect (no reduction) and is applied at the
      start of combat. Iron Golems consume 3,000 food and 3,000 gold. Maximum one Iron
      Golem brigade per group.


      Name:    Summon Air Elemental
Spell #:  868

      While conjuring to the Elemental Plane of Air, transforming a whirlwind of air,
      arises an Air Elemental (EA). This spell is allowed only in the plains. Spell must be
      cast in the wild (no pop center). An Air Elemental provides a 10% morale bonus when
      fighting in plains terrain. Air Elementals also provide a 10% reduction against enemy
      missiles (as wind storm). Air Elementals can fly. Reference your kingdom setup for
      more info on flying. Air Elementals consume 800 food and 1,500 gold. Maximum 5 Air
      Elemental brigades per group.


      Name:    Summon Earth Elemental
Spell #:  869

      While conjuring to the Elemental Plane of Earth, transforming a clump of clay, arises
      an Earth Elemental (EE). This spell is allowed only in the mountains. Spell must be
      cast in the wild (no pop center). An Earth Elemental provides a 10% morale bonus when
      fighting in mountainous terrain. Earth Elementals also provide a 10% bonus to group
      defense (as shield). Earth Elementals consume 1,500 food and 2,500 gold. Maximum 5
      Earth Elemental brigades per group.


      Name:    Wraith Form
Spell #:  870

      This is a very black magic. The spell caster, by using this spell, gives up a human
      existence in exchange for immortality. The resulting wraith-mage is nearly
      invulnerable in game terms, he cannot be assassinated or slain by normal means
      in combat. There is a cost: he may never research his power level further and his
      power level will be reduced to a power 5. Once cast the wraith form can never be
      reversed. The undead wizard may be killed by assassination with an agent equipped
      with a magical weapon classed artifact. A Kill Leaders and Wizard spell may also
      destroy a wraith. This spell may only be cast at the wizard's natural level (not
      boosted by artifacts).


      Name:    Transform to Lich
Spell #:  871

      Among the darkest of all magics, this necro spell has the caster convert his mortal
      coil into a nearly immortal, undead lich. However, the lich can never advance beyond
      Power 7. Like Wraith Form, the undead wizard may be killed by assassination with an
      agent equipped with a magical weapon classed artifact. A Kill Leaders and Wizard
      spell may also destroy a lich. This spell may only be cast at the wizard's natural
      level (not boosted by artifacts).


      Name:    Summon Fire Elemental
Spell #:  872

      While conjuring to the Elemental Plane of Fire, transforming a burst of fire, arises
      a Fire Elemental (EF). This spell is allowed only in the desert. Spell must be cast
      in the wild (no pop center). A Fire Elemental provides a 10% morale bonus when
      fighting in desert terrain. Fire Elementals also provide a 10% bonus to combat group
      strength (as valor). Fire Elementals consume 950 food and 2,000 gold. Maximum 5 Fire
      Elemental brigades per group.


      Name:    Summon Water Elemental
Spell #:  873

      While conjuring to the Elemental Plane of Water, transforming a pool of water, arises
      a Water Elemental (EW). This spell is allowed only in the marsh. Spell must be cast
      in the wild (no pop center). A Water Elemental provides a 10% morale bonus when
      fighting in marsh terrain. Water Elementals also provide a 25% reduction against
      charge attacks (as flash flood). Water Elementals consume 1,000 food and 2,250 gold.
      Maximum 5 Water Elemental brigades per group.


      Name:    Sacrifice
Spell #:  875

      This dark magic has the caster restrain two general level leaders or marshal level
      leaders (i.e., including Commander, etc) for a transformation of power. In this ritual,
      a general is sacrificed to make another general in the group a Marshal. Or sacrifice
      a Marshal-level to make another Marshal in the group a Warlord. Must name the leaders
      (by name not rank) to be both sacrificed and elevated. So, the group needs either two
      Generals or two Marshals in it, one is sacrificed, the other elevated. At either
      rank, it can be any of the three rankings within, for example, can be General, Major
      General or Commander.


      Name:    Transform to Nazgul
Spell #:  877

      The necro caster takes a willing Grand Marshal or Lord Commander and does a
      transmutation to make him an immortal undead Nazgul. The undead leader will not
      advance further in rank. A Warlord becomes a Nazgul Lord Commander, a Lord Commander
      becomes a Nazgul Grand Marshal, a Grand Marshal becomes a Nazgul Marshal. Like Wraith
      Form, the undead leader may be killed by assassination with an agent equipped with a
      magical weapon classed artifact. A Kill Leaders and Wizard spell may also destroy a
      nazgul.


      Name:    Project Image of Group
Spell #:  882

      The caster creates an illusion where an imaginary group of his kingdom shows up on
      foreign intel in range up to 3 from the casting wizard. Requires an inactive kingdom
      group which shows up as the projected group and as masked on intel but is removed at
      the end of the turn (after intel results). The inactive group never actually leaves
      the capital. A level-1 recon is conducted at the designated area.


      Name:    Eagle Familiar
Spell #:  887

      Calling upon his knowledge of Eagles, the nature-centric caster summons an Eagle that
      performs Advanced Recon (4 contiguous areas) as a level 7 agent, up to a distance of
      10 areas.


      Name:    Raven Familiar
Spell #:  888

      By using this spell a wizard may order his raven familiar to perform a reconnaissance
      of an area exactly as a level 1 agent would. The target area must be within a ten-area
      range of the spellcaster's group. The results will be reported in the "agents on
      reconnaissance" section of the status update.


      Name:    Summon Monster I (Troglodyte)
Spell #:  890

      Calling upon the arcane, the caster performs this complicate summoning and brings
      forth a brigade of Troglodytes (TG). The spell is allowed in any terrain but must be
      cast in the wild (no pop center). Troglodytes brigades consume 500 food and 500 gold.
      Maximum 10 Troglodyte brigades per group.


      Name:    Summon Monster II (Gnoll)
Spell #:  891

      Calling upon the arcane, the caster performs this complicate summoning and brings
      forth a brigade of Gnolls (GL). The spell is allowed in any terrain but must be cast
      in the wild (no pop center). Gnoll brigades consume 650 food and 650 gold. Maximum 10
      Gnoll brigades per group.


      Name:    Summon Monster III (Owlbear)
Spell #:  892

      Calling upon the arcane, the caster performs this complicate summoning and brings
      forth a brigade of Owlbears (OW). The spell is allowed in any terrain but must be
      cast in the wild (no pop center). Owlbear brigades consume 750 food and 750 gold.
      Maximum 5 Owlbear brigades per group.


      Name:    Summon Monster IV (Gargoyle)
Spell #:  893

      Calling upon the arcane, the caster performs this complicate summoning and brings
      forth a brigade of Gargoyles (GA). The spell is allowed in any terrain but must be
      cast in the wild (no pop center). Gargoyles can fly. Reference your kingdom setup for
      more info on flying. Gargoyle brigades consume 850 food and 850 gold. Maximum 5
      Gargoyle brigades per group.


      Name:    Summon Monster V (Manticore)
Spell #:  894

      Calling upon the arcane, the caster performs this complicate summoning and brings
      forth a brigade of Manticores (MC). The spell is allowed in any terrain but must be
      cast in the wild (no pop center). Manticores can fly. Reference your kingdom setup
      for more info on flying. Manticore brigades consume 950 food and 950 gold. Maximum 5
      Manticore brigades per group.


      Name:    Summon Monster VI (Ettin)
Spell #:  895

      Calling upon the arcane, the caster performs this complicate summoning and brings
      forth a brigade of Ettins (ET). The spell is allowed in any terrain but must be cast
      in the wild (no pop center). Ettin brigades consume 1,200 food and 1,200 gold.
      Maximum 3 Ettin brigades per group.


      Name:    Summon Monster VII (Umber Hulk)
Spell #:  896

      Calling upon the arcane, the caster performs this complicate summoning and brings
      forth a brigade of Umber Hulks (UH). The spell is allowed in any terrain but must be
      cast in the wild (no pop center). Umber Hulk brigades consume 1,500 food and 1,500
      gold. Maximum 3 Umber Hulk brigades per group.


      Name:    Summon Monster VIII (Gelatinous Cube)
Spell #:  897

      Calling upon the arcane, the caster performs this complicate summoning and brings
      forth a brigade of Gelatinous Cubes (GC). The spell is allowed in any terrain but
      must be cast in the wild (no pop center). Gelatinous Cube brigades consume 1,750 food
      and 1,750 gold. Maximum 3 Gelatinous Cube brigades per group.


      Name:    Summon Monster IX (Shambling Mound)
Spell #:  898

      Calling upon the arcane, the caster performs this complicate summoning and brings
      forth a brigade of Shambling Mounds (SM). The spell is allowed in any terrain but
      must be cast in the wild (no pop center). Shambling Mound brigades consume 2,000 food
      and 2,000 gold. Maximum 3 Shambling Mound brigades per group.


      Name:    Summon Pit Fiend
Spell #:  899

      This spell may only be cast in a mountains area and in the wild (no pop center). The
      spell caster through this spell summons a mighty pit fiend (PF) to arise from the
      lower planes of the abyss. Pit Fiends have a special effect during combat in that
      they immolate, which has the damaging effect of a wall of flame spell (25% damage
      before combat). Pit Fiends may fly (check setup for flyer information). Pit Fiend
      brigades consume 2,300 food and 2,300 gold. Maximum 3 pit fiend brigades per group.


      Name:    Imp Familiar
Spell #:  933

      In his dimly lighted laboratory, the caster summons a mischievous Imp for the current
      turn. The Imp can carry out Assassination as a level 7 agent. Range 8 areas. Not
      detected as to kingdom whether successful or unsuccessful.


      Name:    Summon Demon
Spell #:  941

      By using this spell the wizard causes a minor demon to materialize in the target area
      and attempt the assassination of a known emissary. He will have the chance of success
      of a level 14 agent, however a Ward on the target negates the spell and other types
      of magical protection will reduce his chance. The demon is considered as a living
      being. The demon will vanish after the mission, therefore will never be taken
      hostage.


      Name:    Summon High Demon
Spell #:  942

      By using this spell the wizard causes a high demon to materialize in the target area
      (no more than 10 areas away from the casting wizard's location) and attempt the
      assassination of a known target (emissary, leader, wizard). This demon will have the
      chance of success of a level 12 agent, however a Ward on the target negates the spell
      and other types of magical protection will reduce his chances of success. The demon
      is considered as a living being and his chances of success will be modified by an
      agent doing a counter-espionage (Order #920) or guard (Order #925). The demon will
      vanish after the mission, therefore he will never be captured.


      Name:    True Seeing
Spell #:  966

      This special sorcery cleanses all illusion from the caster's area, allowing the
      wizard's group to see everything in his group's area as it is: invisible groups,
      hidden capitals, masked groups, illusionary groups, concealed emissaries will all be
      seen plainly and accurately. There is no increased benefit for multiple castings of
      this spell (or intrinsic version).


      Name:    Revelation
Spell #:  985

      This powerful divination spell provides complete information regarding another
      kingdom. All relevant facts are displayed: emissaries, agents, priestesses,
      prisoners, regional reactions, groups, pop centers, seapower, artifacts, and treasury
      amounts. Hidden, invisible, and concealed entities will be revealed. No form of
      protection will prevent this revelation. This spell may be cast only once against
      another kingdom, so choose wisely. It is rumored that a high priestess of noble birth
      and residing within a Great Temple may cast this spell, but due to the exertion, will
      perish from the effort (no danger for the wizard).