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Blessing of Unicorns

70%

Law

Targets: 3

Cast Distance: 1

Alignment Shift: 10

Mana for Fail: 12

Blessing of Unicorns

The Unicorn is a shy, magical beast, but when summoned to serve a wizard it can prove its worth as a rapid, first strike attacker. A Unicorn can use its horn as a weapon, which is most deadly after charging into the enemy at full speed.

Mega Spell

Bloodlust Totem

60%

Chaos

Targets: 1

Cast Distance: 1

Alignment Shift: 5

Mana for Fail: 6

Bloodlust Totem

The Bloodlust Totem will grant a 30% attack and 30% agility bonus to all of your creatures. This effect is cumulative with additional totems.

Chaos

Chaos Shift

80%

Chaos

Targets: 1

Cast Distance: 0

Alignment Shift: 20

Mana for Fail: 4

Chaos Shift

This spell will shift the balance of the universe towards Chaos, but has no other effect.

Chaos Attack

Cluster of Spiders

70%

Neutral

Targets: 3

Cast Distance: 1

Alignment Shift: 0

Mana for Fail: 16

Cluster of Spiders

Spiders are magically deformed creatures, making them swift and deadly.
In close combat the Giant Spider will first attempt to trap its opponent with a sticky web.
Once trapped, it can then attack the weakened victim with its jaws, but it is probably best to hunt for new victims, leaving the trapped foe to be tackled by other allied creatures.

Mega Spell

Company of Paladins

50%

Law

Targets: 2

Cast Distance: 1

Alignment Shift: 14

Mana for Fail: 16

Company of Paladins

The Paladin is a mighty warrior dedicated to protect allies and fight corruption. He will automatically attack any adjacent enemy when it attacks (whatever it attacks). He is also equipped with a magically powered flail that can slay the undead.

Mega Spell

Constellation of Pegasi

50%

Law

Targets: 2

Cast Distance: 1

Alignment Shift: 12

Mana for Fail: 8

Constellation of Pegasi

The Pegasus is a glorious, magical beast whose main role in battle is to bear its wizard master through the air.

Mega Spell

Convocation of Eagles

90%

Neutral

Targets: 3

Cast Distance: 1

Alignment Shift: 0

Mana for Fail: 12

Convocation of Eagles

With its long flying range the majestic eagle is best deployed as a long distance wizard assassin. It's Swoop ability will give a significant boost to attack if it flies down from a higher level of terrain. Otherwise, the eagle is relatively weak in combat and extremely vulnerable to Magical Attacks and spells.

Mega Spell

Destruction of Manticores

50%

Chaos

Targets: 2

Cast Distance: 1

Alignment Shift: 14

Mana for Fail: 16

Destruction of Manticores

The Manticore is a winged creature with the face of a man, body of a lion, claws of an eagle and a tail which can shoot spiny darts. This chaotic abomination is a versatile and powerful ally. Use him wisely.

Mega Spell

Disbelieve

100%

Neutral

Targets: 1

Cast Distance: 99

Alignment Shift: 0

Mana for Fail: 1

Disbelieve

Cast Disbelieve on a creature you suspect may have been summoned in illusory form.
If it is an illusion it will disappear in a puff of magical smoke.
This spell is a special action available to all wizards, and is not removed from your spell list when cast.

Neutral

Dispel

100%

Neutral

Targets: 3

Cast Distance: 99

Alignment Shift: 0

Mana for Fail: 4

Dispel

Target up to three of your creatures or other summoned entities to be instantly removed from the battle. You will gain mana points according to the mana value of each dispelled entity.

Neutral

Divine Bow

70%

Law

Targets: 1

Cast Distance: 0

Alignment Shift: 10

Mana for Fail: 12

Divine Bow

Cast onto your wizard to give him/her ranged combat ability.

Mega Spell

Divine Shield

75%

Law

Targets: 1

Cast Distance: 0

Alignment Shift: 6

Mana for Fail: 12

Divine Shield

Cast onto your wizard for the best personal protection.

Mega Spell

Divine Sword

80%

Law

Targets: 1

Cast Distance: 0

Alignment Shift: 8

Mana for Fail: 10

Divine Sword

Cast on your wizard to turn him/her into a combat hero. You get double mana slaying enemies in close combat.

Mega Spell

Dwarf

90%

Law

Targets: 1

Cast Distance: 1

Alignment Shift: 2

Mana for Fail: 3

Dwarf

The dwarf's stubbornness and pride more than make up for its short stature. As skilled blacksmiths dwarves equip themselves with tough armour, making them excellent defenders. Although it is not a magical creature, the dwarf has an innate resistance to magical attacks and spells. However, its lack of speed and agility mean that it is not well suited to offensive duties.

Creature Law Marksman

Eagle

80%

Neutral

Targets: 1

Cast Distance: 1

Alignment Shift: 0

Mana for Fail: 6

Eagle

With its long flying range the majestic eagle is best deployed as a long distance wizard assassin. It's Swoop ability will give a significant boost to attack if it flies down from a higher level of terrain. Otherwise, the eagle is relatively weak in combat and extremely vulnerable to Magical Attacks and spells.

Creature Neutral Air Speed

Elephant

50%

Neutral

Targets: 1

Cast Distance: 1

Alignment Shift: 0

Mana for Fail: 9

Elephant

Elephants are immensely sturdy mounts, providing good protection for any wizard stampeding into battle.

Creature Neutral Mount

Elf

60%

Law

Targets: 1

Cast Distance: 1

Alignment Shift: 5

Mana for Fail: 6

Elf

The Elf is a magical, lawful creature and a skilled archer. He best used for striking enemies at range, since he is much weaker at close combat.

Creature Law Marksman

Elf Squad

70%

Law

Targets: 3

Cast Distance: 1

Alignment Shift: 10

Mana for Fail: 12

Elf Squad

The Elf is a magical, lawful creature and a skilled archer. He best used for striking enemies at range, since he is much weaker at close combat.

Mega Spell

Flight of Sapphire Dragons

30%

Law

Targets: 2

Cast Distance: 1

Alignment Shift: 18

Mana for Fail: 20

Flight of Sapphire Dragons

The Sapphire Dragon is a truly magnificent and magical beast, with the best defence of all against Magical Attacks and spells. While tough in close combat, it is also deadly attacking at long range with its flying ability and flame breath ranged attack.

Mega Spell

Fountain of Life

40%

Law

Targets: 1

Cast Distance: 1

Alignment Shift: 7

Mana for Fail: 7

Fountain of Life

The Fountain of Life will resurrect friendly, living creatures and wizards when they die. The deceased is revived in an adjacent space to the fountain. If there is no free space, the resurrection fails. The structure will only be effective three times before it crumbles.

Law

Giant

40%

Neutral

Targets: 1

Cast Distance: 1

Alignment Shift: 0

Mana for Fail: 10

Giant

The giant is an oversized humanoid with an undersized brain that is slow to react.
While powerful in combat, and tough to defeat, its lack of agility means that it is easy to pin down.
In addition, its magic power is quite poor making it vulnerable to Magical Attacks and Subversion.

Creature Neutral Marksman

Goblin

90%

Chaos

Targets: 1

Cast Distance: 1

Alignment Shift: 2

Mana for Fail: 3

Goblin

The Goblin's lust for a fight, meanness and lack of any other redeeming features has always made it ideal for the role of cannon fodder in Chaatic Legions. At least it can reliably be brought into battle without much difficulty.

Creature Chaos

Goblin Horde

100%

Chaos

Targets: 4

Cast Distance: 1

Alignment Shift: 4

Mana for Fail: 6

Goblin Horde

The Goblin's lust for a fight, meanness and lack of any other redeeming features has always made it ideal for the role of cannon fodder in Chaatic Legions. At least it can reliably be brought into battle without much difficulty.

Mega Spell

Gooey Blob

70%

Chaos

Targets: 1

Cast Distance: 3

Alignment Shift: 4

Mana for Fail: 5

Gooey Blob

The Gooey Blob is chaotic, uncontrolled, primeval mass that expands and engulfs enemy creatures and wizards. Once caught in the blob a creature is disabled, and may succumb to the blob entirely. After a while, though, it will begin to die down, and trapped creatures can be freed. It is best used by directly casting onto a target enemy creature.

Chaos Growth

Gooey Mass

80%

Chaos

Targets: 3

Cast Distance: 4

Alignment Shift: 8

Mana for Fail: 10

Gooey Mass

The Gooey Blob is chaotic, uncontrolled, primeval mass that expands and engulfs enemy creatures and wizards. Once caught in the blob a creature is disabled, and may succumb to the blob entirely. After a while, though, it will begin to die down, and trapped creatures can be freed. It is best used by directly casting onto a target enemy creature.

Mega Spell

Guardian Totem

60%

Law

Targets: 1

Cast Distance: 1

Alignment Shift: 5

Mana for Fail: 6

Guardian Totem

The Guardian Totem will bless your creatures with a 30% defence and 30% magic power bonus. The effect is cumulative with additional totems.

Law

Hellhound

50%

Chaos

Targets: 1

Cast Distance: 1

Alignment Shift: 6

Mana for Fail: 5

Hellhound

An undead hound from hell that can shoot paralysing beams from its eyes.

Creature Chaos Marksman Undead Speed

Herd of Elephants

60%

Neutral

Targets: 3

Cast Distance: 1

Alignment Shift: 0

Mana for Fail: 18

Herd of Elephants

Elephants are immensely sturdy mounts, providing good protection for any wizard stampeding into battle.

Mega Spell

Hydra

30%

Chaos

Targets: 1

Cast Distance: 1

Alignment Shift: 8

Mana for Fail: 9

Hydra

The Hydra is a raging, chaotic multi-headed beast. Its chitinous carapace affords it incredibly tough protection, and it can attack every adjacent enemy in a single turn thanks to its multiple heads.

Creature Chaos

Law Shift

80%

Law

Targets: 1

Cast Distance: 0

Alignment Shift: 20

Mana for Fail: 4

Law Shift

This spell will shift the balance of the universe towards Law, but has no other effect.

Law Attack

Lion

70%

Neutral

Targets: 1

Cast Distance: 1

Alignment Shift: 0

Mana for Fail: 7

Lion

Powerful, swift and agile, the Lion is a reliable and fearsome beast. Like all natural creatures its magic power is low, making it vulnerable to Magical Attacks and Subversion.

Creature Neutral Speed

Magic Attack: Decree

80%

Law

Targets: 1

Cast Distance: 99

Alignment Shift: 3

Mana for Fail: 4

Magic Attack: Decree

Decree is a lawful Magical Attack that focusses pure magical energy onto a target. Creatures may be destroyed by the attack, but wizards can only lose 2 spells. If the spell is successfully cast, then the attack is carried out, but the chance of the attack succeeding depends on the spell's Power compared to the target's Magic Power modified by both the casting wizard's Magic Power and target's controlling wizard's Magic Power.

Law Attack

Magic Attack: Vengeance

80%

Chaos

Targets: 1

Cast Distance: 99

Alignment Shift: 3

Mana for Fail: 4

Magic Attack: Vengeance

Vengeance is a chaotic Magical Attack that focusses pure magical energy onto a target. Creatures may be destroyed by the attack, but wizards can only lose 2 spells. If the spell is successfully cast, then the attack is carried out, but the chance of the attack succeeding depends on the spell's Power compared to the target's Magic Power. modified by both the casting wizard's Magic Power and target's controlling wizard's Magic Power.

Chaos Attack

Magic Bolt

100%

Neutral

Targets: 1

Cast Distance: 3

Alignment Shift: 0

Mana for Fail: 4

Magic Bolt

A Magic Bolt is a powerful ball of energy propelled from a wizard's staff to the target. The chance of killing the target depends on the spell's Power plus half the wizard's Magic Power compared to the target's Defence. Being of magical origin, Magic Bolt's can be used to slay the Undead.

Neutral Attack

Magic Bow

60%

Law

Targets: 1

Cast Distance: 0

Alignment Shift: 5

Mana for Fail: 6

Magic Bow

Cast onto your wizard to give him/her ranged combat ability.

Law Armoury

Magic Forrest

80%

Law

Targets: 10

Cast Distance: 5

Alignment Shift: 8

Mana for Fail: 10

Magic Forrest

Magic trees can only be entered by wizards, where they are protected from attack. There is a 1 in 3 chance at the start of the turn that a wizard in a magic tree will be granted a blessing in the form of an additional spell and double the mana value of the tree. In so doing the tree will wither and die. Creatures next to a friendly tree will be granted a +30 Magic Power bonus.

Mega Spell

Magic Onslaught: Damnation

60%

Chaos

Targets: 5

Cast Distance: 99

Alignment Shift: 12

Mana for Fail: 16

Magic Onslaught: Damnation

Magic Onslaught: Damnation is a very powerful, chaotic Magical Attack that focusses pure magical energy onto five separate targets. Creatures may be destroyed by the attack, but wizards can only lose 2 spells. If the spell is successfully cast, then the attacks are carried out, but the chance of the attack succeeding in each case depends on the spell's Power compared to the target's Magic Power.

Mega Spell

Magic Onslaught: Decree

90%

Law

Targets: 2

Cast Distance: 99

Alignment Shift: 6

Mana for Fail: 8

Magic Onslaught: Decree

Decree is a lawful Magical Attack that focusses pure magical energy onto a target. Creatures may be destroyed by the attack, but wizards can only lose 2 spells. If the spell is successfully cast, then the attack is carried out, but the chance of the attack succeeding depends on the spell's Power compared to the target's Magic Power modified by both the casting wizard's Magic Power and target's controlling wizard's Magic Power.

Mega Spell

Magic Onslaught: Justice

60%

Law

Targets: 5

Cast Distance: 99

Alignment Shift: 12

Mana for Fail: 16

Magic Onslaught: Justice

Magic Onslaught: Justice is a very powerful, lawful Magical Attack that focusses pure magical energy onto five separate targets. Creatures may be destroyed by the attack, but wizards can only lose 2 spells. If the spell is successfully cast, then the attacks are carried out, but the chance of the attack succeeding in each case depends on the spell's Power compared to the target's Magic Power.

Mega Spell

Magic Onslaught: Vengeance

90%

Chaos

Targets: 2

Cast Distance: 99

Alignment Shift: 6

Mana for Fail: 8

Magic Onslaught: Vengeance

Vengeance is a chaotic Magical Attack that focusses pure magical energy onto a target. Creatures may be destroyed by the attack, but wizards can only lose 2 spells. If the spell is successfully cast, then the attack is carried out, but the chance of the attack succeeding depends on the spell's Power compared to the target's Magic Power. modified by both the casting wizard's Magic Power and target's controlling wizard's Magic Power.

Mega Spell

Magic Shield

65%

Law

Targets: 1

Cast Distance: 0

Alignment Shift: 3

Mana for Fail: 6

Magic Shield

Cast onto your wizard for the best personal protection.

Law Armoury

Magic Sword

70%

Law

Targets: 1

Cast Distance: 0

Alignment Shift: 4

Mana for Fail: 5

Magic Sword

Cast on your wizard to turn him/her into a combat hero. You get double mana slaying enemies in close combat.

Law Armoury

Magic Wood

70%

Law

Targets: 5

Cast Distance: 3

Alignment Shift: 4

Mana for Fail: 5

Magic Wood

Magic trees can only be entered by wizards, where they are protected from attack. There is a 1 in 3 chance at the start of the turn that a wizard in a magic tree will be granted a blessing in the form of an additional spell and double the mana value of the tree. In so doing the tree will wither and die. Creatures next to a friendly tree will be granted a +30 Magic Power bonus.

Law Growth

Manticore

40%

Chaos

Targets: 1

Cast Distance: 1

Alignment Shift: 7

Mana for Fail: 8

Manticore

The Manticore is a winged creature with the face of a man, body of a lion, claws of an eagle and a tail which can shoot spiny darts. This chaotic abomination is a versatile and powerful ally. Use him wisely.

Creature Chaos Air Marksman Mount Speed

Mass Subversion

85%

Neutral

Targets: 3

Cast Distance: 4

Alignment Shift: 0

Mana for Fail: 14

Mass Subversion

Subversion allows you to take control of an enemy creature. If the spell is successfully cast, then the chance of subverting the target depends on the spell Power compared to the target's Magic Power, modified by both the casting wizard's Magic Power and target's controlling wizard's Magic Power.

Mega Spell

Mega Bolt

100%

Neutral

Targets: 3

Cast Distance: 4

Alignment Shift: 0

Mana for Fail: 8

Mega Bolt

A Magic Bolt is a powerful ball of energy propelled from a wizard's staff to the target. The chance of killing the target depends on the spell's Power plus half the wizard's Magic Power compared to the target's Defence. Being of magical origin, Magic Bolt's can be used to slay the Undead.

Mega Spell

Mega Tangle Vine

90%

Chaos

Targets: 10

Cast Distance: 4

Alignment Shift: 6

Mana for Fail: 8

Mega Tangle Vine

Tangle vine is a dense growth that will block non-flying creatures and line of sight for ranged attacks. It has no attack itself, but it is extremely difficult for most creatures to destoy.

Mega Spell

Pack of Hellhounds

60%

Chaos

Targets: 2

Cast Distance: 1

Alignment Shift: 12

Mana for Fail: 10

Pack of Hellhounds

An undead hound from hell that can shoot paralysing beams from its eyes.

Mega Spell

Paladin

40%

Law

Targets: 1

Cast Distance: 1

Alignment Shift: 7

Mana for Fail: 8

Paladin

The Paladin is a mighty warrior dedicated to protect allies and fight corruption. He will automatically attack any adjacent enemy when it attacks (whatever it attacks). He is also equipped with a magically powered flail that can slay the undead.

Creature Law

Pegasus

40%

Law

Targets: 1

Cast Distance: 1

Alignment Shift: 6

Mana for Fail: 4

Pegasus

The Pegasus is a glorious, magical beast whose main role in battle is to bear its wizard master through the air.

Creature Law Air Mount Speed

Percussion of Giants

50%

Neutral

Targets: 2

Cast Distance: 1

Alignment Shift: 0

Mana for Fail: 20

Percussion of Giants

The giant is an oversized humanoid with an undersized brain that is slow to react. While powerful in combat, and tough to defeat, its lack of agility means that it is easy to pin down. In addition, its magic power is quite poor making it vulnerable to Magical Attacks and Subversion.

Mega Spell

Pride of Lions

80%

Neutral

Targets: 3

Cast Distance: 1

Alignment Shift: 0

Mana for Fail: 14

Pride of Lions

Powerful, swift and agile, the Lion is a reliable and fearsome beast. Like all natural creatures its magic power is low, making it vulnerable to Magical Attacks and Subversion.

Mega Spell

Raise Dead

40%

Chaos

Targets: 1

Cast Distance: 2

Alignment Shift: 6

Mana for Fail: 7

Raise Dead

Wherever a grave marks the death of a creature, it may be resurrected with this spell. The resurrected creature will be undead, a half-living being animated by magic.

Chaos Undead

Raise Hell

50%

Chaos

Targets: 3

Cast Distance: 3

Alignment Shift: 12

Mana for Fail: 14

Raise Hell

Wherever a grave marks the death of a creature, it may be resurrected with this spell. The resurrected creature will be undead, a half-living being animated by magic.

Mega Spell

Rat Pack

90%

Neutral

Targets: 3

Cast Distance: 1

Alignment Shift: 0

Mana for Fail: 5

Rat Pack

A pack of hideously mutated giant rats can provide a useful service for a wizard. They may be weak in combat, but they are fast and very, very hungry.

Creature Neutral Speed

Rattle of Skeletons

80%

Chaos

Targets: 3

Cast Distance: 1

Alignment Shift: 6

Mana for Fail: 10

Rattle of Skeletons

Agile and deadly, the magically animated Skeleton is a great first strike creature. If it were not for its Undead status making it immune to non-Undead attacks, its frailty would be a major weakness. It's high magic power also offers some protection, but it is extremely vulnerable to Magic Bolts and magic weapons.

Mega Spell

Sapphire Dragon

20%

Law

Targets: 1

Cast Distance: 1

Alignment Shift: 9

Mana for Fail: 10

Sapphire Dragon

The Sapphire Dragon is a truly magnificent and magical beast, with the best defence of all against Magical Attacks and spells. While tough in close combat, it is also deadly attacking at long range with its flying ability and flame breath ranged attack.

Creature Law Air Marksman Dragon Speed

Scourge of Vampires

50%

Chaos

Targets: 2

Cast Distance: 1

Alignment Shift: 14

Mana for Fail: 18

Scourge of Vampires

The Vampire is a terrifying and powerful creature. It is the most formidable Undead creature, immune to the attacks of mortal enemies, and yet still highly resistant to magic. Its agility and ability to fly make it a deadly assassin, swooping in to dispatch foes with ease.

Mega Spell

Shadow Forest

80%

Chaos

Targets: 10

Cast Distance: 5

Alignment Shift: 8

Mana for Fail: 10

Shadow Forest

The shadow wood is a growth of magically animated trees that can attack in close combat. The trees must be spaced apart in order to grow, and they cannot engage enemy creatures, so they cannot block a determined onslaught. However, it remains one of the best defensive spells available in the wizard's spell library.

Mega Spell

Shadow Wood

70%

Chaos

Targets: 5

Cast Distance: 3

Alignment Shift: 4

Mana for Fail: 5

Shadow Wood

The shadow wood is a growth of magically animated trees that can attack in close combat. The trees must be spaced apart in order to grow, and they cannot engage enemy creatures, so they cannot block a determined onslaught. However, it remains one of the best defensive spells available in the wizard's spell library.

Chaos Growth

Shortage of Dwarves

100%

Law

Targets: 4

Cast Distance: 1

Alignment Shift: 4

Mana for Fail: 6

Shortage of Dwarves

The dwarf's stubbornness and pride more than make up for its short stature. As skilled blacksmiths dwarves equip themselves with tough armour, making them excellent defenders. Although it is not a magical creature, the dwarf has an innate resistance to magical attacks and spells. However, its lack of speed and agility mean that it is not well suited to offensive duties.

Mega Spell

Skeleton

70%

Chaos

Targets: 1

Cast Distance: 1

Alignment Shift: 3

Mana for Fail: 5

Skeleton

Agile and deadly, the magically animated Skeleton is a great first strike creature. If it were not for its Undead status making it immune to non-Undead attacks, its frailty would be a major weakness. It's high magic power also offers some protection, but it is extremely vulnerable to Magic Bolts and magic weapons.

Creature Chaos Undead

Slither of Hydras

40%

Chaos

Targets: 2

Cast Distance: 1

Alignment Shift: 16

Mana for Fail: 18

Slither of Hydras

The Hydra is a raging, chaotic multi-headed beast. Its chitinous carapace affords it incredibly tough protection, and it can attack every adjacent enemy in a single turn thanks to its multiple heads.

Mega Spell

Spider

60%

Neutral

Targets: 1

Cast Distance: 1

Alignment Shift: 0

Mana for Fail: 8

Spider

Spiders are magically deformed creatures, making them swift and deadly.
In close combat the Giant Spider will first attempt to trap its opponent with a sticky web.
Once trapped, it can then attack the weakened victim with its jaws, but it is probably best to hunt for new victims, leaving the trapped foe to be tackled by other allied creatures.

Creature Neutral Speed

Subversion

75%

Neutral

Targets: 1

Cast Distance: 3

Alignment Shift: 0

Mana for Fail: 7

Subversion

Subversion allows you to take control of an enemy creature. If the spell is successfully cast, then the chance of subverting the target depends on the spell Power compared to the target's Magic Power, modified by both the casting wizard's Magic Power and target's controlling wizard's Magic Power.

Neutral Attack

Swarm of Rats

100%

Neutral

Targets: 7

Cast Distance: 2

Alignment Shift: 0

Mana for Fail: 10

Swarm of Rats

A pack of hideously mutated giant rats can provide a useful service for a wizard. They may be weak in combat, but they are fast and very, very hungry.

Mega Spell

Tangle Vine

80%

Chaos

Targets: 5

Cast Distance: 3

Alignment Shift: 3

Mana for Fail: 4

Tangle Vine

Tangle vine is a dense growth that will block non-flying creatures and line of sight for ranged attacks. It has no attack itself, but it is extremely difficult for most creatures to destoy.

Chaos Growth

Teleport

90%

Neutral

Targets: 1

Cast Distance: 8

Alignment Shift: 0

Mana for Fail: 5

Teleport

The casting wizard can instantly teleport to any space that is a valid place for a wizard to be. Attacking or moving is not possible immediately after a teleport, so make your plans wisely.

Neutral

Triple Magic Attack: Damnation

50%

Chaos

Targets: 3

Cast Distance: 99

Alignment Shift: 6

Mana for Fail: 8

Triple Magic Attack: Damnation

Damnation is a very powerful, chaotic Magical Attack that focusses pure magical energy onto three separate targets. Creatures may be destroyed by the attack, but wizards can only lose 2 spells. If the spell is successfully cast, then the attacks are carried out, but the chance of the attack succeeding in each case depends on the spell's Power compared to the target's Magic Power. modified by both the casting wizard's Magic Power and target's controlling wizard's Magic Power.

Chaos Attack

Triple Magic Attack: Justice

50%

Law

Targets: 3

Cast Distance: 99

Alignment Shift: 6

Mana for Fail: 8

Triple Magic Attack: Justice

Justice is a very powerful, lawful Magical Attack that focusses pure magical energy onto three separate targets. Creatures may be destroyed by the attack, but wizards can only lose 2 spells. If the spell is successfully cast, then the attacks are carried out, but the chance of the attack succeeding in each case depends on the spell's Power compared to the target's Magic Power, modified by both the casting wizard's Magic Power and target's controlling wizard's Magic Power.

Law Attack

Turmoil

70%

Chaos

Targets: 1

Cast Distance: 0

Alignment Shift: 6

Mana for Fail: 5

Turmoil

Turmoil is the ultimate chaos spell. Every creature and wizard is moved to a new, random location, ending the turn of the casting wizard. " + "Creatures move together, so a mounted, blobbed wizard will remain mounted and blobbed.

Unicorn

60%

Law

Targets: 1

Cast Distance: 1

Alignment Shift: 5

Mana for Fail: 6

Unicorn

The Unicorn is a shy, magical beast, but when summoned to serve a wizard it can prove its worth as a rapid, first strike attacker. A Unicorn can use its horn as a weapon, which is most deadly after charging into the enemy at full speed.

Creature Law Mount Speed

Vampire

40%

Chaos

Targets: 1

Cast Distance: 1

Alignment Shift: 7

Mana for Fail: 9

Vampire

The Vampire is a terrifying and powerful creature. It is the most formidable Undead creature, immune to the attacks of mortal enemies, and yet still highly resistant to magic. Its agility and ability to fly make it a deadly assassin, swooping in to dispatch foes with ease.

Creature Chaos Air Undead

Wind Walker

60%

Neutral

Targets: 1

Cast Distance: 0

Alignment Shift: 0

Mana for Fail: 6

Wind Walker

Cast onto either your, or an allied wizard to bestow +1 movement, double agility, and the ability to fly.

Neutral Armoury