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[ToMM] Summoning spells

  • biridius

    biridius

    Joined:
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    Summoning magic includes versatile spells that resurrect, damage, summon reinforcements or delay enemy turn.
    It is available to Archmage, Alchemist, Centaur chieftain, Dark ranger, Farseer, Ice mage, Naga sea witch, Priestess of the Moon and Questing knight.

    This lore includes many spells that summon a unit. Summoned units do not fully count as part of your army - when all your main units are slain, you lose even if some summoned elementals, mirror images, etc are left.

    The effect of a spell depends on the hero's Spellpower and Skill level of Summoning skill.
    Basic Summoning: 1
    Advanced Summoning: 2
    Expert Summoning: 3

    Some spells are improved by a secondary Perk.

    [​IMG] Nature's child - makes Entangling roots and Fortune affect units in a 3x3 area, and halve the time until the next turn after casting them.
    [​IMG] Illusionist - empowers Barrier and Mirror image spells, increasing Spellpower when casting them by 5.
    [​IMG] Lord of the Earth - empowers Arcane crystal and Magic mines spells, increasing Spellpower when casting them by 5.
    [​IMG] Conjurer - empowers Call Elementals and Phoenix spells, increasing Spellpower when casting them by 5.
    [​IMG] Master of Life - empowers Magic glove and Restoration spells, increasing Spellpower when casting them by 5.

    Tier 1 spells (available from the start of the game)

    [​IMG] Restoration [9 mana] - restores health to the target unit. Revives slain creatures.
    When cast on a unit that is not Undead, the target loses -2 Attack and -2 Defence.
    A unit that was completely destroyed and then revived regains retaliation, and does not retain any buffs it had at the moment of death. You may not revive a unit if some other unit stands on top of it.
    Base effect: 30 + 7x Spellpower
    Each skill level increases effect by 25 + 2x Spellpower
    - This spell is affected by "Master of Life" perk

    [​IMG] Magic glove [5 mana] - deals pure damage to the target unit, bypassing magic resistance. The damage is reduced by 50% when targeting an Incorporeal unit like Banshees, and is reduced to 0 against a Banished unit.
    Base damage: 20 + 5x Spellpower
    Each skill level increases damage by 10 + Spellpower
    - This spell is affected by "Master of Life" perk

    [​IMG] Entangling roots [6 mana] - the target's Speed is reduced to 0 for a few turns.
    Base effect: 1 turn.
    Each skill level adds 1 turn to the duration.
    - The duration is reduced by target's magic resistance as Earth damage, rounding down.
    - Unlike most other buffs, the duration is in the target's turns, so it can be passed quickly by Waiting.
    - This spell is affected by "Nature child" perk

    Tier 2 spells (available from level 4 and up)

    [​IMG] Magic mines
    [6 mana] - creates 4 explosive mines, randomly scattered in a 3x3 square area.
    Each mine explodes once an enemy unit steps on it, dealing Earth damage to that unit.
    Base damage: 15 + 6x Spellpower
    Each skill level increases damage by 10 + Spellpower
    - Flying units are unaffected by the mines, except at the first and last 2 squares of the movement
    - This spell is affected by "Lord of the Earth" perk

    [​IMG] Wasp swarm [5 mana] - deals Earth damage and delays the target's turn (reducing its Scale value by a fixed amount).
    Base damage: 15 + 3x Spellpower
    Each skill level increases the damage by 15 + 2x Spellpower
    Base delay: 10%
    Each skill level increases the delay by further 10%
    - May not target Undead or Mechanical units

    [​IMG] Fortune [5 mana] - increases a friendly unit's Luck.
    Base effect: 1.
    Each skill level increases effect by 1.
    Duration: 1 turn per Spellpower.
    - Fortune is a counter to Misfortune - whichever is cast later replaces the former.
    - This spell is affected by "Nature child" perk

    Tier 3 spells (available since level 7)
    Casting these requires Basic Summoning skill, or Wisdom perk from Sorcery

    [​IMG] Mirror image [15 mana] - copies the target friendly unit.
    The copy is incomplete - it may not cast spells, and only a part of the unit is copied - the total health of the copy equals to the spell effect.
    The copy's turn comes in 50% of the usual time - it starts with a 50 scale value.
    Base effect: 105 + 9x Spellpower.
    Each skill level increases the effect by 25 + 2x Spellpower.
    - Each unit may only be affected by this spell once. You may not create multiple copies of the same unit.
    - This spell is affected by "Illusionist" perk

    [​IMG] Arcane crystal [9 mana] - creates a crystal at the selected location.
    It only has 1 hp, but will prevent enemy units from shooting if they stand next to it, and may block movement as an obstacle.
    You may command your units to attack the crystal as if it was an enemy unit, or damage it with a spell.
    Once it is destroyed, the crystal explodes, dealing Earth damage to all units next to it.
    Base damage: 25 + 3x Spellpower
    Each skill level increases the damage by 25 + Spellpower
    - This spell is affected by "Lord of the Earth" perk

    [​IMG] Faerie fire [7 mana] - reduces the target's Defence.
    The target may not benefit from Stealth ability while affected.
    Base effect: 6
    Each skill level increases the effect by 2
    Duration: 1 turn per Spellpower

    Tier 4 spells (available since level 10)
    Casting these requires Advanced Summoning skill, or Wisdom perk from Sorcery

    [​IMG] Call Elementals [18 mana] - summons a unit of Elementals of random type - Fire, Water, Air or Earth. If you already had a unit of summoned elementals (including mirror images of mercenary elementals), it is destroyed before the new one is summoned.
    The new stack starts at 25% scale value.
    The Elementals will be summoned in the closest row to the hero, into the topmost square.
    Base effect: 5 Elementals + 1x Spellpower
    Each skill level summons 6 additional Elementals
    - Fire elementals - ranged unit, hurt enemy melee units attacking them
    - Water elementals - may cast frost magic or knockback enemies in close combat
    - Air elementals - fast flying unit that has a chance to release a chain lightning
    - Earth elementals - tough melee unit with unlimited retaliation
    - This spell is affected by "Conjurer" perk

    [​IMG] Fire wall [10 mana] - summons flames in a vertical line of 3 squares, dealing fire damage to units standing there. The flames last 3 turns. If a unit passes through the wall, or ends its turn within the wall, it is hurt.
    Base damage: 25 + 4x Spellpower
    Each skill level increases the damage by 25 + Spellpower
    - The 3 flame emitters count as a single fire wall, which may hurt a unit once per turn. If a unit walks through all 3 squares, it will only be hurt by the wall once.

    [​IMG] Banish [11 mana] - banishes the target (friendly or enemy) into the astral realm. Any physical damage done by the target or against it is reduced to 1, but magical damage is increased by 50%.
    The duration equals Spell Effect divided by target's total health.
    Base effect: 125 hp + 10x Spellpower
    Each skill level increases the effect by 75 hp + 3x Spellpower.
    - for example, Advanced skill + 10 spellpower = 435; a unit of 1450 health will be banished for 0,3 turns.

    Tier 5 spells (level 13 and up)
    Casting these requires Expert Summoning skill, or Wisdom perk from Sorcery

    [​IMG] Phoenix [20 mana] - summons a Phoenix scaled depending on spellpower.
    If you already had one, it is destroyed before the new one is summoned.
    The Phoenix is summoned as close as possible to the topmost square near the hero, and starts at 25 scale value.
    Damage: 20 + 6x Spellpower
    Hp = 7 + damage * 7
    - when a Phoenix is slain, it lays an egg with the same max hp, and initiative 8
    - the egg explodes when destroyed, dealing earth damage equal to original phoenix's damage
    - if the egg's turn comes before it is destroyed, a new phoenix rises with hp and damage depending on remaining health of the egg

    [​IMG] Barrier [16 mana] - protects the target unit, absorbing half of any damage it takes until the barrier's health is fully exhausted.
    Effect: 200 + 20x Spellpower

    [​IMG] Thunderclap [12 mana] - calls down lightnings, dealing damage to all units in a 3x3 square area, and delaying their turn by 30 scale value.
    Base damage: 4x Spellpower
    Each skill level increases the damage by 10 + Spellpower.