The world of FFH2 is full of magic and spells. It may be quite complex to understand and master the well refined spell system.
See also Spells in ExtraModMod-u.
Speditive spell list[]
Here is a complete list of the spell available to arcane and divine units, with a synthetic description of the effects. For detailed description, lore and strategy suggestion, search the tables and visit the links. Credits: Skitters
Arcane[]
Air[]
- Fair Winds - Fair Winds Prom to Naval: +1move,+25% withdraw chance. 5% chance to wear off
- Maelstrom - Damages all units within 2 tiles. 15-50%. Triggers war if non hostile units hit [this feature is removd??? check!!!]
- Summon Air Elemental - 5+2 lightning+1 air affinity, 2 move. Combat can spawn air elemental: 0+3 lightning, 2 move
Body (passive effect: +5% heal within borders)[]
- Haste - Grants Haste Prom to units on tile: +1 movement for 1 turn
- Regeneration - Grants Regeneration Prom to units on tile: +10% heal, can heal whilst moving, removed when fully healed
- Graft Flesh - Summons Flesh Golem. 6 strength, 1 move. Consumes 2 units. Golem can be added to.
Chaos (passive effect: +2% mutation chance)[]
- Dance of Blades - Dance of Blades Prom to units on tile:+1 first strike. 1 Turn
- Mutation - Randomly mutates all living units on tile. Can add promotions as a result.
- Wonder - Casts up to 5 different spells, randomly selected from 63 available
Death (passive effect: -1 reputation with most civs)[]
- Raise Skeleton - Skeleton unit 3+1 death, 1 move. Cannot pillage
- Summon Spectre - 3+1death affinity. 2 move
- Summon Wraith - 6+3death+1 death affinity, 2 move. Cannot pillage; Lichdom - Transform caster to Lich: 5+2 death, 1 move)
Earth (passive effect: Increased chance of discovering new resources)[]
- Wall of Stone - Creates wall of stone in city. Remove if no Earth1 caster present
- Stoneskin - Grants Stoneskin Prom to Caster: +2def strength, +3 first strikes, +50% resistance to damage
- Summon Earth Elemental - 11+1 earth affinity. 1 movement
Enchantment: (passive effect: +1 happy)[]
- Enchanted Blade - Removes Rusted Prom & grants Enchanted Blade Prom to melee:+20% strength.
- Flaming Arrows - Flaming Arrows Prom to Archery: +1 fire strength
- Enchant Spellstaff - Grants Spellstaff. Restores ability to cast
Entropy (passive effect: -5% heal to enemy, -2 reputation)[]
- Rust - Removes weapon upgrades & Inflicts Rust Prom: -10% strength.
- Summon Pit Beast - 4+1 Unholy, 1 move. Duration extendable by winning combat
- Wither - Damages all living units within 1 tile. 10-40% death damage. Can Inflict withered Prom on hostile units: -20% heal, -10% strength, 50% less XP gain/combat
Fire[]
- Blaze - Creates Smoke on tile. Sets Forests/Jungle on fire
- Fireball - Summons Fireball: 0+4 fire strength, 1 move. Max 30% dmg up to 4 units. Immune to 1st strike, can bombard, explodes on death
- Summon Fire Elemental - 6+3 fire strength+1 fire affinity. 2 movement. Cannot enter snow. Does collat dmg
Law (passive effect: -5% maintenance costs)[]
- Loyalty - Grants Loyalty Prom to units on tile: Immune to capture, 25% resistance to charm person
- Summon Host of Einherhar - 3+2 Holy, 1 movement. Duration extendable by winning combat
- Valor - Grants Valor to living units (not animals/beasts): +1 XP/combat, +10% resist magic
Life ((passive effect: +1 health)[]
- Sanctify - Clears Fallout, clears city ruins (reduce AC by 1), cleanses hell terrain. Cast on Graveyard to summon permanent Host of Einherhar 3+2 holy, 1 move
- Destroy Undead - Damages all undead within 1 tile. 20-50% holy damage
- Resurrection - Resurrects the civs hero. 7 turn delay. Destroys pieces of Barnaxus if used or, if cast on Graveyard creates Champion unit with up to 30XP
Metamagic (passive effect: arcane units get +5% damage, and -5% to spell resistance/Metamagic level)[]
- Floating Eye - Summons Floating Eye: Recon unit, 4 range
- Dispel Magic - Destroys Mana Nodes, revert to raw
- Summon Djinn - 1+1 affinity to any mana. 2 movement
Mind (passive effect: +3% research[]
- Inspiration - Creates Inspiration in City as long as Mind 1 unit in place. Inspiration: +1 sage GPP, +2 beakers
- Charm Person - Inflicts Charmed. 1 tile range: Unit may not attack, 20% wearing off. +20% resistance
- Domination - Attempt to take control of strongest living hostile within 1 tile. Mind 3 lost if fail
Nature[]
- Treetop Defence - Completely fortifies units on Forest/Ancient Forest tile
- Poisoned Blade - Poisoned Blade prom to Recon. +1 poison strength
- Vitalize - Snow to Tundra, Tundra to Desert, Desert to plains, plains to Grassland
Shadow[]
- Blur - Blur Prom: First strike immune. 50% chance of waring off
- Shadowwalk - Shadowwalk Prom: Ignores building defences when attacking a city, 25% chance to wear off each turn
- Summon Mistform - 6+1shadow aff, 2move. Hidden Nationality, Invisible
Spirit (passive effect: +5% GPP)[]
- Courage - Courage Prom: Fear immune.+10% heal to units on same tile
- Hope - Creates Hope in City as long as Spirit 2 unit . Hope: +1 happy, +4 culture, grants courage to units on tile (fear immune, +10% heal)
- Trust - Permanent diplo bonus with all leaders. Can only be cast once per civ
Sun[]
- Scorch - Changes plains to desert, snow into tundra; tundra to plains; marsh to grassland.
- Blinding Light - Affected hostile units cannot move for 2 turns. Adjacent tiles. +30% resistance
- Summon Aurealis - 6+2sun affinity, 1 movement
Water[]
- Spring - Extinguishes fires in surrounding tiles. Converts Desert to plains (NOT flood plains)
- Water Walking - Grants Water Walking Prom to caster: unit may enter water tiles. No penalty for attacking from sea or across river
- Summon Water Elemental - 8+1water affinity, 1movement. Splits in 2 when killed with 25% health.
Ice (avaliable only in FFH2 0.34 and sequent - only available from Letum Frigus and Illian Palace)[]
- Slow - 1 movement, resistable, 30% chance to wear off each turn
- Summon Ice Elemental - increased strength on snow/tundra tiles, cant enter desert or burning sands tiles
- Snowfall - cold damage at range 1, temporarily transforms surrounding tiles to snow tiles
Fall Further Additional Spheres[]
These spell spheres have been added to the Fall Further Modmod (042L onwards) and are present with modification in many successor MODMOD, like EXTRAMODMOD. See also Spells in ExtraModMod-u.
More information: https://forums.civfanatics.com/threads/fall-further-the-original-thread.264496/
[]
Creation[]
- Growth - Adds growth building 15% food stored, +1 Health from Corn, Rice, Wheat, Pig, Cow, Sheep
- Fertility - Swaps Corn/Rice/Wheat resources. Swaps Pig/Cow/Sheep resources
- Birth - +1 Population in city. Cannot raise population about 8
Dimensional[]
- Teleport - teleports unit back to capital
- Dimensional II - +3 teleport range
- Dimensional Gate - creates Dimensional Gate: can airlift 1 unit/turn
Force[]
- Magic Missile - ranged attack AirCombat 2, Range 1, Damage Limit 90% and Marksman
- Determination - grants Unstoppable Promotion to melee/mounted - Grants collateral damage, ignore terrain cost and immunity to first strikes to Melee/Mounted Units
- Force Wall - creates force wall building while caster remain in city - units of level 4 or less cannot enter tile
Force in ExtraModMod
- Temperance - +35% resistence to Holy and Unholy damage
- Magic Missile - ranged attack AirCombat 2, Range 1, Damage Limit 90%, Str0+5 Force Damage
- Summon Runewyns - Angel immune to magic that attack first archmage, then other arcane units
Ice[]
- Summon Frostling
- Stasis - Range 1, affects enemy, adds Stasis Curse Promotion: -100% Experience gain. 30% chance to wear off per turn.
- Frozen Lands - degrades land toward Snow/Ice within 3 tiles of caster. No effect on non-enemy land. Will effect unowned, enemy or own land; Summon Ice Golem - upgrade of Summon Frostling spell for Archmages only.
Divine[]
All religions units except Council of Esus have healing abilities, while exclusive spells are granted to units with the specific faith.
All religions units except Council of Esus
- Tier 1 Units: Medic I promotion
- Tier 2 Units: Medic II promotion, Cure Disease - Removes diseased, plagued and withered promotion from units on tile
- Tier 3 Units: Medic III promotion, Heal - Removes poisoned, completely heals living units on tile
Ashen Veil
- Savant - Can sacrifice for 15 beakers/spread AV;
- Ritualist - Ring of Flames - damage all units within 1 tile upto 40%. Can damage own units. Can start fires - Found Temple of the Veil (will also add AV to a city without it), sacrifices unit;
- Profane - Summon Balor - Balor: 7/3 strength + 4 unholy, 1 movement
Octopus Overlords
- Zealot - Can sacrifice for 20 culture/spread OO;
- Cultist -Tsumani - cast near water. Damage units next to water upto 2 tiles from caster. 50-75% cold damage. 25% chance of destroying improvements - Found Temple of the Overlords (will also add OO to a city without it), sacrifice unit;
- Speaker - Summon Kraken, permanent 17 strength, 4 movement naval unit
Fellowship of the Leaves
- Disciple of Leaves - Can sacrifice for 20 culture/spread FoL
- Priest of Leaves - Bloom - creates new forest on unimproved tile within cultural borders; Summon Tiger - permanent 4 strength, 2 move (can be used for Tiger cage); Found Temple of Leaves (will also add FoL to a city without it), sacrifices unit
- High Priest of Leaves-Summon Treant 10 strength, 1 move, permanent
Runes of Kilmorph
- Thane of Kilmorph - Can sacrifice for 20 culture/spread RoK
- Stonewarden -Shield of Faith - grants shield of faith to units on tile: +10% strength; Found Temple of Kilmorph (will also add RoK to a city without it), sacrifices unit
- Runekeeper-Earthquake: unfortifies non-flying units & 25% chance to destroy buildings (except wonders)/improvements with 1 tile
Empyrean
- Ecclesiast - Can sacrifice for 20 culture/spread Empyeran
- Vicar -Revelation: destroys hostile illusions & removed hidden nationality, hidden and invisible from hostile units within 3 tiles; Found Temple of the Empyrean (will also add Emp to a city without it), sacrifices unit
- Luridus -Crown of Brilliance: grants Crown of Brilliance promotion - damages hostile units within 1 tile 40-80% at start of each turn. 25% chance to wear off each turn
Order
- Acolyte - Can sacrifice for 20 culture/spread Order
- Confessor - Bless - grants Blessed to non animal living units; Found Temple of the Order (will also add Order to a city without it), sacrifices unit
- Prior - Unyielding Order - creates unyielding order building in city- no unhappy,-100% maintenance, -10% crime
Council of Esus
- Mask - Grants hidden Nationality; Spread Council of Esus - adds CoE to city for 25gp (doesn't sacrifice unit)
By Level[]
Arcane Spells[]
Arcane spells are cast by Adepts, Mages, Archmages, as well as Druids (Nature) and Dwarven Druids (Earth). Each sphere and level requires a promotion to cast, which in turn requires a Channeling level equal to the spell level.
Sphere | I | II | III |
Air | Fair Winds | Maelstrom | Summon Air Elemental |
Body | Haste | Regeneration | Graft Flesh |
Chaos | Dance of Blades | Mutation | Wonder |
Death | Raise Skeleton | Summon Spectre | Lichdom, Summon Wraith |
Earth | Wall of Stone | Stoneskin | Summon Earth Elemental |
Enchantment | Enchanted Blade | Flaming Arrows | Enchant Spellstaff |
Entropy | Rust | Summon Pit Beast | Wither |
Fire | Blaze | Fireball | Summon Fire Elemental |
Ice | Slow | Summon Ice Elemental | Snowfall |
Law | Loyalty | Summon Host of the Einherjar | Valor |
Life | Sanctify | Destroy Undead | Resurrection |
Metamagic | Floating Eye | Dispel Magic | Summon Djinn |
Mind | Inspiration | Charm Person | Domination |
Nature | Treetop Defense | Poisoned Blade | Vitalize |
Shadow | Blur | Shadow Walk | Summon Mistform |
Spirit | Courage | Hope | Trust |
Sun | Scorch | Blinding Light | Summon Aurealis |
Water | Spring | Water Walking | Summon Water Elemental |
Divine Spells[]
Attention: level 1 divine caster have no casting ability. Priests can cast I and II divine spells, while High Priests can cast all three levels. Other Disciple Units or Melee Units obtained upgrading Priests may sometimes retain ability to cast Divine Spells.
Religion | I (priest!) | II (priest) | III (high priest) |
Ashen Veil | Ring of Flames | (none) | Hellfire, Summon Balor |
Empyrean | (none) | Revelation | Crown of Brilliance |
Fellowship of Leaves | Bloom | Summon Tiger | Summon Treant |
Octopus Overlords | (none) | Tsunami | Summon Kraken |
Order | (none) | Bless | Unyielding Order |
Runes of Kilmorph | Shield of Faith | (none) | Earthquake |
World Spells[]
Each Civilization has a unique and powerful spell to be cast only one time per game. These spells are so powerful to affect the entire world, and sometimes they define the strategy of the caster civilization. In the late game the riutal Birthright Regained, if completed, reset the civilization world spell and allow a second casting.
You will be affeted from the world spells of other civilization, even if you never encountered them. A typical situation is when for no apparent reason you lose access to spellcasting or building: you have to pay attention to a little advice on the bottm right of the screen, that tells you may not use spells or build.
Civilization | Spell | Requires | Effect |
Amurites | Arcane Lacuna | Arcane caster | Prevents other players from casting spells (20 turns on Normal) |
Balseraphs | Revelry | Festivals technology | Triggers a double Golden Age (24 turns on Normal) |
Bannor | Rally | Crusade civic | Creates a Demagog in each of your cities and Towns, demotes your Towns to Villages |
Calabim | River of Blood | (none) | +2 population in all of your cities, -2 population in all other cities |
Clan of Embers | For the Horde | (none) | 50% chance to convert each non-Heroic Barbarian Orcish unit |
Doviello | Wild Hunt | (none) | Creates a Wolf with Strength max(2, (unit Strength / 2) + 1) for each of your military units |
Elohim | Sanctuary | (none) | Removes all non-team units from your borders and prevents them from entering (30 turns on Normal) |
Grigori | Ardor | (none) | Resets the counter |
Hippus | Warcry | (none) | All of your units gain +1 strength, +1 move, and can attack multiple times per turn for a mean of 20 turns |
Illians | Stasis | (none) | Prevents all other players from building or researching (20 turns on Normal) |
Infernal | Hyborem's Whisper | Malevolent Designs technology | Take over a non-capital Ashen Veil city |
Khazad | Mother Lode | Mining technology | 25 for each of your Mines, 10% of changing each of your flatland tiles to hills |
Kuriotates | Legends | (none) | +300 in each of your cities |
Lanun | Raging Seas | Optics technology | Mean 75% Cold damage to all non-Lanun units, 25% chance to destroy improvements in coastal tiles |
Ljosalfar | March of the Trees | Way of the Forests technology | All of your Forests and Ancient Forests not occupied by enemies spawn a Treant which lasts for 5 turns; these create New Forests on death on unimproved tiles |
Luchuirp | Gifts of Nantosuelta | Masonry technology | Creates a Golden Hammer in each of your cities (+1 Strength or settle as Great Engineer) |
Malakim | Religious Fervor | Priesthood technology | Creates a Priest in each of your cities with 1 XP for each of your cities with your state religion |
Mercurians | Divine Retribution | Cast by Basium unit | Mean 50% damage to all Demons and Undead |
Sheaim | Worldbreak | (none) | Armageddon Counter / 4 chance to create smoke in all Forests and Jungles, City Fires in cities (10% chance to destroy each building); damages units by Armageddon Counter; does not affect your territory |
Sidar | Into the Mist | (none) | All of your units gain the Hidden promotion |
Svartalfar | Veil of Night | (none) | All of your units gain the Hidden Nationality promotion |
By Type[]
City Spells[]
These spells affect friendly cities. They only last as long as a caster with the source remains in the city.
Spell | Source | Effect |
Hope | Spirit II | +4 , +1 , free Courage promotion |
Inspiration | Mind I | +2 , +1 Great Sage |
Inquisition | Inquisition Promotion | Permanently removes non-state religions from the city (unless spread there again), 3 turn cast |
Unyielding Order | Order III | No unhappiness, maintenance; -10 crime rate |
Wall of Stone | Earth I | +25% defense, -25% bombardment against non-gunpowder |
Terrain Spells[]
These spells affect terrain under or near the caster.
Spell | Source | Effect |
Blaze | Fire I | Creates a Smoke in the tile, sets Forests and Jungles on fire |
Bloom | Fellowship of Leaves I | Creates a New Forest in the tile, 2 turn cast |
Call Blizzard | Illian Divine | Creates a Blizzard in the tile |
Hellfire | Ashen Veil III | Creates a Hellfire in the tile (spawns Barbarians) |
Earthquake | Runes of Kilmorph III | Can destroy improvements and buildings within 1 tile, unfortifies non-flying units |
Sanctify | Life I | Removes all Hell terrain within 1 range, or removes a City Ruins in the tile and reduces the Armageddon Counter |
Scorch | Sun I | Turns Snow in the tile to Tundra, or Plains to Desert |
Spring | Water I | Turns Desert in the tile to Plains |
Vitalize | Nature III | Upgrades Desert, (Ice -> Tundra) -> Plains -> Grassland |
Area/Ranged[]
Unless stated otherwise, these spells affect all targets within range.
Spell | Source | Range | Friendly Fire | Mean Damage | Other Effects | Resistable |
Blinding Light | Sun II | 1-1 | No | None | Immobile for 2 turns | +30% |
Charm Person | Mind II | 1-1 | No | None | Only affects living units, cannot attack for mean of 5 turns | +20% |
Crown of Brilliance | Empyrean III | 1-1 | No | 30% (max 60%) | Buffs caster | No |
Crush | Dwarven Druid | 2, single tile | No | Physical | No | |
Destroy Undead | Life II | 0-1 | Yes | 30% Holy | No | |
Dispel Magic | Metamagic II | 0-2 | Yes | None | Removes buffs from enemies and debuffs from allies, resets Mana Nodes | No |
Domination | Mind III | 1-1 | No | None | Spell lost if resisted, gain control of enemy unit | +10% |
Entangle | Druid | 1-1, single tile | No | None | Only affects non-flying units, roots units | +0% |
Maelstrom | Air II | 0-2 | Yes | 15% (max 30%) | No | |
Revelation | Empyrean II | 0-3 | Yes | None | Dispel Magic, and removes invisibility, illusions, and Hidden Nationality from enemies | No |
Ring of Flames | Ashen Veil I | 1-1 | Yes | 15% (max 40%) | No | |
Roar | Dragon | 1-3 | No | None | Fear | +0% |
Rust | Entropy | 1-1 | No | None | -10% Strength to Melee units until they visit a city with a Forge, removes Weapons promotions | +20% |
Slow | Ice I | 1-1 | No | None | -1 move for mean of 3.3 turns | +0% |
Snowfall | Ice III | 0-1 | Yes | 40% (max 80%) | Temporarily turns tiles into Ice | No |
Spores | Myconid | 1-1 | No | None | Only affects living units, cannot move for 3 turns | +0% |
Taunt | Harlequin | 1-1 | No | None | Only affects living units, forces attack on caster's stack | +40% |
Tsunami | Octopus Overlords II | 0-2 | Yes | ? | Damages improvements, can only be cast next to water tiles | No |
Wither | Entropy III | 1-1 | No | 10% (max 40%) | Only affects living units, adds Withered promotion | +0% |
Summoning[]
Spell | Source | Duration | Moves | Strength | Affinity | Collateral | Bombard | Other |
Breathe Fire | Dragon | 1 | 1 | 6 Fire | 60% | 15% | ||
Create Battering Ram | Khazad Melee | Permanent | 1 | 0 | 25% | Requires Engineering | ||
Create Puppet | Belseraph Arcane | 1 | 1 | 2 | Gains promotions of caster | |||
Fireball | Fire II | 1 | 1 | 4 Fire | 30% | 10% | ||
Graft Flesh | Body III | Permanent | 1 | 6 | Can graft other units onto it | |||
Raise Skeleton | Death I | Permanent | 1 | 2 + 1 Death | Cannot pillage, Undead | |||
Summon Air Elemental | Air III | 1 | 2 | 5 + 2 Lightning | 1 Air | Elemental, Flying, Sentry II, immune to Lightning, creates Lightning Elemental after winning combat | ||
Summon Aurealis | Sun III | 1 | 1 | 6 | 2 Sun | Elemental | ||
Summon Balor | Ashen Veil III | ? | 1 | 7/3 +4 Unholy | Demon, Resist Fire, Stigmata, can use all weapons, replaces Berzerker | |||
Summon Djinn | Metamagic III | ? | 2 | 1 | 1 all | Elemental | ||
Summon Earth Elemental | Earth III | 1 | 1 | 11 | 1 Earth | Elemental | ||
Summon Fire Elemental | Fire III | 1 | 2 | 6 + 3 Fire | 1 Fire | 30% | Elemental, Immune to Fire, cannot enter Ice | |
Summon Host of the Einherjar | Law II | 1 | 1 | 3 + 2 Holy | Angel, cannot pillage, +1 duration on winning combat | |||
Summon Ice Elemental | Ice II | 1 | 1 | 2 + 2 Cold | 1 Ice | +10% Tundra Strength, +20% Ice Strength, Elemental, Immune to Cold, Vulnerable to Fire, cannot enter Desert or Burning Sands | ||
Summon Kraken | Octopus Overlords III | Permanent | 4 | 17 | Stealth | |||
Summon Mistform | Shadow III | ? | 2 | 6 | 1 Shadow | Elemental, Hidden Nationality, Invisible | ||
Summon Pit Beast | Entropy II | ? | 1 | 4 + 1 Unholy | Demon, +1 duration on winning combat | |||
Summon Sand Lion | Malakim Arcane II | 1 | 3 | 5 + 1 Fire | Can see Stealth, cannot pillage, +40% Desert strength, Elemental, Resist Fire, Nomad | |||
Summon Spectre | Death II | 1 | 2 | 3 | 1 Death | Undead, Fear | ||
Summon Tiger | Fellowship of Leaves II | Permanent | 2 | 4 | Animal, can construct Tiger Cage | |||
Summon Treant | Fellowship of Leaves III | Permanent | 1 | 10 | Cannot pillage, Elemental, Vulnerable to Fire, Woodsman I, Woodsman II | |||
Summon Water Elemental | Water III | 1 | 1 | 8 | 1 Water | Elemental, Water Walking | ||
Summon Wraith | Death III | 1 | 2 | 6 + 2 Death | 1 Death | Undead, Fear, Vile Touch |
Unit Buffs[]
Unit buffs affect all non-Siege land units unless stated otherwise. Mean durations are given.
Spell | Source | Mean Duration (Turns) | Effect |
Bless | Order II | 1 combat | +1 Holy combat, +20% against demons |
Blur | Shadow I | 2 | Immune to first strikes, defensive strikes |
Courage | Spirit I | Permanent | Heals units in same tile +10% per turn, immune to Fear |
Crown of Brilliance (caster) | Empyrean III | 4 | Area damage, see invisible units |
Cure Disease | Medic II | Instant | Removes Diseased, Plagued, Withered |
Dance of Blades | Chaos I | 1 | +1 first strike |
Enchanted Blade (Melee) | Enchantment I | Permanent | +20% Strength, removes Rusted |
Fair Winds (Naval) | Air I | 20 | +1 move, +25% withdrawal chance |
Flaming Arrows (Archery) | Enchantment II | Permanent | +1 Fire combat |
Haste | Body I | 1 | +1 move |
Heal | Medic III | Instant | Heals units, removed Poisoned |
Loyalty | Law I | Permanent | Immune to capture, +20% to resist Charm Person |
Morale | 10 | +10% Strength, +10% City Attack | |
Mutation | Chaos II | Permanent | Random effect |
Poisoned Blade (Recon) | Nature II | Permanent | +1 Poison combat |
Regeneration | Body II | Until healed | Heal while moving, heals +10% per turn |
Shadow Walk | Shadow II | 4 | Immune to first strikes, building defenses |
Shield of Faith | Rune of Kilmorph I | Permanent | +10% Strength |
Stoneskin (caster) | Earth II | 1 combat | +3 first strikes, +50% elemental damage resistance, +2 defense Strength |
Valor | Law III | Permanent | +1 XP per combat, +10% to resist spells |
All Spells[]
- Add to City
- Add to Flesh Golem
- Add to Freak Show
- Arcane Lacuna
- Ardor
- Arena Battle
- Blaze
- Bless
- Blinding Light
- Bloom
- Blur
- Breathe Fire
- Buccaneer Crew
- Buy a Slave
- Call of the Grave
- Charm Person
- Consume Soul
- Contagion
- Convert City
- Courage
- Create Battering Ram
- Create Den
- Crew Normally
- Declare Nationality
- Destroy Undead
- Dispel Magic
- Divine Retribution
- Domination
- Drop Crown of Akharien
- Drop Dragon's Hoard (misspelled in game as "Drop Dragons Horde")
- Drop Syliven's Perfect Lyre (misspelled in game as "Drop Sylivens Perfect Lyre")
- Drown
- Enervation
- Entangle
- Escape
- Fair Winds
- Feast
- Feed
- Fireball
- Flaming Arrows
- Floating Eye
- For the Horde
- Found Aeron's Bounty (misspelled in game as "Found Aerons Bounty)
- Found Temple of Kilmorph
- Found Temple of Leaves
- Found Temple of the Empyrean
- Graft Flesh
- Haste
- Heal
- Healing Salve
- Hellfire
- Herald's Call
- Hide
- Hope
- Hyborem's Whisper
- Impersonate Leader
- Inquisition
- Inspiration
- Into the Mist
- Ira Unleashed
- Join Commander
- Kidnap
- Legends
- Lichdom
- Longshoreman Crew
- Loyalty
- Maelstrom
- March of the Trees
- Mask
- Mesmerize Animal (misspelled in game as "Mezmerize Animal")
- Mirror
- Morale
- Mother Lode
- Mutation
- Peace
- Pillar of Fire
- Pirate Cove
- Poisoned Blade
- Promote Settlement
- Rage
- Raging Seas
- Raise Skeleton
- Rally
- Read the Grimoire
- Rebuild Barnaxus
- Recruit
- Recruit Mercenary
- Regeneration
- Religious Fervor
- Repair
- Resurrection
- Revelation
- Revelry
- Ring of Flames
- River of Blood
- Roar
- Rob Graveyard
- Rust
- Sacrifice
- Sanctify
- Sanctuary
- Scorch
- Sell a Slave
- Shadowwalk
- Shield of Faith
- Sing
- Sirona's Touch
- Split Commander
- Spores
- Spread the Council of Esus
- Spring
- Sprint
- Steal
- Stoneskin
- Summon Air Elemental
- Summon Aurealis
- Summon Balor
- Summon Djinn
- Summon Earth Elemental
- Summon Fire Elemental
- Summon Host of the Einherjar
- Summon Kraken
- Summon Mistform
- Summon Pit Beast
- Summon Sand Lion
- Summon Spectre
- Summon Tiger
- Summon Treant
- Summon Water Elemental
- Summon Wraith
- Train Battlemaster
- Train Blaze
- Train Blur
- Train Dance of Blades
- Train Haste
- Train Raise Skeleton
- Treetop Defence
- Trust
- Tsunami
- Unyielding Order
- Valor
- Veil of Night
- Vitalize
- Wall of Stone
- Wane
- Warcry
- Water Walking
- Wild Hunt
- Wither
- Worldbreak
Fall from Heaven II | |||
---|---|---|---|
Civilizations | Leaders | Religion | Units |
Buildings | Scenarios | Guilds | Wonders & Rituals |
Spells | Promotions | Game Concepts | Traits |