FANDOM


In SpellForce: The Order of Dawn, SpellForce: The Breath of Winter and SpellForce: Shadow of the Phoenix there are lots of different spells and effects.

Also there are lots of different requirements and other stats that need to be looked at. Thus this article sums up all necessary information regarding skills in the first three SpellForce games.

Table of Contents

Statistics Attributes Ability Trees Ability Categories

Useable abilities

Light Combat Arts Heavy Combat Arts Ranged Combat Arts Special abilities
White Magic Life Nature Boons
Elemental Magic Fire Ice Earth
Mind Magic Offensive Defensive Enchantment
Black Magic Death Necromancy Curse

The attributes and other stats

Way before any ability there are lots of attributes and stats. Those stats are of absolute importance in gameplay and ignoring them will lead to your character's demise sooner or later. A list of what each stat does will follow up now.

Vital Stats

  • Health : The character's current and maximum life points. Life indicates how much ingoing damage a character can sustain before being defeated and killed on the battle fields.
  • Mana: The character's current and maximum mana points. Mana is used to cast spells and abilities. When not having enough mana reserves the character is unable to cast new or to sustain channeled abilities.

Attributes

  • Strength : Improves weapon damage of all physical based attacks.
  • Stamina : Improves maximum health of the character.
  • Dexterity : Improves the chance to hit enemy targets with physical attacks.
  • Agility : Reduces the chance of being hit by enemies' physical attacks.
  • Intelligence : Increases the character's regeneration of mana points.
  • Wisdom: Increases the character's maximum amount of mana points.
  • Charisma: Increases the effectiveness of the character's White Magic and Mind Magic spells.

Resistances

  • Armourclass: Defines how well the character can reduce incoming physical damage
  • Fire Magic: Defines how well the character can resist an fire magic spell completely.
  • Ice Magic: Defines how well the character can resist an ice magic spell completely.
  • Black Magic: Defines how well the character can resist an black magic spell completely.
  • Mind Magic: Defines how well the character can resist an mind magic spell completely.

Speeds

Note: 100% is the base value. A higher value will increase the speed and a lower value will slow down the speed.

  • Run : Shows the running speed multiplier in percent.
  • Fight : Shows the speed multiplier of attacking with weapons.
  • Cast : Shows the speed multiplier of casting abilities and spells.

The ability trees

There are four magic schools which each have three specializations.

Also there are three combat skill trees with each two or four specializations. Each specialization unlocks certain things, e.g. Piercing Weapons of Light Combat enables the player to use higher level daggers while Necromancy of Black Magic enables the character to use necromancy spells of the respective level.

See below for more precise details of how specialization and main skill are interconnected:

Dolch04 Light Combat Arts
Piercing Weapons - Light Blade Weapons - Light Blunt Weapons - Light Armor
Titanhammer Heavy Combat Arts
Large Blade Weapons - Large Blunt Weapons - Heavy Armor - Shields
Bogen09 Ranged Combat Arts
Bows - Crossbows
Robe09 White Magic
Life - Nature - Boons
NorSet2 Black Magic
Death - Necromancy - Curse
Robe20 Elemental Magic
Fire - Ice - Earth
EmeraldEyeRobe Mind Magic
Enchantment - Offensive - Defensive

The respective schools can be leveled by spending skill points if the required attribute requirements have been met. Different ability trees have different requirements to be leveled up.

A complete list of all ability tree requirements from level 1 to level 20 can be found when clicking on the respective ability.

Light Combat Dexterity Agility
Heavy Combat Strength Stamina
Ranged Combat Strength Dexterity
White Magic Wisdom Charisma
Black Magic Intelligence Wisdom
Elemental Magic Intelligence Wisdom
Mind Magic Intelligence Charisma

Ability categories

The abilities can be divided into many categories. Some of them will be named here in advance to avoid further confusion.

Ability direction

  • Directed spells
    Those spells are directed against one single target and thus can use click'n'fight-system.
    e.g. Rock Bullet
  • Undirected spells
    Those spells dont have a direction and are casted on the caster itself.
    e.g. Summon Fire Elemental
  • Area-directed spells
    Those spells are casted in the targeted area.
    e.g. Zone of Healing
  • Auras
    Those spells are automatically placed on targets by a passive aura that was previously casted.
    e.g. Aura of Lifetap

Ability duration

  • Immediate abilities
    These spells dont have a duration. They just deal their effect and then are over.
    e.g. Pain
  • Duration-based abilities
    These spells have a set duration. They work during that time and then run out.
    e.g. Rain of Fire
  • Sustained abilities
    These spells have infinite duration but consume mana over time.
    When the mana isn't high enough the spell is then canceled.
    e.g. Summon Skeleton

Special category

  • Essence and Almightiness
    With The Breath of Winter the new Essence and Almightiness abilities were included in SpellForce. Essence only requires the main ability tree such as Mind Magic whereas the Allmightyness requires all sub-abilities as well on the spells rank to be cast.

Useable abilities

After an ability has been leveled the character gains access to new abilities. In the combat related ability trees the respective skill will be automatically be placed in the character's spellbook. The magic schools only gain the possibility to cast a spell of the respective level. However the spell first has to be found or bought and then pasted into the spellbook manually. A list of all spells will now follow up.

Notes:

  • Please note that all abilities marked with (BoW) are only available for Breath of Winter and Shadow of the Phoenix avatars.
  • All abilities marked with (SotP) are only available for characters in the Shadow of the Phoenix campaign.
  • The fighting skills will unlock automatically after having reached a certain level which is shown in the brackets next to the ability name.
  • The magic skills need a scroll and the corresponding skill level. Some abilities (e.g. Pain) are available from the start while others (e.g. Summon Blade) are available only after having reached a threshold. The respective ability threshold is shown in the brackets right to the ability name.

Light Combat Arts Abilities

Now following a table with the respective abilities.

Fight1 Berserk (Lvl. 1)
Briefly increases the melee damage dealt by the caster to 300%.
Fight2 Boons (Lvl. 2)
Caster restores 60% of its maximum health points.
Fight3 Shelter (Lvl. 4)
Caster will get a considerable amount of magic resistance for 30 seconds.
Fight4 Durability (Lvl. 6)
Both the damage dealt and taken by the caster is reduced to 33%.
Fight5 Shift Life (Lvl. 14, SotP)
Caster restores his own health by taking health from nearby allied units.
Fight6 Critical Hits (Lvl. 17, SotP)
Caster has a chance to kill weakened enemies in one hit for 30 seconds.

Heavy Combat Arts Abilities

Now following a table with the respective abilities.

Fight1 War Cry (Lvl. 1)
Increases the melee damage dealt by the caster and nearby allies to 200%.
Fight2 Benefactions (Lvl. 2)
Caster and up to 10 nearby allies restore 20% of its maximum health points.
Fight3 Patronize (Lvl. 4)
Caster and up to 10 nearby allies will get minor magic resistance for 30 seconds.
Fight4 Endurance (Lvl. 6)
Both the damage dealt and taken by the caster and nearby allies is reduced to 50%.
Fight5 Shift Life (Lvl. 14, SotP)
Caster restores his own health by taking health from nearby allied units.
Fight7 Riposte (Lvl. 17, SotP)
Caster reflects back 75% of incoming melee damage to attackers for 10 seconds.

Ranged Combat Arts Abilities

Now following a table with the respective abilities.

Fight8 Trueshot (Lvl. 1)
Briefly increases the ranged damage dealt by the caster to 300%.
Fight2 Boons (Lvl. 2)
Caster restores 60% of its maximum health points.
Fight9 Steelskin (Lvl. 4)
Caster is immune towards physical ranged attacks for 15 seconds.
Fight10 Salvo (Lvl. 6)
Caster can attack up to 5 enemy targets in a 60° cone for 15 seconds.
Fight5 Shift Life (Lvl. 14, SotP)
Caster restores his own health by taking health from nearby allied units.
Fight6 Critical Hits (Lvl. 17, SotP)
Caster has a chance to kill weakened enemies in one hit for 30 seconds.

White Magic

White Magic is used to sustain strength. Higher levels can be reached by high levels of wisdom and good amount of intelligence.

General

Essence1 White Essence (BoW)
Applies Thornshield, Healing and increased attack speed and dexterity
to an allied target for 30 seconds with a decreased potency.
Allmightyness1 White Almightiness (BoW)
Applies Thornshield, Healing and increased attack speed and dexterity
to an allied target for 30 seconds with an improved potency.

Life

The Magic of Life encompasses numerous ways of healing and strengthening.

Life1 Healing (Lvl. 1+)
Restores a moderate amount of health to the targeted allied unit.
Life7 Zone of Healing (Lvl. 2+)
Restores a small amount of health to all allied unit in the targeted area.
Life5 Aura of Strength (Lvl. 3+)
Applies an aura that improves the strength of nearby allies.
Life2 Greater Healing (Lvl. 4+)
Restores a great amount of health to the targeted allied unit.
Life3 Aura of Healing (Lvl. 6+)
Applies an aura that heals nearby allies slowly but steadily.
Life4 Aura of Endurance (Lvl. 8+)
Applies an aura that improves the stamina of nearby allies.
Life8 Sentinel Healing (Lvl. 10+)
Restores health to all allies in the targeted area proportional to their wounds.
Life6 Suicide Heal (Lvl. 12+)
Restores a massive amount of health to an ally by draining health from the caster.
Life10 Holy Touch (Lvl. 13+, SotP)
Completely heals an allied target but the caster has to stand next to it.
Life11 Revenge (Lvl. 13+, SotP)
Heals all allied units in the area for each allied corpse in the area.
Life9 Assistance (Lvl. 13+, SotP)
All damage taken by the target ally is distributed evenly among allied units nearby.

Nature

The Magic of Nature permits taking control of animals, as well as curing poison or diseases.

Nature5 Thornshield (Lvl. 1+)
Applies a shield to an allied target that damages any enemy attacking it.
Nature2 Cure Disease (Lvl. 2+)
Heals the target from all diseases.
Nature6 Summon Wolf (Lvl. 3+)
Summons a wolf to aid the caster in battle.
Nature1 Aura of Regeneration (Lvl. 4+)
Applies an aura that increases the life regeneration of nearby allies.
Nature8 Dominate Animal (Lvl. 6+)
Permanentely controls an animal to aid you in combat while draining mana over time.
Nature3 Cure Poison (Lvl. 8+)
Heals the target from all poison effects.
Nature7 Summon Bear (Lvl. 10+)
Summons a bear to aid the caster in battle.
Nature4 Charm Animal (Lvl. 12+)
Controls an animal for unspecified time but costs no energy over time to keep up.
Nature11 Roots (13+, SotP)
Target enemy takes little damage, is rooted and cannot move some time.
Nature9 Area Roots (13+, SotP)
Applies little damage to all enemies in an area and immobilizes them.
Nature10 Summon Treewraith (13+, SotP)
Summons a treewraith to aid the caster in battle.

Boons

Blessing strengthen and improve allied units, giving a great advantage in battle. They can also be used against the undead.

Boon2 Aura of Fast Fighting (Lvl. 1+)
Applies an aura that improves the fighting speed of nearby allies.
Boon6 Hallow (Lvl. 2+)
Deals massive damage over time to undead. No effect on the living.
Boon11 Aura of Flexibility (Lvl. 3+)
Applies an aura that increases the allied units agility.
Boon7 Dispel Black Aura (Lvl. 4+)
Cancels an active black aura on target enemy and prevents it to be recasted.
Boon3 Aura of Fast Walking (Lvl. 6+)
Applies an aura that increases the movement speed of nearby allies.
Boon4 Aura of Light (Lvl. 8+)
Applies an aura that damages nearby undead. No effect on the living.
Boon1 Aura of Dexterity (Lvl. 10+)
Applies an aura that increases the allied units dexterity.
Boon5 Invulnerability (Lvl. 12+)
Makes the caster invulnerable to damage and all negative effects for some time.
Boon8 Chain Hallow (Lvl. 13+, SotP)
Variation of the spell Hallow that jumps from target to target.
Boon10 Aura of Eternity (Lvl. 13+, SotP)
Applies an aura that provides alot of different benefits to allied units.
Boon9 Reinforcements (Lvl. 13+, SotP)
Teleports allies in target area to the closest monument owned by the player.

Elemental Magic

Elemental magic is dedicated to controlling the elements fire, ice and earth. High intelligence and wisdom are required to reach higher level.

General

Essence3 Elemental Essence (BoW)
Applies Fireburst, Iceburst and Rock Bullet with a decreased potency.
Allmightyness3 Elemental Almightiness (BoW)
Applies Fireburst, Iceburst and Rock Bullet with an improved potency.

Fire

Fire magic is an aggressive magic, mainly used in the destruction of enemies. It encompasses the spells with the highest total damage and can also be used to summon the aid of fire servants.

Fire4 Fireburst (Lvl. 1+)
Deals little fire damage directly but large fire damage over time.
Fire5 Fireshield (Lvl. 2+)
Applies a fire shield that deals damage to all enemies attacking the caster in melee.
Fire1 Fireball (Lvl. 3+)
Deals high fire damage directly and moderate fire damage over time.
Fire7 Illuminate (Lvl. 4+)
Enlightens the area and unveils hidden objects and units.
Fire6 Summon Fire Elemental (Lvl. 6+)
Summons a Fire Elemental to the caster's help capable of inflicting Fireburst.
Fire3 Wave of Fire (Lvl. 8+)
Shoots multiple Fireburst spells onto random nearby enemies.
Fire11 Melt Resistance (Lvl. 10+)
Decreases an enemy target's ice magic resistance considerably.
Fire2 Rain of Fire (Lvl. 12+)
Calls down meteors dealing Fireburst to friendly and enemy targets in the area.
Fire9 Chain Fireburst (Lvl. 13+, SotP)
A variation of the Fireburst spell that can jump from target to target.
Fire10 Chain Fireball (Lvl. 13+, SotP)
A variation of the Fireball spell that can jump from target to target.
Fire8 Summon Fire Golem (Lvl. 13+, SotP)
Summons a Fire Golem to the caster's help with huge physical resistances.

Ice

Ice Magic encompasses spells of resonably strong damage, including the ability to freeze a foe or summon Ice Elementals.

Ice5 Iceburst (Lvl. 1+)
Freezes the target briefly and deals ice damage over time.
Ice6 Iceshield (Lvl. 2+)
Applies an ice shield that freezes any enemy hitting the caster in melee.
Ice1 Freeze (Lvl. 3+)
Freezes the target for a long time.
Ice2 Fog (Lvl. 4+)
Disrupts the view in the area by creating fog making units harder to attack.
Ice7 Summon Ice Elemental (Lvl. 6+)
Summons a Ice Elemental to the caster's help capable of inflicting Freeze.
Ice4 Wave of Ice (Lvl. 8+)
Shoots multiple Iceburst spells onto random nearby enemies.
Ice11 Chill Resistance (Lvl. 10+)
Decreases an enemy target's fire magic resistance considerably.
Ice3 Blizzard (Lvl. 12+)
Calls down comets dealing Iceburst to friendly and enemy targets in the area.
Ice9 Chain Iceburst (Lvl. 13+, SotP)
A variation of the Iceburst spell that can jump from target to target.
Ice10 Area Freeze (Lvl. 13+, SotP)
Freezes all enemies in the targeted area for a moderate time.
Ice8 Summon Ice Golem (Lvl. 13+, SotP)
Summons an Ice Golem to the caster's help with huge physical resistances.

Earth

Earth Magic encompasses medium strength damage spells, but also offers the ability to turn an enemy to stone or summon an Earth Element.

Earth6 Rock Bullet (Lvl. 1+)
Shoots a rock projectile dealing physical damage affected by armor.
Earth11 Conservation (Lvl. 2+)
Encases the caster with earth armor that needs to be broken before taking damage.
Earth1 Detect Metal (Lvl. 3+)
Shows metal in a wide area around the caster.
Earth2 Decay (Lvl. 4+)
Reduces target's armor and makes it more vulnerable to physical attacks.
Earth7 Summon Earth Elemental (Lvl. 6+)
Summons a Earth Elemental to the caster's help capable of inflicting Decay.
Earth5 Wave of Rocks (Lvl. 8+)
Shoots multiple Rock Bullet spells onto random nearby enemies.
Earth3 Petrify (Lvl. 10+)
Immobilizes a target and stuns it shortly. Stronger units may resist petrification.
Earth4 Stone Rain (Lvl. 12+)
Calls down boulders dealing Rock Bullet to friendly and enemy targets in the area.
Earth9 Feet of Clay (Lvl. 13+, SotP)
Immobilizes all units in a wide area and reduces their attack and casting speed.
Earth10 Chain Rock Bullet (Lvl. 13+, SotP)
A variation of the Rock Bullet spell that can jump from target to target.
Earth8 Summon Stone Golem (Lvl. 13+, SotP)
Summons an Earth Golem to the caster's help with huge physical resistances.

Mind Magic

Mind magic is used to influence the spirit, either positively or negatively. To reach higher skill levels, very high charisma and relatively high intelligence are requisite.

General

Essence4 Mental Essence (BoW)
Applies Manadrain, Shock and Befriend with a decreased potency.
Allmightyness4 Mental Almightiness (BoW)
Applies Manadrain, Shock and Befriend with an improved potency.

Offensive

Aggressive Mind Magic damages the intellect and spirit of an enemy. It includes spells to hypnotize enemies, confuse them so they no longer know friend from foe, or causing damage by shock.

Offensive3 Shock (Lvl. 1+)
Deals big damage to target enemy that is scaling with enemy intelligence value.
Offensive5 Confuse (Lvl. 2+)
Prevents the target from casting any new spells for a short time.
Offensive6 Hypnotize (Lvl. 3+)
Stuns a target and prevents further actions until the target takes damage.
Offensive1 Amok (Lvl. 4+)
Makes the target unable to distinguish between allies and enemies.
Offensive4 Shockwave (Lvl. 6+)
Damages all nearby enemies dealing damage scaling with enemy intelligence.
Offensive7 Disrupt (Lvl. 8+)
Quickly disrupts any spell that is being cast by a target enemy.
Offensive2 Aura of Hypnotization (Lvl. 10+)
Applies an aura that hypnotizes close-by enemies.
Offensive11 Demoralization (Lvl. 12+)
Makes enemies demoralized causing them to flee the battle.
Offensive8 Chain Shock (Lvl. 13+, SotP)
Variation of the Shock ability that can jump from target to target.
Offensive10 Area Confuse (Lvl. 13+, SotP)
Applies Confuse in target area to all enemies within for a short duration.
Offensive9 Area Hypnotize (Lvl. 13+, SotP)
Applies Hypnotize in target area to all enemies within for a short duration.

Defensive

Defensive Mind Magic can drain an enemy's Mana, transferring it to the caster of the spell or passing mana to allies. It also allows for rapid replenishment of Mana reserves.

Defense5 Manadrain (Lvl. 1+)
The target enemy looses great a amount of mana points.
Defense4 Sacrifice Mana (Lvl. 2+)
Transfers some mana from the caster to target ally.
Defense3 Detect Magic (Lvl. 3+)
Detects magical sources (Aria or Lenya) on the map in a wide area .
Defense6 Manatap (Lvl. 4+)
The target looses a moderate amount of mana that is then added to the caster.
Defense1 Aura of Brilliance (Lvl. 6+)
Applies an aura that increases the wisdom points of nearby allies.
Defense7 Enlightenment (Lvl. 8+)
For a short time the caster has vastly increased wisdom and intelligence.
Defense2 Aura of Manatap (Lvl. 10+)
Applies an aura that steals mana from nearby enemies to add it to the caster.
Defense8 Meditation (Lvl. 12+)
Completely restores the caster's mana reserves to the maximum value.
Defense9 Chain Manatap (Lvl. 13+, SotP)
Variation of the Manatap spell that can jump from target to target.
Defense10 Manashield (Lvl. 13+, SotP)
Applies a shield to an allied target that prevents damage by reducing caster's mana.
Defense11 Shift Mana (Lvl. 13+, SotP)
The caster collects mana from nearby allies for his own.

Enchantment

The Magic of Enchantment is used to trick and confuse enemies with illusions and manipulation. With its help, one can gain control of enemies and use them for one's own purpose.

Enchant1 Self Illusion (Lvl. 1+)
Creates illusions of the caster that engage in combat but without armor and damage.
Enchant7 Distract (Lvl. 2+)
Makes nearby enemies prefer not to attack the caster but other units.
Enchant2 Dominate (Lvl. 3+)
Permanentely controls target unit but drains mana over time from the caster.
Enchant4 Invisibility (Lvl. 4+)
Makes the caster invisible as long as the caster doesn't perform any action.
Enchant3 Charm (Lvl. 6+)
Temporarely controls a target unit for an uncertain duration.
Enchant6 Befriend (Lvl. 8+)
The targeted enemy unit will not start attacking anyone for a brief time.
Enchant11 Disenchant (Lvl. 10+)
Breaks any dominate or charm effect on a target ally.
Enchant5 Charisma (Lvl. 12+)
The caster temporarely gains a massive increase of charisma points.
Enchant8 Mirage (Lvl. 13+, SotP)
Creates an image that copies the caster and deals damage while draining mana.
Enchant9 Chain Charm (Lvl. 13+, SotP)
Variation of the Charm spell that can jump from target to target.
Enchant10 Feedback (Lvl. 13+, SotP)
Spells hitting the targeted allied unit will be partically reflected back to the attacker.

Black Magic

Black Magic is used to destroy and weaken. To reach higher levels, a very high level of intelligence and relatively high level of wisdom are required.

General

Essence2 Black Essence (BoW)
Applies Pain, Lifetap and decreased attack speed and agility
to an enemy target for 30 seconds with a decreased potency.
Allmightyness2 Black Almightiness (BoW)
Applies Pain, Lifetap and decreased attack speed and agility
to an enemy target for 30 seconds with an improved potency.

Death

The Magic of Death has only one goal: The destruction of enemies. It can cause great damage in short time.

Death1 Pain (Lvl. 1+)
Deals moderate black damage to a targeted enemy.
Death3 Aura of Weakness (Lvl. 2+)
Applies an aura that decreases the strength of nearby enemies.
Death6 Extinct (Lvl. 3+)
Kills all enemies in the area with less life than the spells strength.
Death4 Death (Lvl. 4+)
Deals high black damage to a targeted enemy.
Death8 Pestilence (Lvl. 6+)
Infects the enemy with a disease which will deal continously increasing damage.
Death7 Zone of Pain (Lvl. 8+)
Deals low black damage to all enemies in the targeted area.
Death2 Aura of Suffocation (Lvl. 10+)
Applies an aura that decreases the stamina of nearby enemies.
Death5 Suicide Death (Lvl. 12+)
Deals massive black damage to a targeted enemy while also damaging the caster.
Death11 Chain Pain (Lvl. 13+, SotP)
Variation of the Pain spell that jumps from target to target.
Death10 Torture (Lvl. 13+, SotP)
Restores health and mana to allied units for each enemy corpse in the targeted area.
Death9 Cannibalize (Lvl. 13+, SotP)
Restores mana by dealing damage to the caster.

Necromancy

The wielder of necromancy can summon creature from the realm of the undead and draw his foes life energy and bestow it upon himself.

Necro4 Summon Skeleton (Lvl. 1+)
Summons a skeleton to aid the caster in battle.
Necro3 Lifetap (Lvl. 2+)

Deals moderate damage to the target and heals the caster by the damage done.

Necro2 Death Grasp (Lvl. 3+)
Enhances a target so it has a chance to survive lethal wounds.
Necro5 Summon Undead Goblin (Lvl. 4+)
Summons an undead goblin to aid the caster in battle. It uses Lifetap spells.
Necro7 Raise Dead (Lvl. 6+)
Summons one undead minion for each formerly living corpse in the area.
Necro1 Aura of Lifetap (Lvl. 8+)
Applies an aura that automatically steals life from nearby enemies.
Necro6 Summon Spectre (Lvl. 10+)
Summons a spectre to aid the caster in battle. It uses Pain spells.
Necro8 Feign Death (Lvl. 12+)
The caster tricks enemies into not attacking him by feigning death.
Necro10 Dominate Undead (Lvl. 13+, SotP)
Target undead enemy is controlled by the caster for a long time.
Necro11 Summon Blade (Lvl. 13+, SotP)
Summons a blade to aid the caster in battle. It possesses high combat values.
Necro9 Chain Lifetap (Lvl. 13+, SotP)
Variation of the Lifetap spell that jumps from target to target.

Curse

Curses can weaken and influence an enemy in various ways often turning the course of battle in one's favor.

Curse3 Aura of Slow Fighting (Lvl. 1+)
Applies an aura that lowers nearby enemies' attack speed.
Curse7 Poison (Lvl. 2+)
Applies a long lasting but low black damage over time.
Curse2 Aura of Inflexibility (Lvl. 3+)
Applies an aura that decreases enemies' agility.
Curse8 Dispel White Aura (Lvl. 4+)
Cancels an active white aura on target enemy and prevents it to be recasted.
Curse4 Aura of Slow Walking (Lvl. 6+)
Applies an aura that lowers nearby enemies' running speed.
Curse5 Dark Banishing (Lvl. 8+)
Reduces the targets resistance versus black magic spells by a large amount.
Curse1 Aura of Despair (Lvl. 10+)
Applies an aura that decreases enemies' dexterity.
Curse6 Remediless (Lvl. 12+)
Prevents all healing effects on the targeted enemy for a short time.
Curse9 Mutation (Lvl. 13+, SotP)
Randomizes the target's attributes. It is possible to weaken or to improve their values.
Curse10 Chain Mutation (Lvl. 13+, SotP)
Variation of the Mutation spell that jumps from target to target.
Curse11 Area of Darkness (Lvl. 13+, SotP)
Reduces the black magic resistances of all enemies in an area by a moderate amount.

Special abilities

These abilities are not to be categorized by one of the categories mentioned above.

Firebane Firebane
Increases the fire magic resistance of the caster and its allies in a wide area.
Boon5 Cloak of Nor
Renders the target entirely immune versus the black magic of the Black Towers.
Community content is available under CC-BY-SA unless otherwise noted.