Spells

Every spell takes the old two-handed motion: 1.4 seconds of gathering light, the spell's name called aloud, then the release. Step or swing in that time and the spell is lost, with nothing spent.

Magic Missile

Circle 1 · Attack · Lightning

A bolt of force at a monster.

Mana
8
Range
11 tiles
Damage
1 to 8
Intelligence
18
To learn
100 gold

Who may learn it

  • Mage
  • Battle Mage

Damage rises with your Magic (a third of a percent a point) and with a wand's spell power; Anti-Magic monsters shrug part of it off.

Heal

Circle 1 · Healing

Heals a hero you click (yourself too). Wisdom makes it stronger.

Mana
15
Range
11 tiles
Heals
12 to 22
Intelligence
20
To learn
100 gold

Who may learn it

  • Healer

Wisdom strengthens healing as Magic strengthens attack spells.

Create Food

Circle 1 · Conjuring

Lays a meal on the ground you click: roast meat or a baguette.

Mana
18
Range
11 tiles
Intelligence
18
To learn
100 gold

Who may learn it

  • Mage
  • Battle Mage
  • Healer

Resurrection

Circle 10 · Resurrection

Calls a fallen hero of your nation back to life where they lie, with half their health, if they accept. Then 20 minutes before it can be cast again.

Mana
200
Range
11 tiles
Intelligence
100
Magic
100
Wait after
20 minutes
To learn
Granted by an item

Held in hand, the Resurrection Wand puts it in your spellbook, and it leaves with the wand.