
ORCS - MAGIC
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| Spell | Magic Used | Cost (Research) | Description |
| Slow | 50 | 500 | Decreases the speed of a unit in both is moving and attacking. It can be seen by a skeleton hand logo on the unit. |
| Fireball | 100 | 0 | Throws a fireball at the target. This takes of a large amount of hit points, if not killing the unit, and covers a long area. |
| Invisibility | 200 | 2500 | Makes the unit invisible to the other teams. You can tell if one of your units is invisible by an eye logo on them. A unit loses invisibility when they start attacking something. |
| Polymorph | 200 | 2000 | When cast on a unit it turns them into a critter. This is very useful for destroying a threat quickly but is no good to use against large armies as it uses so much magic. |
| Flame Shield | 80 | 1000 | Places 3 fire balls around a unit. Anything that comes into contact with the any of these will lose 1 hit point per hit. This can be cast on one of your own units but he will probably die if you send him to the enemy. Alternatively, you can cast it on an enemy unit and he will run around killing it's ow |
| Blizzard | 25 | 2000 | This spell makes a blizzard over the area it was cast and destroys anything in the area. It is an auto cast spell so the Mage will continue to cast it on the same place, so as it lasts longer and better covers the area, until you click stop or he runs out of magic. It can be used for taking out buildings, especially towers, as it can be cast from a larger range than a ballista. |
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| Spell | Magic Used | Cost (Research) | Description |
| Holy Vision | 70 | 0 | This spell allows the player to see a large area around where it was cast. It can be cast any where on the map, regardless of where the paladin is. It is useful for exploring any unexplored areas as there is no danger to any units by doing it and so can be cast on the most well protected areas. |
| Healing | 6/HP | 1000 | This spell is extreamly useful. It heals the unit that it is cast upon and so elimnates the need to build a replacement unit. It however only works on organic units and so will not heal things such as ballistas and ships. |
| Exorcism | 4/HP | 2000 | Drains the health of undead units, such as death knighs and skeletons. It is almost impossible to escape from once it has been cast is a good defence when a death knight is approaching or is casting death and decay. |