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This post is primarily going to be the documentation for the Wizard class mod that I have designed. It can be acquired from either the Steam Workshop or Nexus Mods.

The entire point is to add a new player class based on the Spheres of Magic from the older Age of Wonders games. So far the mod includes the following:

  • Wizard Class (skills and hero upgrades)
  • Death Sphere (specialization and hero upgrades)
  • Fire Sphere (specialization and hero upgrades)
  • Air Sphere (specialization and hero upgrades)
  • Life Sphere (specialization and hero upgrades)
  • Water Sphere (specialization and hero upgrades)
  • Earth Sphere (specialization and hero upgrades)

In the works:

  • Cosmos

How to Use the Mod

DLC Requirements

Firstly, you must have both Golden Realms and Eternal Lords expansions for the mod to work correctly.

Choosing the Class

The idea of the class is to choose a sphere of magic as the specialization and then choose two No Specialization placeholders (marked by Wild Magic(Spell)). However, the way the class was created, I cannot forbid the alignment specializations from being chosen. The class is not designed to have them in addition to the sphere.

Leader Upgrades

As for your Leader's development, once the game starts, you can choose your corresponding sphere of magic upgrade. This will remove the other sphere upgrades and allow you access to upgrades that are only accessible to whatever type of wizard you chose. You can however have your leader specialize in one Sphere of Magic, but have hero upgrades in another due to the setup.

I hope to find a more elegant solution to this problem, but it should work well for the time being.

Feedback, Bugs, and Ideas

Any feedback, bugs, or ideas for the mod are very much welcome. Either leave a comment here, on the forum, in the steam workshop, or on Nexus. I pay attention to all of them.

Change Log

12/13/2015 v0.3

  • Air Sphere added
  • Fire Mastery Spell added
  • Alter Node spell should now be accessible
  • Mana node bonuses also should work.

11/29/2015 v0.2

  • Unlocked all outfits for wizards
  • Added fire wizard upgrades & 1 wizard stack upgrade
  • Fixed Halflings starting w/o an army
  • Removed Starting Item

From here on out, there is only documentation on the new skills, spells, upgrades, and units.

* Indicates that the shown values/description are in the current dev version, but not the published version.


Wizard

All leaders that choose the wizard class can research the following skills and spells regardless of their specialization. Wizards also have access to the standard Avatar spells and skills.

Units

Phantasm Warrior
  

Unit: Magic ServantNo Medal TextOrigin: Wizard
Tier I: 25 Health Text 28 Movement Text 7 Defense Text 8 Resistance Text Cost: 170 Gold Text Upkeep: 9 Mana Text/Turns Text
Abilities:
  • The most in-elegant way to force a line break.
Experience Ranks:
  • Iron Medal Text+2 Health Text
  • Bronze Medal Text+2 Health Text +1 Defense Text
  • Silver Medal Text+2 Health Text +1 Resistance Text
  • Gold Medal Text +4 Health Text +1 Defense Text

Combat Spells

  • Enchant Weapon (I): 5 Casting Points Text, 60 Knowledge Text
    • Grants unit +1 Physical Text, +1 Frost Text, +1 Fire Text, +1, Shock Text melee damage.
  • Cosmic Spray (III): 15 Casting Points Text, 160 Knowledge Text
    • Causes 2 Blight Text, 2 Frost Text, 2 Fire Text, 2 Shock Text, 2 Spirit Text damage to units in a 1 hex radius of the target.

Strategic Spells

  • Summon Magic Servant (I): 40 Casting Points Text, 60 Knowledge Text
    • Summons a magic servant. Upkeep: 9 Mana Text
  • City Spy (V): 150 Casting Points Text, 900 Knowledge Text, Upkeep: 50 Mana Text,Disjunction cost: 170 Mana Text
    • Allows you to see the central hexes of all cities on the map.
  • Power Leak (V): 640 Casting Points Text, 3000 Knowledge Text, Upkeep: 80 Mana Text,Disjunction cost: 500 Mana Text
    • Drains the power of enemy leaders. Increases maintenance and casting cost of all spells for enemy leaders by 25 %.
  • Spell Ward: TBD

Empire Upgrades

  • Peace Keeper (I): 80 Knowledge Text
    • Increases relations with independent cities by +200 Happiness Text
  • Expander (II): 110 Knowledge Text
    • Increases Population Text growth by 20%
  • Scholar (III): 180 Knowledge Text
    • Increases Knowledge Text income in settlements by 15%.
  • Summoner (III): 220 Knowledge Text
    • Summoning spells are 20% cheaper to cast.
  • Survivalist (III): 180 Knowledge Text
    • Descreases unit upkeep costs by 25%. Does not affect Cast Spell Summoned units.
  • Conqueror (IV): 300 Knowledge Text
    • Units gain 20% more XP Text
  • Constructor (V): 500 Knowledge Text
    • Production is increased in settlements based on their size. +0/5/10/15/20 Production Text
  • Merchant (V): 500 Knowledge Text
    • Gold income is increased in settlements based on their size. +0/5/10/15/20 Gold Text
  • Explorer (VI): 800 Knowledge Text
  • Casting Specialist (I-VII): 60/100/160/260/400/600/900 Knowledge Text
    • Increases casting points by +15 Casting Points Text and increases Mana Capacity by +150 ManaCap Text at each tier.

Hero Upgrades

Inherent

Level 1

  • <Sphere> Wizard: 0 sp. Indicates which type of wizard the hero is.
  • Mend Magical Being Mend Magical Being: 5 sp.

Level 3

Level 5

  • Steal Enchantment Steal Enchantment: 2 sp.
  • Wizard's Aura: 5 sp. Grant 20% protection to all non-physical elements to all units in the stack.

Level 7

Level 9

Level 11

Level 15


Death Wizards

Combat Spells

  • Death Ray (I): 10 Casting Points Text, 80 Knowledge Text
    • Beams down deathly magic. Target enemy unit is dealt 12 Blight Text and 8 Frost Text damage
  • Desecration (II): 20 Casting Points Text, 150 Knowledge Text
    • Defiles the battlefield. Devout Devout units suffer -3 Resistance Text, while all Undead undead units gain +3 Resistance Text.
  • Corpus Furia (II): 10 Casting Points Text, 150 Knowledge Text
    • Corpses on the battlefield explode. Each corpse deals 15 Blight Text damage to all units in a 1 hex radius.
  • Dark Gift (III): 15 Casting Points Text, 240 Knowledge Text
  • Raise Dead (IV): 20 Casting Points Text, 350 Knowledge Text
    • Instantly animates the corpses of Draconian, Dwarf, Frostling, Goblin, Halfling, High Elf, Human, Orc, and Tigran units that have died on the battlefield. The corpses are brought back as cadavers and will fight until the end of combat.
  • Unholy Champions (V): 25 Casting Points Text, 600 Knowledge Text
  • Mass Weaken (VI): 50 Casting Points Text, 1200 Knowledge Text
    • Weakens all enemy units on the battlefield

Strategic Spells

  • Damanation (VI): 120 Casting Points Text, 950 Knowledge Text, Upkeep: 50 Mana Text,Disjunction cost: 105 Mana Text
    • Curses all non-undead or machine units within your cities's domains and prevents regeneration. Only affects current cities.
  • Darkland (IV): 80 Casting Points Text, 500 Knowledge Text, Upkeep: 25 Mana Text,Disjunction cost: 100 Mana Text
    • Volcanic wasteland seeps forth from your settlements.
  • Death Storm (IV): 90 Casting Points Text, 400 Knowledge Text
    • Turns the targeted area to blighted terrain and harms all units caught within. Causes 8 Blight Text and 8 Frost Text damage.
  • Domain of Darkness (IV): 60 Casting Points Text, 400 Knowledge Text, Upkeep: 20 Mana Text,Disjunction cost: 80 Mana Text
    • Hides your cities from enemies and reduces their visibility within your domain. Only affects current cities.
  • Death Mastery (VII): 400 Casting Points Text, 3000 Knowledge Text, Upkeep: 70 Mana Text,Disjunction cost: 200 Mana Text
    • Grants all Undead Undead units Life Drain Life Drain and allows the master to summon undead abominations from beyond the grave.
  • Summon Undead Abomination: 50 Casting Points Text, Upkeep: 2 Mana Text
    • Summons a random undead abomination from the beyond. Requires that Death Mastery be active. Units shouldn't disappear if it is disjuncted.
  • Summon Spider (I): 40 Casting Points Text, 60 Knowledge Text, Upkeep: 10 Mana Text
  • Summon Carrion Bird (II): 80 Casting Points Text, 120 Knowledge Text, Upkeep: 15 Mana Text
  • Summon Wraith (III): 100 Casting Points Text, 220 Knowledge Text, Upkeep: 15 Mana Text
    • Summons a Wraith. Requires Summon Carrion Bird.
  • Summon Queen Spider (IV): 120 Casting Points Text, 400 Knowledge Text, Upkeep: 20 Mana Text
  • Summon Bone Dragon (VI): 190 Casting Points Text, 800 Knowledge Text, Upkeep: 32 Mana Text
  • Summon Fallen Angel (VII): 190 Casting Points Text, 1800 Knowledge Text, Upkeep: 32 Mana Text

Hero Upgrades

All of these require that you chose the Death Wizard upgrade for your leader.

Level 1

Level 3

Level 5

Level 7

Level 13


Fire Wizard

Combat Spells

  • Fireball (I): 10 Casting Points Text, 100 Knowledge Text
    • Deals 12 Physical Text and 10 Fire Text damage to target enemy unit.
  • Skin of Oil (II): 7 Casting Points Text, 150 Knowledge Text
    • Target enemy unit suffers -2 Physical Text strength, -2 Defense Text, -2 Resistance Text, and +60% Fire Text Weakness.
  • Fury (II): 10 Casting Points Text, 150 Knowledge Text
    • Grants target unit +5 Physical Text, +3 Defense Text, -2 Resistance Text
  • Blinding Flash (III)*: 15 Casting Points Text, 280 Knowledge Text
    • Attempts to blind target unit and dazzle those surrounding it. Animal units may be panicked.
  • Swarm (III): 25 Casting Points Text, 300 Knowledge Text
    • Calls forth angry insects to attack an area. Jumps between units causing 10 Fire Text, 20 Physical Text damage.
  • Greater Fireball (III): 20 Casting Points Text, 350 Knowledge Text
    • Deals 12 Physical Text and 10 Fire Text damage to units in a 2 hex radius.
  • Fire Halo (IV): 7 Casting Points Text, 400 Knowledge Text
    • Confers a halo of the fire god on a unit. Bestows 100% Fire Text Protection and +2 Fire Text strength on target friendly unit.
  • Mass Immolation (VI): 25 Casting Points Text, 1200 Knowledge Text
    • Attempts to cause the enemy army to burst into flames. Failure results in the unit being hindered (15 Fire Resistance Text).
  • Hellfire (VII): 50 Casting Points Text 2500 Knowledge Text
    • Blasts the entire battlefield with searing heat, dealing 30 Physical Text damage to all Walls and 50 Fire Text damage to all units on the battlefield.

Strategic Spells

  • Anarchy (III): 80 Casting Points Text, 400 Knowledge Text, Upkeep: 40 Mana Text
    • Attempts to trigger a rebellion in the target city. Causes -600 Happiness Text
  • Wither (III): 70 Casting Points Text, 220 Knowledge Text, Upkeep: 30 Mana Text
    • Destroys the target city's ability to grow crops causing the population to starve. Reduces population by 1500 Population Text and reduces population growth by 500 Population Text
  • Fire Domain (IV): 150 Casting Points Text, 500 Knowledge Text, Upkeep: 50 Mana Text
    • Envelops your domain in an aura of fire, striking your enemies each turn for 15 Fire Text. Must be recast to affect new cities.
  • Fire Storm (IV): 100 Casting Points Text, 400 Knowledge Text
    • The storm burns the terrain and harms units caught within it. Causes 16 Fire Text damage to units.
  • Forge Blast (V): 120 Casting Points Text, 800 Knowledge Text
    • Attacks a city's production abilities and harms unit caught within the explosion. Causes units 15 Fire Text and 10 Physical Text damage to units.
  • Fire Mastery (VII): 600 Casting Points Text, 2800 Knowledge Text, 80 Mana Text, Disjunt: 300 Mana Text
  • Summon Fire Wyvern (II): 70 Casting Points Text, 180 Knowledge Text, Upkeep: 12 Mana Text
  • Summon Hell Hound (III): 70 Casting Points Text, 220 Knowledge Text, Upkeep: 12 Mana Text
    • Summons a Hell Hound. Requires Summon Fire Wyvern.
  • Summon Fire Elemental (V): 150 Casting Points Text, 800 Knowledge Text, Upkeep: 18 Mana Text
  • Summon Phoenix (IV): 120 Casting Points Text, 400 Knowledge Text, Upkeep: 20 Mana Text
    • Summons a Phoenix. Requires Summon Fire Elemental.

Hero Upgrades

All of these require that you chose the Fire Wizard upgrade for your leader.

Level 1

Level 3

Level 5

Level 9

Level 13

Air Wizard

Combat Spells

  • Suffocate (I): 7 Casting Points Text, 80 Knowledge Text
    • Attempts to suffocate the target, which causes 15 Physical Text damagae. Does not affect the Undead, Incorporeal, Machine or Elemental units.
  • Seeker (II): 10 Casting Points Text, 140 Knowledge Text
    • Target unit's ranged attacks receive no range or obstacle penalties, and gain +1 damage to all ranged channels.
  • Winds of Fury (II): 15 Casting Points Text, 160 Knowledge Text
    • Throws the target unit about on the battlefield. Causes 12 Physical Text, 5 Frost Text damage and displaces the unit by upto 10 hexes.
  • Chain Lightning (III): 25 Casting Points Text, 250 Knowledge Text
    • Causes 18 Shock Text damage to units. Can jump to upto 4 targets.
  • Haste (IV): Casting Points Text, 400 Knowledge Text
    • Doubles a unit's movement radius and allows it to avoid all attacks of opportunity
  • Wind Ward (V): 20 Casting Points Text, 900 Knowledge Text
    • Decreases ranged attack strength by 8
  • Tornado (V): 30 Casting Points Text, 800 Knowledge Text
    • Calls forth a vortex to the battlefield. Scatters enemy units by up to 6 hexes and friendly unit by up to 2 hexes.

Strategic Spells

  • Watcher (III): 100 Casting Points Text, 200 Knowledge Text, Upkeep: 15 Mana Text
    • Increases the vision range of all your current cities by 2 hexes. Needs to be recast for additional cities.
  • Freeze Water (III): 40 Casting Points Text, 250 Knowledge Text
    • Freezes an area of water for 3 turns, making it solid enough to walk over. Walking units are able to traverse hexes of frozen water while units with only Seafaring or Swimming are incapable of moving over frozen waters.
  • Lightning Storm (III): 80 Casting Points Text, 280 Knowledge Text
    • Collides arcane currents in the sky to form thunderstoms that wreak havoc on the world below. Deals 5 Physical Text and 10 Shock Text damage to target enemy army, or kills 1500 Population Text in target city.
  • Arctic Empire (IV): 80 Casting Points Text, 350 Knowledge Text, Upkeep: 40 Mana Text, Disjunct: 100 Mana Text
  • Wind Walking (IV): 15 Casting Points Text, 500 Knowledge Text
    • Grants units in the target army Floating Floating for 2 Turns Text.
  • Violent Storm (V): 120 Casting Points Text, 500 Knowledge Text
    • A violent storm descends on the area causing 10 Physical Text to units. embarked and Boat units lose 75% of their Movement Text (8 Physical Defense Text) or take 10 Physical Text more damage. Does not affect Sea Creature Sea Creature units at all.
  • Haste Domain (VI): 60 Casting Points Text, 800 Knowledge Text, Upkeep: 20 Mana Text, Disjunct: 70 Mana Text
    • Increases the movement points of your units in target city's domain by 6 Movement Text, an Hastens units garrisoned in the city.
  • Air Mastery (VII): 600 Casting Points Text, 2800 Knowledge Text, Upkeep: 80 Mana Text, Disjunct: 300 Mana Text
  • Summon Bleak Warg (I): 40 Casting Points Text, 160 Knowledge Text, Upkeep: 9 Mana Text
  • Summon Zephyr Bird (II): 60 Casting Points Text, 180 Knowledge Text, Upkeep: 12 Mana Text
  • Summon Yeti (IV): 110 Casting Points Text, 600 Knowledge Text, Upkeep: 16 Mana Text
    • Summons a Yeti. Requires Summon Zephyr Bird
  • Summon Air Elemental (V): 150 Casting Points Text, 900 Knowledge Text, Upkeep: 18 Mana Text
  • Summon Frost Dragon (VI): 200 Casting Points Text, 1400 Knowledge Text, Upkeep: 32 Mana Text

Hero Upgrades

Level 1

Level 3

Level 5

Level 7

Level 9

Level 13

Level 15

Life Wizard

Combat Spells

  • Bless (I): 5 Casting Points Text, 80 Knowledge Text
  • Holy Cure (II): 10 Casting Points Text, 180 Knowledge Text
  • Smite (I): 12 Casting Points Text, 100 Knowledge Text
  • Mighty Meek (III): 7 Casting Points Text, 180 Knowledge Text
  • Martyr (IV): 20 Casting Points Text, 450 Knowledge Text
    • Gives a unit an additional 50 Health Text, but it will die at the end of combat.
  • Rebirth (IV): 20 Casting Points Text, 420 Knowledge Text
  • Blessing of Health (IV): 20 Casting Points Text, 420 Knowledge Text
  • Sacred Wrath (VII): 50 Casting Points Text, 1800 Knowledge Text
    • Blasts the battlefield with holy light. Enemy units that have spirit protection have it reduced by 40%. Susequently, causes 45 Spirit Text damage to all enemy units and 25 Spirit Text damage to friendly units. Causes happiness penalties.

Strategic Spells

  • Life Domain (III): 80 Casting Points Text, 260 Knowledge Text, Upkeep: 20 Mana Text, Disjunct: 90 Mana Text
    • Bathes your units in a glow of life, healing your units for 6 Health Text each turn.
  • Temperate Empire (III): 80 Casting Points Text, 220 Knowledge Text, Upkeep: 40 Mana Text, Disjunct: 100 Mana Text
  • Divine Storm (IV): 100 Casting Points Text, 400 Knowledge Text
    • The storm turns the clime into temperate and harms units caught within. Causes 8 Physical Text and 12 Spirit Text damage.
  • Life Mastery (VII): 620 Casting Points Text, 2000 Knowledge Text, Upkeep: 100 Mana Text, Disjunct: 500 Mana Text
  • Summon Felhorse (I): 40 Casting Points Text, 60 Knowledge Text, Upkeep: 9 Mana Text
  • Summon Gryphon (II): 60 Casting Points Text, 110 Knowledge Text, Upkeep: 12 Mana Text
    • Summons a Gryphon. Requires Summon Felhorse
  • Summon Unicorn (III): 60 Casting Points Text, 200 Knowledge Text, Upkeep: 12 Mana Text
    • Summons a Unicorn. Requires Summon Gryphon
  • Summon Lesser Spirit Elemental (IV): 150 Casting Points Text, 500 Knowledge Text, Upkeep: 20 Mana Text
  • Summon Fey (V): 150 Casting Points Text, 800 Knowledge Text, Upkeep: 18 Mana Text
  • Summon Arch Angel (VI): 190 Casting Points Text, 1600 Knowledge Text, Upkeep: 32 Mana Text

Hero Upgrades

Level 1

Level 3

Level 5

Level 7

Level 13

Level 17

Water Wizard

Combat Spells

  • Vengeful Frost (I): 7 Casting Points Text, 80 Knowledge Text
  • Rot (II): 20 Casting Points Text, 140 Knowledge Text
  • Geyser (I): 15 Casting Points Text, 120 Knowledge Text
    • A forceful blast of water erupts below the enemy causing 15 Physical Text, 5 Frost Text damage and drenching the unit.
  • Liquid Form (III): 15 Casting Points Text, 220 Knowledge Text
  • Mud (III): 20 Casting Points Text, 240 Knowledge Text
    • Halves the movement distance of all walking units. Cannot be used over water.
  • Great Hail (V): 20 Casting Points Text, 800 Knowledge Text

Strategic Spells

  • Purifying Water (III): 100 Casting Points Text, 220 Knowledge Text, Upkeep: 20 Mana Text, Disjunct: 0 Mana Text (to be fixed to 90)
    • Your units heal 8 Health Text when they start their turn on a water hex.
  • Water Walking (III): 20 Casting Points Text, 280 Knowledge Text
    • Grants target army the ability to traverse water for 2 Turns Text. Units that end over water when the effect expires will drown if unable to traverse water normally.
  • Ice Storm (IV): 90 Casting Points Text, 400 Knowledge Text
    • Freezes the target area causing 16 Frost Text damage to units caught within.
  • Mist Cloak (IV): 50 Casting Points Text, 500 Knowledge Text
    • Covers the target army in a cloud of mist concealing them from view in most terrain for 2 Turns Text. (Water, Urban, Wetlands, Forest, Cave, Mountain Concealments)
  • Water Mastery (VII): 600 Casting Points Text, 3400 Knowledge Text, Upkeep: 80 Mana Text, Disjunct: 500 Mana Text
    • All of your units receive swimming when researched (spell does not need to be active). Grants +2 Shock Text, +2 Frost Text damage for all owned units and causes Frost Weakness 40% Frost Text Weakness and Shock Weakness 40% Shock Text Weakness for all enemy units.
  • Summon Dire Penguin (I): 30 Casting Points Text, 80 Knowledge Text, Upkeep: 9 Mana Text
  • Summon Polar Bear (II): 70 Casting Points Text, 120 Knowledge Text, Upkeep: 12 Mana Text
    • Summons a Polar Bear. Requires Summon Dire Penguin.
  • Summon Lost Mariner (III): 80 Casting Points Text, 240 Knowledge Text, Upkeep: 12 Mana Text
  • Summon Sea Creature (IV): 130 Casting Points Text, 450 Knowledge Text, Upkeep: 15 Mana Text
  • Summon Frost Elemental (V): 150 Casting Points Text, 800 Knowledge Text, Upkeep: 18 Mana Text
  • Summon King Serpent (VI): 180 Casting Points Text, 1700 Knowledge Text, Upkeep: 32 Mana Text
  • Summon Lord of the Deep (VI): 190 Casting Points Text, 1900 Knowledge Text, Upkeep: 32 Mana Text

Hero Upgrades

Level 1

Level 3

Level 5

Level 7

Level 11

Level 15

Earth Wizard

Combat Spells

  • Stoning (I): 8 Casting Points Text, 80 Knowledge Text
  • Stone Skin (II): 8 Casting Points Text, 120 Knowledge Text
  • Vengeful Vines (III): 15 Casting Points Text, 160 Knowledge Text
  • Regenerate Walls (III): 20 Casting Points Text, 180 Knowledge Text
  • Deep Fissure (II): 20 Casting Points Text, 140 Knowledge Text
    • Fires of the deep earth attempt to burn the target. Does 20 Physical Text, 16 Fire Text to the target unit, unless it fails in which case it does half damage.
  • Earthquake (VII): 50 Casting Points Text, 2500 Knowledge Text

Strategic Spells

  • Free Movement (III): 20 Casting Points Text, 180 Knowledge Text
    • Grants Free Movement to the target army for 2 Turns Text
  • Concealment (III): 20 Casting Points Text, 180 Knowledge Text
    • Grants Forest, Cave, and Urban Concealment for 2 Turns Text
  • Golden Age (IV): 150 Casting Points Text, 400 Knowledge Text, Upkeep: 30 Mana Text, Disjunct: 110 Mana Text
    • Increases the income of all gold mines in your domain by 5 Gold Text.
  • Advanced Terraforming (IV): 400 Knowledge Text, 16 Mana Text/hex
    • The earth bends to your will allowing you to raise and level mountains within 20 hexes of your domain. Requires Terraforming.
  • Poison Domain (IV): 100 Casting Points Text, 400 Knowledge Text, Upkeep: 30 Mana Text, Disjunct: 110 Mana Text
  • City Quake (V): 100 Casting Points Text, 800 Knowledge Text
  • Earth Mastery (VII): 500 Casting Points Text, 2500 Knowledge Text, Upkeep: 80 Mana Text, Disjunct: 350 Mana Text
    • Under your rule, cities thrive in all conditions. Your cities now like all types of terrain, and your units receive no clime penalties.
  • Summon Kobold (I): 30 Casting Points Text, 80 Knowledge Text, Upkeep: 6 Mana Text
  • Summon Blight Tusk Boar (II): 50 Casting Points Text, 120 Knowledge Text, Upkeep: 12 Mana Text
  • Summon Dire Bear (IV): 70 Casting Points Text, 240 Knowledge Text, Upkeep: 15 Mana Text
    • Summons a Dire Bear. Requires Summon Blight Tusk Boar
  • Summon Demi-Giant (IV): 110 Casting Points Text, 500 Knowledge Text, Upkeep: 18 Mana Text
    • Summons a random demi-giant: Troll, Ogre, or Yeti. Requires Summon Dire Bear
  • Summon Earth Elemental (V): 150 Casting Points Text, 800 Knowledge Text, Upkeep: 18 Mana Text
  • Summon Obsidian Dragon (VI): 230 Casting Points Text, 1800 Knowledge Text, Upkeep: 32 Mana Text

Hero Upgrades

Level 1

Level 3

Level 5

Level 7

Level 9

Level 13

Level 15

Cosmos Wizard

Combat Spells

  • Damage Spells I (I): 120 Knowledge Text
    • Death Ray, Suffocate, Smite
  • Area of Effect Spells I (II): 180 Knowledge Text
    • Rot, Blinding Flash
  • Damage Spells II (III): 250 Knowledge Text
    • Winds of Fury, Geyser, Fissure (Requires Damage Spells I)
  • Unit Buffs I (III): 240 Knowledge Text
    • Stone Skin, Fury, Seeker
  • Area of Effect Spells II (IV): 450 Knowledge Text
    • Greater Fireball, Chain Lightning, Swarm (Requires Area of Effect Spells I)
  • Battlefield Spells I (IV): 450 Knowledge Text
    • Mud, Blessing of Health
  • Unit Buffs II (V): 900 Knowledge Text
    • Haste, Rebirth, Liquid Form (Requires Unit Buffs I)
  • Battlefield Spells II (VI): 1850 Knowledge Text
    • Mass Immolation, Wind Ward, Unholy Champions
  • Ultimate Tactical (VII): 3000 Knowledge Text
    • Earthquake, Sacred Wrath, Tornado

Strategic Spells

  • Global Spells (III): 260 Knowledge Text
    • Life Domain, Purifying Water
  • Army Enchantments I (III): 260 Knowledge Text
    • Water Walking, Free Movement
  • Climate Change Spells (IV): 400 Knowledge Text
    • Darkland, Arctic Empire, Temperate Empire
  • City Spells I (IV): 450 Knowledge Text
    • Wither, Incite Revolt, Watcher
  • Army Enchantments II (V): 800 Knowledge Text
    • Wind Walking, Mist Cloak (Requires Army Enchantments II)
  • Storm Spells (V): 800 Knowledge Text
    • Death Storm, Divine Storm, Ice Storm
  • City Spells II (VI): 1400 Knowledge Text
    • Forge Blast, City Quake (Requires City Spells I)
  • Domain Spells (VII): 2500 Knowledge Text
    • Damnation, Haste Domain, Fire Domain
  • Cosmos Mastery (VII): 650 Casting Points Text, 3000 Knowledge Text, Upkeep: 90 Mana Text, Disjunct: 500 Mana Text
    • With your mastery of all things magical, all Summoned unit and those of Magical Origin gain an additional +2 Defense Text, +3 Resistance Text, and +15 Health Text. Your heroes also gain the ability Rend Cosmos which brings additional magical creatures to aid in battle.
  • Summon Elemental Beast (I): 40 Casting Points Text, 60 Knowledge Text, Upkeep: 10 Mana Text
    • Summons a random elemental beast.
  • Summon Flying Beast (II): 90 Casting Points Text, 140 Knowledge Text, Upkeep: 15 Mana Text
    • Summons a random flying unit. Requires Summon Elemental Beast
  • Summon Elemental Monster (III): 130 Casting Points Text, 400 Knowledge Text, Upkeep: 18 Mana Text
    • Summons a random monster. Requires Summon Flying Beast.
  • Summon Random Elemental (V): 150 Casting Points Text, 900 Knowledge Text, Upkeep: 24 Mana Text
    • Summons a random elemental. Requires Summon Elemental Monster
  • Summon Random Dragon (VI): 200 Casting Points Text, 1500 Knowledge Text, Upkeep: 32 Mana Text
    • Summons a random Dragon. Requires Summon Random Elemental.

Hero Upgrades

Level 1

Level 5

Level 7

Level 9

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