THE DISCIPLES SERIES DISCIPLES ARTWORK MY LAND
THE NETD THE CAPITALS THE SCENARIOS D-ANIMATIONS D-CONCEPT ART ART BY ME
THE PROPHECY THE LANDS THE STORIES D-ARTWORK FAN-ARTWORK LADY PEACE
THE RACES THE MAGIC THE STRATEGY D-ARTWORK 2 FAN-ARTWORK 2 LAPUCE
D-CARDS FAN-ARTWORK 3 MEMBER OF...

THE RESOURCES
THE POTIONS
The magic Green Wings

The magic book and the scrolls

Magic Statue

"He is not sleeping anymore... One night, feeling lonely, he raised a skeleton from his magic book. The skeleton is now living in his closet..."

The spells included in the magic book are devastating long range spells, defensive spells, spells that are weakening the enemies or spells that summon creatures to fight at your side.

Each race specializes in a type of magic and has her own magic book containing spells from level 1 to 5. It is not possible not to use at least the first level of magic because the game comes with a magic book in your capital and at least 25 manas of the type of your race at each turn in each saga or scenario. Some creators of scenarios tried to avoid magic in their scenario and to force the players to base their strategy on pure strength but it is impossible. A single level one living armor is enough to spoil the effect of these scenario. It is suggested that the players resist the temptation of using those basic spells in that type of scenarios.

All the races can learn all the spells and use them. You can get spells of the other races from allied races at a high price... alliance and friendship are expensive on the sacred lands ! Or, you can buy them in the magic towers if you can find one. You can also buy your own type of spells in the towers, if you are low in mana and can afford the price, this is less expensive than spending all your mana reserves. Capturing an enemy capital will reward you with the spells in the magic book of the conquered race but only... half the time !!! Luck is 50% ! Bad luck is 50%. A dangerous adventure to get spells that you will not probably use. If you can capture a capital, you do not need the enemy spells anymore, you are the King of the Sacred Lands.

The level of experience of the leader has no impact on the level of the spell learned and used. But a Mage Lord, not a mage leader!, will be able to learn a spell at half the cost and to cast it twice by turn.

There is no limit to the number of different spells you can cast if you possess enough resources in mana.

If you want to see the effect of each spell, click on the small pictures illustrating the spells in the "Magic Book"'s section and see the real effect on the adventuring map.

Voir l'effect ! Voir l'effect ! Voir l'effect !
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The heroes can find scrolls while traveling the lands and you can buy (or sell) them at merchant shops.

There are scrolls for each available spell in the books of magic. Using scrolls does not use mana. Scrolls can only be use once.


Death Scroll Air Scroll Fire Scroll Water Scroll

Unlike the orbs and talismans, the scrolls can only be used on the adventuring map and can not be use during the battle.

Only a leader with the "Staffs and Scrolls" ability are able to use the staffs. You can leave a mage in your capital and send him the scrolls that you find if you prefer another type of leader and don't want to use a more useful ability for your warrior leader. Leave the scrolls or any other items in the capital and transfer them to the mage when you need them ... because the enemies tend to attack more often if your leader is weak and has interesting items... to steal them, maybe.

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