The Black Between. (BB)There are actually 6 BB spells, one for each region type:*Each Spell can only be cast once on its corresponding terrain type. (this means if you already have a plains BB, you cannot cast another while it remains in your possession)
The Plains Black Between.
Minimum Fury: 125
Changes region into The Black Between - Plains -- can only be cast on regions you own.
"...the first fragment of the timeless tomb in my hands, I unleashed the secret words with a whisper. A gaseous darkness bubbled from the artifact with eerie life, the ground shuddered and heaved, and the voices of the dead sang their sorcerous song. Boulders and turf exploded and plunged into the void as we fled. Somehow, beyond reason or ritual, we escaped with our lives and a new, mystical ally: The Amra."
The Dunes Black Between.
Minimum Fury: 250
Changes region into The Black Between - Dunes -- can only be cast on regions you own."My chief commander, an Amra-rider, shrieked and clutched a gory stump as he fell headlong into the expanding pit. My legions scattered and ran amuck as the ground vanished into endless shadow...leaving only a swirling void where once tree and stone stood. I gave the artifact a second jolt of power, summoning our salvation from the supernatural distance. The Rip Lizards, a scaly lot known to serve only those with great sorcery, came striding forth and carried us to safety."
The Forest Black Between.
Minimum Fury: 500
Changes region into The Black Between - Forest -- can only be cast on regions you own."Deep in that dank cavern we came across a third fragment of the unspeakable Black Between. The moment I touched the glassy thing, a shivering, wet sound issued from the depths of the cave. A rotten stench filled our noses as my men began to cower from movement in the darkness. Somewhere beyond these stone walls, an entire region was being engulfed in nothingness...but here in this hole slimed, pinkish terrors emerged from ageless eggs to serve our sinister cause."
The Swamp Black Between.
Minimum Fury: 1000
Changes region into The Black Between - Swamp -- can only be cast on regions you own."...they were told to be the most gruesome of warriors, and the most formidable of foes. The Mud Wretches, a cursed people long ago transformed into twisted masses of bone and muck, refused to serve me until the Black Between was brought before them. I saw no leader, no throne room...only a bubbling howl beckoning me to cast the dark spell. I unleashed its fury, and from the brackish ground they rose...broken, dead limbs and cruel glassy eyeballs surrounded me..."
The Frozen Seas Black Between.
Minimum Fury: 2000
Changes region into The Black Between - Plains -- can only be cast on regions you own."The bizarre, translucent limbs of the Glows emerged ponderously from crag and chasm...bathing the fortress in a strange grey light. We had summoned one of them earlier within the keep's walls, but here they came in force. The Black Between was their master...for only the unspoken psychic powers of these elegant creatures can grasp the Between...just as only I could lead them to supreme victory."
The Mountain Black Between.
Minimum Fury: 4000
Changes region into The Black Between - Mountain -- can only be cast on regions you own."The moment was upon us. The final fragment would combine the conjunctional forces to at last open the gateway to the world of the Gods. Once opened, the door would allow one of the six great deities into material reality...if the summoner be one of evil soul, so will the world be consumed by death and suffering. If the final fragment be held by a righteous leader, then the infinite light of the kind Gods will redeem us all."
*There is no set order to casting BB’s, you can cast a dune or a forest BB 1st if you like & cast the cheaper ones later.
*Each time you cast a BB, your Lessers will be upgraded.
*BB’s can only be cast on regions you own.
*Casting all 6 BB’s ends the game of Evernight.
Ancient Amra.This group of spells if used to Alter Defensive Combat Dynamics.
Battery Club.Battery Club
Min cost 65.
All Lessers do NOT attack for first 5 rounds of battle."I saw their leader, a sorcerer, hovering in the mist above the battle. He drew forth a massive rocky weapon from his cowl and hurled the object to the ground. On impact, the thing sent a wave of earth and stone out in every direction at dizzying speed. My mortal warriors all lay stunned or injured, and the sway of the battle rested in the hands of the undaunted Forms."
Please Note: "ALL Lessers" means both your enemies & your own troops do not fight.
A handy spell when using cheap or low health forms with little or no troop support, Gives your Form a chance to take several swings at your enemies troops before they start hitting back.
Example: Consider a Magma demon attack in combination with this spell, it attacks 45 times per tick & can potentially take out up to 225 troops before they even start fighting back.
Garanapult.Garanapult
Minimum Fury 30
Magic creatures (OF:0,DF:50,AT:0), numbering 50 – 100% of your forces, take damage for you but do NOT attack."The Garan heap was found near MaKragin Fens. This bizarre substance grows into an upright standing creature when it meets with the ground. Like a weed a man-thing will sprout from the mud when seeded with this pasty goo. We use it in battle, where the gyrating pseudo-people make a perfect frontline decoy for our enemies."
A great spell early in the game or anytime your in a close battle, the benefits of having Magic creatures take damage for you in a close fight is obvious.
RotoMangler.RotoMangler
Minimum Fury 90
Your Lessers are Invincible every other round of battle, starting with the first round."...limbs and gore flew in every direction. Erratically the hideous blade rolled and lurched on its aged iron axle, building and then suddenly whirling into a man's skull. One after the other it clove them from shoulder to hip. A rhythmic yell sounded from my host...the enemy was irrelevant."
A great spell to use when confronted with superior numbers of enemy troops.
Saw Tooth.Saw Tooth
Minimum Fury 30. Each player in the battle gets assigned a Random Lesser type for that battle."I had the men line up to receive the equipment. The roaring, convulsive cutting tools we had unearthed in the swamp gleamed formidably in their hands. They lined up, as we had planned, and as the enemy approached only a toothy, metallic death awaited them. With these contraptions in their hands, my crusaders were an implacable fortress of flesh and iron."
A great spell to use when your up against it & other players have superior troops. (Rip Lizards or Hatchlings to your crusaders or Amra even)
But remember, it's random & you could potentially be worse off.
I tend to save this spell for when things are getting desperate.
Spiral Deflector.Spiral Deflector
Minimum Fury 50.
Your Lessers defence increased half way to 100%."The bladed shield-thing began to spin as I uttered the weird words of the Amra. My loyal crusaders huddled in the trenches, and one after another of our enemy was repelled by the whirling shield's mystic potency. Our small force held against their initial charge, but fatigue and cold made a victory not so near at hand..."
Simmilar effect to Garanapult & good for early & close battles with lessers.
Unlike Garanapult which adds to the number of troops your enemy must target, this spell simply beefs up your troops defensive capabilities.
The Jaws of life.The Jaws of Life
Minimum Fury 150.
Enemy Lessers do NOT attack for first 3 rounds of battle."I had scanned the battlefield alone two moons past, and had prepared a special surprise for the invaders. A series of sorcerous traps were planted along our Eastern border. When the enemy came creeping, rotted copper teeth clamped and nipped at their feet, and for a moment they were helpless against our frenzied attack."
Unlike battery club, your lessers are free to fight here while the enemy cannot fight for 3 rounds, handy when using large lessers groups or when your slightly outnumbered, also good to use with form/troop combinations or even just to give forms a head start.
Church of the Transendent Body.This group of spells alters the terrain type, which one to use will depend on your purpose.
Enigmatic Engulfer.Enigmatic Engulfer
Minimum Fury: 70
Changes Region Type To Dunes"It seemed plain enough until the breeze wafted through those hollow eyes. A whirlwind without compare surrounded us, and I could feel an ancient evil being unleashed. We soared higher above the clouds to survey the land...and as the supernatural glow beamed from the mysterious skull, so I saw every plant and stone be stripped from the ground and vanish into nothingness. Only a vast expanse of sand remained."
The cheapest terraform spell, great for sneaking forms through otherwise impassable terrain, or even to construct a temple but better to chose something else when passing large groups of Lessers through the region you terraformed as lessers will die on dunes. (Unless they're with a wooden)
Essence of Afterlife.Essence of Afterlife
Minimum Fury: 75
Changes Region Type To Swamp "Before his fitful demise, my nemesis embued a vessel with all the spiraling mists of his rotting tomb. Nergal, the mad sorcerer of old, died with this vessel in his clutches...to open its lid is to unleash the rotten death-smoke and bring the stench of Bork, the thing from the pit, to living ground."Handy as mentioned above for avoiding Lesser losses on dunes, the best thing about this spell is it will destroy any structure when the region is terraformed, it's like a star piercer with attitude, lol, & it makes the region unusable as far as further structures go.
HectoNullifier.HectoNullifier
Minimum Fury: 80
Changes Region Type To Dead Forest"It is unknown how the Church acquired the Nullifier. They worship it as a life-giving idol that fell from the stars. Though I never witnessed the device in action, even to be in its presence brought a sensation of vitality and youth...a rarity on this cursed world."
A good choice if you want to build a forest fort so your neighbour can't see how many troops are being ordered in the region you terraformed
HydroMide.HydroMide
Minimum Fury: 90
Changes Region Type To Frozen Sea -- can only be cast on regions you own"The substance is said to originate in the Transcendant Body itself...where bio mass would liquidize into a water-like tendril. The more tangible effect of this weird ooze is its similar liquidizing effect on stone and tree. To spill it is to open the floodgates of the world-sea."
A good spell to use as a block against forms that can't cross water
HyperBlaze.HyperBlaze
Minimum Fury: 90
Changes Region Type To Mountains -- can only be cast on regions you own"As my master had instructed, I raised the HyperBlaze scepter and with all my strength hurled it to the plains far below. It accelerated and exploded with eerie bluish flame as it plunged toward solid ground. I shielded my eyes from the blast, and when the clouds of ash cleared there stood a range of titanic, craggy mountains smoldering in the twilight."
Same for hydromide, a good block spell against forms that can't cross Mtns.
Inertia Capsule.Inertia Capsule
Minimum Fury: 100
Changes Region Type To Plains"I awoke a few moments later. The blast had dissipated, and my dazed senses struggled to absorb what had happened. The Capsule itself lay soundless and without motion. Beyond the hill, a mountain range had vanished in an instant. Though the snow still howled in the darkness, our path was clear."
Always a good option for increasing T income,
Druids of Oarne.This Group of Spells is used for various Misc effects.
Leopard Fighter.LeopardFighter
Minimum Fury: 20
Cancels Alliances In Battle - Prevents Region from being Ceded"My crusaders swept across the ridge, where my ally Gogan would join our force. But at a great distance I spied a gleaming metallic object hovering above the battlefield. It emitted a soundless vibration which tingled the hairs at my neck. Before another thought, Gogan's troops turned against us, and the truce was no more."
This one has a couple of uses; 1stly, if your farming with a team mate in a team game, you'll need to be casting this spell every tick to make your forces fight.
It also can be used against allegience partners who are cooperating against you in Allegiance games. (ie, if you think they're going to combine forces against you, you can cast this spell & make them fight each other)
Moon Evader.Moon Evader
Minimum Fury: 15
Nullifies Fury Produced In Battles At Region"Using the polarities of Midia's six moons, this device encases a battlefield in a shell of energy. Through this barrier no spirit can pass...and so the slain cannot be plundered by the dark sorcerers of EverNight."
Don't want your enemy to get any fury? this is your spell, be careful though, you won't get any either.
Pulse Probe.PulseProbe
Minimum Fury: 35
No Spells may be Cast on Region While Pulse Probe is in Effect"...out of her left hand came gleaming a weird device from the old ages. It glowed and seemed to come alive, casting a bizarre humming sound across the battlefield. The Dragons and Demons howled and sprawled beneath the arcane sound, and as the great racket ceased, a wave of mortal warriors heaved toward the weakened Forms, screaming for death supreme."
Whew, this ones kinda hard to explain in plain english, but here goes
If successfully cast, No Spells can be cast on that region in the follwing cycle, however, production & movement etc goes on unnefected.
when I say Unneffected, I mean it's bussines as usual, your still open to the effects of neighbouring spells such us suckerman & optic terror etc but no one can cast a spell on THAT region while Pulse Probe is in effect
When you steal an enemies fort, It's a good spell to cast so you ensure you get to use it before it gets destroyed in a reprisal attack.
Be careful with this spell, remember it will stop you from casting any spells on regions you cast it on & you may live (If your lucky) to regret that, a great spell, but beware the side effects.
Sacrifice.Sacrifice
Minimum Fury: 100
Converts 90% of Your Lessers at Region Into Fury - Remaining 10% die but no Fury is generated"His evil glance beckoned me to open the chamber doors. The screams that rang muffled through that iron portal crazed my curiosity, and I looked in. The terrible scene unfolded: a silver shield floated weightless above a throng of mortal servants. They howled and writhed as the floating device vaporized them one after the other with a sickly greenish beam of lightning. My host's devilish grin grew wider with each terrible cry."
Your best friend if you get stuck without a farm partner.
Mostly used for saccing large groups of lessers to produce fury, but also used when you have large groups of Lessers trapped & about to be killed by the enemy, saccing them gives you the fury at least & denies your enemy a boost in resources.
Saccing should only be done when you have sufficent numbers to make it worth it, the spell cost 100 fury & you lose 10% as well so take this into account when considering if it's Worth saccing.
Star Piercer.StarPiercer
Minimum Fury: 50
Destroys A Fortress or Temple"Once he had activated the bizarre mechanism, there was no turning back. Now the fortress lay in smoking ruin before us, and the scent of charred flesh ran rank through the air. As our forces stormed the rubble and eliminated any survivors, a distant voice cried out for mercy..."
Used to destroy enemy structures but can also be used to deny an advancing enemy structures you own ;)
Wind Rider.Wind Rider
Minimum Fury: 125
Heals All Forms At Region (you must cast spell on the region where the forms ARE, not where they are going TO)"There Verimithrus lay. His huge golden wings shown dim with ashen stains, and wounds covered his immaterial body. From my cloak I retrieved the ancient machine, and I held it near his pearlish silver eyes. The machine stuttered and beeped twice...then my dragon did rise again: Renewed to her utmost strength."
It not only heals them, it's adds extra health earnt from battles as exp.
If your forms are negative fuel, they'll begin losing heatlh again, but it'll give you some time to get them to a temple, or send them on a suicide mission, lol
Forms that have just won a big fight may be down on health with lots of fuel, so handy for beefing them up after big fights also.
Generation Technology.
Used to Effect Movement.
Grunch Guard.GrunchGuard
Minimum Fury: 50
Permits Lessers To Cross Mountains or Water - You need to deploy your lessers the same turn that you cast the spell"Pasco, a guide in that area, carried with him a bizarre shield which seemed to possess its own life. The shield-creature would sniff and twitch at the air, and Pasco would follow its weird cues."
Obviously a good spell for sneaking groups of Lessers across impassable regions, but be careful not to send to many as getting trapped on a Mtn or lake is not good for their health.
Most players use this spell at end game to boost their region count.
Hand of Nergal.Hand of Nergal
Minimum Fury: 75
No Lessers May Leave Region"As sure as he was my living nemesis, so now Nergal haunted me even in death. My enemy had called the familiar words to invoke Nergal's terrible influence, and my men watched in horror as he reached from the grave. The claw-like fingers clamped like bony teeth on shin and groin...making movement impossible and pulling some men to crackling, screaming deaths in the stony ground."
Great as a delay tactic or to keep a particular group of lessers out of a fight or away from a temple or fort.
Note: This spell will NOT stop Lessers moving when a suckerman is cast nearby unless it is cast for more than the suckerman.
Suckerman.Suckerman
Minimum Fury: 160
All Lessers In Adjacent Regions Forced To Move Into Region"I only had one chance...a slimy fiend discovered in a sunken, rotted laboratory. I hurled the tentacled mass over my head in a desperate attempt. At that moment, the tentacles writhed and flew in every direction. A terrible, unnatural wind drew every creature in sight inexorably inward..."
Here is a spell that has several significant uses, I'll try my best to cover all bases.
there are several things you need to consider when casting this spell, not the least of which is getting a return on your investment, casting this spell does NOT Guarentee success.
For instance, you may be next to a large group of enemy lessers & wish to sucker them into your own (prefferably stronger) group of Lessers, however, if the enemy decides to cast a sacrifice on his group of Lessers, they will be gone & your expensive suckerman will gain you zero, it is much more reliable to cast this spell on his group & suck your Lessers to it which cuts out the option of him saccing (providing you outbid him)
the only other way your enemy can Avoid being suckermaned to your region is to cast a Hand of Nergal for more than the suckerman which generally isn't practical.The Suckerman Slide.
Sometime, you can be in a position where you have forces on the other side of region you want, it may contain a fort or temple but has a large group defending it.
Provided your forces are safe from being suckermaned themselves (ie, they don't neighbour the region where you cast the sucker) you can suck all the forces from the enemy region & enter from the other side as your suckerman empties the region
Obviously, your enemy could cast a Terrible Slobber or Hand of Nergal to stop you entering or even have his own group of Lessers nearby to replace any forces removed by the suckerman so often it's best to cast another spell to make sure your troops can enter &/or win any fight that may ensue.
When this spell is cast on neighbouring regions by opposite players, the one spending the higher fury wins, your Sucker will still go off but will only effect forces not effected by the larger fury suckerman.
if they are cast for the same amount on seperate regions, the region ID determines which spell will take presedence & although both will still work as above, the higher region ID will be dominant, this again means forces will be sucked to it from all around, but only forces not effected by the dominant sucker will be sucked to the other suckerman.
Terrible Slobber.Terrible Slobber
Minimum Fury: 40
No Lessers May Enter Region"So rank was the mouth of this pathetic turd-beast, that none of my warriors would go near it to end the stench. In a final attempt, I invoked AjurAk to banish the creature to an eternal wandering. A foolish sorcerer will summon him...not realizing the vomitous phlegm in that crude thing's gullet."
Handy when building forts or temples on active fronts, it can also be used as a defence against the sucker/slide Manouvre or even just to keep Lessers out of a battle.
The Optic Terror.The Optic Terror
Minimum Fury: 125
All Lessers At Region Randomly Move To Adjacent Regions and Current Region"By inducing deep and convincing hallucinations in my enemy's scouts, I ensure their fear and confusion. By insuring their fear, I hold a border without a battle. To hold without battle is to win without fighting...and this is the ultimate."
This spell is great for routing & taking possession of forts loaded with Enemy Lessers, it is quite often smart to follow this spell up with a suckerman to clean up all the scattered forces & reap the full benefits.
Also great for just scattering large forces on the field.
Vision Nerve.VisionNerve
Minimum Fury: 30
Averts Border Battles At Region -- Can be cast on the region on either side of the border"To step even on the slightest twig meant sure death. Our gambit was to cross into their camp as they marched...unseen. Our strange advantage, a wriggling, fleshy eyeball-thing, led us as if clairvoyant. The enemy saw nothing, and we entered their staging camp ripe with hate and healthy men." Getting forces or forms past your enemies lines can be very damaging, even a small force can cause much grief for an unprepared enemy.
Vision Nerve has many uses, not the least of which is sliding by your enemy, in combination with other battle spells, it can be a very sneaky weapon in your arsonal.
Gommol Horde
Used to Alter Offensive Battle Dynamics.
Axe of Nergal.Axe of Nergal
Minimum Fury: 40
Your Lessers' Offense Decreased by 10% But They Do Triple Damage To Forms"My nemesis had passed his trusted weapon down through the priesthood of Bork. The axe was forged in the blackness of the sea, and tempered in the eye-juices of dead men. It is said the axe inspires men to unspeakable acts of gore and rending, but leaves them spent and fatigued."
The best spell when fighting forms with Lessers, significantly swings the battle in your favour
Diablo Spear.Diablo Spear
Minimum Fury: 50
Your Lessers Get 2 Attacks Every Round in Battle"The Dragon swept just above our heads as it passed. Atop its spiny, gleaming back rode my bravest warrior. In his hand, the supernatural glow of the spear shone bright and bold. I called the name of my god, and the host returned with a thunder of voices. We jogged forward, to battle, inspired by the sorcerous powers in that shaft of iron and metal."
I use this one on a lot of my smaller battles, just to give my troops an edge without spending to much fury.
Head of Nergal.Head of Nergal
Minimum Fury: 25
Your Lessers' Offense Increased Halfway to 100%"Even as the enemy tore through our ranks, I held steady with the gory head. The skullish thing swung at the end of its iron chain in hissing circles; taking its time to save my army's chances. At last, when our luck had run out and half my host lay slain...the skull came alive. The glow in its dead eyes shone in the eyes of my crusaders. We charged forward, screaming."
Significantly increases your troops chances of hitting their target, especially while your lessers are still a little weak.
& Once again, these kind of spells are good early or when the battle is close.
Karesh Backwards.Karash Backwards
Minimum Fury: 80
Pseudo-Form (OF:100;DF:100;AT:30;SIZE:100) Fights With Your Forces for 5 Rounds"The last sight to meet his bloodied eyes was the hovering shadow of the possessed weapon. Cast by a dim moon above the the steaming dead, the shadow wavered and elongated in the darkness. I had sent the weird weapon...it carried out its dire work with butcherish precision."
Summoning this guy to help is great, He is gaurenteed to kill at least 150 troops & takes 100 hits per round, great for storming forts etc when your otherwise outnumbered, you must have a reasonable amount of troops for this to work well though, having 1 for instance will see the karesk die as soon as that 1 troops dies, so the more troops you have with it, the better the result.
This is the best spell for killing ghosts in the fenroot games.
Raw Knuckle.Raw Knuckle
Minimum Fury: 25
1 In 5 Chance ALL of Your Lessers Will Rock (AT:5; OF & DF halfway to 100%) - Lethal If Unsuccessful"...the blade is tossed into the air. As its sorcerous activation occurs, the object will multiply and swarm as would a million insects. In a cloud of blades and death the power is unleashed, severing every limb and shattering every bone for a day's walk in all directions. Upon its first use, though, my men discovered its truly hazardous possibilities."
This is a desperation spell in my opinion, I would only use this when all is lost, why the heck not, but otherwise, the odds of it working aren't good enough to rely on as a useful spell choice.
Work Hammer.WorkHammer
Minimum Fury: 40
Nullifies Enemy Fortress Bonus"This artifact was discovered in the ruins of the ancient Gonmol capital, where Horgat himself was slain so long ago. The hammer, broken with time, is the bane of stone and steel. With one blow, walls give and buttresses crumble. A siege armed with this implement will wrack his opponent with repairs and perilous rockfalls..."
Again, you'd only really use this in a close situation where an edge makes all the difference.
Psylicides.
This group of Spells is ued to maniplulate visual information.
Fractal Hooka.Fractal Hooka
Minimum Fury: 25
Hide Fortress/Temple From Enemy"On the night of the battle, their sorcerer supreme came to me to proclaim his superiority. I invited him in, and together we smoked from an instrument as old as time. The vaporous Fen Root found its way into his brain-pan...so warped his mind was that he believed my fortress to be a 'ordinary cheese farm' and ordered his army to stand down."
In combination with the Neural Implant spell, this is great for sneak attacks, build a temple then hide it as it appears, then summon a form & cast Nueral implant, the fort appears on your enemies map but the hidden form doesn't ;)
Consider a wooden temple in a forest, you could just keep summoning woodens as you hide the temple, And the same goes for a fort in a forest.
Neural Implant.NeuralImplant
Minimum Fury: 35
Hides All Forms At Region From Enemies"Voras Rex, my most loyal Dragon, carried a handful of insectish jewels as she strode into the sky. She swooped twice, landed a full days' journey from the Fortress, and tossed the baubles into the clouds. As I looked from my clairvoyant vantage point, the Amber Wings and gleaming pearl eyes of Voras vanished into invisibility."
Great in combination with Fractal hooker spell as above, but also used to hide advancing forms for sneak attacks, with woodens you can hide them as the cross open areas between forests.
Be Sneaky, I fully encourage it ;)
Ominisity.Ominisity
Minimum Fury: 10
Allows You to See Enemy Lessers & Woodens in a Forest Region, and Structures Under Construction in All Region Types"I had used Psylicide Talismans before: the battle at Grenagy, and the Kapithan Dunes... Always these objects dripped with the juice of the Fen root, which seeped into the skin and maddened the mind with hallucination. Yet, through the streaming ripples of my visions I could see beyond seeing."
this spell has a few "hidden uses" I guess you'd call them.
Obviously its 1st use is to see whats there, forces & woodens in forests, forts/temples under construction on any region, however, consider that if you cast an Omnistry spell on a forest for instance & it didn't work, it would mean that your apponant outbid it with something, so it's highly likely he's hiding something, this is why Omnistry is so cheap ;)
Where it says "Allows you to see enemy lessers" That means anyones lessers, this spell can not only be cast against your enemies, but also your NAP partners, remember the game consider everyone else to be your enemy & doesn't keep track of your diplomatic dealings ;)
However, there is some ethical debate about it's use against NAP Partners, for me, I guess if I had REAL concerns about my NAP, I'd consider it at that point.
Slappy Bomb.Slappy Bomb
Minimum Fury: 60
Region is considered to be unowned (for purposes of Production & Deployment) while Slappy Bomb is in effect"The laughter infested every one of us...we giggled and chortled without care or breath... we rolled and smacked our wriggling, chuckling bellies... some imminent life or death task was upon us, yet not one of the entire host could shake himself of this insistent goofiness."
Probably the most annoying spell in the game, lol
Seriosly though, this spell is great for delaying an advancing form or large enemy force, Disabling temples & forts etc, or even trapping them with the intention of killing them.
Sonic Loop.SonicLoop
Minimum Fury: 25
Enemies See 3-4 Times The Actual Number Of Lessers At Region"So by proportion he would thrum the weird looking mouth in the air, so the voices of more and more crusaders would echo through the wood. Soon it sounded as if an entire legion of warriors dwelled just beyond the trees, and yet not a single mortal stood anywhere nearby."
A bluff spell, Can't say I've ever used it but along the lines of being unpredictable, it would make your enemy consider his spell choice if he suckered your "Large" force & got very little for it perhaps, I'll have to try it out one day :)
The Head Cropper.The HeadCropper
Minimum Fury: 25
Enemies see 0 lessers at region"The severed head, a trophy from the previous campaign's spoils, was held before the host like a lantern. It was said the bloody thing was removed with a special tool, and to carry its disembodied bulk would conceal our numbers in the eyes of all others."
Be Sneaky, this is the last time I say it.
Great for sneaking large groups of lessers across open areas between forests, I've used it several times to build up large forces that unexpectedly strike from a different angle.