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		<title>Magie (Civ4 FFH) - Versionsgeschichte</title>
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		<title>Kontrollator: Die Seite wurde neu angelegt: Kategorie:Civ4 FFH   ==Allgemein== Magic can turn the tide of battle and push even peaceful civilizations to greater glory.  Magic can be divided into divine and ar...</title>
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				<updated>2007-05-17T23:02:48Z</updated>
		
		<summary type="html">&lt;p&gt;Die Seite wurde neu angelegt: &lt;a href=&quot;/wiki/Kategorie:Civ4_FFH&quot; title=&quot;Kategorie:Civ4 FFH&quot;&gt;Kategorie:Civ4 FFH&lt;/a&gt;   ==Allgemein== Magic can turn the tide of battle and push even peaceful civilizations to greater glory.  Magic can be divided into divine and ar...&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Neue Seite&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Kategorie:Civ4 FFH]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Allgemein==&lt;br /&gt;
Magic can turn the tide of battle and push even peaceful civilizations to greater glory.&lt;br /&gt;
&lt;br /&gt;
Magic can be divided into divine and arcane. Divine magic-using units include Priests and High Priests. Arcane units include [[FfH Mage (Unit)|Mage]]s, [[FfH Archmage (Unit)|Archmage]]s, [[FfH Conjurer (Unit)|Conjurer]]s, and [[FfH Summoner (Unit)|Summoner]]s, all of which must be upgraded from [[FfH Adept (Unit)|Adept]]s who have attained high enough levels. Don't worry, your spellcasting units don't have to get their staves dirty, for many of them they gain experience over time, slower than, but similar to, hero units. See [[FfH_Arcane_Units_%28Unit_Category%29#Specific_information|Arcane Units]] and [[FfH_Disciple_Units_%28Unit_Category%29#Specific_information|Disciple Units]] for detail&lt;br /&gt;
&lt;br /&gt;
To cast a spell, a unit needs a [[FfH Magic (Feature)#Spheres|magic sphere]] promotion, and a [[FfH Magic (Feature)#Realms|Realm]] promotion, the latter coming automatically when a unit is built or upgraded. Magic sphere promotions can be given upon level gain for both divine and arcane. Divine units have a limited, but quite useful, selection of spheres to choose from, depending on what creed they espouse (their religion). Arcane units are more versatile, being able to choose from any of the sphere upgrades on promotion. Further, if you have more than one mana of most types when an adept is trained, it will [[FfH_Arcane_Units_%28Unit_Category%29#Specific_information|gain]] corresponding spell sphere promotion. Since Adepts will eventually gain experience very slowly, owning mana nodes will allow you to create much more powerful spell casters.&lt;br /&gt;
&lt;br /&gt;
Arcane magic is quite varied. Experiment with different spell spheres to find all the spells. Some examples: adepts with body 1 can cast Haste, which will give all units in their stack one extra movement point for a turn. Conjurers with Chaos 2 can cast Summon Imp, which summons a 3 strength monster to serve you--one that might know spells of its own! Mages with fire 2 can cast Fireball, which can attack stacks to inflict minor collateral damage.&lt;br /&gt;
&lt;br /&gt;
A couple more important points--Unless your leader has the [[FfH Summoner (Trait)|Summoner]] trait, summoned creatures last only one turn before they must return to the ether. Combat promotions given to spell casters apply the appropriate Empower promotion to their spells, so a fire mage with combat 2 will have more fire-power. Similarly, spell extension promotions allow a mage's spells an extra movement point, allow him to stay a safe distance from danger. Detail on what promotions grant promotions to summoned units is [[FfH_Spells|here]].&lt;br /&gt;
==Channeling==&lt;br /&gt;
There are three levels of channeling:&lt;br /&gt;
* [[FfH Channeling I (Promotion)|Channeling I]]&lt;br /&gt;
* [[FfH Channeling II (Promotion)|Channeling II]]&lt;br /&gt;
* [[FfH Channeling III (Promotion)|Channeling III]]&lt;br /&gt;
Each allows access to spheres of that level, provided that all other requirements are met.&lt;br /&gt;
&lt;br /&gt;
Some units (adept) need to be upgraded (mage, archmage) before access to Channeling II or III is granted. These upgrades usually require the unit to be at least level 4 or 6 (17 and 37 xp, respectively) before it can be upgraded.&lt;br /&gt;
&lt;br /&gt;
==Spheres==&lt;br /&gt;
Each level allows the channeling of higher power of usage of any sphere that unit can use. The spheres are:&lt;br /&gt;
*Air&lt;br /&gt;
*Body&lt;br /&gt;
*Chaos&lt;br /&gt;
*Death&lt;br /&gt;
*Dimensional&lt;br /&gt;
*Earth&lt;br /&gt;
*Enchantment&lt;br /&gt;
*Entropy&lt;br /&gt;
*Fire&lt;br /&gt;
*Law&lt;br /&gt;
*Life&lt;br /&gt;
*Mind&lt;br /&gt;
*Nature&lt;br /&gt;
*Spirit&lt;br /&gt;
*Water&lt;br /&gt;
each of these spheres has three levels (I, II, and III). The first level of a sphere may be gotten by a unit in only one of the following cases:&lt;br /&gt;
* The unit always starts with that promotion (ex: [[FfH Priest of Leaves (Unit)|Priest of Leaves]]).&lt;br /&gt;
* The unit is an [[FfH Arcane Units (Unit Category)|Arcane Unit]], and you have Mana of the same type, and you spend a promotion on it.&lt;br /&gt;
* The unit is an [[FfH Arcane Units (Unit Category)|Arcane Unit]], and you have 2 or more Mana of the same type.&lt;br /&gt;
&lt;br /&gt;
The later levels (II, III) require the following (save in the case that the unit starts with them, either through excess mana or unit ability):&lt;br /&gt;
* The next lower level of the same sphere.&lt;br /&gt;
* The same level of Channeling.&lt;br /&gt;
* Other requirements, depending on sphere (some of these requirements are designed to reduce the chance that you'll choose a useless promotion):&lt;br /&gt;
** Air: None.&lt;br /&gt;
** Body: [[FfH Sorcery (Promotion)|Sorcery]], [[FfH Octopus Overlords (Promotion)|Octopus Overlords]], or [[FfH Runes of Kilmorph (Promotion)|Runes of Kilmorph]]&lt;br /&gt;
** Chaos: [[FfH Sorcery (Promotion)|Sorcery]], [[FfH Summoning (Promotion)|Summoning]], or [[FfH Octopus Overlords (Promotion)|Octopus Overlords]]&lt;br /&gt;
** Death: [[FfH Sorcery (Promotion)|Sorcery]], or [[FfH Summoning (Promotion)|Summoning]]&lt;br /&gt;
** Dimensional: ''Note that there are no level 2-3 dimensional promotions.''&lt;br /&gt;
**Earth: [[FfH Sorcery (Promotion)|Sorcery]], [[FfH Summoning (Promotion)|Summoning]], or [[FfH Runes of Kilmorph (Promotion)|Runes of Kilmorph]]&lt;br /&gt;
**Enchantment: [[FfH Sorcery (Promotion)|Sorcery]], or [[FfH Runes of Kilmorph (Promotion)|Runes of Kilmorph]]&lt;br /&gt;
**Entropy: [[FfH Sorcery (Promotion)|Sorcery]], [[FfH Summoning (Promotion)|Summoning]], or [[FfH The Ashen Veil (Promotion)|The Ashen Veil]]&lt;br /&gt;
**Fire: [[FfH Sorcery (Promotion)|Sorcery]], [[FfH Summoning (Promotion)|Summoning]], [[FfH The Ashen Veil (Promotion)|The Ashen Veil]], or [[FfH The Order (Promotion)|The Order]]&lt;br /&gt;
**Law: [[FfH Sorcery (Promotion)|Sorcery]], [[FfH Summoning (Promotion)|Summoning]], or [[FfH The Order (Promotion)|The Order]]&lt;br /&gt;
**Life: [[FfH Sorcery (Promotion)|Sorcery]], [[FfH Summoning (Promotion)|Summoning]], or [[FfH Divine (Promotion)|Divine]]&lt;br /&gt;
**Mind: [[FfH Sorcery (Promotion)|Sorcery]], or [[FfH Octopus Overlords (Promotion)|Octopus Overlords]]&lt;br /&gt;
**Nature: [[FfH Sorcery (Promotion)|Sorcery]], [[FfH Summoning (Promotion)|Summoning]], or [[FfH Fellowship of Leaves (Promotion)|Fellowship of Leaves]]&lt;br /&gt;
**Spirit: [[FfH Sorcery (Promotion)|Sorcery]], or [[FfH The Order (Promotion)|The Order]]&lt;br /&gt;
**Water: [[FfH Sorcery (Promotion)|Sorcery]], [[FfH Summoning (Promotion)|Summoning]], or [[FfH Octopus Overlords (Promotion)|Octopus Overlords]]&lt;br /&gt;
&lt;br /&gt;
==Realms==&lt;br /&gt;
Each Sphere's level has 0 or more spells associated with it. In the later levels (II, III), spells are divided into three realms (Note that the earlier spells tend to only require level I of the sphere); spells that are so divided require the following promotion as well (which must be obtained as part of the unit definition):&lt;br /&gt;
*[[FfH Divine (Promotion)|Divine]]&lt;br /&gt;
*[[FfH Sorcery (Promotion)|Sorcery]]&lt;br /&gt;
*[[FfH Summoning (Promotion)|Summoning]]&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
'''A [[FfH Firebow (Unit)|Firebow]] starts with [[FfH Channeling I (Promotion)|Channeling I]], [[FfH Channeling II (Promotion)|Channeling II]], [[FfH Fire I (Promotion)|Fire I]], and [[FfH Sorcery (Promotion)|Sorcery]].'''&lt;br /&gt;
* Initially, it can cast the [[FfH Fire I (Promotion)|Fire I]] spell, [[FfH Scorch (Spell)|Scorch]].&lt;br /&gt;
* With a promotion, it could gain [[FfH Fire II (Promotion)|Fire II]]; then it could cast [[FfH Fireball (Spell)|Fireball]]&lt;br /&gt;
* It will never gain alternate spheres, divine spells, summoning spells, or [[FfH Fire III (Promotion)|Fire III]] spells, because it is not an arcane unit and has only two levels of channeling.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
See [[FfH_Spells|Spells]] for a chart of spells.&lt;br /&gt;
&lt;br /&gt;
==Resistance==&lt;br /&gt;
Spells with a target can be resisted. The chance is:&lt;br /&gt;
100% if the target is [[FfH Magic Immune (Promotion)|Magic Immune]]&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
* (Base 21% resistance + a spell-dependent modifier +5%/level of the target) &lt;br /&gt;
* *2 if the target has [[FfH Magic Resistance (Promotion)|Magic Resistance]]&lt;br /&gt;
* *2 if the target has the promotion [[FfH Hero (Promotion)|Hero]].&lt;br /&gt;
* -2%* per level of the caster&lt;br /&gt;
* -10% if the caster has [[FfH Channeling II (Promotion)|Channeling II]]&lt;br /&gt;
* -20% if the caster has [[FfH Channeling III (Promotion)|Channeling III]]&lt;br /&gt;
* -10% if the caster's owner has one or more [[FfH Tower of Alteration (Wonder)|Towers of Alteration]]&lt;br /&gt;
&lt;br /&gt;
* If the total above is over 99%, it is changed to 99%.&lt;br /&gt;
* If the total above is under 6%, it is changed to 6%&lt;br /&gt;
&lt;br /&gt;
Question: What would the odds be for say, a Level 8 [[FfH Archmage (Unit)|Archmage]] with [[FfH Channeling III (Promotion)|Channeling III]] would have vs a level 1 [[FfH Longbowman (Unit)|Longbowman]]?&lt;br /&gt;
&lt;br /&gt;
''Assumption: the code starts counting levels at 1, not 0. I haven't verified this.''&lt;br /&gt;
&lt;br /&gt;
Answer: 21% +30% ([[FfH Domination (Spell)|Domination]]) +5% ([[FfH Longbowman (Unit)|Longbowman]] level) - 8*2% ([[FfH Archmage (Unit)|Archmage]] level) - 20% [[FfH Channeling III (Promotion)|Channeling III]] -10% [[FfH Channeling II (Promotion)|Channeling II]] = 10% chance of the [[FfH Longbowman (Unit)|Longbowman]] successfully resisting.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
Most spells that deal damage do a base number (or random range) of damage, along with a type. Here is how this is converted to real amounts of damage&lt;br /&gt;
* Base Damage&lt;br /&gt;
* +5 if the caster has [[FfH Combat I (Promotion)|Combat I]].&lt;br /&gt;
* +5 if the caster has [[FfH Combat II (Promotion)|Combat II]].&lt;br /&gt;
* +5 if the caster has [[FfH Combat III (Promotion)|Combat III]].&lt;br /&gt;
* +5 if the caster has [[FfH Combat IV (Promotion)|Combat IV]].&lt;br /&gt;
* +5 if the caster has [[FfH Combat V (Promotion)|Combat V]].&lt;br /&gt;
* +10 if the caster has [[FfH Channeling III (Promotion)|Channeling III]].&lt;br /&gt;
* Now we have the total base damage.&lt;br /&gt;
* The total resistance is the resistance to the damage type (note that there is no resistance vs. physical damage) + 3 * the defending unit's defense combat strength + 2* the defending unit's level.&lt;br /&gt;
* Actual damage is total base damage * (100 - total resistance)/100. Note that 100+ points of damage always kills the defending unit.&lt;br /&gt;
* Note that if the total resistance is &amp;gt;= 100, no damage is dealt. Otherwise, unless either unit has [[FfH Hidden Nationality (Promotion)|Hidden Nationality]], a war is started (if one has not already been started) between the caster's player and the target's player.&lt;br /&gt;
==Spells that cannot be cast while disabled==&lt;br /&gt;
The following spells cannot be cast while the caster is disabled:&lt;br /&gt;
* [[FfH Add to City (Spell)|Add to City]]&lt;br /&gt;
* [[FfH Become Patriarch (Spell)|Become Patriarch]]&lt;br /&gt;
* [[FfH Buccaneer Crew (Spell)|Buccaneer Crew]]&lt;br /&gt;
* [[FfH Burning Blood (self) (Spell)|Burning Blood (self)]]&lt;br /&gt;
* [[FfH Consume Soul (Spell)|Consume Soul]]&lt;br /&gt;
* [[FfH Convert City (Spell)|Convert City]]&lt;br /&gt;
* [[FfH Crew Normally (Spell)|Crew Normally]]&lt;br /&gt;
* [[FfH Drown (Spell)|Drown]]&lt;br /&gt;
* [[FfH Hellfire (Spell)|Hellfire]]&lt;br /&gt;
* [[FfH Herald's Call (Spell)|Herald's Call]]&lt;br /&gt;
* [[FfH Inquisition (Spell)|Inquisition]]&lt;br /&gt;
* [[FfH Join Commander (Spell)|Join Commander]]&lt;br /&gt;
* [[FfH Longshoremen Crew (Spell)|Longshoremen Crew]]&lt;br /&gt;
* [[FfH Peace (Spell)|Peace]]&lt;br /&gt;
* [[FfH Pirate Cove (Spell)|Pirate Cove]]&lt;br /&gt;
* [[FfH Recruit Mercenary (Spell)|Recruit Mercenary]]&lt;br /&gt;
* [[FfH Sacrifice (Spell)|Become Sacrifice]]&lt;br /&gt;
* [[FfH Skeleton Crew (Spell)|Skeleton Crew]]&lt;br /&gt;
* [[FfH Sing (Spell)|Sing]]&lt;br /&gt;
* [[FfH Sirona's Touch (Spell)|Sirona's Touch]]&lt;br /&gt;
* [[FfH Sprint (Spell)|Sprint]]&lt;br /&gt;
* [[FfH Take Axe (Spell)|Take Axe]]&lt;br /&gt;
* [[FfH Train Dance of Blades (Spell)|Train Dance of Blades]]&lt;br /&gt;
* [[FfH Train Escape (Spell)|Train Escape]]&lt;br /&gt;
* [[FfH Train Haste (Spell)|Train Haste]]&lt;br /&gt;
* [[FfH Train Maceman (Spell)|Train Maceman]]&lt;br /&gt;
* [[FfH Train Raise Skeleton (Spell)|Train Raise Skeleton]]&lt;br /&gt;
&lt;br /&gt;
==Free Experience Points==&lt;br /&gt;
Arcane Units and Disciple Units gain free experience points. See [[FfH Arcane Units (Unit Category)#Specific information|Arcane Units' Specific Information]] or [[FfH Disciple Units (Unit Category)#Specific information|Disciple Units' Specific Information]] for detail.&lt;br /&gt;
&lt;br /&gt;
==Chart of Magic Spheres==&lt;br /&gt;
[[Bild:Sphären.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{FFHRing}}&lt;/div&gt;</summary>
		<author><name>Kontrollator</name></author>	</entry>

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