Zauber (Civ4 FFH): Unterschied zwischen den Versionen

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|[[Tsunami (Civ4 FFH))|Tsunami]]
 
|[[Tsunami (Civ4 FFH))|Tsunami]]
 
|[[Wasserelementar rufen (Civ4 FFH))|Wasserelementar rufen]]
 
|[[Wasserelementar rufen (Civ4 FFH))|Wasserelementar rufen]]
 +
|}
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<br><br>
 +
 +
==Liste der Zauber und Effekte==
 +
 +
{| class="infobox" border="2" cellpadding="4" style="margin: 1em 1em 1em 1em; border-collapse: collapse; border: solid 1px #b0b0b0; font-size: 95%;"
 +
|- bgcolor="#DDDDDD"
 +
!width="10%"|Name
 +
!width="10%"|Sphäre
 +
!width="6%"|Bereich
 +
!width="4%"|Zauberstufe
 +
!width="10%"|Andere Vorraussetzungen
 +
!width="10%"|Dauer
 +
!width="10%"|Ziel
 +
!width="10%"|Reichweite
 +
!width="30%"|Effekt
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Fair Winds (Civ4 FFH)|Fair Winds]]
 +
| [[Luft (Civ4 FFH)|Luft]]
 +
|
 +
| I
 +
|
 +
| Chance to wear off each turn
 +
| Naval units
 +
| Present Plot
 +
| boosts the movement and withdrawal of naval units
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Whirlwind (Civ4 FFH)|Whirlwind]]
 +
| [[Luft (Civ4 FFH)|Luft]]
 +
| Sorcery
 +
| II
 +
|
 +
| Instant
 +
| All units
 +
| within 1 plot (3x3)
 +
| Repel enemy units 1 space away
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Summon Lightning Elemental (Civ4 FFH)|Summon Lightning Elemental]]
 +
| [[Luft (Civ4 FFH)|Luft]]
 +
| Summoning
 +
| II
 +
|
 +
| 1 Turn
 +
| Summon
 +
| Present Plot
 +
| Lightning Elemental (3 Lightning, 2move, Blitz)
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Maelstorm (Civ4 FFH)|Maelstorm]]
 +
| [[Luft (Civ4 FFH)|Luft]]
 +
| Sorcery
 +
| III
 +
|
 +
| Instant
 +
| All units
 +
| within 2 plot(5x5)
 +
| Damage
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Conjure Air Elemental (Civ4 FFH)|Conjure Air Elemental]]
 +
| [[Luft (Civ4 FFH)|Luft]]
 +
| Summoning
 +
| III
 +
|
 +
| 1 Turn
 +
| Summon
 +
| Present Plot
 +
| Air Elemental (4+4Lightning, 3move, Sentry II, Water Walking)
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Haste (Civ4 FFH)|Haste]]
 +
| [[FfH Body (Civ4 FFH)|Body]]
 +
|
 +
| I
 +
|
 +
| 1 Turn
 +
| Living Units
 +
| Present Plot
 +
| + 1 movement
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Burning Blood (Civ4 FFH)|Burning Blood]]
 +
| [[FfH Body (Civ4 FFH)|Body]]
 +
| Divine
 +
| II
 +
|
 +
| 1 Turn
 +
| 1 self unit
 +
| Present Plot
 +
|  +40%Str, Blitz, +1mv, 75% chance unit will die next turn
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Graft Flesh (Civ4 FFH)|Graft Flesh]]
 +
| [[FfH Body (Civ4 FFH)|Body]]
 +
| Divine
 +
| III
 +
|
 +
| Permanent
 +
| 2 Units
 +
| Present Plot
 +
| Merge 2 unit to create Flesh Golem with all the promotion of both unit but can no longer gain XP. Strength of flesh golem will be average offensive strength of the two units
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Stone Skin (Civ4 FFH)|Stone Skin]]
 +
| [[FfH Body (Civ4 FFH)|Body]]
 +
| Sorcery
 +
| III
 +
|
 +
| Next combat
 +
| All units
 +
| Present Plot
 +
| immue to 3 hits
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Dance of Blades (Civ4 FFH)|Dance of Blades]]
 +
| [[FfH Chaos (Civ4 FFH)|Chaos]]
 +
|
 +
| I
 +
|
 +
| 1 Turn
 +
| All units
 +
| Present Plot
 +
| 1 First strike
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Mutation (Civ4 FFH)|Mutation]]
 +
| [[FfH Chaos (Civ4 FFH)|Chaos]]
 +
| Divine
 +
| II
 +
|
 +
| Permanent
 +
| Non-mutated living units
 +
| Present Plot
 +
| Randomly does some of the following:
 +
* - 1 Strength (15%)
 +
* + 1 Strength (15%)
 +
* + 2 Strength (15%)
 +
* Enrage (15%)
 +
* Crazed (15%)
 +
* Diseased (10%)
 +
* Magic Resistance (5%)
 +
* Regeneration (5%)
 +
* Withered (5%)
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Dispel Magic (Civ4 FFH)|Dispel Magic]]
 +
| [[FfH Chaos (Civ4 FFH)|Chaos]]
 +
| Sorcery
 +
| II
 +
|
 +
| Instant
 +
| All units
 +
| within 1 plot (3x3)
 +
| Dispel harmful spell from friendly unit and improvement spells from other units
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Summon Chaos Marauder (Civ4 FFH)|Summon Chaos Marauder]]
 +
| [[FfH Chaos (Civ4 FFH)|Chaos]]
 +
| Summoning
 +
| II
 +
|
 +
| 1 Turn
 +
| Summon
 +
| Present Plot
 +
| Chaos Maraudar(5str, 2mv, chance of turning barbarian)
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Reversal of Fortune (Civ4 FFH)|Reversal of Fortune]]
 +
| [[FfH Chaos (Civ4 FFH)|Chaos]]
 +
| Divine
 +
| III
 +
|
 +
| Permanent
 +
| Caster
 +
| Caster
 +
| Combat str equals foe via [[FfH Reversal of Fortune (Civ4 FFH)|Reversal of Fortune]] Promotion.
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Rage (Civ4 FFH)|Rage]]
 +
| [[FfH Chaos (Civ4 FFH)|Chaos]]
 +
| Sorcery
 +
| III
 +
|
 +
| Permanent
 +
| 1 unit
 +
| 1 + Spell Extension
 +
| target unit becomes barbarian
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Summon Pit Beast (Civ4 FFH)|Summon Pit Beast]]
 +
| [[FfH Chaos (Civ4 FFH)|Chaos]]
 +
| Summoning
 +
| III
 +
|
 +
| Until unit does not engage in combat
 +
| Summon
 +
| Present Plot
 +
| Pit Beast(7+2Unholy, 2move)
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Raise Skeleton (Civ4 FFH)|Raise Skeleton]]
 +
| [[FfH Death (Civ4 FFH)|Death]]
 +
|
 +
| I
 +
|
 +
| Permanent (1 per caster)
 +
| Summon
 +
| Present Plot
 +
| Skeleton (2 +1Unholy, 1 move)
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Contagion (Civ4 FFH)|Contagion]]
 +
| [[FfH Death (Civ4 FFH)|Death]]
 +
| Sorcery
 +
| II
 +
|
 +
| Instant
 +
| All units
 +
| 1 + Spell Extension
 +
| Damage and Diesease units
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Summon Nightmare (Civ4 FFH)|Summon Nightmare]]
 +
| [[FfH Death (Civ4 FFH)|Death]]
 +
| Summoning
 +
| II
 +
|
 +
| 1 Turn
 +
| Summon
 +
|
 +
| Nightmare
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Lichdom (Civ4 FFH)|Lichdom]]
 +
| [[FfH Death (Civ4 FFH)|Death]]
 +
| Sorcery
 +
| III
 +
|
 +
| Permanent
 +
| Caster
 +
| Caster
 +
| Turns Caster into a lich allowing another mage to be promoted to archmage (limited to 3 national unit)
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Summon Wraith (Civ4 FFH)|Summon Wraith]]
 +
| [[FfH Death (Civ4 FFH)|Death]]
 +
| Summoning
 +
| III
 +
|
 +
| 1 Turn
 +
| Summon
 +
| Present Plot
 +
| Wraith
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Escape (Civ4 FFH)|Escape]]
 +
| [[FfH Dimension (Civ4 FFH)|Dimension]]
 +
|
 +
| I
 +
|
 +
| Instant
 +
| Caster
 +
| Caster
 +
| Teleports Caster to Capital
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Wall of Stone (Civ4 FFH)|Wall of Stone]]
 +
| [[FfH Earth (Civ4 FFH)|Earth]]
 +
|
 +
| I
 +
|
 +
| Until caster leaves
 +
| City
 +
| Present Plot
 +
| Gives a Wall of stone (25% DEF) to city
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Transmutation (Civ4 FFH)|Transmutation]]
 +
| [[FfH Earth (Civ4 FFH)|Earth]]
 +
| Divine
 +
| II
 +
| Copper or Gold
 +
| Permanent
 +
| Copper or Gold
 +
| Present Plot
 +
| Transmute Gold from/to Copper
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Rust (Civ4 FFH)|Rust]]
 +
| [[FfH Earth (Civ4 FFH)|Earth]]
 +
| Sorcery
 +
| II
 +
|
 +
| Until Unit returns to barrack
 +
| 1 unit
 +
| 1 + Spell Extension
 +
| -10% unit strength, removes weapon promotions.
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Summon Kikijub (Civ4 FFH)|Summon Kikijub]]
 +
| [[FfH Earth (Civ4 FFH)|Earth]]
 +
| Summoning
 +
| II
 +
|
 +
| 1 Turn
 +
| Summon
 +
| Present Plot
 +
| Kikijub
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Earthquake (Civ4 FFH)|Earthquake]]
 +
| [[FfH Earth (Civ4 FFH)|Earth]]
 +
| Divine
 +
| III
 +
|
 +
| Instant
 +
| None
 +
| within 1 plot (3x3)
 +
| 25% chance of destoying buildings in adjacent tile
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Crush (Civ4 FFH)|Crush]]
 +
| [[FfH Earth (Civ4 FFH)|Earth]]
 +
| Sorcery
 +
| III
 +
|
 +
| Instant
 +
| All units
 +
| 1 + Spell Extension
 +
| 20 - 59 damage to all units on target tile
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Conjure Earth Elemental (Civ4 FFH)|Conjure Earth Elemental]]
 +
| [[FfH Earth (Civ4 FFH)|Earth]]
 +
| Summoning
 +
| III
 +
|
 +
| 1 Turn
 +
| Summon
 +
| Present Plot
 +
| Earth Elemental
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Enchanted Blade (Civ4 FFH)|Enchanted Blade]]
 +
| [[FfH Enchantment (Civ4 FFH)|Enchantment]]
 +
|
 +
| I
 +
|
 +
| Permanent
 +
| Melee units
 +
| Present Plot
 +
| + 20% Strength, also removes rust
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Spiritual Hammer (Civ4 FFH)|Spiritual Hammer]]
 +
| [[FfH Enchantment (Civ4 FFH)|Enchantment]]
 +
| Divine
 +
| II
 +
|
 +
| Permanent
 +
| Disciple units
 +
| Present Plot
 +
| +1 Holy Strength
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Flaming Arrows (Civ4 FFH)|Flaming Arrows]]
 +
| [[FfH Enchantment (Civ4 FFH)|Enchantment]]
 +
| Sorcery
 +
| II
 +
|
 +
| Permanent
 +
| Archery units
 +
| Present Plot
 +
| + 20% Strength
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Shield of Faith (Civ4 FFH)|Shield of Faith]]
 +
| [[FfH Enchantment (Civ4 FFH)|Enchantment]]
 +
| Divine
 +
| III
 +
|
 +
| Permanent
 +
| All units
 +
| Present Plot
 +
| 10% strength + another 20% strength if defending
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Enchant Spellstaff (Civ4 FFH)|Enchant Spellstaff]]
 +
| [[FfH Enchantment (Civ4 FFH)|Enchantment]]
 +
| Sorcery
 +
| III
 +
|
 +
| Until used
 +
| Caster
 +
| Caster
 +
| Allows caster to cast an additional spell when used on another turn
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Wither (Civ4 FFH)|Wither]]
 +
| [[FfH Entropy (Civ4 FFH)|Entropy]]
 +
|
 +
| I
 +
|
 +
| Permanent
 +
| 1 unit
 +
| 1 + Spell Extension
 +
| -20% healing each turn, heals while moving
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Unholy Taint (Civ4 FFH)|Unholy Taint]]
 +
| [[FfH Entropy (Civ4 FFH)|Entropy]]
 +
| Divine
 +
| II
 +
|
 +
| Permanent
 +
| Caster
 +
| Caster
 +
| Caster gains XP faster (see arcane unit) but is weaken (-25% str)
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Defile (Civ4 FFH)|Defile]]
 +
| [[FfH Entropy (Civ4 FFH)|Entropy]]
 +
| Sorcery
 +
| II
 +
|
 +
| Permanent
 +
| Terrain
 +
| Present Plot
 +
| Defiles the tile (tile produce nothing)
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Summon Imp (Civ4 FFH)|Summon Imp]]
 +
| [[FfH Entropy (Civ4 FFH)|Entropy]]
 +
| Summoning
 +
| II
 +
|
 +
| 1 Turn
 +
| Summon
 +
| Present Plot
 +
| Imp
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Banish (Civ4 FFH)|Banish]]
 +
| [[FfH Entropy (Civ4 FFH)|Entropy]]
 +
| Divine
 +
| III
 +
|
 +
| Instant
 +
| Summon units
 +
| 1 + Spell Extension
 +
| Banish summon units
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Hellfire (Civ4 FFH)|Hellfire]]
 +
| [[FfH Entropy (Civ4 FFH)|Entropy]]
 +
| Divine
 +
| III
 +
| Only [[FfH Infernal (Civ4 FFH)|Infernal]]
 +
| Permanent
 +
| Terrain
 +
| Present Plot
 +
| Creates Hellfire terrian improvement (produce Infernal demon randomly)
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Enervation (Civ4 FFH)|Enervation]]
 +
| [[FfH Entropy (Civ4 FFH)|Entropy]]
 +
| Sorcery
 +
| III
 +
|
 +
| Permanent
 +
| 1 unit
 +
| 1 + Spell Extension
 +
| !/2 target unit XP
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Summon Balor (Civ4 FFH)|Summon Balor]]
 +
| [[FfH Entropy (Civ4 FFH)|Entropy]]
 +
| Summoning
 +
| III
 +
|
 +
| 1 Turn
 +
| Summon
 +
| Present Plot
 +
| Balor
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Scorch (Civ4 FFH)|Scorch]]
 +
| [[FfH Fire (Civ4 FFH)|Fire]]
 +
|
 +
| I
 +
|
 +
| Permanent
 +
| Terrain
 +
| Present Plot
 +
| Turns [[FfH Plains (Civ4 FFH)|Plains]] to [[FfH Desert (Civ4 FFH)|Desert]] or [[FfH Fields of Perdition (Civ4 FFH)|Fields of Perdition]] to [[FfH Burning Sands (Civ4 FFH)|Burning Sands]]
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Ring of Flames (Civ4 FFH)|Ring of Flames]]
 +
| [[FfH Fire (Civ4 FFH)|Fire]]
 +
| Divine
 +
| II
 +
|
 +
| Instant
 +
| All units
 +
| within 1 plot (3x3)
 +
| 10-29 base fire damage to all units in adjacent plot (damaged unit civ declares war)
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Fireball (Civ4 FFH)|Fireball]]
 +
| [[FfH Fire (Civ4 FFH)|Fire]]
 +
| Sorcery
 +
| II
 +
|
 +
| 1 Turn
 +
| Summon
 +
| Present Plot
 +
| Creates Fireball
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Sand Lion (Civ4 FFH)|Sand Lion]]
 +
| [[FfH Fire (Civ4 FFH)|Fire]]
 +
| Summoning
 +
| II
 +
| [[FfH Desert (Civ4 FFH)|Desert]] or [[FfH Burning Sands (Civ4 FFH)|Burning Sands]]
 +
| 1 Turn
 +
| Summon
 +
| Present Plot
 +
| Sand Lion (see invisibility)
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Pillar of Fire (Civ4 FFH)|Pillar of Fire]]
 +
| [[FfH Fire (Civ4 FFH)|Fire]]
 +
| Divine
 +
| III
 +
|
 +
| Instant
 +
| All units
 +
| 1 + Spell Extension
 +
| 60 base fire damage to all units
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Meteor Swarm (Civ4 FFH)|Meteor Swarm]]
 +
| [[FfH Fire (Civ4 FFH)|Fire]]
 +
| Sorcery
 +
| III
 +
|
 +
| 1 Turn
 +
| Summon
 +
| Present Plot
 +
| 3 x Meteor
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Conjure Fire Elemental (Civ4 FFH)|Conjure Fire Elemental]]
 +
| [[FfH Fire (Civ4 FFH)|Fire]]
 +
| Summoning
 +
| III
 +
|
 +
| 1 Turn
 +
| Summon
 +
| Present Plot
 +
| Fire Elemental
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Loyalty (Civ4 FFH)|Loyalty]]
 +
| [[FfH Law (Civ4 FFH)|Law]]
 +
|
 +
| I
 +
|
 +
| Permanent
 +
| All units
 +
| Present Plot
 +
| Unit dies instead of being converted
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Restore City (Civ4 FFH)|Restore City]]
 +
| [[FfH Law (Civ4 FFH)|Law]]
 +
| Divine
 +
| II
 +
| City Ruins
 +
| Permanent
 +
| Terrain
 +
| Present Plot
 +
| Create city from city ruins
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Valor (Civ4 FFH)|Valor]]
 +
| [[FfH Law (Civ4 FFH)|Law]]
 +
| Sorcery
 +
| II
 +
|
 +
| 10% Chance to wear off each turn
 +
| All units
 +
| Present Plot
 +
| +1 XP per combat until it wears off
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Summon Law Bringer (Civ4 FFH)|Summon Law Bringer]]
 +
| [[FfH Law (Civ4 FFH)|Law]]
 +
| Summoning
 +
| II
 +
|
 +
| 1 Turn
 +
| Summon
 +
| Present Plot
 +
| Law Bringer
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Righteous Cause (Civ4 FFH)|Righteous Cause]]
 +
| [[FfH Law (Civ4 FFH)|Law]]
 +
| Divine
 +
| III
 +
|
 +
| Permanent
 +
| City
 +
| 1 + Spell Extension
 +
| Creates 1 crusader per unhappy citizen in target enemy city, caster dies from casting this spell
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Unyielding Order (Civ4 FFH)|Unyielding Order]]
 +
| [[FfH Law (Civ4 FFH)|Law]]
 +
| Sorcery
 +
| III
 +
|
 +
| Until caster leaves
 +
| City
 +
| Present Plot
 +
| No unhappiness in city until caster leaves
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Summon Host of the Einherjar (Civ4 FFH)|Summon Host of the Einherjar]]
 +
| [[FfH Law (Civ4 FFH)|Law]]
 +
| Summoning
 +
| III
 +
|
 +
| Until unit  does not engage in combat
 +
| Summon
 +
| Present Plot
 +
| Host of Einherjar
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Sanctify (Civ4 FFH)|Sanctify]]
 +
| [[FfH Life (Civ4 FFH)|Life]]
 +
|
 +
| I
 +
|
 +
| Permanent
 +
| Terrain
 +
| Present Plot
 +
| Remove Fallout, City ruins (-1 to Armageddon counter), remove Hell Terrain
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Cure Disease (Civ4 FFH)|Cure Disease]]
 +
| [[FfH Life (Civ4 FFH)|Life]]
 +
| Divine
 +
| II
 +
|
 +
| Permanent
 +
| All units
 +
| Present Plot
 +
| Remove disease from unit
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Destroy Undead (Civ4 FFH)|Destroy Undead]]
 +
| [[FfH Life (Civ4 FFH)|Life]]
 +
| Sorcery
 +
| II
 +
|
 +
| Permanent
 +
| All undead units
 +
| 1 + Spell Extension
 +
| Damages undead unit
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Summon Griffin  (Civ4 FFH)|Summon Griffin ]]
 +
| [[FfH Life (Civ4 FFH)|Life]]
 +
| Summoning
 +
| II
 +
|
 +
| 1 Turn
 +
| Summon
 +
| Present Plot
 +
| Griffin
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Heal  (Civ4 FFH)|Heal ]]
 +
| [[FfH Life (Civ4 FFH)|Life]]
 +
| Divine
 +
| III
 +
|
 +
| Permanent
 +
| All units
 +
| Present Plot
 +
| Heals 20HP
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Resurrection (Civ4 FFH)|Resurrection]]
 +
| [[FfH Life (Civ4 FFH)|Life]]
 +
| Sorcery
 +
| III
 +
| Life Node
 +
| Permanent
 +
| None
 +
| Caster
 +
| Revive Civ Hero, destroys life node
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Summon Lifespark (Civ4 FFH)|Summon Lifespark]]
 +
| [[FfH Life (Civ4 FFH)|Life]]
 +
| Summoning
 +
| III
 +
|
 +
| 1 Turn
 +
| Summon
 +
| Present Plot
 +
| Lifespark (2 move, heals 20HP on all unit in the same stack)
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Charm Person (Civ4 FFH)|Charm Person]]
 +
| [[FfH Mind (Civ4 FFH)|Mind]]
 +
|
 +
| I
 +
|
 +
| 10% chance of wearing off each turn
 +
| All unit?
 +
| Present Plot
 +
| Charmed units are unable to attack (or auto-retreat to be precise)
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Floating Eye (Civ4 FFH)|Floating Eye]]
 +
| [[FfH Mind (Civ4 FFH)|Mind]]
 +
| Divine
 +
| II
 +
|
 +
| 1 Turn
 +
| Summon
 +
| Present Plot
 +
| Floating eye (4 sight range unit, cannot fight)
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Inspiration (Civ4 FFH)|Inspiration]]
 +
| [[FfH Mind (Civ4 FFH)|Mind]]
 +
| Sorcery
 +
| II
 +
|
 +
| Until caster leaves
 +
| City
 +
| Present Plot
 +
| +4 science in the city
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Hideous Thoughts (Civ4 FFH)|Hideous Thoughts]]
 +
| [[FfH Mind (Civ4 FFH)|Mind]]
 +
| Divine
 +
| III
 +
|
 +
| Permanent
 +
| 1 unit
 +
| Present Plot
 +
| +1 move, 40% Strength, -80% Defense, take damage
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Domination (Civ4 FFH)|Domination]]
 +
| [[FfH Mind (Civ4 FFH)|Mind]]
 +
| Sorcery
 +
| III
 +
|
 +
| Permanent
 +
| 1 unit
 +
| 1 + Spell Extension
 +
| Converts target unit at +30% spell resistance, caster converts to target civ if spell is resist
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Treetop Defence (Civ4 FFH)|Treetop Defence]]
 +
| [[FfH Nature (Civ4 FFH)|Nature]]
 +
|
 +
| I
 +
| Forest Plot
 +
| Until unit moves to a non-forest plot
 +
| All units
 +
| Present Plot
 +
| Gains 2 First strike during combat
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Bloom (Civ4 FFH)|Bloom]]
 +
| [[FfH Nature (Civ4 FFH)|Nature]]
 +
| Divine
 +
| II
 +
| Non-improved terrain
 +
| Permanent
 +
| Terrain
 +
| Present Plot
 +
| Creates Forest
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Poison Blade (Civ4 FFH)|Poison Blade]]
 +
| [[FfH Nature (Civ4 FFH)|Nature]]
 +
| Sorcery
 +
| II
 +
|
 +
| Permanent
 +
| All Recon units
 +
| Present Plot
 +
| +1 Poison Strength
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Summon Guardian Vines (Civ4 FFH)|Summon Guardian Vines]]
 +
| [[FfH Nature (Civ4 FFH)|Nature]]
 +
| Summoning
 +
| II
 +
|
 +
| Permanent (1 per caster)
 +
| Summon
 +
| Present Plot
 +
| Guardian Vine (stationary unit)
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Entangle (Civ4 FFH)|Entangle]]
 +
| [[FfH Nature (Civ4 FFH)|Nature]]
 +
| Divine
 +
| III
 +
|
 +
| 1 Turn
 +
| 1 unit
 +
| 1 + Spell Extension
 +
| Target unit is unable to move
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Vitalize (Civ4 FFH)|Vitalize]]
 +
| [[FfH Nature (Civ4 FFH)|Nature]]
 +
| Sorcery
 +
| III
 +
|
 +
| Permanent
 +
| Terrain
 +
| Present Plot
 +
| Changes Ice to Tundra to Plains to Grassland
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Summon Treant (Civ4 FFH)|Summon Treant]]
 +
| [[FfH Nature (Civ4 FFH)|Nature]]
 +
| Summoning
 +
| III
 +
| Forest Plot
 +
| Permanent (1 per caster)
 +
| Summon
 +
| Present Plot
 +
| Treant
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Courage (Civ4 FFH)|Courage]]
 +
| [[FfH Spirit (Civ4 FFH)|Spirit]]
 +
|
 +
| I
 +
|
 +
| Permanent
 +
| All units
 +
| Present Plot
 +
| + 10% Healing in enemy plot, can attack units with Fear promotion
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Spirit Guide (Civ4 FFH)|Spirit Guide]]
 +
| [[FfH Spirit (Civ4 FFH)|Spirit]]
 +
| Divine
 +
| II
 +
|
 +
| Permanent
 +
| All units
 +
| Present Plot
 +
| Gives 50% XP to random civ unit when unit is killed
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Hope (Civ4 FFH)|Hope]]
 +
| [[FfH Spirit (Civ4 FFH)|Spirit]]
 +
| Sorcery
 +
| II
 +
|
 +
| Until caster leaves
 +
| City
 +
| Present Plot
 +
| +1 Happiness and +4 Culture/turn
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Bless (Civ4 FFH)|Bless]]
 +
| [[FfH Spirit (Civ4 FFH)|Spirit]]
 +
| Divine
 +
| III
 +
|
 +
| Next combat
 +
| All units
 +
| Present Plot
 +
| +1 Holy strength
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Trust (Civ4 FFH)|Trust]]
 +
| [[FfH Spirit (Civ4 FFH)|Spirit]]
 +
| Sorcery
 +
| III
 +
| Must be cast from inside a city
 +
| Permanent
 +
| None
 +
| None
 +
| +2 Relationship with AI
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Spring (Civ4 FFH)|Spring]]
 +
| [[FfH Water (Civ4 FFH)|Water]]
 +
|
 +
| I
 +
| Non-Flood Plains
 +
| Permanent
 +
| Terrain
 +
| Present Plot
 +
| Changes Desert to Plains. Removes any [[FfH Flames (Civ4 FFH)|Flames]] or [[FfH Smoke (Civ4 FFH)|Smoke]] within 1 plot.
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Water Walking  (Civ4 FFH)|Water Walking ]]
 +
| [[FfH Water (Civ4 FFH)|Water]]
 +
| Divine, Sorcery
 +
| II
 +
|
 +
| Permanent
 +
| Caster
 +
| Caster
 +
| Allows caster to move on water
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Summon Djinn (Civ4 FFH)|Summon Djinn]]
 +
| [[FfH Water (Civ4 FFH)|Water]]
 +
| Summoning
 +
| II
 +
|
 +
| 1 Turn
 +
| Summon
 +
| Present Plot
 +
| Djinn
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Summon Kraken (Civ4 FFH)|Summon Kraken]]
 +
| [[FfH Water (Civ4 FFH)|Water]]
 +
| Divine
 +
| III
 +
| Next to water
 +
| Permanent (1 per caster)
 +
| Summon
 +
| Present Plot
 +
| Kraken
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Tsunami (Civ4 FFH)|Tsunami]]
 +
| [[FfH Water (Civ4 FFH)|Water]]
 +
| Sorcery
 +
| III
 +
| Target tile next to water
 +
| Instant
 +
| Terrain
 +
| 1 + Spell Extension
 +
| Damage units on plot, plot may become coast
 +
|- align="center"
 +
|bgcolor="#FFCCCC" align="center"|[[FfH Conjure Water Elemental (Civ4 FFH)|Conjure Water Elemental]]
 +
| [[FfH Water (Civ4 FFH)|Water]]
 +
| Summoning
 +
| III
 +
|
 +
| 1 Turn
 +
| Summon
 +
| Present Plot
 +
| Water elemental
 
|}
 
|}

Version vom 21. Mai 2007, 00:21 Uhr


Zauber nach Sphäre, Spezialisation, und Rang

Sphäre Alle / Stufe I (Adept) Erleuchtet / Stufe II (Priester) Zauberei / Stufe II (Magier) Beschwörung / Stufe II (Beschwörer) Erleuchtet / Stufe III
(Hohepriester/
Inquisitor)
Zauberei / Stufe III (Erzmagier) Beschwörung / Stufe III (Rufer)
Luft Günstiger Wind Wirbelwind Blitz beschwören Wolkenstrudel Luftelementar rufen
Körper Hast Brennendes Blut
(Runen, Obheilige)
Regeneration Fleisch Sprössling
(Runen, Obheilige)
Steinhaut
Chaos Klingentanz Wandlung
(Obheilige)
Magie lösen Chaos Marodeur beschwören Glücksumkehr
(Obheilige)
Wut Grubenbestie beschwören
Tod Skelett beschwören Infektion Alb beschwören Lichwandlung Gespenst beschwören
Dimensionen Entrinnen
Erde Steinwall Stein der Weisen
(Runen)
Rost Kikijub beschwören Erdbeben
(Runen)
Schlag Erdelementar rufen
Verzauberung Letzter Schliff Spiritueller Hammer
(Runen)
Flammenpfeile Schild des Glaubens
(Runen)
Zauberstab erschaffen
Entropie Atrophie Sündenmal
(Schleier)
Besudeln Imp beschwören Verbannung (Schleier)
Höllenfeuer (Schleier)
Entkräftung Balor beschwören
Feuer Versengen Flammenring
(Weisung, Schleier)
Feuerball Sandlöwe Feuersäule
(Weisung, Schleier)
Meteorsturm Feuerelementar rufen
Gesetz Loyalität Wiederaufbau der Stadt
(Weisung)
Heldenmut Rechtsprecher beschwören Gerechte Sache
(Weisung)
Dogma Heimstatt der Einherjar beschwören
Leben Heiligen Heile Krankheit
(Weisung, Gefährten, Runen)
Untote vernichten Greif beschwören Heilen
(Weisung, Gefährten, Runen)
Auferstehung Lebensfunke rufen
Geist Beeindrucken Suchendes Auge
(Obheilige)
Inspiration Scheussliche Gedanken
(Obheilige)
Kontrolle übernehmen
Natur Wipfelwehr Wuchs
(Gefährten)
Vergiftete Klinge Dornenwand beschwören Wurzel
(Gefährten)
Urbar Ent beschwören
Seele Tapferkeit Guru
(Weisung)
Hoffnung Segnen
(Weisung)
Vertrauen
Wasser Frühling Wasserwandeln Dschinn beschwören Krake beschwören Tsunami Wasserelementar rufen



Liste der Zauber und Effekte

Name Sphäre Bereich Zauberstufe Andere Vorraussetzungen Dauer Ziel Reichweite Effekt
Fair Winds Luft I Chance to wear off each turn Naval units Present Plot boosts the movement and withdrawal of naval units
Whirlwind Luft Sorcery II Instant All units within 1 plot (3x3) Repel enemy units 1 space away
Summon Lightning Elemental Luft Summoning II 1 Turn Summon Present Plot Lightning Elemental (3 Lightning, 2move, Blitz)
Maelstorm Luft Sorcery III Instant All units within 2 plot(5x5) Damage
Conjure Air Elemental Luft Summoning III 1 Turn Summon Present Plot Air Elemental (4+4Lightning, 3move, Sentry II, Water Walking)
Haste Body I 1 Turn Living Units Present Plot + 1 movement
Burning Blood Body Divine II 1 Turn 1 self unit Present Plot +40%Str, Blitz, +1mv, 75% chance unit will die next turn
Graft Flesh Body Divine III Permanent 2 Units Present Plot Merge 2 unit to create Flesh Golem with all the promotion of both unit but can no longer gain XP. Strength of flesh golem will be average offensive strength of the two units
Stone Skin Body Sorcery III Next combat All units Present Plot immue to 3 hits
Dance of Blades Chaos I 1 Turn All units Present Plot 1 First strike
Mutation Chaos Divine II Permanent Non-mutated living units Present Plot Randomly does some of the following:
  • - 1 Strength (15%)
  • + 1 Strength (15%)
  • + 2 Strength (15%)
  • Enrage (15%)
  • Crazed (15%)
  • Diseased (10%)
  • Magic Resistance (5%)
  • Regeneration (5%)
  • Withered (5%)
Dispel Magic Chaos Sorcery II Instant All units within 1 plot (3x3) Dispel harmful spell from friendly unit and improvement spells from other units
Summon Chaos Marauder Chaos Summoning II 1 Turn Summon Present Plot Chaos Maraudar(5str, 2mv, chance of turning barbarian)
Reversal of Fortune Chaos Divine III Permanent Caster Caster Combat str equals foe via Reversal of Fortune Promotion.
Rage Chaos Sorcery III Permanent 1 unit 1 + Spell Extension target unit becomes barbarian
Summon Pit Beast Chaos Summoning III Until unit does not engage in combat Summon Present Plot Pit Beast(7+2Unholy, 2move)
Raise Skeleton Death I Permanent (1 per caster) Summon Present Plot Skeleton (2 +1Unholy, 1 move)
Contagion Death Sorcery II Instant All units 1 + Spell Extension Damage and Diesease units
Summon Nightmare Death Summoning II 1 Turn Summon Nightmare
Lichdom Death Sorcery III Permanent Caster Caster Turns Caster into a lich allowing another mage to be promoted to archmage (limited to 3 national unit)
Summon Wraith Death Summoning III 1 Turn Summon Present Plot Wraith
Escape Dimension I Instant Caster Caster Teleports Caster to Capital
Wall of Stone Earth I Until caster leaves City Present Plot Gives a Wall of stone (25% DEF) to city
Transmutation Earth Divine II Copper or Gold Permanent Copper or Gold Present Plot Transmute Gold from/to Copper
Rust Earth Sorcery II Until Unit returns to barrack 1 unit 1 + Spell Extension -10% unit strength, removes weapon promotions.
Summon Kikijub Earth Summoning II 1 Turn Summon Present Plot Kikijub
Earthquake Earth Divine III Instant None within 1 plot (3x3) 25% chance of destoying buildings in adjacent tile
Crush Earth Sorcery III Instant All units 1 + Spell Extension 20 - 59 damage to all units on target tile
Conjure Earth Elemental Earth Summoning III 1 Turn Summon Present Plot Earth Elemental
Enchanted Blade Enchantment I Permanent Melee units Present Plot + 20% Strength, also removes rust
Spiritual Hammer Enchantment Divine II Permanent Disciple units Present Plot +1 Holy Strength
Flaming Arrows Enchantment Sorcery II Permanent Archery units Present Plot + 20% Strength
Shield of Faith Enchantment Divine III Permanent All units Present Plot 10% strength + another 20% strength if defending
Enchant Spellstaff Enchantment Sorcery III Until used Caster Caster Allows caster to cast an additional spell when used on another turn
Wither Entropy I Permanent 1 unit 1 + Spell Extension -20% healing each turn, heals while moving
Unholy Taint Entropy Divine II Permanent Caster Caster Caster gains XP faster (see arcane unit) but is weaken (-25% str)
Defile Entropy Sorcery II Permanent Terrain Present Plot Defiles the tile (tile produce nothing)
Summon Imp Entropy Summoning II 1 Turn Summon Present Plot Imp
Banish Entropy Divine III Instant Summon units 1 + Spell Extension Banish summon units
Hellfire Entropy Divine III Only Infernal Permanent Terrain Present Plot Creates Hellfire terrian improvement (produce Infernal demon randomly)
Enervation Entropy Sorcery III Permanent 1 unit 1 + Spell Extension  !/2 target unit XP
Summon Balor Entropy Summoning III 1 Turn Summon Present Plot Balor
Scorch Fire I Permanent Terrain Present Plot Turns Plains to Desert or Fields of Perdition to Burning Sands
Ring of Flames Fire Divine II Instant All units within 1 plot (3x3) 10-29 base fire damage to all units in adjacent plot (damaged unit civ declares war)
Fireball Fire Sorcery II 1 Turn Summon Present Plot Creates Fireball
Sand Lion Fire Summoning II Desert or Burning Sands 1 Turn Summon Present Plot Sand Lion (see invisibility)
Pillar of Fire Fire Divine III Instant All units 1 + Spell Extension 60 base fire damage to all units
Meteor Swarm Fire Sorcery III 1 Turn Summon Present Plot 3 x Meteor
Conjure Fire Elemental Fire Summoning III 1 Turn Summon Present Plot Fire Elemental
Loyalty Law I Permanent All units Present Plot Unit dies instead of being converted
Restore City Law Divine II City Ruins Permanent Terrain Present Plot Create city from city ruins
Valor Law Sorcery II 10% Chance to wear off each turn All units Present Plot +1 XP per combat until it wears off
Summon Law Bringer Law Summoning II 1 Turn Summon Present Plot Law Bringer
Righteous Cause Law Divine III Permanent City 1 + Spell Extension Creates 1 crusader per unhappy citizen in target enemy city, caster dies from casting this spell
Unyielding Order Law Sorcery III Until caster leaves City Present Plot No unhappiness in city until caster leaves
Summon Host of the Einherjar Law Summoning III Until unit does not engage in combat Summon Present Plot Host of Einherjar
Sanctify Life I Permanent Terrain Present Plot Remove Fallout, City ruins (-1 to Armageddon counter), remove Hell Terrain
Cure Disease Life Divine II Permanent All units Present Plot Remove disease from unit
Destroy Undead Life Sorcery II Permanent All undead units 1 + Spell Extension Damages undead unit
Summon Griffin Life Summoning II 1 Turn Summon Present Plot Griffin
Heal Life Divine III Permanent All units Present Plot Heals 20HP
Resurrection Life Sorcery III Life Node Permanent None Caster Revive Civ Hero, destroys life node
Summon Lifespark Life Summoning III 1 Turn Summon Present Plot Lifespark (2 move, heals 20HP on all unit in the same stack)
Charm Person Mind I 10% chance of wearing off each turn All unit? Present Plot Charmed units are unable to attack (or auto-retreat to be precise)
Floating Eye Mind Divine II 1 Turn Summon Present Plot Floating eye (4 sight range unit, cannot fight)
Inspiration Mind Sorcery II Until caster leaves City Present Plot +4 science in the city
Hideous Thoughts Mind Divine III Permanent 1 unit Present Plot +1 move, 40% Strength, -80% Defense, take damage
Domination Mind Sorcery III Permanent 1 unit 1 + Spell Extension Converts target unit at +30% spell resistance, caster converts to target civ if spell is resist
Treetop Defence Nature I Forest Plot Until unit moves to a non-forest plot All units Present Plot Gains 2 First strike during combat
Bloom Nature Divine II Non-improved terrain Permanent Terrain Present Plot Creates Forest
Poison Blade Nature Sorcery II Permanent All Recon units Present Plot +1 Poison Strength
Summon Guardian Vines Nature Summoning II Permanent (1 per caster) Summon Present Plot Guardian Vine (stationary unit)
Entangle Nature Divine III 1 Turn 1 unit 1 + Spell Extension Target unit is unable to move
Vitalize Nature Sorcery III Permanent Terrain Present Plot Changes Ice to Tundra to Plains to Grassland
Summon Treant Nature Summoning III Forest Plot Permanent (1 per caster) Summon Present Plot Treant
Courage Spirit I Permanent All units Present Plot + 10% Healing in enemy plot, can attack units with Fear promotion
Spirit Guide Spirit Divine II Permanent All units Present Plot Gives 50% XP to random civ unit when unit is killed
Hope Spirit Sorcery II Until caster leaves City Present Plot +1 Happiness and +4 Culture/turn
Bless Spirit Divine III Next combat All units Present Plot +1 Holy strength
Trust Spirit Sorcery III Must be cast from inside a city Permanent None None +2 Relationship with AI
Spring Water I Non-Flood Plains Permanent Terrain Present Plot Changes Desert to Plains. Removes any Flames or Smoke within 1 plot.
Water Walking Water Divine, Sorcery II Permanent Caster Caster Allows caster to move on water
Summon Djinn Water Summoning II 1 Turn Summon Present Plot Djinn
Summon Kraken Water Divine III Next to water Permanent (1 per caster) Summon Present Plot Kraken
Tsunami Water Sorcery III Target tile next to water Instant Terrain 1 + Spell Extension Damage units on plot, plot may become coast
Conjure Water Elemental Water Summoning III 1 Turn Summon Present Plot Water elemental