Zauber (Civ4 FFH)

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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