These are the spells that you may use in and out of battle. If you have more to say on these matters, tips on how to get the most of them or the like, please mail us!

 

ARMAGEDDON
Summon all creatures in the land to fight near your Dungeon Heart. The winner gains the Realm.
Cost: 60000 GP
CAVE IN
Make the ceiling fall on enemies and cause heavy damage on them.
Cost: 1000 GP
CALL TO ARMS
Summons monsters to a specific spot.
Cost: 5 GP per second if banner is on enemey territory
CHICKEN
Turns a monster into a chicken for awhile, so it can't fight anymore.
Cost: 1200 GP
CONCEAL CREATURE
Hides a creature from enemy sight.
Cost: 100 GP
DESTROY WALL
Turns a fortified wall into earth. Have your imps ready to dig, before the enemy fortifies the wall again.
Cost: 10000 GP
DISEASE
Casts a harmful plague upon enemies. All creatures in contact will be infected.
Cost: 7000 GP
HEAL
Heals one of your creatures. Doesnt always go to maximum. Cost: 300 GP
HOLD AUDIENCE
Brings all your monsters back to your Dungeon Heart.
Cost: 1000 GP
LIGHTNING STRIKE
Creates a storm wich causes heavy damage on enemy creatures. Cost: 600 GP
OBEY
Forces all your creatures to be your slaves.
Cost: 25 GP per second
POSSESS MONSTER
Take control of one of your monster and see the world thru its eyes. Some of the more fascinating lenses: Beetle (fish-eye-view), Fly (faceted), Ghost (hazy) and Vampire (red).
Cost: 0 GP
PROTECT MONSTER
Gives a creature stronger armor.
Cost: 100 GP
SIGHT OF EVIL
See a small unknown piece of the map for a limited time. Can be very useful in combination with Lightning strike, Cave-in and Disease.
Cost: 50 GP
SPEED MONSTER
Accelerates monsters actions.
Cost: 100 GP
SUMMON IMP
Summons an imp to work for you.
Cost: Increase with the number of imps you control.


This Guide has been made possible through the screenshots of Sébastien Mouton. If you want to use these pictures, please obtain his permission.