Level 3 Spells
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Name Type School Duration Cost
Air Shield Combat Air One Turn 12 Basic: Targeted troop takes 25% less damage from range attacks
Advanced: Targeted troop takes 50% less damage from range attacks
Expert: All allied troops take 50% less damage from range attacks
Destroy Undead Combat Air Instant 15 Basic: All undead troops receive damage [(Power x 10) + 10]
Advanced: All undead troops receive damage [(Power x 20) + 10]
Expert: All undead troops receive damage [(Power x 10) + 50]
Prot. from Air Combat Air One Round 15 Basic: All undead troops receive damage [(Power x 10) + 10]
Advanced: All undead troops receive damage [(Power x 20) + 10]
Expert: All undead troops receive damage [(Power x 10) + 50]
Hypnotize Combat Air Special 18 Basic: Targeted troop whose health is less than [(Power x 25) + 10] is put under your control and cannot relatiate to attacks.
Advanced: Targeted troop whose health is less than [(Power x 20) + 20] is put under your control and cannot relatiate to attacks.
Expert: Targeted troop whose health is less than [(Power x 25) + 50] is put under your control and cannot relatiate to attacks.
Animate Dead Combat Earth Permanent 15 Basic: Revives [(Power x 50) + 30] health-points worth of killed creatures in targeted troop.
Advanced: Revives [(Power x 50) + 60] health-points worth of killed creatures in targeted troop.
Expert: Revives [(Power x 50) + 160] health-points worth of killed creatures in targeted troop.
Anti-Magic Combat Earth One Round 15 Basic: Targeted troop is affected only by Level 4 or 5 spells.
Advanced: Targeted troop is affected only by Level 5 spells.
Expert: Targeted troop is immune to all spells.
Earthquake Combat Earth Instant 20 Basic: Does one point of damage to two random castle walls
Advanced: Does one point of damage to three random castle walls
Expert: Does one point of damage to four random castle walls
Force Field Combat Earth Two Rounds 12 Basic: Two-hex wall is created at target hex, blocking movement through that area.
Advanced: Three-hex wall is created at target hex, blocking movement through that area.
Expert: No change from advanced effect.
Fireball Combat Fire Instant 15 Basic: Troops in target and adjacent hexes take damage [(Power x 10) + 15].
Advanced: Troops in target and adjacent hexes take damage [(Power x 10) + 30].
Expert: Troops in target and adjacent hexes take damage [(Power x 10) + 60].
Land Mine Combat Fire Until Touched 18 Basic: Mine appear in 4 random hexes (visible to and useless against enemies on native terrain). Damage [(Power x 10) + 25]
Advanced: Damage [(Power x 10) + 50]
Expert: Damage [(Power x 10) + 100]
Misfortune Combat Fire One Round 12 Basic: Targeted troop's luck is reduced by one.
Advanced: Targeted troop's luck is reduced by two.
Expert: All enemy troops' luck is reduced by two.
Forgetfulness Combat Water One Round 12 Basic: Half the creatures in targeted range-attack troop, forget to shoot.
Advanced: All creatures in targeted range-attack troop, forget to shoot.
Expert: All enemy range-attack troops are unable to shoot.
Frost Ring Combat Water One Round 12 Troops in target and adjacent hexes take damage [(Power x 10) + 15].
Advanced: Troops in target and adjacent hexes take damage [(Power x 10) + 30].
Expert: Troops in target and adjacent hexes take damage [(Power x 10) + 60].
Mirth Combat Water One Round 12 Basic: Targeted troop's morale increases by one.
Advanced: Targeted troop's morale increases by two.
Expert: All allied troops' morale increases by two.
Teleport Combat Water Instant 15 Basic: Targeted allied troop can move to any unoccupied hex (except over walls or moats).
Advanced: Targeted allied troop can move to any unoccupied hex (except over walls)
Expert: Targeted allied troop can move to any unoccupied hex