ARCHMAGI SPELL LIST
SPELLS TIMING TARGET: EFFECT
Disenchant Battle Destroy Target Artifact
Antimagic Battle No more spells may be cast this battle
Counterspell Any Target spell just cast has no
effect; Play before any rolls are made
Fireball Battle Attack: Missle+3, Fire+3, Slay Cold&Wood+5
Lightning Bolt Battle Attack: Missle+2, Lightning+5
Hurricane Scout Adjacent stack in water Hex,
each unit attacked by: Storm+3
Tidal Wave Scout Adjacent stack in water Hex,
each nonflying unit attacked by: Wave+5
Plague Scout Adjacent stack each living unit
attacked by: Disease+3
Pestilence Scout Adjacent stack each living unit attacked
by: Swarm+2
Fire Elemental Battle Create Unit: Fire+6, Essence
Air Elemental Battle Create Unit: Air+5, Flying, Essence
Earth Elemental Battle Create Unit: Earth+6, Essence
Water Elemental Battle Create Unit: Water+5, Swim, Essence
Ice Elemental Battle Create Unit: Ice+6, Essence
Confusion Battle Opponent must pick a random combatant from
stack during battle
Charm Battle Use random unit from opponents stack as
combatant this turn
Invisible Stalker Battle Create Unit: Suprise+6, Slay Heros+3,
Lasts 1D6 Rounds
Chasm Scout Prevents all movement between casters
hex & one adjacent hex
Earthquake Scout Adjacent stack on Land hex, each nonflying
unit attacked by: Quake+3
Inferno Battle Land Hex; All units in this battle attacked
by: Flames+7
Winds Battle No modifiers for archers and missles
this battle, Air
Lightning Strike Scout Random unit in adjacent stack attacked by:
Lightning+6
Steal Scout Gain control of artifact
Flaming Chariot Scout Hero: Flying, Very swift, Carry=1, Fire+4
Call Dragon Recruit Deploy Dragon from your reserve into casters hex
Call Hero Recruit Deploy Hero from your reserve into casters hex
Call Animals Recruit Deploy Animal from your reserve into casters hex
Smite Battle Warrior: Strong+6
Blessings Battle All your units get Bless+2 this battle
Control Animals Battle Control Animal Unit permanently
Control Dragon Battle Control Dragon Unit permanently
Control Undead Battle Control Undead Unit permanently
Animate Dead Recruit Deploy Undead from your reserve into casters hex
Transmutation Recruit Discard target unit & replace with unit
from your reserve
Polymorph Scout Unit in hex replaced with unit from your
reserve for one round
Discard replacement form at end of turn
Bannish Battle Enemy Unit goes back to controlers reserve
Darkness Battle End battle immediately
Teleport Move Move target unit to any empty hex as its move
for this turn
Dimmension Door Battle Self & any number of Heros Vanish
Scry Scout Look at any 3 Adjacent stacks
Read Minds Scout Look at all opponents spell reserves
Foretell Scout Look at all opponents unit reserves
Ressurection Battle At End of Battle deploy unit killed in this
battle in casters hex
Reincarnation Battle At End of Battle deploy unit from reserve to
replace unit killed in this battle.
Deploy unit in casters hex
Vortex Scout All players discard 1D6 spells
Cyclone Scout Adjacent stack each flying unit attacked by:
Winds+8
Forge Recruit Draw an artifact
Whirlpool Scout Adjacent stack on Water hex, each nonflying,
nontransported unit attacked by: Whirlpool+5
Cold Blast Battle Attack: Cold +4, Slay Fire+7
Illusion Battle Add Monster from reserve to stack,
Discard at end of battle
Blizzard Scout Adjacent hex, each nonflying unit attacked
by: Cold+2, Slay Fire+3
Forget Battle Target Mage or Spellcaster unit cannot cast
spells this battle
Curse Battle All attacks against Target unit are at +4
for the rest of game
Blight Scout Cast on Empty hex. No unit may enter this hex
for 1D6 rounds
Meteor Shower Scout Adjacent stack each unit attacked by: Meteors+7
Growth Battle Unit: Giant+5 for one round
Healing Magic Battle All units get regeneration this battle
Probability shift Any Cause target dieroll to be rerolled
Water Torrent Battle Attack: Water+2, Slay Fire+4
Flood Scout Adjacent Stack in Land Hex. Nonflyers
& Nonswimmers cannot move into or out of hex for one round
Fog Scout No battle may take place in target hex
for one round
Water walk Scout Unit: Swimming until unit enters a Land Hex
Breathe Water Scout Self: All units in stack get Swimming until
Caster enters a Land Hex
Haste Scout Self: All units in stack get Swift & Fast+1
this turn
Poisonous Mists Scout Adjacent hex, each living unit attacked
by: Poison+4
Neutralize Poison Any Cancels target poison attack or bonus
Cloud Walk Scout Self: All units in stack get Swift & Flying
this turn
Mirror Image Battle Create Unit: Identical to opposing combatant.
Destroyed if original destroyed.
Both destroyed on tie battle roll. Does not come
with Artifacts
Familiar Recruit Permanent unit attached to mage caster.
Destroyed if caster Destroyed. Scout, Swift,
Choose Animal or Demon;
Choose Fly, swim, or poison+1
Detection Battle Negate opponents suprise & ambush bonuses
this battle
Shield Battle Unit: Armor+4 for rest of battle
Spell Turn Any Choose new target for spell
Spell Steal Any Target spell is countered. Put spell in your
spell reserve
Touch of Death Battle Mage: Drain+8
Sleep Battle Target Paralyzed for 1 Battle Roll
Holy Light Battle All attacks vs Undead or Evil units are at +4
this battle
Turn Undead Battle Target Undead unit Destroyed
Web Battle Target Paralyzed for 1D6 Battle Rolls
Turn to Stone Battle Attack: Petrification+6; Elemental units
are immune
Levitate Battle All units in stack: Flying
Disintegrate Battle Attack: Disintegrate+7
Defender Battle Unit: Guard & Martyr
Wall of Fire Battle Create Unit: Fire+5; Defending side only
Sanctuary Scout Caster: Stack cannot attack or be
attacked for one round
Fear Battle Target unit must Vanish or be destroyed
Hide Battle All units in stack: Ambush+3
Heros Feast Scout All Heros in stack: Brave+4 for rest of turn
Farcast Any Cast next spell at any range
Spell Shield Recruit Hero: Immune to all spells for one round
Call Defender Battle Move unit you control from any stack to
this stack
Call to Arms Recruit Draw an extra unit
Weakness Battle Target unit gets no bonuses from strength or
bravery this battle
Mind Blast Battle Attack: Mindblast+5
Deflect Missles Battle Unit: Missle & Archer Attacks &
Bonuses=0 against this Unit; 1 Round
Elemental Shield Battle Unit: Elemental&Essence Attacks &
Bonuses=0 against this Unit; 1 Round
NOTES ON SPELLS
All Battle Spells are cast at targets in the same hex as the caster in Battle Phase
Battle spells affect the result of only one battle roll unless otherwise stated
Created units remain until slain or the end of the battle. The spell chit is treated as a unit chit
Attacks are treated as units that last for one battle roll. The spell chit is treated as a combatant
All Scout spells are cast at targets in the same hex, or an adjacent hex to the caster in Scout Phase
All Recruit Spells are cast in the same hex as the caster in Recruit Phase
All Move Spells are cast at targets in the same hex as the caster in Movement Phase
Paralyzed: Target combatant must be replaced by another unit, or target is destroyed
Any revealed unit in a stack may be targeted by a spellcaster