CrossPathCombatSpells(CPCS)-read me

version: 0.80

This should compactable with any other mod as long as that mod doesn't add any spells with the same name some spell added in this mod (very unlikely)

To save space, I'll be using following acronyms

Lev= Level, Conj = Conjuration, Alt = Alteration, Evo = Evocation, Cons = Construction, Enc = Enchanment, Thau = Thaumaturgy, Blood 

R= Range, Dam= Damage, AoE= Area of Effect, NoE= Number of effects, Prc=Precision
MR+ = MR Negates, MR++ = MR negates easily
UW+ = Works underwater, UW++= Only Underwater, UW-= Not underwater
UD- = Doesn't affect Undead, UD+= Affects only Undead, IA-= Not Inanimates
ML- = Doesn't affect mindless, Sacred+= Only sacreds 


Number of spells : 36

------------------------------------------------------------------

Air:

----- 1A1S - Static Bolt: This strange spell looks a lot like an ordinary lighting bolt. However, as the lighting bolt summoned by this spell strikes the enemy troops, the astral essence mixed with the spell will channel the charge of the lighting into nearby troops. If these charged soldiers get struck later in the combat, the charge will be released, likely killing them and their attacker."

Evoc lev 3, R:30, Prec:3, Fat:20, Dam:5+(AN, shock), (all troops in the targeted square will gain "Charge Body")

----- 2A1F - Summer Winds: "Summer is the time of enjoyment and vitality. The caster calls forth revitalising Summer Winds to blow on friendly troops. These winds will make affected troops quickfooted and their blows hard to avoid. Those who are not truly and fully alive won't understand nor receive any benefit from the warm winds smelling of blooming flowers." 
Large Aoe haste + 4 AP + 4 attack.

Ench lev 4, R:20+, AoE:5+, NoE:1, Fat:40, Prec:5, UW-,UD-,ML-,IA-

----- 2A1E - Fall Winds: "Fall is the time of harvest and labour and it marks the need to prepare for the coming winter. With this spell, caster calls forth the Winds of Fall and forces them to blow on friendly troops. The winds will increase their physical strenght to survive the labour and bless them with enchanted resolve, making them resistant to hostile magic. Those who are not truly alive, do not truly experience the changing of seasons, and thus receive no benefit from this spell." 
Str boost + some magic resistance

Ench lev 4, R:20+, AoE:5+, NoE:1, Fat:30, Prec:5, UW-,UD-,ML-,IA-

----- 2A1W - Winter Winds: "Winter is time of despair and stillness as people huddle together in their homes, hoping to pull through the time of deadly chill. This spell allows the caster to summon and command the chilling winds of winter to buffet on opposing army. The freezing winds will rush past enemies, draining all heat out of their bodies and sapping their will to continue. The winds feel colder than they actually are and thus rarely physically damage the troops, but the demoralizing effect will fatique them. Those who are not truly alive, do not truly experience the silent terror of long and cold winter and won't be affected by this spell."

Ench lev 4, R:25+, AoE:4+, NoE:1, Fat:25, Prec:0, Dam: (12+ AN frost fatique/ 1 AN frost) UW-,UD-,ML-,IA-

----- 2A1N - Spring Winds: "In spring, life will reappear and the wounds of winter will be healed. With this spell, caster calls forth the winds of spring and makes them blow on friendly troops. These winds will heal wounds and revitalize the troops, making them last longer in combat. However, the winds of Spring are careless and free, should the caster fail if to be careful, some enemy troops might also be affected. Those who are not truly alive, do not truly experience the changing of seasons, and thus receive no benefit from this spell."

Ench lev 4, R:20+, AoE:4+, NoE:1, Fat:20, Prec:0, Dam: (6+ heal AN/ 10 fatigue heal AN) UW-,UD-,ML-,IA- (NOTE; this spell will only be casted on wounded troops)


----- 2A1D - Terrible Visage: "The caster surrounds some of his troops in illusions, making them seem like creatures of utter nightmare. Enemies will likely flee before them." 
(Grants fear+0)

Ench lev 4, R:10, Prec:10, Fat:25, AoE:1, UW+

-------------------------------------------------------

Fire:

----- 1F1A - Blessing of the Desert Wind: "The caster surrounds some of his troops in hot desert winds. The winds will guide their missiles and set them aflame."

Thau lev 3, R:5+, Fat:40, Prec:10, AoE:2+, UW-

----- 2F1W - Steam Clouds: "The caster sends a stream of water towards his foes and heats it to burning hot steam once it reaches the enemy. The mist will stay warm for a while, causing severe burns to everyone inside." AN fire damage.

Conj lev 3, R:20+, Prec:3, AoE:3+, NoE:1, Dam: 3(AN, fire), cloud lasts for 2 turns, UW-

----- 1F1N - Curse of the Salamander: "This spell turbocharges the victim's metabolism, causing the victim's body to radiate intense heat. This heat will set the victims clothes on fire and making him and his companions quickly pass out and eventually die from the blasted heat. This spell will not work on the undead and inanimated." (sets on fire and gives heat aura)

Thau lev 2, R: 25+, Prec: 100, Fat:15, AoE:2, UW-,UD-,IA-

----- 2F1S - Celestial Fire: "This spell allows the caster to throw forth some flame blessed by the celestial powers. The celestial flame is a spiritual flame that will burn even those that are resistant to fire. This spell is rarely lethal if the targets have decent armor, unless the opponents happen to be demons or undead. When the flame goes off, it will fill the nearby area with a shining light. This light will give all friendly troops a temporary boost to their morale."

Evo lev 4, R:20, Prec:7, Fat:20, Damage: 7 (AP, triple vs demons/undead) AoE:1, UW+, will cause +5 morale boost in friendly units in a aoe 40 burst

----- 2F1D - Ash Cloud: "Caster creates several clouds of hot ash and smoke. Breathing the hot ash will severely damage the lungs of the victims and make breathing difficult. The victims will likely collapse from exhaustion, even if they manage to escape from the clouds as their lungs clog up. Undead and constructs won't suffer from the damaged lungs but the hot ash will still burn them."

Evoc lev 5, R:25, Dam: 3+(fire AN)/ 20(fire AN fatigue), AoE:3+, NoE:1, Fat:35, UW-, UD-?, IA-?
--------------------------------------------------------------

Earth:

----- 1E1A - Boulder Barrage: "The caster summons several boulders and lightens them momentarily by air magic. Caster will then continue to throw the boulders like they were mere sling stones. The boulders will get their real weight back, usually just before hitting enemy lines and due to the fact that caster actually throws the stones, his strenght will add to the damage of the spell. Powerful earth mage can throw more boulders with this spell."
Evoc lev 3, R:20+, NoE: 4+, Dam: 10+, Prec:0, Fat: 25, UW-

----- 1E1W - Grip of the Marshlands: "This spell will turn a small are of land into a muddy sludge, trapping some soldiers waistdeep in oozing mire. Escaping the mire requires strenght and the soldiers will be helpless against attacks while struggling with the mire. Even if the soldiers manage to escape, they will be wet and covered in moss, mud and only god knows what else. This muck will greatly hamper them in combat." 
(Earth Grips + slimes targets)
Alt  lev 3, R:25, AoE: 2+, Prec: 4, Fat: 25, UW-

----- 2E1N - Shield of Gaia: "The mother of all truly loves her children, and this spell manifests that love as visible protection against the natural elements (fire/frost/shcok/poison resistance 50). Undead and inanimated constructs are not her children and will not be protected.
Ench lev 3, R:10, Prec:0, Fat:20, AoE:3+, NoE:1, UW+, UD-, IA-

----- 2E1N - Warriors of Gaia: "The mother of all is benevolent and giving, wishing harm to no living soul. However, should the need arise, she will be relentless and unforgiving as a raging volcano. This spell will rise the anger of the all-mother and make him bless few friendly soldiers in the battlefield. The blessed soldiers will be granted stony skin and the ability to slowly regenerate wounds. In addition, they will feel the anger of the all-mother and fall into a mad battle frenzy. The blessed soldiers will however have their armour destroyed, for the warriors of Gaia only trust their own strength and do not hide behind the riches of the earth. Undead and animated constructs are an anathema to Gaia, and she won't bless them." 
(Stoneskin + regeneration + berserk, but destroys armor)
Thau lev 5, R:10, Prec:0, Fat:100, AoE:6+, UW+, UD-, IA-

---- E1D1 - Fall of Metal and Muscle - "Combining magics of Earth and Death, caster send a massive blast of destructive energy towards his foes. Those who are not able resist will have their regular armor crumble to dust. Exposure to the destructive force might also leave the victim permanently weakened. This spell has no effect on constructs." 
(Destroys armor and gives the "Weakened" affliction, MR resists)
Alt  lev 3, R:25+, AoE:2, NoE:1+, Prec:0, Fat: 25, UW+, MR+, IA-

-----------------------------------------------------------

Water:

------- 1W1A - Shocking Pour: "The caster throws lots of electrified water on his foes. The shock isn't very lethal, but it ignores armor and covers quite large area. Due to the high volume of water being thrown, this spell has low range."
Evo lev 4, R:15+, Fat:25, Aoe:2, NoE:1+, Prec: 0, Dam: 3(AN, Shock), UW-

------- 1W1E - Animate clay: "This spell hastily animates some clay on the battlefield, forming Claymen. Claymen are slow and mindless constructs, but able to regenerate their wounds. They are able to act underwater, but will be hampered there greatly."
Ench lev 5, R:5+, NoE:3+, Fat:100, UW+

------- 1W1N - Call Kydnites: "Caster calls forth kydnites, aggressive river spirits that are wielding bronze armanents and unwordly beauty with deadly skill."
Conj lev 4, R:1, NoE: 4+, Fat:100, UW+

------- 2W1S - Celestial Baptism: "This spell clouds some friendly troops in water blessed by the celestial powers. The affected troops will be purified and give celestial form as their body is cleansed from sin. Their new form will be healed and gain resistance to poison. Also, for the duration of the battle, all opponents striking the baptised soldiers will be faced with vengeance from the Celestial Powers." (Grants poison resistance and the "Holy Avenger" buff, also nextspells "Heal")

Ench lev 5, R:5, Fat:30, AoE:1, Prec: 10, IN-, UD-, ML-, UW+

------- 2W1D - Icy Grave: "This cruel spell will encase some enemies in a giant block of ice, immobilizing and numbing them. As an insult to injury, this spell will also make them age rapidly, allowing the caster laugh as he sees his victim struggling against the ice as his muscles weaken. This spell cannot be resisted, but his a low range." 
(Decays and imprisons on ice, no save)

Thaum lev 4, R:10, Fat:30, Prec: 1, AoE:1, UW+

---------------------------------------------------

Nature:

------- 2N1A - Spore Spread: "The caster summons toxic mushrooms and spreads them on the enemy with the aid of Air magic. On hit, the mushrooms explode showering the enemy in toxic spores."
Evo lev 4, R:40+, Prec:5, Fat:30, AoE:1, NoE:2+, Dam:8+(poison damage, AN), Cloud lasts for 2 turns, UW-

------- 2N1F - Release Inner Beast: "On the first days, when gods roamed the earth, mortals were naught but beasts. Those few old enough to remember those days think that the beast of old is dead, killed by the safety of civilization. But a part of that beast still lives in all mortals, the part that remembers why one should be scared of the dark. This spell will alter the body of targets to remind the one aoens ago, awakening the dormant beast in the mind of man, giving targets uncontrollable bloodlust followed by animalistic speed, strenght and attack prowess. Some targets might however lose themselves completely to the beast, no longer able to differ friend from foe in his wild survival rage." 
(In rule speak: Grants Berserk+Haste+Unholy Power+Str boost, but targets will have to roll MR check(easy) or be "Raged" (a'k'a Confusion)
Alt lev 4, R:10+, Fat:100, Prec:0, AoE 8+, UD-, IA-, ML-, UW+

------- 2N1E - Gaia's Revenge: "The caster calls the mother of all and appoints some enemy soldiers as defilers of nature. Enraged, the ground itself will try to gulp the offenders inside. Vines will also spurt out from the ground, entangling the victims and forming vinemen tasked to punish the offenders. Strong opponents might be able to break themselves free from the hold of nature and earth before they get beaten by the vinemen. Skilled caster can summon more vinemen and bind more opponents." 
(Earth Grip + Entangle + Summon Vineman)

Ench lev 5, R:25+, Fat:30, NoE:2+, prec:0, UW-

------- 2N1W - Curse of the Hags: "Crones and Hags of festering mires are feared because of this spell. This powerful curse will transform some enemies into frogs. Although this spell is rightly feared by peasants, it only works effectively on those who are either stupid or superstitious. As a insult to injury, the cursed frog-form will have a really long lifespan, so that the cursed one will spend the rest of his miserable life searching for a cure that does not exist." 
(MR saves easily, turns units into frogs) 

Alt lev 4, R:30, Fat:20, Prec: 0, AoE:1+, UW+, 

------- 2N1S - Roots of the World Tree: The caster calls aid from the great World Tree, the supporter of heavens. Then the caste will appoint some enemy soldiers and curse them as defilers of nature. The eternal Tree will answer the call of the caster and raise his roots to entangle the cursed foes. The roots of the World Tree are filled with thorns like a rose and  anyone struck by these them will be lethally poisoned. Then the caster will just have to watch with glee as the poison of the world tree kills the offender as the roots hold him down."

Thaum lev 4, R:20+, Fat:25, AoE:1, Prec:3, UW+ (Curses and entangles. Also causes 15 AN Poison damage)

------- 2ND1 - Plague of Insects: "The caster conjures thousands upon thousands of small insects to plague a small area on the battlefield. Unless the targets are heavily armored, the insects are likely to sting the targets to death. Inanimate targets are unaffected, althought some undead might catch some Maggots, which will start feasting on the affected undead. Ethereal units are rarely affected by this spell." (physical non-elemental damage. All squares affected by this spell will also be targeted by "Maggots" spell)

Conj lev 4, R:25+, Fat:30, NoE:3+, AoE:1, Dam:19+, Prec:-2, IA-, UW-

---------------------------------------

Astral:

------- 1S1A - Celestial Embrace: This spell will cloud some friendly troops in divine radiance. The celestial force will value the troops it shines on, and protect those who it finds worthy. The troops under the protection of the divine forces will get the first successful attack made against them negated as the forces twist fate itself.  The divine radiance will stay on the battlefield for some time. It is hard to say who the mysterious forces will find worthy of their protection, but they seem to prefer protecting those who are meek. The celestial forces will not protect undead."
(gives "Twist fate", MR negates, cloud lasts for 3 turns)

Ench lev 3, R:15, AoE: 1+, Fat: 25

------- 1S1E - Chains of Fenrir: "At the dawn of time there was a horrible monster called Fenrir. The gods needed to chain him down to prevent him from eating the world, but Fenrir could just broke the chains if he was captured. Then the gods sought aid from the dwarfs, who forged a great chain called Gleipnir. It appeared to be only a silken ribbon but was made of six wondrous ingredients: the sound of a cat's footfall, the beard of a woman, the roots of a mountain, bear's sinews, fish's breath and bird's spittle. The forging of Gleipnir took all of these things from the world and they are now lost to this realm, but Fenrir was captured. This spell channels the might of Gleipnir and imprisons one foe with chains of fire, air, earth and nature."
(targets gets false fetters + earth meld + bonds of fire +)

Thaum lev 3, R:25, Prec:0, Fat:20, UW+

------- 2S1W - Brain Freeze: "With astral magic, the caster touches the minds of some opposing soldiers. Once she has made contact, she uses a bit of ice magic to bring the opponents mind to a near halt. Even having a mere thought will last lifetimes when under this spell and the victim will just stand still until the effect wears off. Some minds might be forever lost after falling to this spell, frozen to death in a small corner of the victim's soul. Even if the targets resist all of the effects, they will be numbed by the ice magic." 
(Mr easy resists, short term paralyze and MR resists easy or gain feeblemind, #nextspells numbness)

Thau lev 5, R:50, Fat:30, AoE:1, Prec: 100, Dam: 14+(AN, Paralyze), MR++ UW+

------- 3S1N - Fortuna's Meddling: "The caster calls for the god of fortune to meddle with outcome of the battle. She will bless some troops on the battlefield by powerful astral protections and the ability to always strike on the opponents weak spot. The caster has no power over who the Fortuna decides to bless, but she is known to take liking to helping the meek underdogs to prevail against powerful foes." (Affects both enemy and opponent, costs a gem, MR easily negates, gives Astral Weapons 
(all weapons get AN), Luck and increased mr)

Alt  lev 4, Fat:100 (1 gem), AoE: 50% of the battlefield, MR++, UW+


--------------------------------------------------------

Death:

------- D1A1 - Haunting Whispers: "With malicious intentions, the caster calls forth hateful spirits from the netherworld and orders them to haunt opposing soldiers. These spirits are completely incorporeal, but a touch of air magic gives them voice. They will whisper stories of death, mutilation and about the torments of the afterlife. If the victim is weak of mind, the tale of woe told by the spirit will haunt the victim for the rest of his life, making him horrified of death and likely to rout in battle. This spell has no effect on undead and constructs."
(Frighten + mr negates chance to get the "Battle Fright" affliction)

Conj lev 3, R:30, AoE:2+, Prec:3, Fat: 15, UW+ (Secondaryeffect : MR+, UW+, UD-, IA-)

------- 2D1E - Withering: "This spell manifests a horrible phenomenon into the battlefield, which takes the form of grey cloud of dust. This gray dust is physical manifestation of death magic and will dissolve all matter it comes into contact with. All those who fail to resist the malevolent magic will have their bodies severely afflicted and suffer from rusting armour. This spell is extraordinary effective against constructs, sometimes crumbling them to fine dust." (MR negates or suffer from disease,rusty armor, limp and weakened, also nextspells "Shatter")
Thau lev 4, R:25+, Prec:0, Fat:35, AoE:2+, UW+, MR+

------- 1D1W - Chill of the Grave: "This spell will call upon the chilling winds of the underworld and make some friendly undead troops spread freezing death upon your foes."
(Grants cold aura +6, undead only)
Ench lev3, R:5, Prec:3, Fat:20, AoE:1, UW+, UD+

------- 1D1N - Fester: "This spell will channel the energies of life and death and hit some enemy troops with their combined might. The affected soldiers will become covered with festering pores and their flesh will start to fall off as the magic devours their mortal forms, decomposing them within few painful minutes. This spell manifests the force of eternal cycle, which includes all beings and thus this spell can affect even the undead and magically animated."

Evo lev 4, R:25, Fat:20, Prec:2, AoE:2, Dam: 20 (non-elemental), MR negates, UW+

------- 1D1S - Gaze of Azrael: "With menace, the caster will point some opposing soldiers and invoke the true name of the Angel of Death. Directed by the caster, Azrael will devote his attention to the poor mortals. Should the targets magical resistance fail, their flesh will start to age at an supernatural rate. The Angel of Death is guardian of eternal rest and if his attention is drawn upon undead units, he will cleanse their presence from this plane." (Mr negates or decay. also cast "Dust to Dust") 
Thau lev 2, R:25, AoE:1, Fat:25, UW+, MR+


Special Thanks to:
Llamabeast, for being awesome


My thanks to following supporters and idea contributors:
Endoperez
Redeyes
darloth
JimMorrison
rdonj
Vedalkenbear
Aezeal
Zeldor

///////////
OLD SPELLS
\\\\\\\\\\


#newspell
#copyspell "Thunder Strike"
#name "Anger of God"
#descr "The caster raises his hands in the air and calls divine lighting from the sky, which will smite heretical worshippers of false gods. The lighting has no effect on non-sacred troops. Being of divine origin, the lighting is able to strike in caves or even underwater and will mark any survivors for future harm."
#school 2
#researchlevel 4
#path 0 1
#path 1 4
#pathlevel 0 2
#pathlevel 1 1
#effect 2
#aoe 1
#precision 7
#range 5010
#fatiguecost 50
#nreff 1
#spec 8685696
#damage 1018
#nextspell "Curse"
#end

#newspell
#name "Soulfire2"
#descr "Companion to the Soulfire spell, gives heat aura"
#school -1
#researchlevel 0
#path 0 1
#path 1 5
#pathlevel 0 2
#pathlevel 1 1
#effect 10
#aoe 1
#range 0
#precision 100
#fatiguecost 0
#nreff 1
#spec 4857856
#explspr -1
#damage 16384
#end


#newspell
#name "Soulfire"
#descr "Inside every mortal lies a spark of the divine flame that the Pantakrator used to create life. By the sacrife of magical ruby, this spell will physically manifest that flame on some allied troops. They will be surrounded by beatiful astral flames and radiate heat. Manifesting the soul blaze is straining thought and will eventually consume any troops lacking fire resistance. As the soulfire is a manifestation of life and soul, this spell cannot affect those who are undead, inanimate and mindless."
#school 5
#researchlevel 6
#path 0 0
#path 1 4
#pathlevel 0 2
#pathlevel 1 1
#effect 23
#precision 5
#range 10
#fatiguecost 100
#aoe 1000
#spec 13246464
#damage 268468224
#flightspr -1
#explspr 10220
#nextspell "Soulfire2"
#end

#newspell
#name "Shut Up"
#descr "Companion to the Waters from Tartarus spell, MR check or gain mute"
#school -1
#researchlevel 0
#path 0 1
#path 1 5
#pathlevel 0 2
#pathlevel 1 1
#effect 11
#aoe 1
#range 0
#precision 100
#fatiguecost 0
#spec 143424
#damage 4194304
#nextspell "Frighten"
#end

#newspell
#name "Wounds Leah Never"
#descr "Companion to the Waters from Tartarus spell, causes the affliction Never healing wounds"
#school -1
#researchlevel 0
#path 0 1
#path 1 5
#pathlevel 0 2
#pathlevel 1 1
#effect 11
#aoe 1
#range 0
#precision 100
#fatiguecost 0
#nreff 1
#spec 139328
#explspr 10212
#damage 67108864
#nextspell "Shut Up"
#end

#newspell
#name "Waters from Tartarus"
#descr "Tarturus is an nightmarish realm of eternal torture and agony where everything and anything is capable of inflicting tremendeous pains. This spell will hurl water from Tartarus on foes, causing horrible pains and gruesome agony. This torturing water is rarely lethal, but it only has to touch someone to cause the pain. Wounds inflicted by this spell can never be healed and the terrible moments of utter agony can scar even the minds of gods. Only mindless and inanimates are immune to this cruel spell."
#school 2
#path 0 2
#path 1 5
#pathlevel 0 1
#pathlevel 1 1
#fatiguecost 50
#damage 1007
#nreff 1000
#range 5010
#precision 1
#aoe 1
#effect 2
#spec 139328
#flightspr 10078
#explspr 10105
#researchlevel 5
#nextspell "Wounds Leah Never"
#end


#newspell
#name "Rejuvenating Waters"
#descr "The caster uses minor water magic to conjure water and alters it with nature magic to contain vitality and youth. Once the rejuvenating water is complete, the caster will hurl it on allied troops, healing their wounds and removing fatigue. The shower of water is hard to aim, and might heal opposing troops. The rejuvenating water is damaging to undead and has no effect on inanimated troops."
#school 1
#researchlevel 2
#path 0 6
#path 1 2
#pathlevel 0 1
#pathlevel 1 1
#effect 13
#aoe 1000
#precision -3
#range 15
#fatiguecost 40 
#nreff 1
#spec 532608
#damage 1008
#flightspr -1
#explspr 10145
#nextspell "Fatique Heal"
#end

#newspell
#name "Destroy Manor"
#descr "Companion to the Mind over Matter spell. Destroys Armor"
#flightspr -1
#explspr 10236
#path 0 4
#school -1
#aoe 1
#range 0
#effect 11
#damage 1024
#researchlevel 0
#pathlevel 0 1
#spec 12582912
#fatiguecost 0
#nextspell 4 --Horror Mark
#end

#newspell
#name "Mind over Matter"
#descr "The caster forcefully rips the bodies some of his troops from the material plane, transporting them halfway into the astral plane. This will make the troops ethereal and hard to hit by non-magical means. However, the affected will lose the benefit of any non-magical armor as it will just slide through their ethereal bodies and be lost in the chaos of the battle. The plunge to the astral plane might also attract attention from horrors beyond the veil of reality."
#school 1
#researchlevel 4
#path 0 4
#path 1 3
#pathlevel 0 2
#pathlevel 1 1
#effect 10
#aoe 1003
#precision 5
#range 15
#fatiguecost 100 
#nreff 1
#spec 12582912
#damage 134217728
#flightspr -1
#explspr 10243
#nextspell "Destroy Manor"
#end

#newspell
#name "Dacay Martals"
#descr "Companion to the Styxian Baptism spell, causes decay, resisted by def."
#school -1
#researchlevel 0
#path 0 5
#path 1 2
#pathlevel 0 2
#pathlevel 1 1
#effect 11
#aoe 1
#precision 100
#range 0
#fatiguecost 0
#nreff 1
#spec 1572864
#explspr 10142
#damage 256
#end


#newspell
#name "Styxian Baptism"
#descr "In the underworld lies the stream of dead, the infamous river styx, the line between life and death. Using his dark art, the Necromancer conjures some water from this stream on his undead troops, healing them. The water will cover quite large area and any mortals struck by the water will wither away in mere minutes. This spell makes no difference between friend or foe, and might heal opposing undead or destroy friendly mortals if it misses."
#school 0
#researchlevel 2
#path 0 5
#path 1 2
#pathlevel 0 1
#pathlevel 1 1
#effect 13
#aoe 1003
#precision 5
#range 5020
#fatiguecost 30 
#nreff 1
#spec 67108992
#damage 15
#flightspr -1
#explspr 10145
#nextspell "Dacay Martals"
#end

#newspell
#copyspell "Raise Skeletons"
#name "Animate Mandragora"
#descr "Companion to Animate Manikins spell. Summons 1 Mandragora."
#school -1
#path 0 2
#path 1 6
#pathlevel 0 1
#pathlevel 1 1
#fatiguecost 0
#damage 314
#nreff 1
#range 1
#effect 1
#researchlevel 0
#end

#newspell
#copyspell "Raise Dead"
#name "Animate Manikins"
#descr "With this spell, the caster animates some corpses by vines and roots, creating a small and short-lived force of Manikins. More manikins will be animated if there are fresh corpses on the battlefield. There will be less unburied corpses in the province after the battle when this spell is used. Manikins will fall apart if left on the battlefield without magical leadership."
#school 4
#researchlevel 4
#path 0 5
#path 1 6
#pathlevel 0 1
#pathlevel 1 1
#precision 0
#range 5000
#fatiguecost 60
#nreff 2
#spec 1
#damage 313
#nextspell "Animate Mandragora"
#end