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Disciples II[]

Below is the list of the magic available for the Empire faction. Level V magics are only available for Mage Lord.

Level I

Air Ward Enchanted units are unaffected by the first air based attack in battle (Ex: Lightning).
Celerity Increases by 10% the initiative of the target units.
Strength Increases by 10% the damage inflicted by the enchanted units in battle.
Lightning Inflicts 15 points of air damage to target units.
Water Ward Enchanted units are unaffected by the first water based attack in battle (Ex: Blizzard).


Level II
Haste Hasted units recover 50% of their move points.
Healing Heals 30 hit points.
Summon I: Living Armor Summons the magically animated Living Armor.
True Sight Disperses a small area of the fog of war.
Earth Ward Enchanted units are unaffected by the first earth based attack in battle (Ex: Earth pillar).


Level III
Mind Ward Enchanted units are unaffected by the first mind based attack in battle (Ex: Paralyze).
Holy Armor Enchanted units will receive 20% less damage from attacks.
Holy Strength Enchanted units have 20% greater chance to hit.
Wrath of God Inflicts 50 points of air damage to target units.
Chain Lightning Inflicts 40 points of air damage at the center of the spell area.


Level IV
Summon II: Golem Summons the earth elemental Golem.
Fire Ward Enchanted units are unaffected by the first fire based attack in battle (Ex: Fireball).
Call to Arms Increases by 33% the damage inflicted by the enchanted units in battle.
Highfather's Blessing Heals 60 hit points at the center of the spell area.
Daylight Disperses all the fog of war.


Level V (Mage Lord Only)
Death Ward Enchanted units are unaffected by the first death based attack in battle (Ex: Plague).
Armageddon Inflicts 125 points of air damage to target units.
Major Healing Heals 150 hit points.
Winds of Restoration Heals all the spell caster's units for 80 hit points.


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