Cost: 150 times current number of Imps possessed.
Duration: --
Effect: Creates a new level 1 Imp on an adjacent tile.
Works: Only within your own domain.
Special Notes:
This spell reduces in price when Imps are lost.
You can reduce the price of this spell by 300 by sacrificing an Imp in the temple.
Cost: 25 per second.
Duration: Until cancelled.
Effect: Increases creature's speed by 25% and locks happiness level.
Works: Anywhere.
Special Notes:
This spell forces your creatures to do any job to which you assign them.
Creatures still leave to eat and take pay, and their skills at jobs that
they will not normally do are not increased.
Cost: 50-130.
Duration: Variable
Effect: Reveals a portion of the map at the point it is cast. The circle
may be moved about during the duration of the spell. Radius and duration
vary with power.
Works: Anywhere.
Special Notes:
The only spells that may be safely and successfully cast within a Sight of Evil
circle are
Lightning
and
Cave-In.
They can be very useful for eliminating hidden adverserial forces. Note
that the Lightning spell's radius of effect decreases when cast inside
the Sight circle.
Be cautious when casting
Destroy Walls
inside the circle.
The spell will function, but there is a bug in the game which may corrupt
the list of what tiles are visible and lock up the Sight of Evil
spell. The game usually crashes shortly afterward if the error occurs, and
the error can be saved in a save game, making it useless after that point.
Cost: Free if cast within your domain; 20 per second when outside it.
Duration: Until cancelled.
Effect: Summons all minions under its radius of influence to the
casting point. Radius varies with power.
Works: Anywhere.
Special Notes:
Use this spell to lead your army into battle and to prevent creatures
from trying to return home when they no longer see an enemy. You can
move the banner around to gather minions under its influence and then
to guide them wherever you want them to go.
Minions appear to never become angry while under the influence of this
spell. However, they will starve at the normal rate, so be careful not
to carelessly leave a group of minions under it and forget about them.
Minions who have the teleport spell will instantly teleport to the banner
if it is possible to do so.
Many types of minions will destroy enemy room tiles if this spell is cast
on the room they are in; take note of this when dealing with rooms you may
need to claim, or rooms that have items in them that do not belong in that
type of room, such as a spell book in a Prison.
Imps will not answer a Call to Arms.
Beware casting this spell on Guard Posts. If the Guard Post is destroyed,
it may also destroy your Call to Arms banner, making your spell useless
from that point on.
Cost: 1000-2600.
Duration: Variable.
Effect: Causes rocks to fall from the ceiling and damage creatures
underneath. Multiple cave-ins can be caused at one point. The duration,
radius, and intensity increase with power.
Works: Anywhere.
Special Notes:
Cave-In is useful for damaging creatures. It will not harm traps, doors,
room tiles, or walls, and cannot repair dungeon breaches or create land
over Water or Lava (note this is contrary to information in the game's
manual).
Be careful when casting this spell that your own creatures are not beneath
its area, as they can be damaged by your own cave-ins. On the other hand,
the spell is very useful for repelling enemy Imps, who refuse to run
underneath it and can easily be killed by it.
Cost: 300-1100.
Duration: --
Effect: Restores 80 to 500 HP to the creature it is cast on.
Works: Anywhere. Can also be cast on the Battle Information panel.
Special Notes:
Use this spell to heal creatures in battle, in Prison, in the Torture
Room, and anywhere else you might expect loss of health to occur. The
spell does not, contrary to some, cast a radius of healing -- it affects
only the targeted creature, and works only on your minions and prisoners.
Cost: 1000.
Duration: Until cancelled.
Effect: Transports all minions to your Dungeon Heart.
Works: Anywhere.
Special Notes:
This spell is not often used, but can come in handy especially when
stealthy creatures such as flies or thieves sneak into your Heart Room.
Imps are not transported by this spell. Try casting this just before
Armageddon begins, and you may gain the upper hand.
Cost: 600-3000.
Duration: --
Effect: Calls down the power of a thunderstorm over a 1 to 5 tile radius.
Works: Anywhere.
Special Notes:
Sorely expensive, but a staple spell for a keeper of any stature. The
power of this spell is greatest in a direct hit, and the effect decreases
as the distance from the epicenter increases. It cannot harm your own
minions, and it will not affect anything other than creatures.
Try casting it inside a
Sight of Evil
circle to give your enemies a truly shocking surprise!
Try the
Protect
spell to help guard your minions from other keepers' lightning strikes; it
prevents all damage from the spell unless a direct hit is taken.
Cost: 100-900.
Duration: 15-55 seconds.
Effect: Increases the target creature's speed by 100%.
Works: Anywhere. Can also be cast on the Battle Information panel.
Special Notes:
This spell is useful for almost all tasks, including training, battle,
research, manufacture, scavenging, and torture. Fortunately a number of
species gain this spell as a skill as they level up, relieving you of the
cost and chore of casting it upon them.
In case you're wondering how Speed Creature is useful in torture, it
will cause creatures to convert to your cause much more quickly than
they would otherwise. Note that this may not always be the best choice if
you would like the enemy to reveal map information to you, or if you'd
just like to prolong their suffering a little, in the true keeper
spirit!
Cost: 100-900.
Duration: 15-55 seconds.
Effect: Increases a creature's armor by 25%; decreases damage dealt
by Keeper Lightning spell to zero unless hit directly.
Works: Anywhere. Can also be cast on the Battle Information panel.
Special Notes:
This spell can be used to give your minions that extra edge in combat. Note
that Boulder Traps are still lethal to creatures under this spell.
Cost: 100-900.
Duration: 15-55 seconds.
Effect: Makes creature invisible to enemies.
Works: Anywhere.
Special Notes:
This spell hides your minions from enemy eyes, but only until their
actions make their presence known. If a minion attacks an enemy or anything
near an enemy such as a door, its presence will become known. After an
invisible minion is revealed by attacking, the spell cannot be recast upon it
until the original casting has expired. This spell is best used for sneaking
minions past choke-points while under possession, and for claiming the territory
of enemy Keepers by stealth.
Note that you yourself cannot view invisible enemies, while your
own minions under the spell appear translucent. Creatures under this still
appear as a dot on the world map, however, giving you an opportunity to keep them
from sneaking into your dungeon undetected. This could be especially lethal when
dealing with Avatars, who conveniently come equipped with the spell as a skill.
Cost: 7000-9000.
Duration: 15-55 seconds in target creature; 55 seconds in creatures to
which it is passed.
Effect: Infects the target creature with a lethal, communicable plague
Works: Only within your own domain.
Special Notes:
This spell is outrageously expensive and works only within your own
domain; however, it is very lethal when cast in large groups of
creatures. Note that it is not very useful against Keepers who have
Temples, as they know how to cure their creatures. It is very effective
against groups of heroes, however.
Disease cannot be spread back to your own creatures by enemies.
Cure creatures infected by enemy Keepers by dropping them in the Temple
perimeter, and keep infected creatures away from others until they have
healed.
As with the
Chicken
spell, if your enemy has Vampires, attack him at his Temple. He may accidentally
throw an undead bloodsucker into the pool, causing his entire dungeon to become
afflicted with Disease. You yourself, of course, should avoid doing this.
Cost: 1200-3000
Duration: 15-55 seconds
Effect: Transforms target creature into a clucking chicken
Works: Only within your own domain.
Special Notes:
Creatures under the effects of this spell become poultry. They cannot
be eaten, and they retain their health, but they lose all fighting
abilities and their defense is compromised.
Be careful not to cast this spell on your own creatures, and place those
affected in the Temple perimeter. Keep them away from hatcheries at all
costs!
Note that sacrificing two Bile Demons in the temple has the effect of
casting this spell on your entire dungeon. This works equally as well
for enemy Keepers, so try attacking them at their temples. If you're
lucky, a Call to Arms will be raised and the fool will drop his creatures
into the pool, possibly transforming all his creatures into chickens!
Cost: 10000-26000.
Duration: --
Effect: Breaks down a fortified wall into earth and an earth wall into
unclaimed path. Radius of effect varies with power.
Works: Anywhere.
Special Notes:
This spell is the definition of too expensive. What makes it a real rip-off
though is that it takes two castings to reduce fortified wall to a path
tile, which is contrary to expectations built up by the game. Using this spell
much at all will reduce your bank account to a dust bunny in no time flat, so
use it only when you really need it. That should be once or twice in any level -
and I never recommend casting it in a radius. One or two tiles at most should
suffice to make a gateway into any protected area.
As mentioned in the
Sight of Evil
spell, be careful when casting this spell inside a Sight of Evil circle.
You may not be pleased with the results.
Cost: 60000.
Duration: --
Effect: Transports all creatures in the realm to your Dungeon Heart
for a final, decisive battle.
Works: Anywhere.
Special Notes:
This is the ultimate spell a Keeper can control. Each species of creature
will be transported one at a time, from all sources - Keepers, Heroes, and
unaligned creatures (who become yours instantly). Note that this includes your
Imps, sadly.
Once the spell is cast, it cannot be undone. There will be a timer
count-down until Armageddon during which life will go on as normal.
When this timer expires, each species will be teleported, starting with
Imps and probably ending with Avatars, should there be any. During this
time you cannot control or aid your minions. Whoever is left with the
most creatures when the count-down is complete will be declared the
victor automatically, and all other Dungeon Hearts will be destroyed.
An expensive, but quick and easy, solution to conquering violent Keepers and
overwhelming hero forces. Don't hesitate to use it to avoid long, protracted
wars of attrition, as long as you know you can win.