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In SpellForce: The Order of Dawn, SpellForce: The Breath of Winter and SpellForce: Shadow of the Phoenix there are lots of different spells and effects.

Also there are lots of different requirements and other stats that need to be looked at. Thus this article sums up all necessary information regarding skills in the first three SpellForce games.

The attributes and other stats

Way before any ability there are lots of attributes and stats. Those stats are of absolute importance in gameplay and ignoring them will lead to your character's demise sooner or later. A list of what each stat does will follow up now.

Vital Stats

  • Health : The character's current and maximum life points. Life indicates how much ingoing damage a character can sustain before being defeated and killed on the battle fields.
  • Mana: The character's current and maximum mana points. Mana is used to cast spells and abilities. When not having enough mana reserves the character is unable to cast new or to sustain channeled abilities.

Attributes

  • Strength : Improves weapon damage of all physical based attacks.
  • Stamina : Improves maximum health of the character.
  • Dexterity : Improves the chance to hit enemy targets with physical attacks.
  • Agility : Reduces the chance of being hit by enemies' physical attacks.
  • Intelligence : Increases the character's regeneration of mana points.
  • Wisdom: Increases the character's maximum amount of mana points.
  • Charisma: Increases the effectiveness of the character's spells.

Resistances

  • Armourclass: Defines how well the character can reduce incoming physical damage
  • Fire Magic: Defines how well the character can resist an fire magic spell completely.
  • Ice Magic: Defines how well the character can resist an ice magic spell completely.
  • Black Magic: Defines how well the character can resist an black magic spell completely.
  • Mind Magic: Defines how well the character can resist an mind magic spell completely.

Speeds

Note: 100% is the base value. A higher value will increase the speed and a lower value will slow down the speed.

  • Run : Shows the running speed multiplier in percent.
  • Fight : Shows the speed multiplier of attacking with weapons.
  • Cast : Shows the speed multiplier of casting abilities and spells.

The ability trees

There are four magic schools which each have three specializations.
Also there are three combat skill trees with each two or four specializations. Each specialization unlocks certain things, e.g. Piercing Weapons of Light Combat enables the player to use higher level daggers while Necromancy of Black Magic enables the character to use necromancy spells of the respective level.
See below for more precise details of how specialization and main skill are interconnected:

Light Combat

Piercing Weapons Light Blade weapons Light Blunt Weapons Light Armor

Heavy Combat

Large Blade Weapons Large Blunt Weapons Heavy Armor Shields

Ranged Combat

Bow Crossbow

White Magic

Life Nature Boons

Black Magic

Death Necromancy Curse

Elemental Magic

Fire Ice Earth

Mind Magic

Enchantment Offensive Defensive

The respective schools can be leveled by spending skill points if the required attribute requirements have been met. Different ability trees have different requirements to be leveled up. A complete list of all ability tree requirements from level 1 to level 20 can be found when clicking on the respective ability.

Light Combat Dexterity Agility
Heavy Combat Strength Stamina
Ranged Combat Strength Dexterity
White Magic Wisdom Charisma
Black Magic Intelligence Wisdom
Elemental Magic Intelligence Wisdom
Mind Magic Intelligence Charisma

Ability categories

The abilities can be divided into many categories. Some of them will be named here in advance to avoid further confusion.

Ability direction

  • Directed spells
    Those spells are directed against one single target and thus can use click'n'fight-system.
    e.g. Rock Bullet
  • Undirected spells
    Those spells dont have a direction and are casted on the caster itself.
    e.g. Summon Fire Elemental
  • Area-directed spells
    Those spells are casted in the targeted area.
    e.g. Zone of Healing
  • Auras
    Those spells are automatically placed on targets by a passive aura that was previously casted.
    e.g. Aura of Lifetap

Ability duration

  • Immediate abilities
    These spells dont have a duration. They just deal their effect and then are over.
    e.g. Pain
  • Duration-based abilities
    These spells have a set duration. They work during that time and then run out.
    e.g. Fire Rain
  • Sustained abilities
    These spells have infinite duration but consume mana over time.
    When the mana isn't high enough the spell is then canceled.
    e.g. Summon Skeleton

Special category

  • Essence and Almightiness
    With The Breath of Winter the new Essence and Almightiness abilities were included in SpellForce.
    Essence only requires the main ability tree such as Mind Magic whereas the Allmightyness requires all sub-abilities as well on the spells rank to be cast.

Useable abilities

After an ability has been leveled the character gains access to new abilities. In the combat related ability trees the respective skill will be automatically be placed in the character's spellbook. The magic schools only gain the possibility to cast a spell of the respective level. However the spell first has to be found or bought and then pasted into the spellbook manually. A list of all spells will now follow up.

Notes:

  1. Please note that all abilities marked with (BoW) are only available for Breath of Winter and Shadow of the Phoenix avatars and all abilities marked with (SotP) are only available for characters in the Shadow of the Phoenix campaign.
  1. Also please not that the level written in front of each ability states the earliest possible level at which this spell can be aquired for the main avatar character.
    • For combat arts the ability is unlocked after having reached the required combat arts level will automatically unlock the ability in the characters spellbook, e.g. Shelter will unlock once the character has Light Combat Arts on rank 4.
    • For magic abilities the shown level indicates the level at which the scroll can be found at its lowest level, e.g. Pain is a spell that can be found from the very start but Summon Blade needs to be at least level 13 to be found. To use the spell the respective sub-school of the ability tree is required to be on the same level as the spell meaning that you cannot use a level 12 Lifetap if your character's necromancy level is only 4 although your black magic level might be 13.

Light Combat Arts Abilities

Now following a table with the respective abilities.

Level Name and effect Picture
1

Berserk

Caster gains massive damage boost for a short time.

Fight1
2

Blessing

Caster is healed by a large amount.

Fight2
4

Shelter

Caster gains massive damage boost for a short time.

Fight3
6

Durability

Caster takes less damage and deals less damage for a short time.

Fight4
14

Gather Life (SotP)

Caster collects life from nearby allies to heal himself.

Fight5
17

Critical Hit (SotP)

For a short time all attacks have a chance to kill weak targets instantly.

Fight6

Heavy Combat Arts Abilities

Now following a table with the respective abilities.

Level Name and effect Picture
1

War Cry

Caster and allies get a moderate damage boost for short time.

Fight1
2

Benefactions

Caster and allies nearby are healed by a small amount.

Fight2
4

Patronize

Caster and allies gain small magical resistance improvement.

Fight3
6

Endurance

Caster and allies take a bit less damage but deal less damage.

Fight4
14

Gather Life (SotP)

Caster collects life from nearby allies to heal himself.

Fight5
17

Riposte (SotP)

For a short time all ingoing attacks are partially reflected back to the original attacker.

Fight7

Ranged Combat Arts Abilities

Now following a table with the respective abilities.

Level Name and effect Picture
1

True Shot

Caster's ranged attacks deal massive bonus damage for short time.

Fight8
2

Blessing

Caster is healed by a large amount.

Fight2
4

Steel Skin

Caster becomes immune to all kinds of physical ranged attacks.

Fight9
6

Salve

Caster's ranged attacks hit multiple targets for a short time.

Fight10

White Magic

White Magic is used to sustain strength. Higher levels can be reached by high levels of wisdom and good amount of intelligence.

General

Level Name and effect Picture
1+

White Essence (BoW)

Applies Thornshield, Healing and increased attack speed for a short time with decreased effect.

Essence1
2+

White Almightiness (BoW)

Applies Thornshield, Healing and increased attack speed for a short time with original effect.

Allmightyness1

Life

The Magic of Life encompasses numerous ways of healing and strengthening.

Level Name and effect Picture
1+

Healing

Heals an allied target for moderate health.

Life1
2+

Zone of Healing

Heals all allies within the target area for a small amount of health.

Life7
3+

Aura of Strength

Applies an aura that improves the strength of nearby allies.

Life5
4+

Greater Healing

Heals an allied target for lots of health.

Life2
6+

Aura of Healing

Applies an aura that heals nearby allies for some health per heal.

Life3
8+

Aura of Endurance

Applies an aura that improves the stamina of nearby allies.

Life4
10+

Sentinel Healing

Heals all allies within an area but heals those with more severe wounds more.

Life8
12+

Suicide Heal

Heals an ally for lots of health but drains life from the caster in return.

Life6
13+

Holy Touch (SotP)

Completely heals a friendly target but the caster has to stand next to it.

Life10
13+

Revenge (SotP)

Heals all allied units in the area for each allied corpse in the area. Only works once per corpse.

Life11
13+

Assistance (SotP)

All damage taken by the target ally is distributed evenly among allied units nearby.

Life9

Nature

The Magic of Nature permits taking control of animals, as well as curing poison or diseases.

Level Name and effect Picture
1+

Thornshield

Applies a shield to the target that damages any enemy attacking it.

Nature5
2+

Cure Disease

Heals the target from all diseases (e.g. Pestilence)

Nature2
3+

Summon Wolf

Summons a Wolf to aid the caster in battle.

Nature6
4+

Aura of Regeneration

Applies an aura that increases the life regeneration of nearby allies.

Nature1
6+

Dominate Animal

Permanentely controls an animal to aid you in combat. Drains mana over time.

Nature8
8+

Cure Poison

Heals the target from all poison effects.

Nature3
10+

Summon Bear

Summons a Bear to aid the caster in battle.

Nature7
12+

Charm Animal

Controls an animal for unspecified time but costs no energy over time to keep up.

Nature4
13+

Roots (SotP)

Target enemy takes little damage, is rooted and cannot move some time.

Nature11
13+

Area Roots (SotP)

Applies little damage to all enemies in an area and immobilizes them.

Nature9
13+

Summon Treewraith (SotP)

Summons a Treewraith to aid the caster in battle.

Nature10

Boons

Blessing strengthen and improve allied units, giving a great advantage in battle. They can also be used against the Undead.

Level Name and effect Picture
1+

Aura of Fast Fighting

Applies an aura that improves the fighting speed of nearby allies.

Boon2
2+

Hallow

Deals massive damage over time to undead. No effect on the living.

Boon6
3+

Aura of Flexibility

Applies an aura that decreases the chance of nearby allies getting hit by attacks.

Boon11
4+

Dispel Black Aura

Cancels an active black aura on target enemy and prevents the re-casting of a new black aura for a short time.

Boon7
6+

Aura of Fast Walking

Applies an aura that increases the movement speed of nearby allies.

Boon3
8+

Aura of Light

Applies an aura that damages nearby undead for massive damage.

Boon4
10+

Aura of Dexterity

Applies an aura that increases the chance of nearby allies hitting successfully.

Boon1
12+

Invulnerability

Makes the caster invulnerable to damage and all negative effects for some time.

Boon5
13+

Chain Hallow (SotP)

Variation of the spell Hallow that jumps from target to target.

Boon8
13+

Aura of Eternity (SotP)

Applies an aura that improves nearby allies strength massively.

Boon10
13+

Reinforcements (SotP)

Teleports allies in target area to the closest monument owned by the player.

Boon9

Elemental Magic

Elemental magic is dedicated to controlling the elements fire, ice and earth. High intelligence and wisdom are required to reach higher level.

General

Level Name and effect Picture
1+

Elemental Essence (BoW)

Applies Fireburst, Ice Burst and Rock Bullet with decreased effect.

Essence3
2+

Elemental Almightiness (BoW)

Applies Fireburst, Ice Burst and Rock Bullet with original effect.

Allmightyness3

Fire

Fire magic is an aggresive magic, mainly used in the destruction of enemies. It encompasses the spells with the highest total damage and can also be used to summon the aid of Fire Elements.

Level Name and effect Picture
1+

Fireburst

Deals little fire damage directly but large fire damage over time.

Fire4
2+

Fireshield

Applies a fire shield that deals damage to all enemies attacking the caster in melee.

Fire5
3+

Fireball

Deals high fire damage directly and moderate fire damage over time.

Fire1
4+

Illuminate

Enlightens the area and makes unveils hidden objects and units.

Fire7
6+

Summon Fire Elemental

Summons a Fire Elemental to the caster's help. The Elemental can deal Firebursts on melee hits.

Fire6
8+

Wave of Fire

Applies firebursts to some nearby enemies.

Fire3
10+

Melt Resistance

Decreases the targets resistance against ice magic.

Fire11
12+

Rain of Fire

Summons a rain of fire dealing firebursts to every ally or enemy hit by the fire meteors.

Fire2
13+

Chain Fireburst (SotP)

A variation of the Fireburst spell that can jump from target to target.

Fire9
13+

Chain Fireball (SotP)

A variation of the Fireball spell that can jump from target to target.

Fire10
13+

Summon Fire Golem (SotP)

Summons a Fire Golem to help. The golem deals Firebursts on melee hits and applies Fireshield to itself.

Fire8

Ice

Ice Magic encompasses spells of resonably strong damage, including the ability to freeze a foe or summon Ice Elementals.

Level Name and effect Picture
1+

Ice Burst

Freezes the target for a short time and deals moderate ice damage over time.

Ice5
2+

Iceshield

Applies an ice shield that freezes any enemy hitting the caster in melee.

Ice6
3+

Freeze

Freezes the target for a long time.

Ice1
4+

Fog

Disrupts the view in the area by creating fog making units harder to detect.

Ice2
6+

Summon Ice Elemental

Summons an Ice Elemental. The Elemental can freeze enemies on melee hits.

Ice7
8+

Wave of Ice

Applies Ice Burst to some nearby enemies.

Ice4
10+

Chill Resistance

Lowers the targets resistance versus fire magic.

Ice11
12+

Blizzard

Applies ice burst to all allies and enemies hit by the comets summoned in the area and freezes them for a short time.

Ice3
13+

Chain Iceburst (SotP)

A variation of the Ice Burst spell that can jump from target to target.

Ice9
13+

Area Freeze (SotP)

Freezes all enemies in target area for a moderate time.

Ice10
13+

Summon Ice Golem (SotP)

Summons an Ice Golem. The golem freezes enemies and casts Iceshield on itself.

Ice8

Earth

Earth Magic encompasses medium strength damage spells, but also offers the ability to turn an enemy to stone or summon an Earth Element.

Level Name and effect Picture
1+

Rock Bullet

Shoots a rock projectile dealing physical damage affected by armor.

Earth6
2+

Conservation

Encases the caster with earth armor that needs to be broken before taking damage.

Earth11
3+

Detect Metal

Shows metal in a wide area around the caster.

Earth1
4+

Decay

Reduces target's armor and makes it more vulnerable to physical attacks.

Earth2
6+

Summon Earth Elemental

Summons an Earth Elemental. The Elemental applies Decay on melee hits.

Earth7
8+

Wave of Rocks

Shoots rock projectiles on some nearby enemies dealing physical damage.

Earth5
10+

Petrify

Immobilizes a target and stuns it shortly. Stronger units may resist petrification.

Earth3
12+

Stone Rain

Summons a rock shower dealing physical damage to allies and enemies in a wide area. Damage is affected by targets' armor rating.

Earth4
13+

Feet of Clay (SotP)

Immobilizes all units in a wide area and reduces their attack and casting speed.

Earth9
13+

Chain Rock Bullet (SotP)

A variation of the Rock Bullet spell that can jump from target to target.

Earth10
13+

Summon Stone Golem (SotP)

Summons a Stone Golem, that applies decay on hit and casts Conversation on itself.

Earth8

Mind Magic

Mind magic is used to influence the spirit, either positively or negatively. To reach higher skill levels, very high charisma and relatively high intelligence are requisite.

General

Level Name and effect Picture
1+

Mental Essence (BoW)

Applies Shock, Mana Drain and Befried with decreased effect.

Essence4
2+

Mental Almightiness (BoW)

Applies Shock, Mana Drain and Befried with original effect.

Allmightyness4

Offensive

Aggressive Mind Magic damages the intellect and spirit of an enemy. It includes spells to hypnotize enemies, confuse them so they no longer know friend from foe, or causing damage by shock.

Level Name and effect Picture
1+

Shock

Deals hig damage to target enemy that is scaling with enemy intelligence value.

Offensive3
2+

Confuse

Prevents the target from casting any new spells for a short time.

Offensive5
3+

Hypnotize

Stuns a target and prevents further actions. Damaging the target will cacnel the stun.

Offensive6
4+

Amok

Makes the target unable to distinguish between allies and enemies.

Offensive1
6+

Shockwave

Applies shock to all nearby enemies dealing moderate damage scaling with intelligence.

Offensive4
8+

Disrupt

Quickly disrupts any spell that is being cast by a target enemy.

Offensive7
10+

Aura of Hypnotization

Applies an aura that hypnotizes close-by enemies.

Offensive2
12+

Demoralization

Makes enemies demoralized causing them to flee the battle.

Offensive11
13+

Chain Shock (SotP)

Variation of the Shock ability that can jump from target to target.

Offensive8
13+

Zone of Hypnotize (SotP)

Applies hypnotize in target area to all enemies within for a short duration.

Offensive9
13+

Zone of Confusion (SotP)

Applies confusion in target area to all enemies within for a short duration.

Offensive10

Defensive

Defensive Mind Magic can drain an enemy's Mana, transferring it to the caster of the spell or passing mana to allies. It also allows for rapid replenishment of Mana reserves.

Level Name and effect Picture
1+

Manadrain

The target enemy looses great a amount of mana points.

Defense5
2+

Sacrifce Mana

Transfers some mana from the caster to target ally.

Defense4
3+

Detect Magic

Detects magical sources (Aria, Lenya) on the map in a wide area .

Defense3
4+

Manatap

The target looses a moderate amount of mana that is then added to the caster.

Defense6
6+

Aura of Brilliance

Applies an aura that increases the maximum mana of nearby allies.

Defense1
8+

Enlightenment

For a short time the caster has vastly increased wisdom and intelligence.

Defense7
10+

Aura of Manatap

Applies an aura that steals mana from nearby enemies to add it to the caster.

Defense2
12+

Meditation

Regenerates a great amount of mana to the caster.

Defense8
13+

Chain Manatap (SotP)

Variation of the Manatap spell that can jump from target to target.

Defense9
13+

Mana Shield (SotP)

Applies a shield to an allied target that prevents damage by directing damage to the caster's mana pool.

Defense10
13+

Gather Mana (SotP)

The caster collects mana from nearby allies for his own.

Defense11


Enchantment

The Magic of Enchantment is used to trick and confuse enemies with illusions and manipulation. With its help, one can gain control of enemies and use them for one's own purpose.

Level Name and effect Picture
1+

Self Illusion

Creates illusions of the caster engaging combat but deal no damage.

Enchant1
2+

Distract

Makes nearby enemies prefer not to attack the caster but other units.

Enchant7
3+

Dominate

Permanentely controls target unit but applies a mana drain over time to the caster.

Enchant2
4+

Invisibility

Makes the caster invisible as long as the caster doesn't perform any action.

Enchant4
6+

Charm

Temporarely controls a target unit for an uncertain duration.

Enchant3
8+

Befriend

Makes the target unit calm preventing it from further attacking shortly.

Enchant6
10+

Disenchant

Breaks any dominate or charm effect on a target ally.

Enchant11
12+

Charisma

The caster temporarely gains a massive boost of charisma.

Enchant5
13+

Mirror Image (SotP)

Creates one image that copies the caster's stats and deals damage. Drains mana over time.

Enchant8
13+

Chain Charm (SotP)

Variation of the Charm spell that can jump from target to target.

Enchant9
13+

Feedback (SotP)

Protects a target which makes ingoing damage spells be reflected back partially to the original spellcaster.

Enchant10


Black Magic

Black Magic is used to destroy and weaken. To reach higher levels, a very high level of intelligence and relatively high level of wisdom are required.

General

Level Name and effect Picture
1+

Black Essence (BoW)

Applies  Lifetap, decreased attack speed and pain with decreased effect.

Essence2
2+

Black Almightiness (BoW)

Applies  Lifetap, decreased attack speed and pain with original effect.

Allmightyness2

Death

The Magic of Death has only one goal: The destruction of enemies. It can cause great damage in short time.

Level Name and effect Picture
1+

Pain

Damages target unit with moderate black damage.

Death1
2+

Aura of Weakness

Weakens hostiles strength thus reducing their damage.

Death3
3+

Extinct

Kills all enemies in the area with less life than spells strength.

Death6
4+

Death

Damages target unit with high black damage.

Death4
6+

Pestilence

Target unit slowly looses health until dies.

Death8
8+

Zone of Pain

All enemies in the target area suffer low black damage.

Death7
10+

Aura of Asphyxiation

Reduces hostiles stamina thus reducing their maximum health.

Death2
12+

Soul Fire

Damages target with massive damage but also damages caster.

Death5
13+

Chain Pain (SotP)

Variation of the Pain spell that jumps from target to target.

Death11
13+

Torture (SotP)

Deals damage to enemies for every corpse in the area. Only works once per corpse.

Death10
13+

Cannibalism (SotP)

Converts a portion of the caster's life into mana.

Death9

Necromancy

The wielder of Necromancy can summon creature from the realm of the Undead and draw his foes life energy and bestow it upon himself.

Level Name and effect Picture
1+

Summon Skeleton

Summons a skeleton warrior to the caster's help.

Necro4
2+

Lifetap

Deals black damage to the target and heals the caster by the damage done.

Necro3
3+

Death Grasp

Enhances a target so it has a chance to survive lethal wounds.

Necro2
4+

Summon Undead Goblin

Summons an undead goblin to the caster's help. The goblin possesses the spell Lifetap.

Necro5
6+

Raise Dead

Summons one undead minion for each corpse in the area. Does not work on the corpses of formerly undead units.

Necro7
8+

Aura of Lifetap

Applies an aura that automatically steals life from nearby enemies.

Necro1
10+

Summon Spectre

Summons a specter to the caster's help. The spectre possesses the spell Pain.

Necro6
12+

Feign Death

The caster tricks enemies into not attacking him by feigning death. Cancels on movement, casting spell, attacking and being hit by attacks.

Necro8
13+

Dominate Undead (SotP)

Target undead enemy is controlled by the caster for a long time. Stronger undead might resist the take-over.

Necro10
13+

Summon Blade (SotP)

Summons a blade to the caster's help. The blade has strong attacks and resistances.

Necro11
13+

Chain Lifetap (SotP)

Variation of the Lifetap spell that jumps from target to target.

Necro9

Curse

Curses can weaken and influence an enemy in various ways, often turning the course of battle in one's favor.

Level Name and effect Picture
1+

Aura of Slow Fighting

Applies an aura that lowers nearby enemies' attack speed.

Curse3
2+

Poison

Applies a long lasting but low damage black damage over time.

Curse7
3+

Aura of Inflexibility

Applies an aura that increases enemies' chance of getting hit by attacks.

Curse2
4+

Dispel White Aura

Removes an active white magic aura on the target an prevents the casting of another white aura for a short time.

Curse8
6+

Aura of Slow

Applies an aura that lowers nearby enemies' running speed.

Curse4
8+

Dark Curse

Reduces the targets resistances versus black magic spells by a large amount.

Curse5
10+

Aura of Despair

Applies an aura that lowers enemies' chance of hitting their foes.

Curse1
12+

Inability / Remediless

Completely dispels all healing effects on the target for a short time.

Curse6
13+

Mutation (SotP)

Randomizes the target's attributes. It is possible to weaken or to improve their values.

Curse9
13+

Chain Mutation (SotP)

Variation of the Mutation spell that jumps from target to target.

Curse10
13+

Zone of Dark Power (SotP)

Reduces the black magic resistance of all enemies in an area by a moderate amount.

Curse11