In contrast with ritual summon spells, temporary combat summoning spells are combat spells that summon temporary units for the duration of the battle. Battle summons generally cost fewer gems than equivalent combat strength in ritual summons; this is balanced by their generally costing a great deal of fatigue for the mages who cast them.
Like province defense, temporary combat summons disappear at the end of combat, and cannot be turned into permanent units by spells like Charm.
Spell | Units | Description |
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Summon Lesser Fire Elemental Conjuration 3 1 1 Combat | Fire Elementalx1 | Fire Elementals are Ethereal bags of HP that do decent amounts of Fire Damage to entire squares in melee range. They project a Heat Aura that dampens incoming traffic, and they also have a Fire Shield that punishes enemies who reach it. Last but not least, they do better in Heat Scales and worse in Cold Scales. This one technically has 24 HP, and it's the default use of Fire Gems for your off-script 1 & 2 Mages. |
Summon Fire Elemental Conjuration 5 3 1 Combat | Fire Elementalx1 | Technically this thing has 75 HP. It's also the default use of Fire Gems for your mages with three levels of Fire beneath their attributes, once they go off-script. |
Will o' the Wisp Conjuration 5 2 1 combat | Will o' the Wispx2 | Size 1 Ethereal Floaters with a decent amount of power behind their attacks. Fragile but with very high stats, they do well against enemy chaff in groups. |
Living Fire Conjuration 7 4 2 Combat | Fire Elementalx4+ | The "Living" spells summon a group of Size 4 fire elementals. This is generally better than creating one large Elemental, especially if your Summoner is above the minimum path requirement. On the other hand, the power difference between Size 6 Elementals and Size 4 Elementals is pretty great, and giving 1 Gem to four Level 3 Mages is generally better if you can do it. |
Spell | Units | Description |
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Summon Lesser Air Elemental Conjuration 3 1 1 Combat | Air Elementalx1 | Elementals SHRINK instead of dying when their HP is depleted, making them weaker but keeping them alive; Lesser Elementals are Size 3, and can therefore do this twice. Air Elementals have the dangerous combination of Ethereal, Flying, and Trampling, allowing them to scramble enemy ranks; at Size 3, though, they won't do much damage against armored humans. Air Elementals electrocute enemies that are too big to trample, hitting a single target at a time in melee. |
Summon Air Elemental Conjuration 5 3 1 Combat | Air Elementalx1 | This spell summons a Size 6 Fire Elemental, which can SHRINK instead of dying 5 times. This is an excellent mid-game use for Air Gems, as the Size 6 elementals can trample most targets for heavy damage. They're also very hard to hit in a storm, with their Storm Power bringing their Defense up to 20. |
Living Clouds Conjuration 7 4 2 Combat | Air Elementalx4 | The "Living" spells Summon a group of Size 4 Elementals; they can each SHRINK instead of dying 3 times. This is generally better than creating one large Elemental, especially if your Summoner is above the minimum path requirement. On the other hand, the power difference between Size 6 Elementals and Size 4 Elementals is pretty great, and giving 1 Gem to four Level 3 Mages is generally better if you can do it. Still, you might find an enemy Size 4+ Supercombatant who doesn't have Shock Resistance, and a bunch of Size 4 Air Elementals may make quick work of it. |
Phantasmal Warrior Alteration 2 1 Combat | Phantasmal Warrior | Temporary battle summon; extremely weak chaff. Their ethereal nature gives them a bit more longevity than standard troops in some circumstances, but each of their attacks require the target failing an MR check on top of failing a Defense roll in order to deal damage. |
Ghost Wolves Alteration 3 3 Combat | Phantasmal Wolf | Temporary battle summon; extremely weak chaff. Their ethereal nature gives them a bit more longevity than standard troops in some circumstances. |
Phantasmal Army Alteration 5 4 1 Combat | Phantasmal Warriorx25 + [5/lv] | Temporary battle summon; extremely weak chaff. This spends a gem to produce a great many of these; they can hold a line or a castle gate against mundane attackers for a while, but die in droves to things with magic weapons, particularly ones that are AoE. Their ethereal nature gives them a bit more longevity than standard troops in some circumstances. |
False Horror Alteration 6 3 Combat | False Horrorx1 | Like Phantasmal Warriors but spooky. Generally if you are at alt6 you have better things to do with 3 mages. |
Spell | Units | Description |
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Summon Lesser Water Elemental Conjuration 3 1 1 Combat | Water Elementalx1 | Elementals SHRINK instead of dying when their HP is depleted, making them weaker but keeping them alive; Lesser Elementals are Size 3, and can therefore do this twice. Water Elementals take only half damage from most non-magical strikes, and their attacks are physical but Armor-Piercing. They also Regenerate lost HP, but only Underwater. If summoned in Cold Scales, a Water Elemental is instead an Ice Elemental, which has its Physical Resistances exchanged for standard Protection that gets better in Cold and its Armor-Piercing attacks downgraded in exchange for the ability to Trample. At Size 3, you may want to save your Gems, regardless of Temperature. |
School of Sharks Conjuration 4 2 1 Ritual Underwater Only | Small Sharkx10+[2 lv] | Underwater Summons Animal Summons |
Summon Water Elemental Conjuration 5 3 1 Combat | Water Elementalx1 | This spell summons a Size 6 Fire Elemental, which can SHRINK instead of dying 5 times. Full-sized Water Elementals are the kings of underwater combat, thanks to their Regeneration and their four high-damage AP attacks. They are also useful above-ground, able to beat up most things. The Size 6 Water Elemental might even flatten more in a single burst of attacks than its Icy counterpart can flatten in a turn! The Ice Elemental might be tougher, though. |
Shark Attack Conjuration 6 3 3 Combat Underwater Only | Small Sharkx | Underwater Summons |
Living Water Conjuration 7 4 2 combat | Water Elementalx4 | Sometimes used for raiding. |
Spell | Units | Description |
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Summon Lesser Earth Elemental Conjuration 3 1 1 Combate | Earth Elementalx1 | Elementals |
Summon Earth Elemental Conjuration 5 3 1 Combate | Earth Elementalx1 | Elementals |
Living Earth Conjuration 7 4 2 Combat | Earth Elementalx4 | Elementals |
There are no generic Astral combat summoning spells.
Spell | Units | Description |
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Howl Conjuration 5 3 3 | Wolf | A battle enchantment that frequently summons wolves from the corners of the map. Wolves are weak units, but can be very distracting for enemy archers and mages. |
Spell | Units | Description |
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Swarm Alteration 4 1 1 | Swarm bug (Large Spider, Frog, Giant Scorpion, Dragonfly, Large Beetle, etc.) x 20 + 2 | Swarm Summons a large number of size 1 insects and animals. Most of these tiny creatures generally have sting attacks, which are armor piercing attacks capped to 1 damage that inflict an additional 5 armor negating poison damage if they roll high enough to pierce protection. A few have flying. Most bugs have decent poison resistance, making these spells combine well with Foul Vapors. |
Creeping Doom Alteration 7 3 1 | Swarm bug (Large Spider, Frog, Giant Scorpion, Dragonfly, Large Beetle, etc.) x 70 + 5 |
Spell | Units | Description |
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Summon Sprites Conjuration 6 11 1 | Spritex6 | Sprites are tiny archers with low morale but excellent skills. Their highly accurate Elf Shot attacks deal an impressive 100 armor negating fatigue damage (MR negates). Sprites can be great against elite troops with low MR, as well as lone thugs with MR below 20 (especially those using Phoenix Pyre). |
Spell | Units | Description |
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Summon Lammashtas Conjuration 4 2 1 May use underwater | Lammashtax2 | Summons powerful flying units with Ethereal, fear, high invulnerability, a life stealing wraith sword, and good stats. The catch is that they are independent and will attack your own forces as well as the enemy. |
Animate Skeleton Enchantment 1 1 May use underwater | Longdeadx1 | Summons a single longdead for 30 fatigue. |
Animate Dead Enchantment 1 1 May use underwater | Soultrap GhostX1 | Summons a single soulless for 20 fatigue. |
Raise Skeletons Enchantment 3 2 May use underwater | Longdeadx3 | Lower research version of Horde of Skeletons producing fewer skeletons with the same path requirement and fatigue costs. |
Raise Dead Enchantment 4 2 May use underwater | Soultrap GhostX10+2 | Raises a large number of soulless if there are corpses available in the province; produces more units than Horde of Skeletons (and each has more hit points), balanced by soulless having perhaps the worst combat stats of any unit in the game. |
Horde of Skeletons Enchantment 5 2 May use underwater | Longdeadx5+1/2 | The signature spell of death mages, raises several undead for a modest fatigue cost. Can be used with a communion to flood the battlefield with longdead. |
Spell | Units | Description |
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Corpse Candle Conjuration 5 11 1 Combat | Corpse Candlex3 | Size 1 battle summon with extremely high attack/defense stats, blindfighter and an attack that inflicts Decay, but only a few hit points. |
Spell | Units | Description |
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Fields of the Dead Enchanment 9 52 1 Combat May use underwater | Battle enchantment that continuously raises unead. |
Spell | Units | Description |
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Summon Imps Blood 1 1 1 | Impx5 | Summons several imps. Imps are size 1 flyers with decent stats and two weak claw attacks. They can used as distraction chaff, and can be deadly when massed against low protection targets because they generate 12 attacks per square. |
Spell | Units | Description |
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Summon Illearth Blood 5 22 2 Combat | Illearthx1 | Summon Earth Elemental but Earth Elemental has Regeneration. A more durable holder unit but takes longer to cast and leaves the caster Very Fatigued if not supported. Shouldn't use it like most other elementals, as quick to deploy units for raiders. |
Notable Spells | ||
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Rituals | Personal Enchantments | Divine Name/Gift of Reason • Transformation • Twiceborn • Cure Disease |
Strategic | Domes • Globals • Magic Phase Movement • Remote Attacks | |
Summons | Cross Breeding • Elemental Royalty • Hidden Underneath/in Snow/in Sand • Infernal Breeding • Reanimation • Release Lord of Civilization • Ritual of Rebirth • Tartarian Gate | |
Other | Wish | |
Combat Magic | Battlefield Enchantments | |
Buffs | Hell Power • Life after Death • Mossbody • Pain Transfer • Phoenix Pyre • Returning • Soul Vortex • Strength of Giants • Time Stop | |
Debuffs | Armor of Achilles • Earth Grip • False Fetters | |
Direct Damage | Divine Magic • Magic Duel • Soul Slay | |
Summons | Reanimation | |
Other | Communions • Enslave Mind |