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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 many 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 |
---|---|---|
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 |
---|---|---|
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 |
---|---|---|
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 |
---|---|---|
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 |
Spell | Units | Description |
---|---|---|
Juggernaut Construction Construction 9 5 25 Ritual | Juggernautx1 | descrip |
Telestic Animation Thaumaturgy 5 3 5 Ritual | Telestic Animatex1 | Cheap 2 immobile priest with Innate spellcaster. |
Spell | Units | Description |
---|---|---|
Summon Animals Conjuration 1 2 10 Ritual | descrip | |
Pack of Wolves Conjuration 2 1 2 Ritual | Wolfx10+ | descrip |
Summon Horned Serpents Conjuration 2 1 4 Ritual | Horned Serpentx5+1/2 | descrip |
Summon Killer Mantis Conjuration 2 2 4 Ritual | Killer Mantisx5+1/2 | descrip |
Awaken Vine Men Conjuration 3 1 1 Ritual | Vine Manx3 | descrip |
Awaken Algae Men Conjuration 3 1 1 Ritual | Algae Manx3 | descrip |
Call of the Wild Conjuration 3 3 12 Ritual | Werewolfx1 Wolfx30 | descrip |
Summon Leogryphs Conjuration 4 2 12 Ritual | Leogryphx10+ | descrip |
Awaken Vine Ogres Conjuration 4 3 3 Ritual | Vine Ogrex2 | descrip |
Howl Conjuration 5 3 3 Combate | Wolf | descrip |
Spirits of the Wood Conjuration 5 3 8 Ritual | Woodland Spiritx10+ | descrip |
Contact Forest Trolls Conjuration 5 3 10 Ritual | Forest Trollx5+1/2 | descrip |
Awaken Sleeper Conjuration 5 4 10 Ritual | Sleeperx1 | descrip |
Forest Troll Tribe Conjuration 6 3 37 Ritual | Troll Shamanx1 Forest Trollx15 | descrip |
Contact Forest Giant Conjuration 6 3 2 Ritual | Forest Giantx1 | descrip |
Contact Lamias Conjuration 6 3 5 Ritual | Lamiax5+1/2 | descrip |
Animal Horde Conjuration 7 4 15 Ritual | descrip | |
Awaken Ivy King Conjuration 7 4 30 Ritual | Ivy Kingx1 | descrip |
Faerie Court Conjuration 8 5 40 Ritual | Faery Queenx1 Spritex15 | descrip |
Awaken Tarrasque Conjuration 9 6 25 Ritual | Tarrasquex1 | descrip |
Swarm Alteration 4 1 1 Combate | descrip | |
Creeping Doom Alteration 7 3 1 Combate | descrip | |
Wooden Construction Construction 5 3 3 Ritual | Lumber Constructx1 | descrip |
Awaken Treelord Enchantment 7 5 35 Ritual | Treelordx1 Treelordx1 Dying Treelordx1 | descrip |
Call the Worm That Walks Thaumaturgy 8 5 30 Ritual | Worm Magex1 | descrip |
Spell | Units | Description |
---|---|---|
Summon Fire Ants Conjuration 2 21 10 Ritual | Fire Antx10+ | descrip |
Spell | Units | Description |
---|---|---|
Summon Amphiptere Conjuration 3 21 3 Ritual | Amphipterex1 | descrip |
Summon Sprites Conjuration 6 11 1 Ritual | Spritex6 | descrip |
Spell | Units | Description |
---|---|---|
Summon Kithaironic Lion Conjuration 4 31 5 Ritual | Kithaironic Lionx1 | descrip |
Summon Manticore Conjuration 6 21 5 Ritual | Manticorex1 | descrip |
Iron Pigs Alteration 6 31 9 Ritual | Iron Pigx7 | descrip |
Spell | Units | Description |
---|---|---|
Black Servant Conjuration 1 2 5 Ritual May use underwater | Black Servantx1 | descrip |
Summon Shades Conjuration 2 2 8 Ritual May use underwater | Shadex5+1/2 | descrip |
Revive Wights Conjuration 3 2 20 Ritual May use underwater | Wightx5 | descrip |
Revive Bane Conjuration 3 2 7 Ritual May use underwater | Banex1 | descrip |
Summon Lammashtas Conjuration 4 2 1 Combate May use underwater | Lammashtax2 | descrip |
Summon Shade Beasts Conjuration 4 3 15 Ritual May use underwater | Shade Beastx15+2 | descrip |
Spirit Mastery Conjuration 5 1 4 Ritual May use underwater | Dispossessed Spiritx15+ | descrip |
Revive Bane Lord Conjuration 5 4 12 Ritual May use underwater | Bane Lordx1 | descrip |
Summon Ghosts Conjuration 6 2 14 Ritual May use underwater | Ghostx5+1/2 | descrip |
Summon Spectre Conjuration 6 3 22 Ritual May use underwater | Spectral Magex1 | descrip |
Summon Mound Fiend Conjuration 7 3 28 Ritual May use underwater | Mound Fiendx1 | descrip |
Harvester of Sorrows Conjuration 7 3 28 Ritual May use underwater | Harvester of Sorrowsx1 | descrip |
Call Wraith Lord Conjuration 7 5 40 Ritual May use underwater | Wraith Lordx1 | descrip |
Legion of Wights Conjuration 9 6 30 Ritual May use underwater | Wightx20+3 | descrip |
Tartarian Gate Conjuration 9 7 10 Ritual | Tartarian Cyclops Tartarian Cyclops Tartarian Spirit Tartarian Titan Tartarian Titan Tartarian Monstrum Tartarian Monstra | descrip |
Animate Skeletons Enchantment 1 1 Combate May use underwater | Longdeadx1 | descrip |
Animate Dead Enchantment 1 1 Combate May use underwater | Soultrap GhostX1 | descrip |
Reanimation Enchantment 1 1 Ritual May use underwater | Longdeadx10 | descrip |
Revive King Enchantment 2 2 3 Ritual May use underwater | Mound King | descrip |
Raise Skeletons Enchantment 3 2 Combat May use underwater | Longdeadx3 | descrip |
Creat Revenant Enchantment 3 2 9 Ritual May use underwater | Revenant | descrip |
Raise Dead Enchantment 4 2 Combat May use underwater | Soultrap GhostX10+2 | descrip |
Behemoth Enchantment 4 3 7 Ritual May use underwater | Behemoth | An undead elephant. Decent MR and morale mean these do not share some of the weaknesses of other elephant units; low defense and protection mean that these perform substantially better with defensive buffs. |
Horde of Skeletons Enchantment 5 2 Combat May use underwater | Longdeadx5+1/2 | descrip |
Pale Riders Enchantment 5 3 10 Ritual May use underwater | Longdead Horsemanx20+2 | descrip |
Carrion Reanimation Enchantment 7 3 10 Ritual May use underwater | Soulless Ghostx100+2 | descrip |
Ritual of Rebirth Enchantment 7 4 15 Ritual May use underwater | Mummyx1 | descrip |
Lichcraft Enchantment 8 5 30 Ritual May use underwater | Lichx1 | descrip |
Spell | Units | Description |
---|---|---|
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. |
King of Banefire Conjuration 8 34 50 Ritual | Antrax - King of Banefirex1 | descrip |
Reanimate Archers Enchanment 6 21 5 Ritual | Longdead Archerx10 | descrip |
Spell | Units | Description |
---|---|---|
Corpse Man Construction Constrution 6 11 1 Ritual | Corpse Constructx1 | descrip |
Ziz Constrution 6 32 4 Ritual | Zizx1 | An undead version of the Great Eagle. More expensive and harder to mass, but the greater cost pays for complete elemental resistances, spirit sight, Storm immunity, and Fear. |
Spell | Units | Description |
---|---|---|
Streams from Hades Conjuration 6 41 40 Ritual May use underwater | Kokythiadx1 | descrip |
Summon Catoblepas Conjuration 7 32 15 Ritual | Catoblepasx1 | descrip |
Hidden in Snow Enchanment 6 31 75 Ritual Mountains and Boder Mountains only | See Hidden in Terrain. | |
Leviathan Enchanment 7 31 12 Ritual Underwater only | Leviathanx1 | A giant undead turtle with trample and fear. Comes with very high protection but very low combat speed. |
Ghost Ship Armada Enchanment 7 43 60 Ritual May use underwater | See Globals. |
Spell | Units | Description |
---|---|---|
Poison Golem Construction 5 42 35 Ritual | Poison Golemx1 | A tough thug chassis with Reaper and Banefire shield but no magic paths. |
Hidden Underearth Enchanment 6 31 75 Ritual Cave only | See Hidden in Terrain. | |
Hidden in Sand Enchanment 6 31 75 Ritual Waste only | See Hidden in Terrain. | |
Fields of the Dead Enchanment 9 52 1 Combat May use underwater | descrip |
Spell | Units | Description |
---|---|---|
Ether Gate Conjuration 6 41 90 Ritual May use underwater | Ether Lordx1 Ether Warriorx15 | descrip |
Spell | Units | Description |
---|---|---|
Contact Lamia Queen Conjuration 6 52 25 Ritual | Lamia Queenx1 | descrip |
Construct Manikin Construction 3 11 9 Ritual | Manikinx10+2 | descrip |
Construct Mandragora Construction 6 21 10 Ritual | Mandragorax5+2 | descrip |
Spell | Units | Description |
---|---|---|
Bind Shadow Imp Blood 1 1 1 Ritual | Shadow Impx1 | descrip |
Summon Imp Blood 1 1 1 Combat | Impx5 | descrip |
Bind Spine Devil Blood 2 2 3 Ritual | Spine Devilx1 | descrip |
Bind Fiend Blood 2 2 5 Ritual | Fiend of Darknessx1 | descrip |
Bind Serpent Fiend Blood 4 1 2 Ritual | Serpent Fiendx1 | descrip |
Horde From Hell Blood 5 4 44 Ritual | Devilx1 Devilx1 Impx25 | descrip |
Bind Succubus Blood 5 4 66 Ritual | Succubusx1 | descrip |
Ritual of Five Gates Blood 6 5 39 Ritual | Devilx1 Frost Fiendx1 Storm Demonx1 Demon Knightx1 | descrip |
Plague of Locusts Blood 7 5 88 Ritual | Demonic Locustx1 | descrip |
Bind Heliophagus Blood 8 5 111 Ritual Unique | Mastema - Heliophagusx1 Amaimon - Heliophagusx1 Gorilon - Heliophagusx1 Mabakiel - Heliophagusx1 | descrip |
Forces of Darkness Blood 9 6 50 Ritual | Fiend of Darknessx14+ | descrip |
Bind Demon Lord Blood 9 8 150 Ritual Unique | Pazuzu - Lord of the Plague Windx1 Belphegor - Lord of Hellx1 Belial - Lord of Corruptionx1 Buer - Goat Sunx1 Geryon - Monster of Fraudx1 Ashmedai - Prince of Lustx1 | descrip |
Spell | Units | Description |
---|---|---|
Bind Fiery Imp Blood 1 11 6 Ritual | Fiery Impx5+1/2 | descrip |
Bind Devil Blood 3 22 7 Ritual | Devilx1 | descrip |
Bind Arch Devil Blood 7 42 99 Ritual | Buriol - Arch Devilx1 Ethanim - Arch Devilx1 Furcas - Arch Devilx1 Magoth - Arch Devilx1 Igarak - Arch Devilx1 | descrip |
Infernal Forces Blood 9 52 50 Ritual | Devilx7+ Impx20 | descrip |
Spell | Units | Description |
---|---|---|
Bind Storm Demon Blood 4 22 10 Ritual | Storm Demonx1 | descrip |
Infernal Tempest Blood 9 52 50 Ritual | Storm Demonx7+ | descrip |
Spell | Units | Description |
---|---|---|
Bind Frost Fiend Blood 3 22 8 Ritual | Frost Fiendx1 | descrip |
Bind Ice Devil Blood 6 33 88 Ritual Unique | Nycafor - Ice Devil Oriax - Ice Devilx1 Gaap - Ice Devilx1 Bifrons - Ice Devilx1 Cimejes - Ice Devilx1 Bune - Ice Devilx1 | descrip |
Forces of Ice Blood 9 52 50 Ritual | Frost Fiendx8+ | descrip |
Spell | Units | Description |
---|---|---|
Bind Demon Knight Blood 5 22 15 Ritual | Demon Knightx1 | descrip |
Summon Illearth Blood 5 22 2 Combate | Illearthx1 | descrip |
Father Illearth Blood 6 33 105 Ritual Unique | Pedoseion - Father Illearthx1 | descrip |
Infernal Crusade Blood 9 52 50 Ritual | Demon Knightx10+ | descrip |
Spell | Units | Description |
---|---|---|
Cross Breeding Blood 3 11 15 Ritual | Cross breedingx20+ | descrip |
Awaken Dark Vines Blood 5 13 12 Ritual | Dark Vinesx2 | descrip |
Improved Cross Breeding Blood 8 22 20 Ritual | Cross breedingx40+3 | descrip |
Spell | Units | Description |
---|---|---|
Bind Bone Fiends Blood 2 11 5 Ritual | Bone Fiendx5+1/2 | descrip |
Blood Rite Blood 7 22 11 Ritual | Vampirex1 | descrip |
Curse of Blood Blood 7 34 77 Ritual | Vampire Lordx1 | descrip |
Spell | Units | Description |
---|---|---|
Bind Scorpion Beast Conjuration 3 11 2 Ritual | Scorpion Beastx1 | descrip |
Iron Dragon Construction 9 42 30 Ritual | Iron Dragonx1 | Durable fire-breathing unit with full elemental resistances, trample, fear, and a fire breath attack. mindless and thus immune to spells like soul slay, but the low MR for a late game summon means it will be targeted by spells like Disintegrate. |
Terracotta Army Enchantment 4 11 10 Ritual | Terracotta Soldierx10+ | descrip |
Spell | Units | Description |
---|---|---|
Watcher Enchantment 5 31 5 Ritual May cast underwater | Watcherx1 | Durable immobile unit with a high damage lightning attack and very high Patrol bonus. A unit with magic leadership must lead this for its patrol bonus to be used. |
Enliven Gargoyles Enchantment 9 31 10 Ritual May cast underwater | Gargoylex5+1/2 | descrip |
Spell | Units | Description |
---|---|---|
Golem Construction Construction 7 32 30 Ritual May cast underwater | Golemx1 | descrip |