Spell Table Notation
This only applies to the wiki's spell tables on the magic school pages.
Here's an example:
Spell | Req | Effect | Stats |
Sleep Ray | 1 | Knocks fellas out, making them helpless.
It only puts adjacent fellas to sleep.
Sleep lasts until damage is taken. | 20 Fatigue
50% Casting Time
Range: 1 Square
AOE: 1 Square
Base Penetration: 11 ( )
Mindless negates
Undead negates
Inanimate negates
Asleep (useless until harmed) |
The Spell column lists the spell's name. The "Req" column lists the minimum spell requirements for casting, assuming you're minimizing your use of gems. The Effect column describes the spells, including some information that doesn't fit in the "Stats" column.
If a path symbol is shown in the Stats column, the effect it's shown with only counts magic levels beyond the minimum for casting shown in the "Req" column. Likewise, if a gem symbol is shown in a "Duration" line, the Duration is only modified by gems spent beyond the minimum cost for casting.
The Stats column lists effects and notes in order of their relevance, from top to bottom:
The Spell type is listed on top. The tables will only specify if a spell is a
Ritual (cast outside of battle) or a
Global Enchantment; if it doesn't specify either, it's a Combat Spell. If a spell is a
Global Enchantment (Local), that means a significant portion of its effect is tied to the province it's in, and that losing the province or giving it to an ally in a
Disciples game
dispels it.
If a spell cannot be cast in a certain terrain, or has a particular terrain requirement for its casting, that will be mentioned. If a spell cannot affect a certain terrain, that terrain will be called "immune".
Fatigue: the base Fatigue cost of the spell; what it costs you in
0, with zero
Spellcasting Encumbrance, if you cast it with the exact minimum cost in the "Req" column.
If the spell requires the caster to have a certain trait, such as requiring a
Mind, that will be listed here.
Casting Time: The ratio of how much longer or shorter it takes to cast the spell. Only Combat Spells have this; the default length of time to cast a spell is
half a combat round, and it takes the exact same amount of time to "cool down" from spellcasting before another spell can be cast.
Range: How far off the spell can target. Range is counted in Squares (on the battlefield) for Combat Spells, and in Provinces for Rituals. Many Rituals have zero Range and thus target the province they're cast in, for these, the Range is replaced with "Local". The spell can easily end up landing beyond this range, but that's out of the user's control. "Infinite Range" only applies to Combat Spells.
Also, for Rituals, what exactly the spell can target is listed here in parenthesis. Most target the province itself, so that won't be listed; however, if the spell can only target Friendly or Enemy provinces, that will be specified.
Any bonus to
Precision for casting this specific spell is listed next. It's just for the spellcasting of this spell. "Sure Hit" means the Precision score is disregarded entirely.
The Number of Effects will be specified next, if it's more than 1.
Special properties for how this spell will actually arrive upon the battlefield are mentioned here; for example, Acid Rain rains from the ceiling slowly, and thus has a slight delay between being cast and doing damage. If a spell is a projectile, that will either be mentioned in the Effects column or in the Number of Effects line.
AOE: How much of the battlefield each effect affects. "One Target" means it affects a single target, not a square. If it affects squares, it also affects everyone within those squares.
After AOE, various negate conditions are listed. These don't end the spell outright; rather, if they're fulfilled, the person who fulfilled them is unaffected by that effect of the spell.
After all of the negate conditions, the effects are listed
in order of their application.
Nonmagical effects have a 75% chance to be neutralized by
Etherealness, though this technically doesn't negate them.
All damage listed is

Magic damage,
unless specifically stated otherwise. This includes the following:
Drain damage (though it will have the icon)

Unlife damage (which reanimates with the overkill)
Physical damage (specifically

Slash,

Blunt, and

Pierce)
Elemental damage (specifically

Fire,

Cold,

Shock,

Poison, and

Acid)
Unusual "damage" types (specifically
Paralysis,
Fear, and

Frighten)
-
Then, additional effects might apply, with their own AOEs (the same as the AOE of the above effect unless specifically stated otherwise) and negate conditions. These are split into their own categories by bold-and-underlined names.
On DMG means the effect only applies if the effect above it had an effect.
On Hit means the effect only applies if the effect above wasn't negated.
Also means this effect applies regardless of if the one above it had any effect, specifically the closest one above that isn't another Also; these ignore the AOE changes of other Also's.
Also Also means this effect is connected to the Also directly above it, regardless of whether or not it had any effect.
Some other notes:
A self-affecting spell won't have a listed Range or AOE. Neither will % Battlefield Spells; these affect that percent of the battlefield. % Battlefield Spells with (Enemy) only affect the other army, those with (Friendly) only affect the caster's army, those with (Neutral) affect both, and those with (Caster) affect everyone but the caster.
Battlefield Enchantments are in play for the duration of the battle, and they stop having an effect when the caster leaves the battlefield or gets Feebleminded. (Enemy) ones only affect the Enemy, (Friendly) ones only affect the caster's army, (Neutral) ones affect everyone, and (Caster) ones affect everyone but the caster.
For Global Enchantments, their effects are applied each turn without stacking, with some exceptions below with regards to
Scales. If it's specified to apply per-turn, it adds onto itself.
For Scale changes:
A "Scale Dump" applies immediately, but the local province's preferences and Dominion will gradually adjust the scales back down to where they're supposed to be. For Global Enchantments, these do stack.
An addition that "Adjusts the Base" changes the local province's preferences. The Base-Adjustment only lasts as long as the Ritual holding it in place. It's not clear if it immediately changes the Scales to match the new base, however.