abstract
| - Common spells are spells that don't fit into the other spell categories. Formerly known as Elementary spells.
* Cawwot
* Leek Pie
* Lightning Strike
* Moon Hammer
* Perfidious Boomerang
* Release
* Weapon Skill
- Common Spells are the lowest degree of Spell Rarity, a gradient for spells' Research Costs and book requirements, and usually an indicator of their casting cost and relative strength. Main article: Spell Rarity Common spells are the 1st through 10th spells of each Magical Realm. Common spells include low-tier Fantastic Unit Summoning Spells, simple Enchantments providing minor bonuses, simple Curses that cause little damage or are easy to File:Icon Resist.png , low-damage direct-damage spells, and so forth. Most of the Common spells are useful only during the early part of the campaign, and will likely be supplanted by higher-rarity spells later on. The low Casting Cost of Common spells, however, may keep them handy later whenever File:Icon Mana.png conservation is imperative. Any wizard with at least 2 Spellbooks in a Magical Realm will be able to pick (Spellbooks − 1) Common spells from that realm to be available for casting as soon as the game begins. A wizard starting the game with 11 Spellbooks in a single realm will have all Common spells from that realm available to him/her at game-start. With between 1 and 10 Spellbooks in a single realm, the wizard may be able to Research additional Common spells that were not available at game-start. The spells available for research are selected at random, but their number correlates directly to the number of acquired Spellbooks. Common spells require File:Icon Research.png to File:Icon Research.png to learn. Finally, with at least 1 Spellbook in a realm, a wizard may learn any Common spells of that realm through trade with rivals, conquest of rival Fortresses, or as Treasure.
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