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The world of FFH2 is full of magic and spells. It may be quite complex to understand and master the well refined spell system.

See also Spells in ExtraModMod-u.

Speditive spell list[]

Here is a complete list of the spell available to arcane and divine units, with a synthetic description of the effects. For detailed description, lore and strategy suggestion, search the tables and visit the links. Credits: Skitters

Arcane[]

Air[]

  1. Fair Winds - Fair Winds Prom to Naval: +1move,+25% withdraw chance. 5% chance to wear off
  2. Maelstrom - Damages all units within 2 tiles. 15-50%. Triggers war if non hostile units hit [this feature is removd??? check!!!]
  3. Summon Air Elemental - 5+2 lightning+1 air affinity, 2 move. Combat can spawn air elemental: 0+3 lightning, 2 move

Body (passive effect: +5% heal within borders)[]

  1. Haste - Grants Haste Prom to units on tile: +1 movement for 1 turn
  2. Regeneration - Grants Regeneration Prom to units on tile: +10% heal, can heal whilst moving, removed when fully healed
  3. Graft Flesh - Summons Flesh Golem. 6 strength, 1 move. Consumes 2 units. Golem can be added to.

Chaos (passive effect: +2% mutation chance)[]

  1. Dance of Blades - Dance of Blades Prom to units on tile:+1 first strike. 1 Turn
  2. Mutation - Randomly mutates all living units on tile. Can add promotions as a result.
  3. Wonder - Casts up to 5 different spells, randomly selected from 63 available

Death (passive effect: -1 reputation with most civs)[]

  1. Raise Skeleton - Skeleton unit 3+1 death, 1 move. Cannot pillage
  2. Summon Spectre - 3+1death affinity. 2 move
  3. Summon Wraith - 6+3death+1 death affinity, 2 move. Cannot pillage; Lichdom - Transform caster to Lich: 5+2 death, 1 move)

Earth (passive effect: Increased chance of discovering new resources)[]

  1. Wall of Stone - Creates wall of stone in city. Remove if no Earth1 caster present
  2. Stoneskin - Grants Stoneskin Prom to Caster: +2def strength, +3 first strikes, +50% resistance to damage
  3. Summon Earth Elemental - 11+1 earth affinity. 1 movement

Enchantment: (passive effect: +1 happy)[]

  1. Enchanted Blade - Removes Rusted Prom & grants Enchanted Blade Prom to melee:+20% strength.
  2. Flaming Arrows - Flaming Arrows Prom to Archery: +1 fire strength
  3. Enchant Spellstaff - Grants Spellstaff. Restores ability to cast

Entropy (passive effect: -5% heal to enemy, -2 reputation)[]

  1. Rust - Removes weapon upgrades & Inflicts Rust Prom: -10% strength.
  2. Summon Pit Beast - 4+1 Unholy, 1 move. Duration extendable by winning combat
  3. Wither - Damages all living units within 1 tile. 10-40% death damage. Can Inflict withered Prom on hostile units: -20% heal, -10% strength, 50% less XP gain/combat

Fire[]

  1. Blaze - Creates Smoke on tile. Sets Forests/Jungle on fire
  2. Fireball - Summons Fireball: 0+4 fire strength, 1 move. Max 30% dmg up to 4 units. Immune to 1st strike, can bombard, explodes on death
  3. Summon Fire Elemental - 6+3 fire strength+1 fire affinity. 2 movement. Cannot enter snow. Does collat dmg

Law (passive effect: -5% maintenance costs)[]

  1. Loyalty - Grants Loyalty Prom to units on tile: Immune to capture, 25% resistance to charm person
  2. Summon Host of Einherhar - 3+2 Holy, 1 movement. Duration extendable by winning combat
  3. Valor - Grants Valor to living units (not animals/beasts): +1 XP/combat, +10% resist magic

Life ((passive effect: +1 health)[]

  1. Sanctify - Clears Fallout, clears city ruins (reduce AC by 1), cleanses hell terrain. Cast on Graveyard to summon permanent Host of Einherhar 3+2 holy, 1 move
  2. Destroy Undead - Damages all undead within 1 tile. 20-50% holy damage
  3. Resurrection - Resurrects the civs hero. 7 turn delay. Destroys pieces of Barnaxus if used or, if cast on Graveyard creates Champion unit with up to 30XP

Metamagic (passive effect: arcane units get +5% damage, and -5% to spell resistance/Metamagic level)[]

  1. Floating Eye - Summons Floating Eye: Recon unit, 4 range
  2. Dispel Magic - Destroys Mana Nodes, revert to raw
  3. Summon Djinn - 1+1 affinity to any mana. 2 movement

Mind (passive effect: +3% research[]

  1. Inspiration - Creates Inspiration in City as long as Mind 1 unit in place. Inspiration: +1 sage GPP, +2 beakers
  2. Charm Person - Inflicts Charmed. 1 tile range: Unit may not attack, 20% wearing off. +20% resistance
  3. Domination - Attempt to take control of strongest living hostile within 1 tile. Mind 3 lost if fail

Nature[]

  1. Treetop Defence - Completely fortifies units on Forest/Ancient Forest tile
  2. Poisoned Blade - Poisoned Blade prom to Recon. +1 poison strength
  3. Vitalize - Snow to Tundra, Tundra to Desert, Desert to plains, plains to Grassland

Shadow[]

  1. Blur - Blur Prom: First strike immune. 50% chance of waring off
  2. Shadowwalk - Shadowwalk Prom: Ignores building defences when attacking a city, 25% chance to wear off each turn
  3. Summon Mistform - 6+1shadow aff, 2move. Hidden Nationality, Invisible

Spirit (passive effect: +5% GPP)[]

  1. Courage - Courage Prom: Fear immune.+10% heal to units on same tile
  2. Hope - Creates Hope in City as long as Spirit 2 unit . Hope: +1 happy, +4 culture, grants courage to units on tile (fear immune, +10% heal)
  3. Trust - Permanent diplo bonus with all leaders. Can only be cast once per civ

Sun[]

  1. Scorch - Changes plains to desert, snow into tundra; tundra to plains; marsh to grassland.
  2. Blinding Light - Affected hostile units cannot move for 2 turns. Adjacent tiles. +30% resistance
  3. Summon Aurealis - 6+2sun affinity, 1 movement

Water[]

  1. Spring - Extinguishes fires in surrounding tiles. Converts Desert to plains (NOT flood plains)
  2. Water Walking - Grants Water Walking Prom to caster: unit may enter water tiles. No penalty for attacking from sea or across river
  3. Summon Water Elemental - 8+1water affinity, 1movement. Splits in 2 when killed with 25% health.

Ice (avaliable only in FFH2 0.34 and sequent - only available from Letum Frigus and Illian Palace)[]

  1. Slow - 1 movement, resistable, 30% chance to wear off each turn 
  2. Summon Ice Elemental - increased strength on snow/tundra tiles, cant enter desert or burning sands tiles
  3. Snowfall - cold damage at range 1, temporarily transforms surrounding tiles to snow tiles

Fall Further Additional Spheres[]

These spell spheres have been added to the Fall Further Modmod (042L onwards) and are present with modification in many successor MODMOD, like EXTRAMODMOD. See also Spells in ExtraModMod-u.

More information: https://forums.civfanatics.com/threads/fall-further-the-original-thread.264496/

[]

Creation[]

  1. Growth - Adds growth building 15% food stored, +1 Health from Corn, Rice, Wheat, Pig, Cow, Sheep
  2. Fertility - Swaps Corn/Rice/Wheat resources. Swaps Pig/Cow/Sheep resources
  3. Birth - +1 Population in city. Cannot raise population about 8

Dimensional[]

  1. Teleport - teleports unit back to capital
  2. Dimensional II - +3 teleport range
  3. Dimensional Gate - creates Dimensional Gate: can airlift 1 unit/turn

Force[]

  1. Magic Missile - ranged attack AirCombat 2, Range 1, Damage Limit 90% and Marksman
  2. Determination - grants Unstoppable Promotion to melee/mounted - Grants collateral damage, ignore terrain cost and immunity to first strikes to Melee/Mounted Units
  3. Force Wall - creates force wall building while caster remain in city - units of level 4 or less cannot enter tile

Force in ExtraModMod

  1. Temperance - +35% resistence to Holy and Unholy damage
  2. Magic Missile - ranged attack AirCombat 2, Range 1, Damage Limit 90%, Str0+5 Force Damage
  3. Summon Runewyns - Angel immune to magic that attack first archmage, then other arcane units

Ice[]

  1. Summon Frostling
  2. Stasis - Range 1, affects enemy, adds Stasis Curse Promotion: -100% Experience gain. 30% chance to wear off per turn.
  3. Frozen Lands - degrades land toward Snow/Ice within 3 tiles of caster. No effect on non-enemy land. Will effect unowned, enemy or own land; Summon Ice Golem - upgrade of Summon Frostling spell for Archmages only.

Divine[]

All religions units except Council of Esus have healing abilities, while exclusive spells are granted to units with the specific faith.

All religions units except Council of Esus

  1. Tier 1 Units: Medic I promotion
  2. Tier 2 Units: Medic II promotion, Cure Disease - Removes diseased, plagued and withered promotion from units on tile
  3. Tier 3 Units: Medic III promotion, Heal - Removes poisoned, completely heals living units on tile

Ashen Veil

  1. Savant - Can sacrifice for 15 beakers/spread AV;
  2. Ritualist - Ring of Flames - damage all units within 1 tile upto 40%. Can damage own units. Can start fires - Found Temple of the Veil (will also add AV to a city without it), sacrifices unit;
  3. Profane - Summon Balor - Balor: 7/3 strength + 4 unholy, 1 movement

Octopus Overlords

  1. Zealot - Can sacrifice for 20 culture/spread OO;
  2. Cultist -Tsumani - cast near water. Damage units next to water upto 2 tiles from caster. 50-75% cold damage. 25% chance of destroying improvements - Found Temple of the Overlords (will also add OO to a city without it), sacrifice unit;
  3. Speaker - Summon Kraken, permanent 17 strength, 4 movement naval unit

Fellowship of the Leaves

  1. Disciple of Leaves - Can sacrifice for 20 culture/spread FoL
  2. Priest of Leaves - Bloom - creates new forest on unimproved tile within cultural borders; Summon Tiger - permanent 4 strength, 2 move (can be used for Tiger cage); Found Temple of Leaves (will also add FoL to a city without it), sacrifices unit
  3. High Priest of Leaves-Summon Treant 10 strength, 1 move, permanent

Runes of Kilmorph

  1. Thane of Kilmorph - Can sacrifice for 20 culture/spread RoK
  2. Stonewarden -Shield of Faith - grants shield of faith to units on tile: +10% strength; Found Temple of Kilmorph (will also add RoK to a city without it), sacrifices unit
  3. Runekeeper-Earthquake: unfortifies non-flying units & 25% chance to destroy buildings (except wonders)/improvements with 1 tile

Empyrean

  1. Ecclesiast - Can sacrifice for 20 culture/spread Empyeran 
  2. Vicar -Revelation: destroys hostile illusions & removed hidden nationality, hidden and invisible from hostile units within 3 tiles; Found Temple of the Empyrean (will also add Emp to a city without it), sacrifices unit 
  3. Luridus -Crown of Brilliance: grants Crown of Brilliance promotion - damages hostile units within 1 tile 40-80% at start of each turn. 25% chance to wear off each turn 

Order

  1. Acolyte - Can sacrifice for 20 culture/spread Order
  2. Confessor - Bless - grants Blessed to non animal living units; Found Temple of the Order (will also add Order to a city without it), sacrifices unit
  3. Prior - Unyielding Order - creates unyielding order building in city- no unhappy,-100% maintenance, -10% crime

Council of Esus

  1. Mask - Grants hidden Nationality; Spread Council of Esus - adds CoE to city for 25gp (doesn't sacrifice unit)

By Level[]

Arcane Spells[]

Arcane spells are cast by Adepts, Mages, Archmages, as well as Druids (Nature) and Dwarven Druids (Earth). Each sphere and level requires a promotion to cast, which in turn requires a Channeling level equal to the spell level.

Sphere I II III
Air Fair Winds Maelstrom Summon Air Elemental
Body Haste Regeneration Graft Flesh
Chaos Dance of Blades Mutation Wonder
Death Raise Skeleton Summon Spectre Lichdom, Summon Wraith
Earth Wall of Stone Stoneskin Summon Earth Elemental
Enchantment Enchanted Blade Flaming Arrows Enchant Spellstaff
Entropy Rust Summon Pit Beast Wither
Fire Blaze Fireball Summon Fire Elemental
Ice Slow Summon Ice Elemental Snowfall
Law Loyalty Summon Host of the Einherjar Valor
Life Sanctify Destroy Undead Resurrection
Metamagic Floating Eye Dispel Magic Summon Djinn
Mind Inspiration Charm Person Domination
Nature Treetop Defense Poisoned Blade Vitalize
Shadow Blur Shadow Walk Summon Mistform
Spirit Courage Hope Trust
Sun Scorch Blinding Light Summon Aurealis
Water Spring Water Walking Summon Water Elemental

Divine Spells[]

Attention: level 1 divine caster have no casting ability. Priests can cast I and II divine spells, while High Priests can cast all three levels. Other Disciple Units or Melee Units obtained upgrading Priests may sometimes retain ability to cast Divine Spells.

Religion I (priest!) II (priest) III (high priest)
Ashen Veil Ring of Flames (none) Hellfire, Summon Balor
Empyrean (none) Revelation Crown of Brilliance
Fellowship of Leaves Bloom Summon Tiger Summon Treant
Octopus Overlords (none) Tsunami Summon Kraken
Order (none) Bless Unyielding Order
Runes of Kilmorph Shield of Faith (none) Earthquake

World Spells[]

Each Civilization has a unique and powerful spell to be cast only one time per game. These spells are so powerful to affect the entire world, and sometimes they define the strategy of the caster civilization. In the late game the riutal Birthright Regained, if completed, reset the civilization world spell and allow a second casting.

You will be affeted from the world spells of other civilization, even if you never encountered them. A typical situation is when for no apparent reason you lose access to spellcasting or building: you have to pay attention to a little advice on the bottm right of the screen, that tells you may not use spells or build.

Civilization Spell Requires Effect
Amurites Arcane Lacuna Arcane caster Prevents other players from casting spells (20 turns on Normal)
Balseraphs Revelry Festivals technology Triggers a double Golden Age (24 turns on Normal)
Bannor Rally Crusade civic Creates a Demagog in each of your cities and Towns, demotes your Towns to Villages
Calabim River of Blood (none) +2 population in all of your cities, -2 population in all other cities
Clan of Embers For the Horde (none) 50% chance to convert each non-Heroic Barbarian Orcish unit
Doviello Wild Hunt (none) Creates a Wolf with Strength max(2, (unit Strength / 2) + 1) for each of your military units
Elohim Sanctuary (none) Removes all non-team units from your borders and prevents them from entering (30 turns on Normal)
Grigori Ardor (none) Resets the Greatperson counter
Hippus Warcry (none) All of your units gain +1 strength, +1 move, and can attack multiple times per turn for a mean of 20 turns
Illians Stasis (none) Prevents all other players from building or researching (20 turns on Normal)
Infernal Hyborem's Whisper Malevolent Designs technology Take over a non-capital Ashen Veil city
Khazad Mother Lode Mining technology 25 GoldIcon for each of your Mines, 10% of changing each of your flatland tiles to hills
Kuriotates Legends (none) +300 CultureIcon in each of your cities
Lanun Raging Seas Optics technology Mean 75% Cold damage to all non-Lanun units, 25% chance to destroy improvements in coastal tiles
Ljosalfar March of the Trees Way of the Forests technology All of your Forests and Ancient Forests not occupied by enemies spawn a Treant which lasts for 5 turns; these create New Forests on death on unimproved tiles
Luchuirp Gifts of Nantosuelta Masonry technology Creates a Golden Hammer in each of your cities (+1 Strength or settle as Great Engineer)
Malakim Religious Fervor Priesthood technology Creates a Priest in each of your cities with 1 XP for each of your cities with your state religion
Mercurians Divine Retribution Cast by Basium unit Mean 50% damage to all Demons and Undead
Sheaim Worldbreak (none) Armageddon Counter / 4 chance to create smoke in all Forests and Jungles, City Fires in cities (10% chance to destroy each building); damages units by Armageddon Counter; does not affect your territory
Sidar Into the Mist (none) All of your units gain the Hidden promotion
Svartalfar Veil of Night (none) All of your units gain the Hidden Nationality promotion

By Type[]

City Spells[]

These spells affect friendly cities. They only last as long as a caster with the source remains in the city.

Spell Source Effect
Hope Spirit II +4 CultureIcon, +1 Happy, free Courage promotion
Inspiration Mind I +2 BeakerIcon, +1 Great Sage Greatperson
Inquisition Inquisition Promotion Permanently removes non-state religions from the city (unless spread there again), 3 turn cast
Unyielding Order Order III No unhappiness, maintenance; -10 crime rate
Wall of Stone Earth I +25% defense, -25% bombardment against non-gunpowder

Terrain Spells[]

These spells affect terrain under or near the caster.

Spell Source Effect
Blaze Fire I Creates a Smoke in the tile, sets Forests and Jungles on fire
Bloom Fellowship of Leaves I Creates a New Forest in the tile, 2 turn cast
Call Blizzard Illian Divine Creates a Blizzard in the tile
Hellfire Ashen Veil III Creates a Hellfire in the tile (spawns Barbarians)
Earthquake Runes of Kilmorph III Can destroy improvements and buildings within 1 tile, unfortifies non-flying units
Sanctify Life I Removes all Hell terrain within 1 range, or removes a City Ruins in the tile and reduces the Armageddon Counter
Scorch Sun I Turns Snow in the tile to Tundra, or Plains to Desert
Spring Water I Turns Desert in the tile to Plains
Vitalize Nature III Upgrades Desert, (Ice -> Tundra) -> Plains -> Grassland

Area/Ranged[]

Unless stated otherwise, these spells affect all targets within range.

Spell Source Range Friendly Fire Mean Damage Other Effects Resistable
Blinding Light Sun II 1-1 No None Immobile for 2 turns +30%
Charm Person Mind II 1-1 No None Only affects living units, cannot attack for mean of 5 turns +20%
Crown of Brilliance Empyrean III 1-1 No 30% (max 60%) Buffs caster No
Crush Dwarven Druid 2, single tile No Physical No
Destroy Undead Life II 0-1 Yes 30% Holy No
Dispel Magic Metamagic II 0-2 Yes None Removes buffs from enemies and debuffs from allies, resets Mana Nodes No
Domination Mind III 1-1 No None Spell lost if resisted, gain control of enemy unit +10%
Entangle Druid 1-1, single tile No None Only affects non-flying units, roots units +0%
Maelstrom Air II 0-2 Yes 15% (max 30%) No
Revelation Empyrean II 0-3 Yes None Dispel Magic, and removes invisibility, illusions, and Hidden Nationality from enemies No
Ring of Flames Ashen Veil I 1-1 Yes 15% (max 40%) No
Roar Dragon 1-3 No None Fear +0%
Rust Entropy 1-1 No None -10% Strength to Melee units until they visit a city with a Forge, removes Weapons promotions +20%
Slow Ice I 1-1 No None -1 move for mean of 3.3 turns +0%
Snowfall Ice III 0-1 Yes 40% (max 80%) Temporarily turns tiles into Ice No
Spores Myconid 1-1 No None Only affects living units, cannot move for 3 turns +0%
Taunt Harlequin 1-1 No None Only affects living units, forces attack on caster's stack +40%
Tsunami Octopus Overlords II 0-2 Yes ? Damages improvements, can only be cast next to water tiles No
Wither Entropy III 1-1 No 10% (max 40%) Only affects living units, adds Withered promotion +0%

Summoning[]

Spell Source Duration Moves Strength Affinity Collateral Bombard Other
Breathe Fire Dragon 1 1 6 Fire 60% 15%
Create Battering Ram Khazad Melee Permanent 1 0 25% Requires Engineering
Create Puppet Belseraph Arcane 1 1 2 Gains promotions of caster
Fireball Fire II 1 1 4 Fire 30% 10%
Graft Flesh Body III Permanent 1 6 Can graft other units onto it
Raise Skeleton Death I Permanent 1 2 + 1 Death Cannot pillage, Undead
Summon Air Elemental Air III 1 2 5 + 2 Lightning 1 Air Elemental, Flying, Sentry II, immune to Lightning, creates Lightning Elemental after winning combat
Summon Aurealis Sun III 1 1 6 2 Sun Elemental
Summon Balor Ashen Veil III ? 1 7/3 +4 Unholy Demon, Resist Fire, Stigmata, can use all weapons, replaces Berzerker
Summon Djinn Metamagic III ? 2 1 1 all Elemental
Summon Earth Elemental Earth III 1 1 11 1 Earth Elemental
Summon Fire Elemental Fire III 1 2 6 + 3 Fire 1 Fire 30% Elemental, Immune to Fire, cannot enter Ice
Summon Host of the Einherjar Law II 1 1 3 + 2 Holy Angel, cannot pillage, +1 duration on winning combat
Summon Ice Elemental Ice II 1 1 2 + 2 Cold 1 Ice +10% Tundra Strength, +20% Ice Strength, Elemental, Immune to Cold, Vulnerable to Fire, cannot enter Desert or Burning Sands
Summon Kraken Octopus Overlords III Permanent 4 17 Stealth
Summon Mistform Shadow III ? 2 6 1 Shadow Elemental, Hidden Nationality, Invisible
Summon Pit Beast Entropy II ? 1 4 + 1 Unholy Demon, +1 duration on winning combat
Summon Sand Lion Malakim Arcane II 1 3 5 + 1 Fire Can see Stealth, cannot pillage, +40% Desert strength, Elemental, Resist Fire, Nomad
Summon Spectre Death II 1 2 3 1 Death Undead, Fear
Summon Tiger Fellowship of Leaves II Permanent 2 4 Animal, can construct Tiger Cage
Summon Treant Fellowship of Leaves III Permanent 1 10 Cannot pillage, Elemental, Vulnerable to Fire, Woodsman I, Woodsman II
Summon Water Elemental Water III 1 1 8 1 Water Elemental, Water Walking
Summon Wraith Death III 1 2 6 + 2 Death 1 Death Undead, Fear, Vile Touch

Unit Buffs[]

Unit buffs affect all non-Siege land units unless stated otherwise. Mean durations are given.

Spell Source Mean Duration (Turns) Effect
Bless Order II 1 combat +1 Holy combat, +20% against demons
Blur Shadow I 2 Immune to first strikes, defensive strikes
Courage Spirit I Permanent Heals units in same tile +10% per turn, immune to Fear
Crown of Brilliance (caster) Empyrean III 4 Area damage, see invisible units
Cure Disease Medic II Instant Removes Diseased, Plagued, Withered
Dance of Blades Chaos I 1 +1 first strike
Enchanted Blade (Melee) Enchantment I Permanent +20% Strength, removes Rusted
Fair Winds (Naval) Air I 20 +1 move, +25% withdrawal chance
Flaming Arrows (Archery) Enchantment II Permanent +1 Fire combat
Haste Body I 1 +1 move
Heal Medic III Instant Heals units, removed Poisoned
Loyalty Law I Permanent Immune to capture, +20% to resist Charm Person
Morale 10 +10% Strength, +10% City Attack
Mutation Chaos II Permanent Random effect
Poisoned Blade (Recon) Nature II Permanent +1 Poison combat
Regeneration Body II Until healed Heal while moving, heals +10% per turn
Shadow Walk Shadow II 4 Immune to first strikes, building defenses
Shield of Faith Rune of Kilmorph I Permanent +10% Strength
Stoneskin (caster) Earth II 1 combat +3 first strikes, +50% elemental damage resistance, +2 defense Strength
Valor Law III Permanent +1 XP per combat, +10% to resist spells

All Spells[]

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