Total Conversion Mod: New Dawn
Posted: Sun 7. Dec 2025, 14:15
Introduction
New Dawn is intended to be a mod that improves Spellforce 1 as a whole. What do we mean by “improve”? Spellforce 1 has many areas that still need some finishing touches. These include the skill system, which, especially in the Shadow of the Phoenix add-on, forced hybrid builds to specialize in most cases, and logical errors in the story, such as the design of the Wildland Pass map, which is actually structured in such a way that the orcs had to trudge through the village instead of bypassing it.
Our goals are to revise the skill system, spells, items, RTS units, enemies, and maps themselves to be consistent with the lore. We want to enabel as many build ideas as possible and provide everyone with useful tools to complete the campaigns.
The mod is currently being developed for the Steam standard version 1.61, as it offers a variety of quality of life features that 1.54 only offers with additional mods. Unfortunately, these are not multiplayer-compatible, which is also a major goal of this mod. Nevertheless, we are trying to keep the mod compatible with 1.54 as well.
Even though we initially wanted to design the TOoD campaign, we have to admit that the best test track is the FGM, and we also want to experience the Coop sessions together and not be separated by mod incompatibilities.
Please note that the following pages contain many details about the mod and should therefore be considered a whole spoiler.
The skill system
The skill system has been revised and no longer scales as harshly with attribute requirements in the skill level range of 10-12, so that any combination, provided that points are not excessively “wasted,” can bring all main skills within the physical and magical classes to 20, as well as any hybrid build to a physical and a magical main skill of 16 to 20 each, 17 to 19, or both to 18. This should ensure that every recombination retains its usefulness until the end. There is also no longer a limit to how many attribute points can be invested in an attribute.
Instead of Heavy and Light Combat Arts, there are now Offensive and Defensive Combat Arts, each of which are a mixture of the old main skills. We made this decision because Light Combat Arts, with its base attributes of Dexterity and Agility, was clearly inferior to Heavy Combat Arts, with its base attributes of Stamina and Strength.
Offensive Combat Arts has the base attributes Strength and Dexterity and features daggers, large bladed weapons, large blunt weapons and medium armor.
Defensive Combat Arts has the base attributes of Stamina and Agility and features polearms, small bladed weapons, small blunt weapons and heavy armor.
Ranged combat has retained its basic attributes of strength and dexterity, but has been given new subskills. These are now archery, throwing weapons and light armor.
White magic no longer requires only wisdom and charisma, but also intelligence. The subcategories of life, blessing and nature have remained unchanged.
Black Magic has remained virtually unchanged and still requires only Intelligence and Wisdom. The subskills Death, Necromancy and Curse are also unchanged.
Elemental magic has also undergone few changes in the skill system and still requires intelligence and wisdom, while the subskills remain Fire, Ice and Earth.
Mental magic, on the other hand, has been significantly redesigned. Like white magic, it now requires charisma, intelligence and wisdom to level up and the subcategories have been renamed. They are now Chaos, Manipulation and Mana Control. The spell system
The spells are currently still in development, but most of them have already been defined and are already being tested in some areas.
As it is still a work in progress, things may still change here.
In connection with this category, we would appreciate your support in designing new spell icons. We are not really happy with our attempts (both personally using Paint and with AI).
We took inspiration from Spellforce 2 and designed a bunch of new spells for the warrior classes to give warrior gameplay a little more depth than just bashing away.
Each warrior class now has 10 exclusive combat abilities tailored to them.
Combat abilities: Offensive Combat Arts
Level 1: Berserkerwalk (50% more damage for the caster for 45 seconds)
Level 2: Shelter (+200 magic resistance flat on all types of magic for 20 seconds)
Level 4: Renew (50% healing for 5 random units next to the character, including the caster)
Level 6: War Cry (100% more damage for all units within a radius of 3 for 12 seconds)
Level 8: Stun (Stuns an enemy for 5 seconds)
Level 10: Berserk (200% more damage for the caster for 12 seconds)
Level 12: Critical Hit (Caster has a chance to kill enemies instantly with one attack for 20 seconds if they have less HP than the caster)
Level 14: Einherjar (Creates a powerful copy of the caster that fights for them for 10 seconds, consuming the caster's mana reserves)
Level 16: Armor Split (Reduces the target's armor class by 80% for 10 seconds)
Level 18: Frenzy (If the caster get hit, they regenerate 20% of their maximum HP with each hit for 10 seconds)
Combat abilities: Defensive Combat Arts
Level 1: Vigilance (Increases the target's armor class by 50% for 60 seconds)
Level 2: Silence (Target becomes unable to cast spells for 7.5 seconds)
Level 4: Cloaked Blade (20% of the physical damage the caster takes is reflected back to the source for 45 seconds)
Level 6: Blessing (80% healing for the caster)
Level 8: Protect (+500 magic resistance to all types of magic for the caster and all units within a radius of 3 for 10 seconds)
Level 10: Support (20% healing for all units within a radius of 5, including the caster)
Level 12: Adamant Skin (The caster gains a shield that absorbs 10,000 HP of damage for 12 seconds)
Level 14: War Shout (Hypnotizes all enemies within a radius of 3 for around 10 seconds)
Level 16: Shared Suffering (Damage taken by the caster is shared between themselves and up to 15 allies within a 3 radius for 10 seconds)
Level 18: Riposte (80% of physical damage taken by the caster is reflected back to the source for 15 seconds)
Combat Abilities Ranged
Level 1: Focus (100% more ranged damage for 30 seconds)
Level 2: Decoy Bird (Creates 3 distracting copies of the caster that do not cause damage and remain for 10 seconds before consuming all of the caster's mana)
Level 4: Wound Care (60% healing for the caster)
Level 6: Anklet (Immobilizes an opponent for 10 seconds)
Level 8: Salvo (Hits up to 5 units within a 60° angle with a ranged weapon for 15 seconds)
Level 10: Stealth (Invisibility for the caster for up to 15 seconds, provided they do not move)
Level 12: Ambush (Reduces all of the target's stats by 25% for 10 seconds)
Level 14: Armor Breaker (Reduces the target's armor class by 50% for 10 seconds)
Level 16: True Shot (200% more ranged damage for 12 seconds)
Level 18: Pierce (Hits all targets standing in a row with a ranged weapon for 10 seconds) In addition to the new combat abilities, the spells of the magic classes have also been revised. Useless and very niche spells have been replaced with new spells. Most spells have been and are still being adjusted so that every spell category and every spell has its raison for existence. Of course, this has not been possible without cutting back on some overpowered spells, but that does not mean that the Avatar cannot become extremely powerful again. Don't be surprised if several spells become available at one level. We have also thought about how to better reward players for learning a main category of magic types completely, including all subclasses, or even all main categories.
White Magic
White magic continues to be divided into the categories of Life, Boons and Nature. We have rearranged things a bit and moved some spells around, as well as created new ones, with the basic goal of making Life purely dedicated to healing, Blessing relying almost entirely on buffs, and Nature primarily offering summons. It was particularly difficult to control the overpowered charisma scaling, which is primarily responsible for white magic being generally overpowered in vanilla. Logically, white magic will now be significantly weaker than in vanilla, but that doesn't mean it has become useless
Spell Life
Level 1: Healing (Heals the selected unit slightly. Enhanced by Charisma.)
Level 2: Cure Poison (Has a chance to cure a poison effect)
Level 2: Cure Pestilence (Has a chance to cure a pestilence effect)
Level 3: Sacrifice (Heals one unit at the cost of your own HP, but less MP. Enhanced by Charisma)
Level 4: Assistance (Distributes the damage suffered by a selected allied unit among several allied units)
Level 6: Divine Healing (Heals the selected unit greatly. Enhanced by Charisma.)
Level 8: Aura of Life (Distributes a fast-acting regeneration effect among units. Enhanced by Charisma.)
Level 10: Damnation (Marks an enemy that heals units that attack it.)
Level 12: Aura of Healing (Heals every injured unit within range. Enhanced by Charisma.)
Level 16: Zone of Healing (Heals all units in the selected area. Enhanced by Charisma.)
Spell Boons
Level 1: Aura of Flexibility (Gives a buff that increases agility. Enhanced by Charisma.)
Level 1: Aura of Dexterity (Gives a buff that increases dexterity. Enhanced by charisma.)
Level 2: Dispel Black Aura (Ends the use of a black aura and leaves a debuff that temporarily prevents the activation of a new black aura)
Level 3: Holy Shield (Increases the target's resistance to black magic.)
Level 4: Divine Wrath (A powerful DoT spell that only works against undead. Enhanced by Charisma.)
Level 6: Aura of the Swiftness (Gives a buff that boosts attack speed. Enhanced by Charisma.)
Level 8: Aura of Windwalk (Distributes a buff that increases movement speed. Enhanced by Charisma.)
Level 10: Aura of Strength (Distributes a buff that increases strength. Enhanced by Charisma.)
Level 12: Aura of Stamina (Distributes a buff that increases endurance. Enhanced by Charisma)
Level 16: Divines Blessing (Marks an enemy, making units that attack it briefly invulnerable)
For each of these auras, there is a chain version at the respective levels, as unfortunately we do not have a multiplayer-compatible Multiple Aura mod available.
Nature Magic
Level 1: Summon Wolf (Summon a wolf whose primary task is to be strong in the pack)
Level 2: Thorn Shield (Creates a shield around an allied unit that inflicts physical slash damage on attackers)
Level 2: Vines (Immobilizes an enemy and inflicts physical slash damage)
Level 3: Summon Quillboar (Summon a quillboar whose primary task is to cause damage in ranged combat)
Level 4: Life Transfer (Inflicts damage on an enemy and heals the caster twice that amount)
Level 6: Dominate Animal (Allows you to control wild, hostile animals, such as spiders, and make them fight for you. This spell has a Charisma breakpoint to work at higher levels.)
Level 8: Summon Bear (Summon a bear whose primary task is to withstand damage)
Level 10: Summon Treewrath (Summon a treewrath whose primary task is to attack the enemy with magic)
Level 12: Invulnerability (Target unit becomes invulnerable for a short time)
Level 16: Summon Mantis (Summon a Mantis that is suitable for all situations, but weaker than the other summons in terms of specializations)
White Allmightiness Spells
Level 4: White Blessing (Heals the target unit greatly, gives it a thorn shield, and increases its dexterity and attack speed. Enhanced by charisma.)
Level 8: Tranquility (Gives all allies in the target area a regeneration buff. Enhanced by charisma.)
Level 12: Summon Tree Warden (Summon a powerful tree warden that is individually stronger than the other nature summons)
Level 16: Zone of Light (Increases all stats of all allies around the caster by a percentage)
Black Magic
Black Magic still has the subclasses Death, Necromancy and Curse. Similar to White Magic, it has been mixed up a bit in an attempt to mirror White Magic. While Death is the counterpart to Life, we have grouped most of the damage spells here. Curse is the counterpart to Boons and Necromancy provides access to another set of summons.
Spell Death
Level 1: Pain (A common damage spell whose casting time decreases as your skill level increases)
Level 2: Poison (Debuffs a target with a fast-ticking DoT)
Level 3: Soul Fire (Uses your own HP to deal heavy damage to the target)
Level 4: Extinction (Kills all enemy units around the caster whose health points fall below a certain value. Also deals damage to injured units. The closer they are to the lethal value, the higher the damage.)
Level 6: Death (A powerful, mana-optimized damage spell)
Level 8: Aura of Rot (Poison enemy units and deal damage to them over a long period of time. The damage effect is stackable.)
Level 10: Death Zone (Causes damage to all units in the target area over time)
Level 12: Torture (Causes damage to all enemies proportional to the number of enemy corpses in the area)
Level 16: Zone of Pain (Causes damage to all enemies in the target area)
Spell Curse
Level 1: Aura of Inflexibility (Inflicts a debuff that reduces agility)
Level 1: Aura of Despair (Inflicts a debuff that reduces dexterity)
Level 2: Dispel White Aura (Ends the use of a white aura and leaves a debuff that temporarily prevents the activation of a new white aura)
Level 3: Pestilence (Debuffs a target with a deadly curse that causes more and more damage over time until the target dies or is healed from the debuff)
Level 4: Miasma (Creates a deadly cloud of poison that damages all non-undead units)
Level 6: Aura of Sloth (Inflicts a debuff that reduces attack speed)
Level 8: Aura of slow walking (Inflicts a debuff that reduces movement speed)
Level 10: Aura of Weakness (Applies a debuff that reduces strength)
Level 12: Aura of Suffocation (Applies a debuff that reduces stamina)
Level 16: Burning Blood (Marks an enemy who takes additional damage when physically attacked for the duration of the spell)
For each of these auras, there is a wave version at the respective levels, as unfortunately we do not have a multiplayer-compatible Multiple Aura mod available.
Necromancy Spell
Level 1: Summon Undead Goblin (Summon an undead goblin whose primary task is to be strong in the group)
Level 2: Cannibalism (Uses own HP to regenerate mana)
Level 2: Raise Dead (Raises fallen allied units as skeletons that can inflict heavy damage on enemies at the cost of their own lives)
Level 3: Summon Skeleton Archer (Summon a skeleton whose primary task is to inflict damage in ranged combat)
Level 4: Life Drain (Deals damage to the target and heals the caster for half the damage dealt)
Level 6: Control Undead (Allows you to control undead creatures and make them fight for you)
Level 8: Summon Mummy (Summon a mummy whose primary task is to withstand damage)
Level 10: Summon Spectre (Summon a spectre whose primary task is to attack enemies using magic)
Level 12: Covenant of Death (Buffs an allied unit to give it a chance to survive a deadly attack)
Level 16: Summon Reaper (Summon a reaper that is suitable for all situations but is weaker than the individual summons in terms of specializations)
Black Allmightiness Spells
Level 4: Black Curse (Deals damage to the target, heals the caster by the same amount and additionally inflicts a debuff that reduces agility and attack speed)
Level 8: Dark Current (Deals damage to all enemies around the caster and heals the caster by the same amount)
Level 12: Summon Iron (Summon a powerful Iron that is stronger than all other necromancy summons)
Level 16: Zone of Darkness (Weakens all stats of all enemies around the caster by a percentage)
New Dawn is intended to be a mod that improves Spellforce 1 as a whole. What do we mean by “improve”? Spellforce 1 has many areas that still need some finishing touches. These include the skill system, which, especially in the Shadow of the Phoenix add-on, forced hybrid builds to specialize in most cases, and logical errors in the story, such as the design of the Wildland Pass map, which is actually structured in such a way that the orcs had to trudge through the village instead of bypassing it.
Our goals are to revise the skill system, spells, items, RTS units, enemies, and maps themselves to be consistent with the lore. We want to enabel as many build ideas as possible and provide everyone with useful tools to complete the campaigns.
The mod is currently being developed for the Steam standard version 1.61, as it offers a variety of quality of life features that 1.54 only offers with additional mods. Unfortunately, these are not multiplayer-compatible, which is also a major goal of this mod. Nevertheless, we are trying to keep the mod compatible with 1.54 as well.
Even though we initially wanted to design the TOoD campaign, we have to admit that the best test track is the FGM, and we also want to experience the Coop sessions together and not be separated by mod incompatibilities.
Please note that the following pages contain many details about the mod and should therefore be considered a whole spoiler.
The skill system
The skill system has been revised and no longer scales as harshly with attribute requirements in the skill level range of 10-12, so that any combination, provided that points are not excessively “wasted,” can bring all main skills within the physical and magical classes to 20, as well as any hybrid build to a physical and a magical main skill of 16 to 20 each, 17 to 19, or both to 18. This should ensure that every recombination retains its usefulness until the end. There is also no longer a limit to how many attribute points can be invested in an attribute.
Instead of Heavy and Light Combat Arts, there are now Offensive and Defensive Combat Arts, each of which are a mixture of the old main skills. We made this decision because Light Combat Arts, with its base attributes of Dexterity and Agility, was clearly inferior to Heavy Combat Arts, with its base attributes of Stamina and Strength.
Offensive Combat Arts has the base attributes Strength and Dexterity and features daggers, large bladed weapons, large blunt weapons and medium armor.
Defensive Combat Arts has the base attributes of Stamina and Agility and features polearms, small bladed weapons, small blunt weapons and heavy armor.
Ranged combat has retained its basic attributes of strength and dexterity, but has been given new subskills. These are now archery, throwing weapons and light armor.
White magic no longer requires only wisdom and charisma, but also intelligence. The subcategories of life, blessing and nature have remained unchanged.
Black Magic has remained virtually unchanged and still requires only Intelligence and Wisdom. The subskills Death, Necromancy and Curse are also unchanged.
Elemental magic has also undergone few changes in the skill system and still requires intelligence and wisdom, while the subskills remain Fire, Ice and Earth.
Mental magic, on the other hand, has been significantly redesigned. Like white magic, it now requires charisma, intelligence and wisdom to level up and the subcategories have been renamed. They are now Chaos, Manipulation and Mana Control. The spell system
The spells are currently still in development, but most of them have already been defined and are already being tested in some areas.
As it is still a work in progress, things may still change here.
In connection with this category, we would appreciate your support in designing new spell icons. We are not really happy with our attempts (both personally using Paint and with AI).
We took inspiration from Spellforce 2 and designed a bunch of new spells for the warrior classes to give warrior gameplay a little more depth than just bashing away.
Each warrior class now has 10 exclusive combat abilities tailored to them.
Combat abilities: Offensive Combat Arts
Level 1: Berserkerwalk (50% more damage for the caster for 45 seconds)
Level 2: Shelter (+200 magic resistance flat on all types of magic for 20 seconds)
Level 4: Renew (50% healing for 5 random units next to the character, including the caster)
Level 6: War Cry (100% more damage for all units within a radius of 3 for 12 seconds)
Level 8: Stun (Stuns an enemy for 5 seconds)
Level 10: Berserk (200% more damage for the caster for 12 seconds)
Level 12: Critical Hit (Caster has a chance to kill enemies instantly with one attack for 20 seconds if they have less HP than the caster)
Level 14: Einherjar (Creates a powerful copy of the caster that fights for them for 10 seconds, consuming the caster's mana reserves)
Level 16: Armor Split (Reduces the target's armor class by 80% for 10 seconds)
Level 18: Frenzy (If the caster get hit, they regenerate 20% of their maximum HP with each hit for 10 seconds)
Combat abilities: Defensive Combat Arts
Level 1: Vigilance (Increases the target's armor class by 50% for 60 seconds)
Level 2: Silence (Target becomes unable to cast spells for 7.5 seconds)
Level 4: Cloaked Blade (20% of the physical damage the caster takes is reflected back to the source for 45 seconds)
Level 6: Blessing (80% healing for the caster)
Level 8: Protect (+500 magic resistance to all types of magic for the caster and all units within a radius of 3 for 10 seconds)
Level 10: Support (20% healing for all units within a radius of 5, including the caster)
Level 12: Adamant Skin (The caster gains a shield that absorbs 10,000 HP of damage for 12 seconds)
Level 14: War Shout (Hypnotizes all enemies within a radius of 3 for around 10 seconds)
Level 16: Shared Suffering (Damage taken by the caster is shared between themselves and up to 15 allies within a 3 radius for 10 seconds)
Level 18: Riposte (80% of physical damage taken by the caster is reflected back to the source for 15 seconds)
Combat Abilities Ranged
Level 1: Focus (100% more ranged damage for 30 seconds)
Level 2: Decoy Bird (Creates 3 distracting copies of the caster that do not cause damage and remain for 10 seconds before consuming all of the caster's mana)
Level 4: Wound Care (60% healing for the caster)
Level 6: Anklet (Immobilizes an opponent for 10 seconds)
Level 8: Salvo (Hits up to 5 units within a 60° angle with a ranged weapon for 15 seconds)
Level 10: Stealth (Invisibility for the caster for up to 15 seconds, provided they do not move)
Level 12: Ambush (Reduces all of the target's stats by 25% for 10 seconds)
Level 14: Armor Breaker (Reduces the target's armor class by 50% for 10 seconds)
Level 16: True Shot (200% more ranged damage for 12 seconds)
Level 18: Pierce (Hits all targets standing in a row with a ranged weapon for 10 seconds) In addition to the new combat abilities, the spells of the magic classes have also been revised. Useless and very niche spells have been replaced with new spells. Most spells have been and are still being adjusted so that every spell category and every spell has its raison for existence. Of course, this has not been possible without cutting back on some overpowered spells, but that does not mean that the Avatar cannot become extremely powerful again. Don't be surprised if several spells become available at one level. We have also thought about how to better reward players for learning a main category of magic types completely, including all subclasses, or even all main categories.
White Magic
White magic continues to be divided into the categories of Life, Boons and Nature. We have rearranged things a bit and moved some spells around, as well as created new ones, with the basic goal of making Life purely dedicated to healing, Blessing relying almost entirely on buffs, and Nature primarily offering summons. It was particularly difficult to control the overpowered charisma scaling, which is primarily responsible for white magic being generally overpowered in vanilla. Logically, white magic will now be significantly weaker than in vanilla, but that doesn't mean it has become useless
Spell Life
Level 1: Healing (Heals the selected unit slightly. Enhanced by Charisma.)
Level 2: Cure Poison (Has a chance to cure a poison effect)
Level 2: Cure Pestilence (Has a chance to cure a pestilence effect)
Level 3: Sacrifice (Heals one unit at the cost of your own HP, but less MP. Enhanced by Charisma)
Level 4: Assistance (Distributes the damage suffered by a selected allied unit among several allied units)
Level 6: Divine Healing (Heals the selected unit greatly. Enhanced by Charisma.)
Level 8: Aura of Life (Distributes a fast-acting regeneration effect among units. Enhanced by Charisma.)
Level 10: Damnation (Marks an enemy that heals units that attack it.)
Level 12: Aura of Healing (Heals every injured unit within range. Enhanced by Charisma.)
Level 16: Zone of Healing (Heals all units in the selected area. Enhanced by Charisma.)
Spell Boons
Level 1: Aura of Flexibility (Gives a buff that increases agility. Enhanced by Charisma.)
Level 1: Aura of Dexterity (Gives a buff that increases dexterity. Enhanced by charisma.)
Level 2: Dispel Black Aura (Ends the use of a black aura and leaves a debuff that temporarily prevents the activation of a new black aura)
Level 3: Holy Shield (Increases the target's resistance to black magic.)
Level 4: Divine Wrath (A powerful DoT spell that only works against undead. Enhanced by Charisma.)
Level 6: Aura of the Swiftness (Gives a buff that boosts attack speed. Enhanced by Charisma.)
Level 8: Aura of Windwalk (Distributes a buff that increases movement speed. Enhanced by Charisma.)
Level 10: Aura of Strength (Distributes a buff that increases strength. Enhanced by Charisma.)
Level 12: Aura of Stamina (Distributes a buff that increases endurance. Enhanced by Charisma)
Level 16: Divines Blessing (Marks an enemy, making units that attack it briefly invulnerable)
For each of these auras, there is a chain version at the respective levels, as unfortunately we do not have a multiplayer-compatible Multiple Aura mod available.
Nature Magic
Level 1: Summon Wolf (Summon a wolf whose primary task is to be strong in the pack)
Level 2: Thorn Shield (Creates a shield around an allied unit that inflicts physical slash damage on attackers)
Level 2: Vines (Immobilizes an enemy and inflicts physical slash damage)
Level 3: Summon Quillboar (Summon a quillboar whose primary task is to cause damage in ranged combat)
Level 4: Life Transfer (Inflicts damage on an enemy and heals the caster twice that amount)
Level 6: Dominate Animal (Allows you to control wild, hostile animals, such as spiders, and make them fight for you. This spell has a Charisma breakpoint to work at higher levels.)
Level 8: Summon Bear (Summon a bear whose primary task is to withstand damage)
Level 10: Summon Treewrath (Summon a treewrath whose primary task is to attack the enemy with magic)
Level 12: Invulnerability (Target unit becomes invulnerable for a short time)
Level 16: Summon Mantis (Summon a Mantis that is suitable for all situations, but weaker than the other summons in terms of specializations)
White Allmightiness Spells
Level 4: White Blessing (Heals the target unit greatly, gives it a thorn shield, and increases its dexterity and attack speed. Enhanced by charisma.)
Level 8: Tranquility (Gives all allies in the target area a regeneration buff. Enhanced by charisma.)
Level 12: Summon Tree Warden (Summon a powerful tree warden that is individually stronger than the other nature summons)
Level 16: Zone of Light (Increases all stats of all allies around the caster by a percentage)
Black Magic
Black Magic still has the subclasses Death, Necromancy and Curse. Similar to White Magic, it has been mixed up a bit in an attempt to mirror White Magic. While Death is the counterpart to Life, we have grouped most of the damage spells here. Curse is the counterpart to Boons and Necromancy provides access to another set of summons.
Spell Death
Level 1: Pain (A common damage spell whose casting time decreases as your skill level increases)
Level 2: Poison (Debuffs a target with a fast-ticking DoT)
Level 3: Soul Fire (Uses your own HP to deal heavy damage to the target)
Level 4: Extinction (Kills all enemy units around the caster whose health points fall below a certain value. Also deals damage to injured units. The closer they are to the lethal value, the higher the damage.)
Level 6: Death (A powerful, mana-optimized damage spell)
Level 8: Aura of Rot (Poison enemy units and deal damage to them over a long period of time. The damage effect is stackable.)
Level 10: Death Zone (Causes damage to all units in the target area over time)
Level 12: Torture (Causes damage to all enemies proportional to the number of enemy corpses in the area)
Level 16: Zone of Pain (Causes damage to all enemies in the target area)
Spell Curse
Level 1: Aura of Inflexibility (Inflicts a debuff that reduces agility)
Level 1: Aura of Despair (Inflicts a debuff that reduces dexterity)
Level 2: Dispel White Aura (Ends the use of a white aura and leaves a debuff that temporarily prevents the activation of a new white aura)
Level 3: Pestilence (Debuffs a target with a deadly curse that causes more and more damage over time until the target dies or is healed from the debuff)
Level 4: Miasma (Creates a deadly cloud of poison that damages all non-undead units)
Level 6: Aura of Sloth (Inflicts a debuff that reduces attack speed)
Level 8: Aura of slow walking (Inflicts a debuff that reduces movement speed)
Level 10: Aura of Weakness (Applies a debuff that reduces strength)
Level 12: Aura of Suffocation (Applies a debuff that reduces stamina)
Level 16: Burning Blood (Marks an enemy who takes additional damage when physically attacked for the duration of the spell)
For each of these auras, there is a wave version at the respective levels, as unfortunately we do not have a multiplayer-compatible Multiple Aura mod available.
Necromancy Spell
Level 1: Summon Undead Goblin (Summon an undead goblin whose primary task is to be strong in the group)
Level 2: Cannibalism (Uses own HP to regenerate mana)
Level 2: Raise Dead (Raises fallen allied units as skeletons that can inflict heavy damage on enemies at the cost of their own lives)
Level 3: Summon Skeleton Archer (Summon a skeleton whose primary task is to inflict damage in ranged combat)
Level 4: Life Drain (Deals damage to the target and heals the caster for half the damage dealt)
Level 6: Control Undead (Allows you to control undead creatures and make them fight for you)
Level 8: Summon Mummy (Summon a mummy whose primary task is to withstand damage)
Level 10: Summon Spectre (Summon a spectre whose primary task is to attack enemies using magic)
Level 12: Covenant of Death (Buffs an allied unit to give it a chance to survive a deadly attack)
Level 16: Summon Reaper (Summon a reaper that is suitable for all situations but is weaker than the individual summons in terms of specializations)
Black Allmightiness Spells
Level 4: Black Curse (Deals damage to the target, heals the caster by the same amount and additionally inflicts a debuff that reduces agility and attack speed)
Level 8: Dark Current (Deals damage to all enemies around the caster and heals the caster by the same amount)
Level 12: Summon Iron (Summon a powerful Iron that is stronger than all other necromancy summons)
Level 16: Zone of Darkness (Weakens all stats of all enemies around the caster by a percentage)