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Spell Modifiers

Give your spells the limits and effects the game's own spells have: a slow cast, no casting at sea, a bonus for the army of whoever knows it. Each goes on its own line in a spell.

slowcast

Makes the spell take 2 combat rounds to cast.

slowcast
#!@slowcast

notsea

Stops units casting the spell at sea.

notsea
#!@notsea

notunderground

Stops units casting the spell underground.

notunderground
#!@notunderground

prioritylearn

Makes a unit that starts with spells learn this one before the others of its path and level.

prioritylearn
#!@prioritylearn

heallivingarmy

Makes every living unit in the caster's army heal faster while the caster knows the spell. The caster doesn't need to cast it.

heallivingarmy
#!@heallivingarmy

healhumanarmy

Makes the humans and hoburghers in the caster's army heal faster while the caster knows the spell. The caster doesn't need to cast it.

healhumanarmy
#!@healhumanarmy

burnforest

Gives the caster Burn Forest while it knows the spell. Inside a spell only; elsewhere burnforest is the game's monster ability.

burnforest
#!@burnforest

Example spells

newspell "Fire of Udun"
path "Pyromancy"
level 3
weapon 20 "Fireball"
slowcast
notsea
notunderground
burnforest

newspell "Athelas"
path "White Magic"
level 1
weapon 4 "Heal"
prioritylearn
heallivingarmy
healhumanarmy
#!@newspell "Fire of Udun"
#!@path "Pyromancy"
#!@level 3
#!@weapon 20 "Fireball"
#!@slowcast
#!@notsea
#!@notunderground
#!@burnforest

#!@newspell "Athelas"
#!@path "White Magic"
#!@level 1
#!@weapon 4 "Heal"
#!@prioritylearn
#!@heallivingarmy
#!@healhumanarmy