Great Powers
Resurrection
Description - The Priest of Nesha seeks not to defeat death, for death is a natural part of life that must come to all in time, the returning of the souls of man to Nesha, to live in her bossom for eternity. However, when life is wrestled from someone by evil, when someone is taken by circumstance prior to his death, the priest of Nesha reveals his ultimate weapon, and returns the person to life until real death claims him.
Effect - Resurrects 500 HP worth of dead allied units on the battlefield.
Range - MAX
Requirements - Great Temple of Nesha, Great Temple to Sei'anna
Research - 8000 Magic
Cost - 1000 Magic, 20 MP
Create Undead
Description - One of the greatest expression of the Necromancer's power is his ability to grant his subject with immortality. Unlike lesser undead, the undead created by this necromancer keep their conciousness, their intelligence and they're will to be the necromancer's slaves for all eternity.
Effect - Summons 500 HP worth of Skeleton Warriors, Skeleton Archers, Zombies or Ghosts to the battlefield.
Range - MAX
Requirements - Great Temple to Sean, Great Temple to the Spire.
Research - 10000 Magic
Cost - 1500 Magic, 17 MP
Dark Pact
Description - There are beings of such power and wickedness, even the all-powerful necromancer must tread lightly when dealing with them. Beings that will make Nesha's follish dogs run with their tails between their legs, but might ask eternal servitude in return, or worse.
Effect - Summons a 500 HP worth of Hellspawned Larvae, Peons or Warmongers to the battlefield.
Range - MAX
Requirements - Great Temple to Thadre.
Research - 10000 Magic
Cost - 2000 Magic, 15 MP
Lightning Storm
Description - Coming Up
Effect - Every turn for d6+4 turns, d4-1 lightning bolts will strike random enemy regiments dealing 10d6 damage.
Range - MAX
Requirements - Mage Tower, Great Temple to Eola.
Research - 7500 Magic
Cost - 1750 Magic, 20 MP
Rain of Fire
Description - Coming up
Effect - A rain of searing pellets falls from the sky all throughout the battlefield for d8 turns, every turn, d10 random regiments will take 5d4 fire damage from the pellets.
Resist - CON, DEX halves damage.
Range - MAX
Requirements - Mage Tower, Great Temple to Igna.
Research - 6200 Magic
Cost - 750 Magic, 15 MP
Blizzard
Description -
Effect - Creates a blizzard that lasts for d20 turns and reduces the speed of all regiments not aligned to hydra by 2. Additionally, the slowed down regiments take 10 frost damage every turn.
Range - MAX
Requirements - Mage Tower, Great Temple to Hydra.
Research - 7800 Magic
Cost - 1500 Magic, 18 MP
Meteor
Description - Coming Up
Effect - Summons a meteor to the battlefield. The meteor takes d4 turns to fall to a secret location known only by the caster. When it falls, the meteor affects a 25 square radius, the meteor deals d10 x 100 damage to the square it falls on, d20 x 10 to all adjacent squares and d20damage to all other squares in the area of effect.
Range - MAX
Requirements - Mage Tower, Great Temple to Terra.
Research - 10000 Magic
Cost - 2500 Magic, 20 MP
Spread of Corruption
Description - Corrupted Ones national power.
Effect - The Spread of Corruption has a 50% chance of immediately converting an entire territory into a corrupted wasteland. However, it can only be cast once every 10 turns. Additionally, the chosen territory must be adjacent to an already corrupted wasteland for the power to work.
Range - Territorial/Ot
her
Requirements - Mage Tower + Corrupted ones as Home Race.
Research - 10000 Magic
Cost - 5000 Magic, 1000 Gold, 100 Timber, 100 Minerals.
Terraforming
Description - Planetarii national power.
Effect - Terraforming allows the planetarii to redistribute 50% of an allied territory's production points in to any resource they decide. Alternatively, it can be used to dispel the effect of the Spread of Corruption, returning to territory to the state it was in the turn prior to the Spread of Corruption being cast.
Range - Territorial/Self
Requirements - Two Planetarii deities' Great Temples + Planetarii as home race.
Research - 10000 Magic
Cost - 5000 Magic, 1000 Gold, 1000 Timber, 1000 Minerals.
Eyes of the Wild
Description - Catfolk National Power
Effect - The Wild Eyes will reveal to the casting nation all espionage information on a particular nation for one turn, as well as the location of all their agents, make up of their armies, etc.
Range - World
Requirements - Great Temple to Sei'anna + Beast Pit + Catfolk as home race.
Research - 10000 Magic
Cost - 5000 Magic, 1000 Gold, 1000 Timber, 1000 Minerals.
Golden Age
Description - Human National Power
Effect - The Golden age grants the current territory, for d4 turns, a 25% increase in the amount of Gold produced, Available Training and Population Growth. Alternatively, Golden Age can be used to immediately produce a particular building or regiment of units that is currently available or queued in the territory.
Range - Territory/Self
Requirements - Mage Tower + Merchant Guild + Humans as home race.
Research - 10000 Magic
Cost - 10000 Magic.
Whirlpool of Souls
Description - Dah'kin National Power
Effect - The whirlpool of souls will immediately kill the entire population of one of your own territories, yielding 10 magic for every person killed. However, using the whirlpool of souls will considerably reduce the happiness of adjacent, non dah'kin or corrupted one population. As well as antagonizing you with good aligned races and nations.
Range - Territory/Self
Requirements - Great Temple to the Spire + Mage Tower + Dah'kin as home race.
Research - 50000 Magic
Cost - None
LT - Magic