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Some spells do Storm damage, which causes no damage to Cyclops and Storm Dragons.
|Icon||Spell||Level||Type||Number of Charges||Charge Time Initial/Recharge||Destruction Radius||Maximum Damage||Description|
|Thunder Shock||1||Bolt||Infinite||0/1||Small||50 Storm||Fires a bolt that hits 10 times for five damage per hit; bolt is highly accurate and unaffected by gravity. It can also carve through the landscape. Thunder Shock can also go through static shields and static ball remains.|
|Chain Lightning||2||Bolt||Infinite||3/1||Medium||200 Storm||Bounces around for multiple hits, considerably damaging the scenery. You are not able to control the power of the spell.If you aim it it as straight as possible with the power shot trick (the thing where you put the mouse close to your arcanist) then the lightning chain spell will not happen at all, and will skip your turn.|
|Wind Shield||1||Personal||1||0/-||N/A||N/A|| Deflects incoming projectiles, from any direction, for 3 turns.
Unlike the Flame Shield, which only recharges at the beginning of its caster's turn, the Wind Shield is recharged before any player's attack. It can be disabled about 3 seconds after it affected any projectile, if the attack lasts long enough (e.g. Fissure, Arcane Bomb, or a projectile levitating above the shield), but will be recharged once the attack ends (you can then not disable a Wind Shield with Blast from the Past).
|Hurricane||2||Targeted||Infinite||3/5||N/A||N/A|| Picks up and blows away all nearby players and minions. Also affects napalm.
Affected players and minions are firstly attracted towards the caster, levitate above him/her, and are then blown away.
|Shock Bomb||1||Bomb||4||0/1||N/A||80 Storm||Damages players and minions but not landscape. Often has a very high knock-back.|
|Storm Shield||2||Personal||Infinite||0/5||N/A||25 Storm per turn||Zaps any player or minion who touches or walk close to the caster. This spell's damage is divided in five hits which means that stone familiar will reduce damage for each hit just like any bolt spell. This also means that in rare cases, a player or a minion that passes through it quickly may not recieve full damage from it and so not fully uncharging the shield.|
|Summon Cyclops||1||Minion||Infinite||3/5||N/A||N/A||Summons a Cyclops.|
|Conductor Rod||2||Ball||4||5/1||Medium||125 Storm|| Instead of exploding upon impact, the rod will lodge into the ground and lightning will strike the site repeatedly.
The amount of lightnings (from 1 to 5, without familiar) depends on the distance the rod travels before impact. Each lightning can hit a maximum of 25 (15+10).
|Summon Storm Spirit||1||Minion||Infinite||0/5||N/A||N/A||Summons a flying Storm Spirit.|
|Flight||2||Personal||Infinite||0/5||N/A||N/A||Allows the caster to fly. This spell does not take up a turn. The flight lasts until the caster cancels it, loses hit points to an enemy attack, is entangled, or it is dispelled by Sanctuary. This move is used mostly for follow-up offensive attacks. Protection_shield is also used as a defense with flight, because the defense will not disrupt the flight when taken up to the shield defense limit.|
|Storm||3||Targeted||Infinite||3/5||Large||750 Storm||Creates a storm cloud which will rain lightning directly down over the targeted area for the next 3 turns, at the beginning of the caster's turn. As with Blizzard, the cloud will deflect nearby projectiles. When the lightning hits the landscape, they will sometimes transform into small chain reactions.|
|Summon Storm Dragon||3||Minion||1||5/-||N/A||N/A||Summons a mountable Storm Dragon.|
The familiar for the complete Storm book is the Storm Cloud. This will hover over the user and "amplifies" thunder shock, which fires an extra shot per level. It also decreases the recharge time for Storm by one turn per level. It also raises the amount of lightning dealt by Conductor Rod.