Spells.
      - Magic is the second most important part oof the game. There are 2 main types of spells: combat spells and adventure spells. Adventure spells allow heroes to gain information on- or interact with items on the map, or to allow special kinds of movement. Combat spells have a wide variety of uses, but their main purpose is winning battles. - There are 4 different schools of Magic: AAir, Earth, Fire and Water. The differences between the schools are not that big, but it is important to know the schools a bit before you choose the school(s) you want to specialize in. (Air-, Earth-, Fire- and Water Magic secondary skills) The effect on the cost of a spell (in spellpoints) by a secondary skill of that school is -1 for level 1 spells, -2 for level 2 spells, -3 for level 3 spells, -4 for level 4 spells, and -5 for level 5 spells. - As you could read above, spells also havee a certain level. The level determines how many spells of that type are available in your Mage Guild. A level 1 Mage Guild contains 5 level 1 spells, a level 2 Mage Guild contains 4 level 2 spells, a level 3 Mage Guild contains 3 level 3 spells, a level 4 Mage Guild contains 2 level 4 spells, and a level 5 Mage Guild contains 1 level 5 spell. This is not the case for all town- types however, some towns don't go higher than a Mage Guild of level 3 or 4. - Two primary skills have a large impact onn the magic system as well. Knowledge determines the total amount of spellpoints. Normally, your total amount of spellpoints is equal to 10 x Knowledge. (the secondary skill Intelligence and temporary effects of events can increase the total amount) The amount of spellpoints is a very important factor. A hero with many spellpoints can explore for a much longer period of time and fight many more battles than a hero with few spellpoints. Running out of spellpoints during an important battle could be fatal, so replenishing your spellpoints now and then is absolutely necessary. (the more spellpoints, the less you will have to go replenishing) The other influencive primary skill is Spell power. Spell power has no effect on a hero's adventuring spells but the impact on combat spells is huge. For most spells, the Spell power defines the number of combat rounds that the effect of a spell remains active, before it disappears. For damage-dealing spells, Spell power greatly affects the amount of damage dealt by the spell.

    Major spells:
      Some spells are really worthless, most are of a reasonable quality, but some are of an exceptionally high quality. The adventure spells I consider to be supreme spells are Dimension Door and Town Portal. (maybe Fly) The combat spells I consider to be the very best are Blind, Chain Lightning, Clone, Haste, Implosion, Prayer, Resurrection/Animate Dead, Sacrifice and Slow.