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Summon Spell updated 9-march__Spellbook Prereq 1
SpellBook Prereq 2
Summoner Path Prereq
Custom Prereq
Custom PrereqsNotes

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Summon Shadow WargAir1Airshard1Sprints on first turn, can Maul

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Summon Air GolemAir1Fast and High Air Dodge

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Summon Air ShrillAir2GOODIEHUT_1BLOCK StrategicQuick Summon. Can use Static Charge to blast random enemy for ~10 damage

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Summon Shadow WarriorsAir2Summoner11 unit of 3 is spawned. an additional 2 warriors are added each summons. Has Shuriken and Flashbomb.

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Summon Air GuardianAir2Tougher and stronger version of golem

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Summon Storm SerpentAir3Water2Summoner1Has Storm Spell, does air damage on strike

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Summon Lightning GiantAir3BLOCK tactical if caster is in cityThrows lightning, wields lightning spear

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Summon Air LychAir4Wide2Airshard1BLOCK tacticalUnit is Stronger than class, but feeds directly off a single Airshard, preventing its use.

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Summon Air ElementalAir4Can Teleport every turn

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Summon Noxious CloudAir5Fire2Summoner1Airshard1BLOCK strategicAoE poison - all attacks also damage other adjacent enemies. Low hitpoints, but high dodge.

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Summon The GentlemenAir5Grey8Airshard2BLOCK tacticalThe Gentlemen can silence a battle.

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Summon Air DragonAir5Wide1Airshard1

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Summon Northern WindAir5Summoner2AirShard2BLOCK tactical if caster in cityAir Elemental. Gives +1 Air Shard power while alive. Massive mana cost. Army gains +7 ranged dodge.

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Summon DemonlingDeath1Caster loses 3 constitution while spell is active. If cast in tactical, summoner loses 1*champion level hitpoints.

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Summon AlastorDeath2Summoner1BLOCK strategicHigh Initiative, Accurate Ranged Attack.

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Summon Wildling SpiderridersDeath3Air3DeathShard1Extra strong if attacking enemies in Swamp terrain.

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Summon Pestilence DemonDeath3Earth3DeathShard1Strong poison debuff

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Summon Berzerker DemonDeath3Fire3DeathShard1Loses defense and gains attack as it loses health, every 25%

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Summon Vampiric SnakeDeath3Water3DeathShard1Accumulates Charges when it attacks in melee. Charges can be used by this unit to Heal friendlies, or AOE heal.

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Summon SuccubusDeath3DeathShard1Female with ripped wings. Can Seduce spellcasters, both target and succubus lose their next turn. No resist.

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Summon Warrior DemonDeath3

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Summon BansheeDeath4Summoner1DeathShard1Female Ghost. Can cast Mass Curse with long casting time. Also Stop Heart, stunning target.

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Summon LichDeath4Drains enemy hitpoints when it attacks. Weak against high armor. Cannot attack Elementals.

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Summon Chaos DemonDeath5Air2Summoner1DeathShard1Uses Chaos Damage. Model: Demon with black bolts fling off his body. Perhaps an ability to teleport enemy unit?

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Summon Fell DragonDeath5Grey7DeathShard1

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Summon Riders of DoomDeath5Grey7Summoner2DeathShard2BLOCK tacticalSummons the four riders of the apocalypse. As long as any one still lives, cannot summon again.

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Summon Demon PrinceDeath5DeathShard2Can only be cast once per character. The character sells his soul to summon 1 of 6 almighty demon princes.

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Summon Stone Golem Earth1Bonus to armor from every Earthshard.

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Summon Stone GuardianEarth2Earthshard1Bonus to armor from every Earthshard.

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Summon Earth ShrillEarth2GOODIEHUT_1BLOCK StrategicQuick Summon. Higher Defense than other Shrill.

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Summon Animated WeaponryEarth2Summoner1BLOCK strategicSummons animated version of most up-to-date tech weapon. Long casting time.

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Summon Primal Polar BearEarth3Water2Summoner1

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Summon Stone HurlerEarth3Throws rocks in tactical combat. Extremely weak when summoned straight into tactical combat.

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Summon Earth LychEarth4Wide2Earthshard1BLOCK tacticalUnit is Stronger than class, but feeds directly off a single Earthshard, preventing its use.

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Summon Earth ElementalEarth4Only heals 1 in strategic mode max.

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Summon Obsidian GuardianEarth5Fire2Summoner1EarthShard2Bonus to armor from every Earthshard.

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Summon Earth DragonEarth5Wide1Earthshard1Acid breath melts away soft armor like leather. Also reduces wood weapon damage by 50% (club, bow, spear)

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Summon Living MountainEarth5Summoner2EarthShard2BLOCK tactical unless in HillsTorax model. Gives +1 Earth Shard power while alive. Massive mana cost. Overpower trait.

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Summon Golem ArmyEarth5Bonus to armor from every Earthshard. 3 units of 3 are spawned at the beginning of Combat

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Summon WarboarFire1Summoner1FireShard1

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Summon Fire impFire1Very low HP, no constitution

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Summon Fire ShrillFire2GOODIEHUT_1BLOCK StrategicQuick Summon. Can use Fire Dart to blast a target for 6 fire damage.

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Summon Living BombFire2BLOCK StrategicA small burning man that runs at enemies. If it gets hit in melee, it explodes, damaging its killer.

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Summon Fire SerpentFire3Earth2Summoner1Deals mostly fire damage with its attacks.

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Summon Will o'WispsFire3Just a floating red spell effect. Causes Chaos-like effects whenever it attacks an enemy.

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Summon Fire LychFire4Wide2Fireshard1BLOCK tacticalUnit is Stronger than class, but feeds directly off a single Fireshard, preventing its use.

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Summon Cacus GiantFire4Fireshard1Fire-Breathing giant

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Summon Fire elementalFire4If summoned in tactical battle, it works like an offensive spell. Summons in empty tile, adjacent get damaged.

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Summon BehemothFire5Earth2Summoner1Fireshard1BLOCK tacticalLots of hitpoints, average defense.

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Summon Fire DragonFire5Wide1FireShard1

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Summon Aspect of FireFire5Summoner2FireShard2BLOCK tactical unless in DesertPyre of man model. Gives +1 Fire Shard power while alive. Massive mana cost. If hit, deals damage back.

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Summon CelestialGrey11Summoner2UnitLevel7In tactical battle, it arrives through a portal. This is meant to be the ultimate spell for those who->

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Summon OphidianGrey3Summoner1UnitLevel3BLOCK strategic

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Summon Dire OphidianGrey5Summoner2UnitLevel5BLOCK strategic

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Summon Shrill LordGrey6GOODIEHUT_1,LVL5Has some glowy effects, maybe add some kind of special damage

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Summon Ophidian PackGrey7Summoner1UnitLevel6BLOCK strategic2 units of 3 are spawned

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Summon Ophidian HordeGrey9Summoner2UnitLevel7BLOCK strategic6 units of 3 are spawned

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Summon WildcatLife1Summoner1UnitLevel1BLOCK tactical, unless Is_BeastmasterSummoner may lose control of this creature. High Attack and Init.

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Summon Lesser TreantsLife2BLOCK tactical unless in ForestTreants Regenerate life extremely quickly in strategic mode. Treants move only 1 tile per turn in tactical combat.

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Summon Wood ElvesLife3Air3LifeShard13xWood elf with supreme accuracy and poisoned bows. They gain +15 ranged dodge in Wood terrain.

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Summon TornaqLife3Earth3LifeShard1Heals all adjacent units on spawn. Can heal again every 4 turns. NO MAUL! A spirit bear.

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Summon Amaterasu Life3Fire3LifeShard1A living dark flame. It attacks from a short distance. If it kills any target, a new smaller Amaterasu is born.

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Summon YetiLife3Water3LifeShard1

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Summon Host of AngelsLife3LifeShard15xleatherwearing angels. If cast in tactical battle, also gives caster +1 tactical health regen for battle

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Summon Angel of DeathLife3Summoner1Black-robed angel with a scythe. Has a special execute which deals damage according to damage on target.

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Summon PaladinLife3A heavy cavalry knight that can cast Heal. Deals extra damage against other faction allegiance.

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Summon ArchangelLife4A single, large angel with a burning two-handed sword. If cast in tactical battle, also casts Heal on caster

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Summon Dawn DragonLife5Grey7LifeShard1Gives +2 tactical health regen to Army, has +7 itself

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Summon SeraphimLife5Grey9Summoner1LifeShard2An angel with six wings. If cast in tactical battle, also gives +7 Spell resistance for army

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Summon Ancient TreantLife5Water2LifeShard2BLOCK tactical unless in ForestTreants Regenerate life extremely quickly in strategic mode. Treants move at 1 in tactical combat.

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Summon TigerLife5Summoner2LifeShard1BLOCK tactical, unless Is_BeastmasterAll around awesome abilities or unit is treated as a Hero. (Maybe)

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Summon WolvesWater1Summoner1BLOCK tactical, unless Is_Beastmaster

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Summon Water ShrillWater2GOODIEHUT_1BLOCK StrategicQuick Summon. Can use Slow spell. Water Shrill have low spell mastery.

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Summon NickarWater2Model: http://i1237.photobucket.com/albums/ff478/seanw3/nickar.jpg black wings, water-ish body

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Summon Mire SkathWater3Earth2Summoner1BLOCK tactical unless in SwampPiercing damage, quick move first turn, penetrates armor.

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Summon Floating WaterWater3Wide1WaterShard1A giant floating bubble filled with water. Upon attacking any creature, or when it is attacked, it envelops them in water

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Summon Ice ElementalWater3

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Summon Water LychWater4Wide2Watershard1BLOCK tacticalUnit is Stronger than class, but feeds directly off a single Watershard, preventing its use.

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Summon Water ElementalWater4Watershard1When below 25%, goes into Regress mode. During regress mode, heals 6 per turn and cannot move or attack.

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Summon Giant SlagWater4BLOCK tactical unless in SwampOverpower trait

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Summon Lady of the LakeWater5Air2Summoner1WaterShard2Massive regeneration, spellcasting. Has spell to summon excalibur maybe.

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Summon Water DragonWater5Wide1WaterShard1unfinished

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Summon WintersmithWater5Summoner2WaterShard2BLOCK tactical unless in RiverVetrar model. Gives +1 Water Shard power while alive. Massive mana cost.

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Summon Ghost InfantryWide2GOODIEHUT_2BLOCK strategicGhosts ignore 50% of all physical damage. Low magic resistance.

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Summon Ghost RidersWide3GOODIEHUT_2BLOCK strategicGhosts ignore 50% of all physical damage. Low magic resistance.

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Summon PioneerWide3Summoner1BLOCK tacticalA normal pioneer.

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Summon Ghosts of AllWide4GOODIEHUT_2BLOCK strategicSummons various ghost creatures, such as ghost trolls, ghost drakes and so on.

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Summon Impure World ResurrectionWide5Grey15Summoner1WideShard3BLOCK tacticalSummons a random legendary hero from the afterlife. Some do not count as champs. Various injuries.

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Summon Ghost DragonWide5Summoner1GOODIEHUT_2Ghosts ignore 50% of all physical damage. Low magic resistance. Ghost dragon has no breath attack.

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Summon Lechies

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Summon Ribesal

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Summon Belial

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Summon Belphegor

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Summon Flesh Demon

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Summon Zagan

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Summon Zagan Minion