Battles fought in the Realm of Chaos have a chance of becoming Storm of Magic battles. In these battles, magical reserves are never depleted, and one Lore of Magic can become Ascendant, granting a Cataclysm spell depending on what Lore ascends. To use the Cataclysm spell, other spells must be cast by either side in order to fill the Magical Charge. When full, the player may use the spell. Once a Cataclysm spell is used, another one will be chosen.
When a Lore of Magic become Ascendant, the following boons are granted:
Cataclysm spells can be earned by purchasing them in the Colleges of Magic mechanic and targeting an army with a Battle Wizard of the corresponding lore of magic. Has a 2 turn duration.
Warriors of Chaos[ | ]
Cataclysm spells can be earned as a potential reward in the Eye of the Gods mechanic in both The Realm of Chaos and Immortal Empires.
A choking dust cloud erupts from the Wizard's fingertips, suffocating the foes in its path and dragging them to their deaths.
Cataclysm Spell Cataclysm
Cost
20 Winds
Type
Direct Damage (Area)
Uses
1
Target
Enemies
Phase 1 (10s) Damage Per Second
312-625
Phase 2 (1s) Damage Per Second
1250-2500
Range
Effect range
35 metres
Duration
11 seconds
Cooldown
120 seconds
Affected units
Affects enemies in range(all)
Causes damage to combatants Strong vs 25 men unit or above Strong vs multiple combatants
Dance of Despair[ | ]
The Wizard produces a stringless fiddle and plays a haunting dirge that drives all sense of hope and urgency away, rendering the foe passive and prone.
Speaking the three sacred syllables of transformation, the Wizard hurls a brilliant, molten sphere through the enemy's ranks.
Cataclysm Spell Cataclysm
Cost
20 Winds
Type
Wind
Uses
1
Target
Ground, All
Damage Per Second
100 (100%)
Duration
10 seconds
Radius
8 metres
Movement Speed
14 metres per second
Range
Duration
13 seconds
Cooldown
120 seconds
Medium, forward-moving area of effect Strong vs multiple combatants Weak vs a single combatant
Magma Storm[ | ]
The Wizard sets a fire within the very rock itself, causing the ground to splinter and the raging lifeblood of the world to gush forth and consume the enemy.
Cataclysm Spell Cataclysm
Cost
20 Winds
Type
Vortex
Uses
1
Target
Ground, All
Damage Per Second
28 (42%)
Duration
12 seconds
Radius
20 metres
Ranged Damage
96 (100%)
Explosive Damage
120 (100%)
Number of projectiles
60
Range
Duration
14 seconds
Cooldown
120 seconds
Causes major magical damage Medium strike area Strong vs a single unit Good against armour
Merciw's Monstrous Regiment[ | ]
The Wizard calls upon the strength of the wild world and bestows it upon his chosen allies, increasing the ferocity of their attack.
Cataclysm Spell Cataclysm
Cost
20 Winds
Type
Augment
Uses
1
Target
Self or Single Ally
Base Weapon Damage
+50%
Armour-Piercing Weapon Damage
+50%
Melee Attack
+40
Physical Resistance
+22%
Range
Duration
120 seconds
Cooldown
120 seconds
Affected units
Affects allies in range(max: 1)
Storm of Renewal[ | ]
Raw life-energy flows across the battlefield, mending wounds and restoring the fallen to fresh vigour.
Cataclysm Spell Cataclysm
Cost
20 Winds
Type
Regeneration (Area)
Uses
1
Target
Ground, Allies
Heal Per Second
+1.00%
Vigour per second
-10%
Range
Effect range
55 metres
Duration
20 seconds
Cooldown
120 seconds
Affected units
Affects allies in range(all)
Affects units if:
Grounded Hit point replenishment cap not reached
Thorsen's Thunderstorm[ | ]
The Wizard hurls a tiny stone hammer across the battlefield, and the heavens vent their electrical fury in its wake.
Cataclysm Spell Cataclysm
Cost
20 Winds
Type
Bombardment
Uses
1
Target
Ground, Enemies
Ranged Damage
672 (100%)
Explosive Damage
96 (100%)
Range
Duration
32 seconds
Cooldown
120 seconds
Causes massive magical damage Large strike area Huge explosion area Strong vs multiple units Good against armour
Time Amok[ | ]
The Wizard reaches into the tapestry of fate, altering the flow of time to suit his allies' needs, who then fight on harder and faster than ever before.
Cataclysm Spell Cataclysm
Cost
20 Winds
Type
Augment (Area)
Uses
1
Target
Self, Allies and Enemies
Ally Speed Charge Bonus
+40% +20%
Enemy
Cannot Move
Range
Effect range
55 metres
Duration
45 seconds
Cooldown
120 seconds
Affected units
Affects allies in range(all) Affects enemies in range(all)