Mentalism Spells

Mentalism is diverse effect circle, containing mind affecting spells.

Tier I:

 * Berserk Frenzy. Fire/Mentalism, 12 mana. Chosen unit (friendly or enemy) gains -2 AC, does double damage and receives half damage for 5 turns.
 * Mind Wrack. Death/Mentalism, 5 mana. Target enemy unit -5 to Will saving throw.
 * Psionic Blast, Water/Mentalism. 6 mana. Target receives 6d4 damage and -1 to Will saving throws. This saving throw penalty means you can not cast this spell twice on the same unit.

Tier II:

 * Silence. Air/Mentalism, 10 mana. Target can not cast spells and magical ranged attacks if it fails Will saving throw at DC 12.
 * Hold Undead. Death/Mentalism, 15 mana. Target undead unit can not move, use abilities, attack or counterattack until attacked (Will saving throw DC 12 negates)
 * Pacifism. Life/Mentalism, 12 mana. Target enemy unit can not attack for 3 turns. Counterattacks still work. Will saving throw DC 15 negates.
 * Mind Storm, Water/Mentalism. 10 mana. Target unit receives -3 to all saving throws and -2 to AC. Will saving throw DC 13 negates.

Tier III:

 * Sandblast. Earth/Mentalism, 15 mana. Target's ranged attacks are disabled for entire battle.
 * Vertigo. Air/Mentalism, 12 mana. Target can not move (Fortitude saving throw DC 13 negates) for 2 turns.
 * Torpor. Death/Mentalism, 15 mana. Target unit can not move, use abilities or attack until attacked (Will saving throw DC 13 negates). Lasts 6 turns.

Tier IV:

 * Confusion. Fire/Mentalism, 20 mana. Target enemy unit will either attack normally, attack their allies, or do nothing for 6 turns. Willpower saving throw DC 15 negates this effect.
 * Slow. Air/Mentalism, 15 mana. Halves target enemy unit's movement. Fortitude saving throw DC 14 negates.

Tier V:

 * Bloodlust. Fire/Mentalism, 30 mana. Target enemy unit attacks nearest unit for 2 turns.

Tier VI:

 * Winds of Terror. Air/Mentalism, 40 mana. Each enemy unit must make successful Foritude saving throw DC 16 or loose ability to fly.
 * Command, Water/Mentalism. 50 mana. Takes control of target unit (Will saving throw DC 17 negates).

Tier VII:

 * Mindlock. Earth/Mentalism, 60 mana. All friendly units become immune to mind-affecting spells.
 * Cleanse Magic. Life/Mentalism, 70 mana. Removes all curses from friendly units on the battlefield.

Tier VIII:

 * Orgy of Carnage. Fire/Mentalism, 70 mana. All friendly units gain +3 hit chance and +2d6 fire damage, but will attack the nearest unit regardless of alliance.

Tier I:

 * Nature's Eyes. Earth/Mentalism, 25 mana, 1 mana upkeep. Increases view range of target friendly city by +3.
 * Scouting. Air/Mentality, 25 mana, 1 mana upkeep. Increases view range of target unit by +2.
 * Tranquility. Life/Mentalism, 50 mana, 2 mana upkeep. Friendly city gains -20% unrest.

Tier II:

 * Mineral Attunement. Earth/Mentalism, 60 mana, 2 mana upkeep. Target friendly city gains +30% production income.
 * Sow Discord. Fire/Mentalism, 30 mana, 1 mana upkeep. Single enemy city gains +20% unrest.

Tier III:

 * Mana Burn. Fire/Mentalism, 25 mana. Target enemy sorcerer lord loses 25-100 mana.
 * Armsmaster. Life/Mentalism, 100 mana, 3 mana upkeep. Target hero gains Armsmaster. Every other unit stacked with this hero receives 50 exp each turn.
 * Creativity, Water/Mentalism. 120, 2 mana upkeep. Target city gets +50% spell research income.

Tier IV:

 * Inspirations. Earth/Mentalism, 200 mana, 5 mana upkeep. Single friendly city gains +50% production and gold income.
 * Evil Presence. Death/Mentalism, 75 mana, 3 mana upkeep. Religious buildings lose their effects.
 * Good Fortune. Life/Mentalism, 200 mana, 6 upkeep. Increase probability of positive effects by +50%.
 * Aura of Majesty, Water/Mentalism. 300 mana, 5 mana upkeep. Improves relations with other sorcerer lords.

Tier V:

 * Negligence. Earth/Mentalism, 400 mana, 7 mana upkeep. All enemy sorcerer lords have gold income reduced by -40%.
 * Unseen Servants. Air/Mentalism, 550 mana, 10 mana upkeep. -10% unrest and +10% production in all friendly cities.
 * Dementia. Death/Mentalism, 200 mana. Target loses 100-500 research progress.
 * Spell Blast, Water/Mentalism. 200 mana. Interrupts casting a spell. Target: one sorcerer lord.

Tier VI:

 * Arcane Parasite. Earth/Mentalism, 600 mana, 4 mana upkeep. Steals 10% of target sorcerer lord's research and spellcraft points.
 * Book Burning. Fire/Mentalism, 450 mana, 5 mana upkeep. All other sorcerer lords have -25% research income.
 * Cruel Unminding. Death/Mentalism, 250 mana. Target loses 1-10% Spellcraft.
 * Just Cause. Life/Mentalism, 550 mana, 9 mana upkeep. Reduces upkeep of all friendly units by 50%.

Tier VII:

 * Omens of the End. Fire/Mentalism, 550 mana, 7 mana upkeep. All enemy cities gain +20% unrest.
 * Augur of Caldrean. Air/Mentalism, 850 mana, 10 mana upkeep. Removes fog of war.
 * Golden Age. Life/Mentalism, 900 mana, 12 mana upkeep. -50% unrest in each friendly city.
 * Creature Binding, Water/Mentalism. 650 mana. Takes control of target summoned creature (Fortitude saving throw DV 18 negates).

Tier VIII:

 * Nature's Awareness. Earth/Mentalism, 900 mana, 15 mana upkeep. Reveals entirety of target plane and removes fog of war - can see everything occurring on target plane.
 * Great Channeling. Air/Mentalism, 1100 mana, 20 mana upkeep. Removes distance penalty from casting in battle.
 * Tornado. Air/Mentalism, 400 mana, Deals 10d8 Bludgeoning damage. Moves 1-3 tiles each turn. Lasts 6 turns. No saving throw allowed.
 * Tendrils of Despair. Death/Mentalism, 950 mana, 10 mana upkeep. All caster's cities suffer -30 growth. Oponent's cities suffer -50% production penalty
 * Crusade. Life/Mentalism, 1200 mana, 25 mana upkeep. All friendly units' max level is raised by 1. All friendly units' current level is raised by 1.
 * Spell Binding, Water/Mentalism. 1000 mana. Steals global enchantment. From now on, you are it's owner - including benefits and upkeep cost.

Tier IX:

 * Dominate City Mentalism. 850 mana. Takes control of target enemy city. Can not target capital city.