|
| Human Spells |
Orc Spells |
| Caster |
Paladin |
| Researched |
Church |

Holy Vision |
Cost |
Free |
| Mana |
75 |
As the spirit of manking
is everywhere, so the Holy Vision of the Paladin extends
to all corners of the land. The area unveiled by this
incantation grants the Paladin knowledge of the terrain
and of all those who may dwell here. When this spell
dims, the Paladin maintains knowledge of the lands he
has seen, although he loses sight of the denizens of
these lands. |

Holy Vision |
Cost |
1000 |
| Mana |
4 per h/p |
| Aiding our brethren in
times of pain and illness remains the fundemental concern
of any within the holy Order. By focusing his spiritual
powers, the Paladin can heal those who have been wounded
in battle. While only one being at a time may be healed
in this fashion, it serves to replenish the strength
and courage of all who strive for victory against the
unfeeling Orcs |

Exorcism |
Cost |
2000 |
| Mana |
200 |
Calling upon the forces
of light and purity, the Paladin is able to dispel the
walking dead that plague the lands of Azeroth. Exorcism
can be used to cause injury to entire groups of these
undead terrors, or to utterly eradicate a lone creature.
These creatures of Hades seem to gain strength in numbers,
thus the greater number of undead that are exorcised
within a group, the less actual damage each undead will
take. This acts is extremely taxing on the Paladin,
making it unnecessary for him to observe a period of
rest before onceagain invoking this great power
|
|
|
|
| Caster |
Mage |
| Researched |
Mage
Tower |

Lightning |
Cost |
Free |
| Mana |
0 |
The Mages
of Lordaeron have the ability to discharge lightning
from their hands when entering into a melee. These swift
bolts of energy strike their victims regardless of any
armor they may wear. Being the simplest of nature's
forces to command, Lightning requires but a fraction
of the caster's mana to employ. |

Fireball |
Cost |
Free |
| Mana |
100 |
Magiks involving the cardinal
elements of the universe are favorites of the Mages.
The Fireball is launched from the palms of the Mage
and streaks like the comet blazing across the battlefield
- slamming its fiery bulk into whatever stands in its
path. |

Flame Shield |
Cost |
1000 |
| Mana |
100 |
| Serving as both a weapon
and a barrier, the Flame Shield is a binding of the
chaotic force of fire to the aura of the chosen target.
A twisting helix of fire that whirls about, the Flame
Shield accompanies the one so enchanted wherever he
may roam. Flame Shield will deliver damage to any ground
barrier that it comes into contact with. |

Slow |
Cost |
500 |
| Mana |
100 |
| The Mages of Lordaeron
have been able to create a spell that hinders both movement
and reflex. By warping the very patterns of time that
surround his target, Slow enables the caster to bring
an enemy's offensive to a crawl. Time cannot be held
in check by even the mightiest of Mages, however, so
the effects of this temporal shift cease as the power
of the spell wanes. |

Invisibility |
Cost |
2500 |
| Mana |
200 |
| Gleaned from sacred tomes
rescued from the debris of Northsire Abbey, this spell
grants the ability to cloud the perceptions of others
so that they cannot perceive the physical existence
of the caster's target. The individual that is rendered
invisible may not perform any tasks such as attacking,
harvesting or spellcasting. Should the individual interact
with his environment in any fashion more aggressive
than simple movement, the invisibility will be dispelled
and their personage shal be revealed. |

Polymorph |
Cost |
2000 |
| Mana |
200 |
| Perhaps the most fearsome
of the Mage spells, Polymorph alters the physical form
of its target. This metamorphosis changes man to beast,
forever warping both mind and body. This sorcery wholly
transforms the victim into a creature of the wilds thus
losing their reasoning - making commands for direction
or battle impossible. Although there is no counter for
this spell, possessing a greater stamina does decrease
the possibility of this enchantment taking effect |

Blizzard |
Cost |
2000 |
| Mana |
25 per wave |
| Summoning torrential storms
from the frozen Mountains of Northeron, this potent
spell calls down a fierce tempest of ice to assault
the enemies of the Mage with a flurry of cold blades.
Blizzard can be cast over large portions of the battlefield,
making it an extremely powerful spell when facing legions
of Orcish troops. |
|
|
| Caster |
Death
Knight |
| Researched |
Temple
of the Damned |

Touch of Darkness |
Cost |
Free |
| Mana |
0 |
| By enveloping
their truncheons with the dark essence of Hel, the Death
Knights are able to deplete vital energies from those
they lash out against. Their ability to discharge this
energy over a short distance makes this a menacing attack.
Although the effects of this spell are abhorrent to
the living, the Touch of Darkness is but a lesser enchantment
within the arsenal of these vile horsemen. |

Death Coil |
Cost |
Free |
| Mana |
100 |
| Death Coil is a particularly
potent variation of the Touch of Darkness spell. By
channeling the necromantic powers of the underworld
through his ghoulish form, the Death Knight creates
a field of dark energy that drains the life-force from
any who come in contact with it. This life-force is
then consumed - thereby replenishing the strength of
one so enchanted, be he friend or foe. The icy embrace
of death can be beneficial...for those who know how
to control it. |

Whirlwind |
Cost |
1500 |
| Mana |
150 |
| This focusing of the winds
of the underworld causes any caught within to be cast
about with great force and violence. Bones are easily
shattered and mainsails are quickly snapped within the
torrents of these fierce winds. The howl of these winds
allows no commands to be issued to those trapped within
the whirlwind, rendering those unfortunates helpless
until the magiks fade. |

Haste |
Cost |
500 |
| Mana |
100 |
By magically increasing
the speed at which a body generates vital energy, the
caster may bestow great speed to any being. All actions
taken by one so enchanted are swifter than a common
adversary - an advantage that is eveident on the battlefield.
The effects of Haste can persist for but a short time.
|

Unholy armour |
Cost |
2500 |
| Mana |
200 |
This ancient Necromantic
spell transforms a portion of the recipient's life force
into an unearthly, phantasmal suit of armor. This spectral
armor then absorbs the damage from any attack directed
at its wearer for a limited amount of time. As the magiks
that link this armor to its host cease, so will the
invulnerability that it grants. |

Raised Dead |
Cost |
1500 |
| Mana |
100 |
This dark magik is the
final legacy of the Orc Necrolytes who were destroyed
shortly after the First War. The Death Knight can animate
corpses of the newly dead and then comand these monstrosities
to attack their enemies. This terrifying spell is the
paramount power of the Death Knight as it serves to
augment the Horde forces with vast armies of the undead
|

Death and Decay |
Cost |
2000 |
| Mana |
25 per wave |
| The aphotic, swirling
clourds conjured by the Death Knights can cause anything
within their path to rot and decompose. The vapor created
by Death and Decay can consume anything - flesh, bone,
wood or even the strongest metal. Heavily laden with
base substances, these clouds descend and quickly diffuse,
leaving only suffering in their wake. |
|
|
| Human Upgrades |
Orc Upgrades |

Bow upgrade 1 |
Cost |
300 |
300 |
|

Axe upgrade 1 |
Cost |
500 |
100 |
|

Bow upgrade 2 |
Cost |
900 |
500 |
|

Axe upgrade 2 |
Cost |
1500 |
300 |
|

Weapons upgrade 1 |
Cost |
800 |
0 |
|

Weapons upgrade 1 |
Cost |
500 |
100 |
|

Weapons upgrade 2 |
Cost |
2400 |
0 |
|

Weapons upgrade2 |
Cost |
1500 |
900 |
|

Armor upgrade 1 |
Cost |
300 |
300 |
|

Armor upgrade 1 |
Cost |
300 |
300 |
|

Armor upgrade 2 |
Cost |
900 |
500 |
|

Armor upgrade 2 |
Cost |
900 |
500 |
|

Ballista Upgrade 1 |
Cost |
1500 |
0 |
|

Catapult upgrade 1 |
Cost |
1500 |
0 |
|

Ballista Upgrade2 |
Cost |
4000 |
0 |
|

Catapult upgrade 2 |
Cost |
4000 |
0 |
|

Paladin Upgrade |
Cost |
1000 |
0 |
|

Ogre Mage Upgrade |
Cost |
1000 |
0 |
|

Ranger Upgrade |
Cost |
1500 |
0 |
|

Berserker Upgrade |
Cost |
1500 |
0 |
|

Research LongBow |
Cost |
2000 |
0 |
|

Research Light Axes |
Cost |
2000 |
0 |
|

Ranger Scouting |
Cost |
1500 |
0 |
|

Berserker Scouting |
Cost |
1500 |
0 |
|

Ranger Marksmanship |
Cost |
2500 |
0 |
|

Troll
Regeneration |
Cost |
3000 |
0 |
|
|