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Call To Arms
This spell lets you drop a flag (even in enemy territory, which is a godsend), which will summon your forces (though not the ones in the furthest reaches of your dungeon). This is a great tool to muster your forces before an attack or to lead them into enemy territory. It's also great when you receive the sickening message that your dungeon heart is under attack. Be careful when using this for a major offensive, though. Your creatures will just flock to the flag and ignore their tactical duties.
Tremor
This is really a special-purpose spell. Since you can cast it anywhere (even on enemy territory), it's great to create a diversion, but only for a few seconds. The best use of this spell is to tear down the fortifications of your enemy's walls before breaching his dungeon. After using this spell, your imps can tunnel through very quickly.
Turncoat
This is one of the most useful spells to break up the form and order of an enemy attack. Simply cast this spell on the strongest fighter in the party, and he'll become an enemy for a time. The whole party will go into disarray as it battles amongst itself. If you're lucky, the turned foe will drop a few of his friends before he gets his senses back.
Create Gold
Depending on your environment and current mission, you may or may not need this spell. It's essentially a trade-in of your mana for gold. If you cast it within your treasury or dungeon heart, you'll make a direct deposit.
Next: Inferno, chicken, and summon Horny
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