Uncommon spells are the 11th through 20th spells of each Magical Realm. Uncommon spells include a few mid-tier Fantastic Unit Summoning Spells, but for most realms they largely include low-cost spells that are nonetheless quite effective. Uncommon spells will often be the lynch-pin of a wizard's strategy early in the game, and carefully building one's strategy around the early availability of even one such spell can make a huge impact. Later on in the campaign, Uncommon spells will see a great deal of use, particularly in conjunction with stronger spells (i.e. in support of your increasingly-powerful assets).
Any wizard with at least 1 Spellbook in a Magical Realm will be able to research a number of Uncommon spells. The number of such spells available for research is limited by the number of Spellbooks acquired. The exact spells available for research are randomly selected. With 8 or more spellbooks in a single realm, a wizard will be able to research all Uncommon spells of that realm. Uncommon spells require 300 to 800 to learn.
With 11 Spellbooks in a single realm, a wizard can pick 2 Uncommon spells from that realm which will be available as soon as the game begins.
|300||Cracks Call||Lightning Bolt||True Sight||Drain Power||Blur|
|350||Nature's Eye||Fire Giant||Plane Shift||Possession||Disenchant True|
|400||Ice Bolt||Chaos Channels||Resurrection||Lycanthropy||Vertigo|
|450||Giant Spiders||Flame Blade||Dispel Evil||Black Prayer||Spell Lock|
|500||Change Terrain||Gargoyles||Planar Seal||Black Channels||Enchant Road|
|560||Path Finding||Fireball||Unicorns||Night Stalker||Flight|
|620||Cockatrices||Doom Bat||Raise Dead||Subversion||Wind Mastery|
|680||Transmute||Raise Volcano||Planar Travel||Wall of Darkness||Spell Blast|
|740||Nature's Cures||Immolation||Heavenly Light||Berserk||Aura of Majesty|
|800||Basilisk||Chimeras||Prayer||Shadow Demons||Phantom Beast|