Warp Lightning
SpellIcon WarpLightning
Realm Icon Chaos.pngChaos
Spell Rarity Rare
Spell Type Combat Instant
Casting Cost Icon Mana.png 35
Research Cost Icon Research.png 880
Strikes the target unit with a succession of 10 Magical Armor Piercing Damage attacks, starting with a Icon Ranged Magic.png 10-strength attack and diminishing by Icon Ranged Magic.png -1 with each subsequent attack.

Warp Lightning is a Rare Combat Instant belonging to the Icon Chaos.pngChaos Magic realm. It may only be cast during combat, and must be targeted at an enemy unit. For Icon Mana.png 35 the spell will strike the target with 10 separate Magical Bolts. The first bolt is a Icon Ranged Magic.png 10-strength Magical Damage attack. The second bolt has a strength of Icon Ranged Magic.png 9, the next has Icon Ranged Magic.png 8, and so on until the last attack delivers Icon Ranged Magic.png 1. The target makes separate Defense rolls against each attack, but only gets to use half of its Defense.

Effects Edit

Warp Lightning strikes the target with 10 lightning bolts, with each bolt being slightly weaker than the previous one. In total this attack has a devastatingly-high strength, but the target gets to make Defense rolls against each attack separately, potentially nullifying much of the damage.

10 Magical Attacks Edit

When Warp Lightning is cast at an enemy unit during combat, a succession of lightning bolts will rip through it. Starting with a Icon Ranged Magic.png 10-strength bolt, each subsequent bolt has an attack strength lower by Icon Ranged Magic.png -1, until the final bolt delivers only Icon Ranged Magic.png 1.


  • The first attack has a strength of Icon Ranged Magic.png 10.
  • The second attack has a strength of Icon Ranged Magic.png 9.
  • The third attack has a strength of Icon Ranged Magic.png 8.
  • [...]
  • The tenth (and final) attack has a strength of Icon Ranged Magic.png 1.

In total, the Warp Lightning delivers Icon Ranged Magic.png 55 (10+9+8+...+1 = 55).

However, this is not the same as making a single attack that delivers Icon Ranged Magic.png 55, because the target gets to make Defense rolls against each of these ten attacks!

Example Edit

A Great Wyrm is targeted by Warp Lightning. It has a Defense score (after halving) of Icon Defense.png 6.
The first lightning bolt is an attack with a strength of Icon Ranged Magic.png 10. On average, it will deliver about 3 hits to the Great Wyrm. The Wyrm then rolls for Defense, blocking on average about 1.8 hits. It will suffer about Icon Damage.png 1-2 points of Damage from this attack, on average.
The second lightning bolt is an attack with a strength of Icon Ranged Magic.png 9. On average, it will deliver about 2.7 hits to the Great Wyrm. The Wyrm then rolls for Defense, blocking on average about 1.8 hits. It will suffer about Icon Damage.png 1 point of Damage from this attack, on average.
This goes on until, (by about the 5th lightning bolt), the Wyrm's Defense score is equal to the strength of the bolt (Icon Defense.png 6 vs. Icon Ranged Magic.png 6). At this point the spell would have to make more hits than average (or the Wyrm has to block fewer hits than average) for any damage to occur.
The subsequent attacks have less and less chance of causing any damage to the Wyrm - though this still may happen on particularly abnormal To Hit or Defense rolls.
Had the spell delivered a single, Icon Ranged Magic.png 55-strength attack on the Wyrm, it would register about 16.5 hits on average, with the Wyrm blocking only about 1.8 on average - meaning an average damage of Icon Damage.png 14.7!
However, as explained above, due to the Warp Lightning being split into 10 separate attacks, the Great Wyrm will suffer only about Icon Damage.png 4-6 points of Damage in total because it gets to make a Defense roll against each of these attacks.

Usage Edit

Warp Lightning may only be cast during combat, for a basic Casting Cost of Icon Mana.png 35. It must be targeted at an enemy unit.

Warp Lightning is shown on screen as three squiggly red lines dancing over the target unit. Damage is dealt immediately when the animation is completed, causing any killed-off Icon Figure.png figures from the target unit will disappear.

Acquisition Edit

As a Rare Icon Chaos.pngChaos spell, Warp Lightning may become available to any Wizard who possesses at least Icon Chaos.png2 Spellbooks. However, its availability during the game is not guaranteed unless the Wizard acquires at least Icon Chaos.png10 Spellbooks.

Customized Wizards possessing Icon Chaos.png11 Spellbooks at creation time may choose this spell as one of their default spells before starting the game, in which case the spell will already be researched and available for casting immediately on the first turn.

Wizards with Icon Chaos.png2 to Icon Chaos.png9 Spellbooks have a random chance of being able to Research Warp Lightning during the game. The chance for this spell to appear for research increases with the number of Icon Chaos.pngChaos Spellbooks the Wizard possesses or obtains during gameplay. With Icon Chaos.png10 or Icon Chaos.png11 Spellbooks, the spell is guaranteed to appear for Research at some point, if it is not already available for casting.

Warp Lightning has a base Research Cost of Icon Research.png 880.

With at least Icon Chaos.png2 Spellbooks, the Warp Lightning spell may be acquired as a reward for winning encounters in creature Lairs, Towers, et cetera, or when conquering the Fortress of a rival wizard who has already researched this spell.

Strategy Edit

Among the many direct-damage Combat Instants in the Icon Chaos.pngChaos Realm, Warp Lightning is one of the most cost-effective. Its total damage output can be very high for only Icon Mana.png 35, where other spells with the same Casting Cost would deliver much less.

However, due to its damage being split between 10 separate attacks, Warp Lightning is much more effective against units with low Defense scores than units with high Defense scores, because each attack triggers a new defense roll. It can easily obliterate a low- or mid-tier unit, but will do little against a heavily-armored Hero or Fantastic Creature.

Note also that Icon MultiFigureUnit.png Multi-Figure units are slightly less vulnerable to this spell than Icon SingleFigureUnit.png Single-Figure units. By far, the most effective spells to employ against multi-figure units are splash damage dealers like Fireball and Immolation.

Against a target with Icon Defense.png 8, Warp Lightning, a maximized Lightning Bolt, and Doom Bolt all have roughly the same efficiency (mana spent per damage point dealt). Lightning Bolt is a much easier spell to acquire, has an adjustable strength, and somewhat less variance. Doom Bolt is somewhat more expensive to research and cast, and has no variance at all.

Icon Mana.png Mana spent per Icon Damage.png 1 Damage*
(lower values = better)
Target Maximized
Fire Bolt
Lightning Bolt
Warp Lightning Doom Bolt
Icon Defense.png 0   Icon Mana.png 3.3   Icon Mana.png 3.7   Icon Mana.png 2.1   Icon Mana.png 4
Icon Defense.png 2   Icon Mana.png 3.6   Icon Mana.png 3.8   Icon Mana.png 2.5   Icon Mana.png 4
Icon Defense.png 4   Icon Mana.png 4.0   Icon Mana.png 3.9   Icon Mana.png 2.9   Icon Mana.png 4
Icon Defense.png 6   Icon Mana.png 4.4   Icon Mana.png 4.0   Icon Mana.png 3.4   Icon Mana.png 4
Icon Defense.png 8   Icon Mana.png 4.9   Icon Mana.png 4.07   Icon Mana.png 4.02   Icon Mana.png 4.00
Icon Defense.png 10   Icon Mana.png 5.6   Icon Mana.png 4.2   Icon Mana.png 4.7   Icon Mana.png 4
Icon Defense.png 12   Icon Mana.png 6.4   Icon Mana.png 4.3   Icon Mana.png 5.7   Icon Mana.png 4
Icon Defense.png 14   Icon Mana.png 7.6   Icon Mana.png 4.4   Icon Mana.png 6.7   Icon Mana.png 4

* Gets adjusted by distance from Fortress. This will not change the spells' strengths relative to one another.

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