|Spell Type||Combat Enchantment|
|Combat Casting Cost||50|
|All Normal Units, all Heroes and all Fantastic Creatures that do not belong to the Chaos Realm receive a -20% To Hit penalty.|
Warp Reality is a Rare Combat Enchantment belonging to the Chaos Magic realm. For 50 it may be cast during combat to give a lasting effect, whereby all units on the battlefield except Fantastic Creatures from the Chaos Realm are inflicted with a -20% To Hit penalty, making them significantly less likely to cause damage during combat. This applies to units on both sides (the caster's units are not exempt).
Warp Reality distorts space itself, making it incredibly difficult for units to cause damage during combat. Only Fantastic Creatures from the Chaos Realm can cope with this warping and are not affected by it.
To Hit Penalty Edit
A -20% To Hit bonus applies to all Melee Attacks, Ranged Attacks and any Special Attacks that require a To Hit roll. Although reduced To Hit values do not change an attack's maximum potential damage, they lower the average damage output of that attack.
As a result, all units on the battlefield are going to cause less damage to their opponents. Units with high Defense ratings may subsequently become almost impervious to damage.
Warp Reality can easily reduce a unit's To Hit Value to 0%, if the unit is already under the effect of some other To Hit penalty. If it reaches 0%, the unit will inflict no damage at all with any of its affected attacks. This is particularly true for Ranged Attack units using Bows or Boulders - they get To Hit penalties when attacking at long range, and may end up with 0% To Hit.
Affected Targets Edit
Warp Reality will affect all Normal Units, all Heroes, and all Fantastic Creatures that do not belong to the Chaos Realm. In other words, the only unaffected units are Fantastic Creatures from the Chaos Realm, including Normal Units that have been associated with the Chaos Realm via the Chaos Channels spell.
The spell affects both friendly and enemy units without discrimination!
Note: This is one of the few spells that does normally affect units possessing Magic Immunity!!
Warp Reality may be cast during combat for the high Casting Cost of 50. It will immediately affect all valid targets. Units that end up with less than 30% will have an icon added to their abilities list to indicate this. Units that previously had a To Hit value above 30% will show a change in the value of their inherent bonus (or it may disappear or turn into the blue-colored "negative to hit" icon, as appropriate).
After casting Warp Reality, its icon will appear in the "Enchantments" window underneath the casting wizard's name. The spell will remain in effect until the end of battle, or until dispelled by the opponent. It is not possible to cancel Warp Reality voluntarily.
Since it does not carry on after the end of the battle, Warp Reality has no Upkeep Cost.
As a Rare Chaos spell, Warp Reality may become available to any Wizard who possesses at least 2 Spellbooks. However, its availability during the game is not guaranteed unless the Wizard acquires at least 10 Spellbooks.
Customized Wizards possessing 11 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 2 to 9 Spellbooks have a random chance of being able to Research Warp Reality during the game. The chance for this spell to appear for research increases with the number of Chaos Spellbooks the Wizard possesses or obtains during gameplay. With 10 or 11 Spellbooks, the spell is guaranteed to appear for Research at some point, if it is not already available for casting.
Warp Reality has a base Research Cost of 1,500.
With at least 2 Spellbooks, the Warp Reality 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.
Warp Reality can have many different effects, depending on what kinds of units are on the battlefield.
Obviously, it is best to cast this spell when your army is made up mostly or entirely of Chaos units, and the enemy's army contains few or none of them. If the situation is reversed, it is usually a better idea not to cast this spell at all, to avoid strengthening the enemy and weakening yourself.
Even if no Chaos units are present, the spell may be beneficial to you if your units already possess very high To Hit scores, and the enemy's units do not. The penalty of -20% would then render the enemy's units almost useless, while your units still retain some combat effectiveness.
Finally, consider casting this spell when the enemy's army is comprised mostly of Ranged Attack units using Bows or Boulders. If you keep your units well away from theirs, the enemy may end up wasting their Ranged Attacks, due to having final To Hit scores of 0% after range penalties are taken into account. When the enemy runs out of ammunition, your Melee Attack units can march up and eliminate his units.