Spells

Last Updated - 17th March 1999

This page takes a look at the magnificent spells that are used in Dungeon Keeper II.

All Information Obtained From DarkSword

        From the fiery Inferno spell to the unique power of Possession, spells allow you to wreck havoc directly on your enemies. All spells use up mana which is generated by your dungeon, the bigger and better your dungeon is, the more mana you get to cast spells with. If you know any details (official) then please send them to me and I'll place it here.

Chiken - No Picture Yet  

This spell has the ability to polymorph an enemy creature or hero into a simple chicken for a set period. The victim adopts the chicken's appearance and behaviour, but retains their original stats, however they can still be eaten by your hungry minions while in this state.

 

Inferno - No Picture Yet  

If you prefer to remain the ultimate overseer, aiding your troops from above, have a blast with the Inferno spell. This incendiary magic char-grills tepid heroes with its roaring steam of flame.

Inferno is an area effect spell which sucks creatures into a massive firestorm, sets them ablaze and then hurls them back out again. The spell will also cause major structural damage to wall reinforcements, traps, doors and barricades.

 

Possession - No Picture Yet  

The unique magic of the Possession spell allows you to inhabit the body of any minion in your service, so that you can control their movements and see through their eyes to explore the deep realms.

 

Summon Reaper - No Picture Yet  

This spell has the ability to summon the Horned Reaper. Once summoned the Reaper makes his way towards the enemy, exterminating any and all Heroes in his path. This powerful spell requires the various parts of the Reaper Talisman in order to be invoked.

 

Tremor - No Picture Yet  

The Tremour spell violently shakes the underworld, causing creatures to topple and walls to crack and fall down. The major earthquake that is summoned can knock down friends and enemies alike. It also has the ability to cause fear and weaken enemy dungeon fortifications. A mighty addition to your arsenal of spells.

 

Turncoat - No Picture Yet  

The Turncoat spell, allows you to temporarily convert an enemy, whether a hero or another creature. Once turned, the target can go undetected back to his home base and mingle with his pretend friends; he can only be unmasked if you fall low on Mana or if the opponent tries to pick him up, he'll then be discovered, the treacherous rogue. A very disruptive spell with potentially devastating consequences for raiding parties. Cast it on their hardest hero and simply sit back and enjoy the carnage.