Magic Spirit

Spell
Cost: 30 MP

Maintenance Cost: 1 MP/turn

Research Cost: None

Summons a Magical Spirit (see below).

Developer Comments
''This is a necessary spell to be able to meld nodes. It's also a decent early game scout, as it can move through any terrain at the same speed, although it doesn't really stand out as much as it seems - building the lowest tier ship or a few calvary is cheap and they can explore even faster. These used to threaten the AI though by destroying their freshly planted outposts, literally denying the AI players from having any cities other than their starting one at minimal cost, and if sea was in the way, at no risk of retaliation.''

''Fortunately, this issue was solved by making freshly created outposts spawn a swordsmen unit which is enough to defend them against lone magic spirits.You still start the game with this spell, so even if you picked no overland spells you have something to cast. The AI has been significantly improved and is now able to summon and send more than one of these towards unclaimed magical nodes at the same time.''

Creature
TODO: Make a creature template with better formatting (eg. a table)

Melee: 4

Defense: 5

Resistance: 5

Movement: 2

Health: 10

Figures: 1

Traits: Non-Corporeal, Poison Immunity.