War Wind II spells

Spells are expressions of magic available to all the original races of Yavaun, determined by their magical skill.

Magical skills
Magical skill is simply a unit's ability to cast spells or create special items. Levels of magical ability determine the spell levels available to that unit for casting. Level three Magic skill, for instance, allows the caster to use any first, second, or third level spell. Magic skill, and therefore spell levels, can be advanced through extended training - but only if advanced spell research has been conducted (see the section which deals with Training on page 35 for more details).

The Obblinox can only reach the fourth level of Magic ability, while Eaggra, Shama'Li, and Tha'Roon can all attain Magic level six.

Humans, both Marines and Descendants, do not cast magic, but instead create special items using the Invention skill, which functions similarly. They can attain level six proficiency in this skill.

Each spell or special item drains the caster's Mana points, which regenerate slowly over time. See the Spells section that follows for a complete listing of the spells and inventions of the four factions and their descriptions.

Inventions
technological, creating special items with little or no materials. Each new item costs Mana points and Resources, and some also require Supplies or Butanium.
 * Humans on Yavaun use a kind of magic which is also