Populous: The Beginning
Spells FAQ
Written by Lord Veovis (lord_veovis_gamefaqs@yahoo.com)
v 1.1
5-18-03

Version History
1.0- Created and submitted FAQ (2-22-03)
1.1- I have a new e-mail address (lord_veovis_gamefaqs@yahoo.com), so send all 
your questions and comments to it instead of the old address (5-18-03)

Table of Contents
I. Introduction
II. Spells
III. Legal Information

I. Introduction
Populous: The Beginning is one of my favorite god-games. I decided to write this 
FAQ because there weren't any FAQs on the spells, which in my opinion are the 
best feature of the game. There are 20 spells in the entire game. 16 of the spells 
are normal spells, and the other four are super spells and can ONLY be used in 
a few certain levels (even if you cheat to get all spells).

II. Spells
There are 20 spells in the game. Each has a specified range and mana use. Both 
are measured on a scale from 0 to 100, with 100 being the maximum range/mana 
required.

Blast
Range: 10
Mana required: 5
A simple spell, blast is more useful early in the game because of its low mana 
cost. It will send nearby followers (including your own) flying into the air. 
A good tactic would be to use this on an enemy follower near the water. If aimed 
right, the enemy follower will be blown into the sky and fall into the water. 
Also, when enemy followers surround your Shaman, casting Blast on your Shaman 
will get the enemy followers off your tail (temporarily).

Convert
Range: 100
Mana required: 5
Convert is not an offensive spell. Cast it around wildmen and any wildmen caught 
in the radius of the spell will be converted into a Brave of your own. Cast it 
in the center of multiple wildmen for maximum effectiveness.

Swarm
Range: 30
Mana required: 50


Swarm isn't a spell used to kill enemy followers, but it is a very effective 
distraction spell. Cast it around any enemy followers and they will stop whatever 
they're doing and run around frantically trying to get away from the swarm of 
insects. There are many good ways to use this. If an enemy Preacher is converting 
your followers and you don't want to cast blast or lightning on him (you might 
kill your own followers), cast swarm on him and he'll stop preaching and run away. 
Cast swarm on enemy followers in a boat and they'll jump out and drown, or on 
a balloon over water and they'll fall out into the water. It also can be used 
to kill enemy followers who are near death.

Invisibility
Range: 30
Mana required: 25
Invisibility will make the followers you cast it on invisible (obviously). Cast 
invisibility on your followers and send them into an enemy base for a quick and 
effective raid. Once an invisible follower begins to fight he will become visible 
again. Combine invisibility with magical shield for an even better raid.

Magical Shield
Range: 30
Mana required: 30
This spell casts a shield on your followers to protect them during battle. It 
also gives them nearly complete immunity from enemy spells. When I say nearly 
complete that means that an enemy Shaman can't cast any spells directly onto the 
shielded follower (blast, lightning, etc.); it will just bounce off the shield 
in a random direction. However, the shielded follower isn't protected from 
offensive spells if the spell is cast near him. An example would be lightning 
or blast cast near (not on) a shielded follower and the area of effect causes 
some damage to him. The shielded follower dies upon walking through a swamp. Angels 
of death will still eat him. An effective use would be to cast it on your warriors 
to make them even better fighters and your  preachers to prevent them from being 
attacked while converting enemy followers.

Land Bridge
Range: 50
Mana required: 30
When you cast this spell, a land bridge will rise to connect the spot where the 
Shaman is standing and where it was cast. It can make bridges to cross water and 
create ramps to travel up and down cliffs.

Lightning
Range: 60
Mana required: 30
Similar to the blast spell, but much more powerful. It will kill any enemy follower 
(except shielded followers) if it hits them perfectly. It also sends nearby 
followers (including your own) flying into the air, but not as far as with the 
blast spell. If you cast it on buildings they will catch on fire and send any 
occupants running out. Cast it on large groups of enemy followers, enemy Shamans, 
and guard towers with preachers or firewarriors in them.

Hypnotize
Range:  30
Mana required: 35
Hypnotize can turn the tables in any fight. Cast it on a large group of enemy 
followers and they'll convert to your side. However, it only lasts for around 
15 seconds. A very good tactic is to cast it on enemy preachers. He will start 
preaching to other enemy followers and convert them, but the converted followers 
won't be hypnotized, they will be your own followers.



Tornado
Range: 30
Mana required: 35
When you cast tornado it will stay in the spot it was cast for awhile, then it 
will move in a random direction for awhile and eventually wear off. Any followers 
(enemy or your own) who get near it will be sucked up and thrown far in a random 
direction. The fall from that height won't kill most followers at full health, 
but they may be thrown into the water. If you cast it on a building it will suck 
up the entire building and throw the wood around randomly. It is a good disruptive 
spell against enemy Shamans or large groups of enemy followers heading to your 
base.

Swamp
Range: 30
Mana required: 50
Swamp is a great defensive spell. Any followers (enemy or your own) that walk 
into a swamp will immediately die. After a swamp has killed 10 followers it will 
disappear. An effective strategy is to cast it near your base to prevent the enemy 
from attacking your base, and to cast it on large groups of enemy followers.

Flatten
Range: 30
Mana required: 60
When you cast flatten, all land around the point where the spell was cast will 
rise or lower to the exact height of where the spell was cast. A good strategy 
is to create a tall cliff that surrounds your base with one opening for the enemy 
to enter, which would be very easy to defend.

Earthquake
Range: 30
Mana required: 60
When you cast earthquake, the screen will shake and you will hear a deep rumbling. 
After a few seconds, the area where the spell was cast will suddenly split and 
emit a small amount of lava. If you cast it on very low land near the water, the 
land will go underwater for a short period, sinking any buildings and people on 
the land. The best places to cast earthquake are on enemy buildings on the shore 
or on high cliffs.

Erode
Range: 30
Mana required: 80
Upon casting erode, the land will sink quickly. It is most effective when used 
on enemy bases on high land. Also, if you cast it on low land near water, the 
land will sink underwater, and so will any buildings or people on the land.

Firestorm
Range: 30
Mana required: 85


Firestorm is a very powerful spell. When you cast it, flaming meteors will fall 
from the sky, igniting anyone, including your own followers (but not your Shaman), 
and any buildings in the radius. It will do major damage to buildings and usually 
kills anyone in the area. It is best used in large settlements with a lot of enemy 
buildings and/or followers. Don't cast it when your followers are around the Shaman 
because the radius of firestorm is large enough to hit your followers.

Angel of Death
Range: 15
Mana required: 90
When you cast angel of death, a giant flying creature will emerge from the ground. 
It will quickly fly to enemy settlements. There it will lock onto an enemy follower 
and rush at it, grabbing it in its jaws, igniting the follower, and spitting him 
out to fall a great height. This will kill any enemy follower regardless of heath 
or even having a magical shield. There are three ways to destroy an angel of death: 
create another angel of death to fight it, send lots of firewarriors to shoot 
at it, or wait until it dies of old age (around 5 minutes).

Volcano
Range: 15
Mana required: 100
When you cast volcano, the land will rise in a circular pattern from the ground 
(or water) where you cast it. Lava will pour out of it and set fire to any building 
or follower, whether enemy or your own (your Shaman won't be hurt, however). The 
lava will also create more land if it reaches water. Any land the lava touches 
will become damaged, and buildings cannot be built there until it becomes fertile 
again.

The following are super spells. They require no mana, but you can only get one-shot 
versions of the spells from worshipping Stone Heads in a few certain levels.

Armageddon
Range: 100
Mana required: N/A
Armageddon is the ultimate spell. When you cast it a giant arena rises from the 
ground (or water) where it was cast. All followers in the entire world are teleported 
to that arena where they all engage in a massive fight. The Shamans stand on the 
high parts of the arena with a permanent shield and cannot be hurt. Once all of 
a Shaman's followers a die in the fight the Shaman's shield disappears, and another 
Shaman will cast lightning on her, killing her and eliminating that tribe. The 
last tribe standing wins the level. You can only find the Armageddon spell in 
the Middle Ground and Head Hunter levels.

Teleport
Range: Infinite
Mana required: N/A
Teleport is only available in the Unlikely Allies level. Cast it anywhere on the 
entire map and the Shaman will instantly teleport there. You can use this for 
a quick escape or a quick assault on the enemy.

Bloodlust
Range: 30
Mana required: N/A


Bloodlust can turn the tides of any fight, no matter how uneven the numbers may 
be. Cast it on your followers and they will take and deal much more damage than 
they normally would. In fact, one bloodlusted Brave can take out a group of five 
Warriors. Use this spell for effective raids or when your followers are losing 
in a big fight.

III. Legal Information
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