mechanic. The player can only see within a certain range of their units. Fog of war will conceal any unit completely and mask any structures built, unless that structure has been previously discovered by your units, in which case it will remain visible but darkened by the fog of war. The fog of war does not conceal natural land formations, even those that have not been seen yet. Trees also prevent units from seeing into or through them; however, once a unit enters a tree, it can see just as far as it would normally be able to. Certain spells can also reveal portions of the map as if the player had actually discovered them by foot. Spells Each race has exclusive spells that its mage units can research, learn, and cast with a slowly regenerative pool of mana. Worker units can train to be mages, and mages can train to become advanced mages. Both mage types have the ability to research and learn new spells, although only advanced mages have access to researching and learning higher-level spells. Tha' Roon spells manifest as a form of psionic mental magic that is used to both mentally cripple their opponents and even control them entirely and indefinitely. Obblinox spells, considered to be one of the rarest and most elusive manifestations of magical power, revolve around the destruction of organic life and artificial structures. Eaggra spells embody the forces of nature and restoration, and are used to influence both the earth of Yavaun and its fauna to Eaggra will. Lastly, Shama' Li spells center around the concepts of omniscience, rejuvenation, and evocation, allowing them to dispel illusions, heal injuries of themselves and others, and conjure indigenous wildlife. Game modes War Wind is strongly focused on single-player gameplay, although netplay was also supported. The player can choose one of four campaigns (one for each race). Each campaign has seven scenarios and advances the story in a different way through cinematic cutscenes and in-game expositional dialog. Each race has a notably different goal. Each race also has different units and structures, race-exclusive spells, and strength–weakness tradeoffs. While this became standard for the genre after StarCraft in 1998, in 1996, this was something of an innovation. Earlier games, such as Dune II, featured different sides with different attributes, but not to the extent found in War Wind. Another innovation for the time was the ability to