Air Spells


The spell descriptions in blue come from the game itself, copied straight from the library. All comments of mine are in green, if any.

Attack Spells


Head Wind This spell cost two Mana and targets a unit. The targeted unit's combat speed is considerably reduced.
Good way to slow down a few units to give you time to escape. Also, you can split their army in half, the slower units won't fight you until the faster ones are probably almost dead.


Lightning This spell cost 2 Mana and targets a unit. The spell causes one third the caster's level plus three damage.
This is a lot like fire's flame dart. Use it for the usual getting rid of bad guys and such.


Poison Cloud This spell cost four Mana and targets a unit. The target takes two points of damage every four seconds for the next minute and a half.
This is pretty cool if you can get them to stand still. Try it with Head Wind or Stun to dispose of units easily.


Cone of Cold This spell costs eight Mana and targets a unit. Any unit within the area of effect takes one third the caster's level plus three points of damage.
Use the Lightning instead, it's cheaper and will do the same amount of damage.


Stun This spell costs eight Mana and target a unit. If the caster is at least two level higher than the target, the target is stunned and unable to move or attack.
Not too bad, especially if you want to keep a powerful unit at bay while you beat on his troops. Can't see using this on anything but a champion unit, though. Pretty tough to use on a mage.


Chain Lightning This spell costs ten Mana and target a unit. Any unit within ten tiles of the target is hit by a lightning bolt for one half the caster's level plus three points of damage.
Pretty good for doing damage to everyone at once, 10 tiles is a pretty good sized chunk of land. Not really enough damage to kill much though. It would take at least 2 to kill anything. The max damage would be 9, so even 2 wouldn't kill higher level units. I'll stick with my Inferno.

Defense Spells


Swiftness This spell costs two Mana and targets a unit. The target's combat speed is increased.
Not too much to say here, it speeds you up, great for quick getaways.


Essence of The Wisp This spell costs two Mana and targets a unit. Target gains twenty-five percent resistance to Earth magic.
Useful only if you are fighting a high level earth mage, and face it - this does not happen all that often.


Guardian Winds This spell costs four Mana. The caster of the spell gains fifty percent resistance to missiles.
Good if you are fighting an army of missile units alone, otherwise they would be attacking your other units.


Cloud of War This spell costs four Mana and targets a unit. Target gains three armor.
Is this permanent? If so, keep using it to create super-powerful units. Otherwise, not too much use. There are better uses of 4 mana.


Lightning Charge This spell costs eight mana and targets a unit. The targeted unit gets +3 attack and when they are hit, the attacker takes 1/3 of the caster's level plus 3 damage.
Pretty good spell if you are outnumbered. It could turn the tide of battle. Unfortunately, it won't hurt ranged units, so against them it is useless.

General Spells


Teleport Artifact This spell costs two Mana and targets a Capital or building. Any unwielded artifacts the caster is carrying are teleported to a unit at the targeted location.
Good way to get rid of artifacts or potions when you know a lone mage is going to die soon.


Dispel Magic This spell costs four Mana and targets an enchantment. The spell is dispelled if the caster’s level is greater than or equal to the enemy spellcaster’s level.
Works best to get rid of Golgotha's Gift. I wonder if this works on Polymorph Other ?


Ether Gauze This spell costs four Mana and affects a party. The party recovers an additional hit point when not moving over the next three turns.
Useless, you have to wait around 3 turns to get 1 HP!? I've got better things to do.


Seer Costs four mana and targets the caster. The locations of Chaos, Death or Fire units within the area of effect are revealed.
Same thing as Detect Earth, but it finds the other "evil" faiths.


Detect Earth This spell costs 4 mana. All earth units within 10 tiles are revealed
I guess if you are paranoid and think they are lurking about in the shadows it may be used.

Overland Spells


Windwalk This spell costs two Mana and targets a party. The target party's movement is increase by twenty-five percent.
Good way to get somewhere quickly or escape someone quickly.


Wind Mills This spell costs four Mana and targets a Capital. The Capital produces an additional ale every turn.
If you really need ale, you may use this. I doubt it though. If it is permanent and can be cast multiple times, it may be useful.


Sandstorm This spell costs four Mana and targets a party. Target party loses three movement points and takes one half the caster's level plus two points of damage.
Good way to soften up an enemy party. 3 high-level sorcerors with full mana can pretty much take out a good sized army.


Ice This spell costs four Mana and targets a location. Target location is turned into the snow land type.
Why do you want so much ice? Got me, useless spell.


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