The school of Air Magic:
Picture
Name
Type
Level
Cost
Duration
Basic
Advanced
Expert
Haste
Combat
1
6
1 combat round/Spell power
*The allied troop upon which the spell is cast gains +3 speed.
*Same as Basic, but the troop gains +5 speed.
*Same as Advanced, but the effect counts for all allied units.
Magic Arrow
Combat
1
5
Instant effect
*The enemy troop upon which the spell is cast suffers (Spell power x 10) +10 damage.
*Same as Basic, but +20 damage.
*Same as Basic, but +30 damage.
View Air
Adventure
1
2
Instant effect
*The location of all artifacts is revealed.
*The location of all artifacts and heroes is revealed.
*The location of all artifacts, heroes and towns is revealed.
Disguise
Adventure
2
4
1 day
*The hero's army seems to be composed of the most powerful creatures. The amount of creatures in each stack remains unchanged.
*Same as Basic, but the amount of creatures in each stack is represented as 0.
*Same as Advanced, but the troops seem to consist of the most powerful creature from the town that player controls for the longest time.
Disrupting Ray
Combat
2
10
Until end of combat
*The enemy troop upon which the spell is cast has its Defense skill lowered by 3.
*Same as Basic, but the Defense skill is reduced by 4.
*Same as Basic, but the Defense skill is reduced by 5.
Fortune
Combat
2
7
1 combat round/Spell power
*The allied troop upon which the spell is cast gains +1 Luck.
*Same as Basic, but the troop gains +2 Luck.
*Same as Advanced, but the effect counts for all allied units.
Lightning Bolt
Combat
2
10
Instant effect
*The enemy troop upon which the spell is cast suffers (Spell power x 25) +10 damage.
*Same as Basic, but +20 damage.
*Same as Basic, but +50 damage.
Precision
Combat
2
8
1 combat round/Spell power
*The allied troop of ranged attackers upon which the spell is cast has its attack range increased by 3 hexes.
*Same as Basic, but the range is increased by 6.
*Same as Advanced, but the effect counts for all alied ranged attackers.
Visions
Adventure
2
4
1 day
*The amount of creatures is revealed from any stack of wandering creatures within a radius of 3 hexes or Spell power. (whichever is bigger)
*The mood of the creatures'll also be revealed. (hostile, compliant, ...)
*Same as Basic, but the radius is 3 or 2 x Spell power.
*The primary skills and the composition of an enemy hero's army can be viewed as well.
*Same as Advanced, but the radius is 3 or 3 x Spell power.
*Town statistics and the composition of garrison armies can also be viewed.
Air Shield
Combat
3
12
1 combat round/Spell power
*The allied troop upon which the spell is cast receives only 75% damage from ranged attacks.
*Same as Basic, but the troop only receives 50% damage.
*Same as Advanced, but the effect counts for all allied units.
Destroy Undead
Combat
3
15
Instant effect
*All undead suffer (Spell power x 10) +10 damage.
*Same as Basic, but +20 damage.
*Same as Basic, but +50 damage.
Hypnotize
Combat
3
18
1 combat round/Spell power
*You gain control over an enemy troop of creatures, allied creatures can attack this troop without fear for retaliation.
*The enemy troop must have less than (Spell power x 25) +1O health in total for this spell to work.
*Same as Basic, but +20 health.
*Same as Basic, but +50 health.
Protection From Earth
Combat
3
12
1 combat round/Spell power
*The allied troop upon which the spell is cast receives only 70% damage from spells from the school of Earth Magic.
*Same as Basic, but the troop only receives 50% damage.
*Same as Advanced, but the effect counts for all allied units.
Chain Lightning
Combat
4
24
Instant effect
*The enemy troop upon which the spell is cast suffers (Spell power x 40) +25 damage.
*The Lightning strikes the creature closest to its previous target and deals half the amount of damage as before.
*This continues until 4 targets have been hit.
*Same as Basic, but +50 damage and 5 targets.
*Same as Advanced, but +100 damage.
Counterstrike
Combat
4
24
1 combat round/Spell power
*The allied troop upon which the spell is cast can retaliate against one additional attack each combat round.
*Same as Basic, but the troop can retaliate against two additional attacks.
*Same as Advanced, but the effect counts for all allied units.
Dimension Door
Adventure
5
25
Instant effect
*The hero loses 3 hexes of movement and is teleported to a free spot on the screen of your choice.
*This spell can be cast only twice per day and cannot be cast if the hero has insufficient movement left.
*Same as basic, but you may cast it 3 times per day.
*Same as Basic, but you may cast it 4 times a day, and only 2 hexes of movement are consumed.
Fly
Adventure
5
20
1 day
*This spell allows the hero to fly over obstacles to a free spot.
*A maximum of 60% of the hero's movement may be used to fly.
*Same as basic, but the hero may use 80% of his/her movement.
*Same as Basic, but the hero may use all of his/her movement.
Magic Mirror
Combat
5
25
1 combat round/Spell power
*There's a 20% chance that enemy spells cast upon this creature are cancelled and cast upon a random enemy creature instead.
*Same as basic, but there's a 30% chance.
*Same as basic, but there's a 40% chance.
Summon Air Elemental
Combat
5
25
Until end of combat
*A group of Air Elementals equal to Spell power x 2 is summoned at the caster's side of the battlefield.
*No other elemental-types may be summoned after casting.
*Same as basic, but Spell power x 3.
*Same as basic, but Spell power x 4.