Picture | Name | Type |
Level | Cost | Duration |
Basic | Advanced | Expert |
 | |
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. |
 | |
Combat |
1 |
5 |
1 combat round/Spell power |
*The allied troop upon which the spell is cast receives only 85% damage from hand-to-hand combat. |
*Same as Basic, but the damage is reduced by 30%. |
*Same as Advanced, but the effect counts for all allied units. |
 | |
Combat |
1 |
6 |
1 combat round/Spell power |
*The speed of the enemy troop upon which the spell is cast is reduced by 25%. |
*Same as Basic, but the speed is reduced by 50%. |
*Same as Advanced, but the effect counts for all enemy units. |
 | |
Combat |
1 |
5 |
1 combat round/Spell power |
*The allied troop upon which the spell is cast gains +3 Defense skill. |
*Same as Basic, but the troop gains +6 Defense skill. |
*Same as Advanced, but the effect counts for all allied units. |
 | |
Adventure |
1 |
2 |
Instant effect |
*The location of all loose resources is revealed. |
*The location of all mines and loose resources is revealed. |
*The location of all terrain, mines and loose resources is revealed. |
 | |
Combat |
2 |
10 |
Instant effect |
*All not-undead creatures suffer (Spell power x 5) +10 damage. |
*Same as Basic, but +20 damage. |
*Same as Basic, but +30 damage. |
 | |
Combat |
2 |
7 |
1 combat round/Spell power |
*The allied troop upon which the spell is cast receives only 70% damage from spells from the school of Air Magic. |
*Same as Basic, but the troop only receives 60% damage. |
*Same as Basic, but the troop only receives 50% damage. |
 | |
Combat |
2 |
8 |
Special |
*On 4 random spots, a pool of quicksand is created that can only be detected by creatures native to the terrain. *Creatures stepping into a pool have their movement ended for that combat round and the pool becomes visible to all. |
*Same as Basic, but 6 pools are created. |
*Same as Basic, but 8 pools are created. |
 | |
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 will 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. |
 | |
Combat |
3 |
15 |
Permanently |
*The allied troop of undead upon which the spell is cast gains (Spell power x 50) +30 healthpoints to 'revive' creatures from that troop that were destroyed during the battle. |
*Same as Basic, but +60 healthpoints. |
*Same as Basic, but +160 healthpoints. |
 | |
Combat |
3 |
15 |
1 combat round/Spell power |
*The allied troop upon which the spell is cast can no longer be the target of level 3 spells or below. |
*Same as Basic, but the troop is immune to level 4 spells or below. |
*Same as Basic, but the troop is immune to all spells. |
 | |
Siege Combat |
3 |
20 |
Instant effect |
*2 random castlewalls get 1 point of damage. |
*Same as Basic, but 3 wall segments are damaged. |
*Same as Basic, but 4 wall segments are damaged. |
 | |
Combat |
3 |
12 |
2 combat rounds |
*On the spot you choose, a 2 hex wide impassable force field is created. |
*Same as Basic, but 3 hexes wide. |
*Same as Advanced. |
 | |
Combat |
4 |
16 |
Instant effect |
*All troops in a 1 hex radius around the target (including the target itself) suffer (Spell power x 25) +25 damage. |
*Same as Basic, but +50 damage. |
*Same as Basic, but +100 damage. |
 | |
Combat |
4 |
20 |
Permanently |
*The allied troop of not-undead upon which the spell is cast gains (Spell power x 50) +40 healthpoints to revive creatures from that troop that were destroyed during the battle. |
*Same as Basic, but +80 healthpoints. |
*Same as Basic, but +160 healthpoints. |
 | |
Combat |
4 |
16 |
1 combat round/Spell power |
*The enemy troop upon which the spell is cast has its Morale lowered by 1. |
*Same as Basic, but the Morale is lowered by 2. |
*Same as Advanced, but the effect counts for all enemy units. |
 | |
Adventure |
4 |
16 |
Instant effect |
*The hero casting Town Portal is transported to the nearest friendly town that is unoccupied. *This spell requires 300 movement-points to work and consumes those. |
*Same as Basic, but you can choose the town of destination. |
*Same as Advanced, but only 200 movement-points are required and used. |
 | |
Combat |
5 |
30 |
Instant effect |
*The enemy troop upon which the spell is cast suffers (Spell power x 75) +100 damage. |
*Same as Basic. |
*Same as Basic, but +200 damage. |
 | |
Combat |
5 |
25 |
Until end of combat |
*A group of Earth 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. |