The school of Earth Magic:
Picture
Name
Type
Level
Cost
Duration
Basic
Advanced
Expert
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.
Shield
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.
Slow
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.
StoneSkin
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.
View Earth
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.
Death Ripple
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.
Protection From Air
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.
Quicksand
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.
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 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.
Animate Dead
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.
AntiMagic
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.
Earthquake
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.
Force Field
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.
Meteor Shower
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.
Resurrection
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.
Sorrow
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.
Town Portal
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.
Implosion
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.
Summon Earth Elemental
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.