The school of Fire Magic:
Picture
Name
Type
Level
Cost
Duration
Basic
Advanced
Expert
Bloodlust
Combat
1
5
1 combat round/Spell power
*The allied troop upon which the spell is cast gains +3 Attack skill when using a hand-to-hand attack.
*Same as Basic, but the troop gains +6 Attack skill.
*Same as Advanced, but the effect counts for all allied units.
Curse
Combat
1
6
1 combat round/Spell power
*The enemy troop upon which the spell is cast can deal only mimimal damage upon attacking.
*Same as Basic, but the troop deals only 80% of its minimal damage -1.
*Same as Advanced, but the effect counts for all enemy 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.
Protection From Water
Combat
1
5
1 combat round/Spell power
*The allied troop upon which the spell is cast receives only 70% damage from spells from the school of Water Magic.
*Same as Basic, but the troop only receives 60% damage.
*Same as Basic, but all allied troops receive only 50% damage.
Blind
Combat
2
10
1 combat round/Spell power
*The enemy troop upon which the spell is cast cannot attack or move until attacked.
*When attacked, the blinded troop will retaliate with only 50% of its normal damage.
*Same as Basic, but the troop deals only 25% of its normal damage upon retaliating.
*Same as Basic, but the blinded troop does not retaliate.
Fire Wall
Combat
2
8
2 combat rounds
*On the spot you choose, a 2 hex wide wall of fire is created.
*Creatures walking through the flames suffer (Spell power x 10) +10 damage.
*Same as Basic, but 3 hexes wide and +20 damage.
*Same as Advanced, but +50 damage.
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.
Fireball
Combat
3
15
Instant effect
*All troops in a 1 hex radius around the target (including the target itself) suffer (Spell power x 10) +15 damage.
*Same as Basic, but +30 damage.
*Same as Basic, but +60 damage.
Land Mine
Combat
3
18
Special
*On 4 random spots, landmines are created that can only be detected by creatures native to the terrain.
*Creatures stepping onto a mine suffer (Spell power x 10) +25 damage.
*Same as Basic, but damage +50 and 6 mines are created.
*Same as Basic, but damage +100 and 8 mines are created.
Misfortune
Combat
3
12
1 combat round/Spell power
*The enemy troop upon which the spell is cast has its Luck reduced by 1.
*Same as Basic, but the Luck is reduced by 2.
*Same as Advanced, but the effect counts for all enemy units.
Armageddon
Combat
4
24
Instant effect
*All creatures suffer (Spell power x 50) +30 damage.
*Same as Basic, but +60 damage.
*Same as Basic, but +120 damage.
Berserk
Combat
4
20
1 combat round
*The enemy troop upon which the spell is cast will attack the nearest creature.
*All creatures in a 1 hex radius are affected.
*Same as Basic, but all creatures in a range of 7 hexes are affected.
*Same as Basic, but all creatures in a range of 19 hexes are affected.
Fire Shield
Combat
4
16
1 combat round/Spell power
*20% of the hand-to-hand damage dealt to the enchanted allied creature will return to its attacker.
*Same as Basic, but 25% damage is returned.
*Same as Basic, but 30% damage is returned.
Frenzy
Combat
4
16
Until the next action of the enchanted troop.
*The allied troop upon which the spell is cast has 100% of its Defense skill added to its Attack skill, and its Defense skill is reduced to 0.
*Same as Basic, but 150% of its Defense skill is added to its Attack skill.
*Same as Basic, but 200% of its Defense skill is added to its Attack skill.
Inferno
Combat
4
16
Instant effect
*All troops in a 2 hex radius around the target (including the target itself) suffer (Spell power x 10) +20 damage.
*Same as Basic, but +40 damage.
*Same as Basic, but +80 damage.
Slayer
Combat
4
16
1 combat round/Spell power.
*The allied troop upon which the spell is cast gains +8 Attack skill when fighting Behemoths, Dragons and Hydras.
*Same as Basic, but this applies also to Angels and Devils.
*Same as Advanced, but this also applies to Titans.
Sacrifice
Combat
5
25
Permanently
*The allied troop of not-undead upon which the spell is cast is removed from the battlefield. In the allied troop of not-undead that is targeted next, (Spell power x standard health of the sacrificed creature-type +3) x (the number of sacrificed creatures) creatures will be brought back from the dead.
*Same as Basic, but (Spell power x standard health of the sacrificed creature-type +6) x (the number of sacrificed creatures) creatures will be revived.
*Same as Basic, but (Spell power x standard health of the sacrificed creature-type +10) x (the number of sacrificed creatures) creatures will be revived.
Summon Fire Elemental
Combat
5
25
Until end of combat
*A group of Fire 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.