Picture | Name | Type |
Level | Cost | Duration |
Basic | Advanced | Expert |
 | |
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. |
 | |
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. |
 | |
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 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. |
 | |
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. |
 | |
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. |
 | |
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 |
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. |
 | |
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. |
 | |
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. |
 | |
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. |
 | |
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. |
 | |
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. |
 | |
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. |
 | |
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. |
 | |
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. |
 | |
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. |
 | |
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. |