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 will deal maximum damage upon attacking. |
*Same as Basic, but the troop deals maximum +1 damage. |
*Same as Advanced, but the effect counts for all allied units. |
 | |
Combat |
1 |
6 |
Instant effect |
*The allied troop upon which the spell is cast will lose the effect of all enemy spells. *(Spell power x 5) +10 healthpoints will be restored. (no more than the creature's maximum health) |
*Same as Basic, but +20 healthpoints. |
*Same as Advanced, but +30 healthpoints, and the effect counts for all allied units. |
 | |
Combat |
1 |
5 |
Instant effect |
*The allied troop upon which the spell is cast will lose the effect of all spells. |
*Same as Basic, but an enemy creature may be targeted as well. |
*The effect of all spells is cancelled. |
 | |
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 Fire Magic. |
*Same as Basic, but the troop only receives 60% damage. |
*Same as Basic, but all allied troops receive only 50% damage. |
 | |
Adventure |
1 |
6 |
Instant effect |
*There's a 50% chance that one of your boats is transported to the casting hero's location *This spell does not work if all your boats are occupied. |
*Same as Basic, but a new boat is created if no boats are unoccupied and the chance for success is 75%. |
*Same as Advanced, but the chance for success is 100%. |
 | |
Combat |
2 |
8 |
Instant effect |
*The enemy troop upon which the spell is cast suffers (Spell power x 20) +10 damage. |
*Same as Basic, but +20 damage. |
*Same as Basic, but +50 damage. |
 | |
Combat |
2 |
7 |
Instant effect |
*A non-magical object will be removed from the battlefield. (integrated objects like rocks cannot be removed). |
*Same as Basic, but Fire Walls can be removed as well. |
*Same as Advanced, but all non-integrated objects can be removed. |
 | |
Adventure |
2 |
8 |
Instant effect |
*There's a 50% chance that this spell destroys a boat unless it is occupied. |
*Same as Basic, there's a 75% chance. |
*Same as Advanced, there's a 100% chance. |
 | |
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 |
2 |
8 |
1 combat round/Spell power |
*The enemy troop upon which the spell is cast has its Attack skill lowered by 3. |
*Same as Basic, but the Attack skill is reduced by 6. |
*Same as Advanced, but the effect counts for all enemy units. |
 | |
Combat |
3 |
12 |
1 combat round/Spell power |
*Half of the enemy troop of ranged attackers cannot use its ranged attack. |
*An enemy troop of ranged attackers cannot use its ranged attack. |
*All enemy troops of ranged attackers cannot use their ranged attack. |
 | |
Combat |
3 |
12 |
Instant effect |
*All troops in a 1 hex radius around the target (except for the target itself) suffer (Spell power x 10) +15 damage. |
*Same as Basic, but +30 damage. |
*Same as Basic, but +60 damage. |
 | |
Combat |
3 |
12 |
1 combat round/Spell power |
*The allied troop upon which the spell is cast gains +1 Morale. |
*Same as Basic, but the troop gains +2 Morale. |
*Same as Advanced, but the effect counts for all allied units. |
 | |
Combat |
3 |
15 |
Instant effect |
*The allied troop upon which the spell is cast is teleported to a spot of your choice. *The troop cannot be transported behind walls or moats. |
*Same as Basic, but the troop can be transported behind moats. |
*Same as Basic, but the troop can be transported anywhere. |
 | |
Combat |
4 |
24 |
Until end of combat |
*The allied troop upon which the spell is cast is duplicated. *Only creatures of level 1-5 may be cloned, and the cloned image has only 1 health in total. |
*Same as Basic, but the creatures may also be of level 6. |
*Same as Basic, but the creatures may also be of level 7. |
 | |
Combat |
4 |
16 |
1 combat round/Spell power |
*The allied troop upon which the spell is cast gains +2 Attack skill, Defense skill and speed. |
*Same as Basic, but +4. |
*Same as Advanced, but the effect counts for all allied units. |
 | |
Adventure |
4 |
12 |
1 day |
*This spell allows the hero to walk over water as long as he lands on a free spot. *A maximum of 60% of the hero's movement may be used to walk above water. |
*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. |
 | |
Combat |
5 |
25 |
Until end of combat |
*A group of Water 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. |