The school of Water Magic:
Picture
Name
Type
Level
Cost
Duration
Basic
Advanced
Expert
Bless
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.
Cure
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.
Dispel
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.
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 Fire
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.
Summon Boat
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%.
Ice Bolt
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.
Remove Obstacle
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.
Scuttle Boat
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.
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.
Weakness
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.
Forgetfulness
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.
Frost Ring
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.
Mirth
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.
Teleport
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.
Clone
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.
Prayer
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.
Water Walk
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.
Summon Water Elemental
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.