Fire Spells


The spell descriptions in blue come from the game itself, copied straight from the library. All comments of mine are in green, if any.

Attack Spells


Flame Dart Cost: 2 Mana Target: 1 Unit
Causes 1/3 of the caster's level plus 3 points of damage to the targeted unit.
This is a pretty good spell early on. Especially if you start with a sorceress lord. You can oftentimes take out an opposing champion long before they can get to you.


Fury Fire Cost: 2 Mana Target: 1 Unit
A fireball will move in a circular motion when it reaches the targeted unit, doing 2 points of damage to all units it touches.
I tried this spell once, it flew through the targeted unit (doing the initial 2 damage) then went into the corner and made circles.


Heat Metal Cost: 4 Mana Target: 1 Unit
Takes 5 points of damage. If from Earth or Order faith, it takes damage equal to their armor.
I've only used this spell once, but it worked pretty good. I don't think it would be worth it to use against anyone but Order or Earth. I cast it on an Order paladin, and he lost 8 HP! He ran away, I fought him again, and it was still on him. He had lost another 8 HP. Seems pretty good for the cost.


Fire Storm Cost: 4 Mana Target: All units (even friendly ones)
Takes 2 points of damage from all units.
Great spell for a sorceress lord. I usually have enough HP and Mana (with a potion) to pretty much wipe out any army alone. Great way to boost experience. Killing high level champions and lords can be difficult.


Fireball Cost: 8 Mana Target: 1 Unit
Takes 1/2 of the caster's level plus 4 points of damage from the targeted unit.
Kind of a suped up version of Flame Dart. I personally don't think its worth it. If you have a level 12 Sorceress lord, you will do 10 damage for 8 mana. With flame dart, you will do 28 damage (in 4 shots) with the same 8 mana. Only useful if you need to kill something quickly.


Flame Arrow Cost: 8 Mana Target: 1 Unit
All units within the area take 1/2 casters level plus 3 points of damage.
The library says 8 mana, but in combat it tells me 10. I've never used this spell, so I wouldn't know.


Inferno Cost: 8 Mana. Target: All Units.
Takes 2 points of damage per level of caster from all units.
This is a powerful spell! All you need to do is train some mages to be sacrifices, and send them in. A high level mage (maybe with a potion) will be able to cast this twice before dying itself. Send in 2 and you'll probably destroy the whole party. Great way to soften them up. Then send in your main army to mop up the rest.

Defense Spells


Immolation Cost: 2 Mana Target: Whole party.
+3 to Attack, -3 to Defense.
Not too bad of a spell. It also last multiple battles. Improves your attack, and I think it gives you +25% missle resistance, though it doesn't say so in the library.


Frenzy Cost: 2 Mana Target: 1 Unit
-200 Exp. points, +1/2 casters level plus 2 to all combat stats.
Never used this one either, could be useful for maxed out units, as long as you don't use it too often.


Flame Sword Cost: 2 Mana Target: 1 Unit
Attack +3.
Simple spell, simple description. I think this does something else too, but I can't remeber what.


Heat Shield Cost: 2 Mana Target: Caster
+50% Missile resistance, +3 Armor.
Pretty good spell, especially against ranged units (like those damned elven archers).


Burning Skin Cost: 8 Mana Target: Caster
Any unit damaging the caster takes damage equal to 1/2 the casters level.
Never used this one either. I think it still takes away your HP, as well as theirs. It could be useful in trying to escape from enemies, or killing anyone who snuck through your defense.

General Spells


Cauterize Wounds Cost: 2 Mana Target: Whole party.
+2 HP recovery if not moving over 2 turns.
Rather useless, unless you need HP fast and aren't going anywhere.


Teleport Artifact Cost: 4 Mana. Target: Building
Any unwielded artifacts the caster is carrying are teleported to a unit at the targeted location.


Dispel Magic Cost: 4 Mana. Target: Enchantment
The enchantment is dispelled if caster's level is greater than or equal to the enemy spellcaster's level.
This spell works pretty good to get rid of Golgotha's Gift. A lot cheaper than dispelling it at the temple.


Detect Water Cost: 4 Mana.
All water units within 10 tiles are revealed
Not much to say here. Use it to see water units.

Overland Spells


WildFire Cost: 2 Mana. Target: A party.
The parties movement increases by 20%.


Fireworks Cost: 4 Mana. Target: Capitol.
The targeted capitol gains 1 fame per turn extra.
Pretty useless considering what some other faiths get. I'd take gold, ale, or crystals over fame any day.


Lava Flow Cost: 4 Mana. Target: 1 tile.
Converts the targeted tile to lava.


Meteor Shower Cost: 8 Mana. Target: All units.
All units take 1/2 of the caster's level plus 3 damage.
Another good way to soften up an enemy, but without even engaging them in combat.


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