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{{Air spells}}{{Spell|13|13|18|13|18|13|13|13|13|11|13|13 | custom_text = . Alongside [[Magic Arrow]], it is the only spell that belongs to all [[schools of magic]] | school = all schools | exception = all schools | level = 2nd | cost = 4/2 | duration = 1 day | b_effect = Displays number of monsters in a wandering monster troop and whether or not the troop will offer to join the casting hero's army. Range is equal to power or three, whichever is greater. | a_effect = Same as basic effect, except an enemy hero's primary skill stats, and the composition and quantity of the hero's army can be viewed. Range is (power x 2) or three, whichever is greater. | e_effect = Same as advanced effect, except an enemy town's statistics and garrison composition and quantity may be viewed. Range is (power x 3) or three, whichever is greater. }} Visions is one of the [[Spell|adventure spells]]. <div style="clear:left;"></div> == Rogue == A hero with at least one [[Rogue]] in the army will act as if the expert level Visions spell has been cast. The effect is constant, but the ability is lost if Rogues are lost or moved to another hero. {{user commentary| Visions is one of the most useful spells in the game. Especially in the early stages of the map it is useful to determine whether or not a a stack of wandering creatures will join or flee. This can be a significant advantage later in the game, if the map is explored more rapidly than the other [[kingdom]]s. Together with [[Diplomacy]] skill, which allows wandering creatures more easily to join the hero's army, Visions can form a powerful combination allowing hero to gather an army of wandering creatures. Later in the game Visions can reveal the exact values of enemy hero's [[primary skill]]s and the number of troops in the army. It should be noted, that not even the [[Disguise]] can nullify the effect of Visions. }}{{end of user commentary}} {{spell 'see also'}} [[Category: Spells]] __NOTOC__
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