Talk:Spell: Difference between revisions
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==...== | |||
Q: After all these years, can you shed some new light on the technology present in the world of M&M? | |||
A: When it comes to deep Might and Magic lore, Paul Rattner is really the best person to ask, but I will do my best. To start, I’m not sure what you mean by ‘new light’, as what is publicly known is relatively accurate. Regardless, from my understanding, at its most basic, the idea was simple. ‘Ancient’ high technology machines, typically hidden, could be accessed and manipulated to produce ‘magical’ events, via ‘physical and mental ritual’. This excluded high tech machines, such as the Heavenly Forge, which made magical artifacts via simple instruction. | |||
Behemoth Cave [http://h3.heroes.net.pl/nowina/3765] Interview (2020.11.20) | |||
[https://www.fanstratics.com/fstnewsletter08 Fanstratics Newsletter #8 (April 2021)] | |||
HoMM3 Fan Question: Hello, may I ask you are there actually magic in Might and Magic universe or is it all technology? | |||
This is really a question for Jon Van Caneghem or Paul Rattner. Jon created the M&M universe, and Paul basically took over lore duties when Jon took a back seat after Might and Magic 5. As for myself, to the best of my understanding, there is no ‘actual magic in the Might and Magic universe’. For example, if a Wizard casts a Fireball spell... what actually happens? In my mind, the Wizard’s mental, verbal, or physical ritual invokes the capabilities of technological machines, deep within a world, causing the machines to create the Fireball and its resulting behavior. This is a pure guess on my part, but I suspect JVC was inspired by Arthur C. Clarke and his famous quote, “Any sufficiently advanced technology is indistinguishable from magic.” | |||
Greg Fulton, the lead designer of HoMM3 (RoE and AB) | |||
[https://www.fanstratics.com/fstnewsletter19 Fanstratics Newsletter #19 (March 2022)] | |||
== Redirected form direct damage discussion == | == Redirected form direct damage discussion == | ||
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:::I merged the pages (poorly). If there is a need to categorize spells, I think your idea is good - the main categories would be ''Adventure map spells'' and ''Combat spells''. Furthermore, combat spells section could be categorized as you suggested. –[[User:Kapteeni Ruoska|Kapteeni Ruoska]] ([[User talk:Kapteeni Ruoska|talk]]) 08:41, 15 September 2015 (CEST) | :::I merged the pages (poorly). If there is a need to categorize spells, I think your idea is good - the main categories would be ''Adventure map spells'' and ''Combat spells''. Furthermore, combat spells section could be categorized as you suggested. –[[User:Kapteeni Ruoska|Kapteeni Ruoska]] ([[User talk:Kapteeni Ruoska|talk]]) 08:41, 15 September 2015 (CEST) | ||
== Colours == | |||
As far as I'm aware, stacks have a box which tell you how many units are in the stack. When a stack has a buff, the box goes green (purple by default). When a stack has a debuff, the box goes red. When a stack has both, it goes yellow, and depending on if it has more buffs or more debuffs, it can go various other colours. | |||
I'm not really sure how to word that so that it can be added to the page (for instance, does the box have a proper name?). [[User:Ibraesil|Ibraesil]] ([[User talk:Ibraesil|talk]]) 02:35, 16 September 2015 (CEST) | |||
:I am not familiar with this word "buff", but it does not mean pretty much anything. :) The word I would use would probably be "enhancing spells" or even "enhancements", and could the word for debuffs be just "curses"? As I said, I am not a fluent speaker so buffing might be a correct term when used in the game world. –[[User:Kapteeni Ruoska|Kapteeni Ruoska]] ([[User talk:Kapteeni Ruoska|talk]]) 07:54, 16 September 2015 (CEST) | |||
::I did try (and fail) to think of better words than "buffing" and "debuffing" spells, so thank you. I'm not 100% sure about your suggestion, "Curses", though, because [[curse]] is a spell, so that might cause a bit of confusion. I'll go ahead an replace "buffing" with "enhancing" in the article. Also, I don't really know what you meant by "...but it does not mean pretty much anything.". Sorry. [[User:Ibraesil|Ibraesil]] ([[User talk:Ibraesil|talk]]) 08:28, 16 September 2015 (CEST) | |||
:::It seems ok to me, until we or someone else comes up with better words, or more official words. I just meant by "it does not mean pretty much anything" that even though I do not regognize word it does not mean that its a poor choise of words. :) –[[User:Kapteeni Ruoska|Kapteeni Ruoska]] ([[User talk:Kapteeni Ruoska|talk]]) 07:14, 17 September 2015 (CEST) | |||
== Spells casted on expert level without being an expert == | |||
I am not sure if this topic isn't covered somewhere else on this wiki but if it is, I failed to find it. Recently, I noticed that some of my heroes were capable of casting some of the low levels spells on expert level but they were not expert in the respective school of magic. I believe that once it was Speed and I don't remember the exact spell the other times. I noticed the anomaly because the spells effected all my troops. Once my hero was defending a Rampart, the other time my hero (not the same one) was in battle outside any town. I haven't come to any conclusion what caused that. Is the expert spell casting without being an expert a bug in the game or is there a real cause of it? I'll appreciate any ideas. | |||
:Could it be that the heroes were on Magic Plains, or one of the other [[Terrain#Magical_Terrains|Magical Terrains]]? [[User:Ibraesil|Ibraesil]] ([[User talk:Ibraesil|talk]]) 14:16, 9 November 2016 (CET) | |||
::Also [[Armageddon's Blade (artifact)]] places Expert level [[Armageddon]] spell to hero's spell book. –[[User:Kapteeni Ruoska|Kapteeni Ruoska]] ([[User talk:Kapteeni Ruoska|talk]]) 09:15, 10 November 2016 (CET) | |||
:::It was during the original The Restoration of Erathia campaigns. I know that once it definitely happened during The Road Home in Seeds of Discontent. | |||
==In-game spell descriptions== | |||
{{:talk:spell/descriptions|col=collapsed}} | |||
==In-game spell descriptions ({{hota}})== | |||
{{:talk:spell/descriptions_(HotA)|col=collapsed}} | |||
== In-game explanation of magic in general == | |||
Too bad if this is the only expressed stranger’s point of view (indeed, why would anyone else bother explaining something as normal as magic). Are there any more bits of info? | |||
Complex spells… make up magic. …Everything is about formulas, equations, and complicated actions - all to draw the desired result. It takes forever to memorize a simple spell. | |||
— ''[[Tarnum]], [[Walking on Clouds|here]]'' (notably, he wonders 'who came up with the complex spells' first, the Infinite Monkey?) |
Latest revision as of 21:09, 8 December 2023
...[edit | hide | hide all]
Q: After all these years, can you shed some new light on the technology present in the world of M&M? A: When it comes to deep Might and Magic lore, Paul Rattner is really the best person to ask, but I will do my best. To start, I’m not sure what you mean by ‘new light’, as what is publicly known is relatively accurate. Regardless, from my understanding, at its most basic, the idea was simple. ‘Ancient’ high technology machines, typically hidden, could be accessed and manipulated to produce ‘magical’ events, via ‘physical and mental ritual’. This excluded high tech machines, such as the Heavenly Forge, which made magical artifacts via simple instruction.
Behemoth Cave [1] Interview (2020.11.20)
Fanstratics Newsletter #8 (April 2021)
HoMM3 Fan Question: Hello, may I ask you are there actually magic in Might and Magic universe or is it all technology? This is really a question for Jon Van Caneghem or Paul Rattner. Jon created the M&M universe, and Paul basically took over lore duties when Jon took a back seat after Might and Magic 5. As for myself, to the best of my understanding, there is no ‘actual magic in the Might and Magic universe’. For example, if a Wizard casts a Fireball spell... what actually happens? In my mind, the Wizard’s mental, verbal, or physical ritual invokes the capabilities of technological machines, deep within a world, causing the machines to create the Fireball and its resulting behavior. This is a pure guess on my part, but I suspect JVC was inspired by Arthur C. Clarke and his famous quote, “Any sufficiently advanced technology is indistinguishable from magic.”
Greg Fulton, the lead designer of HoMM3 (RoE and AB)
Fanstratics Newsletter #19 (March 2022)
Redirected form direct damage discussion[edit | hide]
Do spells like Land Mine and Fire Wall count as "direct damage"? I would consider them "indirect damage", because you don't get to choose which stack(s) the spells hit.
- Well, your logic is valid. Personally I am not convinced that that this page is even necessary. After all, "direct damage spell" is an unofficial word not known by the manual or the game itself. So I would be more than happy to merge this page to spell page. There is already adventure map spells section.
- What comes to your question, I would say that Land Mine and Fire Wall are considered to be direct damage spells. I think the key here is, that their effect directly cause damage to creatures, although the effect might be delayed and the player can not choose the affected creatures. But of course this is a matter of perspective and opinnion. –Kapteeni Ruoska (talk) 06:57, 14 September 2015 (CEST)
- I think merging is a good idea. The spell page has a list of "Adventure map spells" with subsections for Charting, Recognaissance, boats and movement. Would it be better to have another section for "Combat spells" with subsections for "damaging" and "buffing", etc, or would it be better to have a section for "Damaging Spells" and a section for "Buffing spells", etc, with subsections for things like "single-target" and "mass spells"? Ibraesil (talk) 03:14, 15 September 2015 (CEST)
- I merged the pages (poorly). If there is a need to categorize spells, I think your idea is good - the main categories would be Adventure map spells and Combat spells. Furthermore, combat spells section could be categorized as you suggested. –Kapteeni Ruoska (talk) 08:41, 15 September 2015 (CEST)
Colours[edit | hide]
As far as I'm aware, stacks have a box which tell you how many units are in the stack. When a stack has a buff, the box goes green (purple by default). When a stack has a debuff, the box goes red. When a stack has both, it goes yellow, and depending on if it has more buffs or more debuffs, it can go various other colours. I'm not really sure how to word that so that it can be added to the page (for instance, does the box have a proper name?). Ibraesil (talk) 02:35, 16 September 2015 (CEST)
- I am not familiar with this word "buff", but it does not mean pretty much anything. :) The word I would use would probably be "enhancing spells" or even "enhancements", and could the word for debuffs be just "curses"? As I said, I am not a fluent speaker so buffing might be a correct term when used in the game world. –Kapteeni Ruoska (talk) 07:54, 16 September 2015 (CEST)
- I did try (and fail) to think of better words than "buffing" and "debuffing" spells, so thank you. I'm not 100% sure about your suggestion, "Curses", though, because curse is a spell, so that might cause a bit of confusion. I'll go ahead an replace "buffing" with "enhancing" in the article. Also, I don't really know what you meant by "...but it does not mean pretty much anything.". Sorry. Ibraesil (talk) 08:28, 16 September 2015 (CEST)
- It seems ok to me, until we or someone else comes up with better words, or more official words. I just meant by "it does not mean pretty much anything" that even though I do not regognize word it does not mean that its a poor choise of words. :) –Kapteeni Ruoska (talk) 07:14, 17 September 2015 (CEST)
Spells casted on expert level without being an expert[edit | hide]
I am not sure if this topic isn't covered somewhere else on this wiki but if it is, I failed to find it. Recently, I noticed that some of my heroes were capable of casting some of the low levels spells on expert level but they were not expert in the respective school of magic. I believe that once it was Speed and I don't remember the exact spell the other times. I noticed the anomaly because the spells effected all my troops. Once my hero was defending a Rampart, the other time my hero (not the same one) was in battle outside any town. I haven't come to any conclusion what caused that. Is the expert spell casting without being an expert a bug in the game or is there a real cause of it? I'll appreciate any ideas.
- Could it be that the heroes were on Magic Plains, or one of the other Magical Terrains? Ibraesil (talk) 14:16, 9 November 2016 (CET)
- Also Armageddon's Blade (artifact) places Expert level Armageddon spell to hero's spell book. –Kapteeni Ruoska (talk) 09:15, 10 November 2016 (CET)
- It was during the original The Restoration of Erathia campaigns. I know that once it definitely happened during The Road Home in Seeds of Discontent.
In-game spell descriptions[edit | hide]
Name | Normal | Basic | Advanced | Expert | Attributes |
---|---|---|---|---|---|
Summon Boat | Summons an existing, friendly, unoccupied boat from anywhere in the world to your location. Chances for success are 50%. |
(Text identical to the Normal column) | Summons an existing, friendly, unoccupied boat from anywhere in the world to your location. If no boats exist, one is created. Chances for success are 75%. |
Summons an existing, friendly, unoccupied boat from anywhere in the world to your location. If no boats exist, one is created. | ADV_SPELL |
Scuttle Boat | Destroys a boat you own. Use with caution, the effects are permanent. Chances for success are 50%. |
(Text identical to the Normal column) | Destroys a boat you own. Use with caution, the effects are permanent. Chances for success are 75%. |
Destroys a boat you own. Use with caution, the effects are permanent. | ADV_SPELL |
Visions | Gives you a basic idea of the strength of an opposing army, hero, or garrison. | Gives you a basic idea of the strength of an opposing hero or garrison. In the case of nearby wandering monsters, gives you exact numbers of troops and tells you if they would be willing to join your hero. | Gives you a basic idea of the strength of an opposing garrison. In the case of nearby wandering monsters, gives you exact numbers of troops and tells you if they would be willing to join your hero. Allows you to view a nearby enemy hero's primary skill statistics, creature type and quantity, as if the hero was part of your kingdom. | Gives you exact numbers of wandering monsters and tells you if they would be willing to join your hero. Allows you to view a nearby enemy hero's primary skill statistics, creature type and quantity, as if the hero was part of your kingdom, as well as a nearby town's statistics, garrison creatures and quantity. | ADV_SPELL |
View Earth | Reveals the location of all resources to the caster. | (Text identical to the Normal column) | Reveals the location of all resources and mines to the caster. | Reveals the location of all resources and mines and reveals all terrain to the caster. | ADV_SPELL |
Disguise | Gives false information to an enemy attempting to view your hero. | Makes all units in your army look like your most powerful unit to enemies trying to view your hero. Numbers in each group are unchanged. | Makes all units in your army look like your most powerful unit to enemies trying to view your hero. Numbers in each group appear as zero. | Makes all units in your army look like the most powerful unit affiliated to your hero type to enemies trying to view your hero. Numbers in each group appear as zero. | ADV_SPELL |
View Air | Reveals the location of all unclaimed artifacts to the caster. | (Text identical to the Normal column) | Reveals the location of all unclaimed artifacts, plus enemy heroes to the caster. | Reveals the location of all unclaimed artifacts, plus enemy heroes and towns to the caster. | ADV_SPELL |
Fly | Allows your army to use part of its movement to fly over obstacles. You must land at the end of the turn. | (Text identical to the Normal column) | Allows your army to use most of its movement to fly over obstacles. You must land at the end of the turn. | Allows your army to use up to all of its movement to fly over obstacles. You must land at the end of the turn. | ADV_SPELL |
Water Walk | Allows your army to use part of its movement to walk across bodies of water. You must end your movement on dry land. | (Text identical to the Normal column) | Allows your army to use most of its movement to walk across bodies of water. You must end your movement on dry land. | Allows your army to use up to all of its movement to walk across bodies of water. You must end your movement on dry land. | ADV_SPELL |
Dimension Door | Once per day, you may teleport your hero to a visible, unoccupied location on the adventure map. | Twice per day, you may teleport your hero to a visible, unoccupied location on the adventure map. | Three times per day, you may teleport your hero to a visible, unoccupied location on the adventure map. | Four times per day, you may teleport your hero to a visible, unoccupied location on the adventure map. | ADV_SPELL |
Town Portal | Teleports your hero to the nearest friendly town. The town must be unoccupied. | (Text identical to the Normal column) | Teleports your hero to any friendly town. The town must be unoccupied. | (Text identical to the Advanced column) | ADV_SPELL |
Quicksand | Randomly places four small patches of quicksand on the battlefield which are only visible to the caster and creatures native to the terrain. Walking into quicksand ends a unit's movement for the turn and makes it visible to all. | (Text identical to the Normal column) | Randomly places six small patches of quicksand on the battlefield which are only visible to the caster and creatures native to the terrain. Walking into quicksand ends a unit's movement for the turn and makes it visible to all. | Randomly places eight small patches of quicksand on the battlefield which are only visible to the caster and creatures native to the terrain. Walking into quicksand ends a unit's movement for the turn and makes it visible to all. | LOCATION_TARGET |
Land Mine | Randomly places four small areas of landmines on the battlefield which are only visible to the caster and creatures native to the terrain. It inflicts damage to any unit walking over it. | (Text identical to the Normal column) | Randomly places six small areas of landmines on the battlefield which are only visible to the caster and creatures native to the terrain. It inflicts damage to any unit walking over it. Inflicted damage 25 points more than Basic Land Mine. |
Randomly places eight small areas of landmines on the battlefield which are only visible to the caster and creatures native to the terrain. It inflicts damage to any unit walking over it. Inflicted damage 75 points more than Basic Land Mine. |
LOCATION_TARGET |
Force Field | Places a small Force Field on the battlefield at a point specified by the caster. | (Text identical to the Normal column) | Places a medium sized Force Field on the battlefield at a point specified by the caster. | (Text identical to the Advanced column) | LOCATION_TARGET |
Fire Wall | Places a small wildfire on the battlefield at a point specified by the caster. Any units passing through the wall take damage. | (Text identical to the Normal column) | Places a medium sized wildfire on the battlefield at a point specified by the caster. Any units passing through the wall take damage. | (Text identical to the Advanced column) | LOCATION_TARGET |
Earthquake | Randomly damages two sections of castle wall in combat. | (Text identical to the Normal column) | Randomly damages three sections of castle wall in combat. | Randomly damages four sections of castle wall in combat. | COMBAT_SPELL |
Magic Arrow | Causes a bolt of magical energy to strike the selected unit. | (Text identical to the Normal column) | Causes a bolt of magical energy to strike the selected unit. Damage inflicted is 10 points more than Basic Magic Arrow. |
Causes a bolt of magical energy to strike the selected unit. Damage inflicted is 20 points more than Basic Magic Arrow. |
CREATURE_TARGET |
Ice Bolt | Drains the body heat from the selected enemy unit. | (Text identical to the Normal column) | Drains the body heat from the selected enemy unit. Damage inflicted is 10 points more than Basic Ice Bolt. |
Drains the body heat from the selected enemy unit. Damage inflicted is 40 points more than Basic Ice Bolt. |
CREATURE_TARGET |
Lightning Bolt | Causes a bolt of lightning to strike the selected unit. | (Text identical to the Normal column) | Causes a bolt of lightning to strike the selected unit. Damage inflicted is 10 points more than Basic Lightning Bolt. |
Causes a bolt of lightning to strike the selected unit. Damage inflicted is 40 points more than Basic Lightning Bolt. |
CREATURE_TARGET |
Implosion | Inflicts massive damage to a single creature stack. | (Text identical to the Normal column) | Inflicts massive damage to a single creature stack. Damage inflicted is 100 points more than Basic Implosion. |
Inflicts massive damage to a single creature stack. Damage inflicted 200 points more than Basic Implosion. |
CREATURE_TARGET |
Chain Lightning | Fires a bolt of lightning at the selected unit which then travels to the nearest adjacent unit, inflicting half damage before traveling to the next adjacent unit, again inflicting half damage, etc. Strikes four units. | (Text identical to the Normal column) | Fires a bolt of lightning at the selected unit which then travels to the nearest adjacent unit, inflicting half damage before traveling to the next adjacent unit, again inflicting half damage, etc. Strikes five units. Base Damage inflicted is 25 points more than Basic Chain Lightning. |
Fires a bolt of lightning at the selected unit which then travels to the nearest adjacent unit, inflicting half damage before traveling to the next adjacent unit, again inflicting half damage, etc. Strikes five units. Base Damage inflicted is 75 points more than Basic Chain Lightning. |
CREATURE_TARGET |
Frost Ring | Drains the body heat of any units adjacent to the target location, without inflicting damage on the target. | (Text identical to the Normal column) | Drains the body heat of any units adjacent to the target location, without inflicting damage on the target. Damage inflicted is 15 points more than Basic Frost Ring. |
Drains the body heat of any units adjacent to the target location, without inflicting damage on the target. Damage inflicted is 45 points more than Basic Frost Ring. |
LOCATION_TARGET |
Fireball | Causes the selected target to burst into flames, inflicting fire damage to the target and any adjacent units. | (Text identical to the Normal column) | Causes the selected target to burst into flames, inflicting fire damage to the target and any adjacent units. Damage inflicted is 15 points more than Basic Fireball. |
Causes the selected target to burst into flames, inflicting fire damage to the target and any adjacent units. Damage inflicted is 45 points more than Basic Fireball. |
LOCATION_TARGET |
Inferno | Causes a huge blast of fire to strike the selected target. Don't be near this when it goes off! | (Text identical to the Normal column) | Causes a huge blast of fire to strike the selected target. Don't be near this when it goes off! Damage inflicted is 20 points more than Basic Inferno. |
Causes a huge blast of fire to strike the selected target. Don't be near this when it goes off! Damage inflicted is 60 points more than Basic Inferno. |
LOCATION_TARGET |
Meteor Shower | Causes a meteor shower to rain down on the selected target and any adjacent units. | (Text identical to the Normal column) | Causes a meteor shower to rain down on the selected target and any adjacent units. Damage inflicted is 25 points more than Basic Meteor Shower. |
Causes a meteor shower to rain down on the selected target and any adjacent units. Damage inflicted is 75 points more than Basic Meteor Shower. |
LOCATION_TARGET |
Death Ripple | Sends a wave of death across the battlefield which damages all non-undead units. | (Text identical to the Normal column) | Sends a wave of death across the battlefield which damages all non-undead units. Damage inflicted is 10 points more than Basic Death Ripple. |
Sends a wave of death across the battlefield which damages all non-undead units. Damage inflicted is 20 points more than Basic Death Ripple. |
COMBAT_SPELL |
Destroy Undead | Attempts to destroy any undead creatures on the battlefield. | (Text identical to the Normal column) | Attempts to destroy any undead creatures on the battlefield. Damage inflicted is 10 points more than Basic Destroy Undead. |
Attempts to destroy any undead creatures on the battlefield. Damage inflicted is 40 points more than Basic Destroy Undead. |
COMBAT_SPELL |
Armageddon | Rains fire down upon the battlefield, damaging all units. | (Text identical to the Normal column) | Rains fire down upon the battlefield, damaging all units. Damage inflicted is 30 points more than Basic Armageddon. |
Rains fire down upon the battlefield, damaging all units. Damage inflicted is 90 points more than Basic Armageddon. |
COMBAT_SPELL |
Shield | Shields a selected unit, reducing the amount of damage received from hand-to-hand attacks. | (Text identical to the Normal column) | Shields a selected unit, reducing the amount of damage received from hand-to-hand attacks. Protection is twice that of Basic Shield. |
Shields all friendly units, reducing the amount of damage received from hand-to-hand attacks. Protection is twice that of Basic Shield. |
CREATURE_TARGET_2 |
Air Shield | Shields a selected unit, reducing the amount of damage received from ranged attacks. | (Text identical to the Normal column) | Shields a selected unit, reducing the amount of damage received from ranged attacks. Protection is twice that of Basic Air Shield. |
Shields all friendly units, reducing the amount of damage received from ranged attacks. Protection is twice that of Basic Air Shield. |
CREATURE_TARGET_2 |
Fire Shield | Cast on a friendly unit, it does not provide any additional protection, but any enemy attacking through the fire shield will suffer damage equal to a portion of what it inflicts. | (Text identical to the Normal column) | Cast on a friendly unit, it does not provide any additional protection, but any enemy attacking through the fire shield will suffer damage equal to a portion of what it inflicts. Damage to attacking enemy units is 5% more than Basic Fire Shield. |
Cast on a friendly unit, it does not provide any additional protection, but any enemy attacking through the fire shield will suffer damage equal to a portion of what it inflicts. Damage to attacking enemy units is 10% more than Basic Fire Shield. |
CREATURE_TARGET |
Protection from Air | Protects the selected unit, reducing damage received from Air spells. | (Text identical to the Normal column) | Protects the selected unit, reducing damage received from Air spells. Protection is nearly twice that of Basic Protection from Air. |
(Text identical to the Advanced column) | CREATURE_TARGET_2 |
Protection from Fire | Protects the selected unit, reducing damage received from Fire spells. | (Text identical to the Normal column) | Protects the selected unit, reducing damage received from Fire spells. Protection is nearly twice that of Basic Protection from Fire. |
(Text identical to the Advanced column) | CREATURE_TARGET_2 |
Prot. from Water | Protects the selected unit, reducing damage received from Water spells. | (Text identical to the Normal column) | Protects the selected unit, reducing damage received from Water spells. Protection is nearly twice that of Basic Protection from Water. |
(Text identical to the Advanced column) | CREATURE_TARGET_2 |
Prot. from Earth | Protects the selected unit, reducing damage received from Earth spells. | (Text identical to the Normal column) | Protects the selected unit, reducing damage received from Earth spells. Protection is nearly twice that of Basic Protection from Earth. |
(Text identical to the Advanced column) | CREATURE_TARGET_2 |
Anti-Magic | Protects the selected unit from all low level spells. | (Text identical to the Normal column) | Protects the selected unit all but the most powerful spells. | Protects the selected unit from all spells. | CREATURE_TARGET |
Dispel | Removes all spell effects from a friendly creature. | (Text identical to the Normal column) | Removes all spell effects from a friendly or hostile creature. | Removes all spell effects from all units on the battlefield. | CREATURE_TARGET_1 |
Magic Mirror | Reflects hostile spells towards a random enemy creature 20% of the time. | (Text identical to the Normal column) | Reflects hostile spells towards a random enemy creature 30% of the time. | Reflects hostile spells towards a random enemy creature 40% of the time. | CREATURE_TARGET |
Cure | Removes all negative spell effects and heals a small number of hit points on the selected unit. | (Text identical to the Normal column) | Removes all negative spell effects and heals a small number of hit points on all friendly units. Damage healed is 10 points more than Basic Cure. |
Removes all negative spell effects and heals a small number of hit points on all friendly units. Damage healed is 20 points more than Basic Cure. |
CREATURE_TARGET_1 |
Resurrection | Resurrects units in the selected group by restoring a fixed number of hit points to the target. | (Text identical to the Normal column) | Resurrects units in the selected group by restoring a fixed number of hit points to the target. Provides an additional 40 hit points over Basic Resurrection. |
Resurrects units in the selected group by restoring a fixed number of hit points to the target. Provides an additional 120 hit points over Basic Resurrection. |
CREATURE_TARGET |
Animate Dead | Re-animates any destroyed undead in the selected group by restoring a fixed number of hit points to the target. | (Text identical to the Normal column) | Re-animates any destroyed undead in the selected group by restoring a fixed number of hit points to the target. Provides an additional 30 hit points over Basic Animate Dead. |
Re-animates any destroyed undead in the selected group by restoring a fixed number of hit points to the target. Provides an additional 130 hit points over Basic Animate Dead. |
CREATURE_TARGET |
Sacrifice | Destroys a friendly creature group in order to resurrect a dead group. Number of resurrected creatures depends on the caster's spell power and the health of the destroyed stack. | (Text identical to the Normal column) | Destroys a friendly creature group in order to resurrect a dead group. Number of resurrected creatures depends on the caster's spell power and the health of the destroyed stack. Restores more creature health than Basic Sacrifice. |
Destroys a friendly creature group in order to resurrect a dead group. Number of resurrected creatures depends on the caster's spell power and the health of the destroyed stack. Restores more creature health than Advanced Sacrifice. |
CREATURE_TARGET |
Bless | Causes the selected unit to inflict maximum damage in combat. | (Text identical to the Normal column) | Causes the selected unit to inflict greater than their normal maximum damage in combat. | Causes all friendly units to inflict greater than their normal maximum damage in combat. | CREATURE_TARGET_2 |
Curse | Causes the selected enemy unit to inflict minimum damage in combat. | (Text identical to the Normal column) | Causes the selected enemy unit to inflict less than their normal minimum damage in combat. | Causes all enemy units to inflict less than their normal minimum damage in combat. | CREATURE_TARGET_2 |
Bloodlust | Increases the hand-to-hand damage inflicted by the selected unit. | (Text identical to the Normal column) | Increases the hand-to-hand damage inflicted by the selected unit. Effect is twice that of Basic Bloodlust. |
Increases the hand-to-hand damage inflicted by all friendly units. Effect is twice that of Basic Bloodlust. |
CREATURE_TARGET_2 |
Precision | Increases the ranged attack damage inflicted by the selected unit. | (Text identical to the Normal column) | Increases the ranged attack damage inflicted by the selected unit. Effect is twice that of Basic Precision. |
Increases the ranged attack damage inflicted by all friendly units. Effect is twice that of Basic Precision. |
CREATURE_TARGET_2 |
Weakness | Reduces the selected enemy unit's attack strength. | (Text identical to the Normal column) | Reduces the selected enemy unit's attack strength. Effect is twice that of Basic Weakness. |
Reduces the attack strength of all enemy units. Effect is twice that of Basic Weakness. |
CREATURE_TARGET_2 |
Stone Skin | Increases the selected unit's defense strength. | (Text identical to the Normal column) | Increases the selected unit's defense strength. Effect is twice that of Basic Stone Skin. |
Increases the defense strength of all friendly units. Effect is twice that of Basic Stone Skin. |
CREATURE_TARGET_2 |
Disrupting Ray | Reduces the selected enemy unit's defense strength. A single enemy may be targeted multiple times by this spell. | (Text identical to the Normal column) | Reduces the selected enemy unit's defense strength. A single enemy may be targeted multiple times by this spell. Effect is greater than that of Basic Disrupting Ray. |
Reduces the selected enemy unit's defense strength. A single enemy may be targeted multiple times by this spell. Effect is greater than that of Advanced Disrupting Ray. |
CREATURE_TARGET_2 |
Prayer | Bestows a bonus to the attack strength, defense strength and speed of the selected unit. | (Text identical to the Normal column) | Bestows a bonus to the attack strength, defense strength and speed of the selected unit. Effect is twice that of Basic Prayer. |
Bestows a bonus to the attack strength, defense strength and speed of all friendly units. Effect is twice that of Basic Prayer. |
CREATURE_TARGET_2 |
Mirth | Increases the selected unit's morale. | (Text identical to the Normal column) | Increases the selected unit's morale. Effect is twice that of Basic Mirth. |
Increases the morale of all friendly units. Effect is twice that of Basic Mirth. |
CREATURE_TARGET_2|MIND_SPELL |
Sorrow | Reduces the morale of the selected enemy unit. | (Text identical to the Normal column) | Reduces the morale of the selected enemy unit. Effect is twice that of Basic Sorrow. |
Reduces the morale of all enemy units. Effect is twice that of Basic Sorrow. |
CREATURE_TARGET_2|MIND_SPELL |
Fortune | Increases the selected unit's luck. | (Text identical to the Normal column) | Increases the selected unit's luck. Effect is twice that of Basic Fortune. |
Increases the luck of all friendly units. Effect is twice that of Basic Fortune. |
CREATURE_TARGET_2 |
Misfortune | Reduces the luck of the selected enemy unit. | Reduces the luck of the selected enemy unit. Spell Point cost is half that of Normal Misfortune. |
Reduces the luck of the selected enemy unit. Effect is twice that of Basic Misfortune. |
Reduces the luck of all enemy units. Effect is twice that of Basic Misfortune. |
CREATURE_TARGET_2 |
Haste | Increases the speed of the selected unit. | (Text identical to the Normal column) | Increases the speed of the selected unit. Effect is nearly twice that of Basic Haste. |
Increases the speed of all friendly units. Effect is nearly twice that of Basic Haste. |
CREATURE_TARGET_2 |
Slow | Reduces the speed of the selected enemy unit. | (Text identical to the Normal column) | Reduces the speed of the selected enemy unit. Effect is twice that of Basic Slow. |
Reduces the speed of all enemy units. Effect is twice that of Basic Slow. |
CREATURE_TARGET_2 |
Slayer | Increases the amount of damage inflicted by a unit when fighting against Dragons, Behemoths and Hydras. | (Text identical to the Normal column) | Increases the amount of damage inflicted by a unit when fighting against Dragons, Behemoths, Hydras, Devils and Angels. | Increases the amount of damage inflicted by a unit when fighting against Dragons, Behemoths, Hydras, Devils, Angels and Titans. | CREATURE_TARGET |
Frenzy | Selected troop intentionally lowers its defenses to increase the ferocity of its attack. | (Text identical to the Normal column) | Selected troop intentionally lowers its defenses to increase the ferocity of its attack. Bonus to attack is 50% greater than Basic Frenzy. |
Selected troop intentionally lowers its defenses to increase the ferocity of its attack. Bonus to attack is double Basic Frenzy. |
CREATURE_TARGET|MIND_SPELL |
Titan's Lightning Bolt | Does 600 points of damage at no spell cost to the spellcaster." | (Text identical to the Normal column) | (Text identical to the Normal column) | (Text identical to the Normal column) | |
Counterstrike | The selected unit will retaliate against one additional attack each round. | (Text identical to the Normal column) | The selected unit will retaliate against two additional attacks each round. | All friendly units will retaliate against two additional attacks each round. | CREATURE_TARGET_2 |
Berserk | The targeted unit will randomly attack the nearest unit, be it friend or foe. | (Text identical to the Normal column) | The targeted unit will randomly attack the nearest unit, be it friend or foe. Area of effect is six hexes greater than Basic Berserk. |
The targeted unit will randomly attack the nearest unit, be it friend or foe. Area of effect is eighteen hexes greater than Basic Berserk. |
CREATURE_TARGET|MIND_SPELL |
Hypnotize | Puts an enemy unit temporarily under your control. | (Text identical to the Normal column) | Puts an enemy unit temporarily under your control. Allows you to control an additional 10 hit points of enemies over Basic Hypnotize. |
Puts an enemy unit temporarily under your control. Allows you to control an additional 40 hit points of enemies over Basic Hypnotize. |
CREATURE_TARGET|MIND_SPELL |
Forgetfulness | Half of the selected enemy unit forgets to use its ranged attack. | (Text identical to the Normal column) | Causes the selected enemy unit to forget to use its ranged attack in combat. | Causes all enemy troops to forget to use their ranged attack in combat. | CREATURE_TARGET|MIND_SPELL |
Blind | Blinds a creature so that it cannot move and causes it to counterattack at half its normal attack strength. Blindness persists until the unit is attacked or dispelled. | (Text identical to the Normal column) | Blinds a creature so that it cannot move and causes it to counterattack at one-quarter of its normal attack strength. Blindness persists until the unit is attacked or dispelled. | Blinds a creature so that it cannot move or counterattack. Blindness persists until the unit is attacked or dispelled. | CREATURE_TARGET |
Teleport | Teleports any friendly unit to any unoccupied spot on the battlefield. | Teleports any friendly unit to an unoccupied spot on the battlefield. Troop cannot teleport over walls or moats. |
Teleports any friendly unit to an unoccupied spot on the battlefield. Troop cannot teleport over walls. |
Teleports any friendly unit to any unoccupied spot on the battlefield. | CREATURE_TARGET |
Remove Obstacle | Removes any normal obstacle (trees, rocks, etc.) of the caster's choice from the battlefield. | (Text identical to the Normal column) | Removes any normal obstacle (trees, rocks, etc.) or Fire Wall of the caster's choice from the battlefield. | Removes any normal or magical obstacle of the caster's choice from the battlefield. | OBSTACLE_TARGET |
Clone | Creates a duplicate of the selected unit stack. The image is dispelled if it is attacked. Clones creatures of levels 1-5. |
(Text identical to the Normal column) | Creates a duplicate of the selected unit stack. The image is dispelled if it is attacked. Clones creatures of levels 1-6. |
Creates a duplicate of the selected unit stack. The image is dispelled if it is attacked. Clones creatures of any level. |
CREATURE_TARGET |
Fire Elemental | Allows you to summon fire elementals. Once cast, no other elemental types may be summoned. | (Text identical to the Normal column) | Allows you to summon fire elementals. Once cast, no other elemental types may be summoned. Summons approximately one-and-a-half times the number of units as Basic Summon Fire Elemental. |
Allows you to summon fire elementals. Once cast, no other elemental types may be summoned. Summons approximately twice the number of units as Basic Summon Fire Elemental. |
COMBAT_SPELL |
Earth Elemental | Allows you to summon earth elementals. Once cast, no other elemental types may be summoned. | (Text identical to the Normal column) | Allows you to summon earth elementals. Once cast, no other elemental types may be summoned. Summons approximately one-and-a-half times the number of units as Basic Summon Creature. |
Allows you to summon earth elementals. Once cast, no other elemental types may be summoned. Summons approximately twice the number of units as Basic Summon Creature. |
COMBAT_SPELL |
Water Elemental | Allows you to summon water elementals. Once cast, no other elemental types may be summoned. | (Text identical to the Normal column) | Allows you to summon water elementals. Once cast, no other elemental types may be summoned. Summons approximately one-and-a-half times the number of units as Basic Summon Water Elemental. |
Allows you to summon water elementals. Once cast, no other elemental types may be summoned. Summons approximately twice the number of units as Basic Summon Water Elemental. |
COMBAT_SPELL |
Air Elemental | Allows you to summon air elementals. Once cast, no other elemental types may be summoned. | (Text identical to the Normal column) | Allows you to summon air elementals. Once cast, no other elemental types may be summoned. Summons approximately one-and-a-half times the number of units as Basic Summon Air Elemental. |
Allows you to summon air elementals. Once cast, no other elemental types may be summoned. Summons approximately twice the number of units as Basic Summon Air Elemental. |
COMBAT_SPELL |
In-game spell descriptions (Horn of the Abyss)[edit | hide]
Name | Normal | Basic | Advanced | Expert | Attributes |
---|---|---|---|---|---|
Summon Boat | Summons an existing, neutral or own, unoccupied boat from anywhere in the world to your location. Chances for success are 50%. |
(Text identical to the Normal column) | Summons an existing, neutral or own, unoccupied boat from anywhere in the world to your location. If no such boats exist, one is created. Chances for success are 75%. |
Summons an existing, neutral or own, unoccupied boat from anywhere in the world to your location. If no such boats exist, one is created. | ADV_SPELL |
Scuttle Boat | Destroys a boat of caster's choice in hero visibility zone. Use with caution, the effects are permanent. Chances for success are 50%. |
(Text identical to the Normal column) | Destroys a boat of caster's choice in hero visibility zone. Use with caution, the effects are permanent. Chances for success are 75%. |
Destroys a boat of caster's choice in hero visibility zone. Use with caution, the effects are permanent. | ADV_SPELL |
Visions | Provides you with exact numbers of wandering monsters and tells you if they would be willing to join your hero, flee or be acquired via Diplomacy skill (exact fee will be revealed). Range is equal to Spell Power or three, whichever is greater. Valid for 1 turn. | (Text identical to the Normal column) | Provides you with exact numbers of wandering monsters and tells you if they would be willing to join your hero, flee or be acquired via Diplomacy skill (exact fee will be revealed). Allows you to view a nearby enemy hero's general statistics, creature type and quantity, as if the hero was part of your kingdom. Range is (Spell Power × 2) or three, whichever is greater. Valid for 1 turn. | Provides you with exact numbers of wandering monsters and tells you if they would be willing to join your hero, flee or be acquired via Diplomacy skill (exact fee will be revealed). Allows you to view a nearby enemy hero's general statistics, creature type and quantity, as if the hero was part of your kingdom, as well as a nearby town's statistics, garrison creatures and quantity. Range is (Spell Power × 3) or three, whichever is greater. Valid for 1 turn. | ADV_SPELL |
View Earth | Reveals the location of all resources to the caster. | (Text identical to the Normal column) | Reveals the location of all resources and mines to the caster. | Reveals the location of all resources and mines and reveals all terrain to the caster. | ADV_SPELL |
Disguise | Makes all units in your hero army look like your most powerful unit to enemies trying to view your hero for 1 turn. Numbers in each group are unchanged. | (Text identical to the Normal column) | Makes all units in your hero army look like your most powerful unit to enemies trying to view your hero for 1 turn. Numbers in each group appear as zero. | Makes all units in your hero army look like the most powerful unit affiliated to player starting town to enemies trying to view your hero for 1 turn. Numbers in each group appear as zero. | ADV_SPELL |
View Air | Reveals the location of all unclaimed artifacts to the caster. | (Text identical to the Normal column) | Reveals the location of all unclaimed artifacts, plus enemy heroes to the caster. | Reveals the location of all unclaimed artifacts, plus enemy heroes and all towns to the caster. | ADV_SPELL |
Fly | Allows your army to fly over obstacles and rough terrain with 40% penalty to movement cost. Valid for 1 turn. You must land at the end of the turn. | (Text identical to the Normal column) | Allows your army to fly over obstacles and rough terrain with 20% penalty to movement cost. Valid for 1 turn. You must land at the end of the turn. | Allows your army to fly over obstacles and rough terrain without any penalty. Valid for 1 turn. You must land at the end of the turn. | ADV_SPELL |
Water Walk | Allows your army to walk across bodies of water with 40% penalty to movement cost. Valid for 1 turn. You must end your movement on dry land. | (Text identical to the Normal column) | Allows your army to walk across bodies of water with 20% penalty to movement cost. Valid for 1 turn. You must end your movement on dry land. | Allows your army to walk across bodies of water without any penalty. Valid for 1 turn. You must end your movement on dry land. | ADV_SPELL |
Dimension Door | Once per day (for each hero), you may teleport your hero to an unoccupied location on the adventure map in hero visibility zone. This spends 300 movement points. | Twice per day (for each hero), you may teleport your hero to an unoccupied location on the adventure map in hero visibility zone. This spends 300 movement points. | Three times per day (for each hero), you may teleport your hero to an unoccupied location on the adventure map in hero visibility zone. This spends 300 movement points. | Four times per day (for each hero), you may teleport your hero to an unoccupied location on the adventure map in hero visibility zone. This spends 200 movement points. | ADV_SPELL |
Town Portal | Teleports your hero to the nearest friendly town. Requires 300 movement points. The town must be unoccupied. | (Text identical to the Normal column) | Teleports your hero to any chosen friendly town. Requires 300 movement points. The town must be unoccupied. | Teleports your hero to any chosen friendly town. Requires 200 movement points. The town must be unoccupied. | ADV_SPELL |
Quicksand | Randomly places four small patches of quicksand on the battlefield which are only visible to the caster and creatures native to the terrain. Walking into quicksand ends a non-flying unit's movement for the turn and makes quicksand visible to all. Quicksand duration is unlimited. | (Text identical to the Normal column) | Randomly places six small patches of quicksand on the battlefield which are only visible to the caster and creatures native to the terrain. Walking into quicksand ends a non-flying unit's movement for the turn and makes quicksand visible to all. Quicksand duration is unlimited. | Randomly places eight small patches of quicksand on the battlefield which are only visible to the caster and creatures native to the terrain. Walking into quicksand ends a non-flying unit's movement for the turn and makes quicksand visible to all. Quicksand duration is unlimited. | LOCATION_TARGET |
Land Mine | Randomly places four small areas of landmines on the battlefield which are only visible to the caster and creatures native to the terrain. It inflicts (Spell Power × 10 + 25) damage to any unit walking over it, which doesn’t see it, and disappears. Otherwise landmine duration is unlimited. | (Text identical to the Normal column) | Randomly places six small areas of landmines on the battlefield which are only visible to the caster and creatures native to the terrain. It inflicts (Spell Power × 10 + 50) damage to any unit walking over it, which doesn’t see it, and disappears. Otherwise landmine duration is unlimited. | Randomly places eight small areas of landmines on the battlefield which are only visible to the caster and creatures native to the terrain. It inflicts (Spell Power × 10 + 100) damage to any unit walking over it, which doesn’t see it, and disappears. Otherwise landmine duration is unlimited. | LOCATION_TARGET |
Force Field | Places a 2-hex Force Field on the battlefield at a point specified by the caster for 2 rounds. Movement through these hexes is blocked. | (Text identical to the Normal column) | Places a 3-hex Force Field on the battlefield at a point specified by the caster for 2 rounds. Movement through these hexes is blocked. | (Text identical to the Advanced column) | LOCATION_TARGET |
Fire Wall | Places a 2-hex wildfire on the battlefield at a point specified by the caster for 2 rounds. Any units passing through the wall take (Spell Power × 10 + 10) damage. | (Text identical to the Normal column) | Places a 3-hex wildfire on the battlefield at a point specified by the caster for 2 rounds. Any units passing through the wall take (Spell Power × 10 + 20) damage. | Places a 3-hex wildfire on the battlefield at a point specified by the caster for 2 rounds. Any units passing through the wall take (Spell Power × 10 + 50) damage. | LOCATION_TARGET |
Earthquake | Randomly damages two sections of castle wall, gate or tower in combat. | (Text identical to the Normal column) | Randomly damages three sections of castle wall, gate or tower in combat. | Randomly damages four sections of castle wall, gate or tower in combat. | COMBAT_SPELL |
Magic Arrow | Causes a bolt of magical energy to strike the selected enemy unit. Inflicts (Spell Power × 10 + 10) damage. | (Text identical to the Normal column) | Causes a bolt of magical energy to strike the selected enemy unit. Inflicts (Spell Power × 10 + 20) damage. | Causes a bolt of magical energy to strike the selected enemy unit. Inflicts (Spell Power × 10 + 30) damage. | CREATURE_TARGET |
Ice Bolt | Ice drains the body heat from the selected enemy unit. Inflicts (Spell Power × 20 + 10) damage. | (Text identical to the Normal column) | Ice drains the body heat from the selected enemy unit. Inflicts (Spell Power × 20 + 20) damage. | Ice drains the body heat from the selected enemy unit. Inflicts (Spell Power × 20 + 50) damage. | CREATURE_TARGET |
Lightning Bolt | Causes a bolt of lightning to strike the selected enemy unit. It takes (Spell Power × 25 + 10) damage. | (Text identical to the Normal column) | Causes a bolt of lightning to strike the selected enemy unit. It takes (Spell Power × 25 + 20) damage. | Causes a bolt of lightning to strike the selected enemy unit. It takes (Spell Power × 25 + 50) damage. | CREATURE_TARGET |
Implosion | Inflicts (Spell Power × 75 + 100) damage to a single enemy creature stack. Does not affect War Machines. | (Text identical to the Normal column) | Inflicts (Spell Power × 75 + 200) damage to a single enemy creature stack. Does not affect War Machines. | Inflicts (Spell Power × 75 + 300) damage to a single enemy creature stack. Does not affect War Machines. | CREATURE_TARGET |
Chain Lightning | Fires a bolt of lightning at the selected enemy unit for (Spell Power × 40 + 25) damage which then travels to the nearest adjacent unit, inflicting half damage before traveling to the next adjacent unit, again inflicting half of previous target damage, etc. Strikes four units. | (Text identical to the Normal column) | Fires a bolt of lightning at the selected enemy unit for (Spell Power × 40 + 50) damage which then travels to the nearest adjacent unit, inflicting half damage before traveling to the next adjacent unit, again inflicting half of previous target damage, etc. Strikes five units. | Fires a bolt of lightning at the selected enemy unit for (Spell Power × 40 + 100) damage which then travels to the nearest adjacent unit, inflicting half damage before traveling to the next adjacent unit, again inflicting half of previous target damage, etc. Strikes five units. | CREATURE_TARGET |
Frost Ring | Ice drains the body heat of any units adjacent to the target location. Each unit takes (Spell Power × 10 + 15) damage. Target hex is unaffected. | (Text identical to the Normal column) | Ice drains the body heat of any units adjacent to the target location. Each unit takes (Spell Power × 10 + 30) damage. Target hex is unaffected. | Ice drains the body heat of any units adjacent to the target location. Each unit takes (Spell Power × 10 + 60) damage. Target hex is unaffected. | LOCATION_TARGET |
Fireball | Causes the selected target to burst into flames, inflicting (Spell Power × 10 + 15) fire damage to the target and any units adjacent to target location. | (Text identical to the Normal column) | Causes the selected target to burst into flames, inflicting (Spell Power × 10 + 30) fire damage to the target and any units adjacent to target location. | Causes the selected target to burst into flames, inflicting (Spell Power × 10 + 60) fire damage to the target and any units adjacent to target location. | LOCATION_TARGET |
Inferno | Causes a huge blast of fire to strike the selected target and any units 1 and 2 hexes away from target location. Each unit takes (Spell Power × 10 + 20) damage. Don't be near this when it goes off! | (Text identical to the Normal column) | Causes a huge blast of fire to strike the selected target and any units 1 and 2 hexes away from target location. Each unit takes (Spell Power × 10 + 40) damage. Don't be near this when it goes off! | Causes a huge blast of fire to strike the selected target and any units 1 and 2 hexes away from target location. Each unit takes (Spell Power × 10 + 80) damage. Don't be near this when it goes off! | LOCATION_TARGET |
Meteor Shower | Causes a meteor shower to rain down on the selected target and any units adjacent to target location. Each unit takes (Spell Power × 25 + 25) damage. | (Text identical to the Normal column) | Causes a meteor shower to rain down on the selected target and any units adjacent to target location. Each unit takes (Spell Power × 25 + 50) damage. | Causes a meteor shower to rain down on the selected target and any units adjacent to target location. Each unit takes (Spell Power × 25 + 100) damage. | LOCATION_TARGET |
Death Ripple | Sends a wave of death across the battlefield which damages all units except undead and War Maсhines for (Spell Power × 5 + 10) hit points. | (Text identical to the Normal column) | Sends a wave of death across the battlefield which damages all units except undead and War Maсhines for (Spell Power × 5 + 20) hit points. | Sends a wave of death across the battlefield which damages all units except undead and War Maсhines for (Spell Power × 5 + 30) hit points. | COMBAT_SPELL |
Destroy Undead | Attempts to destroy any undead creatures on the battlefield. Each undead unit takes (Spell Power × 10 + 10) damage. | (Text identical to the Normal column) | Attempts to destroy any undead creatures on the battlefield. Each undead unit takes (Spell Power × 10 + 20) damage. | Attempts to destroy any undead creatures on the battlefield. Each undead unit takes (Spell Power × 10 + 50) damage. | COMBAT_SPELL |
Armageddon | Rains fire down upon the battlefield, damaging all units for (Spell Power × 40 + 30) hit points. | (Text identical to the Normal column) | Rains fire down upon the battlefield, damaging all units for (Spell Power × 40 + 60) hit points. | Rains fire down upon the battlefield, damaging all units for (Spell Power × 40 + 120) hit points. | COMBAT_SPELL |
Shield | Shields a selected friendly unit, reducing the amount of damage received from hand-to-hand attacks by 15%. Spell is active for number of rounds equal to hero Spell Power. | (Text identical to the Normal column) | Shields a selected friendly unit, reducing the amount of damage received from hand-to-hand attacks by 30%. Spell is active for number of rounds equal to hero Spell Power. | Shields all friendly units, reducing the amount of damage received from hand-to-hand attacks by 30%. Spell is active for number of rounds equal to hero Spell Power. | CREATURE_TARGET_2 |
Air Shield | Shields a selected friendly unit, reducing the amount of damage received from ranged attacks by 25%. Spell is active for number of rounds equal to hero Spell Power. | (Text identical to the Normal column) | Shields a selected friendly unit, reducing the amount of damage received from ranged attacks by 50%. Spell is active for number of rounds equal to hero Spell Power. | Shields all friendly units, reducing the amount of damage received from ranged attacks by 50%. Spell is active for number of rounds equal to hero Spell Power. | CREATURE_TARGET_2 |
Fire Shield | Cast on a friendly unit, it does not provide any additional protection, but any enemy making hand-by-hand attack through the fire shield will suffer damage equal to 20% of what it inflicts. Spell is active for number of rounds equal to hero Spell Power. | (Text identical to the Normal column) | Cast on a friendly unit, it does not provide any additional protection, but any enemy making hand-by-hand attack through the fire shield will suffer damage equal to 25% of what it inflicts. Spell is active for number of rounds equal to hero Spell Power. | Cast on a friendly unit, it does not provide any additional protection, but any enemy making hand-by-hand attack through the fire shield will suffer damage equal to 30% of what it inflicts. Spell is active for number of rounds equal to hero Spell Power. | CREATURE_TARGET |
Protection from Air | Protects the selected friendly unit, reducing damage received from Air spells by 50%. Spell is active for number of rounds equal to hero Spell Power. | (Text identical to the Normal column) | Protects the selected friendly unit, reducing damage received from Air spells by 75%. Spell is active for number of rounds equal to hero Spell Power. | Protects all friendly units, reducing damage received from Air spells by 75%. Spell is active for number of rounds equal to hero Spell Power. | CREATURE_TARGET_2 |
Protection from Fire | Protects the selected friendly unit, reducing damage received from Fire spells by 50%. Spell is active for number of rounds equal to hero Spell Power. | (Text identical to the Normal column) | Protects the selected friendly unit, reducing damage received from Fire spells by 75%. Spell is active for number of rounds equal to hero Spell Power. | Protects all friendly units, reducing damage received from Fire spells by 75%. Spell is active for number of rounds equal to hero Spell Power. | CREATURE_TARGET_2 |
Prot. from Water | Protects the selected friendly unit, reducing damage received from Water spells by 50%. Spell is active for number of rounds equal to hero Spell Power. | (Text identical to the Normal column) | Protects the selected friendly unit, reducing damage received from Water spells by 75%. Spell is active for number of rounds equal to hero Spell Power. | Protects all friendly units, reducing damage received from Water spells by 75%. Spell is active for number of rounds equal to hero Spell Power. | CREATURE_TARGET_2 |
Prot. from Earth | Protects the selected friendly unit, reducing damage received from Earth spells by 50%. Spell is active for number of rounds equal to hero Spell Power. | (Text identical to the Normal column) | Protects the selected friendly unit, reducing damage received from Earth spells by 75%. Spell is active for number of rounds equal to hero Spell Power. | Protects all friendly units, reducing damage received from Earth spells by 75%. Spell is active for number of rounds equal to hero Spell Power. | CREATURE_TARGET_2 |
Anti-Magic | Protects the selected friendly unit from all 1-3 level spells except Dispel. Removes negative spells level 1-3 except Disrupting Ray. Does not affect duplicates created with Clone spell. Spell is active for number of rounds equal to hero Spell Power. | (Text identical to the Normal column) | Protects the selected friendly unit from all 1-4 level spells except Dispel. Removes negative spells level 1-4 except Disrupting Ray. Does not affect duplicates created with Clone spell. Spell is active for number of rounds equal to hero Spell Power. | Protects the selected friendly unit from all spells except Dispel. Removes all negative spells except Disrupting Ray. Does not affect duplicates created with Clone spell. Spell is active for number of rounds equal to hero Spell Power. | CREATURE_TARGET |
Dispel | Removes all spells and effects except Disrupting Ray and poison from a friendly unit. Ignores target creature natural immunities to magic. | (Text identical to the Normal column) | Removes all spells and effects except Disrupting Ray and poison from a friendly or hostile unit. Ignores target creature chances to resist a spell and natural immunities. | Removes all spells and effects except Disrupting Ray and poison from all units on the battlefield and destroys all magic obstacles. Ignores target creature chances to resist a spell and natural immunities. | CREATURE_TARGET_1 |
Magic Mirror | Reflects hostile spells from selected friendly unit towards a random enemy creature 20% of the time. Protects from Hypnotize spell. Spell is active for number of rounds equal to hero Spell Power. | (Text identical to the Normal column) | Reflects hostile spells from selected friendly unit towards a random enemy creature 30% of the time. Protects from Hypnotize spell. Spell is active for number of rounds equal to hero Spell Power. | Reflects hostile spells from selected friendly unit towards a random enemy creature 40% of the time. Protects from Hypnotize spell. Spell is active for number of rounds equal to hero Spell Power. | CREATURE_TARGET |
Cure | Removes all negative spells and effects except Disrupting Ray and dendroid binding and heals (Spell Power × 5 + 10) hit points on the selected friendly unit. Restores health decremented with poison. | (Text identical to the Normal column) | Removes all negative spells and effects except Disrupting Ray and dendroid binding and heals (Spell Power × 5 + 20) hit points on the selected friendly unit. Restores health decremented with poison. | Removes all negative spells and effects except Disrupting Ray and dendroid binding and heals (Spell Power × 5 + 30) hit points on all friendly units. Restores health decremented with poison. | CREATURE_TARGET_1 |
Resurrection | Resurrects units in the selected friendly group of living creatures until the end of the battle by restoring (Spell Power × 50 + 40) hit points to the target. | (Text identical to the Normal column) | Resurrects units in the selected friendly group of living creatures permanently by restoring (Spell Power × 50 + 80) hit points to the target. | Resurrects units in the selected friendly group of living creatures permanently by restoring (Spell Power × 50 + 160) hit points to the target. | CREATURE_TARGET |
Animate Dead | Re-animates any destroyed undead in the selected friendly group by restoring (Spell Power × 50 + 30) hit points to the target. | (Text identical to the Normal column) | Re-animates any destroyed undead in the selected friendly group by restoring (Spell Power × 50 + 60) hit points to the target. | Re-animates any destroyed undead in the selected friendly group by restoring (Spell Power × 50 + 160) hit points to the target. | CREATURE_TARGET |
Sacrifice | Permanently destroys a friendly living creature group in order to resurrect another friendly living creature group. Resurrection power is ((Spell Power + Sacrificed Troop's Creature Base Health + 3) × Number of Creatures Sacrificed) hit points. | (Text identical to the Normal column) | Permanently destroys a friendly living creature group in order to resurrect another friendly living creature group. Resurrection power is ((Spell Power + Sacrificed Troop's Creature Base Health + 6) × Number of Creatures Sacrificed) hit points. | Permanently destroys a friendly living creature group in order to resurrect another friendly living creature group. Resurrection power is ((Spell Power + Sacrificed Troop's Creature Base Health + 10) × Number of Creatures Sacrificed) hit points. | CREATURE_TARGET |
Bless | Causes the selected friendly unit to inflict maximum damage in combat. Removes Curse effect. Does not affect undead. Spell is active for number of rounds equal to hero Spell Power. | (Text identical to the Normal column) | Causes the selected friendly unit to inflict damage, greater than their normal maximum damage in combat by 1. Removes Curse effect. Does not affect undead. Spell is active for number of rounds equal to hero Spell Power. | Causes all friendly units to inflict damage, greater than their normal maximum damage in combat by 1. Removes Curse effect. Does not affect undead. Spell is active for number of rounds equal to hero Spell Power. | CREATURE_TARGET_2 |
Curse | Causes the selected enemy unit to inflict minimum damage in combat. Removes Bless effect. Does not affect undead. Spell is active for number of rounds equal to hero Spell Power. | (Text identical to the Normal column) | Causes the selected enemy unit to inflict damage, less than their normal minimum damage in combat by 1. Removes Bless effect. Does not affect undead. Spell is active for number of rounds equal to hero Spell Power. | Causes all enemy units to inflict damage, less than their normal minimum damage in combat by 1. Removes Bless effect. Does not affect undead. Spell is active for number of rounds equal to hero Spell Power. | CREATURE_TARGET_2 |
Bloodlust | Increases the hand-to-hand attack strength of the selected friendly unit by 3. Spell is active for number of rounds equal to hero Spell Power. | (Text identical to the Normal column) | Increases the hand-to-hand attack strength of the selected friendly unit by 6. Spell is active for number of rounds equal to hero Spell Power. | Increases the hand-to-hand attack strength of all friendly units by 6. Spell is active for number of rounds equal to hero Spell Power. | CREATURE_TARGET_2 |
Precision | Increases the attack strength of the selected friendly unit ranged attack by 3. Spell is active for number of rounds equal to hero Spell Power. | (Text identical to the Normal column) | Increases the attack strength of the selected friendly unit ranged attack by 6. Spell is active for number of rounds equal to hero Spell Power. | Increases the attack strength of any friendly units ranged attack by 6. Spell is active for number of rounds equal to hero Spell Power. | CREATURE_TARGET_2 |
Weakness | Reduces the selected enemy unit's attack strength by 3. Spell is active for number of rounds equal to hero Spell Power. | (Text identical to the Normal column) | Reduces the selected enemy unit's attack strength by 6. Spell is active for number of rounds equal to hero Spell Power. | Reduces the attack strength of all enemy units by 6. Spell is active for number of rounds equal to hero Spell Power. | CREATURE_TARGET_2 |
Stone Skin | Increases the selected friendly unit's defense strength by 3. Spell is active for number of rounds equal to hero Spell Power. | (Text identical to the Normal column) | Increases the selected friendly unit's defense strength by 6. Spell is active for number of rounds equal to hero Spell Power. | Increases the defense strength of all friendly units by 6. Spell is active for number of rounds equal to hero Spell Power. | CREATURE_TARGET_2 |
Disrupting Ray | Reduces the selected enemy unit's defense strength by 3. A single enemy may be targeted multiple times by this spell. Undispellable. The effect persists through death and resurrection of a unit. Disrupting Ray duration is unlimited. | (Text identical to the Normal column) | Reduces the selected enemy unit's defense strength by 4. A single enemy may be targeted multiple times by this spell. Undispellable. The effect persists through death and resurrection of a unit. Disrupting Ray duration is unlimited. | Reduces the selected enemy unit's defense strength by 5. A single enemy may be targeted multiple times by this spell. Undispellable. The effect persists through death and resurrection of a unit. Disrupting Ray duration is unlimited. | CREATURE_TARGET_2 |
Prayer | Bestows a +2 bonus to the attack strength, defense strength and speed of the selected friendly unit. Spell is active for number of rounds equal to hero Spell Power. | (Text identical to the Normal column) | Bestows a +4 bonus to the attack strength, defense strength and speed of the selected friendly unit. Spell is active for number of rounds equal to hero Spell Power. | Bestows a +4 bonus to the attack strength, defense strength and speed of all friendly units. Spell is active for number of rounds equal to hero Spell Power. | CREATURE_TARGET_2 |
Mirth | Mind spell. Increases the selected friendly unit's morale by 1. Spell is active for number of rounds equal to hero Spell Power. | (Text identical to the Normal column) | Mind spell. Increases the selected friendly unit's morale by 2. Spell is active for number of rounds equal to hero Spell Power. | Mind spell. Increases the morale of all friendly units by 2. Spell is active for number of rounds equal to hero Spell Power. | MIND_SPELL |
Sorrow | Mind spell. Reduces the morale of the selected enemy unit by 1. Spell is active for number of rounds equal to hero Spell Power. | (Text identical to the Normal column) | Mind spell. Reduces the morale of the selected enemy unit by 2. Spell is active for number of rounds equal to hero Spell Power. | Mind spell. Reduces the morale of all enemy units by 2. Spell is active for number of rounds equal to hero Spell Power. | MIND_SPELL |
Fortune | Increases the selected friendly unit's luck by 1. Spell is active for number of rounds equal to hero Spell Power. | (Text identical to the Normal column) | Increases the selected friendly unit's luck by 2. Spell is active for number of rounds equal to hero Spell Power. | Increases the luck of all friendly units by 2. Spell is active for number of rounds equal to hero Spell Power. | CREATURE_TARGET_2 |
Misfortune | Reduces the luck of the selected enemy unit by 1. Spell is active for number of rounds equal to hero Spell Power. | (Text identical to the Normal column) | Reduces the luck of the selected enemy unit by 2. Spell is active for number of rounds equal to hero Spell Power. | Reduces the luck of all enemy units by 2. Spell is active for number of rounds equal to hero Spell Power. | CREATURE_TARGET_2 |
Haste | Increases the speed of the selected friendly unit by 3. Removes Slow effect. Spell is active for number of rounds equal to hero Spell Power. | (Text identical to the Normal column) | Increases the speed of the selected friendly unit by 5. Removes Slow effect. Spell is active for number of rounds equal to hero Spell Power. | Increases the speed of all friendly units by 5. Removes Slow effect. Spell is active for number of rounds equal to hero Spell Power. | CREATURE_TARGET_2 |
Slow | Reduces the speed of the selected enemy unit by 25%. Removes Haste effect. Spell is active for number of rounds equal to hero Spell Power. | Reduces the speed of the selected enemy unit by the formula (old speed × 0.75). Removes Haste effect. Spell is active for number of rounds equal to hero Spell Power. | Reduces the speed of the selected enemy unit by the formula (old speed × 0.5 + 1). Removes Haste effect. Spell is active for number of rounds equal to hero Spell Power. | Reduces the speed of all enemy units by the formula (old speed × 0.5 + 1). Removes Haste effect. Spell is active for number of rounds equal to hero Spell Power. | CREATURE_TARGET_2 |
Slayer | Increases the selected friendly unit's attack strength against Dragons, Behemoths, Hydras, Firebirds and Sea Serpents by 8. Spell is active for number of rounds equal to hero Spell Power. | (Text identical to the Normal column) | Increases the selected friendly unit's attack strength against Dragons, Behemoths, Hydras, Firebirds, Sea Serpents, Devils and Angels by 8. Spell is active for number of rounds equal to hero Spell Power. | Increases the selected friendly unit's attack strength against Dragons, Behemoths, Hydras, Firebirds, Sea Serpents, Devils, Angels and Titans by 8. Spell is active for number of rounds equal to hero Spell Power. | CREATURE_TARGET |
Frenzy | Mind spell. Selected friendly troop intentionally lowers its defenses to 0 to increase the ferocity of its attack. Bonus to attack strength is equal to unit’s former defense. The spell takes effect immediately and lasts until the closest creature turn. After that, the spell effect until the next creature turn. | (Text identical to the Normal column) | Mind spell. Selected friendly troop intentionally lowers its defenses to 0 to increase the ferocity of its attack. Bonus to attack strength is 1.5 times more than unit’s former defense. The spell takes effect immediately and lasts until the closest creature turn. After that, the spell effect until the next creature turn. | Mind spell. Selected friendly troop intentionally lowers its defenses to 0 to increase the ferocity of its attack. Bonus to attack strength is 2 times more than unit’s former defense. The spell takes effect immediately and lasts until the closest creature turn. After that, the spell effect until the next creature turn. | MIND_SPELL |
Titan's Lightning Bolt | Does 600 points of damage to selected enemy unit at no spell cost to the spellcaster. | (Text identical to the Normal column) | (Text identical to the Normal column) | (Text identical to the Normal column) | |
Counterstrike | The selected friendly unit will retaliate against one additional attack each round. Spell is active for number of rounds equal to hero Spell Power. | (Text identical to the Normal column) | The selected friendly unit will retaliate against two additional attacks each round. Spell is active for number of rounds equal to hero Spell Power. | All friendly units will retaliate against two additional attacks each round. Spell is active for number of rounds equal to hero Spell Power. | CREATURE_TARGET_2 |
Berserk | Mind spell. The targeted unit will randomly attack the nearest unit, be it friend or foe. Hypnotize effect is dispelled from target. Spell effect is valid until target make an attack, otherwise Berserk duration is unlimited. | (Text identical to the Normal column) | Mind spell. The targeted unit as well as units adjacent to the target location will randomly attack the nearest units, be they friends or foes. Hypnotize effect is dispelled from targets. Spell effect is valid until target make an attack, otherwise Berserk duration is unlimited. | Mind spell. The targeted unit as well as any units 1 and 2 hexes away from target location will randomly attack the nearest units, be they friends or foes. Hypnotize effect is dispelled from targets. Spell effect is valid until target make an attack, otherwise Berserk duration is unlimited. | MIND_SPELL |
Hypnotize | Mind spell. Puts the selected enemy unit of not more than (Spell Power × 25 + 10) Health temporarily under your control. Removes Berserk effect. Spell is active for number of rounds equal to hero Spell Power. | (Text identical to the Normal column) | Mind spell. Puts the selected enemy unit of not more than (Spell Power × 25 + 20) Health temporarily under your control. Removes Berserk effect. Spell is active for number of rounds equal to hero Spell Power. | Mind spell. Puts the selected enemy unit of not more than (Spell Power × 25 + 50) Health temporarily under your control. Removes Berserk effect. Spell is active for number of rounds equal to hero Spell Power. | MIND_SPELL |
Forgetfulness | Mind spell. Half of the selected enemy ranged unit forgets to use its attack. Spell is active for number of rounds equal to hero Spell Power. | (Text identical to the Normal column) | Mind spell. Causes the selected enemy ranged unit to forget to use its ranged attack in combat. Half of unit also forget to use hand-to-hand attack. Spell is active for number of rounds equal to hero Spell Power. | Mind spell. Causes all enemy ranged troops to forget to use their ranged attack in combat. Half of each unit also forget to use hand-to-hand attack. Spell is active for number of rounds equal to hero Spell Power. | MIND_SPELL |
Blind | Mind spell. Temporary blinds the selected enemy unit so that it cannot move and causes it to counterattack at half its normal damage. Blindness persists until the unit is attacked or dispelled. Does not affect undead. Spell is active for number of rounds equal to hero Spell Power. | (Text identical to the Normal column) | Mind spell. Temporary blinds the selected enemy unit so that it cannot move and causes it to counterattack at one-quarter of its normal damage. Blindness persists until the unit is attacked or dispelled. Does not affect undead. Spell is active for number of rounds equal to hero Spell Power. | Mind spell. Temporary blinds the selected enemy unit so that it cannot move or counterattack. Blindness persists until the unit is attacked or dispelled. Does not affect undead. Spell is active for number of rounds equal to hero Spell Power. | CREATURE_TARGET |
Teleport | Teleports any friendly unit to any unoccupied spot on the battlefield. Removes dendroid binding effect. Troop cannot teleport over walls or moats. |
Teleports any friendly unit to an unoccupied spot on the battlefield. Removes dendroid binding effect. Troop cannot teleport over walls or moats. |
Teleports any friendly unit to an unoccupied spot on the battlefield. Removes dendroid binding effect. Troop cannot teleport over walls. |
Teleports any friendly unit to any unoccupied spot on the battlefield. Removes dendroid binding effect. | CREATURE_TARGET |
Remove Obstacle | Removes any normal non-integrated obstacle (trees, rocks, etc.) of the caster's choice from the battlefield. | (Text identical to the Normal column) | Removes any normal non-integrated obstacle (trees, rocks, etc.) or Fire Wall of the caster's choice from the battlefield. | Removes any normal non-integrated or magical obstacle of the caster's choice from the battlefield. | OBSTACLE_TARGET |
Clone | Creates a temporary duplicate of the selected friendly unit stack. The image is dispelled if it is damaged or if prototype dies. Each unit may have only one clone. Does not affect War Machines. Clone is alive for number of rounds equal to hero Spell Power. Clones creatures of levels 1-5. |
(Text identical to the Normal column) | Creates a temporary duplicate of the selected friendly unit stack. The image is dispelled if it is damaged or if prototype dies. Each unit may have only one clone. Does not affect War Machines. Clone is alive for number of rounds equal to hero Spell Power. Clones creatures of levels 1-6. |
Creates a temporary duplicate of the selected friendly unit stack. The image is dispelled if it is damaged or if prototype dies. Each unit may have only one clone. Does not affect War Machines. Clone is alive for number of rounds equal to hero Spell Power. Clones creatures of any level. |
CREATURE_TARGET |
Fire Elemental | Allows you to summon (Spell Power × 2) fire elementals on the random position of your edge of the battlefield. Elementals will serve you until the end of the battle. Once cast, no other elemental types may be summoned in that battle. | (Text identical to the Normal column) | Allows you to summon (Spell Power × 3) fire elementals on the random position of your edge of the battlefield. Elementals will serve you until the end of the battle. Once cast, no other elemental types may be summoned in that battle. | Allows you to summon (Spell Power × 4) fire elementals on the random position of your edge of the battlefield. Elementals will serve you until the end of the battle. Once cast, no other elemental types may be summoned in that battle. | COMBAT_SPELL |
Earth Elemental | Allows you to summon (Spell Power × 2) earth elementals on the random position of your edge of the battlefield. Elementals will serve you until the end of the battle. Once cast, no other elemental types may be summoned in that battle. | (Text identical to the Normal column) | Allows you to summon (Spell Power × 3) earth elementals on the random position of your edge of the battlefield. Elementals will serve you until the end of the battle. Once cast, no other elemental types may be summoned in that battle. | Allows you to summon (Spell Power × 4) earth elementals on the random position of your edge of the battlefield. Elementals will serve you until the end of the battle. Once cast, no other elemental types may be summoned in that battle. | COMBAT_SPELL |
Water Elemental | Allows you to summon (Spell Power × 2) water elementals on the random position of your edge of the battlefield. Elementals will serve you until the end of the battle. Once cast, no other elemental types may be summoned in that battle. | (Text identical to the Normal column) | Allows you to summon (Spell Power × 3) water elementals on the random position of your edge of the battlefield. Elementals will serve you until the end of the battle. Once cast, no other elemental types may be summoned in that battle. | Allows you to summon (Spell Power × 4) water elementals on the random position of your edge of the battlefield. Elementals will serve you until the end of the battle. Once cast, no other elemental types may be summoned in that battle. | COMBAT_SPELL |
Air Elemental | Allows you to summon (Spell Power × 2) air elementals on the random position of your edge of the battlefield. Elementals will serve you until the end of the battle. Once cast, no other elemental types may be summoned in that battle. | (Text identical to the Normal column) | Allows you to summon (Spell Power × 3) air elementals on the random position of your edge of the battlefield. Elementals will serve you until the end of the battle. Once cast, no other elemental types may be summoned in that battle. | Allows you to summon (Spell Power × 4) air elementals on the random position of your edge of the battlefield. Elementals will serve you until the end of the battle. Once cast, no other elemental types may be summoned in that battle. | COMBAT_SPELL |
In-game explanation of magic in general[edit | hide]
Too bad if this is the only expressed stranger’s point of view (indeed, why would anyone else bother explaining something as normal as magic). Are there any more bits of info?
Complex spells… make up magic. …Everything is about formulas, equations, and complicated actions - all to draw the desired result. It takes forever to memorize a simple spell.
— Tarnum, here (notably, he wonders 'who came up with the complex spells' first, the Infinite Monkey?)