Spells
Visions and Magic Arrow belong to any school.
Level 1 |
Level 2 |
Level 3 |
Level 4 |
Level 5
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Adventure Spells |
Adventure Spells |
Adventure Spells |
Adventure Spells |
Adventure Spells
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- Visions (unit recognaissance, belongs to all magic schools)
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Combat spells |
Combat spells |
Combat spells |
Combat spells |
Combat spells
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Level 1 |
Level 2 |
Level 3 |
Level 4 |
Level 5
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Adventure Spells |
Adventure Spells |
Adventure Spells |
Adventure Spells |
Adventure Spells
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- View Air (heroes, towns, artifacts recognaissance)
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- Disguise (anti recognaissance of heroes troops)
- Visions (unit recognaissance, belongs to all magic schools)
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Combat spells |
Combat spells |
Combat spells |
Combat spells |
Combat spells
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- Haste (unit movement points)
- Magic Arrow (magical damge, belongs to all magic schools)
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Level 1 |
Level 2 |
Level 3 |
Level 4 |
Level 5
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Adventure Spells |
Adventure Spells |
Adventure Spells |
Adventure Spells |
Adventure Spells
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- Scuttle Boat (destroy unattended boat)
- Visions (hero units recognaissance, belongs to all magic schools)
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- Water Walk (like Fly but on water, added movement cost compared to grass terrain without water magic skill)
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Combat spells |
Combat spells |
Combat spells |
Combat spells |
Combat spells
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- Bless (unit damage set to maximum (meager result when creature has no damage threshold))
- Cure (units get negative conditions (curses) removed, heal health points)
- Dispel (units get spells removed)
- Magic Arrow (magical damge to single unit, belongs to all magic schools)
- Protection from Water (antimagic, water school)
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- Clone (summoning of stack creature not fire/water/air/earth creature)
- Prayer (speed, attack, defense increase)
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Level 1 |
Level 2 |
Level 3 |
Level 4 |
Level 5
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Adventure Spells |
Adventure Spells |
Adventure Spells |
Adventure Spells |
Adventure Spells
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Combat spells |
Combat spells |
Combat spells |
Combat spells |
Combat spells
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- Bloodlust (unit attack increase)
- Curse (threshold damage to minimum or lower)
- Magic Arrow (magical damge to single unit, belongs to all magic schools)
- Protection from Fire (30% or 50%, one or all own units, protection from fire spells)
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- Blind (unit control, enemy unit cant act as long as spell is active, might retaliate less or not at all when attacked)
- Fire Wall (battleground spell, creatures passing through or ending turn in the hexes get damaged)
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- Fireball (unit damge, cluster)
- Land Mine (battleground spell, put invisible passive units on battleground)
- Misfortune (single or all enemy units, unit luck rating reduced by 2 or 3 points)
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