Talk:Spell

From Heroes 3 wiki
Jump to navigation Jump to search

Redirected form direct damage discussion

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

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

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

Information from H3Bitmap.lod > SPTRAITS.TXT   
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