Direct damage spells
Direct damage spells is a term that typically refers to spells whose effect causes immediate damage to the creature stack(s) on the battlefield instead of weakening them, controlling them, hindering their movement or creating summoned creature stacks that attack them - aside from adventure map spells that make the army cross water, walk over mountains or transfer directly to any owned town, look at army sizes on the adventure map, look at shrouded parts of the adventure map or combat spells that ressurect units during combat.
Many (and the most powerful single target spell Implosion) deal single target damage and damage to only a single stack, but there are also arcing (Chain Lightning), splashing (Fireball, Meteor Shower) and whole battlefield spells (Armageddon, Destroy Undead, Death Ripple) - Destroy Undead only deals damage to undead, a spell inbuilt immunity of the enemy that most spells except Death Ripple lack, although quite some creatures are immune to spell schools, immune to a level range of spells, immune to single spells or enjoy magic resistance.
Earthquake is a spell that works like Cyclops units (or the Catapult) would - it damages the siege walls and not units.
Quicksand is a spell that stops movement when a unit steps into it, Force Field makes part of the battlefield impassable, fire wall damages units that pass through it - those are not direct damage spells but battlefield related support spells that may hurt or hinder the opponent, but not instantly.
Damage spells can magically be evaded by casting Anti-Magic on units or having artefacts on the hero like Pendant of Negativity that makes the whole army immune to spells like Lightning Bolt or Chain Lightning.
Magic Mirror can (up to a percentage of 40%) reflect hurtfull spells back to a stack of the enemy casters army.
Damage spells also cannot be cast in anti magic areas like the Anti-Magic Garrison.
First Level Spells
- Magic Arrow (one stack, Constant 10 and Spell Power*10 (Basic) / Spell Power*20 (Adv) / Spell Power*30 (Expert) damage)
Second Level Spells
- Death Ripple (all living units, Constant 10 (Basic), Constant 20 (Adv), Constant 30(Expert) and Spell Power*5 damage)
- Fire Wall (units going through the wall or pausing there, Constant 10 (Basic), Constant 20 (Adv), Constant 50 (Expert) and Spell Power*10 damage)
- Ice Bolt (one stack, Constant 10 (Basic), Constant 20 (Adv), Constant 50 (Expert) and Spell Power*20 damage)
- Lightning Bolt (one stack, Constant 10 (Basic), Constant 20 (Adv), Constant 50 (Expert) and Spell Power*25 damage)
Third Level Spells
- Destroy Undead
- Earthquake (Only targets Castle walls and towers)
- Fireball
- Frost Ring
- Land Mine
Fourth Level Spells
Fifth Level Spells
Spell tables
Spell Name | School | Single Target | Bonus damage at Basic | Bonus at Adv | Bonus at Expert | Variable Damage |
---|---|---|---|---|---|---|
Destroy Undead | Air | No, Whole Battlefield (Undead Only) | 10 dmg (1x) | 20 dmg (2x) | 50 dmg (5x) | 10 dmg / spell power |
Armageddon | Fire | No, Whole Battlefield (Safe Spell immunity or likewise) | 30 dmg (0.6x) | 60 dmg (1.2x) | 120 dmg (2.4x) | 50 dmg / spell power point |
Magic Arrow | *Any* | Yes | 10 dmg (1x) | 20 dmg (2x) | 30 dmg (3x) | 10 dmg / spell power point |
Lightning Bolt | Air | Yes | 10 dmg (0.4x) | 20 dmg (0.8x) | 50 dmg (2x) | 25 dmg / spell power point |