Spells Overview

From Heroes of Might and Magic: Olden Era Official Wiki


NameSchoolTierDescriptionMana Cost💬Global Map Spells💬Masterful
Healing Water

Daylight Magic
ITarget friendly creature restores [ 50 + 5 × hero’s Spell Power ] HP.
Cannot revive fallen units.

Level 2: HP per Spell Power: 5 > 10.

Level 3: Triggers one more time at the beginning of the next round.

Level 4: Affects all friendly creatures.

Masterful: This version of the spell dispels all negative effects from friendly creatures.

5 Battle Spells💬Has Masterful
version
Blessing

Daylight Magic
ITarget friendly creature deals +15% Damage with basic attacks.
Duration: [ 1 + 1 per every 4 hero’s Spell Power ] round(s).

Level 2: Basic attacks Damage: 15% > 20%.

Level 3: Affects all friendly creatures.

Level 4: Basic attacks Damage: 20% > 30%.

Masterful: This version of the spell makes the target always deal maximum Damage.

7 Battle Spells💬Has Masterful
version
Haste

Daylight Magic
ITarget friendly creature gains +2 Speed.
Duration: [ 2 + 1 per every 4 hero’s Spell Power ] round(s).

Level 2: Speed bonus: 2 > 4.

Level 3: Dispels “Web.”

Level 4: Speed bonus: 4 > 6.

Masterful: This version of the spell affects all friendly creatures.

8 Battle Spells💬Has Masterful
version
Shorten Shadow

Daylight Magic
ITarget enemy creature loses 3 Attack and Defense.
Duration: [ 1 + 1 per every 4 hero’s Spell Power ] round(s).

Level 2: The reduction of Attack and Defense increases each round.

Level 3: Dispels “Enlarge Shadow.”

Level 4: Affects all enemy creatures.

6 Battle Spells💬No Masterful
version available
From a Bird's Eye

Daylight Magic
IIReveals the borders of all areas, including those hidden by the fog of war.

Level 2: Base mana cost: 10 > 6.

Level 3: Reveals the location of all enemy heroes.

Level 4: Reveals the location of all cities.

10 Global Map Spells💬No Masterful
version available
Favorable Wind

Daylight Magic
IITarget friendly creature deals +20% Damage with Ranged and Long Reach attacks.
Duration: [ 1 + 1 per every 5 hero’s Spell Power ] round(s).

Level 2: Ranged and Long Reach Damage: 20% > 30%.

Level 3: Ranged and Long Reach Damage: 30% > 40%.

Level 4: Eliminates Ranged penalty.

10 Battle Spells💬No Masterful
version available
Weakening Ray

Daylight Magic
IIRemoves 1 counterattack charge(s) from the target enemy for this round.

Level 2: Base mana cost: 10 > 6.

Level 3: Removes all counterattack charges from the target for this round.

Level 4: Affects all enemy creatures.

10 Battle Spells💬No Masterful
version available
Inner Light

Daylight Magic
IIReduces the duration of all negative effects applied to the target friendly creature by [ 2 + 1 per every 5 hero’s Spell Power ].

Level 2: Base spell effectiveness: 2 > 3.

Level 3: Affects friendly creatures adjacent to the target.

Level 4: Affects all friendly creatures.

8 Battle Spells💬No Masterful
version available
Song of Power

Daylight Magic
IIIResets the cooldowns of the target friendly creature.

Level 2: Dispels all effects that block creature attacks or abilities.

Level 3: The creature may use its limited abilities again.

Level 4: Affects all friendly creatures.

6 Battle Spells💬No Masterful
version available
Riposte

Daylight Magic
IIITarget friendly creature counterattacks before enemy attack lands.
Duration: [ 1 + 1 per every 6 hero’s Spell Power ] round(s).

Level 2: Deal +20% Damage with counterattacks.

Level 3: Gain +1 additional counterattack per round.

Level 4: Affects all friendly creatures.

10 Battle Spells💬No Masterful
version available
Taunt

Daylight Magic
IIIAll enemies within 2 hexes from the target friendly creature can only target that creature. Each instance of Damage makes the effect last 1 round(s) shorter.
Duration: [ 1 + 1 per every 6 hero’s Spell Power ] round(s).

Level 2: Radius of effect: 2 > 3.

Level 3: Base effect duration: 1 > 3.

Level 4: Radius of effect: 3 > 4.

11 Battle Spells💬No Masterful
version available
Arina's Touch

Daylight Magic
IIITarget friendly creature gains 1 Initiative and 10% maximum HP.
Duration: [ 1 + 1 per every 6 hero’s Spell Power ] round(s).

Level 2: Maximum HP bonus: 10% > 20%.

Level 3: Affects all friendly creatures.

Level 4: Doubles Initiative bonus.

Masterful: This version of the spell increases target’s Speed by 1.

14 Battle Spells💬Has Masterful
version
Radiant Armor

Daylight Magic
IVTarget friendly creature takes –15% Damage from all sources.
Duration: [ 1 + 1 per every 7 hero’s Spell Power ] round(s).

Level 2: Damage reduction: 15% > 25%.

Level 3: Affects all friendly creatures.

Level 4: Damage reduction: 25% > 35%.

22 Battle Spells💬No Masterful
version available
Heavenly Blades

Daylight Magic
IVTarget friendly creature deals +35 Pure Damage with each basic attack and restores the same amount of HP. Cannot revive fallen units.
Duration: [ 1 + 1 per every 7 hero’s Spell Power ] round(s).

Level 2: Damage bonus: 35 > 75.

Level 3: Affects all friendly creatures.

Level 4: Bonus Damage instantly destroys summoned creatures and temporary stacks.

21 Battle Spells💬No Masterful
version available
Vengeance

Daylight Magic
IVWhenever an enemy attacks target friendly creature in Melee, that enemy takes [ 60 + 15 × hero’s Spell Power ] Magic Damage.
Duration: [ 1 + 1 per every 7 hero’s Spell Power ] round(s).

Level 2: Base effect duration: 1 > 3.

Level 3: Damage per Spell Power: 15 > 20.

Level 4: The effect applies to all basic attacks.

16 Battle Spells💬No Masterful
version available
Clear Fog

Daylight Magic
IVReveals 5 squares around the selected space on the global map up to [ 2 × hero’s sight ] square(s) away from the hero. Usable 1 time(s) per day.

Level 2: Selection radius multiplier: 2 > 3.

Level 3: Squares revealed: 5 > 8.

Level 4: Unlimited casting range.

14 Global Map Spells💬No Masterful
version available
Judgement

Daylight Magic
VStrikes target enemy four times, dealing a total of [ 200 + 30 × hero’s Spell Power ] Magic Damage.

Level 2: Base Damage: 200 > 400.

Level 3: Damage per Spell Power: 30 > 40.

Level 4: Damage per Spell Power: 40 > 60.

30 Battle Spells💬No Masterful
version available
Arina's Chosen

Daylight Magic
VTarget friendly creature cannot have less than 20% of their current units. Taking Damage reduces the duration of the effect by 1 round(s).
Duration: 2 round(s).

Level 2: Minimum stack size: 20% > 35%.

Level 3: Base effect duration: 2 > 4.

Level 4: Minimum stack size: 35% > 50%.

Masterful: This version of the spell gives the target +1 extra turn(s).

18 Battle Spells💬Has Masterful
version
Nightshade Magic
Unnatural Calm

Nightshade Magic
ITarget enemy deals –15% Damage with basic attacks.
Duration: [ 1 + 1 per every 4 hero’s Spell Power ] round(s).

Level 2: Basic attack Damage: –15% > –20%.

Level 3: Affects all enemy creatures.

Level 4: Basic attack Damage: –20% > –30%.

Masterful: -

6 Battle Spells💬Has Masterful
version
Enlarge Shadow

Nightshade Magic
ITarget friendly creature gains 3 Attack and Defense.
Duration: [ 1 + 1 per every 4 hero’s Spell Power ] round(s).

Level 2: The bonus to Attack and Defense increases each round.

Level 3: Dispels “Shorten Shadow.”

Level 4: Affects all friendly creatures.

7 Battle Spells💬No Masterful
version available
Despair

Nightshade Magic
ICurses the target enemy. Cursed creatures take [ 10 + 10 × hero’s Spell Power ] Pure Damage at the start of their turn. This effect is stackable.
Duration: [ 1 + 1 per every 4 hero’s Spell Power ] round(s).

Level 2: Base effect duration: 1 > 2.

Level 3: +50% Damage dealt by the spell.

Level 4: Affects enemy creatures adjacent to the target.

Masterful: This version of the spell affects all types of enemies.

11 Battle Spells💬Has Masterful
version
Fatal Decay

Nightshade Magic
ITarget enemy creature cannot restore HP. This effect remains after the creature’s death.
Duration: [ 2 + 1 per every 4 hero’s Spell Power ] round(s).

Level 2: Reduces maximum HP by 20%.

Level 3: This effect cannot be dispelled.

Level 4: Maximum HP reduction: 20% > 30%.

4 Battle Spells💬No Masterful
version available
Read Minds

Nightshade Magic
IIReveals the precise number and intentions of all neutral squads within [ 3 × hero’s sight ] squares of the hero.

Level 2: Base mana cost: 10 > 7.

Level 3: Reveals information on enemy heroes.

Level 4: Reveals information on enemy cities.

10 Global Map Spells💬No Masterful
version available
Web

Nightshade Magic
IITarget enemy creature loses 2 Speed
Duration: [ 2 + 1 per every 5 hero’s Spell Power ] round(s).

Level 2: Speed reduction: –2 > –3.

Level 3: Dispels “Haste.”

Level 4: Speed reduction: –3 > –4.

Masterful: This version of the spell affects all enemies.

9 Battle Spells💬Has Masterful
version
Shade Cloak

Nightshade Magic
IITarget friendly creature cannot be targeted. Effect ends when the unit takes any action or at the end of the round.

Level 2: First attack under this effect deals +25% Damage.

Level 3: Base mana cost: 7 > 4.

Level 4: Damage bonus: 25% > 50%.

7 Battle Spells💬No Masterful
version available
Umbral Grip

Nightshade Magic
IIDeals [ 40 + 10 × hero’s Spell Power ] Pure Damage to the target enemy. This Damage cannot be modified in any way.

Level 2: Damage per Spell Power: 10 > 15.

Level 3: Damage per Spell Power: 15 > 20.

Level 4: Additionally, kills +1 unit(s). Works on creatures up to tier 7.

Masterful: This version of the spell also affects enemy creatures adjacent to the target.

10 Battle Spells💬Has Masterful
version
Silence

Nightshade Magic
IIITarget enemy creature is prevented from using abilities or generating Focus Points.
Duration: [ 1 + 1 per every 6 hero’s Spell Power ] round(s).

Level 2: Base effect duration: 1 > 2.

Level 3: Affects enemy creatures adjacent to the target.

Level 4: Affects all enemy creatures.

5 Battle Spells💬No Masterful
version available
Naira's Veil

Nightshade Magic
IIIRenews the fog of war in a 8-square radius around the hero, concealing them from opponents until the fog is re-cleared. Usable 1 time(s) per day.

Level 2: Base mana cost: 16 > 12.

Level 3: Fog of war radius: 8 > 10.

Level 4: Fog of war radius: 10 > 14.

16 Global Map Spells💬No Masterful
version available
Sleep

Nightshade Magic
IIITarget enemy creature falls asleep and cannot take any actions. Dispelled upon taking Damage. After awakening, the same creature cannot fall asleep again until the end of the battle.
Duration: 2 round(s).

Level 2: Base effect duration: 2 > 3.

Level 3: Base effect duration: 3 > 4.

Level 4: Taking Damage does not dispel effect but instead reduces its duration by 2 rounds.

13 Battle Spells💬No Masterful
version available
Twilight

Nightshade Magic
IIITarget enemy creature is prevented from using Ranged attacks.
Duration: [ 1 + 1 per every 6 hero’s Spell Power ] round(s).

Level 2: Base effect duration: 1 > 2.

Level 3: Targets deal –15% Melee Damage.

Level 4: Affects all enemy creatures.

16 Battle Spells💬No Masterful
version available
Vulnerability

Nightshade Magic
IVTarget enemy creature takes +20% Damage from all sources.
Duration: [ 1 + 1 per every 7 hero’s Spell Power ] round(s).

Level 2: Damage: 20% > 30%.

Level 3: The target always takes maximum Damage.

Level 4: Affects enemy creatures adjacent to the target.

Masterful: The effect of this version of the spell is stackable.

8 Battle Spells💬Has Masterful
version
Summon Starchild

Nightshade Magic
IVSummons a stack of [ 8 + 1 × hero’s Spell Power ] Starchildren on an adjacent free hex. They will disappear at the end of the battle.

Level 2: Summon radius: 1 > 2.

Level 3: Summoned stack can use abilities.

Level 4: Spell Power multiplier: 1 > 2.

20 Battle Spells💬No Masterful
version available
Berserk

Nightshade Magic
IVTarget creature immediately and uncontrollably attacks the closest target within its attack radius, whether it is a friendly or enemy creature.

Level 2: With this effect attack deals +10% Damage.

Level 3: Damage bonus: 10% > 20%.

Level 4: Damage bonus: 20% > 30%.

Masterful: This version of the spell affects all creatures adjacent to the target.

16 Battle Spells💬Has Masterful
version
Naira's Kiss

Nightshade Magic
VMarks the target enemy creature. Marked creatures take [ 150 + 15 × hero’s Spell Power ] Magic Damage whenever they perform any action.
Duration: [ 1 + 1 per every 8 hero’s Spell Power ] round(s).

Level 2: Base Damage: 150 > 200.

Level 3: Damage per Spell Power: 15 > 20.

Level 4: Marked target additionally loses 1 Speed and Initiative whenever it performs any action. This effect is stackable.

18 Battle Spells💬No Masterful
version available
Coup de Grâce

Nightshade Magic
VTarget enemy creature will die after taking any Damage if its stack size is lower than or equal to 20% of its original number.
Duration: [ 1 + 1 per every 8 hero’s Spell Power ] round(s).

Level 2: Stack size: 20% > 25%.

Level 3: Stack size: 25% > 35%.

Level 4: Affects all enemy creatures.

24 Battle Spells💬No Masterful
version available
Shadow Army

Nightshade Magic
VIncreases the number of units in the target friendly stack by [ 15 + 0.5% × hero’s Spell Power ]%. These units are temporary and cannot exceed 100% of the current number of permanent units in the stack.

Level 2: Base effect bonus: 15% > 20%.

Level 3: Base effect bonus: 20% > 30%.

Level 4: Effect bonus per Spell Power: 0.5% > 1%.

35 Battle Spells💬No Masterful
version available
Arcane Magic
Guillotine

Arcane Magic
IDeals [ 30% + 3% × hero’s Spell Power ]% of target enemy creature’s maximum HP as Magic Damage. Each time this spell is re-cast on the same target, it deals +100% more Damage. This effect is stackable.

Level 2: Base Damage: 30% > 45% HP.

Level 3: Damage per Spell Power: 3% > 6% HP.

Level 4: Kills target enemy creature if its stack size is lower than or equal to 25% of its original number.

Masterful: This version of the spell’s Damage increases twice as fast when cast on the same target.

7 Battle Spells💬Has Masterful
version
Early Start

Arcane Magic
ITarget friendly creature gains +3 Initiative.
Duration: [ 2 + 1 per every 4 hero’s Spell Power ] round(s).

Level 2: Initiative bonus: 3 > 4.

Level 3: Initiative bonus: 4 > 5.

Level 4: Initiative bonus: 5 > 6.

Masterful: This version of the spell affects all friendly creatures.

8 Battle Spells💬Has Masterful
version
Energize

Arcane Magic
IImmediately generates 1 Focus Charge(s).

Level 2: Base mana cost: 9 > 7.

Level 3: Focus Charges: 1 > 2.

Level 4: Focus Charges: 2 > 3.

9 Battle Spells💬No Masterful
version available
Optical Illusion

Arcane Magic
ITarget friendly creature takes –30% Ranged Damage.
Duration: [ 1 + 1 per every 4 hero’s Spell Power ] round(s).

Level 2: Damage: –30% > –60%.

Level 3: Also applies to Long Reach Damage.

Level 4: Affects all friendly creatures.

8 Battle Spells💬No Masterful
version available
Reinforcements

Arcane Magic
IIThe casting hero immediately interacts with any external dwelling you control within [ 2 × hero’s sight ] squares. Usable 1 times per day.

Level 2: Target radius: 2 > 3.

Level 3: Target radius: 3 > 4.

Level 4: Can be used +1 time per day.

18 Global Map Spells💬No Masterful
version available
Energy Explosion

Arcane Magic
IIDeals 30 Magic Damage per Focus Charge to all creatures in one-hex radius.

Level 2: Damage per Focus Charge: 30 > 40.

Level 3: Damage per Focus Charge: 40 > 55.

Level 4: Damage per Focus Charge: 55 > 75.

8 Battle Spells💬No Masterful
version available
Blink

Arcane Magic
IITeleports a target friendly creature up to 4 hexes from its current hex.

Level 2: Teleportation range: 4 > 6.

Level 3: Teleportation range: 6 > 9.

Level 4: Teleportation range: 9 > 13.

Masterful: This version of the spell can target enemy creatures.

10 Battle Spells💬Has Masterful
version
Carapace

Arcane Magic
IIShields a target friendly creature with a barrier that blocks the next instance of Damage.
Duration: [ 1 + 1 per every 5 hero’s Spell Power ] round(s).

Level 2: Base mana cost: 18 > 14.

Level 3: Base effect duration: 1 > 2.

Level 4: Barrier blocks the Damage twice.

Masterful: This version of the spell makes the target immune to negative effects and dispel effects.

18 Battle Spells💬Has Masterful
version
Assemble!

Arcane Magic
IIIThe casting hero immediately interacts with any allied hero within [ 1 × hero’s sight ] squares. Usable 1 times per day.

Level 2: Radius multiplier: 1 > 2.

Level 3: Can be used +1 time per day.

Level 4: Radius multiplier: 2 > 3.

12 Global Map Spells💬No Masterful
version available
Temporal Spheres

Arcane Magic
IIIPlace up to 2 invisible traps on free hexes. Traps trigger when stepped on by a ground creature, dealing Magic Damage to the creature and adjacent ones before disappearing. The Damage equals [ 100% + 5% × hero’s Spell Power ]% of one unit’s maximum HP.
Duration: [ 1 + 1 per every 5 hero’s Spell Power ] round(s).

Level 2: Damage per Spell Power: 5% > 10%.

Level 3: Traps: 2 > 3.

Level 4: Damage per Spell Power: 10% > 15%.

11 Battle Spells💬No Masterful
version available
Shackles

Arcane Magic
IIITarget enemy creature cannot counterattack.
Duration: [ 1 + 1 per every 6 hero’s Spell Power ] round(s).

Level 2: Base effect duration: 1 > 2.

Level 3: Dispels “Riposte.”

Level 4: Affects enemy creatures adjacent to the target.

6 Battle Spells💬No Masterful
version available
Impending Fate

Arcane Magic
IIIDeals Damage to all enemies. Each stack takes 15 Magic Damage per its creature tier

Level 2: Damage per unit tier: 15 > 25.

Level 3: Damage per unit tier: 25 > 40.

Level 4: Deals Pure Damage.

13 Battle Spells💬No Masterful
version available
Mirror Copy

Arcane Magic
IVSummons a copy of a target friendly creature. The copy deals –75% and takes +300% Damage and can’t use special abilities.
Duration: [ 1 + 1 per every 7 hero’s Spell Power ] round(s).

Level 2: Damage dealt: –75% > –67%.
Damage taken: +300% > +200%.

Level 3: Damage dealt: –67% > –50%.
Damage taken: +200% > +100%.

Level 4: Damage dealt: –50% > –30%.
Damage taken: +100% > +50%.

Masterful: This version of the spell can target enemy creatures.

20 Battle Spells💬Has Masterful
version
Rewind Life

Arcane Magic
IVRestore [ 50 + 20 × hero’s Spell Power ] HP to a target friendly creature.
This can revive fallen units.

Level 2: Base Recovery: 50 > 100.

Level 3: HP per Spell Power: 20 > 25.

Level 4: HP per Spell Power: 25 > 35.

Masterful: This version of the spell can revive units beyond their original amount.

17 Battle Spells💬Has Masterful
version
Spatial Snare

Arcane Magic
IVPlace up to 2 invisible trap(s) on free hexes. Traps trigger when a ground creature moves through them, halting its movement, ending its current turn, and canceling its next turn. After triggering, the trap disappears. If the trap is on the last hex of a route, it does not trigger.
However, the trap on the last hex will always trigger if any creature flies, jumps, or teleports onto it, or is forcefully moved there.
Duration: [ 1 + 1 per every 7 hero’s Spell Power ] round(s).

Level 2: Base mana cost: 10 > 5.

Level 3: Traps: 2 > 3.

Level 4: Traps: 3 > 4.

10 Battle Spells💬No Masterful
version available
Black Hole

Arcane Magic
VDeals [ 80 + 15 × hero’s Spell Power ] Magic Damage to all creatures on the target hex and up to 2 hexes away in every direction. Pulls the furthest affected targets towards the center if possible.

Level 2: Base Damage: 80 > 120.

Level 3: Base Damage: 120 > 200.

Level 4: Damage per Spell Power: 15 > 20.

30 Battle Spells💬No Masterful
version available
Doreath's Tide

Arcane Magic
VAll friendly creatures gain 1 Speed and Initiative. All enemies lose 1 Speed and Initiative.
Duration: [ 1 + 1 per every 8 hero’s Spell Power ] round(s).

Level 2: Base duration of effect: 1 > 2.

Level 3: Base mana cost: 23 > 19.

Level 4: Dispels all negative movement-restricting effects from friendly creatures and all positive movement-enhancing effects from enemies.

23 Battle Spells💬No Masterful
version available
Reality Distortion

Arcane Magic
VSelected target takes no Damage from any source. Instead, at the start of each round, it takes all Damage that it would have taken in the previous round as Pure Damage.
Duration: [ 1 + 1 per every 8 hero’s Spell Power ] round(s).

Level 2: Damage is reduced by 21%.

Level 3: Base effect duration: 1 > 3.

Level 4: Damage reduction 21% > 41%.

15 Battle Spells💬No Masterful
version available
Primal Magic
Groundsight

Primal Magic
IReveals the location of all neutral squads on the global map (including those in the fog of war).

Level 2: Base mana cost: 10 > 6.

Level 3: Reveals the location of resources.

Level 4: Reveals the location of artifacts.

10 Global Map Spells💬No Masterful
version available
Lightning Bolt

Primal Magic
IDeals [ 25 + 10 × hero’s Spell Power ] Magic Damage to target enemy creature.

Level 2: Base Damage: 25 > 50.

Level 3: Base Damage: 50 > 100.

Level 4: Damage per Spell Power: 10 > 15.

6 Battle Spells💬No Masterful
version available
Thick Hide

Primal Magic
ITarget friendly creature takes –15% Damage from Melee attacks.
Duration: [ 1 + 1 per every 4 hero’s Spell Power ] round(s).

Level 2: Damage: –15% > –20%.

Level 3: Affects all friendly creatures.

Level 4: Damage: –20% > –30%.

6 Battle Spells💬No Masterful
version available
Wean

Primal Magic
IIReduces the duration of all positive effects applied to the target by [ 2 + 1 per every 5 hero’s Spell Power ].

Level 2: Base spell effectiveness: 1 > 2.

Level 3: Affects enemy creatures adjacent to the target.

Level 4: Affects all enemy creatures.

8 Battle Spells💬No Masterful
version available
Fireball

Primal Magic
IIDeals [ 50 + 10 × hero’s Spell Power ] Magic Damage to all creatures in a 1-hex radius.

Level 2: Base Damage: 50 > 75.

Level 3: Base Damage: 75 > 125.

Level 4: Base Damage: 125 > 200.

Masterful: This version of the spell hits a bigger area.

13 Battle Spells💬Has Masterful
version
Crystal Crown

Primal Magic
IIPlace up to 2 crystal obstacles. An obstacle is destroyed upon taking 1 hit(s) from attacks.
Duration: 2 round(s).

Level 2: Base duration: 2 > 3.

Level 3: Obstacles: 2 > 3.

Level 4: Obstacle is destroyed after taking 2 instances of Damage.

8 Battle Spells💬No Masterful
version available
Ice Bolt

Primal Magic
IIDeals [ 50 + 10 × hero’s Spell Power ] Magic Damage to target enemy creature and reduces their Initiative by 3.
Duration: 2 round(s).

Level 2: Base Damage: 50 > 100.

Level 3: Damage per Spell Power: 10 > 15.

Level 4: Initiative reduction: –3 > –6.

Masterful: The Initiative penalty of this version of the spell is twice as strong.

10 Battle Spells💬Has Masterful
version
Stone Fangs

Primal Magic
IIIDeals [ 50 + 5 × hero’s Spell Power ] Magic Damage to up to 3 different target enemies.

Level 2: Base Damage: 50 > 100.

Level 3: Targets: 3 > 4.

Level 4: Damage per Spell Power: 5 > 10.

11 Battle Spells💬No Masterful
version available
Firewall

Primal Magic
IIIBurns 2 selected hexes. A ground creature that steps onto a burning hex takes [ 80 + 10 × hero’s Spell Power ] Magic Damage.
Duration: 2 round(s).

Level 2: Base mana cost: 12 > 9.

Level 3: Burning hexes: 2 > 3.

Level 4: Deals +50% Damage.

Masterful: This version of the spell stays active for +2 round(s).

12 Battle Spells💬Has Masterful
version
Cave In

Primal Magic
IIIDeals [ 75 + 15 × hero’s Spell Power ] Magic Damage to the target enemy. All adjacent empty hexes are filled with rock obstacles. An obstacle is destroyed upon taking 1 hit(s) from attacks.
Duration: 1 round(s).

Level 2: Base Damage: 75 > 150.

Level 3: The obstacles it creates remain for +1 round.

Level 4: Damage per Spell Power: 15 > 20.

Masterful: The obstacles created by this version of the spell must be damaged +1 more times to be destroyed.

12 Battle Spells💬Has Masterful
version
Earth's Rage

Primal Magic
IIIDeals [ 100 + 15 × hero’s Spell Power ] Damage to all defensive structures on the battlefield. Also deals [ 15 × hero’s Spell Power ] Damage to all creatures within castle walls.

Level 2: Damage to defensive structures: 100 > 200.

Level 3: Also deals 100 Damage to all creatures within castle walls.

Level 4: Damage to defensive structures: 200 > 400.

16 Battle Spells💬No Masterful
version available
Anti-Magic

Primal Magic
IVAny chosen target becomes immune to spells of tier 3 and lower. This effect cannot be dispelled. If the target is a summoned creature or contains temporary units in its stack, those are destroyed.
Duration: 1 round(s).

Level 2: Base effect duration: 1 > 2.

Level 3: Affects tier-1-4 spells.

Level 4: Also affects tier-1-5 spells.

12 Battle Spells💬No Masterful
version available
Chain Lightning

Primal Magic
IVDeals [ 100 + 20 × hero’s Spell Power ] Magic Damage to the target enemy creature. The lightning then jumps 1 time(s) to a random target within 3 hex(es), dealing –50% Damage with each jump.

Level 2: Makes +1 jump(s).

Level 3: Makes +1 jump(s). Base Damage: 100 > 300.

Level 4: Makes +1 jump(s). Damage per Spell Power: 20 > 30.

Masterful: This version of the spell loses half as much Damage when jumping between targets.

24 Battle Spells💬Has Masterful
version
Circle of Winter

Primal Magic
IVDeals [ 75 + 15 × hero’s Spell Power ] Magic Damage to all creatures adjacent to target hex. All affected stacks are pushed away from the center if possible.

Level 2: Damage per Spell Power: 15 > 20.

Level 3: Initiative of all targets decreases by 2.

Level 4: Doubles base Damage and Initiative reduction.

21 Battle Spells💬No Masterful
version available
Primordial Chaos

Primal Magic
IVAffects a neutral squad in a [ 1 × hero’s sight ]-square radius. Transforms it into a different squad of the same strength. Usable 1 time(s) per day.

Level 2: Radius multiplier: 1 > 2.

Level 3: When transforming a target, its strength is reduced by 5%.

Level 4: Target strength reduction: 5% > 10%.

17 Global Map Spells💬No Masterful
version available
Armageddon

Primal Magic
VDeals [ 150 + 15 × hero’s Spell Power ] Magic Damage to all creatures on the battlefield.

Level 2: Base Damage: 150 > 250.

Level 3: Base Damage: 250 > 350.

Level 4: Damage per Spell Power: 15 > 25.

40 Battle Spells💬No Masterful
version available
Hksmilla's Rampage

Primal Magic
VTarget friendly creature gains Double Strike and deals and takes +10% Damage.
Duration: [ 1 + 1 per every 8 hero’s Spell Power ] round(s).

Level 2: Damage dealt and taken: 10% > 15%.

Level 3: Damage dealt and taken: 15% > 25%.

Level 4: Damage dealt and taken: 25% > 40%.

28 Battle Spells💬No Masterful
version available
Summon Primal Remnant

Primal Magic
VSummons a stack of [ 12 + 1 × hero’s Spell Power ] Primal Remnants. They will disappear at the end of the battle.

Level 2: Summon radius: 1 > 2.

Level 3: Summoned stack can use abilities.

Level 4: Spell Power multiplier: 1 > 2.

20 Battle Spells💬No Masterful
version available
Neutral Magic💬
Magic Arrow

Neutral Magic💬
IStrikes target enemy three times, dealing a total of [ 25 + 5 × hero’s Spell Power ] Magic Damage.0 Battle Spells💬No Masterful
version available
Necromancer Will

Neutral Magic💬
IAllows Undead raising to be toggled on or off. When it is off, the hero restores Necromantic Energy after winning a battle instead of raising friendly Undead.0 Global Map Spells💬No Masterful
version available
Back to Town!

Neutral Magic💬
ITeleports the casting hero to the nearest city you control within 16 squares. All remaining movement points are lost. Usable 1 time(s) per day.10 Global Map Spells💬No Masterful
version available
Mana Rite

Neutral Magic💬
IRestores the casting hero’s mana based on their remaining movement points: 1% of mana per 1% of remaining points. All movement points are lost.0 Global Map Spells💬No Masterful
version available
Relocation

Neutral Magic💬
IThe casting hero immediately interacts with any controlled city, enabling the transfer of creatures to or from that city. Usable 1 time per day.12 Global Map Spells💬No Masterful
version available
Pocket Dimension

Neutral Magic💬
IICreates an entrance to a Remote Foothold on an adjacent space that lasts until the end of the day, allowing any allied hero to leave creatures and artifacts there. If an enemy hero interacts with the entrance, it disappears. Usable 1 time(s) per day.

Level 2: Base mana cost: 14 > 10.

Level 3: Foothold entrance can be created within 4 square(s).

Level 4: Foothold entrance lasts until the end of the next day.

14 Global Map Spells💬No Masterful
version available
Second Wind

Neutral Magic💬
IIImmediately restores 40 Movement points to the hero. Usable 1 time(s) per day.

Level 2: Base mana cost: 17 > 13.

Level 3: Bonus Movement points: 60 > 60.

Level 4: Can be used +1 time per day.

17 Global Map Spells💬No Masterful
version available
Shadowflight

Neutral Magic💬
IIIGrants the hero the ability to fly until the end of the day, allowing them to move freely through any obstacles on the global map. Flying above obstacles costs +30% Movement points.

Level 2: Base mana cost: 20 > 14.

Level 3: Flying above obstacles doesn’t increase movement cost.

Level 4: –20% movement cost while flying.

20 Global Map Spells💬No Masterful
version available
Town Portal

Neutral Magic💬
IIITeleports the casting hero to a selected city you control. Usable 1 times per day.

Level 2: Base mana cost: 24 > 18.

Level 3: Can be used +1 time per day.

Level 4: Can be used +1 time per day.

24 Global Map Spells💬No Masterful
version available
Basic Summon Avatar

Neutral Magic💬
IVSummons an Avatar that is destroyed upon taking 3 hit(s) from any source. It deals [ 10 + 6 × hero’s Spell Power ] Damage. Its Damage and Attack scale with the hero’s Spell Power (instead of their Attack). Each side of the battle can have only one Avatar at a time.0 Battle Spells💬No Masterful
version available
Advanced Summon Avatar

Neutral Magic💬
IVSummons an Avatar that is destroyed upon taking 3 hit(s) from any source. It deals [ 10 + 8 × hero’s Spell Power ] Damage. Its Damage and Attack scale with the hero’s Spell Power (instead of their Attack). Each side of the battle can have only one Avatar at a time.0 Battle Spells💬No Masterful
version available
Expert Summon Avatar

Neutral Magic💬
IVSummons an Avatar that is destroyed upon taking 3 hit(s) from any source. It deals [ 10 + 10 × hero’s Spell Power ] Damage. Its Damage and Attack scale with the hero’s Spell Power (instead of their Attack). Each side of the battle can have only one Avatar at a time.0 Battle Spells💬No Masterful
version available
Dimension Door

Neutral Magic💬
IVTeleports the hero to target location within 8 squares. Usable 1 times per day.

Level 2: Base mana cost: 22 > 14.

Level 3: Target radius: 8 > 11.

Level 4: Can be used +1 time per day.

22 Global Map Spells💬No Masterful
version available
Gate of Light

Neutral Magic💬
IVCreates a portal until the end of the day, allowing any hero to travel through it. Entry is from any free adjacent space, and exit is to any free space within 5 square(s) of the hero. 1 time(s) per day.

Level 2: Base mana cost: 28 > 20.

Level 3: Target radius: 5 > 7.

Level 4: Can be used +1 time per day.

28 Global Map Spells💬No Masterful
version available