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Adventure Spells[edit | edit source]
Air[edit | edit source]
- 1st level
Spell Name | Base Spell Point Cost | Duration | Basic | Advanced | Expert |
---|---|---|---|---|---|
View Air | 2 | N/A | Reveals location of all unclaimed artifacts. | Reveals location of all unclaimed artifacts and enemy heroes. | Reveals location of all unclaimed artifacts, enemy heroes and towns. |
- 2nd level
Spell Name | Base Spell Point Cost | Duration | Basic | Advanced | Expert |
---|---|---|---|---|---|
Disguise | 4 | N/A | Gives false information to enemy trying to view your hero. | Makes all your units look like your most powerful units to enemy trying to view your hero. Numbers in each group appear as zero. | Makes all your units look like most powerful units affiliated to your hero type to enemy trying to view your hero. Numbers in each group appear as zero. |
Visions | 4 | N/A | Gives you a basic idea of strength of opposing army/hero/garrison. | Gives you a basic idea of strength of opposing garrison, tells you the exact number of nearby wandering monsters and if they will be willing to join you. Allows you to view a nearby enemy hero's primary skills statistics, creature type and quantity. | Tells you the exact number of nearby wandering monsters and if they will be willing to join you. Allows you to view a nearby enemy hero's primary skills statistics, creature type and quantity, as well as nearby town's statistics, garrison creatures and quantity. |
- 5th level
Spell Name | Base Spell Point Cost | Duration | Basic | Advanced | Expert |
---|---|---|---|---|---|
Dimension Door | 25 | N/A | You can teleport once per day to a visible unoccupied location. | You can teleport three times per day to a visible unoccupied location. | You can teleport four times per day to a visible unoccupied location. |
Fly | 20 | N/A | Allows your army to use part of its movement to fly over obstacles. You must land at the end of turn. | Allows your army to use most of its movement to fly over obstacles. You must land at the end of turn. | Allows your army to use all of its movement to fly over obstacles. You must land at the end of turn. |
Earth[edit | edit source]
- 1st level
Spell Name | Base Spell Point Cost | Duration | Basic | Advanced | Expert |
---|---|---|---|---|---|
View Earth | 2 | N/A | Reveals location of all resources. | Reveals location of all resources and mines. | Reveals location of all resources and mines and also reveals all terrain. |
- 2nd level
Spell Name | Base Spell Point Cost | Duration | Basic | Advanced | Expert |
---|---|---|---|---|---|
Visions | 4 | N/A | Gives you a basic idea of strength of opposing army/hero/garrison. | Gives you a basic idea of strength of opposing garrison, tells you the exact number of nearby wandering monsters and if they will be willing to join you. Allows you to view a nearby enemy hero's primary skills statistics, creature type and quantity. | Tells you the exact number of nearby wandering monsters and if they will be willing to join you. Allows you to view a nearby enemy hero's primary skills statistics, creature type and quantity, as well as nearby town's statistics, garrison creatures and quantity. |
- 4th level
Spell Name | Base Spell Point Cost | Duration | Basic | Advanced | Expert |
---|---|---|---|---|---|
Town Portal | 16 | N/A | Teleports your hero to the nearest friendly town. The town must be unoccupied. | Teleports your hero to any friendly town. The town must be unoccupied. | Teleports your hero to any friendly town. The town must be unoccupied. |
Fire[edit | edit source]
- 2nd level
Spell Name | Base Spell Point Cost | Duration | Basic | Advanced | Expert |
---|---|---|---|---|---|
Visions | 4 | N/A | Gives you a basic idea of strength of opposing army/hero/garrison. | Gives you a basic idea of strength of opposing garrison, tells you the exact number of nearby wandering monsters and if they will be willing to join you. Allows you to view a nearby enemy hero's primary skills statistics, creature type and quantity. | Tells you the exact number of nearby wandering monsters and if they will be willing to join you. Allows you to view a nearby enemy hero's primary skills statistics, creature type and quantity, as well as nearby town's statistics, garrison creatures and quantity. |
Water[edit | edit source]
- 1st level
Spell Name | Base Spell Point Cost | Duration | Basic | Advanced | Expert |
---|---|---|---|---|---|
Summon Boat | 8 | N/A | Summons an existing friendly boat from anywhere in the world Chances of success: 50% |
Summons an existing friendly boat from anywhere in the world Chances of success: 75% |
Summons an existing friendly boat from anywhere in the world If no boat exist, one is created. |
- 2nd level
Spell Name | Base Spell Point Cost | Duration | Basic | Advanced | Expert |
---|---|---|---|---|---|
Scuttle Boat | 8 | N/A | Destroys a boat you own. Chances of success: 50%. | Destroys a boat you own. Chances of success: 75%. | Destroys a boat you own. |
Visions | 4 | N/A | Gives you a basic idea of strength of opposing army/hero/garrison. | Gives you a basic idea of strength of opposing garrison, tells you the exact number of nearby wandering monsters and if they will be willing to join you. Allows you to view a nearby enemy hero's primary skills statistics, creature type and quantity. | Tells you the exact number of nearby wandering monsters and if they will be willing to join you. Allows you to view a nearby enemy hero's primary skills statistics, creature type and quantity, as well as nearby town's statistics, garrison creatures and quantity. |
- 4th level
Spell Name | Base Spell Point Cost | Duration | Basic | Advanced | Expert |
---|---|---|---|---|---|
Water Walk | 12 | N/A | Allows your army to use part of its movement to walk across bodies of water. You must end your movement on dry land at the end of turn. | Allows your army to use most of its movement to walk across bodies of water. You must end your movement on dry land at the end of turn. | Allows your army to use all of its movement to walk across bodies of water. You must end your movement on dry land at the end of turn. |
Combat Spells[edit | edit source]
Multi-Elemental[edit | edit source]
Magic Arrow[edit | edit source]
Air[edit | edit source]
Level 1[edit | edit source]
Effects | |||||||
---|---|---|---|---|---|---|---|
Spell Name | Type | Target | Base Spell Point Cost | Duration | Basic | Advanced | Expert |
Haste | Combat | Ally | 6 | 1 Round/Spell Point | Unit speed increased by three hexes. | Unit speed increased by five hexes. | Unit speed increased by five hexes for all units. |
Magic Arrow | Combat | Enemy | 5 | Instant Damage | Damage = 10xSpell Power | Damage = 10xSpell Power+10 | Damage = 10xSpell Power+20 |
Precision[edit | edit source]
- Level:
Lightning Bolt[edit | edit source]
- Level: 2
Chain Lightning[edit | edit source]
- Level: 4
Reflect Magic[edit | edit source]
- Level: 5
Summon Air Elemental[edit | edit source]
- Level: 5