Effect: Target friendly creature deals +20% Damage with basic attacks and always deals maximum Damage. Duration: [ 1 + 1 per every 4 hero’s Spell Power ] round(s).
Effect: All 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).
Effect: Reveals 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.
Effect: Target 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.
Healing does not affect Undead, Embodiments, or Constructs
Effect: Target 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).
Effect: Target friendly creature cannot have less than 20% of their current units. Taking Damage reduces the duration of the effect by 1 round(s). The target gains +1 turn(s). Duration: 2 round(s).
Effect: Curses the target enemy. Cursed creatures take [ 20 + 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.
Does not affect Magic Creatures, Undead, or Constructs
Effect: Curses the target enemy. Cursed creatures take [ 20 + 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).
Effect: Target enemy creature cannot restore HP. This effect remains after the creature’s death. Duration: [ 1 + 1 per every 4 hero’s Spell Power ] round(s).
Effect: Deals [ 40 + 10 × hero’s Spell Power ] Pure Damage to the target enemy and all enemies adjacent to it. 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.
Effect: Renews 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.
Effect: Target enemy creature is prevented from using abilities or generating Focus Points. Duration: [ 1 + 1 per every 6 hero’s Spell Power ] round(s).
Effect: Target 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: 1 round(s).
Level 2
Base effect duration: 1 > 2.
Level 3
Base effect duration: 2 > 3.
Level 4
Taking Damage does not dispel effect but instead reduces its duration by 2 rounds.
Does not affect Hive Spawns, Undead, Embodiments, or Constructs
Effect: Target creature immediately and uncontrollably attacks the closest target within its attack radius, whether it is a friendly or enemy creature.
Effect: Each creature on the target hex and adjacent hexes immediately and uncontrollably attacks the closest target within their attack radius, whether they are friendly or enemy creatures.
Effect: Target enemy creature takes +20% Damage, and all attacks against them deal maximum Damage. Duration: [ 1 + 1 per every 7 hero’s Spell Power ] round(s).
Effect: Target 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).
Effect: Marks 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 2Mana: 14
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.
Effect: Increases 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.
Effect: Deals [ 50 + 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).
Effect: Deals [ 50 + 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 2 hit(s) from attacks. Duration: 1 round(s).
Effect: Deals [ 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.
Effect: Any 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).
Effect: Deals [ 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.
Effect: Deals [ 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 –25% 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.
Effect: Deals [ 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.
Effect: Affects 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%.
Effect: Deals [ 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.
Effect: Deals [ 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 +200% 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.
Effect: Shields 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).
Effect: Shields a target friendly creature with a barrier that blocks the next instance of Damage. While under “Carapace,” the target is also immune to negative effects. Duration: [ 1 + 1 per every 5 hero’s Spell Power ] round(s).
Effect: Summons a copy of any target to fight on your side. 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).
Effect: Place up to 2 invisible traps on free hexes. Traps trigger when stepped on by a ground creature, dealing Pure 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).
Effect: Summons 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).
Effect: Restore [ 50 + 20 × hero’s Spell Power ] HP to a target friendly creature. This can revive fallen units and create temporary units beyond their original amount.
Effect: Place up to 2 invisible trap(s) on free hexes. Traps trigger when a ground creature moves through them, halting the creature’s movement, ending its current turn and cancelling its next turn. After triggering, the trap disappears. If the trapped hex is the creature’s final destination , the trap does not trigger. Duration: [ 1 + 1 per every 7 hero’s Spell Power ] round(s).
Effect: Deals [ 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.
Effect: All 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 3Mana: 19
Base mana cost: 23 > 19.
Level 4
Dispels all negative movement‑restricting effects from friendly creatures and all positive movement‑enhancing effects from enemies.
Effect: Selected 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).
Effect: Teleports the casting hero to the nearest city you control within 16 squares. All remaining movement points are lost. Usable 1 time(s) per day.
Effect: Restores the casting hero’s mana based on their remaining movement points: 1% of mana per 1% of remaining points. All movement points are lost.
Effect: Allows raising Undead to be toggled on or off. When it is off, the hero restores Necromantic Energy after winning a battle instead of raising friendly Undead.
Effect: The casting hero immediately interacts with any controlled city, enabling the transfer of creatures to or from that city. Usable 1 time per day.
Effect: Creates 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 2Mana: 10
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.
The hero must be at least level 4 to learn this spell
Effect: Summons an Avatar that is destroyed upon taking ? hit(s) from any source. It deals [ 12 + 16 × 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.
Effect: Summons an Avatar that is destroyed upon taking ? hit(s) from any source. It deals [ 12 + 12 × 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.
Effect: Summons an Avatar that is destroyed upon taking ? hit(s) from any source. It deals [ 12 + 20 × 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.
Effect: Grants 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 2Mana: 14
Base mana cost: 20 > 14.
Level 3
Flying above obstacles doesn’t increase movement cost.
Level 4
–20% movement cost while flying.
The hero must be at least level 8 to learn this spell
Effect: Creates 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 2Mana: 20
Base mana cost: 28 > 20.
Level 3
Target radius: 5 > 7.
Level 4
Can be used +1 time per day.
The hero must be at least level 12 to learn this spell