Home

Spells

Heroes of Might and Magic: Olden Era spells: magic schools, levels, mana costs, and effects.

Magic school

Daylight Magic

Rank 4Global Map Magic
Level 1Mana: 14

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.

Level 2

Selection radius multiplier: 2 > 3.

Level 3

Squares revealed: 5 > 8.

Level 4

Unlimited casting range.

Rank 4Combat Magic
Level 1Mana: 21

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

Rank 4Combat Magic
Level 1Mana: 18

Effect: Target friendly creature takes –20% Damage from all sources. Duration: [ 1 + 1 per every 7 hero’s Spell Power ] round(s).

Level 2

Damage reduction: 20% > 30%.

Level 3

Affects all friendly creatures.

Level 4

Damage reduction: 30% > 40%.

Rank 4Combat Magic
Level 1Mana: 16

Effect: Whenever 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.

Magic school

Nightshade Magic

Rank 4Combat Magic
Level 1Mana: 16

Effect: Target 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%.

Does not affect Embodiments or Constructs

Rank 4Special Combat Magic
Level 1Mana: 16

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.

Level 2

With this effect attack deals +10% Damage.

Level 3

Damage bonus: 10% > 20%.

Level 4

Damage bonus: 20% > 30%.

Does not affect Embodiments or Constructs

Rank 4Combat Magic
Level 1Mana: 20

Effect: Summons 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.

Rank 4Special Combat Magic
Level 1Mana: 11

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).

Level 2

Damage: 20% > 30%.

Level 3

Damage: 30% > 50%.

Level 4

Affects enemy creatures adjacent to the target.

Rank 4Combat Magic
Level 1Mana: 11

Effect: Target 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

Damage: 30% > 50%.

Level 4

Affects enemy creatures adjacent to the target.

Magic school

Primal Magic

Rank 4Combat Magic
Level 1Mana: 16

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).

Level 2

Base effect duration: 1 > 2.

Level 3

Affects tier‑1-4 spells.

Level 4

Also affects tier‑1-5 spells.

Rank 4Combat Magic
Level 1Mana: 24

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.

Does not affect Qilins

Rank 4Special Combat Magic
Level 1Mana: 24

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.

Does not affect Qilins

Rank 4Combat Magic
Level 1Mana: 19

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.

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.

Does not affect Naiads

Rank 4Global Map Magic
Level 1Mana: 17

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%.

Level 4

Target strength reduction: 5% > 10%.

Magic school

Arcane Magic

Rank 4Combat Magic
Level 1Mana: 20

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).

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%.

Rank 4Special Combat Magic
Level 1Mana: 17

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.

Level 2

Base Recovery: 50 > 100.

Level 3

HP per Spell Power: 20 > 25.

Level 4

HP per Spell Power: 25 > 35.

Rank 4Combat Magic
Level 1Mana: 17

Effect: Restore [ 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.

Rank 4Combat Magic
Level 1Mana: 10

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).

Level 2Mana: 5

Base mana cost: 10 > 5.

Level 3

Traps: 2 > 3.

Level 4

Traps: 3 > 4.

Magic school

Neutral Magic

Rank 4Global Map Magic
Level 1Mana: 22

Effect: Teleports the hero to target location within 8 squares. Usable 1 times per day.

Level 2Mana: 14

Base mana cost: 22 > 14.

Level 3

Target radius: 8 > 11.

Level 4

Can be used +1 time per day.

The hero must be at least level 12 to learn this spell

Rank 4Global Map Magic
Level 1Mana: 28

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