All 29 original PC Heroes I spells, with game icons, level, effect, restrictions and practical tactics. Search by name or rule and separate combat magic from adventure reconnaissance.
19 combat and 10 adventure spells. Levels are compared with two community inventories; errors in the original manual’s Teleport, Resurrect and View Resources table markers are explained on their cards. Conflicting Dispel Magic scope and Haste speed classification remain explicitly identified.
Unverified part of the reference: Details and differences are explained in this card’s rules.
Rules, restrictions and interactions
The manual and Jaskinia Behemota describe battlefield-wide removal; Acid Cave describes one stack. These references disagree on scope, which still needs an original-game check. This card does not establish single-stack targeting.
Practical use
Check targeting in your version and account for losing friendly buffs. Compare Cure when removing harmful effects from your own troops.
Slows the target stack to one-square movement and places it last in action order.
Uses spent: 1 use of this spell
Combat movement reach
1
Rules, restrictions and interactions
The manual explicitly gives one-square reach and last action order. Acid Cave’s detailed reference also applies the movement limit to flying creatures.
Practical use
Use the extra space for shooting or repositioning. Check whether another enemy stack can reach your shooters meanwhile.
Cleanses harmful spells from friendly troops and heals injuries.
Uses spent: 1 use of this spell
Healing in the community references
5 × P HP
Rules, restrictions and interactions
The manual describes cleansing all friendly stacks. Community references add healing of 5 × Spell Power. Distinguish healing injuries from returning fallen creatures with Resurrect.
Practical use
Use it when several friendly stacks suffer harmful spells. When creatures have already died, examine Resurrect instead.
Unverified part of the reference: Details and differences are explained in this card’s rules.
Rules, restrictions and interactions
The manual labels the result Fast; Acid Cave gives Very Fast (4). These references do not use a consistent numerical classification. The Heroes II +2 Speed rule is not applied here.
Practical use
Check the resulting in-game reach before committing a slow attacker. The speed change can allow contact with shooters or alter the next action order.
Forces a stack to attack the nearest unit regardless of allegiance.
Uses spent: 1 use of this spell
Manual duration
1 round
Rules, restrictions and interactions
The manual lists one round. The detailed community reference describes approaching the nearest target and ending after an attack. Nearby stack positions therefore determine the practical outcome.
Practical use
Check which unit is actually nearest. A friendly stack standing too close can receive the redirected attack.
Moves a friendly stack to an empty battlefield position.
Uses spent: 1 use of this spell
Rules, restrictions and interactions
Both community inventories place it at level 3, conflicting with the original manual’s printed level-1 marker. It does not move the hero on the adventure map.
Practical use
Move a strong attacker into contact or rescue a threatened shooter. Choose an empty position and check the following action sequence.
Returns fallen creatures in a selected stack through 50 × Spell Power restored health.
Uses spent: 1 use of this spell
Restorable health
50 × P HP
Rules, restrictions and interactions
Both community inventories give level 4; the manual prints a level-3 marker and an imprecise single-creature healing description. Returned creature count depends on creature health and actual stack losses.
Practical use
Prioritize valuable fallen creatures. Compare restored health with creature maximum HP and losses; the coefficient does not guarantee an unlimited number of returns.
Both community inventories give level 1, while the manual’s summary table prints a level-3 marker. The spell reveals map pickups rather than a player’s treasury.
Practical use
Plan a secondary hero’s route to the particular resource you lack. The main army can then concentrate on guarded objectives.
Community references exclude the Ultimate Artifact and items hidden in chests or object rewards. It does not expose every item in every inventory.
Practical use
Choose an accessible item by its benefit to the main hero and travel cost. Revealing a location does not establish that it can be collected without fighting.
Moves the hero to a selected adventure-map position within spell range.
Uses spent: 1 use of this spell
Rules, restrictions and interactions
The manual ties the destination to the visible adventure window. Acid Cave specifies seven squares in any direction. Casting consumes this particular spell’s stored supply.
Practical use
Cross an obstacle or shorten a decisive route segment. Consider destination safety and whether another cast remains for returning.
P denotes hero Spell Power. Damage and restoration formulas are base values before relevant immunities. Knowledge determines each spell’s supply: after replenishment, the hero can cast each known spell a number of times equal to Knowledge. Casting spends one use of that particular spell.
Heroes I uses individual spell-cast supplies. Opening a Mage Guild provides its available spells and replenishes the supply; the manual says merely entering a castle is insufficient. A Spell Book costs 500 gold. Sorceresses and Warlocks start with one.
Mage Guilds have four levels, and each guild offers only part of the inventory. Ordinary lasting spells run for one round per Spell Power unless an entry gives an exception. Speed rules are not inferred from identically named spells in other games.