HEROES III · COMPLETE / THE SHADOW OF DEATH · 70 ENTRIES
Spell catalogue · Heroes III
All 70 spells in the Heroes III reference inventory: original icons, four mastery tiers, base and discounted costs, restrictions and tactics in Czech and English. The four elemental filters include Magic Arrow and Visions in every applicable school while each spell retains a single card.
60 combat and 10 adventure spells. The original manual contains 69 distinct spells; the inventory adds Titan’s Lightning Bolt from the Titan’s Thunder artifact. The scope is Complete / The Shadow of Death. Documented original-game bugs and differences between the manual and the VCMI reference implementation are explained on individual cards; HotA rules are not automatically attributed to the base game.
Raises a friendly stack’s Speed; at Expert it affects the eligible friendly army.
Base cost: 6 mana untrained / 5 mana from Basic
Speed change
School mastery
Value / formula
Untrained
+3
Basic
+3
Advanced
+5
Expert
+5 all allies
Rules, restrictions and interactions
Speed affects both combat movement and order. Haste replaces opposing Slow. Hero P ordinarily determines duration here rather than the number of Speed points added.
Practical use
Calculate a specific attacker’s reach and following action order. Use Expert for a coordinated advance when several stacks need acceleration.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
It belongs to all four schools, so assess effective mastery using the hero’s best relevant school. Base damage is 10 × P plus 10, 20 or 30 by mastery. Ordinary cost is 5 mana, reduced to 4 with school expertise; immunities and other modifiers are evaluated separately.
Practical use
Finish an urgent weaker target when removing it prevents another action. To conserve mana, compare the actual damage needed with a costlier Lightning Bolt.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Shows map artifacts; higher mastery adds hero and town locations.
Base cost: 2 mana untrained / 1 mana from Basic
Revealed categories
School mastery
Value / formula
Untrained
Artifacts
Basic
Artifacts
Advanced
Artifacts and heroes
Expert
Artifacts, heroes and towns
Rules, restrictions and interactions
It provides information in the world-map overview. Revealing a position does not collect an artifact, establish every guard or capture an object.
Practical use
Before a long expedition, compare objective and enemy-hero positions. Adjust the route and reinforcement base accordingly.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Changes the information an opponent obtains when inspecting the hero’s army.
Base cost: 4 mana untrained / 2 mana from Basic
Unverified part of the reference: Details and differences are explained in this card’s rules.
Disguise described in the manual
School mastery
Value / formula
Untrained
Types from army
Basic
Types from army
Advanced
Army types, counts 0
Expert
Town-based type, counts 0
Rules, restrictions and interactions
The manual describes replacing creature types with the army’s strongest creature; Advanced additionally displays counts as zero, while Expert is described as using the strongest creature of the longest-owned town. The table records this manual description; higher-tier displays have not been personally verified in original SoD. It does not make the hero disappear from the map.
Practical use
Consider it before moving into enemy reconnaissance. Do not treat disguise as physical protection or assume it conceals every other information source.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Lowers an enemy stack’s Defense; repeated casts stack.
Base cost: 10 mana untrained / 8 mana from Basic
Defense change per cast
School mastery
Value / formula
Untrained
−3
Basic
−3
Advanced
−4
Expert
−5
Rules, restrictions and interactions
Air Magic mastery determines points removed. It lasts for the current battle rather than behaving as an ordinary brief enchantment that a standard Dispel simply reverses.
Practical use
Weaken a durable stack before several friendly physical attacks. Another ray is less valuable when target Defense can no longer meaningfully affect the planned hit.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Raises a friendly stack’s Luck; Expert buffs all eligible allies.
Base cost: 7 mana untrained / 5 mana from Basic
Luck change
School mastery
Value / formula
Untrained
+1
Basic
+1
Advanced
+2
Expert
+2 all allies
Rules, restrictions and interactions
Luck affects the possibility of a lucky physical hit. The table adds Luck rather than guaranteeing a multiplier on every attack; account for current Luck and its game limit.
Practical use
Buff troops expected to make several more attacks. When you must reliably prevent an immediate loss, compare control or defensive magic.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
The bonus applies when shooting. Switching a shooter to ordinary melee does not automatically turn it into a general bonus for every strike. Expert affects all eligible friendly shooters.
Practical use
Cast before several volleys from a safe position. If enemies are closing in, relocation or control may be worth more than a damage buff.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Reduces damage received from applicable Air magic.
Base cost: 7 mana untrained / 5 mana from Basic
Applicable spell-damage reduction
School mastery
Value / formula
Untrained
30 %
Basic
30 %
Advanced
50 %
Expert
50 % all allies
Rules, restrictions and interactions
The table gives damage reduction rather than a chance to reject the entire spell. Expert covers eligible friendly troops. Physical ranged fire and Air Shield are separate rules.
Practical use
Consider it against Lightning attacks when protection lets a key stack survive an expected hit. Check whether the opponent can switch to another magic type.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Provides detailed neutral-stack information; higher mastery adds heroes and towns.
Base cost: 4 mana untrained / 2 mana from Basic
Reconnaissance range in squares
School mastery
Value / formula
Untrained
max(3, P)
Basic
max(3, P)
Advanced
max(3, 2 × P)
Expert
max(3, 3 × P)
Rules, restrictions and interactions
It belongs to all four schools. Minimum range is three squares. Untrained and Basic reveal neutral counts and encounter behavior; Advanced adds hero attributes and armies, and Expert adds town and garrison information. Range scales with P as shown.
Practical use
Before detouring around a guard, learn whether it will join, flee or fight. Use higher mastery to inform attacks on heroes or garrisons.
Heroes and equipment
Equipment related to this spell (4)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Reduces ordinary ranged damage received by a friendly stack.
Base cost: 12 mana untrained / 9 mana from Basic
Ordinary ranged-damage reduction
School mastery
Value / formula
Untrained
25 %
Basic
25 %
Advanced
50 %
Expert
50 % all allies
Rules, restrictions and interactions
Expert protects all eligible friendly stacks. Original SoD/Complete has a documented bug: Air Shield can instead increase damage received from castle turrets. Armorer Fix and HotA fix this bug; their behavior is not automatically attributed to an unpatched game.
Practical use
Against ordinary shooters, compare losses saved over several volleys. During a siege, first verify your version and whether the turret fix is installed.
Heroes and equipment
Tactical option · acquisition depends on the map (1)
The spell is an option in an editorial tactical plan. This does not confirm starting knowledge; check acquisition and conditions on the map.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Hits eligible undead stacks across the battlefield.
Base cost: 15 mana untrained / 12 mana from Basic
Base undead damage
School mastery
Value / formula
Untrained
10 × P + 10
Basic
10 × P + 10
Advanced
10 × P + 20
Expert
10 × P + 50
Rules, restrictions and interactions
Base damage is 10 × P plus a mastery-dependent amount. The effect can include your undead; belonging to your army does not itself protect them.
Practical use
Use it against several undead targets with a safe friendly composition. Against one important target, compare concentrated Lightning damage.
Heroes and equipment
Equipment related to this spell (2)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Takes control of an eligible enemy stack when its current health fits the spell’s limit.
Base cost: 18 mana untrained / 15 mana from Basic
Target current-health threshold
School mastery
Value / formula
Untrained
25 × P + 10
Basic
25 × P + 10
Advanced
25 × P + 20
Expert
25 × P + 50
Rules, restrictions and interactions
The threshold depends on P and Air Magic mastery. Current health of the whole stack matters, rather than one creature’s HP. Mind-control immunities apply; the manual also describes friendly attacks on the controlled target without retaliation.
Practical use
First reduce a strong stack’s health if it is just above the threshold. Prepare a useful action before taking control and consider enemy counterplay.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Chains Lightning through several stacks with progressively weaker subsequent hits.
Base cost: 24 mana untrained / 20 mana from Basic
Base first-hit damage
School mastery
Value / formula
Untrained
40 × P + 25
Basic
40 × P + 25
Advanced
40 × P + 50
Expert
40 × P + 100
Rules, restrictions and interactions
The first hit uses the listed base; each following hit halves the previous one. Untrained and Basic hit up to four targets, Advanced and Expert up to five. Nearby follow-up targets can belong to your army.
Practical use
Assess the chain using both armies’ positions, rather than its first target alone. A cheaper Lightning Bolt can be safer when a jump would hit a valuable ally.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Grants a friendly stack additional retaliations per round.
Base cost: 24 mana untrained / 20 mana from Basic
Additional retaliations per round
School mastery
Value / formula
Untrained
+1
Basic
+1
Advanced
+2
Expert
+2 all allies
Rules, restrictions and interactions
The table lists retaliations added to the ordinary allowance. Expert buffs the eligible friendly army. Extra retaliations do not remove an attacker’s ability to prevent retaliation.
Practical use
Buff a durable stack expecting several attackers. Against retaliation-denying enemies, reconsider the value of defense or healing instead.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Teleports the hero to an eligible unoccupied adventure-map position.
Base cost: 25 mana untrained / 20 mana from Basic
Reference maximum casts per day
School mastery
Value / formula
Untrained
1
Basic
2
Advanced
3
Expert
4
Rules, restrictions and interactions
Daily casts already differ between untrained and Basic: the reference configuration gives 1, 2, 3 and 4. Movement expenditure is ordinarily 300 points, reduced to 200 at Expert. The manual summary does not correctly distinguish the two lowest masteries. HotA and other modifications can change the daily limit.
Practical use
Plan the whole jump sequence and subsequent travel, including daily limits and mana. The destination must be eligible; attempts across an invalid terrain mode have original-game exceptions.
Heroes and equipment
Equipment related to this spell (2)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Lets the hero cross adventure-map obstacles by flying for the day.
Base cost: 20 mana untrained / 15 mana from Basic
Reference movement penalty
School mastery
Value / formula
Untrained
40 %
Basic
40 %
Advanced
20 %
Expert
0 %
Rules, restrictions and interactions
The manual expresses mastery as 60%, 80% and 100% of normal movement. The reference configuration stores corresponding movement penalties of 40%, 20% and 0%. Judge actual reach using terrain and available movement rather than P as a speed multiplier.
Practical use
Compare walking around an obstacle with Fly and Dimension Door. Plan a valid landing position and the following route segment.
Heroes and equipment
Equipment related to this spell (2)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Gives a protected stack a chance to reflect an eligible enemy spell.
Base cost: 25 mana untrained / 20 mana from Basic
Eligible-spell reflection chance
School mastery
Value / formula
Untrained
20 %
Basic
20 %
Advanced
30 %
Expert
40 %
Rules, restrictions and interactions
A successful reflection redirects the spell to a random eligible enemy stack. The table gives probability rather than guaranteed protection; it is not general immunity to every area or otherwise untargeted effect.
Practical use
Use it when probabilistic protection of a key stack complements the plan. To reliably survive a specific hit, compare direct protection or Anti-Magic.
Heroes and equipment
Equipment related to this spell (2)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Summons Air Elementals as temporary combat reinforcements.
Base cost: 25 mana untrained / 20 mana from Basic
Base summoned count
School mastery
Value / formula
Untrained
2 × P
Basic
2 × P
Advanced
3 × P
Expert
4 × P
Rules, restrictions and interactions
Count depends on P and school mastery. One elemental type can be summoned in a battle. Summoning requires a suitable free position and does not provide permanent recruits after combat.
Practical use
Compare the additional actions and space control with an immediate damage spell. Check the creature profile for Speed and magic rules.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Expert affects all eligible friendly stacks. This reduces melee hits; Air Shield covers ranged attacks, while direct spell damage has separate protections.
Practical use
Protect a stack expecting several attacks and retaliations. Compare direct losses prevented with additional Defense from Stone Skin.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Slows an enemy stack; Expert covers all eligible enemies.
Base cost: 6 mana untrained / 5 mana from Basic
Speed reduction
School mastery
Value / formula
Untrained
25 %
Basic
25 %
Advanced
50 %
Expert
50 % all enemies
Rules, restrictions and interactions
Untrained and Basic reduce Speed by 25%, while Advanced and Expert reduce it by 50%. Round resulting Speed down with a floor of one. The manual’s erroneous wording of reduction to 25% at base mastery is not used. Slow replaces opposing Haste.
Practical use
Calculate the target’s new reach and order. Against several attackers, Expert can create breathing room for the whole friendly ranged force.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Shows loose resources; higher mastery adds mines and terrain.
Base cost: 2 mana untrained / 1 mana from Basic
Revealed categories
School mastery
Value / formula
Untrained
Resources
Basic
Resources
Advanced
Resources and mines
Expert
Terrain, resources and mines
Rules, restrictions and interactions
Basic and untrained reveal pickups, Advanced also reveals mines, and Expert reveals the terrain layout. View Air has its own expansion to heroes, towns and artifacts.
Practical use
Use it before choosing collection routes and economic development. Distinguish a one-time pickup from continuing income from a captured mine.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Deals battlefield-wide damage to eligible non-undead stacks.
Base cost: 10 mana untrained / 8 mana from Basic
Base damage per stack
School mastery
Value / formula
Untrained
5 × P + 10
Basic
5 × P + 10
Advanced
5 × P + 20
Expert
5 × P + 30
Rules, restrictions and interactions
Base damage is 5 × P plus a mastery-dependent amount. Friendly non-undead stacks are included. Evaluate additional immunities and magic reductions for each creature.
Practical use
Use it against several eligible targets with your own undead army. In a mixed force, account for every vulnerable support stack.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Places random Quicksand patches that halt a caught stack’s movement.
Base cost: 8 mana untrained / 6 mana from Basic
Random patch count
School mastery
Value / formula
Untrained
4
Basic
4
Advanced
6
Expert
8
Rules, restrictions and interactions
Patch count scales with mastery rather than P. A revealed patch becomes known to both sides. The caster and creatures on native terrain have information other targets may lack; it is not a direct damage spell.
Practical use
Use it to disrupt ground attackers approaching shooters. Random placement does not guarantee blocking a specific corridor.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Permanently returns fallen creatures in a friendly undead stack.
Base cost: 15 mana untrained / 12 mana from Basic
Base permanent HP restoration
School mastery
Value / formula
Untrained
50 × P + 30
Basic
50 × P + 30
Advanced
50 × P + 60
Expert
50 × P + 160
Rules, restrictions and interactions
Restoration is permanent even when untrained; unlike Resurrection, it does not require Advanced Earth Magic for permanence. P and the table determine restored health. Original count and actual losses limit creature returns.
Practical use
Once the battle is under control, recover expensive undead. Before ending combat, compare available mana with restoration needed for the next expedition.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Protects a friendly stack against spells through the applicable level and removes harmful enchantments.
Base cost: 15 mana untrained / 12 mana from Basic
Protected spell levels
School mastery
Value / formula
Untrained
1–3
Basic
1–3
Advanced
1–4
Expert
1–5
Rules, restrictions and interactions
Base protection covers levels 1–3, Advanced 1–4, and Expert 1–5. Reference cleansing removes harmful and neutral effects while retaining ordinary beneficial buffs. This differs from Heroes II Anti-Magic.
Practical use
Choose protection according to the opponent’s specific threat. Account for restrictions on further support spells on the protected target.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Earth Magic mastery determines the number of wall hits; each described hit deals one structural damage point. P does not turn it into direct creature damage. It has no such use outside a siege.
Practical use
Open access for a ground assault when it is worth more than direct garrison damage. Random targeting does not guarantee destroying a chosen wall section.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Creates an impassable magical obstacle for two rounds.
Base cost: 12 mana untrained / 9 mana from Basic
Wall size in hexes
School mastery
Value / formula
Untrained
2
Basic
2
Advanced
3
Expert
3
Rules, restrictions and interactions
Untrained and Basic occupy two hexes, Advanced and Expert three. Two rounds is a fixed duration; high P alone does not extend it. Ground passage depends on the wall’s shape and surrounding occupied positions.
Practical use
Block a specific approach to a shooter and plan what happens when the barrier expires. Assess flying enemies and other ways around the obstacle.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Damage reduction is not the same as resisting a spell and does not automatically protect against every non-damaging Earth effect. Expert affects all eligible friendly stacks.
Practical use
Consider it against an expected Implosion or Meteor Shower. Compare protecting one stack with the total value of another hero action.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Hits the target hex and its neighbors with destructive area magic.
Base cost: 16 mana untrained / 12 mana from Basic
Base damage per stack
School mastery
Value / formula
Untrained
25 × P + 25
Basic
25 × P + 25
Advanced
25 × P + 50
Expert
25 × P + 100
Rules, restrictions and interactions
Base damage is 25 × P plus a mastery-dependent amount. Both armies can be in the area; a large creature’s second occupied hex can intersect it.
Practical use
Look for several valuable enemies close together before friendly creatures make contact. Against one target, compare single-target magic’s cost and effect.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Returns fallen living creatures; restoration becomes permanent at Advanced Earth Magic.
Base cost: 20 mana untrained / 16 mana from Basic
Base HP restoration
School mastery
Value / formula
Untrained
50 × P + 40
Basic
50 × P + 40
Advanced
50 × P + 80
Expert
50 × P + 160
Rules, restrictions and interactions
Untrained and Basic provide reinforcements for the current battle only. Advanced and Expert retain the corresponding restoration after combat. Original creature count, health and target eligibility limit the result; undead use Animate Dead.
Practical use
Distinguish temporary and permanent restoration when planning successive fights. Do not sacrifice expensive troops expecting permanent returns with only Basic Earth Magic.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Expert affects all eligible enemies. Practical value depends on starting Morale and whether the target uses it at all; not every creature follows ordinary Morale rules.
Practical use
Consider it against an army relying on good Morale during a longer battle. Against an immediate threat, reliable movement control or full disabling may be worth more.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Teleports the hero to an eligible friendly town; higher mastery allows destination choice.
Base cost: 16 mana untrained / 12 mana from Basic
Town selection and movement points
School mastery
Value / formula
Untrained
Nearest · 300
Basic
Nearest · 300
Advanced
Choice · 300
Expert
Choice · 200
Rules, restrictions and interactions
Untrained and Basic use the nearest town. Advanced permits choosing an eligible unoccupied destination. Reference movement cost and required movement are 300 points, reduced to 200 at Expert. Mana has the separate cost shown above.
Practical use
Clear the relevant town’s visiting hero and plan reinforcement collection. Do not expect a free choice of front with only Basic Earth Magic.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Hits one eligible enemy stack with powerful Earth damage.
Base cost: 30 mana untrained / 25 mana from Basic
Base damage
School mastery
Value / formula
Untrained
75 × P + 100
Basic
75 × P + 100
Advanced
75 × P + 200
Expert
75 × P + 300
Rules, restrictions and interactions
Its 75 × P coefficient has a large mastery-dependent addition. Specific protection or immunity can reduce the final result, while hero abilities and artifacts can increase it.
Practical use
Concentrate damage on a stack whose removal changes the battle. Before spending substantial mana, compare remaining health with a cheaper spell.
Heroes and equipment
Equipment related to this spell (4)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Summons Earth Elementals as temporary battle reinforcements.
Base cost: 25 mana untrained / 20 mana from Basic
Base summoned count
School mastery
Value / formula
Untrained
2 × P
Basic
2 × P
Advanced
3 × P
Expert
4 × P
Rules, restrictions and interactions
Count is 2 × P, 3 × P or 4 × P by school mastery. Different summoned elemental types cannot be freely combined in one battle. It does not add permanent garrison troops or town growth.
Practical use
Earth Elementals can block an approach, but assess their Speed and the enemy’s ability to bypass them. Compare their value with direct damage or control.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Raises a friendly stack’s Attack for melee combat.
Base cost: 5 mana untrained / 4 mana from Basic
Melee Attack
School mastery
Value / formula
Untrained
+3
Basic
+3
Advanced
+6
Expert
+6 all allies
Rules, restrictions and interactions
The base bonus is +3, rising to +6 at Advanced; Expert covers all eligible allies. Ordinary duration follows P. Ranged attacks do not automatically receive this melee bonus.
Practical use
Buff attackers before coordinated melee contact. If they will continue shooting, compare Precision.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Limits an eligible enemy stack’s damage to its minimum; higher mastery adds another penalty.
Base cost: 6 mana untrained / 5 mana from Basic
Reference base damage
School mastery
Value / formula
Untrained
Minimum
Basic
Minimum
Advanced
max(1, minimum − 1)
Expert
max(1, minimum − 1), mass
Rules, restrictions and interactions
It replaces Bless and ordinarily does not target undead. Jaskinia Behemota and the cited VCMI configuration and calculator reduce base minimum damage by 1 at Advanced, with a floor of 1; Expert is mass. The manual additionally prints an 80% formulation that does not match this calculation. This table explicitly shows the checked reference implementation.
Practical use
Target a wide damage range and verify eligibility. For exact predictions in an original release, account for the explicitly identified reference difference.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Disables an eligible enemy stack until the effect expires or damage wakes it.
Base cost: 10 mana untrained / 8 mana from Basic
Retaliation against the waking attack
School mastery
Value / formula
Untrained
50 %
Basic
50 %
Advanced
25 %
Expert
0 %
Rules, restrictions and interactions
Fire Magic mastery changes retaliation against the waking attack: ordinarily 50%, Advanced 25%, and none at Expert. Check mind immunity and the specific creature’s other rules.
Practical use
Set a strong stack aside while dealing with the rest of the battle. Plan its waking hit to avoid losing a valuable attacker to retaliation, and avoid accidental area-damage wakeups.
Heroes and equipment
Equipment related to this spell (5)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Creates a two-round Fire obstacle that damages creatures on contact under battlefield rules.
Base cost: 8 mana untrained / 6 mana from Basic
Base contact damage
School mastery
Value / formula
Untrained
10 × P + 10
Basic
10 × P + 10
Advanced
10 × P + 20
Expert
10 × P + 50
Rules, restrictions and interactions
The base wall has two hexes, expanding to three at Advanced. Damage follows the table and relevant Fire protection or immunity. Assess placement and a large creature’s passage across both occupied hexes.
Practical use
Punish an expected approach or exploit positioning near an obstacle. Account for friendly movement during the following two rounds too.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Hits the target hex and its neighbors with area Fire damage.
Base cost: 15 mana untrained / 12 mana from Basic
Base damage per stack
School mastery
Value / formula
Untrained
10 × P + 15
Basic
10 × P + 15
Advanced
10 × P + 30
Expert
10 × P + 60
Rules, restrictions and interactions
The area has a one-hex radius and can include both sides. The original manual wrongly labels this entry Adventure; it is a combat spell, confirmed by the inventory and offensive-spell configuration.
Practical use
Hit nearby enemies before friendly creatures advance. Against one target, compare the cost with direct single-target magic.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Places random land mines with damage based on P and school mastery.
Base cost: 18 mana untrained / 15 mana from Basic
Mine count; base damage per mine
School mastery
Value / formula
Untrained
4 · 10 × P + 25
Basic
4 · 10 × P + 25
Advanced
6 · 10 × P + 50
Expert
8 · 10 × P + 100
Rules, restrictions and interactions
Mine count is 4, 6 or 8. Damage is 10P plus 25, 50 or 100. Untrained cost is 18 mana, reduced to 15 with Fire Magic; one community list says 12, but this reference retains 18 supported by the manual and an independent inventory. Enemy native terrain affects trap eligibility and detection.
Practical use
Look for a situation forcing the opponent to advance. Random locations do not guarantee a hit, and troops able to handle traps safely can sharply reduce its value.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Expert affects all eligible enemies. The result depends on existing Luck and edition rules; do not automatically import negative-Luck mechanics from other games or mods.
Practical use
Reduce high enemy Luck benefits in a longer battle. If another reduction has no practical gain, choose a different spell.
Heroes and equipment
Equipment related to this spell (2)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Hits the entire battlefield with powerful Fire damage.
Base cost: 24 mana untrained / 20 mana from Basic
Base damage per stack
School mastery
Value / formula
Untrained
50 × P + 30
Basic
50 × P + 30
Advanced
50 × P + 60
Expert
50 × P + 120
Rules, restrictions and interactions
The 50 × P base has a mastery-dependent addition. Friendly troops are not excluded; each stack’s immunity and protection matter. Heroes V Armageddon’s special physical center does not apply here.
Practical use
Compare both armies’ surviving strength after the hit. A force built around suitably immune creatures still needs every vulnerable supporting stack checked.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Makes affected eligible stacks attack the nearest creature regardless of allegiance.
Base cost: 20 mana untrained / 16 mana from Basic
Full area size
School mastery
Value / formula
Untrained
1 hex
Basic
1 hex
Advanced
7 hexes
Expert
19 hexes
Rules, restrictions and interactions
The base area is one hex, Advanced has radius 1 and Expert radius 2: full geometry is therefore 1, 7 and 19 hexes. The numbers 7 and 19 are not radii despite the manual’s imprecise wording. Mind immunity and ending after the relevant attack apply.
Practical use
Check each affected stack’s nearest neighbors before casting. A friendly attacker standing nearby can attract an unwanted hit.
Heroes and equipment
Equipment related to this spell (3)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Returns part of attack damage through a Fire Shield.
Base cost: 16 mana untrained / 12 mana from Basic
Reflected share of the damage basis
School mastery
Value / formula
Untrained
20 %
Basic
20 %
Advanced
25 %
Expert
30 %
Rules, restrictions and interactions
It concerns melee contact. The reference shield calculation uses a damage basis before relevant defensive reductions; do not simply infer it from displayed HP loss. Attacker Fire immunity and protection can change the result.
Practical use
Buff a stack expecting several attackers. Reflected damage is distinct from ordinary retaliation and must be assessed separately.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Converts a stack’s defensive value into an Attack bonus and sets its Defense to zero.
Base cost: 16 mana untrained / 12 mana from Basic
Defense added to Attack; resulting Defense 0
School mastery
Value / formula
Untrained
100 %
Basic
100 %
Advanced
150 %
Expert
200 %
Rules, restrictions and interactions
Base mastery adds 100% of applicable Defense to Attack, Advanced 150% and Expert 200%. Higher Attack is not the only change: the stack also loses its defensive attribute. The cited configuration ties the effect to the following attack.
Practical use
Use it immediately before a valuable strike and calculate enemy response. If the defenseless stack takes several hits, the offensive gain may not offset losses.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Radius is two hexes from the center; friendly and enemy stacks can be inside. Base damage is 10 × P plus a mastery-dependent amount, subject to relevant magic modifiers.
Practical use
Exploit an enemy spread too large for Fireball. Check both hexes of large friendly creatures before choosing the center.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Adds 8 Attack to a friendly attacker against designated groups of powerful creatures.
Base cost: 16 mana untrained / 12 mana from Basic
Attack against applicable targets
School mastery
Value / formula
Untrained
+8
Basic
+8
Advanced
+8
Expert
+8
Rules, restrictions and interactions
Base targets include Dragons, Hydras and Behemoths; the Complete group also contains Firebirds, Phoenixes and added neutral Dragons. Advanced adds Angels and Devils; Expert adds Giants and Titans. The spell buffs your attacker, so a target Dragon’s own spell immunity does not cancel this physical bonus.
Practical use
Assign the buff to a stack that will actually attack an applicable target. Slayer may add nothing against another part of the enemy army.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Destroys a friendly sacrificial stack to return fallen creatures in another eligible stack.
Base cost: 25 mana untrained / 20 mana from Basic
Base restorable HP
School mastery
Value / formula
Untrained
(P + H + 3) × N
Basic
(P + H + 3) × N
Advanced
(P + H + 6) × N
Expert
(P + H + 10) × N
Rules, restrictions and interactions
H denotes the sacrificed creature’s base HP and N the number sacrificed. Restorable health is (P + H + 3), rising to +6 at Advanced and +10 at Expert, all multiplied by N. It requires an eligible sacrificial stack and another eligible stack with dead creatures; the sacrifice is a real loss.
Practical use
Compare the destroyed reinforcement value with the creatures recovered. Check the entire sacrificed stack rather than one creature before casting.
Heroes and equipment
Equipment related to this spell (2)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Summons Fire Elementals as temporary combat reinforcements.
Base cost: 25 mana untrained / 20 mana from Basic
Base summoned count
School mastery
Value / formula
Untrained
2 × P
Basic
2 × P
Advanced
3 × P
Expert
4 × P
Rules, restrictions and interactions
P and mastery determine count. Summoning plans must respect the one-elemental-type restriction within a battle. The creatures do not become permanent weekly recruits.
Practical use
Account for Fire resistance and vulnerability in the creature profile. Compare reinforcement value with a damage spell available in the same round.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Sets an eligible friendly stack’s damage to its maximum.
Base cost: 5 mana untrained / 4 mana from Basic
Creature base damage
School mastery
Value / formula
Untrained
Maximum
Basic
Maximum
Advanced
Maximum + 1
Expert
Maximum + 1, mass
Rules, restrictions and interactions
Advanced adds another 1 to base maximum damage; Expert covers all eligible allies. It replaces Curse and ordinarily does not target undead. The extra point modifies creature base damage rather than adding only one point to the whole stack.
Practical use
Prefer a large stack with a wide damage range. Higher mastery can also help a fixed-damage creature through the additional maximum-damage point.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Removes harmful enchantments and restores some health to a wounded friendly stack.
Base cost: 6 mana untrained / 5 mana from Basic
Base HP healing
School mastery
Value / formula
Untrained
5 × P + 10
Basic
5 × P + 10
Advanced
5 × P + 20
Expert
5 × P + 30, each ally
Rules, restrictions and interactions
Cure retains ordinary beneficial buffs. It heals surviving creatures rather than returning dead ones. Expert cleanses and heals every eligible friendly stack, each receiving its own listed amount.
Practical use
Use it to restore a key stack’s effectiveness after a harmful effect. For fallen living creatures compare Resurrection, and for undead compare Animate Dead.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Untrained and Basic target a friendly stack; Advanced also permits an enemy. Expert cleanses both armies and removes applicable magical battlefield obstacles. Beneficial and harmful enchantments disappear together; ordinary rocks and fixed terrain are not erased. Anti-Magic does not automatically preserve enchantments against Dispel.
Practical use
Before a mass cast, account for buffs and debuffs removed on both sides. To remove only friendly harmful effects, compare Cure.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Expert covers all eligible friendly stacks. Damage protection does not itself cancel every non-damaging Water Magic spell.
Practical use
Consider it against a strong Ice Bolt or Frost Ring. Friendly positioning can reduce ring-damage exposure even before spending mana on protection.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Summons an eligible unoccupied boat to the hero; higher mastery can create a new one.
Base cost: 8 mana untrained / 7 mana from Basic
Base success chance
School mastery
Value / formula
Untrained
50 %
Basic
50 %
Advanced
75 %
Expert
100 %
Rules, restrictions and interactions
Untrained and Basic have 50% success and need an existing eligible boat. Advanced can create one when free boats are unavailable, with 75% success; Expert reaches 100%. A valid coastal position is still required. The original manual additionally states a global 64-boat limit; that limit is not treated as verified for every alternative engine.
Practical use
Check whether relocating a boat disrupts another expedition. At lower mastery, allow for failure and your remaining mana.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Its 20 × P base has a mastery-dependent addition. Assess specific immunity, target protection and hero bonuses; it is not the same damage category as Lightning Bolt.
Practical use
Choose according to your bonuses and target resistance. Against one stack, do not automatically pay for area Frost Ring unless it hits other valuable targets.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Removes a selected removable battlefield obstacle.
Base cost: 7 mana untrained / 5 mana from Basic
Eligible obstacle scope
School mastery
Value / formula
Untrained
Ordinary removable
Basic
Ordinary removable
Advanced
Also Fire Wall
Expert
Further non-integrated obstacles
Rules, restrictions and interactions
Base mastery removes an ordinary non-magical obstacle. Advanced also permits Fire Wall; Expert expands eligibility to other non-integrated obstacles. Broader eligibility does not mean erasing every rock at once. Fixed integrated cliffs and terrain remain.
Practical use
Open a specific route that reaches a shooter or changes an attacker’s access. Compare removing an obstacle with Teleporting past it.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Chance rises from 50% to 75% and 100%. It does not sink an occupied boat carrying a hero; target eligibility and visibility must be checked on the map.
Practical use
Deny easy access to a free boat when that does not disrupt your own plan. At lower mastery, allow for a failed attempt.
Heroes and equipment
Equipment related to this spell (3)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Higher mastery changes the penalty from −3 to −6; Expert is mass. The attribute change feeds into physical damage calculations rather than automatically reducing every damage source by the same percentage.
Practical use
Weaken a physical threat before several attacks or retaliations. If one immediate strike decides the battle, compare disabling the target entirely.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Reduces or disables ranged attacks by eligible enemy stacks.
Base cost: 12 mana untrained / 9 mana from Basic
Ranged restriction; Advanced follows original SoD
School mastery
Value / formula
Untrained
50%, one target
Basic
50%, one target
Advanced
100%, mass in SoD
Expert
100%, mass
Rules, restrictions and interactions
Base mastery halves ranged contribution. Advanced fully blocks shooting. Original SoD/Complete has a documented bug: Advanced already acts as a mass spell like Expert. The manual and cited standard configuration describe mass coverage only at Expert; HotA fixes the original bug.
Practical use
Check mind immunity and your game version before choosing a target. Disabled shooting does not mean the stack ceases to threaten in melee.
Heroes and equipment
Equipment related to this spell (3)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Hits hexes surrounding the selected center with Cold damage.
Base cost: 12 mana untrained / 9 mana from Basic
Base damage per stack
School mastery
Value / formula
Untrained
10 × P + 15
Basic
10 × P + 15
Advanced
10 × P + 30
Expert
10 × P + 60
Rules, restrictions and interactions
The center itself is not hit. A large creature centered there may still occupy an affected ring hex with its other half. Apply the listed base and relevant magic modifiers.
Practical use
Choose a center that catches several enemies while sparing allies. Assess both occupied hexes of every large stack.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Raises a friendly stack’s Morale; Expert affects the eligible friendly army.
Base cost: 12 mana untrained / 9 mana from Basic
Morale change
School mastery
Value / formula
Untrained
+1
Basic
+1
Advanced
+2
Expert
+2 all allies
Rules, restrictions and interactions
Added Morale does not guarantee another action. Its value depends on the current rating, game limit and whether the creature uses Morale.
Practical use
Support troops in a longer fight with several opportunities for good Morale. For an immediate movement requirement, compare Haste or Teleport.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Moves a friendly stack to an eligible empty battlefield position.
Base cost: 15 mana untrained / 12 mana from Basic
Crossing walls and moat
School mastery
Value / formula
Untrained
Neither walls nor moat
Basic
Neither walls nor moat
Advanced
Moat yes, walls no
Expert
Both, to an eligible target
Rules, restrictions and interactions
Untrained and Basic cannot cross walls or the moat. Advanced crosses the moat but still not walls; Expert expands relocation to any eligible empty position. A large creature needs both required hexes free.
Practical use
Relocate a slow attacker or rescue a shooter. During a siege, verify Water Magic mastery before relying on a jump behind walls.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Creates a temporary copy of a friendly stack that disappears when damaged.
Base cost: 24 mana untrained / 20 mana from Basic
Highest copyable creature tier
School mastery
Value / formula
Untrained
5
Basic
5
Advanced
6
Expert
7
Rules, restrictions and interactions
Base mastery copies creatures through tier 5, Advanced through 6, and Expert through 7. This is recruitment tier rather than hero level. The copy is not a permanent replacement for casualties and needs an eligible position.
Practical use
Obtain another valuable attack from a strong stack before a cheap enemy hit removes the copy. Tier-7 plans require Expert Water Magic.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Raises a friendly stack’s Attack, Defense and Speed together.
Base cost: 16 mana untrained / 12 mana from Basic
Change to each of the three attributes
School mastery
Value / formula
Untrained
+2
Basic
+2
Advanced
+4
Expert
+4 all allies
Rules, restrictions and interactions
Base mastery adds two points each, Advanced adds four each, and Expert gives these bonuses to the eligible friendly army. These are three different attributes rather than a direct equal percentage added to final damage.
Practical use
Use it before a coordinated physical engagement. If you need only Speed, compare cheaper Haste: Expert grants +5 Speed versus Prayer’s +4.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Allows crossing water along a route ending at an eligible empty land position.
Base cost: 12 mana untrained / 8 mana from Basic
Reference movement penalty
School mastery
Value / formula
Untrained
40 %
Basic
40 %
Advanced
20 %
Expert
0 %
Rules, restrictions and interactions
The full route must end on land; it is not a replacement boat that can stop in the middle of the sea. The manual expresses movement as 60/80/100% of normal, while the reference configuration stores a 40/20/0% penalty. Check actual reach using movement points and coastline shape.
Practical use
Locate a specific reachable opposite shore before casting. If the full route cannot safely end on land, compare a boat or another travel method.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Summons Water Elementals as temporary combat reinforcements.
Base cost: 25 mana untrained / 20 mana from Basic
Base summoned count
School mastery
Value / formula
Untrained
2 × P
Basic
2 × P
Advanced
3 × P
Expert
4 × P
Rules, restrictions and interactions
The base count of 2 × P rises to 3 × P and 4 × P. Respect the one-elemental-type restriction within a battle; the additional stack also needs a suitable battlefield position.
Practical use
Check the creature profile, Speed and magic vulnerabilities. Reinforcement value depends on the actions it can take and the space it can hold.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Titan’s Thunder grants a special spell dealing 600 base damage at no mana cost.
Base cost: 0 mana
Base damage
School mastery
Value / formula
Untrained
600
Basic
600
Advanced
600
Expert
600
Rules, restrictions and interactions
It belongs to The Shadow of Death/Complete and requires the assembled Titan’s Thunder artifact to be equipped. Ordinary Mage Guilds do not offer it. Its base 600 does not scale with P or Air Magic mastery; immunities and other damage modifiers are still evaluated separately.
Practical use
Use it when mana is scarce or to remove an urgent target. Zero mana cost still uses the hero’s spellcasting opportunity for that round.
Heroes and equipment
Equipment related to this spell (2)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
P denotes hero Spell Power. Tables compare Untrained, Basic, Advanced and Expert. Numbers are base values before applicable specialties, Sorcery, artifacts, resistance and target traits. Ordinary lasting spells use P for duration; individual exceptions such as Force Field’s fixed two rounds are explained in their cards.
Costs show base mana and the price from Basic mastery of the applicable school. The discount equals the spell’s level: for example, a level-3 spell costs 3 less mana. Advanced and Expert do not themselves multiply that discount further. Magic Arrow and Visions use the highest applicable mastery among the four schools. Titan’s Lightning Bolt costs 0 mana and requires the assembled Titan’s Thunder artifact to be equipped.
Learning ordinary spells requires a Spell Book, costing 500 gold at a Mage Guild. Levels 1–2 require no Wisdom; level 3 needs Basic Wisdom, level 4 Advanced and level 5 Expert. Guild level, faction, scenario and special sources determine actual availability. Elemental mastery does not replace Wisdom or grant every spell in its school.
Base capacity is 10 mana per Knowledge; Intelligence can raise it. Ordinary daily recovery is 1 mana, increased by Mysticism. Spending the night in a town with a Mage Guild replenishes the reserve under the game’s rules. Spells in a battle share the hero’s mana pool and the ordinary limit of one hero cast per round.
Dimension Door and Town Portal also consume movement. Their tables provide specific limits; Fly and Water Walk have their own terrain-crossing rules. Mass effects belong to a spell’s mastery tier rather than additional catalogue records.