HEROES ATLAS
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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.

Catalogue entries

70

Haste · Heroes III · game icon
Icon source · Game artwork

Air Magic · level 1

Haste

Heroes III Complete / SoD

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 masteryValue / 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.

Heroes and equipment

Sourced starting spell (8)
Spell specialty (3)

A specialty describes a benefit for the spell. Check starting knowledge separately on the hero card.

Tactical option · acquisition depends on the map (10)

The spell is an option in an editorial tactical plan. This does not confirm starting knowledge; check acquisition and conditions on the map.

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.

Quick explanation: use and caveats (Czech) →

Also in the reference: Przyspieszenie

Compare: Slow · Prayer

Manual · page 64 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗

Magic Arrow · Heroes III · game icon
Icon source · Game artwork

All four schools · level 1

Magic Arrow

Heroes III Complete / SoD

Hits one enemy stack with a magical projectile.

Base cost: 5 mana untrained / 4 mana from Basic

Base damage
School masteryValue / formula
Untrained10 × P + 10
Basic10 × P + 10
Advanced10 × P + 20
Expert10 × P + 30
Rules, restrictions and interactions

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.

Heroes and equipment

Sourced starting spell (14)
Spell specialty (1)

A specialty describes a benefit for the spell. Check starting knowledge separately on the hero card.

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.

Equipment related to this spell (8)

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.

Also in the reference: Magiczna strzała

Compare: Lightning Bolt · Ice Bolt

Manual · page 64 ↗ · Jaskinia Behemota ↗ · Jaskinia Behemota ↗ · Jaskinia Behemota ↗ · Jaskinia Behemota ↗ · VCMI · offensive.json ↗

View Air · Heroes III · game icon
Icon source · Game artwork

Air Magic · level 1

View Air

Heroes III Complete / SoD

Shows map artifacts; higher mastery adds hero and town locations.

Base cost: 2 mana untrained / 1 mana from Basic

Revealed categories
School masteryValue / formula
UntrainedArtifacts
BasicArtifacts
AdvancedArtifacts and heroes
ExpertArtifacts, 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.

Also in the reference: Aura artefaktów

Compare: View Earth · Visions

Manual · page 64 ↗ · Jaskinia Behemota ↗ · VCMI · adventure.json ↗

Disguise · Heroes III · game icon
Icon source · Game artwork

Air Magic · level 2

Disguise

Heroes III Complete / SoD

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 masteryValue / formula
UntrainedTypes from army
BasicTypes from army
AdvancedArmy types, counts 0
ExpertTown-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.

Also in the reference: Ukrycie

Compare: Visions

Manual · page 64 ↗ · Jaskinia Behemota ↗ · VCMI · adventure.json ↗

Disrupting Ray · Heroes III · game icon
Icon source · Game artwork

Air Magic · level 2

Disrupting Ray

Heroes III Complete / SoD

Lowers an enemy stack’s Defense; repeated casts stack.

Base cost: 10 mana untrained / 8 mana from Basic

Defense change per cast
School masteryValue / 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.

Heroes and equipment

Sourced starting spell (1)
Spell specialty (1)

A specialty describes a benefit for the spell. Check starting knowledge separately on the hero card.

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.

Also in the reference: Promień osłabienia

Compare: Stone Skin

Manual · page 65 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗

Fortune · Heroes III · game icon
Icon source · Game artwork

Air Magic · level 2

Fortune

Heroes III Complete / SoD

Raises a friendly stack’s Luck; Expert buffs all eligible allies.

Base cost: 7 mana untrained / 5 mana from Basic

Luck change
School masteryValue / 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.

Heroes and equipment

Sourced starting spell (2)
Spell specialty (2)

A specialty describes a benefit for the spell. Check starting knowledge separately on the hero card.

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.

Also in the reference: Fortuna

Manual · page 65 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗

Lightning Bolt · Heroes III · game icon
Icon source · Game artwork

Air Magic · level 2

Lightning Bolt

Heroes III Complete / SoD

Strikes one eligible enemy stack with Lightning.

Base cost: 10 mana untrained / 8 mana from Basic

Base damage
School masteryValue / formula
Untrained25 × P + 10
Basic25 × P + 10
Advanced25 × P + 20
Expert25 × P + 50
Rules, restrictions and interactions

A mastery-dependent amount is added to 25 × P. Specialties, Sorcery, artifacts, protection and specific target traits can modify the result.

Practical use

Kill or substantially weaken an imminent threat before its action. Against several nearby targets, compare the combined value of area magic.

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.

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.

Also in the reference: Błyskawica

Compare: Chain Lightning · Ice Bolt

Manual · page 65 ↗ · Jaskinia Behemota ↗ · VCMI · offensive.json ↗

Precision · Heroes III · game icon
Icon source · Game artwork

Air Magic · level 2

Precision

Heroes III Complete / SoD

Raises Attack for ranged attacks.

Base cost: 8 mana untrained / 6 mana from Basic

Attack when shooting
School masteryValue / formula
Untrained+3
Basic+3
Advanced+6
Expert+6 all shooters
Rules, restrictions and interactions

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.

Heroes and equipment

Sourced starting spell (1)
Spell specialty (1)

A specialty describes a benefit for the spell. Check starting knowledge separately on the hero card.

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.

Also in the reference: Precyzja

Manual · page 65 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗

Protection from Air · Heroes III · game icon
Icon source · Game artwork

Air Magic · level 2

Protection from Air

Heroes III Complete / SoD

Reduces damage received from applicable Air magic.

Base cost: 7 mana untrained / 5 mana from Basic

Applicable spell-damage reduction
School masteryValue / formula
Untrained30 %
Basic30 %
Advanced50 %
Expert50 % 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.

Heroes and equipment

Sourced starting spell (5)
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.

Also in the reference: Ochrona przed powietrzem

Manual · page 65 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗

Visions · Heroes III · game icon
Icon source · Game artwork

All four schools · level 2

Visions

Heroes III Complete / SoD

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 masteryValue / formula
Untrainedmax(3, P)
Basicmax(3, P)
Advancedmax(3, 2 × P)
Expertmax(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.

Also in the reference: Wizja

Manual · page 66 ↗ · Jaskinia Behemota ↗ · Jaskinia Behemota ↗ · Jaskinia Behemota ↗ · Jaskinia Behemota ↗ · VCMI · adventure.json ↗

Air Shield · Heroes III · game icon
Icon source · Game artwork

Air Magic · level 3

Air Shield

Heroes III Complete / SoD

Reduces ordinary ranged damage received by a friendly stack.

Base cost: 12 mana untrained / 9 mana from Basic

Ordinary ranged-damage reduction
School masteryValue / formula
Untrained25 %
Basic25 %
Advanced50 %
Expert50 % 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.

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.

Also in the reference: Tarcza powietrza

Compare: Shield · Protection from Air

Manual · page 66 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗ · Jaskinia Behemota ↗

Destroy Undead · Heroes III · game icon
Icon source · Game artwork

Air Magic · level 3

Destroy Undead

Heroes III Complete / SoD

Hits eligible undead stacks across the battlefield.

Base cost: 15 mana untrained / 12 mana from Basic

Base undead damage
School masteryValue / formula
Untrained10 × P + 10
Basic10 × P + 10
Advanced10 × P + 20
Expert10 × 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.

Also in the reference: Zniszczenie nieumarłych

Compare: Death Ripple

Manual · page 66 ↗ · Jaskinia Behemota ↗ · VCMI · offensive.json ↗

Hypnotize · Heroes III · game icon
Icon source · Game artwork

Air Magic · level 3

Hypnotize

Heroes III Complete / SoD

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 masteryValue / formula
Untrained25 × P + 10
Basic25 × P + 10
Advanced25 × P + 20
Expert25 × 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.

Heroes and equipment

Sourced starting spell (1)
Spell specialty (1)

A specialty describes a benefit for the spell. Check starting knowledge separately on the hero card.

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.

  • Badge of Courage

    While equipped the item provides: Morale: +1 · Hidden mind immunity: Present in the cited revision.

  • Tome of Air Magic

    While equipped the item provides: Granted spell school: Air.

  • Pendant of Free Will

    While equipped the item provides: Spell immunity: Hypnotize.

Also in the reference: Hipnoza

Compare: Blind · Berserk

Manual · page 66 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗

Chain Lightning · Heroes III · game icon
Icon source · Game artwork

Air Magic · level 4

Chain Lightning

Heroes III Complete / SoD

Chains Lightning through several stacks with progressively weaker subsequent hits.

Base cost: 24 mana untrained / 20 mana from Basic

Base first-hit damage
School masteryValue / formula
Untrained40 × P + 25
Basic40 × P + 25
Advanced40 × P + 50
Expert40 × 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.

Heroes and equipment

Sourced starting spell (1)
Spell specialty (1)

A specialty describes a benefit for the spell. Check starting knowledge separately on the hero card.

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.

Quick explanation: use and caveats (Czech) →

Also in the reference: Łańcuch piorunów

Compare: Lightning Bolt

Manual · page 67 ↗ · Jaskinia Behemota ↗ · VCMI · offensive.json ↗

Counterstrike · Heroes III · game icon
Icon source · Game artwork

Air Magic · level 4

Counterstrike

Heroes III Complete / SoD

Grants a friendly stack additional retaliations per round.

Base cost: 24 mana untrained / 20 mana from Basic

Additional retaliations per round
School masteryValue / 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.

Also in the reference: Kontratak

Manual · page 67 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗

Dimension Door · Heroes III · game icon
Icon source · Game artwork

Air Magic · level 5

Dimension Door

Heroes III Complete / SoD

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 masteryValue / formula
Untrained1
Basic2
Advanced3
Expert4
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.

Quick explanation: use and caveats (Czech) →

Also in the reference: Wrota wymiarów

Compare: Fly · Town Portal

Manual · page 67 ↗ · Jaskinia Behemota ↗ · VCMI · adventure.json ↗

Fly · Heroes III · game icon
Icon source · Game artwork

Air Magic · level 5

Fly

Heroes III Complete / SoD

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 masteryValue / formula
Untrained40 %
Basic40 %
Advanced20 %
Expert0 %
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.

Quick explanation: use and caveats (Czech) →

Also in the reference: Lot

Compare: Water Walk · Dimension Door

Manual · page 67 ↗ · Jaskinia Behemota ↗ · VCMI · adventure.json ↗

Magic Mirror · Heroes III · game icon
Icon source · Game artwork

Air Magic · level 5

Magic Mirror

Heroes III Complete / SoD

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 masteryValue / formula
Untrained20 %
Basic20 %
Advanced30 %
Expert40 %
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.

Also in the reference: Magiczne zwierciadło

Manual · page 67 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗

Summon Air Elemental · Heroes III · game icon
Icon source · Game artwork

Air Magic · level 5

Summon Air Elemental

Heroes III Complete / SoD

Summons Air Elementals as temporary combat reinforcements.

Base cost: 25 mana untrained / 20 mana from Basic

Base summoned count
School masteryValue / formula
Untrained2 × P
Basic2 × P
Advanced3 × P
Expert4 × 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.

Related creatures and abilities

Air Elemental

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.

Also in the reference: Żywiołak powietrza

Manual · page 68 ↗ · Jaskinia Behemota ↗ · VCMI · other.json ↗

Shield · Heroes III · game icon
Icon source · Game artwork

Earth Magic · level 1

Shield

Heroes III Complete / SoD

Reduces physical melee damage received.

Base cost: 5 mana untrained / 4 mana from Basic

Melee-damage reduction
School masteryValue / formula
Untrained15 %
Basic15 %
Advanced30 %
Expert30 % all allies
Rules, restrictions and interactions

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.

Heroes and equipment

Sourced starting spell (7)
Tactical option · acquisition depends on the map (5)

The spell is an option in an editorial tactical plan. This does not confirm starting knowledge; check acquisition and conditions on the map.

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.

Quick explanation: use and caveats (Czech) →

Also in the reference: Tarcza

Compare: Air Shield · Stone Skin

Manual · page 68 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗

Slow · Heroes III · game icon
Icon source · Game artwork

Earth Magic · level 1

Slow

Heroes III Complete / SoD

Slows an enemy stack; Expert covers all eligible enemies.

Base cost: 6 mana untrained / 5 mana from Basic

Speed reduction
School masteryValue / formula
Untrained25 %
Basic25 %
Advanced50 %
Expert50 % 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.

Heroes and equipment

Sourced starting spell (7)
Tactical option · acquisition depends on the map (3)

The spell is an option in an editorial tactical plan. This does not confirm starting knowledge; check acquisition and conditions on the map.

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.

  • Recanter’s Cloak

    While equipped the item provides: Highest battle spell level: 2 · both sides.

  • Tome of Earth Magic

    While equipped the item provides: Granted spell school: Earth.

  • Armor of the Damned

    Retains component attributes and attempts four Expert opening debuffs for fifty rounds.

Quick explanation: use and caveats (Czech) →

Also in the reference: Spowolnienie

Compare: Haste · Dispel

Manual · page 68 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗

Stone Skin · Heroes III · game icon
Icon source · Game artwork

Earth Magic · level 1

Stone Skin

Heroes III Complete / SoD

Raises a friendly stack’s Defense.

Base cost: 5 mana untrained / 4 mana from Basic

Defense change
School masteryValue / formula
Untrained+3
Basic+3
Advanced+6
Expert+6 all allies
Rules, restrictions and interactions

Earth Magic mastery determines the increase, while P affects ordinary duration. Expert adds Defense to all eligible friendly stacks.

Practical use

Strengthen troops before a prolonged physical fight. For a stack engaging several attackers, compare the Defense bonus with Shield.

Heroes and equipment

Sourced starting spell (10)
Spell specialty (4)

A specialty describes a benefit for the spell. Check starting knowledge separately on the hero card.

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.

Also in the reference: Kamienna skóra

Compare: Shield · Disrupting Ray

Manual · page 68 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗

View Earth · Heroes III · game icon
Icon source · Game artwork

Earth Magic · level 1

View Earth

Heroes III Complete / SoD

Shows loose resources; higher mastery adds mines and terrain.

Base cost: 2 mana untrained / 1 mana from Basic

Revealed categories
School masteryValue / formula
UntrainedResources
BasicResources
AdvancedResources and mines
ExpertTerrain, 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.

Heroes and equipment

Sourced starting spell (1)
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.

Also in the reference: Zasoby ziemi

Compare: View Air · Visions

Manual · page 69 ↗ · Jaskinia Behemota ↗ · VCMI · adventure.json ↗

Death Ripple · Heroes III · game icon
Icon source · Game artwork

Earth Magic · level 2

Death Ripple

Heroes III Complete / SoD

Deals battlefield-wide damage to eligible non-undead stacks.

Base cost: 10 mana untrained / 8 mana from Basic

Base damage per stack
School masteryValue / formula
Untrained5 × P + 10
Basic5 × P + 10
Advanced5 × P + 20
Expert5 × 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.

Heroes and equipment

Sourced starting spell (1)
Spell specialty (1)

A specialty describes a benefit for the spell. Check starting knowledge separately on the hero card.

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.

Also in the reference: Fala śmierci

Compare: Destroy Undead

Manual · page 69 ↗ · Jaskinia Behemota ↗ · VCMI · offensive.json ↗

Quicksand · Heroes III · game icon
Icon source · Game artwork

Earth Magic · level 2

Quicksand

Heroes III Complete / SoD

Places random Quicksand patches that halt a caught stack’s movement.

Base cost: 8 mana untrained / 6 mana from Basic

Random patch count
School masteryValue / formula
Untrained4
Basic4
Advanced6
Expert8
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.

Also in the reference: Ruchome piaski

Compare: Land Mine · Force Field

Manual · page 69 ↗ · Jaskinia Behemota ↗ · VCMI · other.json ↗

Animate Dead · Heroes III · game icon
Icon source · Game artwork

Earth Magic · level 3

Animate Dead

Heroes III Complete / SoD

Permanently returns fallen creatures in a friendly undead stack.

Base cost: 15 mana untrained / 12 mana from Basic

Base permanent HP restoration
School masteryValue / formula
Untrained50 × P + 30
Basic50 × P + 30
Advanced50 × P + 60
Expert50 × 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.

Heroes and equipment

Sourced starting spell (1)
Spell specialty (1)

A specialty describes a benefit for the spell. Check starting knowledge separately on the hero card.

Tactical option · acquisition depends on the map (3)

The spell is an option in an editorial tactical plan. This does not confirm starting knowledge; check acquisition and conditions on the map.

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.

Quick explanation: use and caveats (Czech) →

Also in the reference: Ożywienie

Compare: Resurrection

Manual · page 70 ↗ · Jaskinia Behemota ↗ · VCMI · other.json ↗

Anti-Magic · Heroes III · game icon
Icon source · Game artwork

Earth Magic · level 3

Anti-Magic

Heroes III Complete / SoD

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 masteryValue / formula
Untrained1–3
Basic1–3
Advanced1–4
Expert1–5
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.

Also in the reference: Antymagia

Compare: Dispel · Armageddon

Manual · page 70 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗

Earthquake · Heroes III · game icon
Icon source · Game artwork

Earth Magic · level 3

Earthquake

Heroes III Complete / SoD

Damages random wall sections during a siege.

Base cost: 20 mana untrained / 17 mana from Basic

Wall-hit count
School masteryValue / formula
Untrained2
Basic2
Advanced3
Expert4
Rules, restrictions and interactions

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.

Also in the reference: Trzęsienie ziemi

Manual · page 70 ↗ · Jaskinia Behemota ↗ · VCMI · other.json ↗

Force Field · Heroes III · game icon
Icon source · Game artwork

Earth Magic · level 3

Force Field

Heroes III Complete / SoD

Creates an impassable magical obstacle for two rounds.

Base cost: 12 mana untrained / 9 mana from Basic

Wall size in hexes
School masteryValue / formula
Untrained2
Basic2
Advanced3
Expert3
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.

Also in the reference: Pole siłowe

Compare: Fire Wall · Remove Obstacle

Manual · page 70 ↗ · Jaskinia Behemota ↗ · VCMI · other.json ↗

Protection from Earth · Heroes III · game icon
Icon source · Game artwork

Earth Magic · level 3

Protection from Earth

Heroes III Complete / SoD

Reduces applicable Earth spell damage.

Base cost: 12 mana untrained / 9 mana from Basic

Applicable spell-damage reduction
School masteryValue / formula
Untrained30 %
Basic30 %
Advanced50 %
Expert50 % all allies
Rules, restrictions and interactions

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.

Also in the reference: Ochrona przed ziemią

Manual · page 70 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗

Meteor Shower · Heroes III · game icon
Icon source · Game artwork

Earth Magic · level 4

Meteor Shower

Heroes III Complete / SoD

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 masteryValue / formula
Untrained25 × P + 25
Basic25 × P + 25
Advanced25 × P + 50
Expert25 × 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.

Heroes and equipment

Sourced starting spell (2)
Spell specialty (2)

A specialty describes a benefit for the spell. Check starting knowledge separately on the hero card.

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.

  • Orb of Silt

    While equipped the item provides: Earth spell damage: +50%.

  • Tome of Earth Magic

    While equipped the item provides: Granted spell school: Earth.

Also in the reference: Deszcz meteorów

Compare: Fireball · Implosion

Manual · page 71 ↗ · Jaskinia Behemota ↗ · VCMI · offensive.json ↗

Resurrection · Heroes III · game icon
Icon source · Game artwork

Earth Magic · level 4

Resurrection

Heroes III Complete / SoD

Returns fallen living creatures; restoration becomes permanent at Advanced Earth Magic.

Base cost: 20 mana untrained / 16 mana from Basic

Base HP restoration
School masteryValue / formula
Untrained50 × P + 40
Basic50 × P + 40
Advanced50 × P + 80
Expert50 × 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.

Heroes and equipment

Sourced starting spell (2)
Spell specialty (2)

A specialty describes a benefit for the spell. Check starting knowledge separately on the hero card.

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.

Quick explanation: use and caveats (Czech) →

Also in the reference: Wskrzeszenie

Compare: Animate Dead · Sacrifice

Manual · page 71 ↗ · Jaskinia Behemota ↗ · VCMI · other.json ↗

Sorrow · Heroes III · game icon
Icon source · Game artwork

Earth Magic · level 4

Sorrow

Heroes III Complete / SoD

Lowers an enemy stack’s Morale.

Base cost: 16 mana untrained / 12 mana from Basic

Morale change
School masteryValue / formula
Untrained−1
Basic−1
Advanced−2
Expert−2 all enemies
Rules, restrictions and interactions

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.

Also in the reference: Przygnębienie

Manual · page 71 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗

Town Portal · Heroes III · game icon
Icon source · Game artwork

Earth Magic · level 4

Town Portal

Heroes III Complete / SoD

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 masteryValue / formula
UntrainedNearest · 300
BasicNearest · 300
AdvancedChoice · 300
ExpertChoice · 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.

Quick explanation: use and caveats (Czech) →

Also in the reference: Miejski portal

Compare: Dimension Door

Manual · page 71 ↗ · Jaskinia Behemota ↗ · VCMI · adventure.json ↗

Implosion · Heroes III · game icon
Icon source · Game artwork

Earth Magic · level 5

Implosion

Heroes III Complete / SoD

Hits one eligible enemy stack with powerful Earth damage.

Base cost: 30 mana untrained / 25 mana from Basic

Base damage
School masteryValue / formula
Untrained75 × P + 100
Basic75 × P + 100
Advanced75 × P + 200
Expert75 × 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.

Quick explanation: use and caveats (Czech) →

Also in the reference: Implozja

Compare: Lightning Bolt

Manual · page 71 ↗ · Jaskinia Behemota ↗ · VCMI · offensive.json ↗

Summon Earth Elemental · Heroes III · game icon
Icon source · Game artwork

Earth Magic · level 5

Summon Earth Elemental

Heroes III Complete / SoD

Summons Earth Elementals as temporary battle reinforcements.

Base cost: 25 mana untrained / 20 mana from Basic

Base summoned count
School masteryValue / formula
Untrained2 × P
Basic2 × P
Advanced3 × P
Expert4 × 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.

Related creatures and abilities

Earth Elemental

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.

Also in the reference: Żywiołak ziemi

Manual · page 72 ↗ · Jaskinia Behemota ↗ · VCMI · other.json ↗

Bloodlust · Heroes III · game icon
Icon source · Game artwork

Fire Magic · level 1

Bloodlust

Heroes III Complete / SoD

Raises a friendly stack’s Attack for melee combat.

Base cost: 5 mana untrained / 4 mana from Basic

Melee Attack
School masteryValue / 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.

Heroes and equipment

Sourced starting spell (5)
Spell specialty (2)

A specialty describes a benefit for the spell. Check starting knowledge separately on the hero card.

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.

Also in the reference: Żądza krwi

Manual · page 72 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗

Curse · Heroes III · game icon
Icon source · Game artwork

Fire Magic · level 1

Curse

Heroes III Complete / SoD

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 masteryValue / formula
UntrainedMinimum
BasicMinimum
Advancedmax(1, minimum − 1)
Expertmax(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.

Heroes and equipment

Sourced starting spell (4)
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.

Also in the reference: Klątwa

Compare: Bless · Cure

Manual · page 72 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗ · VCMI · damageCalculator.lua ↗ · VCMI · DamageCalculatorTest.cpp ↗

Protection from Fire · Heroes III · game icon
Icon source · Game artwork

Fire Magic · level 1

Protection from Fire

Heroes III Complete / SoD

Reduces applicable Fire damage received by friendly troops.

Base cost: 5 mana untrained / 4 mana from Basic

Applicable spell-damage reduction
School masteryValue / formula
Untrained30 %
Basic30 %
Advanced50 %
Expert50 % all allies
Rules, restrictions and interactions

Expert covers the eligible friendly army. It reduces damage rather than providing total immunity to every Fire Magic effect.

Practical use

Consider it before an expected Armageddon or another strong Fire hit. Still account for remaining damage after the applicable protection.

Heroes and equipment

Sourced starting spell (1)
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.

Also in the reference: Ochrona przed ogniem

Manual · page 72 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗

Blind · Heroes III · game icon
Icon source · Game artwork

Fire Magic · level 2

Blind

Heroes III Complete / SoD

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 masteryValue / formula
Untrained50 %
Basic50 %
Advanced25 %
Expert0 %
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.

  • Ballista

    A shooting war machine scaling with Attack and supported by Artillery.

  • Badge of Courage

    While equipped the item provides: Morale: +1 · Hidden mind immunity: Present in the cited revision.

  • Recanter’s Cloak

    While equipped the item provides: Highest battle spell level: 2 · both sides.

  • Tome of Fire Magic

    While equipped the item provides: Granted spell school: Fire.

  • Pendant of Second Sight

    While equipped the item provides: Spell immunity: Blind.

Quick explanation: use and caveats (Czech) →

Also in the reference: Oślepienie

Compare: Cure · Hypnotize

Manual · page 73 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗

Fire Wall · Heroes III · game icon
Icon source · Game artwork

Fire Magic · level 2

Fire Wall

Heroes III Complete / SoD

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 masteryValue / formula
Untrained10 × P + 10
Basic10 × P + 10
Advanced10 × P + 20
Expert10 × 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.

Heroes and equipment

Sourced starting spell (1)
Spell specialty (1)

A specialty describes a benefit for the spell. Check starting knowledge separately on the hero card.

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.

Also in the reference: Ściana ognia

Manual · page 73 ↗ · Jaskinia Behemota ↗ · VCMI · other.json ↗

Fireball · Heroes III · game icon
Icon source · Game artwork

Fire Magic · level 3

Fireball

Heroes III Complete / SoD

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 masteryValue / formula
Untrained10 × P + 15
Basic10 × P + 15
Advanced10 × P + 30
Expert10 × 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.

Heroes and equipment

Sourced starting spell (1)
Spell specialty (1)

A specialty describes a benefit for the spell. Check starting knowledge separately on the hero card.

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.

Also in the reference: Kula ognia

Compare: Inferno · Meteor Shower

Manual · page 73 ↗ · Jaskinia Behemota ↗ · VCMI · offensive.json ↗

Land Mine · Heroes III · game icon
Icon source · Game artwork

Fire Magic · level 3

Land Mine

Heroes III Complete / SoD

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 masteryValue / formula
Untrained4 · 10 × P + 25
Basic4 · 10 × P + 25
Advanced6 · 10 × P + 50
Expert8 · 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.

Also in the reference: Pole minowe

Compare: Quicksand · Fire Wall

Manual · page 74 ↗ · Jaskinia Behemota ↗ · VCMI · other.json ↗ · RPG Legion ↗

Misfortune · Heroes III · game icon
Icon source · Game artwork

Fire Magic · level 3

Misfortune

Heroes III Complete / SoD

Lowers an eligible enemy stack’s Luck.

Base cost: 12 mana untrained / 9 mana from Basic

Luck change
School masteryValue / formula
Untrained−1
Basic−1
Advanced−2
Expert−2 all enemies
Rules, restrictions and interactions

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.

  • Tome of Fire Magic

    While equipped the item provides: Granted spell school: Fire.

  • Armor of the Damned

    Retains component attributes and attempts four Expert opening debuffs for fifty rounds.

Also in the reference: Pech

Manual · page 74 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗

Armageddon · Heroes III · game icon
Icon source · Game artwork

Fire Magic · level 4

Armageddon

Heroes III Complete / SoD

Hits the entire battlefield with powerful Fire damage.

Base cost: 24 mana untrained / 20 mana from Basic

Base damage per stack
School masteryValue / formula
Untrained50 × P + 30
Basic50 × P + 30
Advanced50 × P + 60
Expert50 × 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.

Related creatures and abilities

Black Dragon · Gold Dragon · Phoenix · Fire Elemental · Energy Elemental

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.

  • Orb of Tempestuous Fire

    While equipped the item provides: Fire spell damage: +50%.

  • Tome of Fire Magic

    While equipped the item provides: Granted spell school: Fire.

  • Armageddon’s Blade

    While equipped the item provides: Granted spell: Armageddon · Expert · Spell immunity: Armageddon · Attack: +3 · Defense: +3 · Spell Power: +3 · Knowledge: +6.

  • Power of the Dragon Father

    Sixteen in all four attributes, one Morale and Luck, and first-through-fourth-level spell immunity.

Quick explanation: use and caveats (Czech) →

Also in the reference: Armageddon

Compare: Anti-Magic · Fire Shield

Manual · page 74 ↗ · Jaskinia Behemota ↗ · VCMI · offensive.json ↗

Berserk · Heroes III · game icon
Icon source · Game artwork

Fire Magic · level 4

Berserk

Heroes III Complete / SoD

Makes affected eligible stacks attack the nearest creature regardless of allegiance.

Base cost: 20 mana untrained / 16 mana from Basic

Full area size
School masteryValue / formula
Untrained1 hex
Basic1 hex
Advanced7 hexes
Expert19 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.

Quick explanation: use and caveats (Czech) →

Also in the reference: Berserk

Compare: Hypnotize · Cure

Manual · page 74 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗

Fire Shield · Heroes III · game icon
Icon source · Game artwork

Fire Magic · level 4

Fire Shield

Heroes III Complete / SoD

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 masteryValue / formula
Untrained20 %
Basic20 %
Advanced25 %
Expert30 %
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.

Also in the reference: Tarcza ognia

Compare: Protection from Fire

Manual · page 74 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗ · VCMI · damageCalculator.lua ↗

Frenzy · Heroes III · game icon
Icon source · Game artwork

Fire Magic · level 4

Frenzy

Heroes III Complete / SoD

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 masteryValue / formula
Untrained100 %
Basic100 %
Advanced150 %
Expert200 %
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.

Also in the reference: Szał

Compare: Bloodlust · Prayer

Manual · page 75 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗ · VCMI · damageCalculator.lua ↗

Inferno · Heroes III · game icon
Icon source · Game artwork

Fire Magic · level 4

Inferno

Heroes III Complete / SoD

Hits a large area with Fire damage.

Base cost: 16 mana untrained / 12 mana from Basic

Base damage per stack
School masteryValue / formula
Untrained10 × P + 20
Basic10 × P + 20
Advanced10 × P + 40
Expert10 × P + 80
Rules, restrictions and interactions

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.

Heroes and equipment

Sourced starting spell (2)
Spell specialty (1)

A specialty describes a benefit for the spell. Check starting knowledge separately on the hero card.

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.

Also in the reference: Inferno

Compare: Fireball · Meteor Shower

Manual · page 75 ↗ · Jaskinia Behemota ↗ · VCMI · offensive.json ↗

Slayer · Heroes III · game icon
Icon source · Game artwork

Fire Magic · level 4

Slayer

Heroes III Complete / SoD

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 masteryValue / 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.

Related creatures and abilities

Untrained / Basic: Green Dragon · Gold Dragon · Bone Dragon · Ghost Dragon · Red Dragon · Black Dragon · Behemoth · Ancient Behemoth · Hydra · Chaos Hydra · Firebird · Phoenix · Faerie Dragon · Rust Dragon · Crystal Dragon · Azure Dragon

Advanced: Angel · Archangel · Devil · Arch Devil

Expert: Giant · Titan

Heroes and equipment

Sourced starting spell (1)
Spell specialty (1)

A specialty describes a benefit for the spell. Check starting knowledge separately on the hero card.

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.

Also in the reference: Pogromca

Compare: Bloodlust · Precision

Manual · page 75 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗ · VCMI · damageCalculator.lua ↗

Sacrifice · Heroes III · game icon
Icon source · Game artwork

Fire Magic · level 5

Sacrifice

Heroes III Complete / SoD

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 masteryValue / 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.

Also in the reference: Ofiara

Compare: Resurrection · Animate Dead

Manual · page 75 ↗ · Jaskinia Behemota ↗ · VCMI · other.json ↗

Summon Fire Elemental · Heroes III · game icon
Icon source · Game artwork

Fire Magic · level 5

Summon Fire Elemental

Heroes III Complete / SoD

Summons Fire Elementals as temporary combat reinforcements.

Base cost: 25 mana untrained / 20 mana from Basic

Base summoned count
School masteryValue / formula
Untrained2 × P
Basic2 × P
Advanced3 × P
Expert4 × 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.

Related creatures and abilities

Fire Elemental

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.

Also in the reference: Żywiołak ognia

Manual · page 76 ↗ · Jaskinia Behemota ↗ · VCMI · other.json ↗

Bless · Heroes III · game icon
Icon source · Game artwork

Water Magic · level 1

Bless

Heroes III Complete / SoD

Sets an eligible friendly stack’s damage to its maximum.

Base cost: 5 mana untrained / 4 mana from Basic

Creature base damage
School masteryValue / formula
UntrainedMaximum
BasicMaximum
AdvancedMaximum + 1
ExpertMaximum + 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.

Heroes and equipment

Sourced starting spell (1)
Spell specialty (1)

A specialty describes a benefit for the spell. Check starting knowledge separately on the hero card.

Tactical option · acquisition depends on the map (2)

The spell is an option in an editorial tactical plan. This does not confirm starting knowledge; check acquisition and conditions on the map.

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.

Quick explanation: use and caveats (Czech) →

Also in the reference: Błogosławieństwo

Compare: Curse · Prayer

Manual · page 76 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗ · VCMI · damageCalculator.lua ↗ · VCMI · DamageCalculatorTest.cpp ↗

Cure · Heroes III · game icon
Icon source · Game artwork

Water Magic · level 1

Cure

Heroes III Complete / SoD

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 masteryValue / formula
Untrained5 × P + 10
Basic5 × P + 10
Advanced5 × P + 20
Expert5 × 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.

Heroes and equipment

Sourced starting spell (2)
Spell specialty (1)

A specialty describes a benefit for the spell. Check starting knowledge separately on the hero card.

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.

Also in the reference: Uleczenie

Compare: Dispel · Resurrection

Manual · page 76 ↗ · Jaskinia Behemota ↗ · VCMI · other.json ↗

Dispel · Heroes III · game icon
Icon source · Game artwork

Water Magic · level 1

Dispel

Heroes III Complete / SoD

Removes spell effects; higher mastery expands target selection.

Base cost: 5 mana untrained / 4 mana from Basic

Available targeting
School masteryValue / formula
UntrainedFriendly stack
BasicFriendly stack
AdvancedFriendly or enemy stack
ExpertBoth armies and magical obstacles
Rules, restrictions and interactions

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.

Heroes and equipment

Sourced starting spell (4)
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.

  • Tome of Water Magic

    While equipped the item provides: Granted spell school: Water.

  • Sphere of Permanence

    While equipped the item provides: Spell immunity: Dispel · Spell immunity: Dispel · helpful effects.

  • Armor of the Damned

    Retains component attributes and attempts four Expert opening debuffs for fifty rounds.

Quick explanation: use and caveats (Czech) →

Also in the reference: Rozproszenie

Compare: Cure · Anti-Magic

Manual · page 76 ↗ · Jaskinia Behemota ↗ · VCMI · other.json ↗

Protection from Water · Heroes III · game icon
Icon source · Game artwork

Water Magic · level 1

Protection from Water

Heroes III Complete / SoD

Reduces applicable Water spell damage.

Base cost: 5 mana untrained / 4 mana from Basic

Applicable spell-damage reduction
School masteryValue / formula
Untrained30 %
Basic30 %
Advanced50 %
Expert50 % all allies
Rules, restrictions and interactions

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.

Also in the reference: Ochrona przed wodą

Manual · page 77 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗

Summon Boat · Heroes III · game icon
Icon source · Game artwork

Water Magic · level 1

Summon Boat

Heroes III Complete / SoD

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 masteryValue / formula
Untrained50 %
Basic50 %
Advanced75 %
Expert100 %
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.

Heroes and equipment

Sourced starting spell (1)
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.

  • Tome of Water Magic

    While equipped the item provides: Granted spell school: Water.

  • Sea Captain’s Hat

    While equipped the item provides: Whirlpool-loss protection: Yes · Daily movement · sea: +500 · Granted spell: Summon Boat · Expert · Granted spell: Scuttle Boat · Expert.

  • Admiral’s Hat

    Retains fifteen hundred sea movement and Whirlpool protection, adding free boat transitions.

Also in the reference: Przyzwanie okrętu

Compare: Scuttle Boat · Water Walk

Manual · page 77 ↗ · Jaskinia Behemota ↗ · VCMI · adventure.json ↗

Ice Bolt · Heroes III · game icon
Icon source · Game artwork

Water Magic · level 2

Ice Bolt

Heroes III Complete / SoD

Hits one eligible enemy stack with Cold damage.

Base cost: 8 mana untrained / 6 mana from Basic

Base damage
School masteryValue / formula
Untrained20 × P + 10
Basic20 × P + 10
Advanced20 × P + 20
Expert20 × P + 50
Rules, restrictions and interactions

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.

Heroes and equipment

Sourced starting spell (1)
Spell specialty (1)

A specialty describes a benefit for the spell. Check starting knowledge separately on the hero card.

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.

Also in the reference: Lodowy pocisk

Compare: Frost Ring · Lightning Bolt

Manual · page 77 ↗ · Jaskinia Behemota ↗ · VCMI · offensive.json ↗

Remove Obstacle · Heroes III · game icon
Icon source · Game artwork

Water Magic · level 2

Remove Obstacle

Heroes III Complete / SoD

Removes a selected removable battlefield obstacle.

Base cost: 7 mana untrained / 5 mana from Basic

Eligible obstacle scope
School masteryValue / formula
UntrainedOrdinary removable
BasicOrdinary removable
AdvancedAlso Fire Wall
ExpertFurther 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.

Also in the reference: Usunięcie przeszkody

Compare: Dispel · Force Field

Manual · page 77 ↗ · Jaskinia Behemota ↗ · VCMI · other.json ↗

Scuttle Boat · Heroes III · game icon
Icon source · Game artwork

Water Magic · level 2

Scuttle Boat

Heroes III Complete / SoD

Attempts to destroy a selected unoccupied boat.

Base cost: 8 mana untrained / 6 mana from Basic

Base chance to destroy an empty boat
School masteryValue / formula
Untrained50 %
Basic50 %
Advanced75 %
Expert100 %
Rules, restrictions and interactions

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.

  • Tome of Water Magic

    While equipped the item provides: Granted spell school: Water.

  • Sea Captain’s Hat

    While equipped the item provides: Whirlpool-loss protection: Yes · Daily movement · sea: +500 · Granted spell: Summon Boat · Expert · Granted spell: Scuttle Boat · Expert.

  • Admiral’s Hat

    Retains fifteen hundred sea movement and Whirlpool protection, adding free boat transitions.

Also in the reference: Zniszczenie okrętu

Compare: Summon Boat

Manual · page 77 ↗ · Jaskinia Behemota ↗ · VCMI · adventure.json ↗

Weakness · Heroes III · game icon
Icon source · Game artwork

Water Magic · level 2

Weakness

Heroes III Complete / SoD

Lowers an eligible enemy stack’s Attack.

Base cost: 8 mana untrained / 6 mana from Basic

Attack change
School masteryValue / formula
Untrained−3
Basic−3
Advanced−6
Expert−6 all enemies
Rules, restrictions and interactions

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.

Heroes and equipment

Sourced starting spell (3)
Spell specialty (3)

A specialty describes a benefit for the spell. Check starting knowledge separately on the hero card.

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.

Also in the reference: Osłabienie

Manual · page 78 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗

Forgetfulness · Heroes III · game icon
Icon source · Game artwork

Water Magic · level 3

Forgetfulness

Heroes III Complete / SoD

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 masteryValue / formula
Untrained50%, one target
Basic50%, one target
Advanced100%, mass in SoD
Expert100%, 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.

Also in the reference: Zapomnienie

Compare: Air Shield

Manual · page 78 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗ · Jaskinia Behemota ↗

Frost Ring · Heroes III · game icon
Icon source · Game artwork

Water Magic · level 3

Frost Ring

Heroes III Complete / SoD

Hits hexes surrounding the selected center with Cold damage.

Base cost: 12 mana untrained / 9 mana from Basic

Base damage per stack
School masteryValue / formula
Untrained10 × P + 15
Basic10 × P + 15
Advanced10 × P + 30
Expert10 × 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.

Heroes and equipment

Sourced starting spell (1)
Spell specialty (1)

A specialty describes a benefit for the spell. Check starting knowledge separately on the hero card.

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.

Also in the reference: Krąg zimna

Compare: Ice Bolt · Fireball

Manual · page 78 ↗ · Jaskinia Behemota ↗ · VCMI · offensive.json ↗

Mirth · Heroes III · game icon
Icon source · Game artwork

Water Magic · level 3

Mirth

Heroes III Complete / SoD

Raises a friendly stack’s Morale; Expert affects the eligible friendly army.

Base cost: 12 mana untrained / 9 mana from Basic

Morale change
School masteryValue / 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.

Also in the reference: Radość

Manual · page 78 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗

Teleport · Heroes III · game icon
Icon source · Game artwork

Water Magic · level 3

Teleport

Heroes III Complete / SoD

Moves a friendly stack to an eligible empty battlefield position.

Base cost: 15 mana untrained / 12 mana from Basic

Crossing walls and moat
School masteryValue / formula
UntrainedNeither walls nor moat
BasicNeither walls nor moat
AdvancedMoat yes, walls no
ExpertBoth, 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.

Also in the reference: Teleportacja

Manual · page 79 ↗ · Jaskinia Behemota ↗ · VCMI · other.json ↗

Clone · Heroes III · game icon
Icon source · Game artwork

Water Magic · level 4

Clone

Heroes III Complete / SoD

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 masteryValue / formula
Untrained5
Basic5
Advanced6
Expert7
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.

Quick explanation: use and caveats (Czech) →

Also in the reference: Klonowanie

Compare: Resurrection

Manual · page 79 ↗ · Jaskinia Behemota ↗ · VCMI · other.json ↗

Prayer · Heroes III · game icon
Icon source · Game artwork

Water Magic · level 4

Prayer

Heroes III Complete / SoD

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 masteryValue / 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.

Heroes and equipment

Sourced starting spell (1)
Spell specialty (1)

A specialty describes a benefit for the spell. Check starting knowledge separately on the hero card.

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.

  • Tome of Water Magic

    While equipped the item provides: Granted spell school: Water.

  • Angelic Alliance

    Twenty-one in all four attributes, permitted mixing and an automatic Expert Prayer attempt.

Quick explanation: use and caveats (Czech) →

Also in the reference: Modlitwa

Compare: Haste · Bless

Manual · page 79 ↗ · Jaskinia Behemota ↗ · VCMI · timed.json ↗

Water Walk · Heroes III · game icon
Icon source · Game artwork

Water Magic · level 4

Water Walk

Heroes III Complete / SoD

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 masteryValue / formula
Untrained40 %
Basic40 %
Advanced20 %
Expert0 %
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.

Also in the reference: Spacer po wodzie

Compare: Fly · Summon Boat

Manual · page 79 ↗ · Jaskinia Behemota ↗ · VCMI · adventure.json ↗

Summon Water Elemental · Heroes III · game icon
Icon source · Game artwork

Water Magic · level 5

Summon Water Elemental

Heroes III Complete / SoD

Summons Water Elementals as temporary combat reinforcements.

Base cost: 25 mana untrained / 20 mana from Basic

Base summoned count
School masteryValue / formula
Untrained2 × P
Basic2 × P
Advanced3 × P
Expert4 × 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.

Related creatures and abilities

Water Elemental

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.

Also in the reference: Żywiołak wody

Manual · page 80 ↗ · Jaskinia Behemota ↗ · VCMI · other.json ↗

Titan’s Lightning Bolt · Heroes III · game icon
Icon source · Game artwork

Air Magic · level 5

Titan’s Lightning Bolt

The Shadow of Death / Complete; Titan’s Thunder

Titan’s Thunder grants a special spell dealing 600 base damage at no mana cost.

Base cost: 0 mana

Base damage
School masteryValue / formula
Untrained600
Basic600
Advanced600
Expert600
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.

  • Pendant of Negativity

    While equipped the item provides: Spell immunity: Lightning Bolt · Spell immunity: Chain Lightning.

  • Titan’s Thunder

    Nine Attack/Defense, eight Spell Power/Knowledge and the special Titan’s Lightning Bolt.

Also in the reference: Błyskawica tytana

Compare: Lightning Bolt · Chain Lightning

Jaskinia Behemota ↗ · Jaskinia Behemota ↗ · VCMI · offensive.json ↗

Reading values and replenishing spells

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.

Original manual: magic and four schools ↗

Jaskinia Behemota: inventory and rule cross-checks ↗

Pinned VCMI revision: spell configuration cross-check ↗

Documented SoD bugs and fixes ↗