Original icons, base costs, mastery values and specific restrictions for all 68 entries in the reference inventory. Find a spell and compare its effect with the battle plan.
48 combat spells, 4 adventure spells, 6 warcries and 10 runes from manual 3.1, pages 183–193. Mass variants are explained with their base spells. Creature-specific abilities and mod changes have separate rules.
Transfers selected reinforcements from the nearest town garrison to the hero.
Base cost: 1 mana per creature
Rules, restrictions and interactions
Requires hero level 10. Purchase creatures first and leave them in the garrison. The transfer costs 1 mana per creature and 75% of the hero’s starting daily movement; no magic-school skill is required.
Practical use
A few strong creatures cost less mana to transfer than a large cheap infantry stack. Preserve enough movement for the planned attack or cast near the end of the route.
Teleports the hero and army to a selected adventure-map location.
Base cost: 15 mana
Rules, restrictions and interactions
Requires level 15. Range corresponds to 800 movement points regardless of terrain type, and casting uses half the daily movement allowance. A hero at sea can target only another sea location.
Practical use
Compare the teleport cost with the actual detour around an obstacle. Walking along a short open route can preserve more movement.
Returns the hero to the nearest friendly town and consumes all remaining movement.
Base cost: 20 mana
Rules, restrictions and interactions
Learning requires level 20 rather than a magic-school skill. The nearest friendly town determines the destination.
Practical use
Check which town will be nearest before sending the main hero away. Time the return so losing the remaining movement does not postpone an important battle.
Raises army Morale for three turns and grants Stronghold creatures 20 Rage points.
Base cost: 8 mana
Rules, restrictions and interactions
Requires level 2. The Morale bonus follows 1 + L/8, where L is hero level. Undead, elemental and mechanical creatures do not benefit from Morale. Manual 3.1 corrects the earlier two-turn duration to three.
Practical use
Cast before several Orc stacks act so the shared Rage and Morale benefits reach more of the army.
Heroes and equipment
Spell / warcry in the reference profile (1)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
The hero strikes a friendly stack with a normal hero attack and advances its next action on the ATB bar.
Base cost: 2 mana
Rules, restrictions and interactions
From level 6, it adds 0.1 + 0.02 × L to the target’s ATB. Stronghold stacks receive 30 shared Rage, with another 30 for the target. Undead, elemental and mechanical creatures are excluded.
Practical use
Account for damage to your own creatures. Advance a stack whose next strike will decide the fight or prevent greater losses than the hero’s hit causes.
Heroes and equipment
Spell / warcry in the reference profile (1)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
Attempts to frighten an enemy stack and grants Stronghold troops 30 Rage.
Base cost: 7 mana
Rules, restrictions and interactions
From level 6, base chance is 50% + (L − T) × 5%, where T is creature tier. The army gains Rage even when the fear attempt fails. Mind-effect immunity applies.
Practical use
Compare hero level with enemy tier and check immunity before targeting. The Rage gain can still matter when the fear chance is low.
Deals magical damage to a target based on the total creature count in the hero’s army.
Base cost: 10 mana
Rules, restrictions and interactions
Requires level 11 and grants Stronghold troops 40 Rage. Base damage equals the creature count. Magic protection reduces it and resistance can stop it; Magic Mirror cannot reflect this warcry.
Practical use
A numerous army sustains this warcry’s power. Compare immediate damage with strengthening or advancing a key friendly stack.
The new maximum is minimum + t × (original maximum − minimum). Mastery sets t; at Expert, damage is fixed at the minimum. Duration depends on Power. Master of Curses unlocks Mass Weakness for 8 mana.
Practical use
It offers most value against a wide damage range. When minimum and maximum are equal, this formula cannot reduce damage.
Heroes and equipment
Spell / warcry in the reference profile (1)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Dark Magic mastery determines both penalties. Account for the target’s own Morale and Luck rules.
Practical use
It reduces lucky damage spikes and high-Morale benefits on a stack expected to take several more actions.
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.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
The table gives the penalty by Dark Magic mastery. Master of Curses unlocks Mass Suffering for 10 mana.
Practical use
It pays off against a stack expected to make several more physical attacks. A decisive imminent hit may instead require disabling the target entirely.
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.
Part of the target stack stops contributing to ranged attacks and retaliation.
Base cost: 9 mana
Fraction removed from shooting and retaliation
School mastery
Value / formula
Untrained
50%
Basic
70%
Advanced
90%
Expert
100%
Rules, restrictions and interactions
The table gives the affected fraction, rather than a chance for the whole stack to fail completely. Undead, elemental and mechanical creatures are excluded. Master of Mind unlocks Mass Confusion for 18 mana.
Practical use
At Expert, it removes ranged attacks and retaliation from the entire affected stack; use that opening for a safer coordinated attack.
Heroes and equipment
Spell / warcry in the reference profile (2)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
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.
Forces the target to attack the nearest stack regardless of allegiance.
Base cost: 15 mana
Increase to target damage
School mastery
Value / formula
Untrained
P × 1%
Basic
P × 2%
Advanced
P × 3%
Expert
P × 3%
Rules, restrictions and interactions
Target damage increases by the listed Power-based fraction. Expert lasts two actions; other masteries last one. Cleansing cannot remove it. Undead, elemental and mechanical creatures are excluded.
Practical use
Check which stack is actually nearest before casting. The strengthened attack can hit your own army too.
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.
Disables target movement, attacks and abilities until it expires or an attack wakes the target.
Base cost: 10 mana
Duration from Power
School mastery
Value / formula
Untrained
0.15 × P
Basic
0.2 × P
Advanced
0.25 × P
Expert
0.25 × P
Rules, restrictions and interactions
Duration depends on Power and mastery. At Expert, the waking target cannot retaliate against the hit. Undead, elemental and mechanical creatures are excluded.
Practical use
Avoid hitting a stack you intend to keep disabled. Coordinate the waking strike with your other attackers.
Heroes and equipment
Spell / warcry in the reference profile (1)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
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.
Tier-7 creatures require Expert Dark Magic. The controlled stack cannot retaliate. Selecting a new target ends the previous control. Target Initiative is multiplied by 0.03 × Power, or 0.01 × Power without mastery, capped at 1. Undead, elemental and mechanical creatures are excluded.
Practical use
Use the controlled stack against its allies or to block a route. At low Power, account for its slower next action.
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.
Damages all battlefield creatures except undead and Inferno creatures.
Base cost: 15 mana
Base damage
School mastery
Value / formula
Untrained
8+2 × P
Basic
12+3 × P
Advanced
30+6 × P
Expert
144+12 × P
Rules, restrictions and interactions
The table gives base damage. Master of Pain adds 4 effective Power for this spell. Unprotected friendly stacks are hit too.
Practical use
Review both armies before casting; the same battlefield-wide hit can decide the battle against you.
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.
Grants a friendly creature undead properties and Life Drain.
Base cost: 10 mana
Drained-life fraction
School mastery
Value / formula
Untrained
10%+P × 2%
Basic
20%+P × 2%
Advanced
30%+P × 2%
Expert
50%+P × 2%
Rules, restrictions and interactions
The target loses Morale effects and gains mind-effect protection. Existing Blindness or Puppet Master is removed. Life Drain stacks with an innate version. Elemental and mechanical creatures are excluded; the table gives drained life as a fraction of damage.
Practical use
Compare healing and mind protection with the loss of high Morale. Account for Life Drain restrictions when choosing a nonliving opponent.
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.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Deals Earth damage to creatures in a cross-shaped area.
Base cost: 5 mana
Base damage
School mastery
Value / formula
Untrained
24+8 × P
Basic
32+8 × P
Advanced
40+8 × P
Expert
48+8 × P
Rules, restrictions and interactions
Each affected stack receives the table’s base damage before its protections. The area can include friendly creatures.
Practical use
Check the full cross before confirming. Hitting several stacks can make a cheap spell more valuable than a larger single-target 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.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Deals Ice damage in a ring around the selected tile.
Base cost: 9 mana
Base damage
School mastery
Value / formula
Untrained
60+12 × P
Basic
72+12 × P
Advanced
84+12 × P
Expert
96+12 × P
Rules, restrictions and interactions
Master of Ice divides a total of 0.3 freezing turns among the affected targets: 0.15 each for two or 0.1 for three. Each stack’s damage still follows the table.
Practical use
More targets increase area value but shorten each target’s freezing. Compare Ice Bolt for delaying one target longer.
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.
Creates a three-turn wall of fire that damages creatures within its area.
Base cost: 16 mana
Base damage
School mastery
Value / formula
Untrained
9+9 × P
Basic
11+11 × P
Advanced
13+13 × P
Expert
15+15 × P
Rules, restrictions and interactions
Damage occurs when cast on a creature, when it enters the wall and at the end of an action spent inside it. Master of Fire adds −50% Defense. This catalogue follows the Tribes of the East 3.1 manual’s Destructive Magic classification.
Practical use
The wall controls a narrow passage and punishes staying in place. Account for friendly routes and the initial immediate hit.
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.
Lightning jumps through up to four stacks, each subsequent target receiving half the previous damage.
Base cost: 16 mana
Base damage
School mastery
Value / formula
Untrained
10+10 × P
Basic
15+15 × P
Advanced
20+20 × P
Expert
25+25 × P
Rules, restrictions and interactions
The chain can jump to friendly stacks. Master of Storms stuns the first target by multiplying its current ATB by 0.7.
Practical use
Choose the first target by damage, current ATB and nearby stacks. A strong first hit does not guarantee a favorable whole chain.
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.
Every stack in the large area can be hit, including friendly ones. The table gives the base hit.
Practical use
Inspect the whole front line before casting. A larger area offers more targets but makes friendly-fire avoidance harder.
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.
Power, Destructive Magic mastery and target protections determine the result. Base values differ substantially between masteries.
Practical use
Use it to remove one key threat when area magic would endanger allies or hit less valuable targets.
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.
Deals Fire damage across the battlefield, including war machines, and adds a physical impact in the center.
Base cost: 20 mana
Fire-damage component
School mastery
Value / formula
Untrained
9+9 × P
Basic
12+12 × P
Advanced
15+15 × P
Expert
30+30 × P
Rules, restrictions and interactions
The physical impact covers the central 4 × 4 area and deals 5 + 5P, 10 + 10P, 15 + 15P or 20 + 20P by mastery. It bypasses magic protection, resistance and immunity. A large creature must be entirely inside. The table gives the Fire component; Master of Fire adds −50% Defense.
Practical use
Fire immunity alone does not protect against the physical impact. Check the center and both armies, including support machines, before casting.
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.
Immediately deals Ice damage and increases physical damage received for the next turn.
Base cost: 11 mana
Base damage
School mastery
Value / formula
Untrained
10+10 × P
Basic
14+14 × P
Advanced
15+15 × P
Expert
30+30 × P
Rules, restrictions and interactions
The follow-up penalty is (Power + 1) × 3%, or only (Power + 1) × 1% without mastery. Master of Ice also stops ATB growth for 0.3 standard turns.
Practical use
Time friendly physical attacks within the limited increased-vulnerability window.
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.
The new minimum is minimum + t × (maximum − minimum). The table sets t; at Expert, damage is fixed at the maximum. Duration depends on Power. Master of Blessings unlocks Mass Divine Strength for 8 mana.
Practical use
Creatures with a large minimum-to-maximum gap gain most. The formula changes nothing for fixed damage.
Heroes and equipment
Spell / warcry in the reference profile (1)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Removes negative magical effects from friendly targets and positive ones from enemies.
Base cost: 10 mana
Base chance before the level difference
School mastery
Value / formula
Untrained
40% base chance
Basic
60% base chance
Advanced
80% base chance
Expert
100% base chance
Rules, restrictions and interactions
Chance is the table’s base + 3% × (dispeller level − original caster level). Creature casters use tiers 1–7 for this purpose, or 2–8 when upgraded. Master of Blessings unlocks Mass Cleansing for 20 mana in a 4 × 4 area. Effect exceptions still apply: this spell cannot remove Frenzy.
Practical use
Compare caster levels rather than only Power. At low odds, account for the risk of wasting the hero’s action.
Heroes and equipment
Spell / warcry in the reference profile (2)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
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.
Restores the target creature’s health at the start of its action.
Base cost: 8 mana
Duration
School mastery
Value / formula
Untrained
1 turn
Basic
2 turns
Advanced
3 turns
Expert
4 turns
Rules, restrictions and interactions
Restoration is 75% + 5% × Power of the creature’s maximum health. The table sets duration. Undead, mechanical and elemental creatures are excluded.
Practical use
Use it on a durable living creature before its next action. Judge healing against the damage the creature can survive until then.
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.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Reduces ranged damage received by a friendly stack.
Base cost: 6 mana
Ranged-damage reduction
School mastery
Value / formula
Untrained
-25%
Basic
-40%
Advanced
-55%
Expert
-70%
Rules, restrictions and interactions
Reduction is shown in the table and multiplies with other ranged-damage reductions. Master of Abjuration unlocks Mass Deflect Missile for 12 mana.
Practical use
Use it while crossing an exposed shooting lane. Do not add two percentage reductions as a simple sum.
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.
Removes positive and negative magical effects from a friendly target and protects it from subsequent spells.
Base cost: 7 mana
Highest blocked spell level
School mastery
Value / formula
Untrained
Max. Level: 2
Basic
Max. Level: 3
Advanced
Max. Level: 4
Expert
Max. Level: 5
Rules, restrictions and interactions
The table gives the highest blocked spell level. Expert covers all five levels. Removing existing friendly buffs is part of the cast.
Practical use
Weigh the loss of Haste, Endurance and other buffs against the threat of enemy spells.
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.
Relocates a friendly stack to another battlefield position.
Base cost: 8 mana
Rules, restrictions and interactions
Teleporting across town walls requires Expert Light Magic. This is a creature’s combat relocation; different spells handle hero travel on the adventure map.
Practical use
It can open access to a shooter or pull a valuable stack out of an encirclement. Check space for the target’s full footprint first.
Heroes and equipment
Spell / warcry in the reference profile (1)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Deals magical damage based on how many creatures the target has killed in this battle and their tiers.
Base cost: 14 mana
Damage; F = square root of weighted kills
School mastery
Value / formula
Untrained
1 × F × (P+7)
Basic
2 × F × (P+7)
Advanced
3 × F × (P+7)
Expert
4 × F × (P+7)
Rules, restrictions and interactions
F is the square root of the sum of killed creature counts multiplied by their tiers. Five Peasants add 5; one Paladin adds 6. Killed summoned creatures do not count. The table uses F and Power.
Practical use
Reassess it after a large enemy hit. The same stack can become a much more valuable target later than it was at the start.
Heroes and equipment
Effect triggered by specialty (1)
This is an effect triggered under the specialty’s conditions, rather than confirmed manual spellbook casting.
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.
Damages undead, Inferno creatures and Orcs because of their demonic blood.
Base cost: 15 mana
Base damage
School mastery
Value / formula
Untrained
8+2 × P
Basic
12+3 × P
Advanced
30+6 × P
Expert
144+12 × P
Rules, restrictions and interactions
It affects the whole battlefield and can hit qualifying friendly stacks too. Master of Wrath adds 4 effective Power for this spell.
Practical use
Count your own mixed troops and allies too. Against a normal living army outside these groups, choose another 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.
Restores fallen creatures in a friendly stack, with the restoration persisting after combat.
Base cost: 15 mana
Restored health
School mastery
Value / formula
Untrained
20+5 × P
Basic
40+10 × P
Advanced
60+15 × P
Expert
240+30 × P
Rules, restrictions and interactions
The table gives restored health. Each use reduces the target’s maximum health by 10% of its initial value until combat ends; further casts add further penalties.
Practical use
Limit incoming damage after restoring creatures. A repeatedly resurrected stack has lower durability for the rest of that battle.
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.
Prepares two melee attacks against the same target.
Base cost: 1 ore
Rules, restrictions and interactions
At least one creature in the stack must already have died. The effect waits for the next melee attack; if the first strike destroys the enemy, the rune stays active.
Practical use
Choose a target that warrants the second hit. Combining Rune of Battle Rage prepares two area strikes against adjacent enemies.
Prepares a chance to trigger Thunderclap and delay the struck enemy’s next action.
Base cost: 1 wood + 1 mercury
Rules, restrictions and interactions
It remains active until successfully triggered. Attacks and retaliation can trigger it, and Soldier’s Luck improves its chance. Base probability follows the ability rules comparing both stacks’ total health.
Practical use
A strong stack can exploit it while defending and retaliating too. Do not rely on a guaranteed trigger on one critical hit.
Doubles base Attack and Defense for one turn and adds 50% magic protection.
Base cost: 1 wood + 1 sulfur
Rules, restrictions and interactions
It doubles only the creature’s base attributes, excluding hero, spell and other bonuses. Bear Riders therefore gain 5 Attack and 10 Defense regardless of their current totals. Dragons are excluded.
Practical use
Calculate the benefit from the species’ base stats. Already heavily boosted totals do not receive another full doubling.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
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.
Restores fallen creatures: undead permanently, living creatures only for the current battle.
Base cost: 9 mana
Restored health
School mastery
Value / formula
Untrained
120+15 × P
Basic
160+20 × P
Advanced
200+25 × P
Expert
240+30 × P
Rules, restrictions and interactions
Each use reduces target health by 20% for the rest of combat. Master of Life adds 4 effective Power. The table gives restored health.
Practical use
Account for the difference between living and undead troops. Temporarily restored living reinforcements do not guarantee the army survives after battle.
Heroes and equipment
Spell / warcry in the reference profile (11)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Creates a blocking crystal that explodes against adjacent creatures when destroyed.
Base cost: 8 mana
Explosion damage
School mastery
Value / formula
Untrained
40+8 × P
Basic
60+12 × P
Advanced
80+16 × P
Expert
100+20 × P
Rules, restrictions and interactions
The crystal has 1 health, 0 Defense and counts as a tier-1 creature. It remains until destroyed or combat ends. The table gives explosion damage; Master of Earthblood adds 4 effective Power.
Practical use
Consider both route blocking and the explosion’s surroundings. Placing it next to a vulnerable friendly unit can help the enemy.
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.
The copy cannot cast spells or use activated abilities and starts with the original’s remaining shot count. It vanishes on taking damage and has Incorporeal. Starting ATB is 0.4 + 0.02 × hero level. The table sets the maximum copied tier.
Practical use
Choose a stack with a valuable next attack and limit cheap hits against the copy. Higher hero level advances its first 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.
Damages siege walls, gate and towers, and can also damage Blade Barrier.
Base cost: 7 mana
Random damage per fortification section
School mastery
Value / formula
Untrained
0 - 100
Basic
0 - 200
Advanced
50 - 300
Expert
100 - 400
Rules, restrictions and interactions
Each section takes random damage in steps of 50 within the table’s range. With Tremors, all creatures behind the walls, including friendly ones, take 10 + 5 × Power damage and lose 0.1 ATB. Master of Earthblood’s +4 Power strengthens that follow-up component.
Practical use
Allow for the range of outcomes when planning a breach. Tremors can also hit a friendly stack already teleported behind the walls.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Creates a three-tile barrier made of three independent segments.
Base cost: 12 mana
Health per segment
School mastery
Value / formula
Untrained
20+5 × P
Basic
40+8 × P
Advanced
60+10 × P
Expert
96+12 × P
Rules, restrictions and interactions
The table gives health per segment. It takes only 25% damage from ranged and magical attacks. A melee attacker receives physical damage equal to the barrier health actually lost. A hero’s physical attack cannot target it; Earthquake damages it. Master of Earthblood adds 4 effective Power.
Practical use
Block a specific route or protect shooters. Account for independently breakable segments and reflected damage when breaking through in melee.
Heroes and equipment
Equipment related to this spell (2)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Summons Elementals according to battlefield terrain.
Base cost: 17 mana
Summoned elemental count
School mastery
Value / formula
Untrained
0.5 × P
Basic
0.75 × P
Advanced
1 × P
Expert
2 × P
Rules, restrictions and interactions
Power and the table determine count. Master of Conjuration adds 4 effective Power. The summoned stack starts with random ATB from 0 to 0.25 in steps of 0.05.
Practical use
Account for terrain and the expected elemental type before casting. Do not assume its first action is immediate.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Creates a hive that automatically casts Wasp Swarm at the nearest eligible target.
Base cost: 15 mana
Hive Initiative
School mastery
Value / formula
Untrained
2+0.25 × P
Basic
5+0.25 × P
Advanced
5+0.25 × P
Expert
10+0.25 × P
Rules, restrictions and interactions
It casts at Expert with the summoning hero’s Power. Each cast spends the full undiscounted Wasp Swarm mana cost from that hero’s pool. Hive health is 10/25/50/100 by mastery, Defense equals hero level and it is immune to magic. Initial ATB is random from 0.5 to 1; the table sets Initiative. Undead, elemental and mechanical creatures are ineligible.
Practical use
Protect the hive and track future mana use too. Its automatic nearest-target selection makes placement important.
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.
Wraps a friendly stack in a shield with its own health pool.
Base cost: 20 mana
Shield health pool
School mastery
Value / formula
Untrained
250+50 × P
Basic
500+50 × P
Advanced
600+60 × P
Expert
600+60 × P
Rules, restrictions and interactions
The shield absorbs 25% of incoming damage, or 50% at Expert. The table gives its health pool. Absorption percentage and shield capacity are separate components.
Practical use
Protect a stack expected to take more hits. Compare both capacity and the share of damage absorbed between masteries.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Summons one Phoenix whose strength depends on hero level and Power.
Base cost: 35 mana
Share of Power used
School mastery
Value / formula
Untrained
Eff. P: 25%
Basic
Eff. P: 33%
Advanced
Eff. P: 50%
Expert
Eff. P: 100%
Rules, restrictions and interactions
Attack and Defense are 10 + 2 × level. Damage is 10–15 × effective Power, health is 300 + 30 × effective Power, Initiative is 15 and Speed is 7. Lower masteries reduce effective Power as listed, rounding upward. Master of Conjuration adds 4 Power before reduction. Initial ATB is random from 0 to 0.25 in steps of 0.05.
Practical use
Account for level and effective Power; a large mana pool alone does not guarantee a strong Phoenix. Only one from this spell can be present at a time.
The creature profile explains general abilities; this spell’s hero-dependent formulas determine the summoned Phoenix’s stats.
Heroes and equipment
Equipment related to this spell (2)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
P denotes caster Spellpower. Tables compare base effects before resistance, equipment, racial abilities and other modifiers. Costs are base mana or the listed rune resources; Summon Creatures charges per creature. Mass variants can have separate costs listed in each card’s rules.
Initiative determines ATB action frequency; Speed determines combat movement reach. Effect durations use standard turn time at Initiative 10. Untrained rows are reference values; learning and casting eligibility still follow spell level, skills and the entry’s specific rules.
Runes are creature activations tied to Runic Magic and resource supplies. Warcries belong to Barbarians and interact with Rage. Adventure magic also spends movement according to each spell’s rules.