HEROES ATLAS
EN

TRIBES OF THE EAST 3.1 · 68 ENTRIES

Spells, runes and warcries · Heroes V

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.

Catalogue entries

68

Vessel of Shalassa · Heroes V · game icon
Icon source · Game artwork

Adventure Magic · level 2

Vessel of Shalassa

Base game; 3.1 rules

Brings an existing unoccupied boat to the shore where the hero stands.

Base cost: 4 mana

Rules, restrictions and interactions

Requires a suitable shore and an available empty boat. Learning it requires no magic-school skill.

Practical use

Check for an available boat before routing the hero to the coast; this spell relocates a boat rather than constructing one.

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.

Manual · page 183 ↗

Summon Creatures · Heroes V · game icon
Icon source · Game artwork

Adventure Magic · level 3

Summon Creatures

Base game; 3.1 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.

Manual · page 183 ↗

Instant Travel · Heroes V · game icon
Icon source · Game artwork

Adventure Magic · level 4

Instant Travel

Base game; 3.1 rules

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.

Compare: Town Portal · Vessel of Shalassa

Manual · page 183 ↗

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

Adventure Magic · level 5

Town Portal

Base game; 3.1 rules

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.

Compare: Instant Travel · Summon Creatures

Manual · page 183 ↗

Rallying Cry · Heroes V · game icon
Icon source · Game artwork

Barbarian Warcries · level 1

Rallying Cry

Tribes of the East

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.

Also in the reference: Ralling Cry

Manual · page 184 ↗

Call of Blood · Heroes V · game icon
Icon source · Game artwork

Barbarian Warcries · level 1

Call of Blood

Tribes of the East

Gives a selected friendly Stronghold stack 10 × L Rage points.

Base cost: 5 mana

Rules, restrictions and interactions

Requires level 2, with L denoting hero level. This warcry gives no shared Rage gain to the other stacks.

Practical use

Choose a stack near its next Blood Rage threshold, especially one about to act or deliver the main attack.

Manual · page 184 ↗

Word of the Chief · Heroes V · game icon
Icon source · Game artwork

Barbarian Warcries · level 2

Word of the Chief

Tribes of the East

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.

Manual · page 184 ↗

Fear My Roar · Heroes V · game icon
Icon source · Game artwork

Barbarian Warcries · level 2

Fear My Roar

Tribes of the East

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.

Manual · page 184 ↗

Battlecry · Heroes V · game icon
Icon source · Game artwork

Barbarian Warcries · level 3

Battlecry

Tribes of the East

Raises army Attack and adds 1 Speed for one turn; Stronghold troops gain 40 Rage.

Base cost: 10 mana

Rules, restrictions and interactions

Requires level 11. The Attack bonus follows L/2. Speed increases creature movement reach in battle.

Practical use

Use it to prepare several attacking stacks together; the extra movement reach can open a route to an enemy shooter.

Manual · page 184 ↗

Horde's Anger · Heroes V · game icon
Icon source · Game artwork

Barbarian Warcries · level 3

Horde's Anger

Tribes of the East

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.

Manual · page 184 ↗

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

Dark Magic · level 1

Weakness

Base game; 3.1 rules

Reduces an enemy stack’s maximum damage.

Base cost: 4 mana

Coefficient t in the maximum-damage formula
School masteryValue / formula
Untrainedt = 50%
Basict = 35%
Advancedt = 20%
Expertt = 0%
Rules, restrictions and interactions

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.

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.

  • Tome of Dark Magic

    Grants all catalogue Dark Magic spells without requiring the learned school.

Compare: Divine Strength · Cleansing

Manual · page 185 ↗

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

Dark Magic · level 1

Slow

Base game; 3.1 rules

Lowers the target’s Initiative so it acts less often on the ATB bar.

Base cost: 4 mana

Initiative change
School masteryValue / formula
Untrained-25% Initiative
Basic-30% Initiative
Advanced-35% Initiative
Expert-40% Initiative
Rules, restrictions and interactions

The table gives the Initiative reduction. Master of Mind enables Mass Slow for 8 mana.

Practical use

Slow a threat before its next actions. Its movement reach, determined by Speed, remains a separate statistic.

Heroes and equipment

Spell / warcry in the reference profile (3)

The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.

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.

  • Wand

    Enables a particular spell with limited charges replenishable at a Magic Guild.

    Some rules are disputed; open the details.
  • Tome of Dark Magic

    Grants all catalogue Dark Magic spells without requiring the learned school.

  • Greaves of the Dwarven Kings

    Add four hero Attack and protect led creatures against Slow.

Compare: Haste · Wasp Swarm

Manual · page 185 ↗

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

Dark Magic · level 1

Sorrow

Tribes of the East

Reduces both enemy Luck and Morale.

Base cost: 5 mana

Luck and Morale penalty
School masteryValue / formula
Untrained-1 Luck / Morale
Basic-2 Luck / Morale
Advanced-3 Luck / Morale
Expert-4 Luck / Morale
Rules, restrictions and interactions

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.

  • Tome of Dark Magic

    Grants all catalogue Dark Magic spells without requiring the learned school.

Manual · page 185 ↗

Vulnerability · Heroes V · game icon
Icon source · Game artwork

Dark Magic · level 2

Vulnerability

Base game; 3.1 rules

Reduces the target stack’s Defense, with repeated casts stacking.

Base cost: 5 mana

Defense reduction per cast
School masteryValue / formula
Untrained-3 Defense
Basic-4 Defense
Advanced-5 Defense
Expert-6 Defense
Rules, restrictions and interactions

The spell cannot lower Defense below zero. Master of Pain unlocks Mass Vulnerability for 10 mana in a 4 × 4 area.

Practical use

Repeated casts pay off when several friendly stacks will hit a durable target. When little Defense remains, consider another hero action.

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.

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.

  • Wand

    Enables a particular spell with limited charges replenishable at a Magic Guild.

    Some rules are disputed; open the details.
  • Tome of Dark Magic

    Grants all catalogue Dark Magic spells without requiring the learned school.

Manual · page 185 ↗

Decay · Heroes V · game icon
Icon source · Game artwork

Dark Magic · level 2

Decay

Base game; 3.1 rules

The target takes 32 + 8 × Power Earth damage when it acts.

Base cost: 6 mana

Duration
School masteryValue / formula
Untrained2 turns
Basic3 turns
Advanced4 turns
Expert5 turns
Rules, restrictions and interactions

The table sets duration. Undead, elemental and mechanical creatures are excluded. Master of Pain unlocks Mass Decay for 12 mana in a 4 × 4 area.

Practical use

Value depends on how many actions the target takes while affected. Compare direct damage when a dangerous stack must be removed immediately.

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.

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.

  • Tome of Dark Magic

    Grants all catalogue Dark Magic spells without requiring the learned school.

Manual · page 185 ↗

Suffering · Heroes V · game icon
Icon source · Game artwork

Dark Magic · level 3

Suffering

Base game; 3.1 rules

Reduces the enemy stack’s Attack.

Base cost: 5 mana

Attack penalty
School masteryValue / formula
Untrained-3 Attack
Basic-6 Attack
Advanced-9 Attack
Expert-12 Attack
Rules, restrictions and interactions

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.

  • Wand

    Enables a particular spell with limited charges replenishable at a Magic Guild.

    Some rules are disputed; open the details.
  • Tome of Dark Magic

    Grants all catalogue Dark Magic spells without requiring the learned school.

Manual · page 185 ↗

Confusion · Heroes V · game icon
Icon source · Game artwork

Dark Magic · level 3

Confusion

Base game; 3.1 rules

Part of the target stack stops contributing to ranged attacks and retaliation.

Base cost: 9 mana

Fraction removed from shooting and retaliation
School masteryValue / formula
Untrained50%
Basic70%
Advanced90%
Expert100%
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.

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.

Manual · page 185 ↗

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

Dark Magic · level 4

Frenzy

Base game; 3.1 rules

Forces the target to attack the nearest stack regardless of allegiance.

Base cost: 15 mana

Increase to target damage
School masteryValue / formula
UntrainedP × 1%
BasicP × 2%
AdvancedP × 3%
ExpertP × 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.

Compare: Cleansing · Puppet Master

Manual · page 185 ↗

Blindness · Heroes V · game icon
Icon source · Game artwork

Dark Magic · level 4

Blindness

Base game; 3.1 rules

Disables target movement, attacks and abilities until it expires or an attack wakes the target.

Base cost: 10 mana

Duration from Power
School masteryValue / formula
Untrained0.15 × P
Basic0.2 × P
Advanced0.25 × P
Expert0.25 × 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.

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.

Compare: Puppet Master · Vampirism

Manual · page 185 ↗

Puppet Master · Heroes V · game icon
Icon source · Game artwork

Dark Magic · level 5

Puppet Master

Base game; 3.1 rules

Temporarily takes control of one enemy stack.

Base cost: 18 mana

Control duration from Power
School masteryValue / formula
Untrained0.15 × P
Basic0.2 × P
Advanced0.25 × P
Expert0.25 × P
Rules, restrictions and interactions

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.

Compare: Blindness · Vampirism

Manual · page 186 ↗

Curse of the Netherworld · Heroes V · game icon
Icon source · Game artwork

Dark Magic · level 5

Curse of the Netherworld

Base game; 3.1 rules

Damages all battlefield creatures except undead and Inferno creatures.

Base cost: 15 mana

Base damage
School masteryValue / formula
Untrained8+2 × P
Basic12+3 × P
Advanced30+6 × P
Expert144+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.

  • Tome of Dark Magic

    Grants all catalogue Dark Magic spells without requiring the learned school.

Compare: Word of Light

Manual · page 186 ↗

Vampirism · Heroes V · game icon
Icon source · Game artwork

Dark Magic · level 5

Vampirism

Tribes of the East

Grants a friendly creature undead properties and Life Drain.

Base cost: 10 mana

Drained-life fraction
School masteryValue / formula
Untrained10%+P × 2%
Basic20%+P × 2%
Advanced30%+P × 2%
Expert50%+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.

  • Tome of Dark Magic

    Grants all catalogue Dark Magic spells without requiring the learned school.

Compare: Puppet Master · Resurrection

Manual · page 186 ↗

Eldritch Arrow · Heroes V · game icon
Icon source · Game artwork

Destructive Magic · level 1

Eldritch Arrow

Base game; 3.1 rules

Hits a selected enemy stack with a magical projectile.

Base cost: 4 mana

Base damage
School masteryValue / formula
Untrained48+8 × P
Basic56+8 × P
Advanced64+8 × P
Expert72+8 × P
Rules, restrictions and interactions

Destructive Magic mastery and Power determine base damage in the table. Protections and other effects further modify the actual hit.

Practical use

Cheap targeted damage can finish a wounded stack. Compare mana spent with the creatures actually removed.

Heroes and equipment

Spell / warcry in the reference profile (6)

The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.

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.

Manual · page 187 ↗

Stone Spikes · Heroes V · game icon
Icon source · Game artwork

Destructive Magic · level 1

Stone Spikes

Base game; 3.1 rules

Deals Earth damage to creatures in a cross-shaped area.

Base cost: 5 mana

Base damage
School masteryValue / formula
Untrained24+8 × P
Basic32+8 × P
Advanced40+8 × P
Expert48+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.

Manual · page 187 ↗

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

Destructive Magic · level 2

Lightning Bolt

Base game; 3.1 rules

Deals Lightning damage to one enemy stack.

Base cost: 5 mana

Base damage
School masteryValue / formula
Untrained11+11 × P
Basic14+14 × P
Advanced17+17 × P
Expert20+20 × P
Rules, restrictions and interactions

Master of Storms adds stunning: current target ATB is multiplied by 0.7. ATB 0.8 therefore falls to 0.56, while 0.1 falls only to 0.07.

Practical use

For more delay, strike a dangerous stack just before it acts. Immediately after its turn, the stun offers little value.

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.

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.

Compare: Ice Bolt · Chain Lightning

Manual · page 187 ↗ · Manual · page 312 ↗

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

Destructive Magic · level 2

Ice Bolt

Base game; 3.1 rules

Deals Ice damage to one enemy stack.

Base cost: 6 mana

Base damage
School masteryValue / formula
Untrained60+12 × P
Basic72+12 × P
Advanced84+12 × P
Expert96+12 × P
Rules, restrictions and interactions

Master of Ice stops target ATB growth for 0.3 standard turns, measured against reference Initiative 10.

Practical use

Freezing suppresses time progress even on a fast target. Compare that control with the enemy’s Ice protection.

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.

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.

  • Dragon Flame Tongue

    Gives two Attack and Defense and fifty-percent protection against cold spells.

  • Wand

    Enables a particular spell with limited charges replenishable at a Magic Guild.

    Some rules are disputed; open the details.
  • Tome of Destruction Magic

    Grants all catalogue Destructive Magic spells without requiring the learned school.

  • Bearhide Wraps

    Add one Defense and twenty-five-percent protection from cold spells.

  • Evercold Icicle

    Raises friendly cold spell damage by fifty percent.

Compare: Lightning Bolt · Circle of Winter

Manual · page 187 ↗ · Manual · page 312 ↗

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

Destructive Magic · level 3

Fireball

Base game; 3.1 rules

Deals Fire damage to every stack in a 3 × 3 area.

Base cost: 10 mana

Base damage
School masteryValue / formula
Untrained11+11 × P
Basic14+14 × P
Advanced17+17 × P
Expert20+20 × P
Rules, restrictions and interactions

The area hit includes friendly creatures. Master of Fire adds armor damage with a −50% Defense penalty.

Practical use

Evaluate hitting several enemies together with a follow-up physical attack against their weakened Defense.

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.

Effect triggered by specialty (1)

This is an effect triggered under the specialty’s conditions, rather than confirmed manual spellbook casting.

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.

  • Wand

    Enables a particular spell with limited charges replenishable at a Magic Guild.

    Some rules are disputed; open the details.
  • Shield of Crystal Ice

    Provides two hero Defense and fifty-percent army protection from Fire spells.

  • Tome of Destruction Magic

    Grants all catalogue Destructive Magic spells without requiring the learned school.

  • Phoenix Feather Cape

    Increases friendly Fire spell damage by fifty percent.

Compare: Firewall · Meteor Shower

Manual · page 187 ↗

Circle of Winter · Heroes V · game icon
Icon source · Game artwork

Destructive Magic · level 3

Circle of Winter

Base game; 3.1 rules

Deals Ice damage in a ring around the selected tile.

Base cost: 9 mana

Base damage
School masteryValue / formula
Untrained60+12 × P
Basic72+12 × P
Advanced84+12 × P
Expert96+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.

Compare: Ice Bolt · Deep Freeze

Manual · page 187 ↗ · Manual · page 312 ↗

Firewall · Heroes V · game icon
Icon source · Game artwork

Destructive Magic · level 3

Firewall

Base game; 3.1 rules

Creates a three-turn wall of fire that damages creatures within its area.

Base cost: 16 mana

Base damage
School masteryValue / formula
Untrained9+9 × P
Basic11+11 × P
Advanced13+13 × P
Expert15+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.

Manual · page 187 ↗

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

Destructive Magic · level 4

Chain Lightning

Base game; 3.1 rules

Lightning jumps through up to four stacks, each subsequent target receiving half the previous damage.

Base cost: 16 mana

Base damage
School masteryValue / formula
Untrained10+10 × P
Basic15+15 × P
Advanced20+20 × P
Expert25+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.

Compare: Lightning Bolt

Manual · page 187 ↗ · Manual · page 312 ↗

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

Destructive Magic · level 4

Meteor Shower

Base game; 3.1 rules

Deals Earth damage across a 5 × 5 area.

Base cost: 19 mana

Base damage
School masteryValue / formula
Untrained9+9 × P
Basic12+12 × P
Advanced15+15 × P
Expert20+20 × P
Rules, restrictions and interactions

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.

Manual · page 187 ↗

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

Destructive Magic · level 5

Implosion

Base game; 3.1 rules

Deals strong Earth damage to one enemy stack.

Base cost: 18 mana

Base damage
School masteryValue / formula
Untrained12+12 × P
Basic17+17 × P
Advanced20+20 × P
Expert40+40 × P
Rules, restrictions and interactions

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.

Manual · page 187 ↗

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

Destructive Magic · level 5

Armageddon

Base game; 3.1 rules

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 masteryValue / formula
Untrained9+9 × P
Basic12+12 × P
Advanced15+15 × P
Expert30+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.

Compare: Magical Immunity · Arcane Armor

Manual · page 188 ↗

Deep Freeze · Heroes V · game icon
Icon source · Game artwork

Destructive Magic · level 5

Deep Freeze

Tribes of the East

Immediately deals Ice damage and increases physical damage received for the next turn.

Base cost: 11 mana

Base damage
School masteryValue / formula
Untrained10+10 × P
Basic14+14 × P
Advanced15+15 × P
Expert30+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.

Manual · page 188 ↗ · Manual · page 312 ↗

Divine Strength · Heroes V · game icon
Icon source · Game artwork

Light Magic · level 1

Divine Strength

Base game; 3.1 rules

Raises a friendly stack’s minimum damage.

Base cost: 4 mana

Coefficient t in the minimum-damage formula
School masteryValue / formula
Untrainedt = 50%
Basict = 65%
Advancedt = 80%
Expertt = 100%
Rules, restrictions and interactions

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.

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.

  • Tome of Light Magic

    Grants all catalogue Light Magic spells without requiring the learned school.

Compare: Weakness

Manual · page 189 ↗

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

Light Magic · level 1

Haste

Base game; 3.1 rules

Raises target Initiative and its action frequency on the ATB bar.

Base cost: 4 mana

Initiative increase
School masteryValue / formula
Untrained+10% Initiative
Basic+20% Initiative
Advanced+30% Initiative
Expert+40% Initiative
Rules, restrictions and interactions

The table gives the Initiative increase. Master of Wrath unlocks Mass Haste for 8 mana.

Practical use

It prepares more actions for a strong stack over a longer fight. For greater reach on a single move, evaluate Speed separately.

Heroes and equipment

Spell / warcry in the reference profile (9)

The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.

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.

  • Wand

    Enables a particular spell with limited charges replenishable at a Magic Guild.

    Some rules are disputed; open the details.
  • Tome of Light Magic

    Grants all catalogue Light Magic spells without requiring the learned school.

Compare: Slow · Word of the Chief

Manual · page 189 ↗

Endurance · Heroes V · game icon
Icon source · Game artwork

Light Magic · level 2

Endurance

Base game; 3.1 rules

Raises a friendly stack’s Defense.

Base cost: 6 mana

Defense bonus
School masteryValue / formula
Untrained+3 Defense
Basic+6 Defense
Advanced+9 Defense
Expert+12 Defense
Rules, restrictions and interactions

Light Magic determines the bonus and Power determines duration. Master of Abjuration unlocks Mass Endurance for 12 mana.

Practical use

Protect a stack expected to receive several physical attacks. Against direct magical damage, consider the relevant protection instead.

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.

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.

  • Wand

    Enables a particular spell with limited charges replenishable at a Magic Guild.

    Some rules are disputed; open the details.
  • Tome of Light Magic

    Grants all catalogue Light Magic spells without requiring the learned school.

Manual · page 189 ↗

Cleansing · Heroes V · game icon
Icon source · Game artwork

Light Magic · level 2

Cleansing

Base game; 3.1 rules

Removes negative magical effects from friendly targets and positive ones from enemies.

Base cost: 10 mana

Base chance before the level difference
School masteryValue / formula
Untrained40% base chance
Basic60% base chance
Advanced80% base chance
Expert100% 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.

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.

Manual · page 189 ↗

Regeneration · Heroes V · game icon
Icon source · Game artwork

Light Magic · level 2

Regeneration

Tribes of the East

Restores the target creature’s health at the start of its action.

Base cost: 8 mana

Duration
School masteryValue / formula
Untrained1 turn
Basic2 turns
Advanced3 turns
Expert4 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.

  • Tome of Light Magic

    Grants all catalogue Light Magic spells without requiring the learned school.

Manual · page 189 ↗

Righteous Might · Heroes V · game icon
Icon source · Game artwork

Light Magic · level 3

Righteous Might

Base game; 3.1 rules

Raises a friendly stack’s Attack.

Base cost: 6 mana

Attack bonus
School masteryValue / formula
Untrained+3 Attack
Basic+6 Attack
Advanced+9 Attack
Expert+12 Attack
Rules, restrictions and interactions

The table gives the bonus by Light Magic mastery. Master of Wrath unlocks Mass Righteous Might for 12 mana.

Practical use

Prepare it before a coordinated physical attack. It offers less immediate value on a stack about to wait or cast spells.

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.

Effect triggered by specialty (1)

This is an effect triggered under the specialty’s conditions, rather than confirmed manual spellbook casting.

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.

  • Tome of Light Magic

    Grants all catalogue Light Magic spells without requiring the learned school.

Manual · page 189 ↗

Deflect Missile · Heroes V · game icon
Icon source · Game artwork

Light Magic · level 3

Deflect Missile

Base game; 3.1 rules

Reduces ranged damage received by a friendly stack.

Base cost: 6 mana

Ranged-damage reduction
School masteryValue / 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.

  • Tome of Light Magic

    Grants all catalogue Light Magic spells without requiring the learned school.

Compare: Endurance

Manual · page 189 ↗

Magical Immunity · Heroes V · game icon
Icon source · Game artwork

Light Magic · level 4

Magical Immunity

Base game; 3.1 rules

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 masteryValue / formula
UntrainedMax. Level: 2
BasicMax. Level: 3
AdvancedMax. Level: 4
ExpertMax. 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.

  • Tome of Light Magic

    Grants all catalogue Light Magic spells without requiring the learned school.

Manual · page 189 ↗

Teleportation · Heroes V · game icon
Icon source · Game artwork

Light Magic · level 4

Teleportation

Base game; 3.1 rules

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.

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.

  • Tome of Light Magic

    Grants all catalogue Light Magic spells without requiring the learned school.

Manual · page 189 ↗

Divine Vengeance · Heroes V · game icon
Icon source · Game artwork

Light Magic · level 4

Divine Vengeance

Tribes of the East

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 masteryValue / formula
Untrained1 × F × (P+7)
Basic2 × F × (P+7)
Advanced3 × F × (P+7)
Expert4 × 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.

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.

  • Tome of Light Magic

    Grants all catalogue Light Magic spells without requiring the learned school.

Manual · page 190 ↗

Word of Light · Heroes V · game icon
Icon source · Game artwork

Light Magic · level 5

Word of Light

Base game; 3.1 rules

Damages undead, Inferno creatures and Orcs because of their demonic blood.

Base cost: 15 mana

Base damage
School masteryValue / formula
Untrained8+2 × P
Basic12+3 × P
Advanced30+6 × P
Expert144+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.

Compare: Curse of the Netherworld

Manual · page 190 ↗

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

Light Magic · level 5

Resurrection

Base game; 3.1 rules

Restores fallen creatures in a friendly stack, with the restoration persisting after combat.

Base cost: 15 mana

Restored health
School masteryValue / formula
Untrained20+5 × P
Basic40+10 × P
Advanced60+15 × P
Expert240+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.

  • Tome of Light Magic

    Grants all catalogue Light Magic spells without requiring the learned school.

Compare: Raise Dead · Rune of Resurrection

Manual · page 190 ↗

Rune of Charge · Heroes V · game icon
Icon source · Game artwork

Runic Magic · level 1

Rune of Charge

Hammers of Fate

Doubles creature Speed for one action.

Base cost: 1 wood

Rules, restrictions and interactions

Wait or Defend consumes the rune too. Manual 3.1 explicitly corrects the older end-of-turn duration to one action.

Practical use

Activate it for the actual move toward the target. Before paying, check the route, reach and space for a large creature.

Manual · page 191 ↗

Rune of Berserking · Heroes V · game icon
Icon source · Game artwork

Runic Magic · level 1

Rune of Berserking

Hammers of Fate

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.

Compare: Rune of Battle Rage

Manual · page 191 ↗

Rune of Magic Control · Heroes V · game icon
Icon source · Game artwork

Runic Magic · level 2

Rune of Magic Control

Hammers of Fate

Steals a random beneficial Light Magic effect from the next attack’s target.

Base cost: 1 gems

Rules, restrictions and interactions

It triggers on melee or ranged attacks and can even steal Magical Immunity. With no eligible effect, the rune is consumed without gaining a buff.

Practical use

Inspect the enemy’s active effects before attacking. Choose another rune against a creature without an eligible buff.

Compare: Magical Immunity · Cleansing

Manual · page 191 ↗ · Manual · page 318 ↗

Rune of Exorcism · Heroes V · game icon
Icon source · Game artwork

Runic Magic · level 2

Rune of Exorcism

Hammers of Fate

Removes dispellable negative effects from the creature.

Base cost: 1 sulfur

Rules, restrictions and interactions

It removes level-1–3 Dark Magic curses and some other penalties, including Master of Fire’s Burn. It does not remove Poison.

Practical use

Check the penalty’s origin and level first. A similar icon does not guarantee a dispellable curse.

Manual · page 191 ↗

Rune of Elemental Immunity · Heroes V · game icon
Icon source · Game artwork

Runic Magic · level 3

Rune of Elemental Immunity

Hammers of Fate

Provides immunity to two randomly selected magic elements until combat ends.

Base cost: 1 mercury

Rules, restrictions and interactions

Each further use on the same stack rolls a new pair of elements. The result cannot be selected directly during activation.

Practical use

Inspect the resulting immunities and adjust the plan against enemy spells accordingly.

Manual · page 191 ↗

Rune of Etherealness · Heroes V · game icon
Icon source · Game artwork

Runic Magic · level 3

Rune of Etherealness

Hammers of Fate

Grants Incorporeal for one turn.

Base cost: 1 crystals

Rules, restrictions and interactions

It uses that ability’s rules for avoiding nonmagical attacks. Direct magical damage still follows the target’s separate protections.

Practical use

Prepare it before expected focused physical attacks, accounting for randomness on individual hits.

Manual · page 191 ↗

Rune of Thunderclap · Heroes V · game icon
Icon source · Game artwork

Runic Magic · level 4

Rune of Thunderclap

Hammers of Fate

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.

Manual · page 191 ↗ · Manual · page 318 ↗

Rune of Resurrection · Heroes V · game icon
Icon source · Game artwork

Runic Magic · level 4

Rune of Resurrection

Hammers of Fate

Restores 40% of the stack’s fallen creatures.

Base cost: 1 ore + 1 gems

Rules, restrictions and interactions

The percentage applies to fallen creatures in that stack. It costs rune resources rather than the mana of the hero’s Resurrection spell.

Practical use

After substantial losses, it can save valuable troops. Before taking another risk, consider whether the stack can survive until activation.

Compare: Resurrection · Raise Dead

Manual · page 191 ↗

Rune of Battle Rage · Heroes V · game icon
Icon source · Game artwork

Runic Magic · level 5

Rune of Battle Rage

Hammers of Fate

The next melee attack hits all adjacent enemy stacks without retaliation.

Base cost: 1 ore + 1 crystals

Rules, restrictions and interactions

It follows a Six-headed Attack-style area strike. With Rune of Berserking active, adjacent enemies are struck twice.

Practical use

Plan a position reaching several targets first. The rune’s value depends on the enemies actually adjacent to the attacker.

Compare: Rune of Berserking

Manual · page 191 ↗

Rune of Dragonform · Heroes V · game icon
Icon source · Game artwork

Runic Magic · level 5

Rune of Dragonform

Hammers of Fate

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.

Manual · page 191 ↗

Fist of Wrath · Heroes V · game icon
Icon source · Game artwork

Summoning Magic · level 1

Fist of Wrath

Base game; 3.1 rules

Deals nonelemental physical damage to one enemy.

Base cost: 5 mana

Base damage
School masteryValue / formula
Untrained20+4 × P
Basic30+6 × P
Advanced40+8 × P
Expert50+10 × P
Rules, restrictions and interactions

It bypasses magic resistance and protection, and can target Black Dragons. Master of Life adds 4 effective Power.

Practical use

It can finish a target that blocks ordinary magic. Compare its own formula with direct elemental spells.

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.

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.

Manual · page 192 ↗

Fire Trap · Heroes V · game icon
Icon source · Game artwork

Summoning Magic · level 1

Fire Trap

Base game; 3.1 rules

Randomly places explosive mines in a 5 × 5 area, hidden from the enemy.

Base cost: 8 mana

Number of placed mines
School masteryValue / formula
Untrained2 mines
Basic4 mines
Advanced6 mines
Expert8 mines
Rules, restrictions and interactions

The table gives mine count. One explosion has base damage 50 + 10 × Power. Master of Earthblood adds 4 effective Power.

Practical use

Cover a likely enemy approach route. Random placement cannot guarantee a mine on one specific tile.

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.

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.

Manual · page 192 ↗

Wasp Swarm · Heroes V · game icon
Icon source · Game artwork

Summoning Magic · level 2

Wasp Swarm

Base game; 3.1 rules

Deals magical damage and delays the target on the ATB bar when the school is known.

Base cost: 5 mana

Base damage
School masteryValue / formula
Untrained10+2 × P
Basic20+4 × P
Advanced30+6 × P
Expert40+8 × P
Rules, restrictions and interactions

Basic, Advanced and Expert reduce current ATB by 0.2, 0.4 and 0.6. The table gives damage. Undead, elemental and mechanical creatures are excluded.

Practical use

At Expert, focus on postponing a dangerous action; a small hit can offer substantial control.

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.

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.

Compare: Summon Hive · Slow

Manual · page 192 ↗

Raise Dead · Heroes V · game icon
Icon source · Game artwork

Summoning Magic · level 2

Raise Dead

Base game; 3.1 rules

Restores fallen creatures: undead permanently, living creatures only for the current battle.

Base cost: 9 mana

Restored health
School masteryValue / formula
Untrained120+15 × P
Basic160+20 × P
Advanced200+25 × P
Expert240+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.

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.

Compare: Resurrection · Regeneration

Manual · page 192 ↗

Arcane Crystal · Heroes V · game icon
Icon source · Game artwork

Summoning Magic · level 2

Arcane Crystal

Tribes of the East

Creates a blocking crystal that explodes against adjacent creatures when destroyed.

Base cost: 8 mana

Explosion damage
School masteryValue / formula
Untrained40+8 × P
Basic60+12 × P
Advanced80+16 × P
Expert100+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.

Compare: Blade Barrier · Fire Trap

Manual · page 192 ↗

Phantom Forces · Heroes V · game icon
Icon source · Game artwork

Summoning Magic · level 3

Phantom Forces

Base game; 3.1 rules

Creates a temporary copy of a friendly stack.

Base cost: 18 mana

Maximum copied creature tier
School masteryValue / formula
UntrainedMaximum Tier: 4
BasicMaximum Tier: 5
AdvancedMaximum Tier: 6
ExpertMaximum Tier: 7
Rules, restrictions and interactions

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.

Manual · page 192 ↗ · Manual · page 312 ↗

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

Summoning Magic · level 3

Earthquake

Base game; 3.1 rules

Damages siege walls, gate and towers, and can also damage Blade Barrier.

Base cost: 7 mana

Random damage per fortification section
School masteryValue / formula
Untrained0 - 100
Basic0 - 200
Advanced50 - 300
Expert100 - 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.

Compare: Blade Barrier

Manual · page 192 ↗ · Manual · page 312 ↗

Blade Barrier · Heroes V · game icon
Icon source · Game artwork

Summoning Magic · level 3

Blade Barrier

Tribes of the East

Creates a three-tile barrier made of three independent segments.

Base cost: 12 mana

Health per segment
School masteryValue / formula
Untrained20+5 × P
Basic40+8 × P
Advanced60+10 × P
Expert96+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.

Compare: Earthquake · Arcane Crystal

Manual · page 192 ↗

Summon Elementals · Heroes V · game icon
Icon source · Game artwork

Summoning Magic · level 4

Summon Elementals

Base game; 3.1 rules

Summons Elementals according to battlefield terrain.

Base cost: 17 mana

Summoned elemental count
School masteryValue / formula
Untrained0.5 × P
Basic0.75 × P
Advanced1 × P
Expert2 × 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.

Related creatures and abilities

Earth Elemental · Air Elemental · Fire Elemental · Water Elemental

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.

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.

Manual · page 193 ↗ · Manual · page 312 ↗

Summon Hive · Heroes V · game icon
Icon source · Game artwork

Summoning Magic · level 4

Summon Hive

Tribes of the East

Creates a hive that automatically casts Wasp Swarm at the nearest eligible target.

Base cost: 15 mana

Hive Initiative
School masteryValue / formula
Untrained2+0.25 × P
Basic5+0.25 × P
Advanced5+0.25 × P
Expert10+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.

Compare: Wasp Swarm

Manual · page 193 ↗

Arcane Armor · Heroes V · game icon
Icon source · Game artwork

Summoning Magic · level 5

Arcane Armor

Base game; 3.1 rules

Wraps a friendly stack in a shield with its own health pool.

Base cost: 20 mana

Shield health pool
School masteryValue / formula
Untrained250+50 × P
Basic500+50 × P
Advanced600+60 × P
Expert600+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.

Manual · page 193 ↗

Conjure Phoenix · Heroes V · game icon
Icon source · Game artwork

Summoning Magic · level 5

Conjure Phoenix

Base game; 3.1 rules

Summons one Phoenix whose strength depends on hero level and Power.

Base cost: 35 mana

Share of Power used
School masteryValue / formula
UntrainedEff. P: 25%
BasicEff. P: 33%
AdvancedEff. P: 50%
ExpertEff. 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.

Related creatures and abilities

Phoenix

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.

Manual · page 193 ↗ · Manual · page 312 ↗

Reading values and replenishing spells

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.

Manual 3.1: reference inventory and game artwork ↗