HEROES VI · SEDM ŠKOL / SEVEN SCHOOLS · HISTORICKÉ REFERENCE · 104 ENTRIES
Spell and magic-ability catalogue · Heroes VI
All 104 entries in the reference seven-school magic tree: 67 active spells, 34 passive abilities and 3 passive activation upgrades. Every entry has an original icon, independently written Czech and English explanations, tactics, prerequisites and applicable reputation values.
11 Air, 14 Fire, 13 Water, 13 Earth, 14 Light, 15 Dark and 24 Prime entries. Numerical inventory follows historical Acid Cave, cross-checked against fan manual 0.921, the original game manual and official updates 1.5, 1.7 and 2.1. This does not confirm every number for every Complete build or mod. Might abilities, faction and reputation classes, specializations and town portals are outside these 104 entries.
Heroes VI · historical reference, identified versions
Reduces the damage of all enemy shooting stacks for five rounds, with reference values of 10/11/13%.
Base cost: 20 mana
Ability type
Active spell
Minimum hero level
1
Reputation family
Tears
Cooldown · reference round count
3
Duration
5 rounds
Reference values by reputation
Reputation
Reference shooting-damage reduction
No matching reputation / opposite path
10 %
Tears I
11 %
Tears II
13 %
Rules, restrictions and interactions
One activation affects enemy shooters collectively. This is not a Defense increase on a selected friendly target. Rank II passively upgrades this activation with Air damage and Dazed; it has no separate casting cost or separate cast.
Practical use
Cast before volleys from several strong shooters. Its value falls if the enemy is already engaged in melee or relies mostly on melee troops. Compare army-wide protection with strengthening one especially exposed stack.
Requires learned Storm Winds I and triggers through its activation. Reference damage is 194/223/256 before applicable scaling. Dazed applies −10 Initiative for two rounds rather than automatically skipping two full actions. The underlying shooting reduction’s duration remains a separate parameter.
Practical use
Most valuable against multiple dangerous shooters that can be damaged and delayed together. When spending the ability point, remember that a battle without suitable shooters offers little use for the underlying ability’s condition.
Heroes VI · historical reference, identified versions
Summons an Air Elemental stack onto the battlefield. Its size depends on reputation and the applicable hero scaling.
Base cost: 45 mana
Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Tears
Cooldown · reference round count
3
Summoned creature
Air Elemental
Use
Combat summon
Reference values by reputation
Reputation
Reference count basis before scaling
No matching reputation / opposite path
8.94
Tears I
10.28
Tears II
11.82
Rules, restrictions and interactions
Reference numbers are inputs rather than promises of fractional actual creatures. The old manual explicitly marks these summons for both stat and level scaling. Calculate results for the actual hero and version; do not import Heroes IV’s experience-value divisor. This is a combat reinforcement rather than dwelling growth on the adventure map.
Practical use
Use Air reinforcements according to their movement and traits. Against shooters, reaching contact can matter more than the summoned HP total.
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.
Heroes VI · historical reference, identified versions
Permanently adds +3 to the hero’s Air Magic Power. This is a learned passive ability rather than a separate cast.
Use: Passive effect · no separate activation
Ability type
Passive ability
Minimum hero level
1
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+3 Air Magic Power
Rules, restrictions and interactions
The first rank starts this series. Individual gains add up: learning I–I supplies +3 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.
Practical use
Invest according to the Air spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.
Requires the preceding rank in the same series. Individual gains add up: learning I–II supplies +6 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.
Practical use
Invest according to the Air spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.
Also in the reference: MAGIA POWIETRZA II, Air Magic Ii
Requires the preceding rank in the same series. Individual gains add up: learning I–III supplies +9 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.
Practical use
Invest according to the Air spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.
Also in the reference: MAGIA POWIETRZA III, Air Magic Iii
Heroes VI · historical reference, identified versions
Restricts flight and movement reach for a selected enemy flying stack.
Base cost: 15 mana
Ability type
Active spell
Minimum hero level
1
Reputation family
Neutral
Cooldown · reference round count
1
Reference duration
3 rounds · Acid Cave
Rules, restrictions and interactions
Acid Cave lists three rounds. Manual 0.921 explicitly gives movement limited to 1 but scales duration; these historical descriptions are not merged into one supposedly verified configuration. Removing flight does not also prohibit shooting or every ability.
Practical use
Stop a flyer before it crosses the defensive line to reach shooters. Obstacles and distance matter: an enemy already adjacent to a valuable ally can remain dangerous without flight. For broader action denial, compare another control spell.
Heroes VI · historical reference, identified versions
Removes ranged-distance penalties and adds an Air-damage component for two rounds.
Base cost: 15 mana
Ability type
Active spell
Minimum hero level
1
Reputation family
Blood
Cooldown · reference round count
3
Duration
2 rounds
Reference values by reputation
Reputation
Reference extra Air component
No matching reputation / opposite path
25 %
Blood I
29 %
Blood II
33 %
Rules, restrictions and interactions
The extra Air component has reference values of 25/29/33%. Removing distance penalties alone does not establish removal of every wall or cover penalty. The added element interacts with Magic Defense; it is not simply the same percentage added to physical damage.
Practical use
Support the main shooter before a long-range volley. Thunderclap can turn added Air damage into an opportunity to alter the target’s Initiative. For a small utility shooter, a direct hero spell may be a better use of the cast.
Heroes VI · historical reference, identified versions
Hits one enemy stack with Air damage in the reference ranges 847–932 / 972–1069 / 1121–1233.
Base cost: 30 mana
Ability type
Active spell
Minimum hero level
5
Reputation family
Blood
Cooldown · reference round count
3
Reference values by reputation
Reputation
Reference Air-damage range
No matching reputation / opposite path
847–932
Blood I
972–1069
Blood II
1121–1233
Rules, restrictions and interactions
This is a single-target spell rather than a chain. Ranges come from the historical Acid Cave table; the older manual listed individual bases and scaling flags. Actual damage depends on the hero and the target’s defense and resistances. Learning it is a prerequisite for Chain Lightning.
Practical use
Use it to remove one key stack before it acts. When several weaker targets suit a chain, compare Chain Lightning’s higher cost against its expected combined damage. Thunderclap adds value even if the victim survives.
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.
Requires Lightning Bolt. Official update 1.5 confirms four enemy targets and a 15% loss per jump. Before rounding, multipliers are 1, 0.85, 0.7225 and 0.614125. Do not import friendly hits from Heroes III or damage halving from the old Heroes VI manual.
Practical use
Choose the first target by danger and defense; later hits are weaker. With only one enemy remaining, compare the price with Lightning Bolt. Four hits can also create more Thunderclap opportunities.
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.
Heroes VI · historical reference, identified versions
Air damage dealt by the hero or their army can inflict Dazed: −10 Initiative for two rounds.
Use: Passive effect · no separate activation
Ability type
Passive ability
Minimum hero level
5
Reputation family
Blood
Status and duration
Dazed · −10 Initiative · 2 rounds
Reference values by reputation
Reputation
Chance to inflict Dazed
No matching reputation / opposite path
75 %
Blood I
85 %
Blood II
100 %
Rules, restrictions and interactions
The passive chance is 75/85/100% with Blood reputation. The trigger requires the relevant damage element; a purely physical attack does not meet that condition. Dazed changes Initiative rather than automatically skipping an entire action. Acid Cave places the ability in tier II.
Practical use
Combine it with Lightning Bolt, Chain Lightning or the Air component of Storm Arrows. Changing order before a key enemy attack can be valuable. Even at Blood II’s guaranteed trigger chance, immunities and a suitable target still matter.
Heroes VI · historical reference, identified versions
Raises one ally’s morale for two rounds and protects it from reduction by abilities.
Base cost: 15 mana
Ability type
Active spell
Minimum hero level
1
Reputation family
Tears
Cooldown · reference round count
2
Duration
2 rounds
Reference values by reputation
Reputation
Reference Morale increase
No matching reputation / opposite path
60
Tears I
70
Tears II
80
Rules, restrictions and interactions
It also removes negative morale effects. The reference increase is 60/70/80 Morale points, not the same percentage damage boost. The single-target version provides a larger increase than the mass version. Creatures without ordinary morale need separate consideration.
Practical use
Support the main stack before an important attack or simultaneously remove a morale curse. Check current morale and any cap so that a large numerical increase does not mostly go unused.
It also removes negative morale effects. The reference increase is 22/26/30 Morale points, not the same percentage damage boost. The mass version requires Burning Determination and has its own cost and cooldown. Creatures without ordinary morale need separate consideration.
Practical use
Answer mass Despair or support several key attackers. Compare the actual multi-target benefit with the much stronger single-target increase; stack count alone does not tell you how many important actions remain.
Also in the reference: MASOWY PŁOMIENNY ZAPAŁ, Burning Determination, Mass
Heroes VI · historical reference, identified versions
Raises an ally’s Magic Defense for three rounds and adds Fire damage against attacking stacks.
Base cost: 18 mana
Ability type
Active spell
Minimum hero level
1
Reputation family
Tears
Cooldown · reference round count
3
Duration
3 rounds
Return damage
2 per creature · exact calculation unverified
Reference values by reputation
Reputation
Reference Magic Defense increase
No matching reputation / opposite path
20
Tears I
23
Tears II
27
Unverified part of the reference: Details and differences are explained in this card’s rules.
Rules, restrictions and interactions
The reference Magic Defense increase is 20/23/27. Sources describe return damage as 2 per creature, but the exact counted stack and resulting scaling have not been independently verified. No guessed count formula is presented as certain, and Heroes III’s percentage Fire Shield is not imported here.
Practical use
Protect an important stack exposed to magic damage and expected attacks. Base precise survival planning on the established defensive component; do not rely on an unverified return-damage total to guarantee a kill.
Heroes VI · historical reference, identified versions
Summons an Fire Elemental stack onto the battlefield. Its size depends on reputation and the applicable hero scaling.
Base cost: 45 mana
Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Tears
Cooldown · reference round count
3
Summoned creature
Fire Elemental
Use
Combat summon
Reference values by reputation
Reputation
Reference count basis before scaling
No matching reputation / opposite path
10.72
Tears I
12.33
Tears II
14.18
Rules, restrictions and interactions
Reference numbers are inputs rather than promises of fractional actual creatures. The old manual explicitly marks these summons for both stat and level scaling. Calculate results for the actual hero and version; do not import Heroes IV’s experience-value divisor. This is a combat reinforcement rather than dwelling growth on the adventure map.
Practical use
Check the elemental’s Fire interactions and traits before placement. The summoned stack supplies another tactical tool rather than proving your entire army is Fire-immune.
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.
Heroes VI · historical reference, identified versions
Permanently adds +3 to the hero’s Fire Magic Power. This is a learned passive ability rather than a separate cast.
Use: Passive effect · no separate activation
Ability type
Passive ability
Minimum hero level
1
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+3 Fire Magic Power
Rules, restrictions and interactions
The first rank starts this series. Individual gains add up: learning I–I supplies +3 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.
Practical use
Invest according to the Fire spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.
Requires the preceding rank in the same series. Individual gains add up: learning I–II supplies +6 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.
Practical use
Invest according to the Fire spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.
Also in the reference: MAGIA OGNIA II, Fire Magic Ii
Requires the preceding rank in the same series. Individual gains add up: learning I–III supplies +9 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.
Practical use
Invest according to the Fire spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.
Also in the reference: MAGIA OGNIA III, Fire Magic Iii
Heroes VI · historical reference, identified versions
Deals Fire damage to one enemy stack, with reference bases of 782/900/1034.
Base cost: 15 mana
Ability type
Active spell
Minimum hero level
1
Reputation family
Blood
Cooldown · reference round count
2
Reference values by reputation
Reputation
Reference Fire damage
No matching reputation / opposite path
782
Blood I
900
Blood II
1034
Rules, restrictions and interactions
Acid Cave lists 15 mana and a two-round cooldown. The older manual gives lower bases of 652/750/862 and a three-round cooldown; those are not additional bonuses to add to the later reference. Fire Bolt is the prerequisite for area-effect Fireball.
Practical use
Use the inexpensive cast against a key individual target. When an area spell would catch few useful enemies or threaten friendly positioning, a targeted attack offers more control over the outcome. With Immolation, also account for the follow-up effect.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Requires Fire Bolt. Official update 1.5 explicitly specifies 3×3, whereas Acid Cave says 4×4. This discrepancy remains visible rather than universally claiming 4×4. Acid Cave’s reference damage is 735/845/972. The old manual additionally describes half damage around the center; that older detail is not confirmed for every later version.
Practical use
Check the actual highlighted squares and exposed allies in your game version before confirming. Compare the combined useful hits with cheaper Fire Bolt. Do not plan a guaranteed edge hit solely from the disputed table dimensions.
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.
Unverified part of the reference: Details and differences are explained in this card’s rules.
Rules, restrictions and interactions
Requires Fireball. Acid Cave lists 619/446/819, an unexpected decrease in the middle; a possible error cannot be repaired by guessing. The old manual contains a different, much weaker configuration. This card therefore marks the middle entry with a question mark rather than offering a false exact calculation for every reputation.
Practical use
The large area suits clustered enemies, but count every friendly creature inside before casting. Against dispersed targets, compare total useful hits with a targeted spell. For a close finishing calculation, use the value shown for the actual hero in-game.
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.
Heroes VI · historical reference, identified versions
The hero’s Fire spells gain an additional 21/24/28% damage effect over the following two rounds.
Use: Passive effect · no separate activation
Ability type
Passive ability
Minimum hero level
5
Reputation family
Blood
Timing
Following 2 rounds
Reference values by reputation
Reputation
Reference additional damage
No matching reputation / opposite path
21 %
Blood I
24 %
Blood II
28 %
Rules, restrictions and interactions
This is a passive rider on Fire spells with its own two-round timing. It is not an army-wide aura or an automatic bonus to every physical attack. The reference description does not establish that the entire additional amount is applied immediately on impact.
Practical use
Account for continuing damage when choosing targets: finishing a weakened stack can be less useful than hitting another dangerous one. The official 2.1 known-issue list specifically mentions weaker Immolation granted by Succubus Master; that particular case is not automatically attributed to every caster.
Heroes VI · historical reference, identified versions
Makes a selected friendly or enemy stack immediately attack a nearby creature with increased damage.
Base cost: 55 mana
Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Blood
Activation limit
Once per battle
Limit
Once per battle
Target’s normal action
Remains available
Reference values by reputation
Reputation
Reference forced-attack bonus
No matching reputation / opposite path
10 %
Blood I
30 %
Blood II
50 %
Rules, restrictions and interactions
The reference attack bonus is 10/30/50%. Activation does not consume the selected stack’s normal action for the current round. Its attack target depends on nearby positioning; this is not a free choice of any distant victim. It costs 55 mana and has one use per battle.
Practical use
A strong friendly stack can gain an extra strike, while an enemy may hit its neighbor. Check adjacent targets and possible retaliations first. Reserve the single use for a situation where the forced attack materially changes the battle.
Heroes VI · historical reference, identified versions
Boosts one ally’s Might damage for two rounds and adds 8 Initiative.
Base cost: 10 mana
Ability type
Active spell
Minimum hero level
1
Reputation family
Blood
Cooldown · reference round count
1
Duration
2 rounds
Initiative
+8
Reference values by reputation
Reputation
Reference damage increase
No matching reputation / opposite path
29 %
Blood I
34 %
Blood II
39 %
Rules, restrictions and interactions
Reference Might damage rises by 29/34/39%. Old manual 0.921 gives +10 Initiative, while Acid Cave gives +8; this card explicitly follows the latter. Initiative affects order rather than movement reach. A Might-damage bonus is not automatically a bonus to every magic hit.
Practical use
Buff a large Might-damage stack near a decisive point in the action order. If reaching a distant target also matters, compare Haste: Initiative alone does not extend movement.
Unverified part of the reference: Details and differences are explained in this card’s rules.
Rules, restrictions and interactions
Requires Inner Fire. Historical references give 3/14/17%; the unusually low first value is not independently verified. It is not silently guessed to be 13%. Initiative affects order rather than movement reach. A Might-damage bonus is not automatically a bonus to every magic hit.
Practical use
Cast before several upcoming Might attacks. Exploit the order change while the hero’s cast can still matter; after most allies have acted, part of the short effect is wasted. Do not use the unverified first value as a basis for precise build comparisons.
Also in the reference: MASOWY ŻAR, Inner Fire, Mass
Heroes VI · historical reference, identified versions
Raises one ally’s Might Defense for four rounds; attackers receive Chilled.
Base cost: 10 mana
Ability type
Active spell
Minimum hero level
1
Reputation family
Tears
Cooldown · reference round count
1
Armor duration
4 rounds
Chilled following update 1.7
−1 movement; +20% Might damage taken
Reference values by reputation
Reputation
Reference Might Defense increase
No matching reputation / opposite path
26
Tears I
30
Tears II
35
Rules, restrictions and interactions
The reference Defense increase is 26/30/35 points, not the same percentage damage reduction. In the configuration following update 1.7, Chilled gives −1 movement and 20% vulnerability to Might damage. The Defense increase does not automatically provide equivalent protection against magic damage. Armor duration and attacker-status duration are separate parameters.
Practical use
Protect an important blocker and prepare a Might counterattack against a Chilled attacker. The armor does not force enemies to attack its recipient. Against purely magic pressure, compare different protection.
The reference Defense increase is 9/11/13 points, not the same percentage damage reduction. In the configuration following update 1.7, Chilled gives −1 movement and 20% vulnerability to Might damage. The mass version requires Ice Armor and has its own cooldown. Armor duration and attacker-status duration are separate parameters.
Practical use
Cast before Might attacks against several allies. Against one expected threat, cheaper single-target armor provides a larger increase. Friendly Might attackers that have not acted can then exploit affected enemies.
Also in the reference: MASOWA LODOWA ZBROJA, Ice Armor, Mass
Heroes VI · historical reference, identified versions
Creates a 3×1 ice obstacle with two structure points. Surrounding squares inflict Chilled.
Base cost: 20 mana
Ability type
Active spell
Minimum hero level
5
Reputation family
Tears
Cooldown · reference round count
4
Dimensions
3×1
Structure points
2
Rules, restrictions and interactions
The obstacle provides ranged cover. Two structure points are not two ordinary HP; structural attacks use their own values. The old manual gives a three-round lifetime, which Acid Cave does not specify, so it is not unconditionally attributed to every later configuration.
Practical use
Close a key passage or create cover without obstructing friendly movement. Check enemy flight and obstacle-destruction options. Chilled placement can prepare a Might hit, but it does not automatically apply Frozen.
Heroes VI · historical reference, identified versions
Summons an Water Elemental stack onto the battlefield. Its size depends on reputation and the applicable hero scaling.
Base cost: 45 mana
Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Tears
Cooldown · reference round count
3
Summoned creature
Water Elemental
Use
Combat summon
Reference values by reputation
Reputation
Reference count basis before scaling
No matching reputation / opposite path
12.49
Tears I
14.36
Tears II
16.51
Rules, restrictions and interactions
Reference numbers are inputs rather than promises of fractional actual creatures. The old manual explicitly marks these summons for both stat and level scaling. Calculate results for the actual hero and version; do not import Heroes IV’s experience-value divisor. This is a combat reinforcement rather than dwelling growth on the adventure map.
Practical use
Place the reinforcement where it can reach useful targets without obstructing your own route. Compare its traits with direct Ice Bolt; summoning and immediate control address different situations.
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.
Heroes VI · historical reference, identified versions
Turns a 3×3 area into a concealed freezing trap that stops entering enemy stacks.
Base cost: Unverified cost · conflicting references
Ability type
Active spell
Minimum hero level
5
Reputation family
Tears
Area
3×3
Cost and reuse
Conflict: 4 / once versus 30 / cooldown 4
Unverified part of the reference: Details and differences are explained in this card’s rules.
Rules, restrictions and interactions
The area is revealed when an enemy enters. Cost and reuse are not reliably reconciled: Acid Cave gives 4 mana and one use, while manual 0.921 gives 30 mana and a four-round cooldown. The unverified 4-mana entry is therefore not presented as a confirmed cheap cost. The old manual also gives a scaling lifetime.
Practical use
Place the trap along an expected enemy route; covering a key approach to shooters can matter more than covering a large part of the field. Verify the actual game version when budgeting mana or planning a second use.
Heroes VI · historical reference, identified versions
Permanently adds +3 to the hero’s Water Magic Power. This is a learned passive ability rather than a separate cast.
Use: Passive effect · no separate activation
Ability type
Passive ability
Minimum hero level
1
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+3 Water Magic Power
Rules, restrictions and interactions
The first rank starts this series. Individual gains add up: learning I–I supplies +3 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.
Practical use
Invest according to the Water spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.
Requires the preceding rank in the same series. Individual gains add up: learning I–II supplies +6 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.
Practical use
Invest according to the Water spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.
Also in the reference: MAGIA WODY II, Water Magic Ii
Requires the preceding rank in the same series. Individual gains add up: learning I–III supplies +9 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.
Practical use
Invest according to the Water spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.
Also in the reference: MAGIA WODY III, Water Magic Iii
Heroes VI · historical reference, identified versions
Extends Chilled inflicted by the hero’s Water abilities by two rounds in the Acid Cave inventory.
Use: Passive effect · no separate activation
Ability type
Passive ability
Minimum hero level
5
Reputation family
Neutral
Extended status
Chilled +2 rounds · Acid Cave reference
Rules, restrictions and interactions
Chilled reduces movement and increases vulnerability to Might damage; it is distinct from Frozen. The passive does not automatically extend every Water spell or every Water-created obstacle. Manual 0.921 gives a one-round extension; official 1.7 fixes confirm correcting the one-round behavior to the stated two rounds.
Practical use
It extends the opportunity for physical attacks after Blizzard or an Ice Armor trigger. Check which status is actually present. Ice Breaker requires Frozen; extending Chilled alone does not meet that condition.
Heroes VI · historical reference, identified versions
Hits one enemy stack with Water damage and applies Frozen.
Base cost: 15 mana
Ability type
Active spell
Minimum hero level
1
Reputation family
Blood
Cooldown · reference round count
3
Status
Frozen · 0 movement; +20% Might vulnerability
Reference values by reputation
Reputation
Reference Water damage
No matching reputation / opposite path
508
Blood I
585
Blood II
672
Rules, restrictions and interactions
Acid Cave’s reference bases are 508/585/672. Frozen here gives zero movement and 20% vulnerability to Might damage; it is distinct from weaker Chilled. Ice Breaker exploits freezing for bonus attack Luck but also breaks it. A freeze’s exact duration cannot be inferred solely from the spell cooldown.
Practical use
Either hold a dangerous mobile target or prepare a strong Might strike with Ice Breaker. Decide beforehand: a weak utility attack can consume the freeze before the main attacker arrives.
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.
Heroes VI · historical reference, identified versions
Creates a two-round 4×4 hail area that deals Water damage to creatures inside and applies Chilled.
Base cost: 50 mana
Ability type
Active spell
Minimum hero level
5
Reputation family
Blood
Cooldown · reference round count
3
Area
4×4
Area lifetime
2 rounds
Reference values by reputation
Reputation
Reference hit
No matching reputation / opposite path
477
Blood I
549
Blood II
633
Rules, restrictions and interactions
Acid Cave’s reference hit is 477/549/633 per applicable resolution, not a single total for the area’s whole lifetime. A persistent area depends on which stacks actually occupy it when it resolves. Chilled reduces movement and, following update 1.7, increases Might vulnerability.
Practical use
Place it where enemies need to remain or pass. If they can simply leave without surrendering an important position, do not automatically count every possible repeat hit. Also track friendly creatures inside the area.
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.
Heroes VI · historical reference, identified versions
Deals Water damage to enemies in a circular area and applies Chilled.
Base cost: 50 mana
Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Blood
Cooldown · reference round count
3
Verified update
1.7 · 700/800/900
Reference values by reputation
Reputation
Damage base in update 1.7
No matching reputation / opposite path
700
Blood I
800
Blood II
900
Rules, restrictions and interactions
Official update 1.7 confirms increased base damage of 700/800/900, establishing a specific later configuration compared with the weaker old-manual series. Check the targeting preview for the exact ring squares; do not import dimensions or a safe center from another game’s similarly named spell.
Practical use
Look for several enemies in a suitable arrangement and prepare Might follow-up attacks against Chilled victims. If the priority is Frozen on one target for Ice Breaker, Ice Bolt serves that purpose; these statuses have different interactions.
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.
Heroes VI · historical reference, identified versions
Friendly attacks against Frozen targets gain +79/+91/+104 Luck. The attack also removes Frozen.
Use: Passive effect · no separate activation
Ability type
Passive ability
Minimum hero level
5
Reputation family
Blood
Reference values by reputation
Reputation
Luck increase against Frozen
No matching reputation / opposite path
+79
Blood I
+91
Blood II
+104
Rules, restrictions and interactions
The target must be Frozen rather than merely Chilled. The value increases the Luck attribute; it is not automatically the same percentage damage increase or a guaranteed critical hit. After the freeze is broken, the next attacker no longer meets this particular condition.
Practical use
After Ice Bolt, choose the first attacker according to its actual strength. A small utility stack can remove the freeze before your main damage dealer benefits. If your priority is holding the enemy in place, delaying the attack may be preferable.
Heroes VI · historical reference, identified versions
Restores one ally’s HP over three rounds.
Base cost: 25 mana
Ability type
Active spell
Minimum hero level
1
Reputation family
Tears
Cooldown · reference round count
3
Duration
3 rounds
Reference values by reputation
Reputation
Reference recovery per round
No matching reputation / opposite path
272
Tears I
313
Tears II
360
Rules, restrictions and interactions
Reference recovery per round is 272/313/360 HP before applicable scaling. The 25-mana price and three-round cooldown follow Acid Cave; manual 0.921 has different cost, duration and bases. Remaining healing power can return casualties up to original count. Count healing when it actually resolves: a destroyed stack may not survive until another healing opportunity.
Practical use
Sustain an expensive stack taking manageable recurring damage. If the next hit destroys it before another recovery tick, a high three-round healing total does not solve that problem. Consider protection or enemy control first.
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.
Reference recovery per round is 109/125/144 HP before applicable scaling. Requires Regeneration and has its own 50-mana cost. Remaining healing power can return casualties up to original count. Count healing when it actually resolves: a destroyed stack may not survive until another healing opportunity.
Practical use
Useful against distributed ongoing damage to several stacks. If only one important target is threatened, compare the stronger single-target recovery. For an immediate rescue before a hit, Heal or protection may be preferable.
Also in the reference: MASOWA REGENERACJA, Regeneration, Mass
Heroes VI · historical reference, identified versions
Places three separate 1×1 rock obstacles. Each has one structure point and provides ranged cover.
Base cost: 20 mana
Ability type
Active spell
Minimum hero level
5
Reputation family
Tears
Cooldown · reference round count
3
Block count and size
3 × 1×1
Structure points per block
1
Reference values by reputation
Reputation
Reference duration before scaling
No matching reputation / opposite path
1.5
Tears I
2
Tears II
2.5
Rules, restrictions and interactions
Reference duration is 1.5/2/2.5 before applicable scaling, not three equally long independent hero actions. A structure point is distinct from ordinary HP. The effect depends on valid placement of three blocks rather than automatically creating one continuous three-square wall.
Practical use
Block routes and provide cover exactly where needed. Check friendly retreat paths, enemy flight and structural attacks before confirming. Blocking can be worth more than weak direct damage, but only if the enemy needs that route.
Heroes VI · historical reference, identified versions
Summons an Earth Elemental stack onto the battlefield. Its size depends on reputation and the applicable hero scaling.
Base cost: 45 mana
Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Tears
Cooldown · reference round count
3
Summoned creature
Earth Elemental
Use
Combat summon
Reference values by reputation
Reputation
Reference count basis before scaling
No matching reputation / opposite path
10.7
Tears I
12.3
Tears II
14.15
Rules, restrictions and interactions
Reference numbers are inputs rather than promises of fractional actual creatures. The old manual explicitly marks these summons for both stat and level scaling. Calculate results for the actual hero and version; do not import Heroes IV’s experience-value divisor. This is a combat reinforcement rather than dwelling growth on the adventure map.
Practical use
An Earth stack can hold access to vulnerable allies. Compare the summon’s cost with Rockwalls or Petrification when closing a route matters more than adding an attacker.
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.
Unverified part of the reference: Details and differences are explained in this card’s rules.
Rules, restrictions and interactions
Acid Cave describes a 31/36/41% Might-damage reduction. Official 1.7 fixes instead mention a Might Defense bonus and its incorrect tooltip sign. The exact relationship between the percentage wording and Defense attribute in later builds is unverified; the two descriptions are not added as separate bonuses.
Practical use
Protect a stack facing focused Might attacks. Choose other defenses against magic pressure. Because references differ, do not guarantee survival solely from a percentage copied from a historical table.
Unverified part of the reference: Details and differences are explained in this card’s rules.
Rules, restrictions and interactions
Acid Cave describes a 15/17/20% Might-damage reduction. Official 1.7 fixes instead mention a Might Defense bonus and its incorrect tooltip sign. The exact relationship between the percentage wording and Defense attribute in later builds is unverified; the two descriptions are not added as separate bonuses. Requires Stone Skin.
Practical use
Protect several stacks during a long sequence of Might attacks. For one threat, compare the stronger single-target version. For exact survival planning, use the actual attribute and damage preview in your version.
Also in the reference: MASOWA KAMIENNA SKÓRA, Stone Skin, Mass
Heroes VI · historical reference, identified versions
Turns a stack into invulnerable stone. An enemy cannot act; an ally can end protection by acting.
Base cost: 45 mana
Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Tears
Cooldown · reference round count
4
Reference values by reputation
Reputation
Reference duration before scaling
No matching reputation / opposite path
1.4
Tears I
1.8
Tears II
2.2
Rules, restrictions and interactions
Reference duration is 1.4/1.8/2.2 before applicable scaling. Distinguish disabling an enemy from protecting an ally. Enemy invulnerability also prevents ordinary finishing damage, making this different from Time Stasis. Acid Cave gives a four-round cooldown, while the old manual gives one.
Practical use
Temporarily remove the strongest enemy from action while defeating the rest. For a threatened ally, decide whether retaining protection matters more than ending it through an action. A petrified target is not permanently removed from the battle.
Heroes VI · historical reference, identified versions
Permanently adds +3 to the hero’s Earth Magic Power. This is a learned passive ability rather than a separate cast.
Use: Passive effect · no separate activation
Ability type
Passive ability
Minimum hero level
1
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+3 Earth Magic Power
Rules, restrictions and interactions
The first rank starts this series. Individual gains add up: learning I–I supplies +3 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.
Practical use
Invest according to the Earth spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.
Requires the preceding rank in the same series. Individual gains add up: learning I–II supplies +6 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.
Practical use
Invest according to the Earth spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.
Also in the reference: MAGIA ZIEMI II, Earth Magic Ii
Requires the preceding rank in the same series. Individual gains add up: learning I–III supplies +9 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.
Practical use
Invest according to the Earth spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.
Also in the reference: MAGIA ZIEMI III, Earth Magic Iii
Heroes VI · historical reference, identified versions
Deals 1/2/3 structure damage to a selected wall or obstacle.
Base cost: 15 mana
Ability type
Active spell
Minimum hero level
5
Reputation family
Blood
Cooldown · reference round count
3
Reference values by reputation
Reputation
Structure damage
No matching reputation / opposite path
1
Blood I
2
Blood II
3
Rules, restrictions and interactions
This is structural damage rather than ordinary damage to a living stack. Compare it with the selected target’s structure points. One point may destroy a Rockwalls block, whereas Ice Wall has two. In-game targeting determines whether a particular terrain object is eligible.
Practical use
Open the specific route blocking your main attack instead of paying for an area effect. After removing the obstacle, ensure your stack still has the movement and action needed to exploit the opening.
Heroes VI · historical reference, identified versions
Damages walls and obstacles in an area and inflicts Dazed on creatures inside.
Base cost: 50 mana
Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Blood
Cooldown · reference round count
3
Area in Acid Cave / manual 0.921
4×8 / 4×4
Creature status
Dazed · −10 Initiative · 2 rounds
Reference values by reputation
Reputation
Structure damage
No matching reputation / opposite path
1
Blood I
2
Blood II
3
Rules, restrictions and interactions
Reference structure damage is 1/2/3; Dazed gives −10 Initiative for two rounds. Area dimensions conflict: Acid Cave lists 4×8, while manual 0.921 gives 4×4. This does not establish that both areas apply simultaneously. Structural values are not assigned to living creatures as ordinary HP damage.
Practical use
Look for a situation where removing several obstacles and changing order provide a combined advantage. Erosion may suffice for one blocking section. Check the actual targeting preview and friendly positions before confirming.
Heroes VI · historical reference, identified versions
Creates a 3×3 acid area that deals Earth damage each round until combat ends.
Base cost: 75 mana
Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Blood
Activation limit
Once per battle
Area
3×3
Area lifetime
Until combat ends
Limit
Once per battle
Reference values by reputation
Reputation
Reference damage per round
No matching reputation / opposite path
440
Blood I
500
Blood II
578
Rules, restrictions and interactions
Acid Cave lists 440/500/578 damage before applicable modifiers. Official update 1.5 confirms the name Acid Cloud replacing Poison Cloud and its battle-long lifetime. This does not create a permanent adventure-map obstacle. The reference cost is 75 mana with one use per battle.
Practical use
Deny a useful position or punish an enemy holding a choke point. When estimating total damage, consider the option to leave and the value of the abandoned position. A battle-long area does not guarantee hitting every enemy each round.
Heroes and equipment
Equipment related to this spell (2)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Heroes VI · historical reference, identified versions
Adds +4 Might Defense and Magic Defense to one friendly target and absorbs 50% of incoming damage until the shield is exhausted.
Base cost: 10 mana
Ability type
Active spell
Minimum hero level
1
Reputation family
Tears
Cooldown · reference round count
1
Both Defense attributes
+4
Absorption share
50 %
Reference values by reputation
Reputation
Reference absorption budget
No matching reputation / opposite path
498
Tears I
647
Tears II
841
Rules, restrictions and interactions
The reference absorption budget is 498/647/841 before applicable scaling. Protection ends when exhausted or dispelled. Fifty-percent absorption is not a fixed HP deduction from every hit. Defense attributes and the shield are distinct components.
Practical use
Protect an important stack against expected damage. A shield can be worth more than healing when a hit would otherwise destroy the target; Heal instead addresses losses already taken. Account for enemy dispelling.
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 reference absorption budget is 171/223/290 before applicable scaling. Protection ends when exhausted or dispelled. Full absorption is budget-limited rather than unlimited invulnerability for the whole army. Requires Celestial Armor. Defense attributes and the shield are distinct components.
Practical use
Useful against a volley distributed across several allies. If all damage focuses on one stack, compare the larger budget of the cheaper targeted version. Recalculate subsequent hits after the shield is exhausted.
Also in the reference: MASOWA NIEBIAŃSKA ZBROJA, Celestial Armor, Mass
Heroes VI · historical reference, identified versions
Summons an Light Elemental stack onto the battlefield. Its size depends on reputation and the applicable hero scaling.
Base cost: 45 mana
Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Tears
Cooldown · reference round count
3
Summoned creature
Light Elemental
Use
Combat summon
Reference values by reputation
Reputation
Reference count basis before scaling
No matching reputation / opposite path
10.7
Tears I
12.31
Tears II
14.15
Rules, restrictions and interactions
Reference numbers are inputs rather than promises of fractional actual creatures. The old manual explicitly marks these summons for both stat and level scaling. Calculate results for the actual hero and version; do not import Heroes IV’s experience-value divisor. This is a combat reinforcement rather than dwelling growth on the adventure map.
Practical use
For support, also inspect the elemental’s profile: summoning provides its own options but uses the hero’s cast. Do not count those options as healing already delivered without another action.
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.
Heroes VI · historical reference, identified versions
Instantly restores an eligible friendly target’s health and can return fallen members within the healing budget.
Base cost: 25 mana
Ability type
Active spell
Minimum hero level
1
Reputation family
Tears
Cooldown · reference round count
3
Reference values by reputation
Reputation
Reference HP recovery budget
No matching reputation / opposite path
580
Tears I
667
Tears II
767
Rules, restrictions and interactions
Reference recovery is 580/667/767 HP before applicable scaling. The original game manual describes healing the wounded creature first and then returning casualties, without exceeding the original stack count. Distinguish returning members of a surviving stack from Resurrection targeting a completely dead stack. The old fan manual also describes offensive Light healing against enemy Undead, Demons and Orcs; that does not mean damaging matching friendly allies.
Practical use
Recover expensive casualties in time and preserve a surviving member. Returned count depends on creature HP and the survivor’s wound, not simply a neatly rounded division of the whole budget. If another attack arrives before your next casting opportunity, prepare protection in advance.
Reference recovery is 278/320/368 HP before applicable scaling. The original game manual describes healing the wounded creature first and then returning casualties, without exceeding the original stack count. Requires Heal. The old fan manual also describes offensive Light healing against enemy Undead, Demons and Orcs; that does not mean damaging matching friendly allies.
Practical use
Useful after losses across several eligible stacks. For one damaged group, compare stronger and cheaper Heal. Preserve survivors in a key stack so it remains an available healing target; mass healing is not unlimited post-battle recruitment.
Also in the reference: MASOWE UZDROWIENIE, Heal, Mass
Heroes VI · historical reference, identified versions
Removes negative effects from eligible allies and temporarily protects them against further ones.
Base cost: 55 mana
Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Tears
Activation limit
Once per battle
Limit
Once per battle
Reference values by reputation
Reputation
Reference protection duration before scaling
No matching reputation / opposite path
1
Tears I
1.5
Tears II
2
Rules, restrictions and interactions
Reference protection lasts 1/1.5/2 before applicable scaling. Removing negative effects differs from neutral Dispel Magic, which also removes beneficial enchantments. One use per battle and 55 mana constrain timing. Do not infer removal of innate non-dispellable traits.
Practical use
Let the opponent invest in several important debuffs, then restore your army’s effectiveness. If another strong curse follows, the protection window can matter as much as cleansing. Spending the activation on one minor problem can be wasteful.
Also in the reference: MASOWA PURYFIKACJA, Purity, Mass
Heroes VI · historical reference, identified versions
Enchants an ally for three rounds so its melee attackers take return damage.
Base cost: 15 mana
Ability type
Active spell
Minimum hero level
1
Reputation family
Tears
Cooldown · reference round count
5
Return-damage recipients
Attacker
Reference values by reputation
Reputation
Reference returned share before cap
No matching reputation / opposite path
21 %
Tears I
24 %
Tears II
28 %
Rules, restrictions and interactions
The base activation costs 15 mana; Acid Cave gives a five-round cooldown compared with three in the old manual. The reference share is 21/24/28%, capped at 100%. The manual bases it on the attacker’s damage before defensive reductions, so do not derive it simply from the defender’s actual HP loss. Extensions change return-damage recipients rather than granting another free ordinary retaliation.
Practical use
Protect an ally that enemies need to attack in melee. Against purely ranged fire or spells, the melee-trigger condition has different value. Compare punishing attacks with protection that directly prevents losses.
This passively upgrades the previous rank rather than providing a separate spell to cast. The reference share is 21/24/28%, capped at 100%. The manual bases it on the attacker’s damage before defensive reductions, so do not derive it simply from the defender’s actual HP loss. Extensions change return-damage recipients rather than granting another free ordinary retaliation.
Practical use
Positioning the protected stack can catch several adjacent opponents together. Check that the exposure remains worthwhile after friendly losses; the passive extension does not increase its HP.
Also in the reference: AURA ODWETU II, Retribution Aura Ii
This passively upgrades the previous rank rather than providing a separate spell to cast. The reference share is 21/24/28%, capped at 100%. The manual bases it on the attacker’s damage before defensive reductions, so do not derive it simply from the defender’s actual HP loss. Extensions change return-damage recipients rather than granting another free ordinary retaliation.
Practical use
Battlefield-wide return damage increases the value of several forced melee attacks. The underlying protected target still needs to survive and actually receive eligible hits; merely learning III immediately damages nobody.
Also in the reference: AURA ODWETU III, Retribution Aura Iii
Heroes VI · historical reference, identified versions
Permanently adds +3 to the hero’s Light Magic Power. This is a learned passive ability rather than a separate cast.
Use: Passive effect · no separate activation
Ability type
Passive ability
Minimum hero level
1
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+3 Light Magic Power
Rules, restrictions and interactions
The first rank starts this series. Individual gains add up: learning I–I supplies +3 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.
Practical use
Invest according to the Light spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.
Requires the preceding rank in the same series. Individual gains add up: learning I–II supplies +6 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.
Practical use
Invest according to the Light spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.
Also in the reference: MAGIA ŚWIATŁOŚCI II, Light Magic Ii
Requires the preceding rank in the same series. Individual gains add up: learning I–III supplies +9 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.
Practical use
Invest according to the Light spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.
Also in the reference: MAGIA ŚWIATŁOŚCI III, Light Magic Iii
Heroes VI · historical reference, identified versions
Sends rays in eight directions from the selected center, damaging enemies caught by them.
Base cost: 30 mana
Ability type
Active spell
Minimum hero level
5
Reputation family
Blood
Cooldown · reference round count
3
Geometry
8 directions from the center
Reference values by reputation
Reputation
Reference Light damage
No matching reputation / opposite path
242
Blood I
278
Blood II
320
Rules, restrictions and interactions
Reference Light damage is 242/278/320 before applicable scaling. Ray geometry differs from a filled square with the same outer dimensions. Use the preview of individual directions to identify victims; proximity to the center alone does not establish a hit.
Practical use
Find a center that aligns several important enemies along rays. If no useful geometry exists, a targeted attack may offer more reliable value. Compare actual combined hits rather than judging only the lower damage of one ray.
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.
Heroes VI · historical reference, identified versions
Temporarily prevents an enemy from moving, attacking or using abilities; damage breaks the blindness.
Base cost: 45 mana
Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Blood
Cooldown · reference round count
4
Damage to target
Breaks blindness
Reference values by reputation
Reputation
Reference duration before scaling
No matching reputation / opposite path
1.4
Blood I
1.8
Blood II
2.2
Rules, restrictions and interactions
Reference duration is 1.4/1.8/2.2 before applicable scaling. The original fan manual explicitly allows retaliation after an attack wakes the victim. This differs from Time Stasis, which damage does not break, and Petrification, which also makes the target invulnerable.
Practical use
Set aside a dangerous stack while handling the others. Watch area and continuing damage that may shorten control. When choosing to wake it, include possible retaliation and the remaining action order.
Heroes VI · historical reference, identified versions
Reduces one enemy stack’s damage for five rounds.
Base cost: 10 mana
Ability type
Active spell
Minimum hero level
1
Reputation family
Tears
Cooldown · reference round count
1
Duration
5 rounds
Reference values by reputation
Reputation
Reference damage reduction
No matching reputation / opposite path
29 %
Tears I
33 %
Tears II
38 %
Rules, restrictions and interactions
Acid Cave’s reference reduction is 29/33/38%. The old manual has lower values; contributions from different versions are not added together. The single-target version is stronger and cheaper than the mass version but covers one stack. This limits damage rather than guaranteeing the enemy loses an action.
Practical use
Weaken the opponent’s main source of repeated damage. The long duration suits prolonged combat, but direct control or a finishing hit can be more useful against one final dangerous action.
Acid Cave’s reference reduction is 11/17/20%. The old manual has lower values; contributions from different versions are not added together. Requires Weakness and has its own cost and cooldown. This limits damage rather than guaranteeing the enemy loses an action.
Practical use
Cast before several dangerous enemy attacks. If one powerful stack supplies most of the army’s damage, compare the larger targeted reduction with the mass version’s price.
Also in the reference: MASOWE OSŁABIENIE, Weakness, Mass
Heroes VI · historical reference, identified versions
Summons an Darkness Elemental stack onto the battlefield. Its size depends on reputation and the applicable hero scaling.
Base cost: 45 mana
Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Tears
Cooldown · reference round count
2
Summoned creature
Darkness Elemental
Use
Combat summon
Reference values by reputation
Reputation
Reference count basis before scaling
No matching reputation / opposite path
12.49
Tears I
14.36
Tears II
16.51
Rules, restrictions and interactions
Reference numbers are inputs rather than promises of fractional actual creatures. The old manual explicitly marks these summons for both stat and level scaling. Calculate results for the actual hero and version; do not import Heroes IV’s experience-value divisor. This is a combat reinforcement rather than dwelling growth on the adventure map.
Practical use
Use Darkness reinforcements according to their immunities and movement. The reference two-round cooldown gives a different cadence from other summons, but the mana reserve still limits use.
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.
Heroes VI · historical reference, identified versions
Terrifies an enemy stack, forcing it away from your army and making it miss its next action.
Base cost: 45 mana
Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Tears
Cooldown · reference round count
3
Missed action
Next action
Following debuff
3 rounds
Reference values by reputation
Reputation
Reference debuff-strength series
No matching reputation / opposite path
15
Tears I
17
Tears II
19
Unverified part of the reference: Details and differences are explained in this card’s rules.
Rules, restrictions and interactions
A three-round debuff follows. The reference series 15/17/19 applies to percentage damage reduction and point reductions to Morale and Luck. The manual describes a further Might and Magic Resistance reduction, while Acid Cave more broadly describes effect vulnerability. Their exact correspondence is unverified; no additional universal penalty against every ability is invented.
Practical use
Use it to disrupt positioning or delay the main threat. Check eligibility for mind effects and the retreat route. A fleeing stack can change adjacent-unit interactions, so assess the resulting formation as a whole.
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.
Heroes VI · historical reference, identified versions
Permanently adds +3 to the hero’s Dark Magic Power. This is a learned passive ability rather than a separate cast.
Use: Passive effect · no separate activation
Ability type
Passive ability
Minimum hero level
1
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+3 Dark Magic Power
Rules, restrictions and interactions
The first rank starts this series. Individual gains add up: learning I–I supplies +3 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.
Practical use
Invest according to the Dark spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.
Requires the preceding rank in the same series. Individual gains add up: learning I–II supplies +6 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.
Practical use
Invest according to the Dark spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.
Also in the reference: MAGIA CIEMNOŚCI II, Dark Magic Ii
Requires the preceding rank in the same series. Individual gains add up: learning I–III supplies +9 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.
Practical use
Invest according to the Dark spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.
Also in the reference: MAGIA CIEMNOŚCI III, Dark Magic Iii
Heroes VI · historical reference, identified versions
Curses a living enemy stack for three rounds to take Dark damage when about to act.
Base cost: 15 mana
Ability type
Active spell
Minimum hero level
1
Reputation family
Blood
Cooldown · reference round count
3
Duration
3 rounds
Eligibility
Living targets
Reference values by reputation
Reputation
Reference damage per trigger
No matching reputation / opposite path
321
Blood I
370
Blood II
425
Rules, restrictions and interactions
The reference hit is 321/370/425 before applicable scaling. The trigger belongs to the target’s action opportunity rather than one automatic combined hit on casting. Living-target eligibility matters, so do not plan this as a universal hit against every creature type. Initiative changes order rather than itself changing the number of ordinary actions per round.
Practical use
Curse a dangerous living stack before it gets an action opportunity. If immediate removal is necessary, consider direct damage; delayed triggering does not solve every urgent threat.
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 reference hit is 216/247/284 before applicable scaling. The trigger belongs to the target’s action opportunity rather than one automatic combined hit on casting. Requires Agony. The old manual contains a different, weaker mass series. Initiative changes order rather than itself changing the number of ordinary actions per round.
Practical use
Useful against several living stacks with more actions ahead. Against a mostly Undead or otherwise ineligible army, consider another damage option. Also check whether the opponent can cleanse the effect collectively.
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.
Heroes VI · historical reference, identified versions
Temporarily takes control of an enemy stack; taking damage breaks control.
Base cost: 45 mana
Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Blood
Cooldown · reference round count
4
Taking damage
Breaks control
Reference values by reputation
Reputation
Reference duration before scaling
No matching reputation / opposite path
0.7
Blood I
0.9
Blood II
1.1
Rules, restrictions and interactions
Reference duration is 0.7/0.9/1.1 before applicable scaling. Decimal values do not guarantee a number of complete free attacks: actual duration and action order matter. Check mind-control immunity and continuing damage that may quickly end the effect.
Practical use
Take control immediately before an opportunity to change the battle or abandon a useful position. Avoid friendly area damage into the controlled stack. A short takeover without checking order can achieve less than cheaper control.
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.
Heroes VI · historical reference, identified versions
Removes positive morale effects and lowers one enemy stack’s Morale for four rounds.
Base cost: 15 mana
Ability type
Active spell
Minimum hero level
1
Reputation family
Blood
Cooldown · reference round count
2
Duration
4 rounds
Reference values by reputation
Reputation
Reference Morale reduction
No matching reputation / opposite path
39
Blood I
46
Blood II
52
Rules, restrictions and interactions
The reference drop is 39/46/52 Morale points. It is not the same percentage damage modifier or a guaranteed missed action. Burning Determination can protect morale while cleansing morale penalties. The targeted version has a larger penalty than the mass version. Creatures without morale require a separate assessment.
Practical use
Target a main stack whose significant morale buff can be removed at the same time. If its morale is already minimal or it uses none, spend the action on a more useful debuff.
The reference drop is 14/17/20 Morale points. It is not the same percentage damage modifier or a guaranteed missed action. Burning Determination can protect morale while cleansing morale penalties. Requires Despair. Creatures without morale require a separate assessment.
Practical use
Useful against several morale-dependent attackers and for removing their support. If an opponent is ready with mass cleansing, consider casting order and the remaining effective window.
Also in the reference: MASOWA ROZPACZ, Despair, Mass
Heroes VI · historical reference, identified versions
Allows one friendly stack to recover health by damaging living targets for three rounds.
Base cost: 20 mana
Ability type
Active spell
Minimum hero level
1
Reputation family
Blood
Cooldown · reference round count
3
Duration
3 rounds
Reference values by reputation
Reputation
Reference healing share of damage dealt
No matching reputation / opposite path
25 %
Blood I
30 %
Blood II
35 %
Rules, restrictions and interactions
Reference healing is 25/30/35% of damage dealt. Distinguish this healing share from a damage increase: draining does not itself multiply the attack’s base. Recovery follows Heroes VI’s general rule of returning casualties up to original count; both the recipient and living source must be eligible.
Practical use
Buff a strong attacker with an available living victim and actual losses to restore. Check retaliation and order first: draining cannot solve destruction before the attack. Against nonliving targets, choose another recovery method.
Reference healing is 12/14/16% of damage dealt. Distinguish this healing share from a damage increase: draining does not itself multiply the attack’s base. Recovery follows Heroes VI’s general rule of returning casualties up to original count; both the recipient and living source must be eligible. Requires Life Drain.
Practical use
Use it against a living army when several damaged friendly attackers can actually land hits. Stacks destroyed beforehand or lacking suitable targets generate no recovery.
Also in the reference: MASOWE WYSSANIE ŻYCIA, Life Drain, Mass
Heroes VI · historical reference, identified versions
Removes beneficial enchantments from enemies in an area and temporarily blocks new buffs.
Base cost: 30 mana
Ability type
Active spell
Minimum hero level
5
Reputation family
Blood
Cooldown · reference round count
4
Area in the old manual
4×4
Reference values by reputation
Reputation
Reference buff-block duration before scaling
No matching reputation / opposite path
1
Blood I
1.5
Blood II
2
Rules, restrictions and interactions
Reference buff-blocking duration is 1/1.5/2 before applicable scaling. The old manual specifies a 4×4 area, while Acid Cave gives no exact dimensions, so this is identified as a historical parameter. Distinguish selective enemy-buff removal from Dispel Magic, which can also remove effects you wanted to preserve.
Practical use
Answer several expensive enemy buffs together. Blocking renewed support can create a focused-attack window. If the opponent has no removable buffs and plans none, consider an effect with immediate value.
Heroes VI · historical reference, identified versions
Permanently increases the hero’s Magic Defense. Rank I adds 2/3/4 points depending on Tears reputation.
Use: Passive effect · no separate activation
Ability type
Passive ability
Minimum hero level
1
Reputation family
Tears
Reference values by reputation
Reputation
This node’s Magic Defense increase
No matching reputation / opposite path
2
Tears I
3
Tears II
4
Rules, restrictions and interactions
This is the current node’s increase, not a replacement for total defense. Official update 1.7 assigned the ability to Tears and specified three reputation-dependent values. With all three ranks, their contributions add to +9/+12/+15. Magic Defense points are not the same percentage of resistance.
Practical use
Useful against armies and heroes dealing substantial magic damage. Against a mostly physical opponent, consider the relevant physical protection first. Check reputation separately from learned rank because both affect the resulting contribution.
This is the current node’s increase, not a replacement for total defense. Requires the previous Arcane Ward. Official update 1.7 assigned the ability to Tears and specified three reputation-dependent values. With all three ranks, their contributions add to +9/+12/+15. Magic Defense points are not the same percentage of resistance.
Practical use
Useful against armies and heroes dealing substantial magic damage. Against a mostly physical opponent, consider the relevant physical protection first. Check reputation separately from learned rank because both affect the resulting contribution.
Also in the reference: TAJEMNA OBRONA II, Arcane Ward Ii
This is the current node’s increase, not a replacement for total defense. Requires the previous Arcane Ward. Official update 1.7 assigned the ability to Tears and specified three reputation-dependent values. With all three ranks, their contributions add to +9/+12/+15. Magic Defense points are not the same percentage of resistance.
Practical use
Useful against armies and heroes dealing substantial magic damage. Against a mostly physical opponent, consider the relevant physical protection first. Check reputation separately from learned rank because both affect the resulting contribution.
Also in the reference: TAJEMNA OBRONA III, Arcane Ward Iii
Heroes VI · historical reference, identified versions
Removes dispellable magical effects from a selected stack.
Base cost: 15 mana
Ability type
Active spell
Minimum hero level
1
Reputation family
Neutral
Cooldown · reference round count
2
Rules, restrictions and interactions
It removes beneficial and harmful enchantments rather than selectively cleansing curses. Check the target’s active effects for buffs you wish to preserve. Innate creature traits are not automatically dispellable spells.
Practical use
Use it when unwanted effects dominate on one target. For a friendly stack with expensive buffs, selective Mass Purity may be preferable; against enemy buffs, compare Purge.
It removes beneficial and harmful enchantments rather than selectively cleansing curses. Requires Dispel Magic. Manual 0.921 gives a 3×3 area; Acid Cave does not specify dimensions and lists a different cooldown. Innate creature traits are not automatically dispellable spells.
Practical use
Affect a group carrying many unwanted effects. Before confirming, count friendly buffs lost and useful enemy curses removed; accidentally clearing valuable control can be costly.
Also in the reference: MASOWE ROZPROSZENIE MAGII, Dispel Magic, Mass
Heroes VI · historical reference, identified versions
Temporarily stops an enemy stack. Attacks and other damage do not themselves break the effect.
Base cost: 55 mana
Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Tears
Activation limit
Once per battle
Damage to target
Does not itself break the effect
Limit
Once per battle
Reference values by reputation
Reputation
Reference duration before scaling
No matching reputation / opposite path
1.4
Tears I
1.8
Tears II
2.2
Rules, restrictions and interactions
Reference duration is 1.4/1.8/2.2 before applicable scaling. This distinguishes it from Blindness and Puppet Master. Stopping the target does not also grant Petrification’s stone invulnerability. It costs 55 mana and has one use per battle; target eligibility and immunities still matter.
Practical use
Create a window for focused damage against a dangerous enemy that must be disabled and attacked together. Compare denied actions with other options and avoid spending the single use on an easily managed threat.
Heroes VI · historical reference, identified versions
Permanently adds +3 to the hero’s Prime Magic Power. This is a learned passive ability rather than a separate cast.
Use: Passive effect · no separate activation
Ability type
Passive ability
Minimum hero level
1
Reputation family
Neutral
This rank’s increase
+3 Magic Power
Total from learned ranks in this series
+3 Prime Magic Power
Rules, restrictions and interactions
The first rank starts this series. Individual gains add up: learning I–I supplies +3 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.
Practical use
Invest according to the Prime spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.
Requires the preceding rank in the same series. Individual gains add up: learning I–II supplies +6 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.
Practical use
Invest according to the Prime spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.
Also in the reference: MAGIA PIERWOTNA II, Prime Magic Ii
Requires the preceding rank in the same series. Individual gains add up: learning I–III supplies +9 from this series. The bonus belongs to its own school; it neither grants every spell nor removes faction restrictions. Tier III Magic abilities are reserved for Magic heroes.
Practical use
Invest according to the Prime spells you actually use. More Magic Power is not a fixed percentage added to every displayed number: parameters have their own scaling and the target’s defense affects results. Compare another rank with learning a new active spell.
Also in the reference: MAGIA PIERWOTNA III, Prime Magic Iii
Heroes VI · historical reference, identified versions
Permanently adds +2 to the hero’s general Magic Power, supporting the magic schools available to that hero.
Use: Passive effect · no separate activation
Ability type
Passive ability
Minimum hero level
1
Reputation family
Neutral
This node’s increase
+2 Magic Power
Series total through this rank
+2 Magic Power
Rules, restrictions and interactions
The first rank has no preceding node in this series. The historical Acid Cave inventory gives separate gains of +2, +3 and +5; learning all three totals +10. Old manual 0.921 has different values, so its +2 at higher ranks is not mixed into this series.
Practical use
Consider this series when using several schools: a general bonus supports a broader repertoire than a single-school passive. Its benefit still depends on each spell’s parameters and enemy defense. A higher rank also spends a point that could unlock a new control or healing option.
Requires the preceding Arcane Exaltation rank. The historical Acid Cave inventory gives separate gains of +2, +3 and +5; learning all three totals +10. Old manual 0.921 has different values, so its +2 at higher ranks is not mixed into this series.
Practical use
Consider this series when using several schools: a general bonus supports a broader repertoire than a single-school passive. Its benefit still depends on each spell’s parameters and enemy defense. A higher rank also spends a point that could unlock a new control or healing option.
Also in the reference: TAJEMNA MOC II, Arcane Exaltation Ii
Requires the preceding Arcane Exaltation rank. The historical Acid Cave inventory gives separate gains of +2, +3 and +5; learning all three totals +10. Old manual 0.921 has different values, so its +2 at higher ranks is not mixed into this series.
Practical use
Consider this series when using several schools: a general bonus supports a broader repertoire than a single-school passive. Its benefit still depends on each spell’s parameters and enemy defense. A higher rank also spends a point that could unlock a new control or healing option.
Also in the reference: TAJEMNA MOC III, Arcane Exaltation Iii
Heroes VI · historical reference, identified versions
Permanently increases maximum mana by 30. It expands capacity rather than providing a combat spell for instant replenishment.
Use: Passive effect · no separate activation
Ability type
Passive ability
Minimum hero level
1
Reputation family
Neutral
Maximum increase
+30 mana
Rules, restrictions and interactions
A higher maximum provides a basis for percentage recovery such as Magic Affinity II and Meditation. A capacity increase alone does not establish an instant refill on learning; no such extra benefit is assumed here. Later ranks require this node.
Practical use
Helpful for a hero fighting several battles before replenishing mana. If combat ends after two cheap spells, extra capacity alone creates no stronger immediate effect; first ensure you can fill and use it.
This is daily adventure-map recovery, not 5% of currently remaining mana or a trigger on every creature action. The historical Acid Cave inventory gives 5%, whereas old manual 0.921 gives 2%; these versions must be distinguished.
Practical use
Plan long expeditions around elapsed days and maximum capacity. At a 200-mana maximum, this five-percent contribution corresponds to 10 mana per day before the capacity cap. It serves a different purpose from Meditation in an immediate combat emergency.
Also in the reference: SYNERGIA MAGII II, Magic Affinity Ii
The reference configuration can supply up to 20 mana per battle if capacity allows. It is not continuing recovery in every later round or a trigger on each individual stack’s turn. Manual 0.921 instead lists 2 mana over ten rounds, a different historical configuration.
Practical use
Useful for an intensive opening and a series of smaller encounters. Plan the opening if early recovery would otherwise hit a full reserve. This passive does not itself reduce any spell’s price or bypass its cooldown.
Also in the reference: SYNERGIA MAGII III, Magic Affinity Iii
Heroes VI · historical reference, identified versions
Lowers one enemy’s Initiative by 12 and combat movement by 2 for three rounds.
Base cost: 10 mana
Ability type
Active spell
Minimum hero level
1
Reputation family
Neutral
Cooldown · reference round count
1
Initiative / combat movement
−12 / −2
Duration
3 rounds
Rules, restrictions and interactions
The −12 Initiative and −2 movement values follow Acid Cave; manual 0.921 uses a different Initiative base. Initiative determines order within the round, while movement sets reach. This does not increase the hero’s adventure-map travel. The targeted version changes both parameters more strongly than the mass version.
Practical use
Restrict the main pursuer and try to keep it out of reach. A target already adjacent to an ally can still attack, so compare other control when complete action denial is needed.
The −6 Initiative and −1 movement values follow Acid Cave; manual 0.921 uses a different Initiative base. Initiative determines order within the round, while movement sets reach. This does not increase the hero’s adventure-map travel. Requires Slow and has its own cost and cooldown.
Practical use
Slow the army’s advance and create space for friendly shooters. One movement point matters when it changes reachable targets; calculate actual routes.
Also in the reference: MASOWE SPOWOLNIeNIE, Slow, Mass
Heroes VI · historical reference, identified versions
Restores 15% of maximum mana and raises the hero’s Magic Power by 20 for four rounds.
Base cost: 30 mana
Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Neutral
Activation limit
Once per battle
Recovery / cost
15% of maximum / 30 mana
Magic Power
+20 · 4 rounds
Net recovery before capacity cap
0.15 × maximum − 30
Rules, restrictions and interactions
Activation itself costs 30 mana and is available once per battle. Before the capacity cap, net change is 0.15 × maximum − 30: zero at a 200 maximum and +15 at 300. Its value therefore also includes strengthening subsequent spells. Official 1.7 fixes describe correcting a bug that restored 50% instead of the stated 15%.
Practical use
Keep enough mana to activate it and allow several later rounds to exploit Magic Power. In a short fight, a direct spell may decide matters sooner. At low capacity, do not plan it as a free unlimited mana source.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Heroes VI · historical reference, identified versions
Raises one ally’s Initiative by 12 and combat movement by 2 for three rounds.
Base cost: 10 mana
Ability type
Active spell
Minimum hero level
1
Reputation family
Neutral
Cooldown · reference round count
1
Initiative / combat movement
+12 / +2
Duration
3 rounds
Rules, restrictions and interactions
The +12 Initiative and +2 movement values follow Acid Cave; manual 0.921 uses a different Initiative base. Initiative determines order within the round, while movement sets reach. This does not increase the hero’s adventure-map travel. The targeted version changes both parameters more strongly than the mass version.
Practical use
Give the main attacker useful reach and order. Check the route before casting: two extra movement points do not solve every wall or blocking stack.
The +6 Initiative and +1 movement values follow Acid Cave; manual 0.921 uses a different Initiative base. Initiative determines order within the round, while movement sets reach. This does not increase the hero’s adventure-map travel. Requires Haste and has its own cost and cooldown.
Practical use
Cast before several friendly opportunities where order or reach actually helps. If only one attacker needs to cross a key distance, stronger targeted Haste may be better.
Also in the reference: MASOWE PRZYSPIESZENIE, Haste, Mass
Heroes VI · historical reference, identified versions
Moves a friendly stack to another valid battlefield location.
Base cost: 45 mana
Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Neutral
Cooldown · reference round count
4
Use
Friendly-stack combat repositioning
Rules, restrictions and interactions
This is a creature’s combat repositioning. Adventure portals and town structures form a different system. It does not bypass destination validity: stack size, occupied squares and game-specific restrictions must be checked in the preview. Its 45-mana price and four-round cooldown make positioning a substantial investment.
Practical use
Move a strong attacker into a decisive position or rescue a vulnerable stack from encirclement. Check the timing of its next friendly action; repositioning does not automatically grant an additional free ordinary attack.
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.
Heroes VI · historical reference, identified versions
Reduces an enemy stack’s Might Defense by a reference 13/15/17 until combat ends.
Base cost: 10 mana
Ability type
Active spell
Minimum hero level
1
Reputation family
Blood
Cooldown · reference round count
1
Duration
Until combat ends
Attribute floor
0 Might Defense
Reference values by reputation
Reputation
Reference Might Defense reduction
No matching reputation / opposite path
13
Blood I
15
Blood II
17
Rules, restrictions and interactions
It can be cast repeatedly on the same target with additive reductions, but Defense cannot fall below zero. For starting Defense D and n casts, the attribute basis is max(0, D − n × reduction). Defense points are not the same percentage change in final damage; this affects Might Defense.
Practical use
Use it against a durable target facing repeated attacks from several Might stacks. Near zero Defense, another cast only removes what remains. In a short fight, compare expected extra Might damage across attacks with a direct hero attack.
Heroes VI · historical reference, identified versions
Transfers part of the enemy hero’s currently remaining mana to your hero.
Base cost: 30 mana
Ability type
Active spell
Minimum hero level
5
Reputation family
Blood
Cooldown · reference round count
3
Transfer basis
Current enemy mana
Reference values by reputation
Reputation
Reference transferred share
No matching reputation / opposite path
10 %
Blood I
15 %
Blood II
20 %
Rules, restrictions and interactions
The reference share is 10/15/20% of current rather than maximum enemy mana. Activation costs 30 mana. With 100 enemy mana remaining and a base 10% share, the transfer is 10 before other modifiers; your net mana gain is then −20 while the opponent loses a resource. A target without an enemy hero’s mana pool is not an equivalent source.
Practical use
Assess both your recovery and the restriction on subsequent enemy spells. The reserve is often largest early, but spending the hero’s action on draining may be poor when the army needs immediate help. A later activation recalculates from the remaining reserve.
Heroes VI · historical reference, identified versions
Deals Prime damage to one enemy stack that cannot be ordinarily healed back.
Base cost: 55 mana
Ability type
Active spell
Minimum hero level
15 · Magic hero only
Reputation family
Blood
Cooldown · reference round count
3
Special property
Damage cannot be healed
Reference values by reputation
Reputation
Reference Prime damage
No matching reputation / opposite path
1162
Blood I
1331
Blood II
1537
Rules, restrictions and interactions
Acid Cave’s reference bases are 1162/1331/1537 before applicable scaling; manual 0.921 has a weaker series and lower cost. Unhealable damage is this spell’s particular property, not proof that every Prime hit follows the same rule. Target eligibility, defense and immunities still affect the actual result.
Practical use
Target an expensive stack backed by strong healing that quickly repairs ordinary damage. When finishing a weak remnant, compare a cheaper attack: the special property matters most against a target that would actually benefit from recovery.
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.
Abilities are selected using points gained as the hero develops. Tree tier I opens at level 1, II at 5 and III at 15. Might heroes cannot learn tier III Magic. Faction further restricts school access; the original five-faction reference gives five schools, or six for Stronghold. That old matrix is not applied to the expansion’s Dungeon without verification.
Tree tier and reputation are separate. Three numerical rows compare no matching reputation, the relevant path I and path II; the opposite path uses the baseline state. These are not Basic, Advanced and Expert. Neutral abilities are not forced into three different values when the reference supplies no such series.
An active spell spends the listed mana and has its own cooldown or use count. A passive ability is not cast. Storm Winds II and Retribution Aura II–III passively upgrade an underlying activation; their absent separate cost does not mean another free spell. School ranks I–III provide individual increases rather than automatically granting every spell in that school.
Combat distinguishes a whole round from an individual stack’s action. Initiative determines order; combat movement determines reach. The original game manual describes one hero action for a SpellBook ability or Heroic Strike plus a separate faction action per round. Its cooldown example says cooldown 2 makes an ability unavailable in the following round; a once-per-battle limit permits one use only.
Numerical series identify their reference. Actual effects may depend on level, Magic Power, enemy defense, equipment and the particular spell parameter. Defense points are not the same percentage of resistance. A decimal summoning base is not a fractional actual creature, and a duration such as 1.4 does not promise a fixed number of complete attacks.
For manual 0.921’s historical configuration, parameter flags govern scaling: +level uses 0.101 + 0.031 × (level − 1); +stats uses ((100 + Power)/(100 + Defense))^2.5 clamped to 0.5–2. Only applicable flags multiply the base, and the result rounds to the nearest integer. This older formula is not used without verification as a calculator for every later table.
Under the original game manual, healing first restores the wounded creature and can then return casualties up to original count. Recovering members of a surviving stack differs from targeting an entirely dead stack. Survivors restore wounded HP after combat; this does not automatically return all unrecovered casualties. Unhealable damage such as Implosion has its own restrictions.
Distinguish Chilled from Frozen. Following update 1.7, both interact with 20% Might vulnerability, but Chilled removes one movement point while Frozen sets movement to zero. Ice Breaker requires Frozen and breaks it on attack; Eternal Winter extends Chilled. Dazed lowers Initiative by 10 for two rounds.
Marked uncertainties remain on the cards: Frozen Ground has conflicting cost and reuse, Fire Storm a suspect middle value, Mass Inner Fire an unverified first percentage and Fire Shield an unverified exact count calculation. Fireball and Earthquake have conflicting area descriptions. Patch changes identify their versions so fixes can be distinguished from original rules.