71 distinct entries: 57 combat spells including an artifact summon, 9 adventure spells and 5 warcries. Every entry has an original icon, independently written Czech and English rules and tactics. Compare four mastery levels in 61 entries and explicit fixed effects and acquisition in the others.
Seven schools contain 9 Air, 9 Fire, 9 Water, 9 Earth, 10 Light and 9 Dark entries; Prime has 11 including recall and treasure searching. The inventory includes the expanded fourth tier from the Trial by Fire era and Golden Feather’s Summon Gold Dragon. Numerical reference follows Jaskinia Behemota, with differences from Acid Cave, separate skill inventories and guides identified. This does not confirm every number in every build or attribute mod changes to original rules.
Marks an enemy for a burst that damages surrounding stacks at the start of its action opportunity.
Base cost: 10 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 0
Use
Combat spell
Optional modification
Master of Air I · friendly safety; Initiative 1
Reference Air damage before defense
School mastery
Value / formula
Unskilled
(0–100) + 10 × P
Novice
(0–120) + 12 × P
Expert
(0–150) + 15 × P
Master
(0–200) + 20 × P
Rules, restrictions and interactions
The hit occurs on triggering rather than immediately on casting. With no adjacent stack, the reference says it remains until it can actually hit. The base damages adjacent stacks without automatically protecting allies. Master of Air I removes friendly hits and lowers victims’ Initiative to 1; this is an optional perk.
Practical use
Target an enemy in a tight cluster and check its next action timing. The opponent may move neighbors before the burst triggers. Without the protective perk, avoid casually moving a friendly stack next to the marked enemy.
Heroes and equipment
Spell / warcry in the reference profile (5)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
Raises a selected friendly shooter’s Attack for three rounds, scaling with the hero’s Magic.
Base cost: 10 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 0
Use
Combat spell
Duration
3 rounds
Shooter Attack increase
School mastery
Value / formula
Unskilled
6 + P
Novice
9 + P
Expert
14 + P
Master
23 + P
Rules, restrictions and interactions
P denotes Magic; the table adds 6/9/14/23 + P Attack points. This is not the same fixed amount of extra HP damage per arrow. Master of Air I extends targeting to 4×4 and supplies full ranged distance. Those benefits do not belong automatically to the base spell without the perk.
Practical use
Buff a large shooter before several volleys. With the perk, look for several useful recipients; an area only matters when eligible shooters can exploit it. If the shooter is engaged in melee, first assess whether it can make an effective ranged attack.
Heroes and equipment
Spell / warcry in the reference profile (2)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
Reveals a circular area around a selected adventure-map location.
Base cost: 10 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 0
Use
Adventure map
Revealed-area radius in squares
School mastery
Value / formula
Unskilled
4
Novice
5
Expert
6
Master
7
Rules, restrictions and interactions
Reference radii are 4/5/6/7 squares. This is adventure-map scouting rather than a combat creature’s visibility buff. Casting spends the hero’s traveling-spell opportunity for that day; revealing a location does not visit its object, collect resources or defeat its guard.
Practical use
Scout a junction, enemy approach or important objective before committing the route. Compare information with needing Instant Recall or reinforcements that day. Its greatest value is informing a decision you can still change.
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.
P is hero Magic and the range gives reference damage before defense. Master of Air II extends the hit to adjacent stacks and lowers target Initiative to 1 for three rounds. This extension needs the separate ability; a higher mastery-number row alone does not guarantee all these changes. The UCP 1.1 author describes an original bug applying full damage to neighbors instead of the intended reduction.
Practical use
Remove an important target before it acts or, with the perk, delay a survivor. Check every adjacent stack when using the extension. Its cheap base price can be preferable to Chain Lightning when too few useful chain targets remain.
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.
Pushes a selected stack in a chosen direction. Distance depends on mastery and straight versus diagonal movement.
Base cost: 20 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 2
Use
Combat spell
Optional hit
Master of Air II · 60–260 · exact formula unverified
Unverified part of the reference: Details and differences are explained in this card’s rules.
Push distance in squares
School mastery
Value / formula
Unskilled
1 straight
Novice
2 straight / 1 diagonal
Expert
3 straight / 2 diagonal
Master
4 straight / 2 diagonal
Rules, restrictions and interactions
The table distinguishes straight from diagonal displacement. This is not free teleportation through arbitrary occupied squares; in-game targeting determines a valid destination. Master of Air II adds Air damage, listed in the skill inventory as 60–260 without a sufficiently specified exact formula.
Practical use
Break support-creature adjacency, move a blocker or change a subsequent attack angle. Before casting, ensure the destination does not give the enemy better access to a friendly shooter.
Heroes and equipment
Equipment related to this spell (2)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Gives a friendly stack an additional melee strike with modified Attack; higher mastery extends duration.
Base cost: 35 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 5
Use
Combat spell
Optional ordering change
Master of Air III · before retaliation; +10 Attack
Duration and extra-strike Attack modifier
School mastery
Value / formula
Unskilled
1 round; −30 + P Attack
Novice
1 round; −30 + 1.5 × P Attack
Expert
2 rounds; −30 + 1.5 × P Attack
Master
3 rounds; −30 + 2 × P Attack
Rules, restrictions and interactions
Rows separate duration from the extra strike’s Attack modifier. At low P, the modifier can be negative, so a second strike is not automatically as strong as the first. The base ordering allows enemy retaliation before the extra strike. Master of Air III moves that strike before retaliation and adds +10 Attack to it.
Practical use
Prefer a strong melee stack that can survive retaliation and has a suitable victim. With the perk, its second strike may destroy the enemy before retaliation. Check the actual adjusted Attack before planning two full-strength hits.
Damages stacks in a 2×2 area and randomly relocates them within a surrounding 8×8 area.
Base cost: 30 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 5
Use
Combat spell
Base area / relocation area
2×2 / 8×8
Unverified part of the reference: Details and differences are explained in this card’s rules.
Reference Air damage before defense
School mastery
Value / formula
Unskilled
(0–90) + 9 × P
Novice
(0–130) + 13 × P
Expert
(0–180) + 18 × P
Master
(0–360) + 36 × P
Rules, restrictions and interactions
It affects all relevant stacks in the area, including allies. Random placement and facing lack targeted Teleport’s precision. Master of Air III is described as increasing the range by 1 and doubling damage to small creatures; the source does not unambiguously define which range expands, so no guessed new square dimensions are supplied.
Practical use
Use it against a compact formation whose disruption remains useful even with an unfavorable random outcome. Do not rely on one enemy landing on an exact square. Near vulnerable friendlies, consider the risk of relocated enemies gaining better angles.
Hits an enemy with Air damage and jumps to up to three additional nearby stacks, halving damage at each jump.
Base cost: 50 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 8
Use
Combat spell
Maximum hits
4
Hit multipliers
1 / 1/2 / 1/4 / 1/8
Unverified part of the reference: Details and differences are explained in this card’s rules.
Reference Air damage before defense
School mastery
Value / formula
Unskilled
(0–90) + 9 × P
Novice
(0–130) + 13 × P
Expert
(0–270) + 27 × P
Master
(0–540) + 53 × P ?
Rules, restrictions and interactions
Before rounding, the four hit multipliers are 1, 1/2, 1/4 and 1/8. This differs from Heroes VI’s 15% loss. The references are insufficiently precise to unconditionally establish every later-target selection rule and friendly safety; they are not a guarantee that allies are protected. The Master row retains the source’s 0–540 range with coefficient 53; that numerical mismatch is not independently verified.
Practical use
Put the first hit on an important target and inspect the expected continuation. Several valuable victims can justify the higher cost over Lightning Bolt, while an isolated enemy cannot use the remaining jumps. For a close Master-level calculation, check your version’s preview.
Heroes and equipment
Spell / warcry in the reference profile (1)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
Creates a three-round 4×4 area that weakens shooters and provides cover-like protection against ranged fire.
Base cost: 35 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 8
Use
Combat spell
Area
4×4
Duration
3 rounds
Shooter Attack reduction
School mastery
Value / formula
Unskilled
10 + P
Novice
12 + 1.1 × P
Expert
18 + 1.2 × P
Master
30 + 1.3 × P
Rules, restrictions and interactions
The table gives an Attack reduction for shooters inside; values are attribute points rather than the same percentage final damage. Cover for shots passing through the storm is another component. This is not simply direct damage across the area, and placement can also affect friendly shooters.
Practical use
Separate an enemy firing line or protect advancing friendly melee troops. Check your own shot paths before casting. A useful barrier for advancing troops may simultaneously restrict your main shooters.
Instantly deals Fire damage to one enemy stack, scaling with Magic and school mastery.
Base cost: 10 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 0
Use
Combat spell
Optional rider
Master of Fire I · Burning · 3 rounds
Unverified part of the reference: Details and differences are explained in this card’s rules.
Reference Fire damage before defense
School mastery
Value / formula
Unskilled
(0–60) + 10 × P
Novice
(18–54) + 12 × P
Expert
(34–56) + 15 × P
Master
(55–65) + 20 × P
Rules, restrictions and interactions
The table uses P for hero Magic and gives damage before defense. Master of Fire I adds continuing Burning over three rounds. The source itself disagrees on extra damage: the spell page says 40–80 and the skill inventory says 80–120. These ranges are not added together or presented as independently established for every version.
Practical use
Cheaply hit a key individual target without needing useful area geometry. With Burning, include delayed damage when planning the next target, but do not rely on the disputed exact total for an immediate guaranteed kill.
Heroes and equipment
Spell / warcry in the reference profile (6)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
Raises an eligible ally’s Morale for three rounds, scaling with the hero’s Magic.
Base cost: 10 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 0
Use
Combat spell
Duration
3 rounds
Optional area
3×3 · Master of Fire I
Morale increase
School mastery
Value / formula
Unskilled
10 + P
Novice
12 + 1.1 × P
Expert
15 + 1.3 × P
Master
20 + 1.5 × P
Rules, restrictions and interactions
Table values increase the Morale attribute. They are not the same percentage extra damage and do not guarantee another action on every check. Master of Fire I extends targeting to 3×3. The cleansing and protection of Heroes VI’s similarly named spell are not automatically imported here.
Practical use
Buff the main attacker with important actions still ahead. With the area version, assess each creature’s morale eligibility and current value. A stack already near the cap gains less from another increase.
Heroes and equipment
Spell / warcry in the reference profile (3)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
Prepares a Fire strike against random enemies at the beginning of the next battle.
Base cost: 20 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 0
Use
Adventure map
Trigger
Start of the next battle
Target count and reference hit
School mastery
Value / formula
Unskilled
1 target; (0–60) + 10 × P
Novice
1 target; (15–45) + 10 × P
Expert
1–3 targets; (22–38) + 10 × P
Master
4 targets; (25–35) + 10 × P
Rules, restrictions and interactions
This is an adventure spell: damage does not trigger when casting on the map. Mastery changes its range and target count. The reference gives Expert 1–3 stacks and Master four; it does not specify the exact probability distribution for Expert’s count. It shares the traveling-magic daily limit.
Practical use
Prepare it before a major planned fight where an extra opening hit helps even with random targeting. It does not offer the same certainty as a targeted strike against a particular shooter. First consider whether you need a portal or reinforcements on the same day.
Creates a 1×5 Fire line that damages stacks when crossing it or starting their action on it.
Base cost: 20 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 2
Use
Combat spell
Area
1×5
Lifetime in Gamepressure
3 rounds
Unverified part of the reference: Details and differences are explained in this card’s rules.
Reference Fire damage before defense
School mastery
Value / formula
Unskilled
(0–48) + 10 × P
Novice
(16–50) + 13 × P
Expert
(27–51) + 17 × P
Master
(57–69) + 26 × P
Rules, restrictions and interactions
Gamepressure gives a three-round lifetime and hits to all stacks, while the Polish numerical table refers to enemies. Exact friendly safety is therefore unverified. Master of Fire II adds Burning; the spell table also describes stopping creatures, which the separate skill inventory does not fully establish. That property is not automatically assigned to every base cast.
Practical use
Place the line across a necessary route and determine whether the enemy actually needs to cross it. Do not assume a friendly route through the fire is unconditionally safe. A stack able to go around may avoid expected repeat hits.
Raises a friendly stack’s Attack and Initiative together for three rounds.
Base cost: 15 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 2
Use
Combat spell
Duration
3 rounds
Attack and Initiative increases
School mastery
Value / formula
Unskilled
Attack +3 + P; Initiative +1
Novice
Attack +3 + 1.1 × P; Initiative +2
Expert
Attack +6 + 1.2 × P; Initiative +3
Master
Attack +8 + 1.3 × P; Initiative +5
Rules, restrictions and interactions
The table separates the P-dependent Attack increase from a mastery-dependent fixed Initiative increase. Initiative changes order rather than movement distance. Master of Fire II enables a 4×4 area; that perk does not automatically extend every other Fire buff.
Practical use
Choose a stack that benefits from both Attack and order. In a flanking plan, acting sooner may let it hit an exposed side before the target turns. The bonus alone does not increase attack reach.
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.
Instantly hits all stacks in a 3×3 area with Fire damage.
Base cost: 25 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 5
Use
Combat spell
Area
3×3
Optional rider
Master of Fire III · Burning
Reference Fire damage before defense
School mastery
Value / formula
Unskilled
(0–48) + 10 × P
Novice
(17–49) + 14 × P
Expert
(32–52) + 20 × P
Master
(76–92) + 40 × P
Rules, restrictions and interactions
The area hit includes friendly stacks inside. Master of Fire III adds Burning over three rounds. One source image’s text label incorrectly says II, but its link target, icon filename and the separate skill inventory agree on III; this card follows that supported assignment.
Practical use
Look for several valuable enemy hits without friendly losses. When stacks are about to disperse, casting timing can matter more than another small Magic increase. Against one target, compare cheaper Fire Bolt.
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.
Causes the affected stack to attack a nearby target with modified Attack.
Base cost: 35 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 5
Use
Combat spell
Unverified part of the reference: Details and differences are explained in this card’s rules.
Forced-attack Attack modifier
School mastery
Value / formula
Unskilled
−50 + P
Novice
−50 + 2 × P
Expert
−50 + 3 × P
Master
−50 + 6 × P
Rules, restrictions and interactions
The Attack modifier is −50 plus a multiple of P, potentially negative for a weak hero. Jaskinia Behemota ties the attack to the target’s next action; timing in every later configuration is not independently confirmed, so Heroes VI’s instant free attack is not promised here. Master of Fire III favors an enemy when possible and adds +20 Attack in the reference.
Practical use
Inspect the affected stack’s neighbors and resulting Attack first. A forced weak hit against a poor target can achieve less than direct control. Without the relevant perk, consider an unfavorable nearby victim.
Instantly deals Fire damage across the battlefield, including eligible friendly stacks.
Base cost: 50 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 8
Use
Combat spell
Scope
Entire battlefield · both sides
Reference Fire damage before defense
School mastery
Value / formula
Unskilled
(0–42) + 7 × P
Novice
(18–54) + 12 × P
Expert
(56–94) + 25 × P
Master
(135–165) + 40 × P
Rules, restrictions and interactions
P denotes hero Magic; the table gives a basis before resistances and other modifiers. Battlefield-wide damage does not itself make friendly troops immune. Fire resistance, complete immunity and general Magic Defense are distinct traits that must be assessed for each creature type.
Practical use
Count useful enemy damage and friendly losses, preparing the army around actual defenses. A Fire-themed creature name does not automatically establish full immunity. Against few useful enemies, targeted or smaller-area magic may be more efficient.
Creates a Fire shooting sentry on an empty square with its own HP, lasting at most two rounds.
Base cost: 35 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 8
Use
Combat spell
Size / maximum lifetime
1×1 / 2 rounds
Sentry HP and reference damage per shot
School mastery
Value / formula
Unskilled
200 HP; (0–35) + 9 × P
Novice
350 HP; (20–50) + 15 × P
Expert
550 HP; (60–95) + 29 × P
Master
800 HP; (165–195) + 55 × P
Rules, restrictions and interactions
The 1×1 sentry also ends when destroyed. It shoots at two of the closest enemies and reacts to the first enemy firing a ranged attack that round; the hero does not freely choose every victim. The table separates its HP from one shot’s damage. Potential hits do not guarantee all opportunities occur before destruction. The UCP author also records original failure of Kari’s Fire Heart specialization specifically for Fire Sentry.
Practical use
Place it where its nearest targets are valuable and immediate destruction is difficult. Its reaction can pressure enemy shooters, but in a short fight compare delayed shots with immediate Fireball.
Creates a three-round 4×4 area that reduces combat movement for enemies starting an action inside.
Base cost: 10 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 0
Use
Combat spell
Area / lifetime
4×4 / 3 rounds
Unverified part of the reference: Details and differences are explained in this card’s rules.
Base combat-movement reduction
School mastery
Value / formula
Unskilled
1
Novice
2
Expert
3
Master
5
Rules, restrictions and interactions
The base 1/2/3/5 movement reduction lasts until the affected stack’s action ends in the table. Master of Water I changes persistence, but the same source disagrees: the spell card gives three rounds and the skill inventory says battle-long. These durations are not presented as simultaneously applicable. This is not automatically Heroes VI’s damaging Blizzard.
Practical use
Delay access to important allies by covering where enemy actions begin. Do not treat crossing without the relevant trigger as a guaranteed application. When planning long-term slowing with the perk, verify your version’s behavior.
Heroes and equipment
Spell / warcry in the reference profile (2)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
Shrouds a stack in fog, preventing ranged targeting, its own shooting and activated-ability use.
Base cost: 30 mana unskilled / 5 mana at Master
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 0
Use
Combat spell
Maximum duration
2 rounds
Mana cost before further discounts
School mastery
Value / formula
Unskilled
30
Novice
20
Expert
10
Master
5
Rules, restrictions and interactions
It lasts at most two rounds or until damage is taken. It does not mean complete prohibition of every melee attack or invulnerability. Master of Water I removes the damage-break condition. Mastery reduces cost from 30 to 20/10/5 mana; cost reduction and the protective perk are separate development choices.
Practical use
Use it on an eligible enemy shooter or protect a friendly creature that currently needs neither shooting nor an activated ability. Account for the self-imposed restriction. Without the perk, incidental damage may make the protection window short.
Heroes and equipment
Spell / warcry in the reference profile (2)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Summons a ship onto eligible nearby water on the adventure map.
Base cost: 10 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 0
Use
Adventure map
Use
Adventure map · ship
Rules, restrictions and interactions
The source provides no different numerical effects by mastery, so no artificial table of four identical numbers is added. This traveling spell shares the hero’s daily limit. Obtaining a ship does not replace an eligible embarkation position or automatically carry the hero across water.
Practical use
Check a reachable shore and the subsequent route before an expedition. Summon the ship when the hero can actually use it; spending the traveling opportunity can prevent a needed recall or reinforcement transfer that day.
P is hero Magic; table ranges precede relevant defense and resistance. Master of Water II adds Deep Freeze, reducing combat movement by 3 for three rounds. Base Frost Bolt does not automatically inherit every Frozen effect from Heroes VI, and a higher damage row does not replace the learned perk. The UCP 1.1 author also documents an erroneous doubled hit with Master of Earth III in the original game.
Practical use
Remove a key target or, with the perk, delay its subsequent approach. Movement reduction need not stop an enemy already in melee from attacking. For a group, compare Circle of Winter’s price and friendly-fire risk.
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.
Adds a separate Water-damage component to a friendly stack’s attacks for three rounds.
Base cost: 10 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 2
Use
Combat spell
Duration
3 rounds
Unverified part of the reference: Details and differences are explained in this card’s rules.
Reference added Water-hit component
School mastery
Value / formula
Unskilled
(0–200) + 5 × P
Novice
(65–195) + 7 × P
Expert
(128–212) + 9 × P
Master
(234–286) + 13 × P
Rules, restrictions and interactions
The Water component has its own scaling and magic interactions rather than being a Might-attack Attack increase. The table does not explicitly establish another multiplication by every creature in the stack, so none is invented. Master of Water II enables Deep Freeze on an applicable hit, applying −3 movement for three rounds.
Practical use
Buff a stack with several real attack opportunities and suitable targets lacking strong Water protection. Added slowing with the perk can keep another enemy out of reach, but learning the spell alone does not replace the required ability.
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.
Count affected friendlies as well as enemies. Master of Water III adds Deep Freeze: −3 combat movement for three rounds. The name Circle alone does not establish a safe center imported from another game; follow the actual highlighted targeting squares.
Practical use
Exploit clusters before they disperse and prepare to benefit from reduced movement. If friendly and enemy troops are already intermingled, targeted Frost Bolt may be safer. Assess the entire area’s combined result.
Reduces damage taken by the selected stack by a mastery-dependent percentage.
Base cost: 20 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 5
Use
Combat spell
Optional movement
Master of Water III · +5
Reference incoming-damage reduction
School mastery
Value / formula
Unskilled
10 %
Novice
15 %
Expert
25 %
Master
50 %
Rules, restrictions and interactions
Reference reductions are 10/15/25/50%, distinct from an equal number of Defense points. The table does not specify the exact ordering with other protection, so percentages are not automatically added. Master of Water III gives the protected target +5 combat movement.
Practical use
Protect a stack against repeated large hits. With the perk, extra movement can also open an attack or retreat route; check actual reach. If casualties already need recovery, protection alone does not replace a healing budget.
Deals Water damage across a five-column battlefield strip and pushes stacks two squares.
Base cost: 50 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 8
Use
Combat spell
Area / push
5 columns / 2 squares
Reference Water damage before defense
School mastery
Value / formula
Unskilled
(0–80) + 4 × P
Novice
(32–96) + 7 × P
Expert
(90–150) + 12 × P
Master
(252–308) + 20 × P
Rules, restrictions and interactions
The area is five columns rather than automatically a 5×5 square. It affects stacks in the strip, and subsequent movement can disrupt adjacency and facing. Check valid displacement against space and target restrictions rather than assuming movement through every obstacle.
Practical use
Choose a strip with several useful hits and assess both armies’ resulting positions. Pushing can delay a threat while also moving a victim out of reach of your planned attack. Plan around the entire round’s remaining order.
Creates a moving freezing orb with its own HP that damages enemies and restricts movement.
Base cost: 50 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 8
Use
Combat spell
Maximum lifetime
2 rounds or destruction
Unverified part of the reference: Details and differences are explained in this card’s rules.
Orb HP and reference Water hit
School mastery
Value / formula
Unskilled
400 HP; (0–100) + 13 × P
Novice
700 HP; (40–120) + 18 × P
Expert
1100 HP; (120–200) + 38 × P
Master
1600 HP; (306–374) + 76 × P
Rules, restrictions and interactions
The reference orb lasts at most two rounds or until destroyed. Its health and damage are separate table values. It does not immediately hit every enemy on the field; what matters is where it actually travels during its lifetime. This table supplies no exact numerical movement reduction.
Practical use
Place it near an area enemies need to hold or cross. Consider whether they can cheaply destroy it before it contributes. In an urgent situation, compare expected continuing value with immediate Frost Bolt or Circle of Winter.
Raises a selected friendly stack’s Defense for three rounds, scaling with hero Magic.
Base cost: 10 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 0
Use
Combat spell
Duration
3 rounds
Optional area
3×3 · Master of Earth I
Defense increase
School mastery
Value / formula
Unskilled
3 + P
Novice
4 + 1.1 × P
Expert
6 + 1.2 × P
Master
7 + 1.3 × P
Rules, restrictions and interactions
The table gives Defense attribute increases rather than the same percentage reduction in final damage. Master of Earth I extends targeting to 3×3. That ability must be learned separately; a higher mastery row determines numerical strength rather than automatically enabling area use. The UCP author documents an original bug where area buffs could disappear after only one or two rounds.
Practical use
Protect a stack facing repeated focused Might attacks. With the perk, look for several simultaneously threatened recipients. If magic hits cause the main problem, compare protection appropriate to their damage type.
Heroes and equipment
Spell / warcry in the reference profile (5)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
Heals a wounded surviving creature in a selected stack over three rounds.
Base cost: 10 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 0
Use
Combat spell
Trigger
Start of the stack’s action
Duration
3 rounds
Reference HP per trigger
School mastery
Value / formula
Unskilled
10 + 5 × P
Novice
25 + 5 × P
Expert
50 + 5 × P
Master
75 + 5 × P
Rules, restrictions and interactions
Acid Cave’s more detailed description explicitly heals the first creature at the start of the stack’s action. This regeneration is therefore not presented as unlimited casualty returns under Heroes VI’s general healing rules. Master of Earth I enables a 3×3 area. Healing resolves at each trigger rather than delivering its entire budget immediately on casting. UCP documents original premature disappearance of some area buffs including Regeneration.
Practical use
Use it on expensive high-HP creatures with wounds to repair. A stack of inexpensive low-HP creatures may not use a full recovery budget. If destruction threatens before another action, consider immediate protection first.
Heroes and equipment
Spell / warcry in the reference profile (6)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Temporarily doubles production from a selected Sawmill or Ore Pit in the relevant area of control.
Base cost: 10 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 0
Use
Adventure map
Production multiplier
×2
Duration in days
School mastery
Value / formula
Unskilled
2
Novice
3
Expert
4
Master
5
Rules, restrictions and interactions
The reference requires the area of control occupied by the casting hero. Duration is 2/3/4/5 days by mastery. Doubling adds the same production the mine ordinarily supplies rather than generating equivalent amounts of every other resource. The traveling-magic daily limit applies.
Practical use
Choose the resource actually blocking the next building. For ordinary production r per day, each full applicable production day adds another r; check first-day timing against your game’s production resolution. Also compare the spent traveling opportunity with urgent movement needs.
Heroes and equipment
Spell / warcry in the reference profile (1)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
Deals Earth damage to an enemy at the start of its next three actions.
Base cost: 15 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 2
Use
Combat spell
Base trigger count
3
Optional extension
Master of Earth II · until combat ends
Reference Earth damage before defense
School mastery
Value / formula
Unskilled
35 + 7 × P
Novice
40 + 8 × P
Expert
50 + 10 × P
Master
80 + 16 × P
Rules, restrictions and interactions
The base gives one trigger’s damage rather than delivering three hits immediately on casting. Master of Earth II extends the effect until combat ends in the reference table. A longer-lasting enchantment does not guarantee target survival, immunity to removal or hits against every enemy on the field.
Practical use
Choose a durable target likely to remain for several triggers. For immediate threat control, compare a direct hit or Entangle. If the opponent can cheaply cleanse one enchantment, consider timing and the action spent removing it.
Reduces an enemy’s combat movement for three rounds and restricts movement-related abilities.
Base cost: 10 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 2
Use
Combat spell
Duration
3 rounds
Optional movement damage
Master of Earth II · reference 120
Combat-movement reduction
School mastery
Value / formula
Unskilled
2
Novice
3
Expert
4
Master
6
Rules, restrictions and interactions
Movement falls by 2/3/4/6 according to mastery. Movement restriction does not automatically prohibit every attack against an already adjacent ally. Master of Earth II adds Earth damage when moving, listed as 120; this table does not establish further exact scaling.
Practical use
Hold a fast pursuer before it reaches shooters and check remaining reachable squares. A target already in contact may remain fully dangerous. With the perk, movement also has a cost rather than becoming unconditionally forced.
Deals Earth damage to stacks in a cross-shaped area.
Base cost: 20 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 5
Use
Combat spell
Geometry
Cross
Optional center bonus
Master of Earth III · ×2
Reference Earth damage before defense
School mastery
Value / formula
Unskilled
30 + 8 × P
Novice
60 + 12 × P
Expert
80 + 26 × P
Master
160 + 32 × P
Rules, restrictions and interactions
The cross is not a filled square of the same outer dimensions. Include friendlies on affected squares in the risk calculation. Master of Earth III doubles damage to the center target; that bonus is a separately learned ability rather than an automatic part of every higher table row.
Practical use
Choose the center around the most valuable victim and inspect the cross arms. With the perk, the main hit can justify casting even with few secondary recipients. Without it, compare total area value with a cheap single-target attack.
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.
Deals Earth damage to ground stacks and town walls and towers, with separate creature and structure bases.
Base cost: 25 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 5
Use
Combat spell
Unverified part of the reference: Details and differences are explained in this card’s rules.
Separate creature and structure bases
School mastery
Value / formula
Unskilled
Creatures: 20 + 4 × P; structures: 15 + 5 × P
Novice
Creatures: 30 + 6 × P; structures: 30 + 6 × P
Expert
Creatures: 40 + 8 × P; structures: 35 + 7 × P
Master
Creatures: 80 + 16 × P; structures: 50 + 10 × P
Rules, restrictions and interactions
The reference includes ground stacks on both sides. Structures and creatures use separate budgets that must not be interchanged. Already damaged fortifications take double damage in the table. Master of Earth III adds another stated doubling for creatures and structures; their exact interaction is not independently verified, so an automatic fourfold result is not promised.
Practical use
In a siege, assess both opened routes and creature hits while checking your own ground army. If only one fortification section matters, the broad effect may be wasteful. Do not infer safety from a creature’s name without checking its flight trait.
Creates a three-round poisonous area that starts at 3×3 and expands over time.
Base cost: 50 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 8
Use
Combat spell
Initial area / lifetime
3×3 / 3 rounds
Per-stack hit limit
Once per round
Reference Earth damage before defense
School mastery
Value / formula
Unskilled
30 + 6 × P
Novice
45 + 9 × P
Expert
90 + 18 × P
Master
150 + 30 × P
Rules, restrictions and interactions
Acid Cave’s details specify growth by one square in each direction at round start, exclusions for Undead and constructs, and at most one hit per stack per round. Resolution involves casting, presence and entering the area; entry alone does not stop ordinary movement. This differs from Heroes VI’s battle-long Acid Cloud.
Practical use
Assess not only the starting square but future expansion and your own route. Do not count repeated hits on the same stack within one round. If enemies can leave, include the value of displacement rather than guaranteeing all three hits.
Surrounds an enemy, deals Might damage and lowers Luck by 30, then moves to another enemy at a subsequent opportunity.
Base cost: 40 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 8
Use
Combat spell
Damage type / Luck
Might / −30
Transfer count and reference hit
School mastery
Value / formula
Unskilled
3 transfers; 45 + 9 × P
Novice
4 transfers; 50 + 10 × P
Expert
6 transfers; 65 + 14 × P
Master
8 transfers; 85 + 19 × P
Rules, restrictions and interactions
Although the spell belongs to Earth, reference damage is Might. That changes which defense and resistance matter. The table separates 3/4/6/8 transfers from one hit’s strength. The Luck penalty lasts until the relevant action ends rather than being a universal 30% reduction to every damage type.
Practical use
Use it against several opponents with important upcoming actions. Do not assign the entire chain to one chosen target; transfers change recipients and timing. Assess the total against remaining enemies and expected fight length.
Heals and can return casualties in a friendly stack; it has a distinct Light attack against enemy Undead.
Base cost: 20 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 0
Use
Combat spell
Optional area
4×4 · Master of Light I
Separate healing and enemy-Undead damage
School mastery
Value / formula
Unskilled
Heal 10 + 3 × P; damage (0–81) + 15 × P
Novice
Heal 15 + 5 × P; damage (27–82) + 18 × P
Expert
Heal 20 + 7 × P; damage (50–90) + 22 × P
Master
Heal 30 + 10 × P; damage (81–99) + 30 × P
Rules, restrictions and interactions
Healing and offensive damage use separate table formulas. Do not use the higher offensive series as a recovery budget. Master of Light I extends use to 4×4. Because of tooltip bugs, the UCP 1.1 author removed damage to Undead in that mod; this change does not mean the original reference lacked the offensive mode.
Practical use
For recovery, account for the survivor’s wound, returned creatures’ HP and original stack count. Against enemy Undead, compare the offensive series with cheaper Sunbeam. With a mod, first check which targeting modes it retains.
Heroes and equipment
Spell / warcry in the reference profile (2)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Instantly hits a selected enemy with Light damage.
Base cost: 10 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 0
Use
Combat spell
Optional debuff
Master of Light I · −1 Attack / Defense · 3 rounds
Reference Light damage before defense
School mastery
Value / formula
Unskilled
(0–54) + 10 × P
Novice
(18–56) + 12 × P
Expert
(34–60) + 15 × P
Master
(54–66) + 20 × P
Rules, restrictions and interactions
P denotes hero Magic and the table gives a basis before defense. Master of Light I adds −1 Attack and −1 Defense for three rounds to affected targets. The base single-target hit does not automatically damage every creature along a line.
Practical use
Target a key enemy whose removal or subsequent debuff matters immediately. Against several suitably positioned enemies, compare Sunburst; against an Undead enemy, also compare offensive Heal.
Heroes and equipment
Spell / warcry in the reference profile (2)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
Prepares Defense and Leadership bonuses for the hero’s next battle.
Base cost: 20 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 0
Use
Adventure map
Hero bonuses in the next battle
School mastery
Value / formula
Unskilled
Defense +2; Leadership +5
Novice
Defense +3; Leadership +10
Expert
Defense +5; Leadership +15
Master
Defense +7; Leadership +25
Rules, restrictions and interactions
This is a traveling spell under the one-traveling-spell-per-day limit. The table separates Defense and Leadership; the latter supports army morale rather than supplying another equal Defense increase. Bonuses belong to the next combat rather than a confirmed permanent increase to base hero stats.
Practical use
Prepare it before a significant fight with an army able to exploit Leadership. Against a mostly magical opponent, assess Defense’s actual benefit and the spent traveling opportunity. If supply or returning home remains unresolved, compare those needs first.
Summons one Gold Dragon through the equipped Golden Feather artifact.
Base cost: 0 mana
Acquisition / learning requirement
Golden Feather · once per battle
Use
Combat spell
Artifact
Golden Feather
Summoned count
1 Gold Dragon
Limit
Once per battle
Rules, restrictions and interactions
The reference cost is 0 mana, but the artifact explicitly permits only one cast per battle. It is neither a normal random Mage Guild spell nor unlimited dragon production. The creature profile describes Gold Dragon traits; the artifact determines this summon’s count of one.
Practical use
Assess the extra stack and its traits at an important combat moment. Positioning and safe access to a target still matter for a zero-mana activation. Do not count an artifact summon as daily town recruitment growth.
A link may mean 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 numerical inventory and an independent guide give 27/30/39/54 but do not sufficiently define the exact absorption basis across all hits. No guessed creature-count multiplier or percentage conversion is added. Master of Light II enables a 3×3 area. The 30-mana price follows Jaskinia Behemota; Acid Cave lists 20.
Practical use
Use it against expected hits and verify the actual effect in your version’s preview. An underspecified numerical series is insufficient for an exact survival guarantee. For losses already taken, compare Heal or Resurrection.
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.
Removes a limited number of harmful magical effects from a friendly stack.
Base cost: 50 mana unskilled / 10 mana at Master
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 2
Use
Combat spell
Removal count and cost before other discounts
School mastery
Value / formula
Unskilled
1 effect; 50 mana
Novice
1 effect; 40 mana
Expert
2 effects; 20 mana
Master
3 effects; 10 mana
Rules, restrictions and interactions
Mastery changes removal count and cost: 1/1/2/3 effects for 50/40/20/10 mana before other discounts. Master of Light II extends targeting to 4×4. This selectively cleanses harmful enchantments rather than automatically removing friendly buffs as Dispel Magic can.
Practical use
Restore the main attacker without losing expensive buffs. If it carries more curses than the available removal count, do not automatically assume the most important one will be removed without checking the game’s selection.
Sends rays in eight directions from an empty square; creatures and obstacles stop a ray’s continuation.
Base cost: 30 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 5
Use
Combat spell
Optional debuff
Master of Light III · −1 Attack / Defense · 3 rounds
Reference Light damage before defense
School mastery
Value / formula
Unskilled
(0–40) + 7 × P
Novice
(14–42) + 9 × P
Expert
(29–49) + 13 × P
Master
(70–86) + 26 × P
Rules, restrictions and interactions
P denotes hero Magic and the table gives a basis before defense. Master of Light III adds −1 Attack and −1 Defense for three rounds to affected targets. Ray geometry is not a filled square. The first victim can shield another stack behind it; do not count unlimited hits along one line.
Practical use
Find an empty center with useful directions and check the first obstruction along each ray. Do not count victims hidden behind another stack. Before casting, inspect all highlighted positions, including your own formation.
Enchants a friendly ally so its attackers receive a separate Light hit.
Base cost: 20 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 5
Use
Combat spell
Reference return Light damage
School mastery
Value / formula
Unskilled
(0–60) + 10 × P
Novice
(21–63) + 14 × P
Expert
(45–75) + 20 × P
Master
(108–132) + 40 × P
Rules, restrictions and interactions
The table gives separately scaled damage rather than Heroes VI Retribution Aura’s fixed share of an incoming blow. The description triggers on another creature’s attack; it does not automatically establish return damage against every hero spell. Master of Light III extends targeting to 4×4.
Practical use
Protect a stack the opponent actually needs to attack, or several useful recipients with the perk. Compare punishing the attacker with protection that prevents friendly losses. A target destroyed too early may not deliver the expected number of triggers.
Heals and returns friendly casualties, providing three-round recovery support to neighboring allies.
Base cost: 45 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 8
Use
Combat spell
Excluded types
Undead / constructs
Initial recovery and separate adjacent budget
School mastery
Value / formula
Unskilled
30 + 10 × P; adjacent 30
Novice
42 + 15 × P; adjacent 42
Expert
60 + 30 × P; adjacent 60
Master
120 + 50 × P; adjacent 120
Rules, restrictions and interactions
The initial budget includes hero Magic, while neighboring recovery has a separate fixed amount. The reference excludes Undead and constructs and cannot exceed original stack count. The UCP author documents original bugs where resurrection sometimes accepted constructs; that behavior is not treated as the ordinary eligibility rule.
Practical use
Position the recovered stack so neighboring support remains useful over later rounds. Also consider area-damage risk to a clustered army. If only one inexpensive target is hurt, compare ordinary Heal’s cost.
Redirects part of allied damage to one friendly stack for three rounds and grants the army +10 Morale.
Base cost: 35 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 8
Use
Combat spell
Morale / nominal duration
+10 / 3 rounds
Reference redirected-damage share
School mastery
Value / formula
Unskilled
70 %
Novice
80 %
Expert
90 %
Master
100 %
Rules, restrictions and interactions
The reference redirected share is 70/80/90/100%. Moving damage is not the same reduction to total army losses. Protection depends on the recipient surviving and the spell remaining active. The UCP 1.1 author documents original bugs: premature ending when any stack dies and failure to redirect special-ability damage. The mod’s fixes are not automatically attributed to the base game.
Practical use
Choose a durable recipient and total the hits directed into the protected army. Prepare recovery or protection for that recipient. In an unpatched version, do not promise complete safety from special attacks or exactly three fully effective cycles.
Lowers a selected enemy’s Attack for three rounds, scaling with hero Magic.
Base cost: 10 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 0
Use
Combat spell
Duration
3 rounds
Attack reduction
School mastery
Value / formula
Unskilled
3 + P
Novice
3 + 1.1 × P
Expert
6 + 1.2 × P
Master
8 + 1.3 × P
Rules, restrictions and interactions
Formulas give an Attack-point reduction rather than the same percentage final-damage reduction or direct HP damage. Master of Darkness I extends targeting to 4×4; higher numerical mastery rows do not replace that separately learned ability.
Practical use
Weaken the main source of Might hits before repeated attacks. Against enemies relying on magical special abilities, first check whether those calculations use Attack at all. Use the area extension against several actual attackers.
Heroes and equipment
Spell / warcry in the reference profile (5)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
Lowers a selected enemy stack’s Morale for three rounds.
Base cost: 10 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 0
Use
Combat spell
Duration
3 rounds
Morale reduction
School mastery
Value / formula
Unskilled
10 + P
Novice
12 + 1.1 × P
Expert
15 + 1.3 × P
Master
20 + 1.5 × P
Rules, restrictions and interactions
Values are Morale points rather than a percentage reduction to every hit. Morale eligibility and its lower cap affect actual benefit. Master of Darkness I enables a 4×4 area. This does not automatically inherit Heroes VI Despair’s morale cleansing and four-round duration.
Practical use
Target a key morale-dependent stack or a wider attacking formation with the perk. If the target already has minimum morale or uses none, choose another effect. Do not treat a random morale outcome as guaranteed complete action denial.
Heroes and equipment
Spell / warcry in the reference profile (4)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
Increases neutral armies’ willingness to join the hero until the day ends.
Base cost: 20 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 0
Use
Adventure map
Effect ends
End of day
Unverified part of the reference: Details and differences are explained in this card’s rules.
Reference joining-chance contribution
School mastery
Value / formula
Unskilled
5 %
Novice
10 %
Expert
15 %
Master
20 %
Rules, restrictions and interactions
Reference percentage contributions are 5/10/15/20%. The source does not universally resolve relative multiplication versus added percentage points across negotiation conditions, so no exact total chance is calculated without those conditions. This traveling spell shares the daily limit rather than guaranteeing every guard joins.
Practical use
Plan several suitable neutral encounters during the remaining day. First assess army strength, negotiation eligibility and any recruitment price. If the hero has no movement left to exploit the effect, activation alone achieves little.
Adds fear to an ally’s melee attacks: an eligible victim retreats instead of retaliating and loses Morale.
Base cost: 15 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 2
Use
Combat spell
Retreat
2 straight / 1 diagonally
Victim Morale reduction
School mastery
Value / formula
Unskilled
5 + 0.5 × P
Novice
6 + 0.6 × P
Expert
8 + 0.7 × P
Master
10 + 0.8 × P
Rules, restrictions and interactions
The reference excludes Undead. Retreat is described as two squares straight or one diagonally; valid space depends on the situation. The table measures Morale loss over three rounds. Master of Darkness II additionally prevents the victim’s retaliation for one turn, separately protecting later attackers rather than only causing the initial retreat.
Practical use
Buff a melee attacker with an eligible living victim and plan positions after retreat. The displaced enemy can lose adjacency support but may also move out of another friendly attacker’s reach. Always check fear immunity.
Removes a specified number of beneficial enchantments from a selected enemy stack.
Base cost: 50 mana unskilled / 10 mana at Master
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 2
Use
Combat spell
Removal count and cost before other discounts
School mastery
Value / formula
Unskilled
1 effect; 50 mana
Novice
1 effect; 40 mana
Expert
2 effects; 20 mana
Master
3 effects; 10 mana
Rules, restrictions and interactions
The four rows give 1/1/2/3 effects for 50/40/20/10 mana before further discounts. Master of Darkness II adds a three-round block on new positive effects. The base spell does not automatically include that block. Removing buffs is distinct from removing every innate creature trait.
Practical use
Choose an enemy with expensive support and assess how many effects will be removed. With several buffs, do not assume the most important disappears without checking selection rules. With the perk, plan the main attack while renewed support is blocked.
Triggers Dark damage at the start of the target’s next three action opportunities.
Base cost: 20 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 5
Use
Combat spell
Optional area
4×4 · Master of Darkness III
Reference damage per trigger
School mastery
Value / formula
Unskilled
(0–42) + 7 × P
Novice
(15–45) + 10 × P
Expert
(32–52) + 14 × P
Master
(76–92) + 28 × P
Rules, restrictions and interactions
The table gives one trigger’s strength before defense. Master of Darkness III extends targeting to 4×4. The UCP author documents an original bug allowing poison and agony on Undead; evaluate eligibility and fixes by build rather than deriving a universal rule from a wrongly allowed target.
Practical use
Cast before an important target’s upcoming action and consider cleansing. If immediate destruction is required, compare delayed triggering with a direct attack. With the perk, look for several actually eligible recipients.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Creates a stack copy whose count depends on the original and hero Magic; actual damage destroys the image.
Base cost: 40 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 5
Use
Combat spell
Image destruction
Taking damage
Unverified part of the reference: Details and differences are explained in this card’s rules.
Reference count basis before rounding
School mastery
Value / formula
Unskilled
0.01 × P × N
Novice
0.02 × P × N
Expert
0.03 × P × N
Master
0.05 × P × N
Rules, restrictions and interactions
N denotes the original stack’s count and P hero Magic. The source specifies a percentage share; exact rounding and any upper cap are not independently established. Master of Darkness III protects against the first attack, but the UCP author also documents a count-scaling bug with this ability. The ideal table result is not guaranteed for every original unpatched installation. Renewal of first-attack protection in every later round is not independently established.
Practical use
Copy a valuable stack able to contribute safely before area or incidental damage arrives. First-attack protection is not unlimited immunity. For an exact count, check the build and actual summoned result.
Heroes and equipment
Equipment related to this spell (2)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Gives an ally a limited number of attacks that miss, lasting at most three rounds.
Base cost: 80 mana unskilled / 40 mana at Master
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 8
Use
Combat spell
Maximum duration
3 rounds
Protected-attack allowance and cost
School mastery
Value / formula
Unskilled
1 attack; 80 mana
Novice
1 attack; 70 mana
Expert
2 attacks; 60 mana
Master
2 attacks; 40 mana
Rules, restrictions and interactions
Rows change protected attack count 1/1/2/2 and cost 80/70/60/40 mana. The detailed reference includes ordinary melee attacks, shooting, retaliations and the hero’s strike; it does not establish immunity to every spell and area effect. Once the allowance is spent, further misses are not guaranteed.
Practical use
Protect a target against a few specific expensive hits. The opponent can consume protection with a cheap utility attack before the main blow, so plan around every stack’s order. At expensive low mastery, compare controlling the main attacker.
On casting and at the start of two subsequent rounds, afflicts random enemies, lowers Attack and deals Dark damage at round end.
Base cost: 60 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 8
Use
Combat spell
Temporary Attack reduction
−10
Unverified part of the reference: Details and differences are explained in this card’s rules.
Reference recipients and damage · last count unverified
School mastery
Value / formula
Unskilled
2 stacks; (28–42) + 6 × P
Novice
3 stacks; (32–48) + 7 × P
Expert
4 stacks; (48–72) + 11 × P
Master
2 stacks ?; (76–114) + 18 × P
Rules, restrictions and interactions
An afflicted stack loses 10 Attack until that round ends. Recipient count and damage are separate parameters. The last reference count is suspect: 2/3/4/2 decreases at Master, so it remains marked with a question rather than guessed away. Random targeting does not guarantee repeated hits on one chosen enemy.
Practical use
Use it against an army with several useful recipients and multiple rounds remaining. Track both timings: debuff on affliction and damage at round end. A targeted spell may be better for guaranteed immediate removal of one particular enemy.
Raises an ally’s Initiative or lowers an enemy’s Initiative for three rounds. The same spell supports both targeting modes.
Base cost: 5 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 0
Use
Combat spell
Duration
3 rounds
Optional area
4×4 · Master of Prime I
Initiative change · sign depends on target
School mastery
Value / formula
Unskilled
5
Novice
7
Expert
10
Master
15
Rules, restrictions and interactions
The four mastery levels change Initiative by 5/7/10/15 without increasing combat movement. The optional Master of Prime I ability extends casting to a 4×4 area; merely having Novice mastery does not replace that separate ability. Assess beneficial and harmful targeting against the stacks actually affected.
Practical use
Cheaply move a key stack ahead of an opponent or delay a decisive enemy action. Cast while the current order can still matter; raising Initiative after an important stack has acted need not deliver the same immediate value.
Heroes and equipment
Spell / warcry in the reference profile (5)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
Raises a selected ally’s Luck for three rounds, with strength incorporating the hero’s Magic.
Base cost: 10 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 0
Use
Combat spell
Duration
3 rounds
Luck increase
School mastery
Value / formula
Unskilled
10 + P
Novice
12 + 1.1 × P
Expert
15 + 1.3 × P
Master
20 + 1.5 × P
Rules, restrictions and interactions
P denotes the hero’s Magic attribute; formulas give Luck points. They are not automatically the same percentage extra damage or a guaranteed critical hit. Master of Prime I enables a 4×4 area. This extension is a separately learned perk rather than another automatic spell-effect row.
Practical use
Buff a stack with several strong attacks still ahead. If it already approaches the Luck cap or has only a weak attack remaining, compare a reliable direct buff. The area version matters more when several relevant recipients benefit.
Heroes and equipment
Spell / warcry in the reference profile (7)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
Transfers selected reinforcements from the nearest eligible friendly town with Town Portal to the hero’s army.
Base cost: Depends on creature count · exact rate unverified
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 0
Use
Adventure map
Cost
Depends on creature count · exact rate unverified
Different map layers
Surface ↔ underground unsupported
Unverified part of the reference: Details and differences are explained in this card’s rules.
Rules, restrictions and interactions
The reference excludes transfers between surface and underground. Cost depends on the number of creatures moved, but the source supplies no reliable exact rate. No invented per-creature price is given. Adventure casting shares the general limit of one traveling spell per hero per day.
Practical use
Prepare recruitment and a portal in the expected source town before campaigning. Check the nearest eligible town, army capacity and actual preview cost. Compare the reinforcements with another traveling spell you may need on the same day.
Returns the hero and army to the nearest eligible friendly town with Town Portal.
Base cost: 10 mana
Acquisition / learning requirement
Town Portal building
Use
Adventure map
Acquisition
Town Portal building
Rules, restrictions and interactions
The town portal building grants access rather than this spell appearing as a random guild roll. Reference cost is 10 mana. It is a traveling spell with the general daily limit, distinct from combat Teleport or freely choosing any town.
Practical use
Prepare a safe return from an expedition or quick defense of the nearest town. Before spending the daily option, check the actual destination. If you only need troops while keeping your field position, compare Instant Reinforcements.
Searches the current location and its immediate surroundings for the buried Tear of Asha.
Base cost: 5 mana
Acquisition / learning requirement
Obelisk visit
Use
Adventure map
Acquisition
Obelisk visit
Movement cost
Available hero movement
Rules, restrictions and interactions
Visiting an obelisk grants access. The reference covers the current square and one-square distance, costs 5 mana and consumes available hero movement. It is not a guaranteed global treasure reveal without finding the correct location. The general traveling-magic daily limit applies.
Practical use
Narrow down the location using obelisks and the map first. Choose a position whose surroundings cover the suspected square and budget the loss of further travel that day. Random searching during an urgent defense route can cost more than five mana.
Moves a friendly stack to another valid location within the range allowed by Prime mastery.
Base cost: 20 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 2
Use
Combat spell
Optional bonus
Master of Prime II · +50 Initiative · 2 rounds
Reference relocation range in squares
School mastery
Value / formula
Unskilled
3
Novice
5
Expert
7
Master
100
Rules, restrictions and interactions
Reference ranges are 3/5/7/100 squares. The 100 value is the table’s range, not a promise to bypass occupied squares or targeting restrictions. Master of Prime II adds +50 Initiative for two rounds to the moved stack. This needs the perk rather than Expert mastery alone. Acid Cave gives a different base price; this entry uses the identified Jaskinia Behemota price of 20 mana.
Practical use
Move a key stack to safety or provide access to an important target. Check facing and order after the move: Initiative and the new angle can alter the attack plan, but repositioning alone grants no free second strike.
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.
Removes dispellable beneficial and harmful magical effects from a selected stack.
Base cost: 50 mana unskilled / 10 mana at Master
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 2
Use
Combat spell
Mana cost before other discounts
School mastery
Value / formula
Unskilled
50
Novice
40
Expert
20
Master
10
Rules, restrictions and interactions
Prime mastery reduces this spell’s own price from 50 to 40/20/10 mana before other separate discounts. Master of Prime II enables a 3×3 area. That extension requires the perk and is distinct from the higher mastery cost reductions. Innate abilities are not automatically removable enchantments.
Practical use
Inspect the target’s complete effect list before casting. Removing an enemy buff may also clear your useful curse; cleansing an ally can remove expensive friendly support. Higher mastery substantially changes the price of this decision.
Heroes and equipment
Equipment related to this spell (1)
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Hits an enemy using its health and the hero’s Magic, pulling surrounding stacks toward the target.
Base cost: 30 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 5
Use
Combat spell
Pull radius
3 squares
Unverified part of the reference: Details and differences are explained in this card’s rules.
Reference health formula · exact H basis unverified
School mastery
Value / formula
Unskilled
0.01 × H × P
Novice
0.0125 × H × P
Expert
0.015 × H × P
Master
0.02 × H × P
Rules, restrictions and interactions
H denotes the reference’s health basis and P the Magic attribute. The source does not sufficiently establish whether every version uses current or starting total HP for H, preventing an exact universal calculator. Stacks within three squares are pulled toward the target. Master of Prime III repeats the spell at Expert strength at the start of the target’s next action rather than automatically repeating a Master hit.
Practical use
Assess both the percentage hit and new adjacency and attack directions after pulling. Bringing enemies closer can help area magic while threatening friendly shooters. Count the perk’s repeat according to its actual trigger timing.
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.
Creates a temporary stack of a random elemental type on an empty square.
Base cost: 50 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 5
Use
Combat spell
Optional subsequent reinforcement
Master of Prime III · +4 creatures once
Unverified part of the reference: Details and differences are explained in this card’s rules.
Count basis before rounding
School mastery
Value / formula
Unskilled
2 + 0.1 × P
Novice
2 + 0.15 × P
Expert
2 + 0.25 × P
Master
2 + 0.5 × P
Rules, restrictions and interactions
Reference count is based on 2 + coefficient × P, where P is the hero’s Magic. The table does not establish exact count rounding; a decimal basis is not presented as an actual fractional creature. Master of Prime III adds four creatures once at the start of the next round. The base summon does not freely select any element.
Practical use
Place reinforcements where they help even when the random type is less favorable: blocking, route protection or target access. Knowing each elemental’s statistics matters more than assuming a particular shooter or flyer will always appear.
A link may mean spell access, a cost or power change, or protection against it. Each item explains the precise relationship and restrictions; these are not identical bonuses.
Removes a stack from ordinary interactions until the round ends: it cannot act and cannot be attacked or targeted.
Base cost: 80 mana unskilled / 30 mana at Master
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 8
Use
Combat spell
Reference end of effect
End of the current round
Mana cost before other discounts
School mastery
Value / formula
Unskilled
80
Novice
75
Expert
55
Master
30
Rules, restrictions and interactions
Mastery reduces cost from 80 to 75/55/30 mana before further discounts. The reference also prevents attacking the target, unlike Heroes VI’s Time Stasis that permits safe focused damage. Higher mastery in this series lowers price rather than automatically extending the effect for several more rounds.
Practical use
Set aside the largest threat or protect a vulnerable ally while other stacks handle the rest of the fight. Before casting, check the particular target’s eligibility and how many actions remain before round end.
Deals Prime damage to all stacks in a 4×4 area; additional affected stacks strengthen the effect.
Base cost: 50 mana
Acquisition / learning requirement
Mage Guild · Arcane Knowledge 8
Use
Combat spell
Area
4×4
Unverified part of the reference: Details and differences are explained in this card’s rules.
Reference base and increase · conversion unverified
School mastery
Value / formula
Unskilled
5 + 4 × P; +40% per extra stack
Novice
10 + 5 × P; +60% per extra stack
Expert
20 + 8 × P; +100% per extra stack
Master
40 + 14 × P; +160% per extra stack
Rules, restrictions and interactions
The table separates a base from a percentage increase per additional stack. The exact application order and rounding are not independently established, so they are not merged into an invented closed formula. The UCP 1.1 author documents an abnormally weak hit with Clarity; that mod fix is not presented as an original unpatched-game rule.
Practical use
Look for useful combined enemy hits while counting every friendly stack inside. More targets can also amplify unwanted friendly damage. With Clarity and a close finishing calculation, check the actual build and in-game result.
Adds +1 combat movement and +2 Initiative to the friendly army.
Base cost: 0 mana
Acquisition / learning requirement
Novice Warcries
Use
Warcry
Base movement / Initiative
+1 / +2
Ordinary / extended duration
1 round / 2 with Grandmaster perk
Optional perk
Overwhelm
Rules, restrictions and interactions
Learned through Novice Warcries, it costs 0 mana. Ordinarily it lasts one round; the tree’s Grandmaster perk extends warcries to two. Only one warcry can apply at a time. Optional Overwhelm adds a 25% flanking enhancement; the source does not fully specify stacking with other modifiers.
Practical use
Choose it when one movement point opens a key attack or retreat for several stacks. New Initiative order can help reach an exposed flank before the enemy turns. This does not increase the hero’s daily travel.
Heroes and equipment
Spell / warcry in the reference profile (10)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
Gives friendly stacks +4 Defense while holding position.
Base cost: 0 mana
Acquisition / learning requirement
Novice Warcries
Use
Warcry
Base Defense
+4
Base bonus ends
Stack movement
Ordinary / extended duration
1 round / 2 with Grandmaster perk
Rules, restrictions and interactions
Learned through Novice Warcries, it spends no mana. Moving a stack removes its base defensive bonus. The optional perk labeled Awareness / Alertness adds another +2 Defense and +8 Attack to melee troops. The ordinary one round can become two through the Grandmaster perk; another warcry does not multiply it simultaneously.
Practical use
Use it while waiting for enemies or guarding shooters behind a durable front line. An army that must move now cannot exploit holding-position protection. Include likely retaliations and which stacks qualify as melee troops.
Heroes and equipment
Spell / warcry in the reference profile (10)
The reference lists this spell or warcry for the specific hero. This does not guarantee identical entry state in every mission.
Requires Expert Warcries and costs 0 mana. Onslaught adds another +15 melee Attack against a target that will not retaliate; this is conditional rather than a permanent increase to every hit. Base duration is one round, or two with the Grandmaster perk. Do not simultaneously add other warcries.
Practical use
Plan several melee attacks and, with Onslaught, check the enemy’s actual retaliation state. A target with spent retaliation may be better than a durable foe with unlimited retaliation. Attack points are not the same percentage increase to final damage.
Learned through Expert Warcries without mana expenditure. Vicious Shot adds another 2, totaling +10, and permits flanking on ranged attacks. Higher Attack alone does not automatically remove distance or obstacle penalties. The Grandmaster perk extends the ordinary one round to two; only one warcry applies at a time.
Practical use
Use it before volleys from several main shooters. With Vicious Shot, also consider firing angles against target facing. If shooters are blocked, a large increase may not compensate for their inability to fire effectively; address positioning first.
Learned through Master Warcries for 0 mana. Artillery Support adds another 1 to each increase, totaling +4 Defense and +3 Attack, and can trigger a warfare shot when an attacked friendly stack retaliates. This requires an actual attacked, retaliating stack and eligible warfare unit rather than an arbitrary free shot after any damage.
Practical use
Useful in a round where the army both attacks and receives attacks. With support, assess retaliation order and your warfare unit’s profile. Enemies preventing retaliation or using only ranged damage can substantially reduce the conditional support benefit.
P denotes hero Magic, N the copied stack’s count and H Implosion’s explicitly qualified health basis. Numerical rows compare Unskilled, Novice, Expert and Master. They are reference bases before relevant defense, immunities, specialties and other modifiers. A 0–100 range is distinct from a fixed 100-damage hit.
Spell tier 1–4 and school mastery are different. Learning tier 2 requires Arcane Knowledge 2, tier 3 requires 5 and tier 4 requires 8. Tier 1 needs no such threshold. Arcane Knowledge differs from effect-scaling Magic and mana-capacity Spirit. Actual availability also depends on guild rolls, faction, scenario and special sources.
Mage Guild provides ordinary spells rather than purchasing every spell with an ability point as in Heroes VI. A Town Portal building grants Instant Recall, an obelisk visit grants Reveal Treasure, and equipped Golden Feather grants Summon Gold Dragon. The last costs 0 mana but is limited to once per battle. Warcries come from the Warcries skill.
Base maximum mana is 10 × Spirit, with daily recovery of 2 × Spirit before other applicable conditions and the capacity cap. Dispel Magic, Cleansing Light, Purge, Fog Shroud, Shadow Cloak and Time Stasis tables give their own mastery-dependent costs. School Scholar supplies a separate 20% discount in the skill inventory; no guessed rounding is applied to every further discount combination.
Master of a school I, II and III are separate optional abilities. They can extend areas, add a status or change strike order. The Novice, Expert or Master row alone does not replace learning them. For example, Time Control and Fortune gain 4×4 through Master of Prime I, while Teleport gains +50 Initiative through II.
There are nine adventure spells. The reference permits one traveling spell per hero per day, so scouting, production, ships, reinforcements and recall compete for that opportunity. Check Sylanna’s Bounty’s area of control, Instant Reinforcements’ map layer and Reveal Treasure’s consumption of available movement.
Initiative affects order and combat movement determines reach. Attack and Defense are attribute points rather than automatically the same percentage final-damage change. Flanking also depends on facing and positioning, so relocation spells matter beyond their direct HP damage.
Warcries cost 0 mana and ordinarily last one round; the Grandmaster perk extends them to two. Only one warcry affects the army at a time. Their Overwhelm, Awareness / Alertness, Onslaught, Vicious Shot and Artillery Support upgrades are separate abilities. They do not use four P-scaled magic formulas, so no invented mastery rows are supplied.
Regeneration repairs a wounded surviving creature in the more detailed description. Heal and Resurrection have their own casualty-return capabilities. Health budgets, target eligibility and original stack count still constrain results. Summons and Shadow Image are not permanent recruitment growth.
Eighteen marked uncertainties include Instant Reinforcements’ exact rate, Implosion’s health basis, source discrepancies and unspecified rounding. UCP 1.1 additionally documents original executable bugs and its own changes. Relevant Martyr, Shadow Image and Soul Conflagration consequences appear in their rules; a mod fix is not automatically present in every original installation.