84 independently explained entries in Czech and English: 66 combat and 18 adventure. Each of the four schools contains 18 spells, with 12 additional neutral entries. Compare effects, mana, research, restrictions, related heroes and tactics.
The baseline is OldenEra.gg’s 83-record game-file extract for build 25672315, dated 10 October 2026. Summon Avatar is added from a separately pinned official-wiki revision. The 22 Masterful variants belong to their base entries. There are 83 original spell icons plus an explicitly labeled Avatar creature illustration. Every card also identifies its own pinned wiki revision. Conflicting values and undocumented edge cases remain identified.
A zero-mana combat spell divides a total of 25 + 5P damage into three hits on one enemy.
Base cost: 0 mana
Use
Battlefield
Acquisition
Magic Arrow in Advanced Sorcery
Default spell cooldown
2 rounds including the casting round
Established fixed effect
Three hits total: 25 + 5P Magic Damage
Unverified part of the reference: Details and differences are explained in this card’s rules.
Rules, restrictions and interactions
Acquisition requires the Magic Arrow subskill of Advanced Sorcery, not a guild or teaching object. The formula covers all three hits combined. Exported levels 2–4 have no reliable standalone values, so none are invented.
Practical use
Finish a weak target while conserving mana. With Thaumaturgy, using it as the second spell can exploit its zero base cost.
Toggles post-battle Undead raising, replacing it with Necromantic Energy recovery when disabled.
Base cost: 0 mana
Use
Adventure map
Availability source
Utility mechanic; no research price supplied by the export
Established fixed effect
Toggle post-battle raising
Rules, restrictions and interactions
This is a zero-mana adventure toggle for necromancy rather than an in-combat resurrection. All four levels have the same exported effect; exact energy yield is not specified here.
Practical use
Before fighting, choose between additional Undead and energy recovery according to the main army’s longer-term supply needs.
Repairs wounds in friendly stacks. Level three adds a second healing pulse; level four extends both pulses to the army.
Base cost: 5 mana
Use
Battlefield
Observatory unlock / research
2 gems + 2 crystals + 2 mercury
Default spell cooldown
2 rounds including the casting round; Masterful 1
Pinned-wiki excluded types
Undead · Embodiments · Constructs
Effect at each individual spell level
Spell level
Value / formula
Level 1
One stack: 50 + 5P HP
Level 2
One stack: 50 + 10P HP
Level 3
One stack: 50 + 10P HP now and next round
Level 4
Friendly army: 50 + 10P HP now and next round
Masterful variant
Masterful adds removal of every negative effect to the corresponding healing pulses. Target scope, four healing values and the restriction on resurrection remain.
Cooldown: one round, including the casting round.
Rules, restrictions and interactions
P denotes Spell Power. Dead stack members stay dead. At levels 3–4, healing occurs immediately and again at the next round’s start; two pulses do not form a single immediate heal.
Practical use
Protect a wounded expensive creature before a finishing attack. The later pulse needs a surviving stack; replacing dead members requires actual resurrection.
Refreshes creature abilities, including limited-use abilities from spell level three.
Base cost: 6 mana
Use
Battlefield
Observatory unlock / research
6 gems + 6 crystals + 6 mercury
Default spell cooldown
4 rounds including the casting round
Pinned-wiki excluded types
Constructs
Effect at each individual spell level
Spell level
Value / formula
Level 1
One stack: refresh cooldowns
Level 2
Also removes attack / ability blockers
Level 3
Also restores limited uses
Level 4
All benefits for the friendly army
Rules, restrictions and interactions
The initial refresh concerns creature cooldowns rather than hero spell cooldowns. Level two removes attack/ability blockers; limited charges are restored only at levels three and four.
Practical use
Use an important ability before refreshing it. Army-wide refresh is strongest after several abilities have been spent, provided waiting does not endanger a key stack.
Lets friendly retaliations land before incoming attacks, with later levels adding damage and retaliation capacity.
Base cost: 10 mana
Use
Battlefield
Observatory unlock / research
6 gems + 6 crystals + 6 mercury
Default spell cooldown
4 rounds including the casting round
Reference duration
1 + ⌊P/6⌋ rounds
Effect at each individual spell level
Spell level
Value / formula
Level 1
Retaliates before the hit
Level 2
Also +20% retaliation damage
Level 3
Also +1 retaliation per round
Level 4
Friendly army; same benefits
Rules, restrictions and interactions
Earlier retaliation is not a separate free action. One extra retaliation per round begins at level three. Level four shares the complete effect across friendly stacks.
Practical use
Choose a melee stack the enemy needs to attack. Killing attackers first can weaken the incoming blow; ordinary melee retaliation should not be assumed against ranged attacks.
Reduces incoming damage from every source, extending to the friendly army at levels three and four.
Base cost: 22 mana
Use
Battlefield
Observatory unlock / research
8 gems + 8 crystals + 8 mercury
Default spell cooldown
5 rounds including the casting round
Reference duration
1 + ⌊P/7⌋ rounds
Effect at each individual spell level
Spell level
Value / formula
Level 1
One stack: −15% incoming damage
Level 2
One stack: −25%
Level 3
Army: −25%
Level 4
Army: −35%
Rules, restrictions and interactions
Percentage mitigation differs from extra Defense. The export does not establish stacking order or rounding with other protections, so additive immunity should not be assumed.
Practical use
Protect the most threatened expensive stack. Army-wide protection pays off before area damage, since its value depends on hits actually received.
Adds Pure Damage and matching healing to basic attacks; level four gains a special kill against summoned and temporary stacks.
Base cost: 21 mana
Use
Battlefield
Observatory unlock / research
8 gems + 8 crystals + 8 mercury
Default spell cooldown
5 rounds including the casting round
Reference duration
1 + ⌊P/7⌋ rounds
Healing component excludes
Undead · Embodiments · Constructs
Effect at each individual spell level
Spell level
Value / formula
Level 1
One stack: +35 Pure Damage / +35 HP
Level 2
One stack: +75 Pure Damage / +75 HP
Level 3
Army: +75 Pure Damage / +75 HP
Level 4
Same; destroys summoned / temporary stacks
Rules, restrictions and interactions
The fixed 35 or 75 damage is not documented as a per-creature multiplier. Healing cannot return dead members. Level-four destruction applies specifically to summoned and temporary stacks.
Practical use
Exploit repeated basic attacks and an injured attacker. Against summoners, level four offers temporary-stack removal rather than merely a larger damage number.
Punishes attacks on a protected friendly stack with magical damage, expanding beyond melee basic attacks at level four.
Base cost: 16 mana
Use
Battlefield
Observatory unlock / research
8 gems + 8 crystals + 8 mercury
Default spell cooldown
5 rounds including the casting round
Effect at each individual spell level
Spell level
Value / formula
Level 1
60 + 15P; 1 + ⌊P/7⌋ rounds; melee
Level 2
60 + 15P; 3 + ⌊P/7⌋ rounds; melee
Level 3
60 + 20P; 3 + ⌊P/7⌋ rounds; melee
Level 4
60 + 20P; 3 + ⌊P/7⌋ rounds; all basic attacks
Rules, restrictions and interactions
Levels 1–3 trigger on melee attacks; level four covers all basic attacks. That does not establish triggers from every spell or separate ability. P means Spell Power.
Practical use
Choose a stack likely to survive repeated attacks. The fourth-level expansion matters against distant shooters that lower levels do not punish.
Hits one enemy with four magical strikes. Table values give their combined damage.
Base cost: 30 mana
Use
Battlefield
Observatory unlock / research
10 gems + 10 crystals + 10 mercury
Default spell cooldown
6 rounds including the casting round
Effect at each individual spell level
Spell level
Value / formula
Level 1
Four hits total: 200 + 30P
Level 2
Four hits total: 400 + 30P
Level 3
Four hits total: 400 + 40P
Level 4
Four hits total: 400 + 60P
Rules, restrictions and interactions
The initial 200 + 30P is the entire cast, not each strike. Multiplying it by four exaggerates the result. Separate hits can matter against hit-based defensive mechanics.
Practical use
Compare total damage with the priority target’s health and the mana needed afterward. High Spell Power especially rewards level four’s coefficient of 60.
Temporarily establishes a minimum surviving stack size, while each damage instance shortens the protection.
Base cost: 18 mana
Use
Battlefield
Observatory unlock / research
10 gems + 10 crystals + 10 mercury
Default spell cooldown
6 rounds including the casting round; Masterful 1
Effect at each individual spell level
Spell level
Value / formula
Level 1
20% minimum; 2 rounds
Level 2
35% minimum; 2 rounds
Level 3
35% minimum; 4 rounds
Level 4
50% minimum; 4 rounds
Masterful variant
Masterful also grants the target one additional turn. Minimum fractions, duration and shortening from damage follow the ordinary table.
Cooldown: one round, including the casting round.
Rules, restrictions and interactions
The protected fraction uses the current stack count rather than its original army size. Each damage instance removes one round of duration. Count rounding is not specified.
Practical use
Cast before concentrated lethal damage. Several small hits can exhaust the effect quickly, so watch its remaining duration.
Exposes area boundaries through fog of war, adding enemy heroes and cities at higher levels.
Base cost: 10 mana at level 1 / 6 mana at level 4
Use
Adventure map
Observatory unlock / research
4 gems + 4 crystals + 4 mercury
Effect at each individual spell level
Spell level
Value / formula
Level 1
Area borders; 10 mana
Level 2
Area borders; 6 mana
Level 3
Also enemy heroes; 6 mana
Level 4
Also all cities; 6 mana
Rules, restrictions and interactions
Cost falls from 10 to 6 mana at level two. Area outlines do not mean every object, guard and tile becomes visible. Enemy hero locations arrive at level three and cities at level four.
Practical use
Scout before committing your expansion route or main army. Enemy hero positions help assess whether leaving a town exposed is safe.
Reveals a chosen adventure-map location, with later levels increasing selection range and revealed area.
Base cost: 14 mana
Use
Adventure map
Observatory unlock / research
8 gems + 8 crystals + 8 mercury
Effect at each individual spell level
Spell level
Value / formula
Level 1
Five squares; range 2 × Sight
Level 2
Five squares; range 3 × Sight
Level 3
Eight squares; range 3 × Sight
Level 4
Eight squares; unlimited range
Rules, restrictions and interactions
Every level is limited to one daily use. The Sight multiplier limits selection distance; the listed five or eight revealed squares are a different quantity. The export does not establish a radius or area shape.
Practical use
Check a planned passage or hidden threat before spending movement. Level four supports distant reconnaissance without a Sight-based casting limit.
Raises basic-attack damage, expanding from one friendly stack to the whole army at level three.
Base cost: 7 mana
Use
Battlefield
Observatory unlock / research
2 gems + 2 crystals + 2 mercury
Default spell cooldown
2 rounds including the casting round; Masterful 1
Reference duration
1 + ⌊P/4⌋ rounds
Pinned-wiki excluded types
Undead
Effect at each individual spell level
Spell level
Value / formula
Level 1
One stack: +15%
Level 2
One stack: +20%
Level 3
Friendly army: +20%
Level 4
Friendly army: +30%
Masterful variant
Masterful guarantees the maximum damage roll and explicitly lasts 1 + ⌊P/4⌋ rounds. Percentage bonuses and target scope follow the table.
Cooldown: one round, including the casting round.
Rules, restrictions and interactions
The modifier belongs to basic attacks. Do not apply it automatically to hero spells or separate abilities. Maximum damage rolls are an addition of Masterful, rather than an ordinary Blessing rule.
Practical use
Buff the main damage stack before its action. Army-wide levels gain value when several friendly stacks still have attacks available that round.
Improves a friendly stack’s Speed, with higher spell levels also removing Web.
Base cost: 8 mana
Use
Battlefield
Observatory unlock / research
2 gems + 2 crystals + 2 mercury
Default spell cooldown
2 rounds including the casting round; Masterful 1
Reference duration
2 + ⌊P/4⌋ rounds
Effect at each individual spell level
Spell level
Value / formula
Level 1
+2 Speed
Level 2
+4 Speed
Level 3
+4 Speed; removes Web
Level 4
+6 Speed; removes Web
Masterful variant
Masterful extends the same Speed bonuses and Web removal to the friendly army. Its stated duration is 2 + ⌊P/4⌋ rounds.
Cooldown: one round, including the casting round.
Rules, restrictions and interactions
Speed affects battlefield movement, separately from Initiative and adventure movement. Web removal begins at level three. Ordinary level-four Haste still targets one stack.
Practical use
Check whether the added movement actually reaches a shooter or choke point. Changing action order calls for an explicit Initiative effect.
Boosts one friendly stack’s ranged and Long Reach attacks; level four also removes ranged penalties.
Base cost: 10 mana
Use
Battlefield
Observatory unlock / research
4 gems + 4 crystals + 4 mercury
Default spell cooldown
3 rounds including the casting round
Reference duration
1 + ⌊P/5⌋ rounds
Effect at each individual spell level
Spell level
Value / formula
Level 1
+20% Ranged / Long Reach
Level 2
+30% Ranged / Long Reach
Level 3
+40% Ranged / Long Reach
Level 4
+40%; removes ranged penalties
Rules, restrictions and interactions
The modifier is attack-type specific. Ranged-penalty removal is a separate level-four benefit, rather than an implied property of the lower damage bonuses.
Practical use
Choose a large shooter that has yet to act. Level four can transform a penalized shot even though its percentage bonus matches level three.
Reduces enemy Attack and Defense. Later levels add accumulating weakness, Enlarge Shadow removal and army-wide targeting.
Base cost: 6 mana
Use
Battlefield
Observatory unlock / research
2 gems + 2 crystals + 2 mercury
Default spell cooldown
2 rounds including the casting round
Reference duration
1 + ⌊P/4⌋ rounds
Unverified part of the reference: Details and differences are explained in this card’s rules.
Effect at each individual spell level
Spell level
Value / formula
Level 1
One enemy: −3 Attack / Defense
Level 2
−3; reduction grows over time
Level 3
Same; removes Enlarge Shadow
Level 4
All enemies; growth and removal
Rules, restrictions and interactions
Both attributes start at −3. The reduction grows each round from level two, but the export does not establish the precise recurring increment. Enlarge Shadow is removed from level three.
Practical use
Target a stack expected to both attack and receive repeated hits. Early casting exploits accumulating weakness; mass targeting suits longer battles against several active stacks.
Strips enemy retaliation charges for the current round, covering the enemy army at level four.
Base cost: 10 mana at level 1 / 6 mana at level 4
Use
Battlefield
Observatory unlock / research
4 gems + 4 crystals + 4 mercury
Default spell cooldown
3 rounds including the casting round
Effect at each individual spell level
Spell level
Value / formula
Level 1
One charge / one enemy; 10 mana
Level 2
One charge / one enemy; 6 mana
Level 3
All charges / one enemy; 6 mana
Level 4
All charges / all enemies; 6 mana
Rules, restrictions and interactions
Levels one and two remove one charge; level three clears every charge on one target. Cost falls from 10 to 6 mana at level two. Charge removal lasts for the current round.
Practical use
Cast before a sequence of melee strikes. A single removed charge may not neutralize a creature with extra retaliations, and a later round needs a fresh assessment.
Shortens debuffs on friendly creatures, expanding from a single target to adjacent allies and finally the army.
Base cost: 8 mana
Use
Battlefield
Observatory unlock / research
4 gems + 4 crystals + 4 mercury
Default spell cooldown
3 rounds including the casting round
Pinned-wiki excluded types
Undead · Constructs
Unverified part of the reference: Details and differences are explained in this card’s rules.
Effect at each individual spell level
Spell level
Value / formula
Level 1
One stack: 2 + ⌊P/5⌋
Level 2
One stack: 4 + ⌊P/5⌋; annotation conflict
Level 3
Target and adjacent allies: 4 + ⌊P/5⌋
Level 4
Friendly army: 4 + ⌊P/5⌋
Rules, restrictions and interactions
Level one removes 2 + ⌊P/5⌋ duration. Detailed effects use 4 + ⌊P/5⌋ from level two, while the upgrade annotation instead says 2 → 3. The table follows the detailed effect and flags this conflict.
Practical use
Compare the remaining duration of the most harmful debuffs. At level three, adjacent affected allies improve the return if reaching them does not waste a critical action.
Restricts nearby enemies to targeting the selected friendly stack.
Base cost: 11 mana
Use
Battlefield
Observatory unlock / research
6 gems + 6 crystals + 6 mercury
Default spell cooldown
4 rounds including the casting round
Effect at each individual spell level
Spell level
Value / formula
Level 1
Radius 2; 1 + ⌊P/6⌋ rounds
Level 2
Radius 3; 1 + ⌊P/6⌋ rounds
Level 3
Radius 3; 3 + ⌊P/6⌋ rounds
Level 4
Radius 4; 3 + ⌊P/6⌋ rounds
Rules, restrictions and interactions
The area is a hex radius around the friendly target. Every damage instance shortens the effect by one round, so repeated hits can rapidly end its protection of other stacks.
Practical use
Choose a durable stack and check which threats actually lie inside the radius. Many small hits undermine the nominal duration.
Raises Initiative and maximum HP, becoming army-wide at spell level three.
Base cost: 14 mana
Use
Battlefield
Observatory unlock / research
6 gems + 6 crystals + 6 mercury
Default spell cooldown
4 rounds including the casting round; Masterful 1
Reference duration
1 + ⌊P/6⌋ rounds
Effect at each individual spell level
Spell level
Value / formula
Level 1
One stack: +1 Initiative, +10% max HP
Level 2
One stack: +1 Initiative, +20% max HP
Level 3
Army: +1 Initiative, +20% max HP
Level 4
Army: +2 Initiative, +20% max HP
Masterful variant
Masterful adds +1 Speed at levels 1–3 and +2 at level four, retaining the other bonuses and scope. Duration: 1 + ⌊P/6⌋ rounds.
Cooldown: one round, including the casting round.
Rules, restrictions and interactions
Extra maximum HP does not imply resurrection. Initiative affects action order. The ordinary spell grants no Speed; that is an additional Masterful benefit.
Practical use
Cast before the armies engage to exploit both action order and durability. Army-wide levels reward having several important stacks.
Returns the hero to the nearest controlled town within sixteen squares, consuming all remaining movement.
Base cost: 10 mana
Use
Adventure map
Availability source
Utility mechanic; no research price supplied by the export
Established fixed effect
Nearest controlled town within 16 squares; once daily; spends remaining movement
Unverified part of the reference: Details and differences are explained in this card’s rules.
Rules, restrictions and interactions
Use is once daily. Unlike Town Portal, the destination is not freely chosen. Higher exported levels contain a generic dynamic placeholder rather than verified upgrades, so no extra range or discount is assumed.
Practical use
Check which town is actually nearest and in range. Losing remaining movement can prevent further travel after arriving.
Converts remaining movement into mana recovery at a one-percent-for-one-percent ratio.
Base cost: 0 mana
Use
Adventure map
Availability source
Utility mechanic; no research price supplied by the export
Established fixed effect
1% remaining movement → 1% mana recovery; spends all movement
Rules, restrictions and interactions
All movement is spent. The conversion uses percentages rather than one mana point per movement point. Every level has the same exported effect; recovery rounding is not documented.
Practical use
Weigh mana recovery against the day’s remaining route. Compare overnight regeneration, guild access and the need for further travel.
Opens remote creature transfer between the hero and a controlled town.
Base cost: 12 mana
Use
Adventure map
Availability source
Utility mechanic; no research price supplied by the export
Established fixed effect
Remote troop exchange with a controlled town; once daily
Unverified part of the reference: Details and differences are explained in this card’s rules.
Rules, restrictions and interactions
Use is once daily. The hero is not relocated, and no free new creatures are promised. Exported levels 2–4 provide no verified upgrades, so none are added.
Practical use
Bring reinforcements before a battle without a supply trip. Choose a town with troops actually available and check army slots.
Moves the hero to a selected adventure-map destination within a limited range.
Base cost: 22 mana at level 1 / 14 mana at level 4
Use
Adventure map
Observatory unlock / research
4 Insight
Upgrade cost reference
Level 2: 1 Insight · 3: 1 · 4: 2; one-time applicability not confirmed for this branch
Effect at each individual spell level
Spell level
Value / formula
Level 1
Range eight squares; once daily; 22 mana
Level 2
Range eight squares; once daily; 14 mana
Level 3
Range eleven squares; once daily; 14 mana
Level 4
Range eleven squares; twice daily; 14 mana
Rules, restrictions and interactions
Range is a fixed square count rather than a Sight multiplier. Level four allows two daily uses. This export does not quantify any additional movement cost or every valid-destination restriction.
Practical use
Cross an obstacle or shorten the route to a decisive objective. Plan daily uses and mana before leaving yourself without a follow-up route.
Creates a portal lasting until day’s end that any hero can use between its entrance and selected exit.
Base cost: 28 mana at level 1 / 20 mana at level 4
Use
Adventure map
Observatory unlock / research
4 Insight
Upgrade cost reference
Level 2: 1 Insight · 3: 1 · 4: 2; one-time applicability not confirmed for this branch
Effect at each individual spell level
Spell level
Value / formula
Level 1
Exit within five squares; once daily; 28 mana
Level 2
Exit within five squares; once daily; 20 mana
Level 3
Exit within seven squares; once daily; 20 mana
Level 4
Exit within seven squares; twice daily; 20 mana
Rules, restrictions and interactions
The entrance uses an adjacent empty tile; the exit is within five, later seven, squares of the caster. Any hero includes opponents. The daily limit governs portal creation rather than explicitly limiting passage to one hero.
Practical use
Prepare a route for several allied heroes to use today, checking whether the same access also benefits an opponent.
Creates a Remote Foothold entrance where allied heroes can leave creatures and artifacts.
Base cost: 14 mana at level 1 / 10 mana at level 4
Use
Adventure map
Observatory unlock / research
2 Insight
Upgrade cost reference
Level 2: 1 Insight · 3: 1 · 4: 2; one-time applicability not confirmed for this branch
Effect at each individual spell level
Spell level
Value / formula
Level 1
Adjacent tile; until day ends; 14 mana
Level 2
Adjacent tile; until day ends; 10 mana
Level 3
Empty tile within four squares; until day ends; 10 mana
Level 4
Within four squares; until next day ends; 10 mana
Rules, restrictions and interactions
Enemy interaction removes the entrance. It normally lasts until today ends, extended through the following day at level four. Use is once daily; the export does not explain disposal of stored contents on removal.
Practical use
Coordinate allies to use the entrance before expiry. Keep it away from enemy access and do not assume undocumented safety if it disappears.
Restores hero movement points, allowing two daily uses at level four.
Base cost: 17 mana at level 1 / 13 mana at level 4
Use
Adventure map
Observatory unlock / research
2 Insight
Upgrade cost reference
Level 2: 1 Insight · 3: 1 · 4: 2; one-time applicability not confirmed for this branch
Unverified part of the reference: Details and differences are explained in this card’s rules.
Effect at each individual spell level
Spell level
Value / formula
Level 1
+40? movement; once daily; 17 mana
Level 2
+40? movement; once daily; 13 mana
Level 3
+60 movement; once daily; 13 mana
Level 4
+60 movement; twice daily; 13 mana
Rules, restrictions and interactions
Detailed effects give 40/40/60/60 movement, while the summary series and annotation instead show sixty from the start. The table preserves detailed values and flags the conflict. Mana falls from seventeen to thirteen at level two.
Practical use
Restore enough movement to reach a concrete destination today. For a tight route, avoid relying on the disputed higher value at early levels.
Lets the hero fly over obstacles until the day ends, with later levels reducing mana and movement costs.
Base cost: 20 mana at level 1 / 14 mana at level 4
Use
Adventure map
Observatory unlock / research
3 Insight
Upgrade cost reference
Level 2: 1 Insight · 3: 1 · 4: 2; one-time applicability not confirmed for this branch
Effect at each individual spell level
Spell level
Value / formula
Level 1
Over-obstacle movement +30%; 20 mana
Level 2
Over-obstacle movement +30%; 14 mana
Level 3
No obstacle surcharge; 14 mana
Level 4
Flying movement cost −20%; 14 mana
Rules, restrictions and interactions
Levels 1–2 charge thirty percent extra movement above obstacles. Level three removes that surcharge; level four states twenty percent lower flying cost. Scenario boundaries and invalid landing exceptions are not fully specified.
Practical use
Compare the complete flight route with ground travel. Early levels can bypass a long mountain detour, while a short flight may still cost more than a good road.
Teleports the hero to a chosen controlled town, improving cost and daily return count at later levels.
Base cost: 24 mana at level 1 / 18 mana at level 4
Use
Adventure map
Observatory unlock / research
3 Insight
Upgrade cost reference
Level 2: 1 Insight · 3: 1 · 4: 2; one-time applicability not confirmed for this branch
Effect at each individual spell level
Spell level
Value / formula
Level 1
Once daily; 24 mana
Level 2
Once daily; 18 mana
Level 3
Twice daily; 18 mana
Level 4
Three times daily; 18 mana
Rules, restrictions and interactions
Unlike Back to Town!, the destination is explicitly selectable. Spending all remaining movement or importing earlier Heroes values is not established by this description. Daily limits are 1/1/2/3.
Practical use
Plan multi-town defense and reinforcement pickup around the daily allowance. Reserve battle mana before committing the last return.
Weakens enemy basic attacks, expanding to every enemy stack at spell level three.
Base cost: 6 mana
Use
Battlefield
Observatory unlock / research
2 gems + 2 crystals + 2 mercury
Default spell cooldown
2 rounds including the casting round; Masterful 1
Reference duration
1 + ⌊P/4⌋ rounds
Effect at each individual spell level
Spell level
Value / formula
Level 1
One enemy: −15%
Level 2
One enemy: −20%
Level 3
All enemies: −20%
Level 4
All enemies: −30%
Masterful variant
The exported Masterful text retains the same percentages, scope and duration. No additional damage effect is established; the general Masterful cooldown of one still matters.
Cooldown: one round, including the casting round.
Rules, restrictions and interactions
This does not lower the opposing hero’s Spell Power. Separate spells and abilities do not automatically inherit the attack penalty. Listed duration is 1 + ⌊P/4⌋ rounds.
Practical use
Debuff the main attacker before it acts. Army-wide levels work best when the enemy still has several important basic attacks available.
Amplifies damage taken, with maximum attack rolls against the victim from level three.
Base cost: 8 mana
Use
Battlefield
Observatory unlock / research
8 gems + 8 crystals + 8 mercury
Default spell cooldown
5 rounds including the casting round; Masterful 1
Reference duration
1 + ⌊P/7⌋ rounds
Effect at each individual spell level
Spell level
Value / formula
Level 1
One target: +20% incoming damage
Level 2
One target: +30%
Level 3
Also maximum attack damage
Level 4
Target and adjacent enemies; same effects
Masterful variant
Masterful explicitly allows repeated Vulnerability stacking. Percentages, targeting and duration remain, while the exact calculation across layers is not specified.
Cooldown: one round, including the casting round.
Rules, restrictions and interactions
Ordinary Vulnerability is not marked stackable. Level four includes adjacent enemies. The comparison text gives 1 + ⌊P/7⌋ rounds; detailed interaction order with other modifiers is unspecified.
Practical use
Apply before several friendly stacks focus fire. Its return grows with damage dealt afterward, rather than the victim’s health alone.
Creates temporary Starchildren, improving placement, ability access and count at later spell levels.
Base cost: 20 mana
Use
Battlefield
Observatory unlock / research
8 gems + 8 crystals + 8 mercury
Default spell cooldown
5 rounds including the casting round
Unverified part of the reference: Details and differences are explained in this card’s rules.
Effect at each individual spell level
Spell level
Value / formula
Level 1
8 + P creatures; adjacent empty hex
Level 2
8 + P creatures; radius two
Level 3
8 + P creatures; radius two; abilities
Level 4
8 + 2P creatures; radius two; abilities
Rules, restrictions and interactions
Placement starts on an adjacent empty hex and expands to radius two. The export does not fully identify the placement anchor or count rounding. The stack disappears after battle and gains abilities only from level three.
Practical use
Use placement to create a blocker or another threat. Evaluate level three through Starchildren abilities rather than its unchanged headcount.
Marks an enemy for magical damage when it acts, adding accumulating Speed and Initiative loss at level four.
Base cost: 18 mana at level 1 / 14 mana at level 4
Use
Battlefield
Observatory unlock / research
10 gems + 10 crystals + 10 mercury
Default spell cooldown
6 rounds including the casting round
Reference duration
1 + ⌊P/8⌋ rounds
Effect at each individual spell level
Spell level
Value / formula
Level 1
150 + 15P per action; 18 mana
Level 2
200 + 15P per action; 14 mana
Level 3
200 + 20P per action; 14 mana
Level 4
Same; stacking −1 Speed / Initiative per action
Rules, restrictions and interactions
The victim’s action triggers damage, rather than every attack against it. Cost falls from 18 to 14 at level two. Edge-case action eligibility and rounding are not fully documented.
Practical use
Mark a stack expected to act repeatedly. Consider whether the opponent can postpone its activity; future triggers are not immediate damage.
Enables a finishing damage trigger against a depleted enemy stack, measured against its original size.
Base cost: 24 mana
Use
Battlefield
Observatory unlock / research
10 gems + 10 crystals + 10 mercury
Default spell cooldown
6 rounds including the casting round
Reference duration
1 + ⌊P/8⌋ rounds
Effect at each individual spell level
Spell level
Value / formula
Level 1
One enemy: at most 20% of original count
Level 2
One enemy: at most 25%
Level 3
One enemy: at most 35%
Level 4
All enemies: at most 35%
Rules, restrictions and interactions
The threshold includes equality. Casting is not described as an instant kill without subsequent damage. Original stack count differs from current headcount or an individual creature’s remaining HP.
Practical use
Bring the stack near its threshold and arrange a cheap finishing hit. Level four rewards having several enemies near the qualifying fraction.
Adds temporary members to a friendly stack according to stack size and Spell Power, rather than recruiting permanent troops.
Base cost: 35 mana
Use
Battlefield
Observatory unlock / research
10 gems + 10 crystals + 10 mercury
Default spell cooldown
6 rounds including the casting round
Unverified part of the reference: Details and differences are explained in this card’s rules.
Effect at each individual spell level
Spell level
Value / formula
Level 1
Adds (15 + 0.5P)%; capped at 100%
Level 2
Adds (20 + 0.5P)%; capped at 100%
Level 3
Adds (30 + 0.5P)%; capped at 100%
Level 4
Adds (30 + P)%; capped at 100%
Rules, restrictions and interactions
Temporary members are capped at the current permanent headcount. The table expresses the bonus in percentage points; the source awkwardly repeats a percent sign inside the formula. Rounding and repeated-layer behavior remain unverified.
Practical use
Buff a large valuable stack before permanent losses reduce its base. Do not count temporary troops as post-battle army growth or long-term economic gain.
Reveals neutral army counts and intentions, later adding intelligence on enemy heroes and towns.
Base cost: 10 mana at level 1 / 7 mana at level 4
Use
Adventure map
Observatory unlock / research
4 gems + 4 crystals + 4 mercury
Effect at each individual spell level
Spell level
Value / formula
Level 1
Neutral armies; range 3 × Sight; 10 mana
Level 2
Same intelligence; 7 mana
Level 3
Also enemy heroes; 7 mana
Level 4
Also enemy towns; 7 mana
Rules, restrictions and interactions
Range remains three times hero Sight. Level two lowers cost from ten to seven mana; levels three and four add information categories rather than unlimited map revelation.
Practical use
Assess a planned guard before exhausting movement. Enemy hero intelligence helps choose a safer route.
Restores fog around the hero, hiding them until opponents explore the area again.
Base cost: 16 mana at level 1 / 12 mana at level 4
Use
Adventure map
Observatory unlock / research
6 gems + 6 crystals + 6 mercury
Unverified part of the reference: Details and differences are explained in this card’s rules.
Effect at each individual spell level
Spell level
Value / formula
Level 1
Radius 8; 16 mana
Level 2
Radius 9?; 12 mana
Level 3
Radius 12?; 12 mana
Level 4
Radius 17?; 12 mana
Rules, restrictions and interactions
Use is once per day. Exported detailed effects give radii 8/9/12/17, while upgrade notes and the official wiki imply 8/8/10/14. The table retains the exported series with an explicit conflict; concealment is not permanent invisibility.
Practical use
Obscure your route after a meaningful move. Opponents can scout again, so fog is an information tool rather than an impassable defense.
Cuts one enemy stack’s Speed, with higher levels also stripping Haste.
Base cost: 9 mana
Use
Battlefield
Observatory unlock / research
4 gems + 4 crystals + 4 mercury
Default spell cooldown
3 rounds including the casting round; Masterful 1
Reference duration
2 + ⌊P/5⌋ rounds
Effect at each individual spell level
Spell level
Value / formula
Level 1
−2 Speed
Level 2
−3 Speed
Level 3
−3 Speed; removes Haste
Level 4
−4 Speed; removes Haste
Masterful variant
Masterful applies the corresponding Speed reduction and Haste removal to all enemies for 2 + ⌊P/5⌋ rounds.
Cooldown: one round, including the casting round.
Rules, restrictions and interactions
The ordinary spell remains single-target throughout. Haste removal begins at level three. The comparison text gives 2 + ⌊P/5⌋ rounds; Speed and Initiative are distinct.
Practical use
Check whether the slowed enemy can still reach your shooters. Lower Speed need not stop a creature already beside its target from attacking.
Raises friendly Attack and Defense, gaining a growing bonus from level two.
Base cost: 7 mana
Use
Battlefield
Observatory unlock / research
2 gems + 2 crystals + 2 mercury
Default spell cooldown
2 rounds including the casting round
Unverified part of the reference: Details and differences are explained in this card’s rules.
Effect at each individual spell level
Spell level
Value / formula
Level 1
+3; 1 + ⌊P/4⌋ rounds
Level 2
+3 and growth; 1 + ⌊P/4⌋ rounds
Level 3
Same; removes Shorten Shadow
Level 4
Army; growth and removal; 3 + ⌊P/4⌋ rounds
Rules, restrictions and interactions
Both attributes begin at +3; the exact recurring increment is not specified. Level three removes Shorten Shadow. Level four expands to the army and increases the base duration.
Practical use
Buff a stack expected to stay in melee for several rounds. Earlier casting exploits growth without requiring an invented per-round increment.
Applies a stacking curse that deals Pure Damage when the affected creature’s turn begins.
Base cost: 11 mana
Use
Battlefield
Observatory unlock / research
2 gems + 2 crystals + 2 mercury
Default spell cooldown
2 rounds including the casting round; Masterful 1
Pinned-wiki excluded types
Magic Creatures · Undead · Constructs
Effect at each individual spell level
Spell level
Value / formula
Level 1
10 + 10P per tick; 1 + ⌊P/4⌋ rounds
Level 2
10 + 10P per tick; 2 + ⌊P/4⌋ rounds
Level 3
15 + 15P per tick; 2 + ⌊P/4⌋ rounds
Level 4
Same for target and adjacent enemies
Masterful variant
Exported Masterful damage, stacking and scope match the ordinary spell. A different damage formula is not established; the general cooldown of one applies.
Cooldown: one round, including the casting round.
Rules, restrictions and interactions
Damage is tied to the victim’s turn rather than an immediate cast hit. Level four adds adjacent enemies. Stacking is explicit, while exact rounding order is not.
Practical use
Repeated applications can reward a durable target expected to take several turns. Enemy positioning matters for the fourth-level spread.
Temporarily prevents direct targeting of a friendly stack, with later levels rewarding its first attack.
Base cost: 7 mana at level 1 / 4 mana at level 4
Use
Battlefield
Observatory unlock / research
4 gems + 4 crystals + 4 mercury
Default spell cooldown
3 rounds including the casting round
Effect at each individual spell level
Spell level
Value / formula
Level 1
Untargetable; 7 mana
Level 2
First attack +25%; 7 mana
Level 3
First attack +25%; 4 mana
Level 4
First attack +50%; 4 mana
Rules, restrictions and interactions
Any action by the target, or the round ending, removes the cloak. Untargetability is not an explicit immunity to area damage. Cost falls from seven to four at level three.
Practical use
Protect a key stack until its planned strike. Earlier movement or another action ends protection, so coordinate the first-attack bonus with action order.
Deals explicitly unmodifiable Pure Damage, with level four adding one creature kill.
Base cost: 10 mana
Use
Battlefield
Observatory unlock / research
4 gems + 4 crystals + 4 mercury
Default spell cooldown
3 rounds including the casting round; Masterful 1
Effect at each individual spell level
Spell level
Value / formula
Level 1
40 + 10P
Level 2
40 + 15P
Level 3
40 + 20P
Level 4
40 + 20P; one extra kill through tier seven
Masterful variant
Masterful extends the corresponding effect to the chosen enemy and adjacent enemies. Damage retains the four listed values, with the kill rider at level four.
Cooldown: one round, including the casting round.
Rules, restrictions and interactions
The level-four addition kills one creature rather than adding one damage. Its upgrade note limits this rider to creatures through tier seven; arbitrary boss eligibility is not established.
Practical use
Compare the fixed Pure Damage budget with ordinary magic against resistant targets. An extra creature kill is especially valuable against expensive individual units.
Blocks enemy healing, adding reductions to both current and maximum HP at later levels.
Base cost: 4 mana
Use
Battlefield
Observatory unlock / research
2 gems + 2 crystals + 2 mercury
Default spell cooldown
2 rounds including the casting round
Reference duration
2 + ⌊P/4⌋ rounds
Pinned-wiki excluded types
Embodiments
Effect at each individual spell level
Spell level
Value / formula
Level 1
Healing blocked
Level 2
Also −20% current and maximum HP
Level 3
Same; cannot be dispelled
Level 4
−40% current and maximum HP; undispellable
Rules, restrictions and interactions
The effect persists after death and becomes undispellable at level three. Do not treat its healing restriction as an ordinary debuff automatically cleared by destroying the stack.
Practical use
Counter a stack supported by enemy recovery. The cheap first level can disrupt that plan even without the later percentage-health reduction.
Disables an enemy stack’s actions; once awakened, it cannot be put to sleep again in that battle.
Base cost: 13 mana
Use
Battlefield
Observatory unlock / research
6 gems + 6 crystals + 6 mercury
Default spell cooldown
4 rounds including the casting round
Pinned-wiki excluded types
Hive Spawns · Undead · Embodiments · Constructs
Effect at each individual spell level
Spell level
Value / formula
Level 1
Two rounds; damage wakes
Level 2
Three rounds; damage wakes
Level 3
Four rounds; damage wakes
Level 4
Four rounds; damage removes two rounds
Rules, restrictions and interactions
Damage wakes levels 1–3. At level four, the upgrade note and official wiki instead remove two rounds per hit; repeated base text in the export omits this change. The wiki excludes Hive Spawns, Undead, Embodiments and Constructs.
Practical use
Disable a threat while clearing other enemies. Accidental area damage can waste both the control and the only chance to sleep that stack.
Disables enemy ranged attacks, adding a melee-damage penalty at higher levels.
Base cost: 16 mana
Use
Battlefield
Observatory unlock / research
6 gems + 6 crystals + 6 mercury
Default spell cooldown
4 rounds including the casting round
Effect at each individual spell level
Spell level
Value / formula
Level 1
One target: no ranged attacks; 1 + ⌊P/6⌋ rounds
Level 2
One target: no ranged attacks; 2 + ⌊P/6⌋ rounds
Level 3
Also −15% melee damage
Level 4
All enemies; both penalties
Rules, restrictions and interactions
Preventing ranged attacks does not prevent every action or ability. Level three adds −15% melee damage; level four shares both restrictions across the enemy army.
Practical use
Buy time while approaching shooters. Once the enemy is already in melee, higher levels still offer their separate damage penalty.
A single-target magical hit, improving its fixed damage at levels two and three and its Spell Power scaling at level four.
Base cost: 6 mana
Use
Battlefield
Observatory unlock / research
2 gems + 2 crystals + 2 mercury
Default spell cooldown
2 rounds including the casting round
Pinned-wiki immune creatures
Qilins
Effect at each individual spell level
Spell level
Value / formula
Level 1
25 + 10P
Level 2
50 + 10P
Level 3
100 + 10P
Level 4
100 + 15P
Rules, restrictions and interactions
Values describe one cast before resistance and other modifiers. Lightning Bolt has no documented chain jumps; those belong to the separate Chain Lightning spell.
Practical use
Finish a priority stack and assess how many enemy actions that removes. At high P, level four’s improved scaling matters more than another fixed-damage increase.
Grants an undispellable spell immunity up to the listed spell tier.
Base cost: 12 mana
Use
Battlefield
Observatory unlock / research
8 gems + 8 crystals + 8 mercury
Default spell cooldown
5 rounds including the casting round
Effect at each individual spell level
Spell level
Value / formula
Level 1
Immune to tiers I–III; one round
Level 2
Immune to tiers I–III; two rounds
Level 3
Immune to tiers I–IV; two rounds
Level 4
Immune to tiers I–V; two rounds
Rules, restrictions and interactions
Eligibility uses spell tier rather than individual level 1–4. Applying it destroys summoned creatures or temporary members. The wording permits any chosen target, making it relevant against summons too.
Practical use
Check temporary reinforcements before protecting a stack. Countering a high-tier spell requires the appropriate tier threshold rather than duration alone.
Deals magical damage across the entire battlefield, including friendly creatures.
Base cost: 40 mana
Use
Battlefield
Observatory unlock / research
10 gems + 10 crystals + 10 mercury
Default spell cooldown
6 rounds including the casting round
Pinned-wiki immune creatures
Phoenixes
Effect at each individual spell level
Spell level
Value / formula
Level 1
150 + 15P to all
Level 2
250 + 15P to all
Level 3
350 + 15P to all
Level 4
350 + 25P to all
Rules, restrictions and interactions
Each eligible stack receives damage from the same formula. Creature immunities from earlier games should not be imported automatically; inspect the actual army’s abilities and protections.
Practical use
Assess losses on both sides and the forty-mana expense. Anti-Magic only helps when its selected level covers the spell’s tier.
Starts on a chosen enemy, then jumps to random nearby targets with decreasing damage.
Base cost: 24 mana
Use
Battlefield
Observatory unlock / research
8 gems + 8 crystals + 8 mercury
Default spell cooldown
5 rounds including the casting round; Masterful 1
Pinned-wiki immune creatures
Qilins
Unverified part of the reference: Details and differences are explained in this card’s rules.
Effect at each individual spell level
Spell level
Value / formula
Level 1
100 + 20P; one jump
Level 2
100 + 20P; two jumps
Level 3
300 + 20P; three jumps
Level 4
300 + 30P; four jumps
Masterful variant
Masterful reduces falloff to 25% per jump, retaining 75% of the previous hit. Jump counts, range and initial damage formulas remain unchanged.
Cooldown: one round, including the casting round.
Rules, restrictions and interactions
The 1/2/3/4 jumps follow the first hit, giving up to 2/3/4/5 total hits. Each finds a random target within three hexes and halves the previous damage. Friendly safety and candidate selection are not guaranteed.
Practical use
Inspect the first victim’s surroundings and your troops. Against an isolated enemy, a cheaper direct spell may suffice; random jumps are not precision targeting.
Damages creatures adjacent to the selected hex and pushes them outward where possible.
Base cost: 21 mana
Use
Battlefield
Observatory unlock / research
8 gems + 8 crystals + 8 mercury
Default spell cooldown
5 rounds including the casting round
Pinned-wiki immune creatures
Naiads
Effect at each individual spell level
Spell level
Value / formula
Level 1
75 + 15P; push
Level 2
75 + 20P; push
Level 3
75 + 20P; −2 Initiative for two rounds
Level 4
150 + 20P; −4 Initiative for two rounds
Rules, restrictions and interactions
The effect describes hexes adjacent to the center rather than automatically hitting its occupant. A two-round Initiative penalty starts at level three. Displacement depends on available space.
Practical use
Place the center to reach enemies without catching allies. A push can break contact or accidentally move a victim beyond your planned attack reach.
Grants Double Strike while increasing both damage dealt and damage received.
Base cost: 28 mana
Use
Battlefield
Observatory unlock / research
10 gems + 10 crystals + 10 mercury
Default spell cooldown
6 rounds including the casting round
Reference duration
1 + ⌊P/8⌋ rounds
Effect at each individual spell level
Spell level
Value / formula
Level 1
Double Strike; deals and takes +10%
Level 2
Double Strike; deals and takes +15%
Level 3
Double Strike; deals and takes +25%
Level 4
Double Strike; deals and takes +40%
Rules, restrictions and interactions
The percentage modifier is a tradeoff, not defensive protection. Duration is 1 + ⌊P/8⌋ rounds. Interaction with other multi-attack mechanics is not fully specified.
Practical use
Set up a decisive strike on a stack that can survive the response. Level four’s +40% incoming damage makes the enemy’s answer especially important.
Summons temporary Primal Remnants, unlocking abilities at level three and doubling the Spell Power coefficient at level four.
Base cost: 20 mana
Use
Battlefield
Observatory unlock / research
10 gems + 10 crystals + 10 mercury
Default spell cooldown
6 rounds including the casting round
Effect at each individual spell level
Spell level
Value / formula
Level 1
12 + P creatures; radius one per upgrade note
Level 2
12 + P creatures; radius two from ally
Level 3
Same; abilities enabled
Level 4
12 + 2P creatures; radius two; abilities
Rules, restrictions and interactions
From level two, placement is within two hexes of a friendly creature. The initial radius of one appears in the upgrade note rather than the base sentence. Summons vanish after battle; count rounding is unspecified.
Practical use
Place reinforcements where they affect combat without obstructing the main army. In longer fights, consider the abilities unlocked at level three.
Hits several distinct enemy stacks with the listed damage applied to each selected target.
Base cost: 11 mana
Use
Battlefield
Observatory unlock / research
6 gems + 6 crystals + 6 mercury
Default spell cooldown
4 rounds including the casting round
Pinned-wiki immune creatures
Iriyads
Effect at each individual spell level
Spell level
Value / formula
Level 1
Up to three targets: 50 + 5P each
Level 2
Up to three targets: 100 + 5P each
Level 3
Up to four targets: 100 + 5P each
Level 4
Up to four targets: 100 + 10P each
Rules, restrictions and interactions
Choose up to three, later four, different enemies. The wording does not permit assigning every selection to the same stack. Unlimited targeting beyond battlefield rules is not implied.
Practical use
Look for several stacks near a finishing threshold. Against one survivor, compare single-target spells on damage and cost.
Locates neutral armies through fog of war, adding resources and artifacts at higher levels.
Base cost: 10 mana at level 1 / 6 mana at level 4
Use
Adventure map
Observatory unlock / research
2 gems + 2 crystals + 2 mercury
Effect at each individual spell level
Spell level
Value / formula
Level 1
Neutral armies; 10 mana
Level 2
Neutral armies; 6 mana
Level 3
Also resources; 6 mana
Level 4
Also artifacts; 6 mana
Rules, restrictions and interactions
Level two reduces cost from ten to six mana. Location markers do not automatically include exact counts, intentions or the fuller intelligence of Read Minds.
Practical use
Plan resource collection and artifact routes before assigning secondary heroes. A revealed destination may still require scouting a safe approach.
Transforms a neutral army into another of initially equal strength, with later levels reducing that strength.
Base cost: 17 mana
Use
Adventure map
Observatory unlock / research
8 gems + 8 crystals + 8 mercury
Effect at each individual spell level
Spell level
Value / formula
Level 1
Range Sight; equal strength
Level 2
Range 2 × Sight; equal strength
Level 3
Range 2 × Sight; strength −5%
Level 4
Range 2 × Sight; strength −10%
Rules, restrictions and interactions
Use is once per day. Army strength differs from headcount, and a replacement composition can have different tactical difficulty. The exact strength conversion and creature selection are unspecified.
Practical use
Reroll a guard whose abilities counter your army. Reassess afterward: an equal strength rating does not guarantee an easier fight.
Mitigates melee damage against friendly creatures, expanding to the whole army at higher levels.
Base cost: 6 mana
Use
Battlefield
Observatory unlock / research
2 gems + 2 crystals + 2 mercury
Default spell cooldown
2 rounds including the casting round
Reference duration
1 + ⌊P/4⌋ rounds
Effect at each individual spell level
Spell level
Value / formula
Level 1
One stack: −15% melee damage taken
Level 2
One stack: −20% melee damage taken
Level 3
Army: −20% melee damage taken
Level 4
Army: −30% melee damage taken
Rules, restrictions and interactions
Protection applies to melee attacks rather than automatically covering shots or spells. Percentage mitigation differs from Defense. Duration is 1 + ⌊P/4⌋ rounds.
Practical use
Cast before engaging a strong melee threat. Against predominantly ranged opposition, choose protection that actually covers the incoming damage.
Shortens enemy buffs, expanding to adjacent enemies and then the opposing army.
Base cost: 8 mana
Use
Battlefield
Observatory unlock / research
4 gems + 4 crystals + 4 mercury
Default spell cooldown
3 rounds including the casting round
Unverified part of the reference: Details and differences are explained in this card’s rules.
Effect at each individual spell level
Spell level
Value / formula
Level 1
One target: remove 2 + ⌊P/5⌋ duration
Level 2
One target: 4 + ⌊P/5⌋; annotation conflict
Level 3
Target and adjacent enemies: 4 + ⌊P/5⌋
Level 4
All enemies: 4 + ⌊P/5⌋
Rules, restrictions and interactions
Detailed effects give 2 + ⌊P/5⌋, then 4 + ⌊P/5⌋ from level two, despite an upgrade annotation of 1 → 2. The table retains the detailed formula and flags the conflict. Future buffs are not explicitly prohibited.
Practical use
Respond after an expensive enemy buff. Compare its remaining duration with the reduction; a short-lived effect may be eliminated without dealing damage.
Deals magical damage to creatures within one hex of the selected location.
Base cost: 13 mana
Use
Battlefield
Observatory unlock / research
4 gems + 4 crystals + 4 mercury
Default spell cooldown
3 rounds including the casting round; Masterful 1
Pinned-wiki immune creatures
Phoenixes
Effect at each individual spell level
Spell level
Value / formula
Level 1
50 + 10P; radius one
Level 2
75 + 10P; radius one
Level 3
125 + 10P; radius one
Level 4
200 + 10P; radius one
Masterful variant
Masterful increases the radius from one to two hexes while retaining all four damage formulas. The larger friendly-fire area must also be considered.
Cooldown: one round, including the casting round.
Rules, restrictions and interactions
Both armies can be hit. A hex radius should not be replaced with another game’s square 3 × 3 area. Spell levels raise fixed damage while keeping the P coefficient at ten.
Practical use
Choose an enemy cluster clear of your troops. Evaluate the combined benefit across stacks and subtract any friendly-fire losses.
Creates breakable crystal obstacles whose number, duration and hit endurance depend on spell level.
Base cost: 8 mana
Use
Battlefield
Observatory unlock / research
4 gems + 4 crystals + 4 mercury
Default spell cooldown
3 rounds including the casting round
Effect at each individual spell level
Spell level
Value / formula
Level 1
Up to two obstacles; one hit; two rounds
Level 2
Up to two obstacles; one hit; three rounds
Level 3
Up to three obstacles; one hit; three rounds
Level 4
Up to three obstacles; two hits; three rounds
Rules, restrictions and interactions
Obstacles use a hit count rather than an ordinary HP budget. Level four needs two hits instead of one. The upgrade note says damage instances while base text says attacks; edge-case triggers remain unspecified.
Practical use
Block a narrow route or force a detour. The nominal duration matters less if enemies can quickly break the obstacles.
Combines direct magical damage with a two-round Initiative penalty on one enemy stack.
Base cost: 10 mana
Use
Battlefield
Observatory unlock / research
4 gems + 4 crystals + 4 mercury
Default spell cooldown
3 rounds including the casting round; Masterful 1
Pinned-wiki immune creatures
Naiads
Effect at each individual spell level
Spell level
Value / formula
Level 1
50 + 10P; −3 Initiative
Level 2
100 + 10P; −3 Initiative
Level 3
100 + 15P; −3 Initiative
Level 4
100 + 15P; −6 Initiative
Masterful variant
Masterful doubles the Initiative penalties to −6/−6/−6/−12. Damage and the two-round debuff duration remain unchanged.
Cooldown: one round, including the casting round.
Rules, restrictions and interactions
The Initiative reduction lasts two rounds and does not mean lower Speed. Level four improves the debuff without increasing the level-three damage formula.
Practical use
Hit a creature before a critical action. Compare Ice Bolt with Lightning Bolt through both damage and the value of altered action order.
Ignites selected hexes, damaging ground creatures that enter them.
Base cost: 12 mana at level 1 / 9 mana at level 4
Use
Battlefield
Observatory unlock / research
6 gems + 6 crystals + 6 mercury
Default spell cooldown
4 rounds including the casting round; Masterful 1
Pinned-wiki immune creatures
Phoenixes
Effect at each individual spell level
Spell level
Value / formula
Level 1
Two hexes; 80 + 10P; 12 mana
Level 2
Two hexes; 80 + 10P; 9 mana
Level 3
Three hexes; 80 + 10P; 9 mana
Level 4
Three hexes; 120 + 15P; 9 mana
Masterful variant
Masterful extends the hazard from two to four rounds, retaining the listed hex counts and damage values.
Cooldown: one round, including the casting round.
Rules, restrictions and interactions
The documented trigger is a ground creature entering a burning tile. Ordinary duration is two rounds. Cost drops from twelve to nine at level two; friendly safety is not guaranteed.
Practical use
Place fire on a route enemies actually need. Watch your ground troops and do not count damage from targets that never enter the hazard.
Damages one enemy and fills its adjacent empty hexes with rock obstacles.
Base cost: 12 mana
Use
Battlefield
Observatory unlock / research
6 gems + 6 crystals + 6 mercury
Default spell cooldown
4 rounds including the casting round; Masterful 1
Pinned-wiki immune creatures
Iriyads
Effect at each individual spell level
Spell level
Value / formula
Level 1
75 + 15P; rocks one round
Level 2
150 + 15P; rocks one round
Level 3
150 + 15P; rocks two rounds
Level 4
150 + 20P; rocks two rounds
Masterful variant
Masterful raises rock endurance from one to two hits. Damage and obstacle duration otherwise follow the corresponding ordinary level.
Cooldown: one round, including the casting round.
Rules, restrictions and interactions
Occupied neighboring hexes are not documented as being overwritten. Ordinary rocks break after one attack hit. Their duration does not imply repeated damage to the original victim.
Practical use
Isolate a melee threat or obstruct its route. Avoid also blocking your own finishing stack unless you can attack from range or another direction.
Structure damage is 100/200/200/400 + 15P. Repeated effect text gives creatures 15P throughout, while the level-three note adds 100. This extra hundred is inconsistently represented and explicitly flagged.
Practical use
Check creature positions relative to the walls and the value of opening access. A field battle without fortifications does not offer the same return.
Raises one friendly stack’s Initiative by an increasing amount at each spell level.
Base cost: 8 mana
Use
Battlefield
Observatory unlock / research
2 gems + 2 crystals + 2 mercury
Default spell cooldown
2 rounds including the casting round; Masterful 1
Reference duration
2 + ⌊P/4⌋ rounds
Effect at each individual spell level
Spell level
Value / formula
Level 1
+3 Initiative
Level 2
+4 Initiative
Level 3
+5 Initiative
Level 4
+6 Initiative
Masterful variant
Masterful shares the corresponding Initiative bonus with every friendly stack for the same 2 + ⌊P/4⌋ rounds.
Cooldown: one round, including the casting round.
Rules, restrictions and interactions
Ordinary targeting stays single-stack through level four. Duration is 2 + ⌊P/4⌋ rounds. Initiative affects action order rather than automatically increasing movement reach.
Practical use
Advance a stack whose earlier action can remove a threat. Judge the bonus against actual action order rather than the number alone.
Creates a friendly combat copy with reduced damage, increased vulnerability and no special abilities.
Base cost: 20 mana
Use
Battlefield
Observatory unlock / research
8 gems + 8 crystals + 8 mercury
Default spell cooldown
5 rounds including the casting round; Masterful 1
Reference duration
1 + ⌊P/7⌋ rounds
Effect at each individual spell level
Spell level
Value / formula
Level 1
Deals −75%; takes +300%
Level 2
Deals −67%; takes +200%
Level 3
Deals −50%; takes +100%
Level 4
Deals −30%; takes +50%
Masterful variant
Masterful can also copy an enemy, producing a copy on your side. Ability restrictions and damage modifiers remain unchanged.
Cooldown: one round, including the casting round.
Rules, restrictions and interactions
A −75% output modifier leaves 25% ordinary damage, while +300% incoming means four times damage. Later levels improve both disadvantages. Duration is 1 + ⌊P/7⌋ rounds; the copy is not permanent recruitment.
Practical use
Copy strong basic attacks or a useful blocking body. Avoid plans that require a special ability the copy explicitly cannot use.
Deals maximum-health-based magical damage and grows with repeated casts on the same stack.
Base cost: 7 mana
Use
Battlefield
Observatory unlock / research
2 gems + 2 crystals + 2 mercury
Default spell cooldown
2 rounds including the casting round; Masterful 1
Unverified part of the reference: Details and differences are explained in this card’s rules.
Effect at each individual spell level
Spell level
Value / formula
Level 1
(30 + 3P)% of referenced max HP
Level 2
(45 + 3P)% of referenced max HP
Level 3
(45 + 6P)% of referenced max HP
Level 4
Same; execution at no more than 25% original count
Masterful variant
Masterful raises the repeat increment from +100% to +200%. Its exported fourth-level text omits execution, while the wiki describes only faster growth as the change; inheritance of execution is therefore unconfirmed.
Cooldown: one round, including the casting round.
Rules, restrictions and interactions
The source references creature maximum HP without independently resolving the full-stack calculation; an unverified headcount multiplier is not assumed. Recasts add a stacking +100%. Level four executes a stack at no more than 25% of original count.
Practical use
Maintain pressure on the same priority target if the fight lasts through cooldowns. A high formula percentage does not establish automatic deletion of a large stack.
Restores friendly HP and can return fallen members, unlike Healing Water.
Base cost: 17 mana
Use
Battlefield
Observatory unlock / research
8 gems + 8 crystals + 8 mercury
Default spell cooldown
5 rounds including the casting round; Masterful 1
Unverified part of the reference: Details and differences are explained in this card’s rules.
Effect at each individual spell level
Spell level
Value / formula
Level 1
50 + 20P HP
Level 2
100 + 20P HP
Level 3
100 + 25P HP
Level 4
100 + 35P HP
Masterful variant
Masterful can create temporary members beyond the original stack size. Those additional members are not permanent recruitment; the HP budgets remain unchanged.
Cooldown: one round, including the casting round.
Rules, restrictions and interactions
The table is a healing budget rather than a creature count. Ordinary text does not allow growth above original size. Post-battle permanence of individual revivals is not independently established by this export.
Practical use
Near battle’s end, weigh valuable recovery against mana needed for the next fight. Convert the budget using the affected creature’s actual HP.
Damages creatures within two hexes and pulls the outermost affected targets inward where possible.
Base cost: 30 mana
Use
Battlefield
Observatory unlock / research
10 gems + 10 crystals + 10 mercury
Default spell cooldown
6 rounds including the casting round
Effect at each individual spell level
Spell level
Value / formula
Level 1
80 + 15P; radius two
Level 2
120 + 15P; radius two
Level 3
200 + 15P; radius two
Level 4
200 + 20P; radius two
Rules, restrictions and interactions
The area includes the center and allied creatures. Pulling depends on placement feasibility; collision resolution and move order are unspecified. It does not promise to collapse all targets onto one tile.
Practical use
Set up a cluster for follow-up area damage, checking allies and the new attack opportunities created by displacement.
Simultaneously improves friendly Speed and Initiative while reducing both across the enemy army.
Base cost: 23 mana at level 1 / 19 mana at level 4
Use
Battlefield
Observatory unlock / research
10 gems + 10 crystals + 10 mercury
Default spell cooldown
6 rounds including the casting round
Effect at each individual spell level
Spell level
Value / formula
Level 1
±1 Speed / Initiative; 1 + ⌊P/8⌋ rounds; 23 mana
Level 2
Same attributes; 2 + ⌊P/8⌋ rounds; 23 mana
Level 3
Same effects; 19 mana
Level 4
Also clears movement restrictions / buffs; 19 mana
Rules, restrictions and interactions
Both the friendly bonus and enemy penalty stay at one point. Level two extends duration, level three reduces mana, and level four clears allied movement restrictions and enemy movement buffs.
Practical use
Choose a round where movement and order changes affect several engagements. Level four can answer combined enemy movement buffs and allied slows.
Places invisible snares that stop movement, end the current turn and cancel the trapped creature’s next turn.
Base cost: 10 mana at level 1 / 5 mana at level 4
Use
Battlefield
Observatory unlock / research
8 gems + 8 crystals + 8 mercury
Default spell cooldown
5 rounds including the casting round
Reference duration
1 + ⌊P/7⌋ rounds
Effect at each individual spell level
Spell level
Value / formula
Level 1
Up to two traps; 10 mana
Level 2
Up to two traps; 5 mana
Level 3
Up to three traps; 5 mana
Level 4
Up to four traps; 5 mana
Rules, restrictions and interactions
Ordinary ground movement does not trigger a trap on the route’s final hex. Landing by flight, jump, teleport or forced movement does, including at the destination. A triggered trap disappears. Cost falls from ten to five at level two.
Practical use
Cover transit tiles rather than assuming the enemy’s final walking tile triggers. Forced-movement combinations depend on the explicit landing exception.
Defers damage until the next round’s start, when the accumulated amount returns as Pure Damage.
Base cost: 15 mana
Use
Battlefield
Observatory unlock / research
10 gems + 10 crystals + 10 mercury
Default spell cooldown
6 rounds including the casting round
Unverified part of the reference: Details and differences are explained in this card’s rules.
Effect at each individual spell level
Spell level
Value / formula
Level 1
Returns 100%; 1 + ⌊P/8⌋ rounds
Level 2
Returns 80%?; 1 + ⌊P/8⌋ rounds
Level 3
Returns 80%?; 3 + ⌊P/8⌋ rounds
Level 4
Returns 60%?; 3 + ⌊P/8⌋ rounds
Rules, restrictions and interactions
Level one delays rather than cancels damage, returning 100%. Detailed values then return 80/80/60%, despite upgrade annotations of 21/41% reduction. The table follows detailed values. Settlement when the effect expires is not established.
Practical use
Buy time for a decisive action while preparing for the following round. Deferred damage is not permanently saved health.
Enables remote interaction with an allied hero, increasing range and daily uses at later levels.
Base cost: 12 mana
Use
Adventure map
Observatory unlock / research
6 gems + 6 crystals + 6 mercury
Effect at each individual spell level
Spell level
Value / formula
Level 1
Range Sight; once daily
Level 2
Range 2 × Sight; once daily
Level 3
Range 2 × Sight; twice daily
Level 4
Range 3 × Sight; twice daily
Rules, restrictions and interactions
The effect provides interaction, not relocation of both heroes or a movement refill. Range uses caster Sight. Exchange options follow the normal hero interaction interface.
Practical use
Shorten supply chains and pass reinforcements before the next fight. Plan the daily limit around the specific allied hero you need to reach.
Deals area magical damage based on available Focus Charges instead of Spell Power.
Base cost: 8 mana
Use
Battlefield
Observatory unlock / research
4 gems + 4 crystals + 4 mercury
Default spell cooldown
3 rounds including the casting round
Effect at each individual spell level
Spell level
Value / formula
Level 1
30 × Focus Charges
Level 2
40 × Focus Charges
Level 3
55 × Focus Charges
Level 4
75 × Focus Charges
Rules, restrictions and interactions
The one-hex radius can catch allies. The official wiki explicitly states that casting does not consume Focus. Multiply the listed coefficient by available charges.
Practical use
Cast before spending Focus when the extra damage secures a kill. Low P does not weaken the formula, but friendly positioning still matters.
Immediately creates Focus Charges, with later levels reducing mana cost and granting more charges.
Base cost: 9 mana at level 1 / 7 mana at level 4
Use
Battlefield
Observatory unlock / research
2 gems + 2 crystals + 2 mercury
Default spell cooldown
2 rounds including the casting round
Effect at each individual spell level
Spell level
Value / formula
Level 1
+1 Focus Charge; 9 mana
Level 2
+1 Focus Charge; 7 mana
Level 3
+2 Focus Charges; 7 mana
Level 4
+3 Focus Charges; 7 mana
Rules, restrictions and interactions
The spell is neither a direct damage effect nor a creature action. Cost falls from nine to seven at level two. The reserve cap follows the separate Focus system.
Practical use
Reach an important ability’s Focus threshold before its activation. Weigh the hero cast against the benefit your army can actually obtain from the charges.
Protects against ranged damage, later covering Long Reach and the whole friendly army.
Base cost: 8 mana
Use
Battlefield
Observatory unlock / research
2 gems + 2 crystals + 2 mercury
Default spell cooldown
2 rounds including the casting round
Reference duration
1 + ⌊P/4⌋ rounds
Effect at each individual spell level
Spell level
Value / formula
Level 1
One stack: −30% ranged damage
Level 2
One stack: −60% ranged damage
Level 3
One stack: −60% ranged and Long Reach
Level 4
Army: −60% ranged and Long Reach
Rules, restrictions and interactions
Repeated export text prematurely includes Long Reach at level two. Both the upgrade note and official wiki introduce it at level three, as the table does. Duration is 1 + ⌊P/4⌋ rounds.
Practical use
Shield the approach to enemy shooters. Against Long Reach, verify the spell level rather than assuming the sixty-percent reduction already covers it.
Places invisible traps that explode on ground-creature entry, also damaging adjacent creatures.
Base cost: 11 mana
Use
Battlefield
Observatory unlock / research
6 gems + 6 crystals + 6 mercury
Default spell cooldown
4 rounds including the casting round
Reference duration
1 + ⌊P/5⌋ rounds
Unverified part of the reference: Details and differences are explained in this card’s rules.
Effect at each individual spell level
Spell level
Value / formula
Level 1
Two traps; (100 + 5P)% of one creature’s HP
Level 2
Two traps; (100 + 10P)% of one creature’s HP
Level 3
Three traps; (100 + 10P)% of one creature’s HP
Level 4
Three traps; (100 + 15P)% of one creature’s HP
Rules, restrictions and interactions
The formula references one creature’s maximum HP rather than the stack’s combined health. A triggered trap disappears. The exact health basis for adjacent victims and rounding are unspecified.
Practical use
Trap likely routes of high-health creatures. Leave room around your own stacks because the explosion also has an adjacent area.
Temporarily disables enemy retaliations, expanding to neighboring enemies at level four.
Base cost: 6 mana
Use
Battlefield
Observatory unlock / research
6 gems + 6 crystals + 6 mercury
Default spell cooldown
4 rounds including the casting round
Effect at each individual spell level
Spell level
Value / formula
Level 1
One target; 1 + ⌊P/6⌋ rounds
Level 2
One target; 2 + ⌊P/6⌋ rounds
Level 3
Also removes Riposte
Level 4
Target and adjacent enemies; same duration
Rules, restrictions and interactions
Unlike Weakening Ray, Shackles has its own multi-round duration. The level-three upgrade explicitly removes Riposte even though the repeated effect sentence omits it.
Practical use
Prepare concentrated melee attacks. Against Riposte, use the required level rather than treating lower levels as a confirmed dispel.
Creates a barrier that blocks the next damage instance, or the next two at level four.
Base cost: 18 mana at level 1 / 14 mana at level 4
Use
Battlefield
Observatory unlock / research
4 gems + 4 crystals + 4 mercury
Default spell cooldown
3 rounds including the casting round; Masterful 1
Effect at each individual spell level
Spell level
Value / formula
Level 1
One block; 1 + ⌊P/5⌋ rounds; 18 mana
Level 2
One block; 1 + ⌊P/5⌋ rounds; 14 mana
Level 3
One block; 2 + ⌊P/5⌋ rounds; 14 mana
Level 4
Two blocks; 2 + ⌊P/5⌋ rounds; 14 mana
Masterful variant
Masterful also prevents negative effects while Carapace remains active. Block counts, durations and costs follow the ordinary table.
Cooldown: one round, including the casting round.
Rules, restrictions and interactions
Protection counts damage instances rather than a fixed HP shield. It can expire by consuming its blocks before its duration ends. Mana falls from eighteen to fourteen at level two.
Practical use
Time the barrier for an expensive hit rather than unavoidable minor damage. Separate strikes can rapidly exhaust its protection.
Hits every enemy according to creature tier, changing from Magic to Pure Damage at level four.
Base cost: 13 mana
Use
Battlefield
Observatory unlock / research
6 gems + 6 crystals + 6 mercury
Default spell cooldown
4 rounds including the casting round
Effect at each individual spell level
Spell level
Value / formula
Level 1
15 × tier; Magic Damage
Level 2
25 × tier; Magic Damage
Level 3
40 × tier; Magic Damage
Level 4
40 × tier; Pure Damage
Rules, restrictions and interactions
The multiplier is creature tier rather than headcount. Level four retains the coefficient of forty while changing damage type. Special or untiered creature exceptions are not documented.
Practical use
Consider it against several high-tier stacks. Against a lone low-tier enemy, compare cheaper targeted damage and the value of the cast.
Summons a Spell Power-scaled Avatar, with only one allowed per side at a time.
Base cost: 0 mana
Use
Battlefield
Acquisition
Summon Avatar skill
Default spell cooldown
5 rounds including the casting round
Damage by Summon Avatar skill rank
Skill rank
Value / formula
Basic
10 + 6P Damage
Advanced
10 + 8P Damage
Expert
10 + 10P Damage
Rules, restrictions and interactions
Acquisition requires Summon Avatar, not a guild or teaching object. Its three rows are Basic/Advanced/Expert skill ranks rather than ordinary spell levels. Three hits from any source destroy it; Attack and Damage use P instead of hero Attack.
Practical use
Use the zero-mana reinforcement to attack or block, watching its received-hit count. A large health value does not override the three-hit rule.
P means Spell Power. Tier I–V determines guild classification; individual level 1–4 changes a spell’s effect. School-skill rank is separate again. Tables show individual levels, except Summon Avatar’s three skill ranks. The ⌊ ⌋ symbols mean rounding down.
Base capacity is 10 mana per Knowledge, with 10% maximum regenerated daily. An overnight stay at a town guild refills it next day; apply other modifiers separately.
Ordinary combat cooldown is tier + 1 rounds, counting the cast round. Masterful has cooldown one, allowing another cast next round. Thaumaturgy adds a second cast under its own rules and cost.
Tier III and above require the relevant school skill or Wisdom. The Observatory shares unlocks, but teaching stops at the local guild’s tier. Improving a spell for 25 Alchemical Dust raises it only once through this method.
Research paid in gems, crystals and mercury unlocks magic rather than paying casting mana. Priced neutral spells use Insight. Their extract lists 1/1/2 Insight upgrade costs; the ordinary one-time dust rule is not automatically transferred to this branch.
Masterful is a specialization variant rather than a fifth level. Each card explains its changes to the four ordinary rows and links the relevant hero. Magic Arrow and Summon Avatar come from skills. Wiki creature exceptions are identified separately from build numbers; exact agreement of every later revision with the reference build is not assumed.