Spells

Home
ID Name Image Description Crystals Stamina Life Circle Item level (scroll) Karma Cumulative Power modifier Duration modifier Resist power Resist duration Defense power Drops in the form of a scroll (loot) Applies to Immunity Building Units Sources Castle spell Summoned creature
1 Magic Spark Circle 0.
Inflicts 5 points of magic damage to the target.
Damage increases with the caster's Spellpower.
0 1 0 0 0 0 no 100 0 100 0 0 no
Immunity (abilities): Spell Immunity, Air Immunity
Library yes
2 Fatigue Circle 0.
The target loses 5 stamina points.
Loss increases slightly with the caster's Spellpower. Has no effect on tireless creatures and Elementals.
0 1 0 0 0 0 yes 50 0 100 0 0 no
Immunity (abilities): Tireless, Spell Immunity
Immunity (type): Elemental Spirit, Golem
Library yes
3 Inspiration Circle 0.
The target restores 4 morale points and 2 stamina points.
Effect increases with the caster's Spellpower. Does not affect the undead, mechanical units and animals.
0 1 0 0 0 0 yes 100 0 0 0 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Animal, Golem
Library Bard, Monk, Faith Devotee, Preacher
yes
4 Triple Blade Circle 1.
School: Metamorphosis.
Inflicts 10 points of physical damage. Magic immunity does not apply.
Damage increases slightly with the caster's Spellpower.
3 1 0 1 2 0 no 70 0 0 0 100 yes
Metamorphosis School Sources (events; chance): #1213, #1350, #2165
yes
5 Magic Armor Circle 1.
School: Metamorphosis.
Increases the melee and ranged defense of the target by 3 points. Lasts 4 turns.
Duration increases with the caster's Concentration.
Has no effect on Elementals and incorporeal creatures.
2 1 0 1 1 0 no 0 100 0 0 0 yes
Immunity (abilities): Spell Immunity, Incorporeal
Immunity (type): Elemental Spirit
Metamorphosis School Sources (events; chance): #1213, #2164
yes
6 Magic Weapon Circle 1.
School: Metamorphosis.
Increases all attack attributes of the target by 2 points. Lasts 5 turns.
Replenishes ammo by 2.
Duration increases with the caster's Concentration.
Has no effect on Animals.
2 1 0 1 1 0 no 0 100 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Animal
Metamorphosis School Sources (events; chance): #1213, #2164
yes
7 Head Wind Circle 1.
School: Elemental Magic.
Reduces the target's Speed by 2, and Range by 1. Unit loses one Stamina each turn. Lasts 6 turns. If the unit's Speed falls below 1, it can still move, but will lose stamina with every step.
Duration increases with the caster's Concentration.
No effect on incorporeal creatures.
3 1 0 1 1 0 no 0 100 0 100 0 yes
Immunity (abilities): Spell Immunity, Incorporeal
Sphere of Winds Mage, High Mage, Air Elemental
Sources (events; chance): #1213, #2164
yes
8 Haste Circle 1.
School: Elemental Magic.
Increases the target's speed by 2. The enchanted unit recovers 1 stamina point each turn. Lasts 4 turns.
Duration increases with the caster's Concentration.
2 1 0 1 1 0 no 0 100 0 0 0 yes
Immunity (abilities): Spell Immunity
Sphere of Winds Fairy
Sources (events; chance): #1213, #2164
yes
9 Air Shield Circle 1.
School: Elemental Magic.
The effect of this spell is cumulative.
Increases target's Ranged Defense by 6 and Resistance by 1. Lasts 5 turns.
Duration increases with the caster's Concentration.
1 1 0 1 1 0 yes 0 100 0 0 0 yes
Immunity (abilities): Spell Immunity
Sphere of Winds Mage, High Mage
Sources (events; chance): #1213, #2164
yes
10 Hex Circle 1.
School: Necromancy.
The caster loses 1 hit point.
Reduces the target's Defense attributes and Resistance by 1, and prevents healing the target. Lasts 6 turns.
Effect increases with the caster's Spellpower.
Does not affect mechanical units.
2 1 1 1 1 0 no 100 0 0 100 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Mechanical, Golem
Shaman, Witch Doctor, Trapped Soul
Sources (events; chance): #1213, #2164
no
11 Bless Circle 1.
School: Sacred Magic.
Increases all attack and defense attributes of the target by 1. Lasts 6 turns.
The effect slightly increases with the caster's Spellpower.
The spell has no effect on undead and demons.
2 1 0 1 1 0 no 35 0 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Demon
Sanctuary Monk, Faith Devotee, Preacher
Sources (events; chance): #1213, #2164
yes
12 Cure Wounds Circle 1.
School: Sacred Magic.
Heals target for 8 hit points.
Healing effect increases with the caster's Spellpower.
Has no effect on the Undead, Mechanical units, and Elementals.
2 1 0 1 1 1 yes 100 0 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Sanctuary White Mage
Sources (events; chance): #1213, #2164
yes
13 Fear Circle 1.
School: Necromancy.
Reduces target's morale by 6.
Effect increases slightly with the caster's Spellpower.
Has no effect on intrepid creatures.
3 1 0 1 1 0 no 50 0 100 0 0 yes
Immunity (abilities): Intrepid, Spell Immunity, Mind Control Immunity
School of Necromancy Necromancer, Demon, Avenger, Sorcerer
Sources (events; chance): #1213, #2164
yes
14 Raise Skeleton Circle 1.
School: Necromancy.
Creates a Skeleton from the remains of a fallen.
Skeleton's attributes depend on Summoning and Necromancy power.
4 1 0 1 1 -1 no 100 0 0 0 0 yes
School of Necromancy Necromancer, Sorcerer, Death Touched, Sorcerer
Sources (events; chance): #1213, #2164
yes Skeleton
15 Raise Zombie Circle 1.
School: Necromancy.
Creates a Zombie from the remains of a fallen.
Zombie's attributes depend on Summoning and Necromancy power.
6 2 0 1 2 -1 no 100 0 0 0 0 yes
School of Necromancy Necromancer, Sorcerer
Sources (events; chance): #1213, #1350, #2165
yes Zombie
16 Dispel Circle 1.
School: Astral Magic.
Reduces the duration of negative effects on a friendly unit and positive effects on a hostile unit for 3 turns. Inflicts 9 points of damage if the target is a hostile summoned creature.
Effect duration reduction and damage increase with the caster's Resistance negation skill.
1 1 0 1 1 0 no 0 0 100 0 0 yes
School of Astral Magic Medium, Beholder, Priest, Patriarch
Sources (events; chance): #1213, #2164
yes
17 Astral Energy Circle 1.
School: Astral Magic.
Increases the resistance of the target by 3. Lasts 3 turns.
Restores 8 stamina points.
Duration increases with the caster's Concentration.
4 1 0 1 1 0 no 0 100 0 0 0 yes
Immunity (abilities): Spell Immunity
School of Astral Magic Medium
Sources (events; chance): #1213, #2164
yes
18 Web Circle 1.
School: Metamorphosis.
Immobilizes the target, but increases its defense attributes. An entangled target cannot fight. Lasts 3 turns.
For every 10 points of the target's Attack, Counterattack, or magical Ranged Attack, duration is reduced by 1.
Duration slightly increases with the caster's Concentration.
3 1 0 1 1 0 no 0 35 0 100 0 yes
Immunity (abilities): Spell Immunity, Web Immunity
Metamorphosis School Sources (events; chance): #1213, #2164
yes
19 Summon Imp Circle 1.
School: Chaos Magic.
The caster loses 3 hit points.
An Imp is summoned in a tile adjacent to the caster.
Summoning range and Imp's attributes depend on the caster's Summoning Power.
5 1 3 1 2 -1 no 100 0 0 0 0 yes
Altar of Chaos Demonologist, Sorcerer, Sorcerer
Sources (events; chance): #1213, #1350, #2165
yes Imp
20 Burn Ammo Circle 1.
School: Chaos Magic.
Destroys 6 missiles from the target's ammo stock. Target takes damage based on the amount of destroyed ammo.
The amount of ammo burned increases with the caster's Spellpower.
Has no effect on Animals, and creatures with natural weapons.
4 1 0 1 1 0 no 100 0 100 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Animal
Altar of Chaos Sources (events): #507
Sources (events; chance): #1213, #2164
yes
21 Vulnerability Circle 1.
School: Chaos Magic.
The effect of this spell is cumulative.
Reduces the defense attributes and the resistance of the target by 3. Lasts 6 turns.
Duration increases with the caster's Concentration.
2 1 0 1 1 0 yes 0 100 0 100 0 yes
Immunity (abilities): Spell Immunity
Altar of Chaos Demonologist
Sources (events; chance): #1213, #2164
yes
22 Lightning Circle 1.
School: Elemental Magic.
Inflicts 10 points of magic damage to the target.
Damage increases with the caster's Spellpower.
3 1 0 1 1 0 no 100 0 100 0 0 yes
Immunity (abilities): Spell Immunity, Air Immunity
Sphere of Winds Sources (events; chance): #1213, #2164
yes
23 Blast Circle 2.
School: Metamorphosis.
Deals 9 points of magic damage to all units within 1 tiles.
Damage increases with the caster's Spellpower.
11 4 0 2 3 0 no 100 0 100 0 0 yes
Immunity (abilities): Spell Immunity, Fire Immunity
Mages Guild Mage, High Mage
Sources (events; chance): #1218, #1343, #1350, #1630
yes
24 Fire Blade Circle 2.
School: Metamorphosis.
Increases all attack attributes of the target by 4 and makes its attack deal magic damage. Lasts 3 turns.
Duration increases with the caster's Concentration.
Has no effect on Animals and creatures with natural weapons.
4 1 0 2 2 0 no 0 100 0 100 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Animal
Mages Guild Faerie Dragon
Sources (events; chance): #1213, #1350, #2165
yes
25 Phantom Form Circle 2.
School: Astral Magic.
Reduces all attack attributes of the target by 10, increases its armor by 10 and grants Incorporeality. Lasts 5 turns.
Duration increases with the caster's Concentration.
4 1 0 2 2 0 no 0 100 0 100 0 yes
Immunity (abilities): Spell Immunity, Incorporeal
Illusionists Guild Sources (events; chance): #1213, #1350, #2165
yes
26 Sleep Circle 2.
School: Astral Magic.
Puts the target to sleep. This spell will be broken once the target takes damage. Lasts 5 turns.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
6 1 0 2 2 0 no 0 100 0 100 0 yes
Immunity (abilities): Spell Immunity, Mind Control Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Illusionists Guild Sources (events; chance): #1213, #1350, #2165
yes
27 Hallucination Circle 2.
School: Astral Magic.
Ranged Attack of all non-melee enemies is reduced by 3. Lasts 5 turns.
Duration increases with the caster's Concentration. Resistance protects only partially.
Has no effect on the Undead, Mechanical units, and Elementals.
9 2 0 2 3 0 no 0 100 0 50 0 yes
Immunity (abilities): Spell Immunity, Mind Control Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Sources (events; chance): #1218, #1343, #1350, #1630
no
28 Raise Ghoul Circle 2.
School: Necromancy.
Creates a Ghoul from the remains of a fallen.
Ghoul's attributes depend on Summoning and Necromancy power.
15 4 0 2 3 -1 no 100 0 0 0 0 yes
Necromancers Guild Necromancer, Death Touched, Warlock
Sources (events; chance): #1218, #1343, #1350, #1630
yes Ghoul
29 Vampirism Circle 2.
School: Necromancy.
The target recovers health whenever it deals melee damage. Lasts 3 turns.
Duration increases with the caster's Concentration.
Has no effect on Mechanical units and Elementals.
12 2 0 2 3 -1 no 0 100 0 0 0 yes
Immunity (abilities): Spell Immunity, Avatar of Light
Immunity (type): Mechanical, Elemental Spirit, Golem
Necromancers Guild Sources (events; chance): #1218, #1343, #1350, #1630
yes
30 Atrophy Circle 2.
School: Necromancy.
Infects the target with a disease. An infected unit loses 2 Stamina and 1 Morale each turn. All types of Attack are reduced by 3, and speed by 1.
The unit's wounds cannot be healed. Active for 6 turns.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, Elementals, and Ratmen.
6 1 0 2 2 -1 no 0 100 0 100 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Ratman, Elemental Spirit, Golem
Necromancers Guild Sources (events; chance): #1213, #1350, #2165
yes
31 Create Gargoyle Circle 2.
School: Elemental Magic.
A Gargoyle is summoned in a tile adjacent to the caster.
Summoning range and Gargoyle's attributes depend on the caster's Summoning Power.
15 3 0 2 3 0 no 100 0 0 0 0 yes
Sphere of Stone Sources (events; chance): #1218, #1343, #1350, #1630
yes Gargoyle
32 Rain of Stones Circle 2.
School: Elemental Magic.
Deals 4 HP damage to all units within a 2-tile radius, disables their ability to fly or hover, and cripples them, reducing their speed. Lasts 3 turns.
Duration slightly increases with the caster's Concentration.
Magic Resistance and Spell Immunity do not apply.
Has no effect on incorporeal creatures or Giants.
11 4 0 2 3 0 no 0 50 0 0 0 yes
Immunity (abilities): Incorporeal
Immunity (type): Giant
Sphere of Stone Sources (events; chance): #1218, #1343, #1350, #1630
yes
33 Stone Skin Circle 2.
School: Elemental Magic.
Increases the armor of the target by 5 and its resistance by 3. Lasts 4 turns.
Duration increases with the caster's Concentration.
Has no effect on Elementals, Golems, Artillery, and incorporeal creatures.
5 1 0 2 2 0 no 0 100 0 0 0 yes
Immunity (abilities): Spell Immunity, Incorporeal
Immunity (type): Elemental Spirit, Golem, Artillery
Sphere of Stone Sources (events; chance): #1213, #1350, #2165
yes
34 Summon Fiend Circle 2.
School: Chaos Magic.
The caster loses 6 hit points.
A Fiend is summoned in a tile next to the caster.
Summoning range and Fiend's attributes depend on the caster's Summoning Power.
13 3 6 2 3 -2 no 100 0 0 0 0 yes
Temple of Chaos Demonologist
Sources (events; chance): #1218, #1343, #1350, #1630
yes Fiend
35 Summon Hellhound Circle 2.
School: Chaos Magic.
The caster loses 4 hit points.
A Hellhound is summoned in a tile next to the caster.
Summoning range and Hellhound's attributes depend on the caster's Summoning Power.
12 3 4 2 3 -2 no 100 0 0 0 0 yes
Temple of Chaos Demonologist
Sources (events; chance): #1218, #1343, #1350, #1630
yes Hellhound
36 Blindness Circle 2.
School: Chaos Magic.
Reduces the attack attributes of the target to zero. Lasts 4 turns.
Duration slightly increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, Elementals, and Chaos Lords.
9 1 0 2 2 0 no 0 50 0 100 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Chaos Lord, Elemental Spirit, Golem
Temple of Chaos Sources (events; chance): #1213, #1350, #2165
yes
37 Restoration Circle 2.
School: Sacred Magic.
Heals target for 12 hit points. Cures poisoning. Stops bleeding. Reduces the putrefaction of wounds by 1.
Healing effect increases with the caster's Spellpower.
Has no effect on the Undead, Mechanical units, and Elementals.
8 2 0 2 2 1 no 100 0 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Temple of Life Monk, Faith Devotee, Preacher
Sources (events; chance): #1213, #1350, #2165
yes
38 Exorcism Circle 2.
School: Sacred Magic.
Inflicts 16 points of magic damage, and immobilizes the target for one turn. Affects only the undead and demons. Does not affect the servants of Death.
Damage increases significantly with the caster's Spellpower. Resistance protects only partially against this spell.
9 1 0 2 2 2 no 200 0 50 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Mortal, Mechanical, Hero, Servant of Death, Elemental Spirit, Golem
Temple of Life Priest, Patriarch, Grand Inquisitor
Sources (events; chance): #1213, #1350, #2165
yes
39 Word of Life Circle 2.
School: Sacred Magic.
The target recovers 5 HP and 2 Stamina each turn, while Attack and Speed are increased by 1. Lasts 4 turns.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
5 1 0 2 2 1 no 0 100 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Temple of Life White Mage
Sources (events; chance): #1213, #1350, #2165
yes
40 Word of Ice Circle 3.
School: Elemental Magic.
Immobilizes the target and inflicts 8 points of magic damage on it. The target's armor is increased by 2. Lasts 4 turns.
The unit loses 2 hit points each turn.
Duration increases with the caster's Concentration.
15 2 0 3 3 0 no 0 100 0 100 0 yes
Immunity (abilities): Spell Immunity, Ice Immunity
Sphere of Ice Sources (events; chance): #1218, #1343, #1350, #1630
yes
41 Acid Circle 3.
School: Metamorphosis.
Inflicts 16 points of physical damage. The armor of the target is reduced by 2. Lasts 3 turns. Armor only partially protects against the effects of Acid. Magic immunity does not apply.
Damage increases with the caster's Spellpower.
16 3 0 3 4 0 yes 100 0 0 0 50 yes
School of High Magic Sources (events; chance): #1343, #1477
yes
42 Mass Slow Circle 3.
School: Elemental Magic.
Reduces the speed of all enemy units by 2. Lasts 6 turns.
Duration increases with the caster's Concentration.
15 3 0 3 3 0 no 0 100 0 100 0 yes
Immunity (abilities): Spell Immunity
Sphere of Ice High Mage
Sources (events; chance): #1218, #1343, #1350, #1630
yes
43 Dark Pact Circle 2.
School: Chaos Magic.
When a friendly unit under this spell dies, it returns to the battle again as a demon of the same rank.
Lasts for 5 turns.
Duration increases with the caster's Concentration.
Only works on Mortals.
15 4 0 2 3 -5 no 0 100 0 0 0 yes
Mortal Immunity (abilities): Summoned, Spell Immunity, Avatar of Light
Temple of Chaos Demonologist
Sources (events): #1867
Sources (events; chance): #1218, #1343, #1350, #1630
yes
44 Inferno Circle 3.
School: Chaos Magic.
Inflicts 22 points of magic damage on the target.
Damage increases greatly with the caster's Spellpower.
Does not affect demons.
18 4 0 3 3 -1 no 300 0 100 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Demon
Sources (events; chance): #1218, #1343, #1350, #1630
no
45 Summon Demon Circle 3.
School: Chaos Magic.
The caster loses 10 hit points.
A Demon is summoned in a tile next to the caster.
Summoning range and Demon's attributes depend on the caster's Summoning Power.
30 5 10 3 4 -3 no 100 0 0 0 0 yes
Tower of Chaos Sources (events): #28
Sources (events; chance): #1343, #1477
yes Demon
46 Teleport Circle 3.
School: Metamorphosis.
Instantly transports the target to a specified vacant tile. If the target is an enemy unit, its resistance must to be overpowered for a successful teleportation.
10 3 0 3 4 0 no 100 0 100 0 0 yes
Immunity (abilities): Spell Immunity
School of High Magic Sources (events; chance): #1343, #1477
yes
47 Antimagic Circle 3.
School: Astral Magic.
Increases the resistance of the target by 10. The target receives spell immunity. Lasts 5 turns.
Duration increases with the caster's Concentration.
10 2 0 3 3 0 no 0 100 100 0 0 yes
Immunity (abilities): Spell Immunity
Tower of Hypnosis Faerie Dragon
Sources (events; chance): #1218, #1343, #1350, #1630
yes
48 Mass Dispel Circle 3.
School: Astral Magic.
Reduces the duration of negative effects on the friendly units and positive effects on the hostile units by 5 turns. Inflicts 15 damage points on the hostile summoned creatures.
Effect duration reduction and damage increase with the caster's Resistance negation skill.
15 3 0 3 2 0 no 0 0 0 0 0 yes
Faerie Dragon
Sources (events; chance): #1213, #1350, #2165
no
49 Resurrection Circle 3.
School: Sacred Magic.
Resurrects a slain friendly unit.
The amount of hit points of the resurrected unit depends on the caster's Spellpower.
Has no effect on the Undead, Mechanical units, and Elementals.
25 4 0 3 4 3 no 500 0 0 0 0 yes
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem Tower of Restoration Priest, Patriarch, White Mage
Sources (events; chance): #1343, #1477
yes
50 Mass Defense Circle 3.
School: Sacred Magic.
Increases the armor of all friendly units by 2 and their resistance by 1. Lasts 3 turns.
Duration increases with the caster's Concentration.
Does not affect the undead.
25 5 0 3 4 0 no 0 100 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead
Tower of Restoration Preacher, White Mage
Sources (events; chance): #1343, #1477
yes
51 Mass Healing Circle 3.
School: Sacred Magic.
Restores 9 hit points to all friendly units on the battlefield.
Healing effect increases with the caster's Spellpower.
Has no effect on the Undead, Mechanical units, and Elementals.
15 3 0 3 4 2 no 100 0 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Tower of Restoration Patriarch, White Mage
Sources (events; chance): #1343, #1477
yes
52 Word of Power Circle 3.
School: Astral Magic.
For 1 turn, take control of an enemy whose Resistance is not above 3.
At the end of the spell the target loses half of its stamina and morale.
The caster's magic power can overcome the higher resistance of an enemy.
Has no effect on the Undead, Mechanical units, Elementals, and Heroes.
18 2 0 3 3 0 no 50 0 100 0 0 yes
Immunity (abilities): Spell Immunity, Special ability , Mind Control Immunity
Immunity (type): Undead, Mechanical, Hero, Elemental Spirit, Golem
Tower of Hypnosis Mage, High Mage
Sources (events; chance): #1218, #1343, #1350, #1630
yes
53 Mass Haste Circle 3.
School: Elemental Magic.
Increases the speed of all friendly units by 2. Lasts 3 turns.
Duration increases with the caster's Concentration.
20 3 0 3 4 0 no 0 100 0 0 0 yes
Immunity (abilities): Spell Immunity
Sources (events; chance): #1343, #1477
no
54 Animal Assault Circle 3.
School: Natural Magic.
Increases Speed of all friendly units by 2, grants Charge 3 ability and Terrain Knowledge. Lasts 1 turns.
Duration is barely affected by the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
20 3 0 3 5 0 no 0 25 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit
Blooming Lane yes
55 Raise Ghost Circle 3.
School: Necromancy.
Creates a Ghost from the remains of a fallen.
Ghost's attributes depend on Summoning and Necromancy power.
45 5 0 3 4 -2 no 100 0 0 0 0 yes
Tower of Necromancy Warlock, Maleficar, Lich
Sources (events; chance): #1343, #1477
yes Ghost
56 Mass Curse Circle 3.
School: Necromancy.
Reduces the attack of all enemy units by 2 and their defense and resistance by 1. Lasts 6 turns.
Duration increases with the caster's Concentration.
Does not affect mechanical units.
15 2 0 3 3 0 no 0 100 0 100 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Mechanical, Golem
Warlock, Maleficar, Lich
Sources (events; chance): #1218, #1343, #1350, #1630
no
57 Life Drain Circle 3.
School: Necromancy.
Deals 10 magic damage to all enemies within 1 tile, and reduces Morale by 3. The caster regains as many hit points as damage dealt.
Damage increases with the caster's Spellpower.
Has no effect on the Undead, Mechanical units, and Elementals.
25 4 0 3 4 -1 no 100 0 100 0 0 yes
Immunity (abilities): Spell Immunity, Avatar of Light
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Tower of Necromancy Death Touched, Maleficar
Sources (events; chance): #1343, #1477
yes
58 White Magic Circle 4.
School: Sacred Magic.
The caster loses 15 hit points.
Inflicts 9 points of magic damage on all enemies. Restores 9 hit points of all friendly units.
Damage and healing power increases with the caster's Spellpower.
45 6 15 4 5 1 no 100 0 100 0 0 yes
Immunity (abilities): Spell Immunity
Cathedral of Light White Mage
yes
59 Reincarnation Circle 3.
School: Sacred Magic.
When the target dies while under this spell, it is resurrected.
Lasts 10 turns. Duration increases significantly with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
30 3 0 3 4 1 no 0 200 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Preacher, Inquisitor
Sources (events; chance): #1343, #1477
no
60 Invulnerability Circle 4.
School: Sacred Magic.
Increases the armor and resistance of the target by 20.
Lasts 4 turns. Duration increases with the caster's Concentration.
The spell has no effect on undead and demons.
25 3 0 4 4 1 no 0 50 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Demon
Cathedral of Light Sources (events; chance): #1343, #1477
yes
61 Raise Vampire Circle 4.
School: Necromancy.
Creates a Vampire from the remains of a fallen.
Vampire's attributes depend on Summoning and Necromancy power.
50 5 0 4 4 -3 no 100 0 0 0 0 yes
Necropolis Maleficar, Lich
Sources (events; chance): #1343, #1477
yes Vampire
62 Pestilence Circle 4.
School: Necromancy.
Infects all enemy units with a disease, causing them to lose 2 Stamina and 1 Morale each turn. Speed of the infected units is reduced by 1, all types of Attack are reduced by 3.
The unit's wounds cannot be healed. Lasts 6 turns.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, Elementals, and Ratmen.
35 5 0 4 4 -1 no 0 100 0 100 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Ratman, Elemental Spirit, Golem
Necropolis Maleficar
Sources (events; chance): #1343, #1477
yes
63 Cloud of Terror Circle 4.
School: Necromancy.
Reduces the morale of all enemies within 2 tiles by 10.
Effect increases with the caster's Spellpower.
40 4 0 4 4 0 no 100 0 100 0 0 yes
Immunity (abilities): Spell Immunity, Mind Control Immunity
Immunity (type): Undead, Mechanical
Necropolis Sources (events; chance): #1343, #1477
yes
64 Armageddon Circle 4.
School: Elemental Magic.
Inflicts 18 points of magic damage on all units on the battlefield.
Damage increases greatly with the caster's Spellpower.
65 7 0 4 4 0 no 400 0 250 0 0 yes
Immunity (abilities): Spell Immunity, Fire Immunity
Sphere of Flame Lord of Abyss, Acheron
Sources (events; chance): #1343, #1477
yes
65 Incineration Circle 4.
School: Elemental Magic.
Inflicts 32 points of magic damage to the target.
Damage increases greatly with the caster's Spellpower.
37 5 0 4 4 0 no 450 0 200 0 0 yes
Immunity (abilities): Spell Immunity, Fire Immunity
Sphere of Flame Sources (events; chance): #1343, #1477
yes
66 Firestorm Circle 4.
School: Elemental Magic.
Deals 12 points of magic damage to all units within 2 tiles.
Damage increases significantly with the caster's Spellpower.
75 9 0 4 5 0 no 250 0 150 0 0 yes
Immunity (abilities): Spell Immunity, Fire Immunity
Sphere of Flame yes
67 Summon Devil Circle 4.
School: Chaos Magic.
A friendly unit needs to be sacrificed for this incantation.
Summons a Devil in a tile next to the caster.
Summoning range and Devil's attributes depend on the caster's Summoning Power.
50 4 0 4 4 -7 no 75 0 0 0 0 yes
Gates of Chaos Sources (events; chance): #1343, #1477
yes Devil
68 Black Magic Circle 4.
School: Chaos Magic.
The caster loses 10 hit points.
A friendly unit needs to be sacrificed for this incantation.
Inflicts 13 points of magic damage on all enemies.
Damage increases greatly with the caster's Spellpower.
Has no effect on the Undead and Chaos Lords.
65 5 10 4 5 -6 no 200 0 50 0 0 yes
Immunity (abilities): Spell Immunity, Avatar of Light
Immunity (type): Undead, Chaos Lord
Gates of Chaos Sources (events): #50
yes
69 Corrupt Circle 4.
School: Chaos Magic.
All attributes of all units within a range of 2 tiles are reduced by 6. Magic Resistance and Magic Immunity cannot protect from Corruption.
Lasts for 6 turns.
Duration increases with the caster's Concentration.
Does not affect demons.
20 2 0 4 4 -1 no 0 100 0 0 0 yes
Immunity (abilities): Avatar of Light
Immunity (type): Demon
Gates of Chaos Faerie Dragon
Sources (events; chance): #1343, #1477
yes
70 Time Stop Circle 4.
School: Metamorphosis.
All friendly units get a second turn. The spell only affects those units who have already taken a turn.
60 7 0 4 5 0 no 0 0 0 0 0 yes
Immunity (type): Hero Secret Guild yes
71 Dragon Form Circle 4.
School: Metamorphosis.
Turns a friendly unit into a Dragon.
Lasts 3 turns.
Duration increases with the caster's Concentration.
90 7 0 4 5 0 no 0 100 0 0 0 yes
Immunity (abilities): Spell Immunity
Secret Guild yes Dragon (Level: 1)
72 Polymorph Circle 4.
School: Metamorphosis.
Turns an enemy unit into a mule.
Lasts 4 turns.
Duration increases with the caster's Concentration. Does not affect heroes.
35 4 0 4 4 0 no 0 100 0 100 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Hero
Secret Guild Sources (events; chance): #1343, #1477
yes Mule (Level: 1)
73 Mass Suicide Circle 4.
School: Astral Magic.
All enemy units with the resistance of 4 or less inflict double damage on themselves.
Has no effect on the Undead, Mechanical units, and Elementals.
50 5 0 4 4 -1 no 100 0 100 0 0 yes
Immunity (abilities): Spell Immunity, Mind Control Immunity, Avatar of Light
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Psy-Monolith Sources (events; chance): #1343, #1477
yes
74 Enslave Circle 4.
School: Astral Magic.
Allows the possession of an enemy unit for 3 turns.
Duration increases with the caster's Concentration.
At the end of the spell the target loses half of its stamina and morale.
Has no effect on the Undead, Mechanical units, Elementals, and Heroes.
40 4 0 4 4 0 no 0 25 0 100 0 yes
Immunity (abilities): Spell Immunity, Special ability , Mind Control Immunity
Immunity (type): Undead, Mechanical, Hero, Elemental Spirit, Golem
Psy-Monolith Sources (events; chance): #1343, #1477
yes
75 Mass Sleep Circle 4.
School: Astral Magic.
Puts all units within a range of 2 tiles to sleep. After their little nap, they awake.
Active for 5 turns. Duration increases with the caster's Concentration. Resistance protects only partially against this spell.
Has no effect on the Undead, Mechanical units, and Elementals.
50 4 0 4 4 0 no 0 100 0 50 0 yes
Immunity (abilities): Spell Immunity, Mind Control Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Psy-Monolith Sources (events; chance): #1343, #1477
yes
76 Create Golem Circle 3.
School: Metamorphosis.
A Golem is created in a tile next to the caster.
Summoning range and Golem's attributes depend on the caster's Summoning Power.
35 5 0 3 4 0 no 100 0 0 0 0 yes
School of High Magic Sources (events; chance): #1343, #1477
Sources (encounters): #677
yes Stone Golem
77 Summon Phoenix Circle 4.
School: Elemental Magic.
A Phoenix is summoned in a tile next to the caster.
Summoning range and Phoenix's attributes depend on the caster's Summoning Power.
Afterwards the summoner will not be able to cast spells for 3 turns.
100 7 0 4 6 0 no 50 0 0 0 0 yes
Sphere of Flame Sources (events): #1384, #1390
Sources (encounters): #663
yes Phoenix
78 Aard Sign Witcher's Sign.
Telekinetic blow that stuns and slows down the enemy. Target loses 8 points of stamina instantly and its speed is reduced by 1 for 3 turns. Magic Resistance only partially reduces the damage. Ignores magic immunity.
Has no effect on tireless creatures and Elementals.
1 1 0 5 8 0 no 0 1 20 0 0 no
Immunity (abilities): Tireless
Immunity (type): Elemental Spirit
Witcher
no
79 Igni Sign Witcher's Sign.
Creates a fiery arrow, inflicting 8 points of damage. Magic Resistance only partially reduces the damage from this spell.
1 1 0 5 8 0 no 0 0 25 0 0 no
Immunity (abilities): Spell Immunity, Fire Immunity
Witcher
no
80 Quen Sign Witcher's Sign.
Creates a protective shield that increases the armor and magic resistance of the Witcher by 2 points.
Lasts 3 turns.
1 1 0 5 8 0 no 0 1 0 0 0 no
Witcher
no
81 Undead Regeneration Circle 1.
School: Necromancy.
The effect of this spell is cumulative.
Under the influence of this spell the undead restore 4 hit points immediately and then 4 each turn. Lasts 4 turns.
Number of restored hit points slightly increases with the caster's Spellpower.
Only works on the Undead.
4 2 0 1 3 0 yes 50 0 0 0 0 yes
Undead Immunity (abilities): Spell Immunity
Immunity (type): Servant of Death
Necromancer, Sorcerer, Death Touched, Warlock, Maleficar, Lich
Sources (events; chance): #1218, #1343, #1350, #1630
no
82 Stinking Cloud Circle 3.
School: Necromancy.
Poisons all living creatures within 1 tile. Poisoned soldier loses 3 hit points immediately, and 3 hit points and 1 stamina point each turn. Attack and speed are reduced by 1. Lasts 2 turns.
Resistance and Magic Immunity offer no protection from this spell.
Has no effect on the Undead, Mechanical units, and Elementals.
10 3 0 5 8 -1 no 0 1 0 0 0 no
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem Death Touched
no
83 Sinister Howl Combat abilities.
A terrifying howl scares enemies. Reduces Morale by 3. Magic Resistance and Magic Immunity offer no protection from this spell.
Has no effect on intrepid creatures.
2 1 0 5 8 0 no 0 0 0 0 0 no
Immunity (abilities): Intrepid, Mind Control Immunity
Pack Warrior, Wolf, Tormenter, Tyrant
no
84 Mind Control Circle 3.
School: Astral Magic.
For one turn takes control of an enemy unit, whose resistance is 4 or lower.
At the end of the spell, the target loses half its Stamina and Morale.
The caster's magic power can overcome the higher resistance of an enemy.
Has no effect on the Undead, Mechanical units, Elementals, and Heroes.
18 5 0 5 8 0 no 50 0 100 0 0 no
Immunity (abilities): Spell Immunity, Special ability , Mind Control Immunity
Immunity (type): Undead, Mechanical, Hero, Elemental Spirit, Golem
Succubus
no
85 Sacrifice Circle 2.
School: Chaos Magic.
A friendly unit needs to be sacrificed for this incantation.
Heals target for 25 hit points. Effect increases with the caster's Spellpower.
Has no effect on the Undead, Mechanical units, Elementals, and Cultists.
2 1 0 5 8 -1 yes 100 0 0 0 0 no
Immunity (abilities): Spell Immunity, Avatar of Light
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem, Cultist
Demonologist, Lord of Abyss
no
86 Fireblast Circle 2.
School: Chaos Magic.
Deals 7 points of magic damage to all units within 2 tiles. Sets units on fire, causing 1 point of damage for three turns.
Damage increases with the caster's Spellpower.
22 6 0 5 8 0 yes 100 0 100 0 0 no
Immunity (abilities): Spell Immunity, Fire Immunity
Succubus, Lord of Abyss
no
87 Hellgates Circle 2.
School: Chaos Magic.
Moves friendly demon into a free tile.
6 2 0 2 3 0 no 0 0 0 0 0 yes
Demon Immunity (abilities): Spell Immunity
Lord of Abyss
Sources (events; chance): #1218, #1343, #1350, #1630
no
88 Suicide Circle 3.
School: Astral Magic.
Target with the resistance of 4 or less inflict double damage on itself.
Has no effect on the Undead, Mechanical units, Elementals, and Chaos Lords.
35 3 0 3 4 -1 no 100 0 100 0 0 yes
Immunity (abilities): Spell Immunity, Mind Control Immunity
Immunity (type): Undead, Mechanical, Chaos Lord, Elemental Spirit, Golem
Tower of Hypnosis Lord of Abyss
Sources (events; chance): #1343, #1477
yes
89 Submission Circle 4.
School: Chaos Magic.
Allows the possession of an enemy unit for 2 turns.
At the end of the spell, the target loses half its Stamina and Morale.
Has no effect on the Undead, Heroes, Mechanical units, and Elementals.
Ignores magic resistance.
35 3 0 5 8 0 no 0 1 0 0 0 no
Immunity (abilities): Spell Immunity, Special ability , Mind Control Immunity
Immunity (type): Undead, Mechanical, Hero, Elemental Spirit, Golem
Lord of Abyss
no
90 Unholy Word Circle 4.
School: Chaos Magic.
Inflicts 13 points of magic damage to all Mortals on the battlefield.
Damage increases with the caster's Spellpower. Magic immunity does not apply.
Has no effect on Cultists.
35 6 0 5 8 -3 no 100 0 150 0 0 no
Mortal Immunity (abilities): Avatar of Light
Immunity (type): Cultist
Lord of Abyss
no
91 Recovery Circle 1.
School: Natural Magic.
Heals target for 4 hit points. Reduces the strength of harmful magical effects. Cures poisoning. Stops bleeding. Reduces the putrefaction of wounds by 1.
Healing effect increases with the caster's Spellpower.
Has no effect on the Undead, Mechanical units, and Elementals.
2 1 0 1 2 0 yes 100 0 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Nature's Cloister Shaman, Witch Doctor, Medium
Sources (events; chance): #1213, #1350, #2165
yes
92 Summon Huorn Circle 3.
School: Natural Magic.
A Huorn is summoned in a tile next to the caster.
Summoning range and Huorn's attributes depend on the caster's Summoning Power.
35 4 0 5 8 0 no 100 0 0 0 0 no
Forest Keeper
no Huorn
93 Magic Shield Circle 1.
School: Natural Magic.
Increases target's defense by 4 points. Lasts 4 turns.
Duration increases with the caster's Concentration.
Does not affect the undead.
2 1 0 5 8 0 no 0 100 0 0 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead
Forest Keeper
no
94 Summon Wasp Swarm Circle 1.
School: Natural Magic.
Reduces ranged attack of the enemy to zero. Lasts 3 turns. Magic Resistance and Magic Immunity offer no protection from this spell.
Duration slightly increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
6 2 0 1 3 0 no 0 50 0 0 0 yes
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem Nature's Cloister Forest Keeper
Sources (events; chance): #1218, #1343, #1350, #1630
yes
95 Summon Wasp Cloud Circle 3.
School: Natural Magic.
Disables the Ranged Attack of all enemies within 1 tile. Lasts 4 turns. Magic Resistance and Magic Immunity offer no protection from this spell.
Duration slightly increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
22 2 0 3 4 0 no 0 50 0 0 0 yes
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem Forest Keeper
Sources (events; chance): #1343, #1477
no
96 Life Breath Circle 1.
School: Natural Magic.
Heals target for 5 hit points. Cures poisoning. Stops bleeding. Reduces the putrefaction of wounds by 1.
Effect significantly increases with the caster's Spellpower.
Has no effect on the Undead, Mechanical units, and Elementals.
2 1 0 5 8 1 yes 300 0 0 0 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Forest Keeper
no
97 Astral Thief Circle 1.
School: Astral Magic.
Steals 3 ammo from the target for the caster. The amount of ammo stolen slightly increases with the caster's Spellpower. Resistance has almost no protection against this spell.
Has no effect on Animals.
5 1 0 1 2 0 no 50 0 20 0 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Animal
School of Astral Magic Darkness Craver
yes
98 Blinding Darkness Circle 2.
School: Shadow Magic.
Reduces the attack attributes of the target to zero. Lasts 4 turns. Resistance protects only partially against this spell. Magic immunity does not apply.
Duration increases with the caster's Concentration.
9 2 0 5 8 0 no 0 100 0 50 0 no
Darkness Chosen
no
99 Rune of Renewal Circle 1.
School: Rune Magic.
Gives an extra turn to a Mechanical unit.
Affects only mechanical units. Has no effect on Golems.
2 1 0 5 8 0 no 0 100 0 0 0 no
Mechanical Runemaster
no
100 Rune of Decay Circle 2.
School: Rune Magic.
Inflicts 8 points of damage and, additionally, destroys up to 4 ammo, causing the same amount of additional damage. Magic Resistance and Magic Immunity offer no protection from this spell.
Effect increases with the caster's Spellpower.
Affects only mechanical units. Has no effect on Golems.
2 3 0 5 8 0 no 100 0 0 0 0 no
Mechanical Runemaster
no
101 Rune of Restoration Circle 3.
School: Rune Magic.
The effect of this spell is cumulative.
Restores all friendly mechanical units for 8 hit points immediately and 8 hit points for 2 turns. Also restores one ammo.
Duration increases with the caster's Concentration.
Affects only mechanical units. Has no effect on Golems.
12 3 0 5 8 0 yes 0 100 0 0 0 no
Mechanical Runemaster
no
102 Rune of Power Circle 4.
School: Rune Magic.
Allows the possession of an enemy unit for 2 turns. Magic Resistance and Magic Immunity offer no protection from this spell.
Duration slightly increases with the caster's Concentration.
Affects only mechanical units. Has no effect on Golems.
25 3 0 5 8 0 no 0 50 0 0 0 no
Mechanical Immunity (abilities): Special ability , Mind Control Immunity
Runemaster
no
103 Stone Spikes Circle 1.
School: Elemental Magic.
The caster loses 50 hit points.
Deals 3 points of damage to all units within 1 tile.
Damage increases with the caster's Spellpower.
Does not affect flying and hovering creatures.
10 2 50 5 8 0 no 200 0 100 0 0 no
Immunity (abilities): Flying, Floating, Spell Immunity
Earth Totem
no
104 Vampiric Touch Circle 1.
School: Necromancy.
The caster loses 50 hit points.
The target recovers health whenever it deals melee damage (one third) without incurring counterattacks. Lasts 2 turns.
Duration increases with the caster's Concentration.
Has no effect on Mechanical units and Elementals.
4 1 50 5 8 0 no 0 100 0 0 0 no
Immunity (abilities): Spell Immunity, Avatar of Light
Immunity (type): Mechanical, Elemental Spirit, Golem
Blood Totem
no
105 Earth Shield Circle 3.
School: Elemental Magic.
The caster loses 50 hit points.
Increases the Defenses of all nearby friendly units by 2, and grants them Regeneration 2. Lasts 2 turns.
Duration increases with the caster's Concentration.
Only works on Orcs.
1 1 50 5 8 0 no 0 100 0 0 0 no
Orc Immunity (abilities): Spell Immunity
Earth Totem
no
106 Fire Rage Circle 2.
School: Elemental Magic.
The caster loses 50 hit points.
Deals 6 points of magic damage to every unit in a 1-tile radius, then 1 more point of damage for 3 turns.
Damage increases with the caster's Spellpower.
18 3 50 5 8 0 no 100 0 100 0 0 no
Immunity (abilities): Spell Immunity, Fire Immunity
Fire Totem
no
107 Rage Circle 2.
School: Chaos Magic.
The caster loses 50 hit points.
Gives allies or enemy units Fearless, Intimidation 1, and Bloodlust 2. Increases Resistance by 2, and Speed by 1. Disables ranged attack. Lasts 2 turns. Ignores magic resistance.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
2 1 50 5 8 0 no 0 100 0 0 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Rage Totem
no
108 Insanity Circle 3.
School: Astral Magic.
Inflicts 10 magic damage, reduces stamina by 5 and morale by 2. Caster gains health, stamina and morale equal to damage dealt.
Damage increases with the caster's Spellpower.
Has no effect on the Undead, Mechanical units, and Elementals.
13 3 0 3 3 0 no 100 0 25 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Sources (events; chance): #1218, #1343, #1350, #1630
no
109 Mass Rage Circle 4.
School: Chaos Magic.
The caster loses 50 hit points.
Grants all allies Fearless, Intimidation 2, Bloodlust 3, and Surge of Strength 1. Lasts 2 turns.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
6 3 50 5 8 0 no 0 100 0 0 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Rage Totem
no
110 Tribe's Blood Circle 3.
School: Necromancy.
Restores 4 HP to all nearby units. Cures poisoning. Stops bleeding. Reduces the putrefaction of wounds by 1.
Effect significantly increases with the caster's Spellpower.
Has no effect on the Undead, Mechanical units, and Elementals.
12 3 50 5 8 0 no 200 0 0 0 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Blood Totem
no
111 Chieftain Order Combat abilities.
Deals friendly creature 5 points of damage, but restores 2 Stamina and gives it a second turn.
Has no effect on the Undead, Mechanical units, Heroes, Elementals, and Chaos Lords.
3 1 0 5 8 0 no 0 100 0 0 0 no
Immunity (type): Undead, Mechanical, Hero, Chaos Lord, Elemental Spirit, Golem Chieftain
no
112 Quagmire Circle 2.
School: Natural Magic.
Reduces the target's speed by 2, decreases melee and ranged defense 1. Unit loses one Stamina each turn. Lasts 4 turns.
Resistance protects only partially against this spell.
Duration increases with the caster's Concentration.
Does not affect flying and hovering creatures.
4 1 0 5 8 0 no 0 100 0 50 0 no
Immunity (abilities): Flying, Floating, Spell Immunity
Whisperer
no
113 Weakness Circle 2.
School: Natural Magic.
Reduces attack, ranged attack and counterattack of the target by 3. Lasts 4 turns.
Resistance protects only partially against this spell.
Duration increases with the caster's Concentration.
Does not affect the undead.
2 1 0 5 8 0 no 0 100 0 50 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead
Whisperer
no
114 Armor Break Circle 2.
School: Natural Magic.
Decreases target's defense attributes by 6. Lasts 4 turns.
Resistance protects only partially against this spell.
Duration increases with the caster's Concentration.
Has no effect on Animals, Elementals, incorporeal creatures, and Artillery.
3 1 0 5 8 0 no 0 100 0 50 0 no
Immunity (abilities): Spell Immunity, Incorporeal
Immunity (type): Animal, Elemental Spirit, Artillery
Whisperer
no
115 Plague Circle 4.
School: Necromancy.
It infects all living creatures within 1 tile with disease. The infected unit loses 5 hit points and 3 Stamina points each turn. All attack attributes are reduced by 5 and speed by 1.
Resistance protects only partially against this spell. Lasts 6 turns.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, Elementals, and Ratmen.
12 3 0 5 8 -1 no 0 100 0 50 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Ratman, Elemental Spirit, Golem
Grey Overlord
no
116 Geyser Circle 3.
School: Elemental Magic.
Deals 15 magic damage to all creatures within 1 tile.
Damage increases with the caster's Spellpower.
17 4 0 3 3 0 no 100 0 100 0 0 yes
Immunity (abilities): Spell Immunity, Ice Immunity
Hisser
Sources (events; chance): #1218, #1343, #1350, #1630
no
117 Power Word - Curse Circle 3.
School: Natural Magic.
Reduces the attack attributes of the target to zero. Lasts 6 turns. Resistance protects only partially against this spell.
Duration increases with the caster's Concentration.
Does not affect mechanical units.
18 1 0 5 8 0 no 0 100 0 50 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Mechanical, Golem
Hisser
no
118 Power Word - Hold Circle 3.
School: Natural Magic.
The target unit cannot move or attack. Lasts 6 turns. Resistance protects only partially against this spell.
Duration increases with the caster's Concentration.
16 1 0 5 8 0 no 0 100 0 50 0 no
Immunity (abilities): Spell Immunity
Hisser
no
119 Power Word - Pain Circle 3.
School: Natural Magic.
Causes the target severe pain. The enchanted unit loses 3 hit points and 2 stamina points every turn. All attack attributes are reduced by 3 and speed by 1. Lasts 6 turns. Resistance protects only partially against this spell.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
12 1 0 5 8 0 no 0 100 0 50 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Hisser
no
120 Summon Water Elemental Circle 3.
School: Elemental Magic.
A Water Elemental is summoned in a tile next to the caster.
Summoned creature knows "Ice Heart", "Freeze" and "Ice Chunk" spells. It also can heal living creatures.
Summoning range and Water Elemental's attributes depend on caster's Summoning Power.
Afterwards the summoner will not be able to cast spells for 2 turns.
35 4 0 3 4 0 no 100 0 0 0 0 yes
Hisser, Elemental Mistress
Sources (events; chance): #1343, #1477
no Water Elemental
121 Glacial Heart Circle 1.
School: Elemental Magic.
Makes target fearless and immune to poison, but deals 3 points of damage each turn. Lasts 4 turns.
Ignores spell resistance.
Has no effect on the Undead, Mechanical units, and Elementals.
5 1 0 1 2 0 no 0 100 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Water Elemental
Sources (events; chance): #1213, #1350, #2165
no
122 Freeze Circle 3.
School: Elemental Magic.
Immobilizes the target, deals 8 points of magic damage. The target's armor is increased by 1. Lasts 6 turns. Magic Resistance only partially reduces the duration of this spell, and resistance does not protect against damage.
Duration significantly increases with the caster's Concentration.
15 2 0 3 4 0 no 0 100 0 50 0 yes
Immunity (abilities): Spell Immunity, Ice Immunity
Water Elemental
Sources (events; chance): #1343, #1477
no
123 Ice Chunk Circle 2.
School: Elemental Magic.
Deals 16 physical damage to the target. Armor protects against the damage, but only partially.
Damage increases significantly with the caster's Spellpower.
7 1 0 2 3 0 no 150 0 0 0 50 yes
Water Elemental
Sources (events; chance): #1218, #1343, #1350, #1630
no
124 Armor Piercing Shot Circle 1.
School: Natural Magic.
Gives target unit armorpiercing shot ability. Lasts 3 turns.
Duration increases with the caster's Concentration.
Does not affect creatures with magic shot.
3 1 0 5 8 0 no 0 100 0 0 0 no
Immunity (abilities): Spell Immunity, Pike Wall, Magic Shot
Spirit Talker
no
125 Thick Fog Circle 4.
School: Natural Magic.
Disables ranged attack for all creatures on the batlefield. Lasts 4 turns. Magic Resistance and Magic Immunity offer no protection from this spell.
Duration slightly increases with the caster's Concentration.
19 3 0 4 4 0 no 0 50 0 0 0 yes
Tree of Miracles Spirit Talker
Sources (events; chance): #1343, #1477
yes
126 Double Shot Circle 4.
School: Natural Magic.
Grants a friendly unit the ability Double Shot, which expends 5 extra stamina points. Lasts 3 turns.
Duration increases with the caster's Concentration.
Has no effect on units that already have Double Shot, or on Animals.
10 1 0 4 5 0 no 0 100 0 0 0 yes
Immunity (abilities): Double Shot, Spell Immunity
Immunity (type): Animal
Spirit Talker
no
127 Enchanted Arrow Circle 1.
School: Natural Magic.
Deals 10 physical damage to the target.
Damage increases significantly with the caster's Spellpower.
Armor protects only partially against this spell.
4 2 0 5 8 0 no 200 0 0 0 50 no
Immunity (abilities): Spell Immunity
Spirit Talker
no
128 Ancestral Rage Circle 1.
School: Natural Magic.
Increases attack and counterattack of the target by 3 and the speed by 1. Lasts 3 turns.
Duration increases with the caster's Concentration.
3 1 0 5 8 0 no 0 100 0 0 0 no
Immunity (abilities): Spell Immunity
Wind Roar
no
129 Ancestral Shield Circle 1.
School: Natural Magic.
Increases the melee and ranged defense of the target by 3 and resistance by 1. Lasts 3 turns.
Duration increases with the caster's Concentration.
Does not affect the undead.
3 1 0 5 8 0 no 0 100 0 0 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead
Wind Roar
no
130 Sparks Circle 1.
School: Elemental Magic.
Deals 6 magic damage to all units within a range of 2 tiles. Resistance protects only partially against this spell.
Damage increases significantly with the caster's Spellpower.
6 3 0 5 8 0 no 200 0 50 0 0 no
Immunity (abilities): Spell Immunity, Air Immunity
no
131 Electric Shock Circle 2.
School: Elemental Magic.
Inflicts 18 points of magic damage to the target. Resistance protects only partially against this spell.
Damage increases significantly with the caster's Spellpower.
10 4 0 5 8 0 no 200 0 50 0 0 no
Immunity (abilities): Spell Immunity, Air Immunity
Elven Mistress
no
132 Storm Circle 3.
School: Elemental Magic.
Deals 16 magic damage to all units within a range of 1 tile. Resistance protects only partially against this spell.
Damage increases significantly with the caster's Spellpower.
18 6 0 5 8 0 no 200 0 50 0 0 no
Immunity (abilities): Spell Immunity, Air Immunity
Elven Mistress
no
133 Poison Claw Circle 1.
School: Natural Magic.
Poisons melee attack of a friendly unit with Poison Strength 3. Lasts 6 turns.
Duration increases with the caster's Concentration.
Only works on Animals.
4 2 0 1 2 0 no 0 100 0 0 0 yes
Animal Nature's Cloister Beast Master
Sources (events; chance): #1213, #1350, #2165
yes
134 Swamp Blood Circle 1.
School: Natural Magic.
Friendly unit loses 3 morale points, but becomes immune to poison. Lasts 4 turns.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
7 1 0 5 8 0 no 0 100 0 0 0 no
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem Beast Master
no
135 Trap Combat abilities.
Deals 10 points of damage. Damage increases greatly with growing Spellpower.
Magic Resistance and Magic Immunity offer no protection from this spell.
Does not affect flying, floating, and incorporeal creatures.
5 1 0 5 8 0 no 300 0 0 0 0 no
Immunity (abilities): Flying, Floating, Incorporeal
no
136 Snare Combat abilities.
Consumes 5 stamina points. An ensnared enemy will lose the ability to attack and counterattack until their next turn. Effect increases with the caster's Spellpower.
Magic Resistance and Magic Immunity offer no protection from this spell.
Does not affect flying, floating, tireless, and incorporeal creatures.
9 1 0 5 8 0 no 200 0 0 0 0 no
Immunity (abilities): Flying, Floating, Tireless, Incorporeal
no
137 Hornet swarm School: Natural Magic.
The effect of this spell is cumulative.
Poisons an enemy unit, causing them to lose 4 HP and 2 Stamina point each turn. Unit is afflicted with negative effect Itch. Lasts 3 turns. Magic Resistance and Magic Immunity offer no protection from this spell.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, Elementals, Golems, and Artillery.
12 1 0 5 8 0 yes 0 100 0 0 0 no
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem, Artillery Beast Master
no
138 Voracity Circle 1.
School: Natural Magic.
Enchanted creature receives Necrophage 10. Lasts 4 turns.
Duration increases with the caster's Concentration.
Only works on Animals.
7 1 0 5 8 0 no 0 100 0 0 0 no
Animal Beast Master
no
139 Prod Combat abilities.
Gives a friendly unit a second turn.
Only works on Animals.
8 2 0 5 8 0 no 0 100 0 0 0 no
Animal Beast Master
no
140 Devour Combat abilities.
Takes 15 hit points from a friendly unit and gives it to the Ericuba. Has no effect on the Undead, Mechanical units, and Elementals.
18 3 0 5 8 0 no 100 0 0 0 0 no
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem Ericuba
no
141 Swiftness Circle 1.
School: Prayers.
Increases the target's speed by 1. Enchanted unit restores 2 points stamina each turn. Lasts 6 turns.
Duration increases with the caster's Concentration.
The spell has no effect on undead and demons.
2 1 0 1 1 0 no 0 100 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Demon
Sources (events; chance): #1213, #2164
no
142 Dispel Magic Circle 1.
School: Prayers.
Deals 15 HP damage to an enemy summoned unit. Damage increases significantly with the caster's Spellpower.
Resistance protects only partially against this spell. Magic immunity does not apply.
1 1 0 1 2 0 no 200 0 50 0 0 yes
Inquisitor
Sources (events; chance): #1213, #1350, #2165
no
143 Bane of the Wicked Circle 2.
School: Sacred Magic.
Grants the target the abilities Smite Evil (2), Bane of Undead, and Bane of Demons.
Lasts 6 turns.
The effect slightly increases with the caster's Spellpower.
The spell has no effect on undead and demons.
9 1 0 2 2 0 no 50 0 0 0 0 yes
Immunity (type): Undead, Demon Temple of Life Grand Inquisitor
Sources (events; chance): #1213, #1350, #2165
yes
144 Grace Circle 2.
School: Prayers.
Increases all types of Attack, all types of Defense, and resistance of the target by 2. Enchanted creature restores 2 hit points each turn. Lasts 5 turns.
Duration increases with the caster's Concentration.
The spell has no effect on undead and demons.
4 1 0 2 3 0 no 0 100 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Demon
Inquisitor
Sources (events; chance): #1218, #1343, #1350, #1630
no
145 Divine Seal Circle 3.
School: Prayers.
Prevents the target from using spells. Does not affect the unit's special abilities. Lasts 4 turns.
Duration increases with the caster's Concentration. Resistance has almost no protection against this spell. Magic immunity does not apply.
12 4 0 3 3 0 no 0 100 0 25 0 yes
Grand Inquisitor
Sources (events; chance): #1218, #1343, #1350, #1630
no
146 Armor of Faith Circle 2.
School: Prayers.
Reduces damage from Undead and Demons by 50%. Lasts 5 turns.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Demons, Mechanical units, and Elementals.
8 1 0 2 3 0 no 0 100 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Demon, Mechanical, Elemental Spirit, Golem
Inquisitor
Sources (events; chance): #1218, #1343, #1350, #1630
no
147 True Resurrection Circle 3.
School: Prayers.
The caster loses 5 hit points.
Resurrects friendly dead unit with full health.
Has no effect on the Undead, Demons, Mechanical units, and Elementals.
25 5 5 3 5 3 no 0 0 0 0 0 yes
Immunity (type): Undead, Demon, Mechanical, Elemental Spirit, Golem Seraphim
no
148 Sanctuary Circle 3.
School: Prayers.
Increases Attacks and Defenses of all allies within 1 tile by 2, and bestow Armor of Faith 50%. Lasts 4 turns.
Duration increases with the caster's Concentration.
The spell has no effect on undead and demons.
10 3 0 3 4 0 no 0 100 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Demon
Inquisitor
Sources (events; chance): #1343, #1477
no
149 Divine Warp Circle 2.
School: Prayers.
Instantly transports the target to a specified vacant tile. Works only on friendly units. Ignores spell immunity.
Does not affect demons, undead and mechanical units.
14 3 0 2 4 0 no 0 0 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Demon, Mechanical
Grand Inquisitor
Sources (events; chance): #1343, #1477
no
150 Divine Light Circle 4.
School: Sacred Magic.
Reduces all types of Attack of all enemies within 2 tiles to zero.
Resistance protects only partially against this spell.
Lasts 4 turns. Duration increases with the caster's Concentration.
Has no effect on Mechanical units and Elementals.
45 10 0 4 4 0 no 0 100 0 50 0 yes
Immunity (abilities): Spell Immunity, Avatar of Light
Immunity (type): Mechanical, Elemental Spirit, Golem
Cathedral of Light Grand Inquisitor
Sources (events; chance): #1343, #1477
yes
151 Holy Word Circle 4.
School: Prayers.
The caster loses 5 hit points.
Deals 10 points of magic damage to all enemies on the battlefield. Ignores magic resistance.
Damage increases with the caster's Spellpower.
55 7 5 4 5 0 no 100 0 0 0 0 yes
Immunity (abilities): Spell Immunity, Avatar of Light
no
152 Divine Vengeance Circle 4.
School: Prayers.
Deals 16 magic damage to all the demons and undead within 2 tiles.
Damage increases significantly with the caster's Spellpower.
37 5 0 4 5 0 no 200 0 50 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Mortal, Mechanical, Hero, Elemental Spirit
Grand Inquisitor
no
153 Summon Skeleton Circle 2.
School: Necromancy.
Summons a skeleton in a tile next to the caster.
Summoning range and Skeleton's attributes depend on caster's Summoning Power.
10 3 0 5 8 0 no 100 0 0 0 0 no
Necromancer, Lich
no Skeleton
154 Summon Wyvern Circle 4.
School: Natural Magic.
Summons a Wyvern, slow but powerful swamp creature, to a tile adjacent to the caster.
Summoning range and Wyvern's attributes significantly depend on caster's Summoning Power.
35 6 0 4 4 0 no 150 0 0 0 0 yes
Tree of Miracles Beast Master
Sources (events; chance): #1343, #1477
yes Wyvern (Level: 8)
155 Fire Storm Circle 4.
School: Elemental Magic.
Inflicts 10 points of magic damage to all units within a range of 2 tiles and ignites the targets, inflicting 1 point of damage for 3 turns. Resistance protects only partially against this spell.
Damage increases slightly with the caster's Spellpower.
80 9 0 5 8 0 no 50 0 50 0 0 no
Immunity (abilities): Spell Immunity, Fire Immunity
High Mage
no
156 Chilling Lightning Circle 3.
School: Elemental Magic.
Deals damage to the spell target, and up to three random nearby enemy units in succession. Main target receives 20 magic damage, each subsequent target receive 5 less.
Damage increases with the caster's Spellpower. Magic immunity does not apply.
18 1 0 3 4 0 no 200 0 100 0 0 yes
Sphere of Ice High Mage
Sources (events; chance): #1343, #1477
yes
157 Order Circle 4.
School: Astral Magic.
Allows the possession of an enemy unit for 1 turn.
At the end of the spell the target loses half of its stamina and morale.
Ignores magic resistance.
Has no effect on the Undead, Mechanical units, Heroes, and Elementals.
40 6 0 5 8 0 no 0 1 0 0 0 no
Immunity (abilities): Spell Immunity, Special ability , Mind Control Immunity
Immunity (type): Undead, Mechanical, Hero, Elemental Spirit, Golem
Beholder, High Mage, Memory Keeper, Illithid, Eternal Mentor, Tree of the Departed
no
158 Warp Circle 1.
School: Metamorphosis.
Instantly transports the unit to a specified vacant tile. Only affects the caster.
The hero using this spell will be immobilized until the end of the next turn.
10 2 0 1 3 0 no 100 0 0 0 0 yes
Devil, Lord of Abyss
Sources (events; chance): #1218, #1343, #1350, #1630
no
159 Celestial Thunder Circle 2.
School: Elemental Magic.
Inflicts 15 points of magic damage to the target. Resistance protects only partially against this spell.
Damage increases significantly with the caster's Spellpower.
10 3 0 2 4 0 no 150 0 50 0 0 yes
Immunity (abilities): Spell Immunity, Air Immunity
Air Elemental
Sources (events; chance): #1343, #1477
no
160 Chain Lightning Circle 4.
School: Elemental Magic.
Inflicts 15 points of magic damage to all units within a range of 2 tiles. Resistance protects only partially against this spell.
Damage increases with the caster's Spellpower.
50 7 0 4 4 0 no 100 0 50 0 0 yes
Immunity (abilities): Spell Immunity, Air Immunity
Air Elemental
Sources (events; chance): #1343, #1477
no
161 Head Wind Circle 1.
School: Elemental Magic.
Reduces the target's Speed by 2, and Range by 1. Enchanted unit loses one Stamina each turn. Lasts 6 turns. If the spell reduces the target's speed below 1, it still can move but will lose some stamina every step.
Duration increases with the caster's Concentration.
No effect on incorporeal creatures.
2 1 0 5 8 0 no 0 100 0 100 0 no
Immunity (abilities): Spell Immunity
no
162 Sluggishness Circle 1.
School: Elemental Magic.
Reduces the target's speed by 2. Enchanted unit loses one Stamina each turn. Lasts 5 turns. If the spell reduces the target's speed below 1, it still can move but will lose some stamina every step. Resistance protects only partially against this spell.
Duration increases with the caster's Concentration.
2 1 0 1 2 0 no 0 100 0 50 0 yes
Immunity (abilities): Spell Immunity
Earth Elemental
Sources (events; chance): #1213, #1350, #2165
no
163 Quicksand Circle 3.
School: Elemental Magic.
Reduces the speed of all creatures within a 1 tile by 2. Enchanted warrior loses 2 points of stamina each turn. Lasts 6 turns. Magic Resistance and Magic Immunity offer no protection from this spell.
Does not affect flying and hovering creatures.
Duration increases slightly with the caster's Concentration.
25 4 0 3 4 0 no 0 50 0 0 0 yes
Immunity (abilities): Flying, Floating
Earth Elemental
Sources (events; chance): #1343, #1477
no
164 Earthquake Circle 4.
School: Elemental Magic.
Inflicts 12 points of physical damage to all enemy units on the battlefield. Armor protects against the damage, but only partially. Magic immunity does not apply.
Does not affect flying and hovering creatures.
Damage increases slightly with the caster's Spellpower.
45 6 0 4 4 0 no 50 0 0 0 50 yes
Immunity (abilities): Flying, Floating
Earth Elemental
Sources (events; chance): #1343, #1477
no
165 Fire Rain Circle 3.
School: Elemental Magic.
Deals 10 points of magic damage to every unit in a 1-tile radius, then 1 more point of damage for 3 turns.
Damage and burning damage increases slightly with the caster's Spellpower.
12 4 0 3 4 0 no 50 0 100 0 0 yes
Immunity (abilities): Spell Immunity, Fire Immunity
Fire Elemental
Sources (events; chance): #1343, #1477
no
166 Mass Fire Immunity Circle 2.
School: Elemental Magic.
Grants all friendly units immunity to fire and increases Ranged Defense by 1. Lasts 2 turns.
Duration increases significantly with the caster's Concentration.
16 3 0 2 3 0 no 0 200 0 0 0 yes
Immunity (abilities): Spell Immunity, Fire Immunity
Fire Elemental
Sources (events; chance): #1218, #1343, #1350, #1630
no
167 Cleansing Flame Circle 4.
School: Elemental Magic.
The caster loses 80 hit points.
Inflicts 12 points of magic damage to all units on the battlefield and ignites the target, inflicting 2 point of damage for 3 turns. Resistance protects only partially against this spell.
Damage and burning damage increases with the caster's Spellpower.
10 2 80 5 8 0 no 100 0 50 0 0 no
Immunity (abilities): Spell Immunity, Fire Immunity
Fire Elemental
no
168 Summon Air Elemental Circle 3.
School: Elemental Magic.
Air Elemental is summoned in a tile next to the caster.
Summoned creature knows "Celestial Thunder", "Chain Lightning" and "Head Wind". spells.
Summoning range and Air Elemental's attributes depend on caster's Summoning Power.
Afterwards the summoner will not be able to cast spells for 2 turns.
35 4 0 3 4 0 no 100 0 0 0 0 yes
Spirit Talker, Elemental Mistress
Sources (events; chance): #1343, #1477
no Air Elemental
169 Summon Earth Elemental Circle 3.
School: Elemental Magic.
Earth Elemental is summoned in a tile next to the caster.
Summoned creature knows "Sluggishness", "Quicksand" and "Earthquake" spells.
Summoning range and Earth Elemental's attributes depend on caster's Summoning Power.
Afterwards the summoner will not be able to cast spells for 2 turns.
35 4 0 3 4 0 no 100 0 0 0 0 yes
Runesmith, Elemental Mistress
Sources (events; chance): #1343, #1477
no Earth Elemental
170 Summon Fire Elemental Circle 3.
School: Elemental Magic.
Fire Elemental is summoned in a tile next to the caster.
Summoned creature knows "Fire Rain", "Mass Fire Immunity" and "Cleansing Flame" spells.
Summoning range and Fire Elemental's attributes depend on caster's Summoning Power.
Afterwards the summoner will not be able to cast spells for 2 turns.
35 4 0 3 4 0 no 100 0 0 0 0 yes
Elemental Mistress
Sources (events; chance): #1343, #1477
no Fire Elemental
171 Summon Living Armor Circle 3.
School: Metamorphosis.
Summons a Living Armor in a tile next to the caster.
Summoning range and Living Armor's attributes depend on caster's Summoning Power.
Afterwards the summoner will not be able to cast spells for 2 turns.
35 5 0 3 5 0 no 100 0 0 0 0 yes
White Mage
no Living Armor
172 Summon Lord of Abyss Circle 4.
School: Chaos Magic.
The caster loses 15 hit points.
Summons a Lord of Abyss in a tile next to the caster.
Summoning range and Lord of Abyss's attributes depend on caster's Summoning Power.
55 4 15 4 4 -3 no 100 0 0 0 0 yes
Gates of Chaos Acheron
Sources (events; chance): #1343, #1477
yes Lord of Abyss
173 Anthem Of The Damned Circle 4.
School: Chaos Magic.
Inflicts 16 points of damage to all Mortals on the battlefield. Resistance protects only partially against this spell. Magic immunity does not apply.
Damage increases with the caster's Spellpower. Has no effect on Cultists.
50 8 10 5 8 -4 no 100 0 50 0 0 no
Mortal Immunity (abilities): Avatar of Light
Immunity (type): Cultist
Acheron
no
174 Polymorphism Circle 4.
School: Metamorphosis.
Grants an ally the ability to transform into any other unit on the battlefield.
Lasts 5 turns.
Duration slightly increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, Heroes, Animals, Elementals, and Golems.
Cannot be cast on creatures immune to magic, or already transformed.
35 6 0 5 8 0 no 0 50 0 0 0 yes
Immunity (abilities): Spell Immunity, Transformed
Immunity (type): Undead, Mechanical, Hero, Animal, Elemental Spirit, Golem
Faerie Dragon
no
175 Doppelganger Circle 4.
School: Metamorphosis.
Transforms the caster into one of the creatures on the battlefield (ally or foe).
Lasts 4 turns.
Duration increases with the caster's Concentration.
Cannot transform into a Hero, Trap or Obstacle, or into a magic-immune or transformed creature.
45 1 0 5 8 0 no 0 100 0 0 0 no
Immunity (abilities): Spell Immunity, Transformed
Immunity (type): Hero, Trap, Obstacle
no
176 Doppelganger Circle 4.
School: Metamorphosis.
Transforms the caster into one of the creatures on the battlefield (ally or foe).
Lasts 4 turns.
Duration increases with the caster's Concentration.
Cannot transform into a Hero, Trap or Obstacle, or into a magic-immune or transformed creature.
45 1 0 5 8 0 no 0 100 0 0 0 no
Immunity (abilities): Spell Immunity, Transformed
Immunity (type): Hero, Trap, Obstacle
no
177 Summon Phantom Circle 3.
School: Astral Magic.
A Phantom is summoned in a tile next to the caster.
Phantom's attributes depend on caster's Summoning Power.
40 5 0 5 8 0 no 100 0 0 0 0 no
Psion
no Phantom (Level: 1)
178 Fanaticism Circle 4.
School: Astral Magic.
When the target dies while under this spell, it is resurrected. While the spell is active the target becomes intrepid.
Lasts 10 turns. Duration increases significantly with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
30 3 0 5 8 1 no 0 200 0 0 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Psion
no
179 Deadly Terror Circle 4.
School: Astral Magic.
Reduces target's morale by 16.
Has no effect on the Undead, Mechanical units, and Elementals.
27 4 0 5 8 0 no 0 0 100 0 0 no
Immunity (abilities): Intrepid, Spell Immunity, Mind Control Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Psion
no
180 Panic Circle 2.
School: Astral Magic.
Reduces the morale of all enemies within 1 tile by 10.
Effect increases with the caster's Spellpower.
Has no effect on intrepid creatures.
18 3 0 5 8 0 no 100 0 100 0 0 no
Immunity (abilities): Intrepid, Spell Immunity, Mind Control Immunity
Matriarch
no
181 Imaginary Assassin Circle 3.
School: Astral Magic.
The target of this spell with magic resistance 5 or less inflicts double damage to itself.
Has no effect on the Undead, Mechanical units, and Elementals.
15 3 0 5 8 -1 no 100 0 100 0 0 no
Immunity (abilities): Spell Immunity, Mind Control Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Psion
no
182 Bind Will Circle 4.
School: Astral Magic.
Allows the possession of an enemy unit for 2 turns. Ignores magic resistance.
Duration increases with the caster's Concentration.
At the end of the spell the target loses half of its stamina and morale.
Has no effect on the Undead, Mechanical units, Heroes, and Elementals.
35 3 0 5 8 0 no 0 50 0 0 0 no
Immunity (abilities): Spell Immunity, Special ability , Mind Control Immunity
Immunity (type): Undead, Mechanical, Hero, Elemental Spirit, Golem
Psion
no
183 Strong Mind Circle 2.
School: Astral Magic.
Grants all friendly units immunity to all mind affecting spells. Lasts 10 turns.
Duration increases slightly with the caster's Concentration.
26 3 0 2 3 0 no 0 50 0 0 0 yes
Immunity (abilities): Spell Immunity, Mind Control Immunity
Memory Keeper, Matriarch
Sources (events; chance): #1218, #1343, #1350, #1630
no
184 Arrow Shower Circle 4.
School: Natural Magic.
For 3 turns, grant ranged units Double Shot and Enchanted Arrows, dealing additional magic damage. Each turn the unit recovers 2 Stamina and 1 ammo. Lasts 3 turns.
Duration increases with the caster's Concentration.
Only works on Elves. Has no effect on units with Magic Shot.
32 5 0 5 8 0 no 0 100 0 0 0 no
Elf Immunity (abilities): Spell Immunity, Magic Shot
Elven Mistress
no
185 Control Undead Circle 3.
School: Necromancy.
Allows the possession of an enemy undead unit for 2 turns.
Magic Resistance and Magic Immunity offer no protection from this spell.
Only works on the Undead.
40 4 0 5 8 0 no 0 1 0 0 0 no
Undead Immunity (abilities): Spell Immunity, Special ability , Mind Control Immunity
Death Touched, Lich
no
186 Seismic Charge Combat abilities.
Reduces the speed of all creatures within a one tile by 1. The enchanted units lose 1 point of stamina every turn. Magic Resistance and Magic Immunity offer no protection from this spell. Lasts 3 turns.
Duration increases with the caster's Concentration.
Does not affect flying and hovering creatures.
12 1 0 5 8 0 no 0 1 0 0 0 no
Immunity (abilities): Flying, Floating
no
187 Mockery Combat abilities.
The target instantly loses 2 stamina points, and then another stamina point for 3 turns. Resistance hardly reduces the duration of the spell. Magic immunity does not apply.
Has no effect on the Undead, Mechanical units, Animals, and Elementals.
2 1 0 5 8 0 no 1 0 0 20 0 no
Immunity (type): Undead, Mechanical, Animal, Elemental Spirit Bard
no
188 Levitation Circle 1.
School: Metamorphosis.
Slightly increases the speed of a friendly unit by granting it the ability to float above the terrain. Enchanted unit restores one stamina point each turn.
Lasts 4 turns. Duration increases with the caster's Concentration.
Does not affect flying and hovering creatures.
8 2 0 1 2 0 no 0 100 0 0 0 no
Immunity (abilities): Flying, Floating, Spell Immunity
Darkness Chosen
no
189 Embrace of Darkness Circle 3.
School: Necromancy.
Gives friendly unit the traits of an undead creature: Fearlessness, Tirelessness, Immunity to Pain, Poison and Cold, and Vampirism.
Heals poisoning and bleeding. Lasts 4 turns.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
21 3 0 3 5 0 no 0 100 0 0 0 yes
Immunity (abilities): Spell Immunity, Avatar of Light
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Illithid
no
190 Deadly Touch Circle 4.
School: Necromancy.
Instantly kills one friendly or enemy creature. Magic Resistance and Magic Immunity offer no protection from this spell.
Has no effect on the Undead, Mechanical units, Heroes, and Elementals.
50 5 0 4 8 -5 no 0 0 0 0 0 no
Immunity (type): Undead, Mechanical, Hero, Elemental Spirit, Golem Death Incarnate, Lich
Sources (events): #1309
no
191 Banshee's Howl Circle 3.
School: Necromancy.
Drains 4 hit points and 2 points of morale, reduces the speed by 1 for two turns.
Affects all living creatures within 2 tiles. Magic Resistance and Magic Immunity offer no protection from this spell.
Has no effect on the Undead, Mechanical units, and Elementals.
13 4 0 5 8 0 no 100 0 0 0 0 no
Immunity (abilities): Intrepid, Mind Control Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Banshee
no
192 Paralyze Circle 3.
School: Astral Magic.
The target unit cannot move and fight. Lasts 4 turns. The target's resistance only partially protects it from the spell.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
16 2 0 5 8 0 no 0 100 0 25 0 no
Immunity (abilities): Spell Immunity, Mind Control Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Illithid
no
193 Mass Sleep Circle 4.
School: Astral Magic.
Puts all enemy units to sleep. Sleeping units cannot fight until they are attacked.
Lasts 3 turns. Ignores magic resistance.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
45 4 0 5 8 0 no 0 100 0 0 0 no
Immunity (abilities): Spell Immunity, Mind Control Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Illithid
no
194 Shadow Form Circle 2.
School: Shadow Magic.
The unit is in shadow form. In this state it loses Vigilance, reduces counterattack by 5 and resistance by half, and every turn it loses 2 morale points. Unit's Attack is increased by 4, and Speed by 1. Unit recovers 2 Stamina each turn. Unit becomes incorporeal, gets Bloodlust 2, and is able to strike all adjacent enemies.
Lasts 3 turns. Duration increases with the caster's Concentration.
16 2 0 5 8 0 no 0 100 0 0 0 no
Immunity (type): Undead, Mechanical, Hero Blood Butterfly
no
195 Holy Circle Circle 2.
School: Astral Magic.
Increases all attack and defense attributes and resistance of all friendly creatures within 1 tile by 1. Lasts 5 turns.
The effect slightly increases with the caster's Spellpower.
The spell has no effect on undead and demons.
8 2 0 2 3 0 no 50 0 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Demon
Sources (events; chance): #1218, #1343, #1350, #1630
no
196 Summon Beholder Circle 3.
School: Shadow Magic.
A friendly unit needs to be sacrificed for this incantation.
A Beholder is summoned in a tile next to the caster.
Summoning range and Beholder's attributes depend on the caster's Summoning Power.
35 4 0 3 5 0 no 100 0 0 0 0 yes
Darkness Chosen
no Beholder
197 Dark Crystal Circle 3.
School: Shadow Magic.
Creates a Dark Crystal on the battlefield within four tiles of the caster.
Summoning range and Dark Crystal's attributes depend on the caster's Summoning Power.
15 3 0 5 8 0 no 100 0 0 0 0 yes
Darkness Chosen
no Dark Crystal (Level: 3)
198 Kiss of Darkness Circle 2.
School: Shadow Magic.
Makes the target intrepid and gives it another turn. Lasts 3 turns.
Instantly replenishes 2 ammo and 4 stamina points.
Duration increases with the caster's Concentration.
Only works on Drow in Shadow form.
15 4 0 5 8 0 no 0 100 0 0 0 no
Drow Immunity (type): Drow Darkness Chosen
no
199 Astral Parasite Circle 2.
School: Shadow Magic.
The effect of this spell is cumulative.
Reduces the resistance of an enemy unit by 1 and makes it lose 2 stamina points each turn. Resistance protects only partially against this spell.
Lasts 4 turns.
Duration increases with the caster's Concentration.
Has no effect on the Undead and Mechanical units.
6 3 0 5 8 0 yes 0 100 0 50 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Golem
no
200 Hands of Darkness Circle 3.
School: Shadow Magic.
The target unit gains the ability to attack all enemies around it for an additional stamina points.
Lasts 1 turn.
Duration slightly increases with the caster's Concentration.
Has no effect on creatures that already have Round Attack.
15 2 0 5 8 0 no 0 25 0 0 0 no
Immunity (abilities): Spell Immunity, Round Attack
Darkness Craver
no
201 Dark Depletion Circle 3.
School: Shadow Magic.
Destroys 8 missiles from all units within 2 tiles. Targets take damage based on the amount of destroyed ammo.
The amount of ammo destroyed increases with the caster's Spellpower.
Has no effect on Animals, and creatures with natural weapons.
17 4 0 3 4 0 no 200 0 100 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Animal
Darkness Craver
Sources (events; chance): #1343, #1477
no
202 Enchanted Weapon Circle 3.
School: Metamorphosis.
The effect of this spell is cumulative.
Increases all types of Attack of all allies by 1. Lasts 4 turns.
Replenishes ammo by 4.
Duration increases with the caster's Concentration.
Has no effect on Animals.
20 3 0 3 4 0 yes 0 100 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Animal
School of High Magic Sources (events; chance): #1343, #1477
yes
203 Raise Reaper Circle 1.
School: Necromancy.
Creates a Reaper from the remains of a fallen.
Reaper's attributes partially depend on Summoning and Necromancy Power.
12 5 0 1 4 -1 no 50 0 0 0 0 yes
Lich
Sources (events; chance): #1343, #1477
no Reaper
204 Raise Mummy Circle 1.
School: Necromancy.
Creates a Mummy from the remains of a fallen.
Mummy's attributes partially depend on Summoning and Necromancy Power.
18 5 0 1 4 -1 no 50 0 0 0 0 yes
Maleficar, Lich
Sources (events; chance): #1343, #1477
no Mummy (Level: 5)
205 Raise Cadaver Circle 2.
School: Necromancy.
Creates a Cadaver from the remains of a fallen.
Cadaver's attributes partially depend on Summoning and Necromancy Power.
30 6 0 2 5 -2 no 50 0 0 0 0 yes
Warlock, Maleficar
no Cadaver
206 Raise Banshee Circle 3.
School: Necromancy.
Creates a Banshee from the remains of a fallen.
Banshee's attributes partially depend on Summoning and Necromancy Power.
60 7 0 3 5 -3 no 50 0 0 0 0 yes
Lich
no Banshee
207 Dark Resurrection Circle 2.
School: Shadow Magic.
A friendly unit needs to be sacrificed for this incantation.
Resurrects a friendly unit with half its health.
Amount of hit points restored slightly increases with the caster's Spellpower.
Has no effect on the Undead, Mechanical units, and Elementals.
20 3 0 2 4 -3 no 500 0 0 0 0 yes
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem Dark Priestess
Sources (events; chance): #1343, #1477
no
208 Cloud of Darkness Circle 4.
School: Shadow Magic.
A friendly unit needs to be sacrificed for this incantation.
Reduces all types of Attack of all enemies within 2 tiles to zero. Lasts 4 turns. Resistance protects only partially against this spell.
Has no effect on the Undead, Mechanical units, Chaos Lords, and Elementals.
27 4 0 5 8 0 no 0 100 0 50 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Chaos Lord, Elemental Spirit, Golem
Darkness Chosen
no
209 Titan's Strength Circle 4.
School: Metamorphosis.
Increases the attack and counterattack of a friendly unit by 25. Lasts 3 turns.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Elementals, Mechanical units, and large creatures.
30 3 0 4 4 0 no 0 100 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem, Giant
Secret Guild Sources (events; chance): #1343, #1477
yes
210 Cloud of Restoration Circle 2.
School: Necromancy.
Heals 10 hit points of all undead units within 1 tile.
Healing effect increases slightly with the caster's Spellpower.
Only works on the Undead. The spell has no effect on Death Servants and incorporeal creatures.
18 4 0 2 4 -1 yes 50 0 0 0 0 yes
Undead Immunity (abilities): Spell Immunity, Incorporeal
Immunity (type): Servant of Death
Warlock, Maleficar, Lich
Sources (events; chance): #1343, #1477
no
211 Mass Undead Restoration Circle 3.
School: Necromancy.
The effect of this spell is cumulative.
Under this spell, all allied undead units immediately recover 8 HP, and continue regenerating every turn. Lasts 4 turns.
Only works on the Undead.
Number of restored hit points slightly increases with the caster's Spellpower.
13 3 0 3 4 -1 yes 50 0 0 0 0 yes
Undead Immunity (abilities): Spell Immunity
Immunity (type): Servant of Death
Tower of Necromancy Warlock, Maleficar, Lich
Sources (events; chance): #1343, #1477
yes
212 Disintegration Circle 4.
School: Chaos Magic.
Inflicts 50 points of magic damage to the target.
Damage increases greatly with the caster's Spellpower.
Ignores magic immunity.
Has no effect on Chaos Lords.
75 10 0 4 6 -1 no 500 0 100 0 0 yes
Immunity (type): Chaos Lord no
213 Eternal Slave Circle 2.
School: Necromancy.
When the target dies while under this spell, it will rise again. Lasts 5 turns.
Duration slightly increases with the caster's Concentration.
Only works on the Undead.
27 3 0 2 3 0 no 0 50 0 0 0 yes
Undead Immunity (abilities): Spell Immunity
Immunity (type): Servant of Death
Necromancers Guild Death Touched, Lich
Sources (events; chance): #1218, #1343, #1350, #1630
yes
214 Word of Death Circle 4.
School: Necromancy.
Decreases the stamina of all living creatures on the battlefield by 12.
Effect increases slightly with the caster's Spellpower. Spell resistance and Magic Immunity do not apply.
Has no effect on Elementals, Heroes, and tireless creatures.
40 4 0 4 4 -1 no 50 0 0 0 0 yes
Immunity (abilities): Tireless
Immunity (type): Hero, Elemental Spirit
Lich
Sources (events; chance): #1343, #1477
no
215 Pathfinding Circle 2.
School: Natural Magic.
All friendly units gain the ability to move freely through any terrain type.
Lasts 4 turns. Duration increases with the caster's Concentration.
Does not affect flying and hovering creatures.
30 5 0 2 2 0 no 0 100 0 0 0 yes
Immunity (abilities): Flying, Floating, Spell Immunity
Sources (events; chance): #1213, #1350, #2165
no
216 Word of Peace Circle 4.
School: Sacred Magic.
Reduces attack and ranged attack of all units on the battlefield by 10 and increases resistance and armor by 5. Lasts 5 turns. Magic Resistance and Magic Immunity offer no protection from this spell.
Duration slightly increases with the caster's Concentration.
40 4 0 4 4 1 no 0 50 0 0 0 yes
Sources (events; chance): #1343, #1477
no
217 Hunter's Vine Circle 2.
School: Natural Magic.
Immobilizes all creatures within 1 tile. Entangled target cannot move, but can attack, shoot and cast spells. Lasts 4 turns.
Duration slightly increases with the caster's Concentration. Agile creatures quickly escape the roots.
11 4 0 2 3 0 no 0 50 0 100 0 yes
Immunity (abilities): Spell Immunity, Entanglement Immunity, Flying, Floating
Leafy Tower Sources (events; chance): #1218, #1343, #1350, #1630
yes
218 Spectral Blade Circle 2.
School: Metamorphosis.
Inflicts 12 points of physical damage.
Damage increases significantly with the caster's Spellpower.
Armor protects against the damage, but only partially.
Ignores magic immunity.
7 2 0 2 3 0 no 200 0 0 0 50 yes
Mages Guild Sources (events; chance): #1218, #1343, #1350, #1630
yes
219 Supreme Power Circle 4.
School: Sacred Magic.
Increases all attack attributes of all friendly units within 2 tiles by 10, armor and resistance are increased by 5. Dispels a lot of the harmful spells and grants Mind Control immunity.
Lasts 4 turns.
Caster's Concentration and Spellpower doesn't affect this spell.
Does not affect the undead, demons and heroes.
45 6 0 4 4 2 no 0 1 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Demon, Hero
Cathedral of Light Sources (events; chance): #1343, #1477
yes
220 Heroism Circle 2.
School: Astral Magic.
Increases attack of the target by 1 and grants it Mind Control immunity. Increases stamina and morale by 5 points. If a unit has already made its turn, it gets an additional turn.
Lasts 4 turns. Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, Elementals, and Animals.
8 1 0 2 3 0 no 0 100 0 0 0 yes
Immunity (abilities): Spell Immunity, Mind Control Immunity
Immunity (type): Undead, Mechanical, Animal, Elemental Spirit, Golem
Illusionists Guild Sources (events; chance): #1218, #1343, #1350, #1630
yes
221 Destroy Undead Circle 4.
School: Necromancy.
The caster loses 15 hit points.
Instantly kills one friendly or enemy creature.
Magic Resistance and Magic Immunity offer no protection from this spell.
Only works on the Undead.
80 8 15 4 6 2 no 0 0 0 0 0 yes
Undead no
222 Celestial Shield Circle 2.
School: Sacred Magic.
Increases ranged defense of all friendly units within 1 tile by 6 and resistance by 1. Lasts 4 turns.
Duration increases with the caster's Concentration.
The spell has no effect on undead and demons.
10 2 0 2 2 0 no 0 100 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Demon
Sources (events; chance): #1213, #1350, #2165
no
223 Dark Steel Circle 2.
School: Necromancy.
Increases attack and counter-attack of the target by 2 points, grants an armor-piercing ability in melee attack. Enchanted unit will curse and lowers enemy morale by 2 with each successful melee attack.
Lasts 4 turns. Duration increases with the caster's Concentration.
Has no effect on the Undead, Animals, and Elementals.
12 3 0 2 3 -1 no 0 100 0 0 0 yes
Immunity (abilities): Spell Immunity, Avatar of Light
Immunity (type): Undead, Animal, Elemental Spirit
Sources (events; chance): #1218, #1343, #1350, #1630
no
224 Dissolve Armor Circle 1.
School: Necromancy.
Decreases target's defense attributes by 4. Lasts 4 turns. Ignores magic resistance.
Duration increases with the caster's Concentration.
No effect on incorporeal creatures.
4 2 0 5 8 0 no 0 100 0 0 0 no
Immunity (abilities): Spell Immunity, Incorporeal
Necromancer, Black Knight, Lich
no
225 Cat's Reflexes Circle 2.
School: Astral Magic.
The enchanted creature gains Vigilance (ability to counterattack agile enemies), Parry (2), Dodge (2), and Agility (ability to attack enemies without risking a counterattack).
Lasts 4 turns.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Elementals, Mechanical units, and large creatures.
6 1 0 2 2 0 no 0 100 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem, Giant
Illusionists Guild Sources (events; chance): #1213, #1350, #2165
yes
226 Axii Sign Witcher's Sign.
Reduces target's morale by 8. Magic Resistance only partially reduces the damage. Ignores magic immunity.
Has no effect on intrepid creatures.
3 1 0 5 8 0 no 0 0 25 0 0 no
Immunity (abilities): Intrepid, Mind Control Immunity
Witcher
no
227 Yrden Sign Witcher's Sign.
Causes the target of the spell to feel severe pain. The unit loses 4 hit points and 1 point of stamina each turn. All types of Attack are reduced by 2.
Lasts 3 turns. Resistance reduces duration only slightly. Ignores magic immunity.
Has no effect on the Undead, Mechanical units, and Elementals.
3 1 0 5 8 0 no 0 1 0 30 0 no
Immunity (abilities): Feels No Pain
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Witcher
no
228 Ice Storm Circle 4.
School: Elemental Magic.
Inflicts 15 points of magic damage to all units within a range of 2 tiles, reduces targets speed by 1 for 3 turns. Magic Resistance only partially reduces the damage from this spell and does not protect against speed reduction.
Caster's Concentration and Spellpower doesn't affect this spell.
55 8 0 4 5 0 no 0 1 50 0 0 yes
Immunity (abilities): Spell Immunity, Ice Immunity
no
229 Summon Devil Circle 4.
School: Chaos Magic.
The caster loses 15 hit points.
Summons a Devil in a tile next to the caster.
Summoning range and Devil's attributes depend on caster's Summoning Power.
75 6 15 5 8 -5 no 100 0 0 0 0 no
no Devil
230 Death Cloud Circle 3.
School: Necromancy.
This unit can cast the Death Cloud spell, poisoning all living creatures within 2 tiles. Poisoned units loses 5 hit points instantly and 5 hit points, 2 points of stamina and morale each turn. All attack attributes are reduced by 2 and speed by 1. Lasts 3 turns. Magic Resistance and Magic Immunity offer no protection from this spell.
Has no effect on the Undead, Mechanical units, and Elementals.
20 5 0 5 8 -2 no 0 1 0 0 0 no
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem Lich
no
231 Mass Life Drain Circle 4.
School: Necromancy.
Deals 5 damage to all enemy units, and disables attacks for 2 turns. Caster recovers health according to damage.
Damage increases with the caster's Spellpower. Resistance has almost no protection against this spell.
Has no effect on the Undead, Mechanical units, and Elementals.
50 4 0 4 4 -2 no 100 0 25 0 0 yes
Immunity (abilities): Spell Immunity, Avatar of Light
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Lich
Sources (events; chance): #1343, #1477
no
232 Demon Blood Circle 3.
School: Chaos Magic.
Deals 15 damage to all friendly and enemy targets within 1 tile. The caster regains as many hit points as damage dealt.
Damage increases with the caster's Spellpower. Resistance protects only partially against this spell.
Only works on Demons. Has no effect on Chaos Lords.
15 3 0 3 3 0 no 100 0 50 0 0 yes
Demon Immunity (abilities): Spell Immunity
Immunity (type): Chaos Lord
Tower of Chaos Demonologist, Acheron
Sources (events; chance): #1218, #1343, #1350, #1630
yes
233 Mass Bless Circle 3.
School: Sacred Magic.
Increases Attacks, Defenses, and Resistance of all friendly units by 1. Lasts 5 turns.
The effect slightly increases with the caster's Spellpower.
The spell has no effect on undead and demons.
15 2 0 3 3 0 no 50 0 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Demon
Preacher, Faerie Dragon
Sources (events; chance): #1218, #1343, #1350, #1630
no
234 Healing Sleep Circle 4.
School: Astral Magic.
Puts all units within 1 tile to sleep. Sleeping units cannot fight until they are attacked. Each turn dormant restore 10 hit points and 5 points of stamina.
Lasts 3 turns. Spell Resistance hardly reduces the duration of the spell.
Duration slightly increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
35 3 0 4 4 0 no 0 50 0 25 0 yes
Immunity (abilities): Spell Immunity, Mind Control Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Faerie Dragon
Sources (events; chance): #1343, #1477
no
235 Nightmare Circle 3.
School: Necromancy.
Inflicts a terrible nightmare to the target unit. The target falls asleep, losing 3 points of stamina and morale each turn.
This spell will be broken once the target takes damage.
Lasts 4 turns. Resistance protects only partially against this spell.
Duration slightly increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
16 3 0 3 4 -1 no 0 50 0 50 0 yes
Immunity (abilities): Spell Immunity, Mind Control Immunity, Avatar of Light
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Sources (events; chance): #1343, #1477
no
236 Summon Destroyer Circle 3.
School: Chaos Magic.
The caster loses 13 hit points.
Summons a Destroyer in a tile next to the caster.
Summoning range and Destroyer's attributes depend slightly on caster's Summoning Power.
Afterwards the summoner will not be able to cast spells for 3 turns.
40 5 13 3 4 -2 no 75 0 0 0 0 yes
Sources (events; chance): #1343, #1477
no Destroyer
237 Chaos Distortion Circle 3.
School: Chaos Magic.
The caster loses 18 hit points.
All friendly units recover 3 HP, 1 Stamina and get a second turn (only if they have already moved).
Only works on Demons. Has no effect on Chaos Lords.
40 5 18 3 5 -1 no 0 0 0 0 0 yes
Demon Immunity (abilities): Spell Immunity
Immunity (type): Chaos Lord
Tower of Chaos Lord of Abyss
yes
238 Chaos Surge Circle 1.
School: Chaos Magic.
The caster loses 3 hit points.
Ally loses all ammo, but gets a second turn (only if unit has already moved).
Only works on Demons.
5 1 3 1 2 0 no 1 0 0 0 0 yes
Demon Immunity (abilities): Spell Immunity
Altar of Chaos Demonologist, Devil, Acheron
Sources (events; chance): #1213, #1350, #2165
yes
239 Hellfire Circle 3.
School: Chaos Magic.
The caster loses 10 hit points.
Inflicts 15 points of damage to all units within a range of 1 tiles, ignites the targets, inflicting 3 point of damage for 3 turns.
Magic Resistance only partially protects from this spell.
The caster's Concentration and Spellpower do not affect the strength or duration of this spell.
32 6 10 3 5 -1 no 1 0 50 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Chaos Lord
Tower of Chaos yes
240 Volcano Circle 3.
School: Elemental Magic.
Deals 12 points of magic damage to all units within 2 tiles.
Damage increases significantly with the caster's Spellpower.
Ignores magic immunity.
70 15 0 3 5 0 no 150 0 150 0 0 yes
Immunity (abilities): Fire Immunity
no
241 Blood Ritual Circle 4.
School: Chaos Magic.
The caster loses 35 hit points.
A friendly unit needs to be sacrificed for this incantation.
Instantly kills one enemy unit. Magic Resistance and Magic Immunity offer no protection from this spell.
Has no effect on the Undead, Mechanical units, Heroes, Elementals, and Chaos Lords.
100 12 35 4 6 -6 no 0 0 0 0 0 yes
Immunity (abilities): Avatar of Light
Immunity (type): Undead, Mechanical, Hero, Chaos Lord, Elemental Spirit, Golem
no
242 Raise Skeleton of Doom Circle 2.
School: Necromancy.
Create Skeleton of Doom from an ally's or enemy's corpse.
Skeleton of Doom's attributes depend on Summoning and Necromancy Power.
20 4 0 2 2 -3 no 100 0 0 0 0 yes
Lord of Darkness, Warlock, Maleficar
Sources (events; chance): #1213, #1350, #2165
no Skeleton of Doom
243 Raise Spectre Circle 3.
School: Necromancy.
Creates a Spectre from the remains of a fallen.
Spectre's attributes depend slightly on Summoning and Necromancy Power.
45 5 0 3 5 -3 no 50 0 0 0 0 yes
no Spectre
244 Fearlessness Circle 1.
School: Sacred Magic.
The target restores 10 morale points. For 3 turns the unit's attack is increased by 1 and it becomes fearless.
Caster's Concentration and Spellpower doesn't affect this spell.
Has no effect on the Undead, Mechanical units, and Elementals.
2 1 0 1 1 0 yes 0 1 0 0 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Preacher
no
245 Rune Shot Circle 3.
School: Rune Magic.
Increases target's ranged attack by 4 and deal magical damage. Also restores 2 ammo. Lasts 4 turns.
Duration increases with the caster's Concentration.
Only works on Artillery.
5 2 0 5 8 0 no 0 100 0 0 0 no
Artillery Immunity (abilities): Spell Immunity
Runemaster
no
246 Fatigue Circle 3.
School: Necromancy.
Drains 5 Stamina from all enemy units.
Effect increases with the caster's Spellpower.
Has no effect on the Undead, Mechanical units, and Elementals.
12 3 0 3 2 0 yes 100 0 150 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Tower of Necromancy Sources (events; chance): #1213, #1350, #2165
yes
247 Battle Cry Circle 2.
School: Sacred Magic.
Restores 5 points of stamina and 2 points of morale to all friendly creatures on the battlefield.
The effect slightly increases with the caster's Spellpower.
Has no effect on the Undead, Mechanical units, and Elementals.
10 2 0 2 2 0 yes 50 0 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Preacher
Sources (events; chance): #1213, #1350, #2165
no
248 Blood Sacrifice Circle 3.
School: Chaos Magic.
The caster loses 18 hit points.
A friendly unit needs to be sacrificed for this incantation.
All friendly units get a second turn. The spell only affects those units who have already taken a turn.
Only works on Mortals. Does not affect Giant creatures.
50 7 18 3 6 -5 no 0 0 0 0 0 yes
Mortal Immunity (abilities): Spell Immunity, Avatar of Light
Immunity (type): Giant
no
249 Burden Circle 2.
School: Metamorphosis.
Reduces the speed of all enemy units within 1 tile by 1 and causes them to lose 3 points of stamina. Lasts 3 turns.
Resistance protects only partially against this spell.
Duration slightly increases with the caster's Concentration.
12 3 0 2 2 0 no 0 50 0 50 0 yes
Immunity (abilities): Spell Immunity
Sources (events; chance): #1213, #1350, #2165
no
250 Horror Circle 3.
School: Necromancy.
Reduces the morale of all enemies within 1 tile by 14.
Effect increases slightly with the caster's Spellpower.
Has no effect on the Undead, Mechanical units, and Elementals.
40 4 0 3 4 0 no 50 0 100 0 0 yes
Immunity (abilities): Intrepid, Spell Immunity, Mind Control Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Sources (events; chance): #1343, #1477
no
251 Death Ashes Circle 4.
School: Necromancy.
Inflicts 20 points of magic damage to all units within a range of 2 tiles.
Damage increases significantly with the caster's Spellpower. Ignores magic immunity.
Has no effect on the Undead, Mechanical units, and Elementals.
70 10 0 4 6 -2 no 150 0 100 0 0 yes
Immunity (abilities): Avatar of Light
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
no
252 Containment Circle 3.
School: Metamorphosis.
The effect of this spell is cumulative.
Reduces the target's speed by 1. Enchanted unit loses 2 points of stamina each turn. Lasts 3 turns. If the spell reduces the target's speed below 1, it still can move but will lose some stamina every step.
Duration increases with the caster's Concentration. Magic Resistance and Magic Immunity offer no protection from this spell.
25 1 0 5 8 0 yes 0 100 0 0 0 no
Magister, Archmagister
no
253 Dark Redemption Circle 3.
School: Shadow Magic.
The effect of this spell is cumulative.
A friendly unit needs to be sacrificed for this incantation.
Increases Spellpower and Spell Duration of all friendly units by 1 and their Summoning Power by 2. Lasts 3 turns.
Instantly restores 3 morale points.
Does not affect heroes.
12 2 0 5 8 -1 yes 0 1 0 0 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Hero
Darkness Craver
no
254 Ice Snake Circle 4.
School: Elemental Magic.
Inflicts 30 points of magic damage and reduces speed by 2 for 3 turns.
Magic Resistance only partially reduces the damage from this spell and does not protect against speed reduction.
Caster's Concentration and Spellpower doesn't affect this spell.
40 5 0 5 8 0 no 0 1 50 0 0 no
Immunity (abilities): Spell Immunity, Ice Immunity
Oracle of Elements
no
255 Lightning Ball Circle 4.
School: Elemental Magic.
Deals 20 points of magic damage to all units within 1 tile and reduces their ranged defense by 2 for 3 turns. Spell Ignores spell resistance.
Caster's Concentration and Spellpower doesn't affect this spell.
50 5 0 5 8 0 no 0 1 0 0 0 no
Immunity (abilities): Spell Immunity, Air Immunity
Oracle of Elements
no
256 Scorching Ground Circle 4.
School: Elemental Magic.
Inflicts 9 points of physical damage to all enemy units on the battlefield immediately and another to 7 points for 3 turns. Reduces enemy creatures speed by 1. Magic Resistance and Magic Immunity offer no protection from this spell.
Does not affect flying and hovering creatures, as well as the creatures immune to fire.
Damage increases slightly with the caster's Spellpower.
80 6 0 5 8 0 no 50 0 0 0 0 no
Immunity (abilities): Flying, Floating, Fire Immunity
Oracle of Elements
no
257 Solar Blast Circle 4.
School: Elemental Magic.
Inflicts 15 points of magic damage to all enemy units on the battlefield. Magic Resistance and Magic Immunity offer no protection from this spell.
Damage increases with the caster's Spellpower.
120 9 0 5 8 0 no 100 0 0 0 0 no
Immunity (abilities): Fire Immunity
Elven Mistress, Oracle of Elements
no
258 Necromancer's Cry Circle 3.
School: Necromancy.
The caster loses 13 hit points.
All friendly units get a second turn. The spell only affects those units who have already taken a turn.
Only works on the Undead. Does not affect the servants of Death.
40 5 13 3 5 -1 no 0 0 0 0 0 yes
Undead Immunity (abilities): Spell Immunity
Immunity (type): Servant of Death
Warlock, Maleficar, Lich
no
259 Natural Weapon Circle 2.
School: Natural Magic.
Increases all Attack types of all units within 1 tile by 3. Lasts 5 turns.
Replenishes ammo by 2.
Duration increases with the caster's Concentration.
Only works on Animals.
6 1 0 2 3 0 no 0 100 0 0 0 yes
Animal Immunity (abilities): Spell Immunity
Leafy Tower Sources (events; chance): #1218, #1343, #1350, #1630
yes
260 Enchanted Fang Circle 1.
School: Natural Magic.
Increase the target's Attacks by 2, and makes them magical. Lasts 6 turns.
Spell effect increases slightly with the caster's Spellpower.
Only works on Animals.
5 2 0 1 2 0 no 50 0 0 0 0 yes
Animal Immunity (abilities): Spell Immunity
Forest Keeper
Sources (events; chance): #1213, #1350, #2165
no
261 Demonic Howl Combat abilities.
The caster loses 5 hit points.
A terrifying howl frightens all units within 1 tile. Reduces Morale by 4. Magic Resistance and Magic Immunity offer no protection from this spell.
Has no effect on the Undead, Mechanical units, and Elementals.
2 1 5 5 8 0 no 0 0 0 0 0 no
Immunity (abilities): Intrepid, Mind Control Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Tyrant, Devourer
no
262 Raise Lord of Darkness Circle 3.
School: Necromancy.
Create Lord of Darkness from an ally's corpse.
Lord of Darkness's attributes depend on Summoning and Necromancy Power.
36 4 0 3 4 -4 no 100 0 0 0 0 yes
Maleficar
Sources (events; chance): #1343, #1477
no Lord of Darkness
263 Stone Crust Circle 2.
School: Elemental Magic.
Immobilizes an enemy or friendly Mortal unit. The target's Armor increases by 5, Resistance by 2. Active for 5 turns.
An ally recovers 5 HP each turn, an enemy loses them.
Duration increases slightly with the caster's Concentration. Resistance reduces spell duration.
Has no effect on Heroes and Demons.
14 2 0 2 2 0 no 0 50 0 100 0 yes
Mortal Immunity (abilities): Spell Immunity
Sphere of Stone Sources (events; chance): #1213, #1350, #2165
yes
264 Mass Cold Immunity Circle 2.
School: Elemental Magic.
Grants all friendly units immunity to cold and increases defense by 1. Each turn the units recover 1 HP. Lasts 3 turns.
Duration increases significantly with the caster's Concentration.
Has no effect on Mechanical units and Elementals.
18 2 0 2 4 0 no 0 200 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Mechanical, Elemental Spirit, Golem
Naiad
Sources (events; chance): #1343, #1477
no
265 Mass Grounding Circle 2.
School: Elemental Magic.
Grants all friendly units immunity to lightning based spells and increases resistance by 1. The unit restores 1 stamina point each turn. Lasts 3 turns.
Duration increases significantly with the caster's Concentration.
20 3 0 2 4 0 no 0 200 0 0 0 yes
Immunity (abilities): Spell Immunity
Mephit
Sources (events; chance): #1343, #1477
no
266 Elemental Immunity Circle 3.
School: Elemental Magic.
Grants all friendly units immunity to fire, cold and lighting. Increases resistance by 3. The unit restores 1 hit point and 1 stamina point each turn.
Lasts 5 turns.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
45 5 0 3 3 0 no 0 100 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Sources (events; chance): #1218, #1343, #1350, #1630
no
267 Confusion Circle 4.
School: Astral Magic.
All enemy units within 1 tile forget to attack in close combat. Ranged Attack of unit is reduced to zero. Units cannot use magic. Lasts 3 turns.
Magic Resistance only partially protects from this spell.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
75 5 0 4 4 0 no 0 100 0 50 0 yes
Immunity (abilities): Spell Immunity, Mind Control Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Psy-Monolith Sources (events; chance): #1343, #1477
yes
268 Banish Circle 3.
School: Sacred Magic.
Deals 15 points of magic damage to all units within 1 tiles. Only affects the Undead, Demons, Elementals, and Phantoms. Does not affect the servants of Death.
Damage increases significantly with the caster's Spellpower. Resistance protects only partially against this spell. Magic immunity does not apply.
15 2 0 3 3 3 no 200 0 50 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Mortal, Mechanical, Hero, Servant of Death
Sources (events; chance): #1218, #1343, #1350, #1630
no
269 Summon Hnara Circle 1.
School: Necromancy.
Summons a Hnara in a tile next to the caster.
Summoning range and Hnara's attributes depend hero's Summoning and Necromancy Power. A corpse is not required to summon a Hnara.
The unit does not remain after the battle.
2 5 0 1 3 0 no 100 0 0 0 0 yes
Necromancer, Sorcerer
Sources (events; chance): #1218, #1343, #1350, #1630
no Hnara
270 Miracle Circle 3.
School: Sacred Magic.
Inflicts 12 points of magic damage to all units within 1 tile. All friendly units within range of the spell recover 12 hit points.
Damage and healing power increases with the caster's Spellpower.
Has no effect on the Undead, Mechanical units, and Elementals.
40 5 0 3 4 1 no 100 0 100 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Patriarch
Sources (events; chance): #1343, #1477
no
271 Magic Stream Circle 3.
School: Elemental Magic.
Inflicts 20 magic damage to an enemy unit, or restores 20 hit points to an ally.
Damage and healing power increases with the caster's Spellpower.
Magic immunity does not apply.
10 3 0 3 4 0 no 200 0 100 0 0 yes
Sphere of Ice Sources (events; chance): #1343, #1477
yes
272 Healing Circle Circle 1.
School: Rune Magic.
Heals the caster and all nearby allied units for 4 HP. Cures poisoning. Stops bleeding. Reduces the putrefaction of wounds by 1.
Healing effect increases with the caster's Spellpower.
Has no effect on the Undead, Mechanical units, and Elementals.
6 1 0 5 8 1 yes 100 0 0 0 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Alchemist
no
273 Mobility Combat abilities.
Increases speed of a friendly mechanism by 1. Lasts 1 turn.
Caster's Concentration doesn't increase the duration of this spell.
Only works on Artillery.
2 3 0 5 8 0 no 0 1 0 0 0 no
Artillery Workman
no
274 Reload Combat abilities.
Replenishes 1 ammo to a friendly mechanism.
Only works on Artillery.
2 2 0 5 8 0 no 0 0 0 0 0 no
Artillery Workman
no
275 Summon Wolves Circle 2.
School: Natural Magic.
Summons two wolves in an adjacent tile, plus one wolf per level in Summoning skill.
Summoning range and Wolves' attributes depend slightly on caster's Summoning Power.
18 5 0 2 3 0 no 25 0 0 0 0 yes
Leafy Tower Sources (events; chance): #1218, #1343, #1350, #1630
yes Wolf (Level: 4)
276 Summon Dire Bears Circle 3.
School: Natural Magic.
Summons two Dire Bears in an adjacent tile.
Summoning range and Dire Bears' attributes depend on caster's Summoning Power.
45 6 0 3 4 0 no 75 0 0 0 0 yes
Blooming Lane Forest Keeper
Sources (events; chance): #1343, #1477
yes Dire Bear (Level: 4)
277 Cleansing Flame Circle 4.
School: Elemental Magic.
The caster loses 10 hit points.
Inflicts 12 points of magic damage to all units on the battlefield and ignites the target, inflicting 2 point of damage for 3 turns. Resistance protects only partially against this spell.
Damage and burning damage increases with the caster's Spellpower.
45 5 10 4 4 0 no 100 0 50 0 0 yes
Immunity (abilities): Spell Immunity, Fire Immunity
Sources (events; chance): #1343, #1477
no
278 Strike of Pain Circle 1.
School: Necromancy.
The caster loses 1 hit point.
The remaining life force of a dying creature can be used to inflict pain on the enemy.
The target unit loses 3 hit points, and 3 points of stamina and morale each turn. Ignores magic resistance.
Effect increases with the caster's Spellpower.
Has no effect on the Undead, Mechanical units, Elementals, and creatures immune to pain.
3 1 1 5 8 0 no 125 0 0 0 0 no
Immunity (abilities): Feels No Pain, Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Trapped Soul
no
279 Test of Faith Circle 1.
School: Astral Magic.
The effect of this spell is cumulative.
The target unit restores 4 hit points and 2 stamina points each turn, and also receives Smite Evil (1). Lasts 3 turns.
Restores 1 ammo.
Duration increases with the caster's Concentration.
Only affects Alkari.
4 2 0 5 8 0 yes 0 100 0 0 0 no
Alkaryl Immunity (abilities): Spell Immunity
Witness
no
280 Summon Icarus Circle 1.
School: Astral Magic.
Summons an Icarus, a common Alkari warrior, on a tile adjacent to the summoner.
Icarus's attributes depend on caster's Summoning Power.
15 3 0 5 8 0 no 100 0 0 0 0 no
Luminary
no Icarus (Level: 1)
281 Summon Stalker Circle 2.
School: Astral Magic.
Summons a Stalker, an Alkari hunter, on a tile adjacent to the summoner.
Stalker's attributes depend on caster's Summoning ability.
30 5 0 5 8 0 no 100 0 0 0 0 no
Memory Keeper, Eternal Mentor, Tree of the Departed
no Stalker (Level: 1)
282 Summon Luminary Circle 2.
School: Astral Magic.
A Luminary is summoned in a tile next to the caster.
Luminary's attributes depend on caster's Summoning Power.
40 4 0 5 8 0 no 100 0 0 0 0 no
Eternal Mentor, Tree of the Departed
no Luminary (Level: 1)
283 Soul Trap Circle 1.
School: Necromancy.
A creature's soul can be trapped as it leaves its corpse. The trapped soul can be used either to curse an enemy, or to buff an ally.
Trapped Soul's attributes depend on Summoning and Necromancy Power. The unit does not remain after the battle.
7 1 0 1 1 -1 no 100 0 0 0 0 yes
School of Necromancy Death Touched
Sources (events; chance): #1213, #2164
yes Trapped Soul
284 Death Bell Circle 1.
School: Necromancy.
The caster loses 1 hit point.
The remaining life force of a dying creature can be transferred to a friendly unit.
Restores the unit with 3 points of health, stamina and morale.
The effect significantly increases with the caster's Spellpower.
Has no effect on the Undead, Mechanical units, and Elementals.
1 1 1 5 8 0 yes 150 0 0 0 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Trapped Soul
no
285 Summon Mephit Circle 1.
School: Elemental Magic.
Summons a Mephit, a weak Air elemental, within two tiles of the caster.
Summoning range and the Mephit's attributes depend heavily on the caster's Summoning Power.
4 1 0 1 2 0 no 250 0 0 0 0 yes
Sources (events; chance): #1213, #1350, #2165
no Mephit
286 Self-Sacrifice Circle 2.
School: Sacred Magic.
The caster loses 40 hit points.
Resurrects a friendly unit with half its health.
Amount of hit points restored slightly increases with the caster's Spellpower.
Has no effect on the Undead, Mechanical units, and Elementals.
40 3 40 2 4 4 no 500 0 0 0 0 yes
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem Sources (events; chance): #1343, #1477
no
287 Concoction Combat abilities.
Increases target's Attack, Defense, and Ranged Defense by 2. Grants the ability Necrophage 5. Unit loses 2 hit points each turn. Lasts 3 turns.
Caster's Concentration doesn't increase the duration of this spell.
Only works on Ratmen.
2 1 0 5 8 0 no 0 100 0 0 0 no
Ratman Plague Shooter
no
288 Cocoon of Darkness Circle 3.
School: Shadow Magic.
Increases a friendly or enemy unit's defense by 5, ranged defense by 10 and makes it incorporeal. The target unit cannot shoot or cast spells. Lasts 4 turns. Resistance has almost no protection against this spell.
Duration slightly increases with the caster's Concentration.
No effect on incorporeal creatures.
4 4 0 5 8 0 no 0 50 0 25 0 no
Immunity (abilities): Spell Immunity, Incorporeal
Darkness Chosen
no
289 Magic Crystal Circle 2.
School: Metamorphosis.
Creates a Magic Crystal on the battlefield within four tiles of the caster.
Summoning range and Dark Crystal's attributes depend on the caster's Summoning Power.
15 3 0 2 3 0 no 100 0 0 0 0 yes
Mages Guild Sources (events; chance): #1218, #1343, #1350, #1630
yes Magic Crystal (Level: 2)
290 Leprosy Circle 2.
School: Necromancy.
Infects an enemy creature with a disease. Infected unit loses 2 Morale each turn, all types of Attack are reduced by 1, and Defense by 2. Lasts 6 turns.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, Elementals, and Ratmen.
6 2 0 5 3 -2 no 0 100 0 100 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Ratman, Elemental Spirit, Golem
no
291 Fever Carrier Circle 3.
School: Necromancy.
Grants an ally Interception, and the ability to transmit Fever in melee attacks. Unit loses one HP each turn. Lasts 4 turns.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
12 1 0 5 8 -2 no 0 100 0 0 0 no
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem Plague Warrior, Plague Master
no
292 Atrophy Carrier Circle 3.
School: Necromancy.
Grants an ally First Strike, and the ability to transmit Atrophy in melee attacks. Unit loses one Stamina each turn. Lasts 4 turns.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
12 1 0 5 8 -2 no 0 100 0 0 0 no
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem Plague Warrior, Plague Master
no
293 Leprosy Carrier Circle 3.
School: Necromancy.
Grants an ally Agility, and the ability to transmit Leprosy in melee attacks. Unit loses one Morale point each turn. Lasts 4 turns.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
12 1 0 5 8 -2 no 0 100 0 0 0 no
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem Plague Master, Grey Overlord
no
294 Summon Rat Circle 1.
School: Natural Magic.
Summons a Giant Rat in a tile next to the caster.
Summoning range and Giant Rat's attributes depend heavily on caster's Summoning Power.
5 2 0 1 3 0 no 250 0 0 0 0 yes
Ratman, Plague Warrior, Plague Master
Sources (events; chance): #1218, #1343, #1350, #1630
no Giant Rat
295 Fever Hotbed Circle 4.
School: Necromancy.
Grants every ally within 1 tile Interception, and the ability to transmit Fever in melee attacks. Units lose one HP each turn, and transmit Fever to all adjacent units upon death.
Lasts 4 turns. Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
Units may receive only one spell of this type.
12 2 0 5 8 -3 no 0 100 0 0 0 no
Immunity (abilities): Special ability
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Plague Warrior, Plague Master, Grey Overlord
no
296 Atrophy Hotbed Circle 4.
School: Necromancy.
Grants every ally within 1 tile First Strike, and the ability to transmit Atrophy in melee attacks. Units lose one Stamina each turn, and transmit Atrophy to all adjacent units upon death.
Lasts 4 turns. Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
Units may receive only one spell of this type.
12 2 0 5 8 -3 no 0 100 0 0 0 no
Immunity (abilities): Special ability
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Plague Master, Grey Overlord
no
297 Leprosy Hotbed Circle 4.
School: Necromancy.
Grants every ally within 1 tile Agility, and the ability to transmit Leprosy in melee attacks. Units lose one Morale each turn, and transmit Leprosy to all adjacent units upon death.
Lasts 4 turns. Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
Units may receive only one spell of this type.
12 2 0 5 8 -3 no 0 100 0 0 0 no
Immunity (abilities): Special ability
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Grey Overlord
no
298 Curse Circle 1.
School: Necromancy.
Reduces all attack attributes of the target by 2. Lasts 6 turns.
The effect slightly increases with the caster's Spellpower.
Does not affect mechanical units.
2 1 0 1 1 0 no 50 0 0 100 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Mechanical, Golem
Shaman, Witch Doctor
no
299 Dash Circle 1.
School: Sacred Magic.
Enchanted unit loses 4 Morale points, but gets an extra turn. Loss decreases slightly with the caster's Spellpower.
Only works on mortal Humans.
5 2 0 1 1 0 no -50 0 0 0 0 yes
Mortal, Human Immunity (abilities): Spell Immunity
Sanctuary Bard
Sources (events; chance): #1213, #2164
yes
300 Shock Circle 1.
School: Sacred Magic.
Inflicts 3 points of magic damage to the target. Only affects evil creatures, damage increases significantly for lower karma.
Damage increases slightly with the caster's Spellpower. Resistance protects only partially against this spell. Magic immunity does not apply.
3 1 0 1 1 1 no 35 0 75 0 0 yes
Sanctuary Sources (events; chance): #1213, #2164
yes
301 Blind Faith Circle 2.
School: Sacred Magic.
Sets the attack of an enemy or friendly unit to zero, replacing it with the ability Smite Evil (10). Disables Ranged Attack of enchanted creature. Lasts 4 turns. Resistance protects only partially against this spell.
The caster's Concentration does not affect Spell Duration.
Only works on Mortals. Has no effect on Animals.
8 1 0 2 3 0 no 0 1 0 50 0 yes
Mortal Immunity (abilities): Spell Immunity
Immunity (type): Animal
Faith Devotee
Sources (events; chance): #1218, #1343, #1350, #1630
no
302 Poison Rain Circle 3.
School: Necromancy.
Poisons all living creatures within 2 tiles. The poisoned creatures lose 1 hit point each turn.
Lasts 10 turns. Duration increases with the caster's Concentration.
Magic Resistance only partially protects from this spell. Magic immunity does not apply.
Has no effect on the Undead, Mechanical units, and Elementals.
24 6 0 5 8 -3 no 0 100 0 50 0 no
Immunity (abilities): Poison Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Plague Master
no
303 Summon Imp Circle 1.
School: Chaos Magic.
An Imp is summoned in a tile adjacent to the caster.
Summoning range and Imp's attributes depend on the caster's Summoning Power.
5 1 0 5 8 -1 no 100 0 0 0 0 no
Gates of Chaos
no Imp
304 Summon Spawn Circle 1.
School: Chaos Magic.
Summons Spawn in a tile next to the caster.
Summoning range and Spawn's attributes significantly depend on caster's Summoning Power.
7 1 0 5 8 -1 no 150 0 0 0 0 no
Gates of Chaos
no Spawn
305 Summon Fiend Circle 2.
School: Chaos Magic.
A Fiend is summoned in a tile next to the caster.
Summoning range and Fiend's attributes depend on the caster's Summoning Power.
12 3 0 5 8 -2 no 100 0 0 0 0 no
Gates of Chaos
no Fiend
306 Summon Hellhound Circle 2.
School: Chaos Magic.
A Hellhound is summoned in a tile next to the caster.
Summoning range and Hellhound's attributes depend on the caster's Summoning Power.
13 3 0 5 8 -2 no 100 0 0 0 0 no
Gates of Chaos
no Hellhound
307 Summon Fiend Lord Circle 2.
School: Chaos Magic.
Summons a Fiend Lord in a tile next to the caster.
Summoning range and Fiend Lord's attributes depend on caster's Summoning Power.
18 3 0 5 8 -2 no 100 0 0 0 0 no
Gates of Chaos
no Fiend Lord
308 Summon Cerberus Circle 2.
School: Chaos Magic.
Summons a Cerberus in a tile next to the caster.
Summoning range and Cerberus's attributes depend on caster's Summoning Power.
20 3 0 5 8 -2 no 100 0 0 0 0 no
Acheron, Gates of Chaos
no Cerberus
309 Summon Succubus Circle 2.
School: Chaos Magic.
Summons a Succubus in a tile next to the caster.
Summoning range and Succubus's attributes depend on caster's Summoning Power.
19 3 0 5 8 -2 no 100 0 0 0 0 no
Gates of Chaos
no Succubus
310 Summon Demon Circle 3.
School: Chaos Magic.
A Demon is summoned in a tile next to the caster.
Summoning range and Demon's attributes depend on the caster's Summoning Power.
25 4 0 5 8 -3 no 100 0 0 0 0 no
Lord of Abyss, Acheron, Gates of Chaos
no Demon
311 Summon Destroyer Circle 3.
School: Chaos Magic.
Summons a Destroyer in a tile next to the caster.
Summoning range and Destroyer's attributes depend on caster's Summoning Power.
40 5 0 5 8 -2 no 100 0 0 0 0 no
Gates of Chaos
no Destroyer
312 Summon Devil Circle 4.
School: Chaos Magic.
Summons a Devil in a tile next to the caster.
Summoning range and Devil's attributes depend on caster's Summoning Power.
50 4 0 5 8 -7 no 100 0 0 0 0 no
Gates of Chaos
no Devil
313 Black Blood Combat abilities.
The Lizardman Archer increases its melee and ranged attack by 3. Its poisonous weapons reduce the target's health by 3 each turn. Lasts 3 turns.
Magic Resistance and Magic Immunity offer no protection from this spell.
6 1 0 5 8 0 no 0 1 0 0 0 no
Beater
no
314 Gaseous Form Circle 2.
School: Necromancy.
A vampire can take on a gaseous form. In this state, his attack is reduced by 20 and his counterattack by 15, but his defense is increased by 15, his ranged defense by 20 and his speed by 1. The vampire becomes incorporeal and can regenerate 10 hit points per turn. Lasts 4 turns.
The ammo spent for casting the spell is replenished.
Duration increases with the caster's Concentration.
Spell cannot be used if the vampire is already in gaseous form.
4 1 0 5 8 0 no 0 100 0 0 0 no
Undead Immunity (abilities): Incorporeal
Vampire
no
315 Eternal Light Circle 2.
School: Sacred Magic.
Reduces every Undead's Attacks by 2, Armor and Resistance by 1. Each turn the undead receive 4 points of magical damage. Lasts 6 turns.
Duration increases with the caster's Concentration.
Only works on the Undead.
9 2 0 2 2 1 no 0 100 0 100 0 no
Undead Immunity (abilities): Spell Immunity
Temple of Immortals (scroll) yes
316 Heaven's Rage Circle 3.
School: Sacred Magic.
Deals 5 HP damage to every Undead on the battlefield, and 5 more HP each turn.
Spell Duration is 3 turns, but each turn, Duration is reset to 3.
Damage increases slightly with the caster's Spellpower. Ignores magic resistance.
The spell is applied to all creatures on the battlefield, but only affects the Undead. Recently summoned or raised units receive instant damage.
16 3 0 3 3 3 no 50 0 0 0 0 yes
Immunity (abilities): Spell Immunity
Tower of Restoration Sources (events; chance): #1218, #1343, #1350, #1630
yes
317 Scorn Combat abilities.
Reduces counterattack, defense and ranged defense of a friendly or hostile creatures by 2, but increases its attack by 4. Lasts 3 turns.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, Animals, and Elementals.
5 2 0 5 8 0 no 0 100 0 0 0 no
Immunity (type): Undead, Mechanical, Animal, Elemental Spirit, Golem Bard
no
318 Hero's Ballad Combat abilities.
Restores 4 morale points and 2 stamina points to all friendly units.
Effect increases with the caster's Spellpower.
Only works on Mortals and Heroes.
15 3 0 5 8 0 no 100 0 0 0 0 no
Immunity (type): Undead, Demon, Mechanical, Animal, Elemental Spirit Bard
no
319 Rune Armor Circle 2.
School: Rune Magic.
Increases all defense attributes of all friendly units within 1 tile by 2 and grants the ability Weapon Failure. Lasts 4 turns.
Effect increases with the caster's Spellpower.
Has no effect on incorporeal creatures, Animals, Elementals, and Artillery.
15 3 0 5 8 0 no 100 0 0 0 0 no
Immunity (abilities): Spell Immunity, Incorporeal
Immunity (type): Animal, Elemental Spirit, Artillery
Runesmith
no
320 Rune Weapon Circle 2.
School: Rune Magic.
Increases all attack attributes of all friendly units within 1 tile by 2. Lasts 4 turns.
Effect increases with the caster's Spellpower.
Has no effect on incorporeal creatures, Animals, and Elementals.
10 2 0 5 8 0 no 100 0 0 0 0 no
Immunity (abilities): Spell Immunity, Incorporeal
Immunity (type): Animal, Elemental Spirit
Runesmith
no
321 Rune Amulet Circle 4.
School: Rune Magic.
Increases the resistance of all friendly units within 1 tile by 3. Lasts 4 turns.
Effect slightly increases with the caster's Spellpower.
Has no effect on incorporeal creatures, Animals, and Elementals.
20 3 0 5 8 0 no 50 0 0 0 0 no
Immunity (abilities): Spell Immunity, Incorporeal
Immunity (type): Animal, Elemental Spirit
Runesmith
no
322 Caustic Mixture Circle 3.
School: Rune Magic.
Reduces the enemy's defense attributes by 3 and causes 3 points of damage each turn. Lasts 4 turns.
Duration increases with the caster's Concentration. Magic Resistance and Magic Immunity offer no protection from this spell.
No effect on incorporeal creatures.
6 3 0 5 8 0 no 0 100 0 0 0 no
Immunity (abilities): Incorporeal
no
323 Chilling Touch Circle 3.
School: Necromancy.
The target unit cannot move or attack. Lasts 3 turns. Resistance has almost no protection against this spell. Magic immunity does not apply.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
16 1 0 5 8 0 no 0 100 0 25 0 no
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem no
324 Necrosurge Circle 1.
School: Necromancy.
The caster loses 3 hit points.
Restores 3 points of health to all units within 1 tile.
Amount of Health restored significantly increases with the caster's Spellpower.
Only works on the Undead. Does not affect the servants of Death.
4 2 3 5 8 0 no 200 0 0 0 0 no
Undead Immunity (abilities): Spell Immunity
Immunity (type): Servant of Death
Trapped Soul
no
325 Word of the Lord Circle 4.
School: Necromancy.
Increases Undead allies' Attack and Counterattack by 2 - Defense, Ranged Defense, and Resistance by 1. Lasts 4 turns.
Duration increases with the caster's Concentration.
15 4 0 5 8 0 no 0 100 0 0 0 no
Undead Immunity (abilities): Spell Immunity
Lord of Darkness
no
326 Mental Support Circle 2.
School: Astral Magic.
The effect of this spell is cumulative.
Increases the Summoning Power of all Alkari allies by 4. Lasts 3 turns.
Duration increases significantly with the caster's Concentration.
12 2 0 5 8 0 yes 0 200 0 0 0 no
Alkaryl Witness
no
327 Mental Duel Circle 2.
School: Astral Magic.
All the target's magical abilities - the power and duration of spells, summoning power, undead summoning power and resistance - are reduced by 3. The spell's target loses 2 Stamina each turn. Lasts 4 turns. Spell Resistance hardly reduces the duration of the spell.
Destroys 1 missile from the target's ammo stock.
Duration increases with the caster's Concentration.
Only works on Mortals and Demons.
18 6 0 5 8 0 no 0 100 0 25 0 no
Immunity (abilities): Spell Immunity, Mind Control Immunity
Immunity (type): Undead, Mechanical, Hero, Animal, Elemental Spirit
Witness, Memory Keeper
no
328 Mental Sermon Circle 2.
School: Astral Magic.
The effect of this spell is cumulative.
All Alkari allies recover 4 HP and 2 Stamina each turn, and also receive Smite Evil (1). Lasts 2 turns.
Duration increases with the caster's Concentration.
30 4 0 5 8 0 yes 0 100 0 0 0 no
Alkaryl Immunity (abilities): Spell Immunity
Memory Keeper, Tree of the Departed
no
329 Mental Resonance Circle 3.
School: Astral Magic.
The caster loses 7 hit points.
Increases target's Spellpower, Spell Duration, and Resistance Negation by 2, and Summoning Power by 4. The enchanted unit recovers 2 Stamina each turn. Lasts 3 turns.
The unit can have another turn, if it has already acted.
Duration increases slightly with the caster's Concentration.
Only affects Alkari.
24 2 7 5 8 0 no 0 50 0 0 0 no
Alkaryl Immunity (abilities): Spell Immunity
Eternal Mentor, Tree of the Departed
no
330 Act of Faith Circle 4.
School: Astral Magic.
The caster loses 70 hit points.
Grants all friendly Alkari units Reincarnation, Immunity to Pain and Smite Evil (4). Lasts 2 turns.
Duration slightly increases with the caster's Concentration.
Has no effect on the caster.
Afterwards the summoner will not be able to cast spells for 2 turns.
60 1 70 5 8 1 no 0 50 0 0 0 no
Alkaryl Eternal Mentor
no
331 Summon Arisen Circle 3.
School: Astral Magic.
Summons an Arisen Luminary, a mighty Alkari warrior, on a tile adjacent to the summoner.
Arisen Luminary's attributes depend on caster's Summoning Power.
50 6 0 5 8 0 no 100 0 0 0 0 no
Tree of the Departed
no Arisen Luminary (Level: 1)
332 Summon Keeper Circle 3.
School: Astral Magic.
Summons a Memory Keeper, a powerful Alkari spellcaster, on a tile adjacent to the summoner.
Memory Keeper's attributes depend on caster's Summoning Power.
45 5 0 5 8 0 no 100 0 0 0 0 no
Tree of the Departed
no Memory Keeper (Level: 1)
333 Mental Shadow Circle 4.
School: Astral Magic.
All the enemy unit's magical abilities - the power and duration of spells, summoning power, undead summoning power and resistance - are reduced by 3. The spell's target loses 2 Stamina each turn. Lasts 4 turns. Resistance protects only partially against this spell.
Instantly reduces all enemy unit's ammo by 2.
Duration increases with the caster's Concentration.
Only works on Mortals, Demons, and Heroes. Has no effect on Animals.
55 1 0 5 8 0 no 0 100 0 50 0 no
Immunity (abilities): Spell Immunity, Mind Control Immunity
Immunity (type): Undead, Mechanical, Animal, Elemental Spirit
Tree of the Departed
no
334 Hunter's Net Combat abilities.
Immobilizes the target, but increases its defense attributes. An entangled target cannot fight. Lasts 3 turns. Resistance protects only partially against this spell.
For every 10 points of the target's Attack, Counterattack, or magical Ranged Attack, duration is reduced by 1.
Duration slightly increases with the caster's Concentration.
3 1 0 5 8 0 no 0 25 0 50 0 no
Immunity (abilities): Spell Immunity, Web Immunity
no
335 Stone Statue Combat abilities.
The Gargoyle is turned into an immobile stone statue, and is unable to fight. In this state, its armor and resistance are increased by 3, and it recovers 4 hit points each turn. Lasts 3 turns.
The ammo spent for casting the spell is replenished.
Duration increases with the caster's Concentration.
6 1 0 5 8 0 no 0 200 0 0 0 no
Gargoyle, Quasit
no
336 Shadow Form Circle 2.
School: Shadow Magic.
The unit is in shadow form. In this state her ranged attack is increased by 6 and her range by 2, and the enemy's resistance only partially protects against it. She becomes incorporeal, gets Bloodlust 1 and each shot reduces the enemy's resistance by 1.
Its resistance is reduced by half and it loses 2 morale points each turn. Her spell duration is reduced by 1 and she loses her healing powers.
Lasts 3 turns. Duration increases with the caster's Concentration.
16 2 0 5 8 0 no 0 100 0 0 0 no
Immunity (type): Undead, Mechanical, Hero Dark Priestess
no
337 Drow Rage Circle 2.
School: Shadow Magic.
Increases attack and ranged attack by 2 and speed by 1. Also grants Bloodlust 2 (for killing an enemy in melee, the unit receives 2 additional morale points).
Lasts 3 turns. Duration increases with the caster's Concentration.
Only works on Drow.
6 2 0 5 8 0 no 0 100 0 0 0 no
Drow Immunity (abilities): Spell Immunity
Dark Priestess
no
338 Dark Balance Circle 1.
School: Shadow Magic.
Increases the target's resistance by 50% and gains 2 morale points each turn. Lasts 3 turns.
Duration increases with the caster's Concentration.
4 1 0 5 8 0 no 0 100 0 0 0 no
Immunity (abilities): Spell Immunity
Dark Priestess
no
339 Blood Shadow Circle 1.
School: Shadow Magic.
The effect of this spell is cumulative.
The caster loses 3 hit points.
Increases the target unit's Spellpower and Spell Duration by 1. Lasts 3 turns.
Replenishes ammo by 2.
Duration increases with the caster's Concentration.
Has no effect on Animals.
2 1 3 5 8 0 yes 0 100 0 0 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Animal
Dark Priestess
no
340 Summon Slave Circle 1.
School: Shadow Magic.
Summons a Kobold-slave in a tile next to the caster.
Summoning range and Kobold-slave's attributes depend heavily on caster's Summoning Power.
5 2 0 5 8 0 no 200 0 0 0 0 no
Slavedriver
no Kobold-slave
341 Stimulus Circle 1.
School: Shadow Magic.
Gives an extra turn to all Kobold-slaves within 1 tile. Increases their speed by 1. The Kobold-slaves expend 2 stamina points.
Only affects Kobold-slaves.
5 2 0 5 8 0 no 0 1 0 0 0 no
Hero Immunity (abilities): Spell Immunity
Immunity (type): Hero
Slavedriver
no
342 Shadow Form Circle 2.
School: Shadow Magic.
The unit is in shadow form. In this state, terrain knowledge is increased by 4 and speed by 1. The unit may make an enhanced shot and wounds left by this crippling shot take 3 turns longer to heal. The unit becomes incorporeal, receives Bloodlust 2, and recovers 2 stamina points each turn.
Its resistance is reduced by half and it loses 2 morale points each turn. The unit's shooting range is reduced by 2.
Lasts 4 turns. Duration increases with the caster's Concentration.
16 2 0 5 8 0 no 0 100 0 0 0 no
Immunity (type): Undead, Mechanical, Hero Nocturnal Hunter
no
343 Trembling Shadow Circle 2.
School: Shadow Magic.
Reduces an enemy unit's ranged attack by 6, while taking away 2 morale points. Lasts 6 turns. Resistance protects only partially against this spell.
Duration increases with the caster's Concentration.
Does not affect the undead.
8 2 0 5 8 0 no 0 100 0 50 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead
Nocturnal Hunter
no
344 Shadow Form Circle 3.
School: Shadow Magic.
The unit is in shadow form. The unit becomes incorporeal and gets agility, bloodlust 2, magic strike and is now able to inflict a crushing blow, ignoring half of the enemy's resistance to the attack.
Its resistance is reduced by half and it loses 3 morale points each turn. The unit loses the ability First Strike and Vigilance.
Lasts 3 turns. Duration increases with the caster's Concentration.
24 2 0 5 8 0 no 0 100 0 0 0 no
Immunity (type): Undead, Mechanical, Hero Guardian of Darkness
no
345 Shadow Form Circle 3.
School: Shadow Magic.
The unit is in shadow form. Shooting range is increased by 1, restores 3 stamina points and 1 ammo each turn. The unit becomes incorporeal, gets Bloodlust 2 and Double Shot, and each shot reduces the target's resistance.
The unit's resistance is reduced by half, it loses 2 morale points each turn and it cannot cast spells.
Lasts 3 turns. Duration increases with the caster's Concentration.
24 2 0 5 8 0 no 0 100 0 0 0 no
Immunity (type): Undead, Mechanical, Hero Darkness Craver
no
346 Shadow Dance Circle 3.
School: Shadow Magic.
Reduces the ranged attack of all enemy units by 6, while taking away 2 morale points. Lasts 3 turns. Resistance protects only partially against this spell.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
24 2 0 5 8 0 no 0 100 0 50 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Darkness Craver
no
347 Shadow Form Circle 4.
School: Shadow Magic.
The unit is in shadow form. The unit's spell duration is increased by 2, its summoning power by 6 and its resistance negation by 2. The unit becomes incorporeal and replenishes 1 ammo each turn.
The unit's resistance is reduced by half and it can no longer shoot.
Lasts 3 turns. Duration increases with the caster's Concentration.
32 2 0 5 8 0 no 0 100 0 0 0 no
Immunity (type): Undead, Mechanical, Hero Darkness Chosen
no
348 Astral Schism Circle 2.
School: Shadow Magic.
Reduces the target's resistance by half. Lasts 4 turns. Resistance has almost no protection against this spell.
Duration slightly increases with the caster's Concentration.
Does not affect mechanical units.
15 2 0 5 8 0 no 0 50 0 25 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Mechanical, Golem
Darkness Craver
no
349 Darkness Surge Circle 1.
School: Shadow Magic.
The effect of this spell is cumulative.
The unit loses 4 hit points and 2 points of stamina and morale each turn. Lasts 3 turns. Ignores magic resistance.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
4 1 0 5 8 0 yes 0 100 0 0 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
no
350 Storm Shadow Circle 2.
School: Shadow Magic.
The effect of this spell is cumulative.
All enemy units within 1 tile lose 4 hit points and 2 points of stamina and morale each turn. Lasts 3 turns. Ignores magic resistance.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
16 3 0 5 8 0 yes 0 100 0 0 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
no
351 Storm Wind Circle 3.
School: Elemental Magic.
Prevents all units in a radius of 2 tiles from flying and floating. Reduces shooting Range by 2.
Lasts 5 turns. Resistance has almost no protection against this spell. Magic immunity does not apply.
Duration slightly increases with the caster's Concentration.
15 2 0 3 4 0 no 0 50 0 10 0 yes
Sources (events; chance): #1343, #1477
no
352 Abysmal Joke Circle 2.
School: Chaos Magic.
Attacks all adjacent enemy units with 7 points of magic damage and ignites them for 3 turns, causing them to lose health each turn.
Damage increases significantly with the caster's Spellpower.
Does not affect demons.
1 1 0 5 8 -1 no 200 0 100 0 0 no
Immunity (abilities): Spell Immunity, Fire Immunity
Immunity (type): Demon
Mocker
no
353 Abysmal Swallow Circle 1.
School: Chaos Magic.
Replenishes the target's ammo by 2.
The amount of ammo replenished increases with the caster's Spellpower.
Has no effect on Animals.
4 1 0 5 8 0 no 100 0 0 0 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Animal
Mocker
no
354 Summon Mocker Circle 1.
School: Chaos Magic.
The caster loses 10 hit points.
A Mocker is summoned in a tile adjacent to the caster.
Summoning range and Mocker's attributes partially depend on caster's Summoning Power.
11 2 10 1 3 -1 no 50 0 0 0 0 yes
Sources (events; chance): #1218, #1343, #1350, #1630
no Mocker
355 Healing Circle Circle 3.
School: Rune Magic.
Heals the caster and all nearby allied units for 7 HP. Cures poisoning. Stops bleeding. Reduces the putrefaction of wounds by 2.
Healing effect increases with the caster's Spellpower.
Has no effect on the Undead, Mechanical units, and Elementals.
6 2 0 5 8 2 yes 100 0 0 0 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Alchemist
no
356 Infernal Howl Combat abilities.
The caster loses 10 hit points.
A terrifying howl frightens all units on the battlefield. Reduces Morale by 4. Magic Resistance and Magic Immunity offer no protection from this spell.
Has no effect on intrepid creatures.
2 1 10 5 8 0 no 0 0 0 0 0 no
Immunity (abilities): Intrepid, Mind Control Immunity
Devourer
no
357 Scourge of Chaos Circle 1.
School: Chaos Magic.
Deals 8 HP damage to ally or enemy unit, and gives them a second turn (only if they have already moved). Magic Resistance and Magic Immunity offer no protection from this spell.
Has no effect on the Undead, Mechanical units, Heroes, Animals, Elementals, and Chaos Lords.
3 2 0 1 2 0 no 0 0 0 0 0 no
Immunity (type): Undead, Mechanical, Hero, Animal, Chaos Lord, Elemental Spirit, Golem Shaman Tent (scroll) no
358 Legacy of Chaos Circle 1.
School: Chaos Magic.
Deals 4 HP damage to an ally, increases Attack by 8, Speed by 1, and Summoning Power by 5. Effective for one turn, unit will die at the start of the next turn.
Has no effect on the Undead, Mechanical units, Heroes, Animals, and Elementals.
5 1 0 1 1 0 no 0 100 0 0 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Hero, Animal, Elemental Spirit, Golem
Shaman Tent (scroll) no
359 Primal Rage Circle 2.
School: Chaos Magic.
Reduces an ally or an enemy's Counterattack by 1, but gives them Blood Frenzy (unit gets an extra turn for killing an enemy in melee). Lasts 4 turns.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, and Elementals.
4 2 0 2 2 0 no 0 100 0 100 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit
Warlock Tent (scroll) no
360 Temptation of Chaos Circle 2.
School: Chaos Magic.
The caster loses 4 hit points.
Gives everyone in a 1-tile radius Soul Stealing 5, while also inflicting 5 HP damage. Lasts 4 turns.
Effect increases slightly with the caster's Spellpower. Resistance protects only partially against this spell. Magic Resistance and Magic Immunity offer no protection from this spell.
Has no effect on the Undead, Mechanical units, and Elementals.
4 4 4 2 3 -1 no 50 0 50 0 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit
Warlock Tent (scroll) no
361 Banner of Chaos Circle 3.
School: Chaos Magic.
A friendly unit needs to be sacrificed for this incantation.
Increases every ally's Attack by 6, and gives them Blood Frenzy (unit gets an extra turn for killing an enemy in melee), but reduces Counterattack by 6. Lasts 2 turns.
Duration slightly increases with the caster's Concentration.
Magic Resistance and Magic Immunity offer no protection from this spell.
12 2 0 3 3 -3 no 0 50 0 0 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit
Wizard Tent (scroll) no
362 Fever Circle 1.
School: Necromancy.
Infects the target with a disease. The infected unit loses 1 stamina each turn. All the unit's attributes are decreased by 1. Lasts 6 turns.
Duration increases with the caster's Concentration.
Has no effect on the Undead, Mechanical units, Elementals, and Ratmen.
3 1 0 5 8 -1 no 0 100 0 100 0 no
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Ratman, Elemental Spirit, Golem
no
363 Earth Totem Circle 1.
School: Elemental Magic.
Summons an Earth Totem in a tile next to the caster.
Summoning range and Earth Totem's attributes depend on caster's Summoning Power.
5 3 0 5 8 0 no 100 0 0 0 0 no
Ghost Whisperer
no Earth Totem
364 Rage Totem Circle 2.
School: Chaos Magic.
The caster loses 2 hit points.
Summons a Rage Totem in a tile next to the caster.
Summoning range and Earth Totem's attributes depend on caster's Summoning Power.
5 3 2 5 8 0 no 100 0 0 0 0 no
Ghost Whisperer, Spirit Conjurer
no Rage Totem
365 Fire Totem Circle 3.
School: Elemental Magic.
Summons a Fire Totem in a tile next to the caster.
Summoning range and Earth Totem's attributes depend on caster's Summoning Power.
5 3 0 5 8 0 no 100 0 0 0 0 no
Spirit Conjurer
no Fire Totem
366 Blood Totem Circle 4.
School: Necromancy.
Summons a Blood Totem in a tile next to the caster.
Summoning range and Earth Totem's attributes depend on caster's Summoning Power.
5 3 0 5 8 0 no 100 0 0 0 0 no
Spirit Conjurer
no Blood Totem
367 Soothe Spirits Circle 1.
School: Natural Magic.
Heals target for 6 hit points.
Healing effect increases with the caster's Spellpower.
Only works on Elementals.
2 1 0 5 8 1 yes 100 0 0 0 0 no
Elemental Spirit Immunity (abilities): Spell Immunity
Ghost Whisperer, Spirit Conjurer
no
368 Elemental Strength Circle 1.
School: Natural Magic.
The effect of this spell is cumulative.
Deals 3 HP damage to an ally, increases Spellpower and Spell Duration by 1, Summoning Power by 3. Lasts 6 turns.
Only works on Elementals.
2 2 0 5 8 1 yes 1 0 0 0 0 no
Elemental Spirit Immunity (abilities): Spell Immunity
Ghost Whisperer, Spirit Conjurer
no
369 Summon Fire Elemental Circle 3.
School: Elemental Magic.
The caster loses 50 hit points.
Fire Elemental is summoned in a tile next to the caster.
Summoned creature knows "Fire Rain", "Mass Fire Immunity" and "Cleansing Flame" spells.
Summoning range and Fire Elemental's attributes depend on caster's Summoning Power.
35 4 50 5 8 0 no 100 0 0 0 0 no
Fire Totem
no Fire Elemental
370 Set Trap Combat abilities.
Creates a trap on the battlefield within three tiles of the caster.
Summoning range and Trap's attributes depend on caster's Summoning Power.
Creatures falling in a trap lose 10 HP, and remain injured for 3 turns (trap cannot the creature caught in it).
A trap increases the cost of crossing the tile by 1.
10 2 0 5 8 0 no 100 0 0 0 0 no
Trapper
no Trap
371 Set Snare Combat abilities.
Installs a snare in an adjacent tile.
Summoning range and Snare's attributes depend on caster's Summoning Power.
Creatures caught in a Snare lose 5 stamina, and cannot deal any damage until the next turn.
10 2 0 5 8 0 no 100 0 0 0 0 no
Goblin, Trapper
no Snare
372 Set Hive Combat abilities.
Creates a hornet hive on the battlefield within four tiles of the caster.
Summoning range and Hive's attributes depend on caster's Summoning Power.
Any living creature careless enough to poke a Hornet's Nest will have to face the spiteful insects. Unit loses 4 HP and 2 Stamina each turn, and suffers from Itch.
10 2 0 5 8 0 no 100 0 0 0 0 no
Trapper
no Hornet's Nest
373 Subdue Beast Circle 2.
School: Natural Magic.
Allows the possession of an enemy unit for 2 turns. Magic Resistance only partially protects from this spell.
Duration slightly increases with the caster's Concentration.
At the end of the spell the target loses half of its stamina and morale.
Only works on Animals.
25 3 0 5 8 0 no 0 50 0 50 0 yes
Animal Immunity (abilities): Spell Immunity, Special ability , Mind Control Immunity
Trapper, Beast Master
no
374 Improved Charm Circle 1.
School: Astral Magic.
Increases the duration of positive spells on an ally, or negative spells on an enemy by 2.
If the spell's target is a summoned ally, Elemental Spirit, or Golem, they recover 10 hit points.
The effect slightly increases with the caster's Spellpower.
5 1 0 1 2 0 no 25 0 0 0 0 yes
School of Astral Magic Elven Mistress
Sources (events; chance): #1213, #1350, #2165
yes
375 Mass Improved Charm Circle 3.
School: Astral Magic.
Increases the duration of positive spells on all allies, and negative spells on all enemies by 4.
All summoned allies, Elemental Spirits, and Golems recover 16 hit points.
The effect slightly increases with the caster's Spellpower.
20 3 0 3 3 0 no 50 0 0 0 0 no
Tower of Hypnosis Elven Mistress
yes
376 Gates of Death Circle 4.
School: Necromancy.
Summons 7 Skeletons of Doom in a tile next to the caster.
Skeletons of Doom's attributes depend almost entirely on Summoning and Necromancy Power.
45 7 0 4 5 -3 no 75 0 0 0 0 yes
Necropolis yes Skeleton of Doom
377 Enchanted Grove Circle 4.
School: Natural Magic.
Summons three Huorns within three tiles of the caster.
Summoning range and Huorns' attributes depend on the caster's Summoning Power.
40 5 0 4 5 0 no 100 0 0 0 0 yes
Tree of Miracles yes Huorn (Level: 8)
378 Summon Rat Swarm Circle 3.
School: Natural Magic.
Summons six Giant Rats to an adjacent tile.
Summoning range and Rats' attributes depend heavily on caster's Summoning Power.
25 5 0 3 4 0 no 100 0 0 0 0 yes
Blooming Lane Plague Warrior, Plague Master, Grey Overlord
Sources (events; chance): #1343, #1477
yes Giant Rat
379 Summon Eagle Circle 2.
School: Natural Magic.
Summons a Giant Eagle within two tiles of the caster.
Summoning range and Eagle's attributes depend heavily on caster's Summoning Power.
10 2 0 2 3 0 no 200 0 0 0 0 no
Leafy Tower yes Giant Eagle
380 Forest Protection Circle 1.
School: Natural Magic.
Increases by 2 Defense and Ranged Defense of all nearby allied units. Lasts 4 turns.
Effect increases with the caster's Spellpower.
0 2 0 5 8 0 no 100 0 0 0 0 no
Immunity (abilities): Spell Immunity
Medium
no
381 Forest Might Circle 2.
School: Natural Magic.
Increases by 2 all Attack and Defense attributes of all nearby allied units. Lasts 4 turns.
Effect increases with the caster's Spellpower.
0 3 0 5 8 0 no 100 0 0 0 0 no
Immunity (abilities): Spell Immunity
no
382 Forest Blessing Circle 3.
School: Natural Magic.
Increases by 2 all Attack and Defense attributes of all nearby allied units. Grants the ability Supplier 2 to the spellcaster. Lasts 4 turns.
Effect increases with the caster's Spellpower.
0 3 0 5 8 0 no 100 0 0 0 0 no
Immunity (abilities): Spell Immunity
no
383 Bear Form Circle 3.
School: Natural Magic.
Turns a friendly unit into a Dire Bear. Dire Bear's level depends on caster's Summoning Power, but cannot be lower than caster's own level.
Lasts for 6 turns.
Duration increases significantly with the caster's Concentration.
Only works on Mortals.
18 3 0 3 3 0 no 0 200 0 0 0 yes
Mortal Immunity (abilities): Spell Immunity
Blooming Lane Forest Keeper
Sources (events; chance): #1218, #1343, #1350, #1630
yes Dire Bear (Level: 1)
384 Spiritual Link Circle 2.
School: Astral Magic.
When a unit is under this spell's effect, the Stamina cost of spellcasting is evenly distributed between him and all spellcasters that have established a Spiritual Link with him.
When the caster rests, the unit will also recover some Stamina.
Lasts 4 turns.
Duration increases with the caster's Concentration.
Only works on Mortals. Cannot be cast on the caster himself.
6 1 0 5 8 1 no 0 100 0 0 0 no
Mortal Medium
no
385 Life Bond Circle 2.
School: Natural Magic.
Reduces by 3 damage dealt to the enchanted unit for non-fatal wounds. Each time it triggers, 1 point of damage is taken by the caster, but the damage cannot kill the caster.
The effect significantly increases with the caster's Spellpower. Caster's First Aid also heals the enchanted unit.
Lasts 4 turns.
Only works on Mortals. Cannot be cast on the caster himself.
3 1 0 5 8 2 no 200 0 0 0 0 no
Mortal Immunity (abilities): Special ability
Medium
no
386 Soul Sipping Circle 3.
School: Chaos Magic.
Deals 8 magic damage to every enemy around the caster. Caster recovers health proportional to the damage dealt.
Damage increases significantly with the caster's Spellpower.
Has no effect on the Undead, Mechanical units, and Elementals.
17 2 0 5 8 -3 no 200 0 0 0 0 yes
Immunity (abilities): Spell Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Na'ag
no
387 Summon Quasit Circle 1.
School: Elemental Magic.
Summons a Quasit, a weak Earth elemental, to a tile next to the caster.
Summoning range and Quasit's attributes depend on caster's Summoning Power.
9 2 0 1 2 0 no 100 0 0 0 0 yes
Sources (events; chance): #1213, #1350, #2165
no Quasit
388 Summon Ifrit Circle 1.
School: Elemental Magic.
Summons an Ifrit, a weak Fire elemental, to a tile next to the caster.
Summoning range and Ifrit's attributes depend heavily on caster's Summoning Power.
7 2 0 1 2 0 no 200 0 0 0 0 yes
Sources (events; chance): #1213, #1350, #2165
no Ifrit
389 Summon Naiad Circle 1.
School: Elemental Magic.
Summons a Naiad, a weak Water elemental, to a tile next to the caster.
Summoning range and Naiad's attributes depend significantly on caster's Summoning Power.
6 1 0 1 2 0 no 150 0 0 0 0 yes
Whisperer
Sources (events; chance): #1213, #1350, #2165
no Naiad
390 Summon Wolf Circle 1.
School: Natural Magic.
Summons a Wolf in a tile next to the caster.
Summoning range and Wolf's attributes depend significantly on caster's Summoning Power.
4 2 0 1 2 0 no 150 0 0 0 0 yes
Nature's Cloister Medium
Sources (events; chance): #1213, #1350, #2165
yes Wolf (Level: 5)
391 Summon Cadaver Circle 3.
School: Necromancy.
Summons a Cadaver in a tile next to the caster.
Summoning range and Cadaver's attributes depend on caster's Summoning Power.
50 8 0 5 8 0 no 100 0 0 0 0 no
Lich
no Cadaver
392 Deadly Poison Circle 4.
School: Natural Magic.
Poisons all enemy living creatures. Poisoned creatures lose 10 hit point each turn.
Lasts 3 turns. Poison Strength increases slightly with the caster's Spellpower.
Resistance provides little protection against the duration of poisoning. Magic immunity does not apply.
Has no effect on the Undead, Mechanical units, Elementals, and creatures immune to poison.
44 5 0 4 5 -2 no 35 0 0 25 0 yes
Immunity (abilities): Poison Immunity
Immunity (type): Undead, Mechanical, Elemental Spirit, Golem
Tree of Miracles yes