Destructive Magic
Focuses on direct-damage spells such as Fireball, Meteor Shower and Chain Lightning.
Dark Magic
Curse-oriented school which targets the enemy and reduces their aptitude in combat. Includes spells like Curse and Blind.
Light Magic
Comprised mainly of bless-type spells, such as Haste, but also has direct-damage spells in Holy Word.
Summoning Magic
Encompasses a range of spells dealing with movement and the exploitation of nature among other things. Includes Conjure Phoenix and Wasp Swarm.
Shoots several magic missiles to deal non-elemental damage to the selected enemy creature. Higher Spellpower increases damage. The number of missiles fired depends on hero level.
Stone spikes
Deals earth damage to all creatures in target area (cross form)
Lightning Bolt
Deals lightning damage to selected enemy unit.
Ice Bolt
Deals ice damage to selected enemy unit.
Fireball
Deals fire damage to all units in the target area. Fireball has a target area of 3x3.
Circle of Winter
Deals ice damage to all units surrounding the target spot.
Chain Lightning
Deals massive lightning damage to several adjacent creatures, starting with the selected one. Higher Spellpower increases damage. Chain Lightning hits 4 creatures in a row, even if friendly. The damage inflicted is halved with each jump.
Meteor Shower
Deals massive earth damage to all creatures in target area. Meteor Shower has a target area of 5x5.
Implosion
Deals earth damage to a single targeted enemy unit.
Armageddon
Deals massive damage to all creatures and war machines on a battlefield.
Dark Magic
Weakness
Causes the selected enemy unit to inflict less damage in combat. Spellpower determines the duration of effect. Weakness decreases the target maximum damage to min+t*(max-min), where t is 50%, 35%, 20% or 0%, depending on Dark Magic mastery. Thus, at Expert Mastery, damage is always equal to minimum.
Slow
Makes target enemy stack take fewer actions in combat. Initiative of the target is decreased by 25%, 30%, 35% or 40%, depending on Dark Magic expertise of the caster (None, Basic, Advanced or Expert).
Vulnerability
Destroys armor of target enemy stack, reducing its defense. Can be cast several times on a single stack, but defense will not go lower than zero. Defense of the target in decreased by 3, 4, 5 or 6, depending on Dark Magic mastery.
Decay
Inflicts plague on target enemy stack. The stack receives earth damage each time it takes an action. Decay damage is 32+8*Power. The effect duration is 2, 3, 4 or 5 turns, depending on Dark Magic mastery.
Suffering
Weakens the target enemy unit to decrease its Attack. Attack of the target in decreased by 3, 6, 9 or 12, depending on Dark Magic mastery.
Confusion
Makes creatures in target enemy stack forget what they are doing on a battlefield. Some of the affected creatures will forget to use shooting attacks and retaliation strikes. Depending on Dark Magic mastery, 50%, 70%, 90% or 100% of the target stack will forget to act.
Frenzy
Drives target stack of creatures frenzy. Frenzied stack considers all other creatures and war machines its personal enemies and attacks the nearest one with redoubled rage. Target stack is frenzied for one turn. If the caster is Expert in Dark Magic, the effect lasts 2 turns.
Blindness
Blinds the selected enemy creature so that it cannot move, attack or use any abilities. Blindness disappears if blinded creature is attacked. Spellpower determines the duration of effect. The target is blinded for 0.25*Power turns.
Puppet Master
Gives the hero temporary control over selected enemy unit. The spell does not work on undead, elemental and mechanical units. Unit under this spell can't counter-attack. The targeted creature remains under the caster control for 0.25*Power turns.
Curse of the Netherworld
Deals unholy damage to all creatures on a battlefield except undead and infernal ones.
Light Magic
Divine Strength
Causes the selected friendly unit to inflict more damage in combat. Spellpower determines the duration of effect. Divine Strength increases the target minimum damage to min+t*(max-min), where t is 50%, 65%, 80% or 100%, depending on Light Magic mastery. Thus, at Expert Mastery, damage is always equal to maximum.
Haste
Causes the selected friendly unit to act more frequently in combat. Initiative of the target is increased by 10%, 20%, 30% or 40%, depending on Light Magic expertise of the caster (None, Basic, Advanced or Expert).
Endurance
Increases the selected friendly unit's defense strength. Spellpower determines the duration of effect. Defense of the target in increased by 3, 6, 9 or 12, depending on Light Magic mastery.
Cleansing
Dispels positive magic effects from enemy creatures and negative effects from friendly creatures. Checks agains caster level to dispel effects, so low level caster would be unlikely to dispel magic cast by high level mage. Chance to dispel is better when mastering Light Magic. Actual chances are 40%, 60%, 80% and 100%.
Righteous Might
Affected creature is filled with rage and a lust for blood, it gains bonus to attack. Attack of the target in increased by 3, 6, 9 or 12, depending on Light Magic mastery.
Deflect Missile
Makes the selected friendly unit receive less damage from ranged attacks. Damage received from ranged attack is reduced by 25%, 40%, 55% or 70%, depending on Light Magic mastery.
Magical Immunity
Clears both positive and negative magic effects from the target stack and makes it immune to further magic spell effects. Can only be cast on friendly stack.
Teleportation
Teleports targeted friendly creature to another location on a battlefield.
Resurrection
Resurrects creatures in target friendly stack.
Word of Light
Deals holy damage to all the undead and infernal creatures on a battlefield.
Summoning Magic
Fist of Wrath
Summons magical fist to deal non-elemental physical damage to target enemy creature. This spell ignores magic resistance and protection from magic. If you're wondering, black dragons can be targeted by Fist of Wrath.
Fire Trap
Puts several magical explosive mines on a battlefield. Mines are invisible to the enemy. Depending on the caster mastery, 2, 4, 6 or 8 mines are placed on the battlefield. Each mine does 50+10*Power damage when blowing up.
Wasp Swarm
Summons a swarm of insects to inflict damage on the selected enemy creature. At Basic, Advanced and Expert mastery, target initiative is reduced by 20%, 40% and 60% respectively.
Raise Dead
Reanimates creatures in target friendly stack. Undead creatures are brought back to "life", all other creatures are re-animated for the duration of the battle only.
Earthquake
Earthquake damages town walls during a siege.
Phantom Forces
Copies the selected friendly unit. The copy has the same characteristics as original unit except that it disappears as soon as it receives any damage (Incorporeal ability gives the copy 50% chance to avoid any damage) The caster can clone creatures of maximum level 4, 5, 6 and 7, depending on his/her Summoning Magic mastery.
Summon Elementals
Summons fire, earth, water or air elementals (depending on the battlefield terrain) to fight for the hero's cause. The number of summoned Elementals is equal to the Spell Power of the caster. At Expert mastery, that number is doubled.
Firewall
Creates a wall of fire in the selected area on battlefield. Deals fire damage to all creatures in this area during several turns. Duration is equal to the caster Spell Power.
Conjure Phoenix
Summons on the battle time a Phoenix fighting on the hero's side. Only one Phoenix can be on the battlefield in one moment
Arcane Armor
Encloses target stack with magical energy shield that partly drains all damage dealt to the stack. The shield has 300+30*Power Hit Points, and drains 25% of the damage dealt to the target. At Expert mastery, it drains 50% of the damage.
Adventure Map Spells
Vessel of Shalassa
Summons a sea ship. Hero must stand on a shore and there must be an unoccupied boat nearby for the spell to be successful. That spell requires a hero level 1 to be learned (no magic skill is required).
Summon Creatures
Summons creatures from nearest town. Buy your creatures in the town garrison before casting the spell. You will be able to choose which stack(s) you summon. Each summoned creature costs 1 Mana. That spell requires a hero level 10 to be learned (no magic skill is required).
Instant Travel
Teleports the hero and his entire army to another location on adventure map. That spell requires a hero level 15 to be learned (no magic skill is required).
Town Portal
Transports hero to the nearest friendly town (all the movement points will be lost). That spell requires a hero level 20 to be learned (no magic skill is required).