Magic

 
Magic
  Chapter Introduction
Air Magic
Earth Magic
Fire Magic
Water Magic
Combat Spells
Spells by Town Type
   

Magic

The Best Combat Spells

Seeing the spells divided by schools allowed you to see the benefits of learning each school of magic. But if you are in combat and want a quick reference to show you the most useful combat spells at a glance, and all in the same location, then look no further. These aren't all the spells you could cast in combat, but they are the most important ones to know.

Offensive Spells (Direct Damage)

Death Ripple (level two, earth): light damage to all living creatures, doesn't affect undead
Destroy Undead (level three, air): harms all undead for light damage, doesn't affect living
Frost Ring (level three, water): light cold damage that affects all units surrounding the target hex, but not that hex itself
Chain Lightning (level four, air): hurls lightning at five creatures
Inferno (level four, fire): huge fireball that affects five by five area
Meteor Shower (level four, earth): rains boulders on a three by three area
Implosion (level five, earth): does massive damage to single creature stack

Offensive Spells (Indirect Damage)

Curse (level one, fire): lowers enemy damage
Slow (level one, earth): lowers enemy speed
Blind (level two, fire): freezes enemy unit
Disrupting Ray (level two, air): lowers enemy defense
Earthquake (level three, earth): damages enemy's walls during siege
Forgetfulness (level three, water): cause enemy ranged unit to "forget" ranged attack
Hypnotize (level three, air): gain control of enemy unit
Misfortune (level three, fire): lowers enemy luck
Weakness (level three, water): lowers enemy attack
Berserk (level four, fire): enemy unit attacks his own ally
Sorrow (level four, earth): lowers enemy morale

Beneficial Spells

Bless (level one, water): unit does maximum damage
Bloodlust (level one, fire): increase attack rating, melee
Dispel (level one, water): dispels magic
Fortune (level two, air): increase luck
Precision (level two, air): increase attack rating, ranged
Mirth (level three, water): increases morale
Frenzy (level four, fire): adds defense to attack rating
Slayer (level four, fire): increases attack against seventh-level creatures
Prayer (level four, water): increases unit's attack, defense, and speed

Protective Spells

Air Shield (level one, air): reduce damage from ranged attacks
Shield (level one, earth): reduce damage from melee attacks
Stone skin (level one, earth): increase defense rating
Protection from Air (level two, earth): reduces damage from lightning and chain lightning
Anti-Magic (level three, earth): grants immunity to magic
Protection from Earth: (level three, air): reduces damage from meteor shower and implosion
Counterstrike (level four, air): unit gets additional retaliations
Fire Shield (level four, fire): any enemy suffers portion of damage it inflicts on shielded unit
Magic Mirror (level five, air): reflects direct damage offensive spell on an enemy unit

Movement Spells

Haste (level one, air): increase a unit's speed
Teleport (level three, water): teleport to any location on the screen

Next, spells by town type