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Spells : Life |
Spells of map : | Spells of battlefield : | Spells of map and battlefield : |
Summoning(5) | Summoning(0) |
Special Spells(3) | Special Spells(3) | Special Spells(0) |
City Spells(6) | City Spells(0) | City Spells(1) |
Enchantment(2) |
Unit spells(3) | Unit spells(7) |
Enchantment(3) |
Zone de combat(3) |
Not classified spells(4) |
Map : Summoning |
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Guardian Spirit |
Moves : | 01 |
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Coût : | 056 | ![]() |
UpKeep : | 01 | ![]() |
Melee : | 10 |
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Range : | 00 |
Armor : | 04 |
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Resist : | 10 |
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Hits : | 12 |
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Meld with nodes allows spirits to merge with a magical node and begin channeling the power of the node to you. The process of melding destroys the spirit. | Non-corporeal allows the unit to pass through any land square at a cost of 1/2 movement point, and allows it to move through walls unimpeded. |
Resistance to all increases the resistance of all friendly units in the combat by the listed bonus level. The bonus is not cumulative with other creatures with the same ability. |
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Unicorns |
Moves : | 02 |
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Coût : | 175 | ![]() |
UpKeep : | 12 | ![]() |
Melee : | 05 |
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Range : | 00 |
Armor : | 03 |
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Resist : | 07 |
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Hits : | 07 |
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Each plus increases the unit's chance to hit by 10%. | Plane shift allows the unit to shift back and forth between the planes at will. |
Poison immunity makes the unit immune to all forms of poison attacks. | Resistance to all increases the resistance of all friendly units in the combat by the listed bonus level. The bonus is not cumulative with other creatures with the same ability. |
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Incarnation |
Moves : | 02 |
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Coût : | 350 | ![]() |
UpKeep : | 12 | ![]() |
Melee : | 26 |
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Range : | 00 |
Armor : | 17 |
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Resist : | 17 |
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Hits : | 28 |
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Leadership increases the attack strength of all units in combat by one per 2 levels of the hero. Super leadership (*) increases this bonus by 50%. | Legendary represents the hero's reputation and increases the frequency and strength of mercenaries approaching the wizard for hire, as well as decreases the initial hiring cost. The hero adds +3 fame per level of the hero directly to the controlling wizard's fame total. Super legendary (*) increases this bonus by 50%. |
Might increases the hero's hand-to-hand attack by +1 per level of experience. Super might (*) increases this bonus by 50%. | Might increases the hero's hand-to-hand attack by +1 per level of experience. Super might (*) increases this bonus by 50%. |
Missiles immunity makes the unit immune to all forms of missile attacks. | Magic immunity makes a unit immune to all forms of magic including ranged magical attacks and all spell effects, regardless of realm. |
Prayermaster adds +1/level of experience to all resistance rolls for all units in the battle. Super prayermaster (*) increases this bonus by 50%. | Increases the defense of the unit by +1 per level of experience. Super agility (*) increases this bonus by +50%. |
Caster allows the unit to cast spells like a wizard in combat, without cost of mana points drawn from the wizard's mana reserve. Furthermore, heroes with caster ability add half the caster's skill to a wizard casting overland spells if the hero is inside the wizard's fortress. You must still provide the required mana to support the skill. | Each plus increases the unit's chance to hit by 10%. |
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Angel |
Moves : | 03 |
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Coût : | 185 | ![]() |
UpKeep : | 15 | ![]() |
Melee : | 13 |
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Range : | 00 |
Armor : | 12 |
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Resist : | 13 |
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Hits : | 18 |
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Each plus increases the unit's chance to hit by 10%. | Illusions Immunity negates the illusionary bonus of illusionary attacks and makes the unit impervious to illusions-resistance spells. In addition, the unit can see invisible units. |
Holy bonus increases the attack strength, defense, and resistance of all friendly units in the combat by the bonus level of the holy bonus. The bonus is not cumulative. | Calls upon the forces of light to envelop a target chaos or death creature (unit) with holy fires. A unit unable to withstand (at a penalty of 4 to resistance) the bright, holy flames is instantly destroyed. Units that are undead (black channeled or animated) are particularly susceptible to this spell, having to resist its effects at a penalty of 10. |
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Arch Angel |
Moves : | 04 |
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Coût : | 665 | ![]() |
UpKeep : | 20 | ![]() |
Melee : | 15 |
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Range : | 00 |
Armor : | 10 |
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Resist : | 12 |
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Hits : | 22 |
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Each plus increases the unit's chance to hit by 10%. | Caster allows the unit to cast spells like a wizard in combat, without cost of mana points drawn from the wizard's mana reserve. Furthermore, heroes with caster ability add half the caster's skill to a wizard casting overland spells if the hero is inside the wizard's fortress. You must still provide the required mana to support the skill. |
Illusions Immunity negates the illusionary bonus of illusionary attacks and makes the unit impervious to illusions-resistance spells. In addition, the unit can see invisible units. | Holy bonus increases the attack strength, defense, and resistance of all friendly units in the combat by the bonus level of the holy bonus. The bonus is not cumulative. |
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Combat : Summoning |
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Map : Special Spells |
Name : | Plane Shift (Changer de monde) | Rare : | Uncommon | ||
Casting Cost : | 88 | UpKeep : | 0 |
Effects : | All friendly units within the target map square are transported to the other plane of existence. If the unit is transported to an area which cannot normally entered by movement or into combat, the spell fails. |
Name : | Resurrection (Résurection) | Rare : | Uncommon | ||
Casting Cost : | 0 | UpKeep : | 0 |
Effects : | Resurrects a hero from the dead, regardless of the length of time he or she has been dead. The hero reappears at the wizard's summoning circle and is fully healed. If six other heros have already been hired the spell fails. |
Name : | Planar Seal (Scelle des portes) | Rare : | Uncommon | ||
Casting Cost : | 350 | UpKeep : | 5 |
Effects : | Closes the junctions between the planes, sealing Arcanus from myrror. No unit can travel between the planes by plane shift, planar travel, astral gates or through towers of wizardry. |
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Map : City Spells |
Name : | Prosperity (Prospérité) | Rare : | Rare | ||
Casting Cost : | 175 | UpKeep : | 2 |
Effects : | Increases the gold obtained from the target city by 50% as long as the enchantment is in effect. |
Name : | Altar of Battle (Autel de combat) | Rare : | Rare | ||
Casting Cost : | 210 | UpKeep : | 5 |
Effects : | All units built in the target city are Elite. |
Name : | Stream of Life (Flux de vie) | Rare : | Rare | ||
Casting Cost : | 210 | UpKeep : | 8 |
Effects : | Turns an ordinary friendly city into a fertile utopia. Population growth rates double and all units in the city heal completely at the end of every game turn. The citizens are so pleased that unrest completely disappears. |
Name : | Inspirations (Inspiration) | Rare : | Very rare | ||
Casting Cost : | 350 | UpKeep : | 2 |
Effects : | Instills a sense of greater purpose into the local citizenry; that city's production rate rises by 50%. |
Name : | Astal Gate (Porte astrale) | Rare : | Very rare | ||
Casting Cost : | 245 | UpKeep : | 5 |
Effects : | Generates a portal in a target city that allows travel to the other plane. This spell only works as long as the portal does not lead directly to another city on the other world. If the portal leads to stationed enemy tropps, movement through the astral gate is blocked. |
Name : | Consecration (Consecration) | Rare : | Very rare | ||
Casting Cost : | 280 | UpKeep : | 8 |
Effects : | Dispels all negative enchantments on a city and protects the city from further chaos and death enchantments (whether city-specific or global). |
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Map : Enchantment |
Name : | Just Cause (Cause juste) | Rare : | Common | ||
Casting Cost : | 105 | UpKeep : | 3 |
Effects : | Increases the fame of the casting wizard by 10 in addition to any other bonuses as long as the spell is in effect. |
Name : | Crusade (Croisade) | Rare : | Very rare | ||
Casting Cost : | 770 | UpKeep : | 10 |
Effects : | Inspires all of a wizard's normal units so that their levels all raise by one (recruit become regulars, regulars become veterans, etc.). |
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Battlefield : Special Spells |
Name : | Raise Dead (Ressusciter morts) | Rare : | Uncommon | ||
Casting Cost : | 35 | UpKeep : | 0 |
Effects : | Raises a fallen unit from the dead. The unit returns with half its normal creatures. All enchantments cast on the unit are lost. The spell does not work on fantastic creatures, since they go back to their home world when slain. |
Name : | Mass Healing (Guerison en masse) | Rare : | Rare | ||
Casting Cost : | 50 | UpKeep : | 0 |
Effects : | Heals all friendly units for 5 hit points (or less, if a unit has sustained fewer than 5 hit points of damage). |
Name : | Healing (Guérison) | Rare : | Common | ||
Casting Cost : | 15 | UpKeep : | 0 |
Effects : | Heals up to 5 hits of damage taken by the target unit. |
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Battlefield : City Spells |
None |
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Battlefield : Combat Spells |
Name : | Dispel Evil (Chasser le mal) | Rare : | Uncommon | ||
Casting Cost : | 25 | UpKeep : | 0 |
Effects : | Each chaos or death creature within the target group must resist at -4 or be destroyed by the hloy fires. Created undead units suffer an additional -5 penalty. |
Name : | Holy Word (Mot sacré) | Rare : | Rare | ||
Casting Cost : | 60 | UpKeep : | 0 |
Effects : | Attempts to banish outright all fantastic and/or undead creatures (whether animated or black channeled). Each figure within each enemy unit must resist this holy utterance separately (at a penalty of 2 to resistance). Undead have a much more difficult time resisting holy word than do other creatures. |
Name : | Star Fires (Feux d'étoiles) | Rare : | Common | ||
Casting Cost : | 5 | UpKeep : | 0 |
Effects : | Causes a holy blaze of burning light from the stars (strength 15 magic attack) to fall upon a target chaos or death unit (no other creatures can be affected). |
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Battlefield : Enchantment |
Name : | High Prayer (Priere Haute) | Rare : | Very rare | ||
Casting Cost : | 60 | UpKeep : | 0 |
Effects : | Calls upon the forces of holiness and light to make all friendly units fight and defend exceptionally well; attack strengths (swords), ability to hit, and defense (shields) all increase by 2, while resistance (crosses) increases by 3 and the ability to block an attack and to hit increases by 10%. |
Name : | Prayer (Priere) | Rare : | Uncommon | ||
Casting Cost : | 30 | UpKeep : | 0 |
Effects : | Adds 1 to all rolls by all friendly units, including resistance rolls, attacks to hit, and defense rolls. |
Name : | True Light (Lumière puissante 2) | Rare : | Common | ||
Casting Cost : | 20 | UpKeep : | 0 |
Effects : | Basks the entire battlefield in rays of holy light, increasing the attack, defense, and resistance of all creatures of life by 1. At the same time, creatures of death lose 1 from their attack, defense, and resistance. True light and darkness negate the effects of one another. |
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Map and battlefield : Special Spells |
None |
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Map and battlefield : City Spells |
Name : | Heavenly Light (Vue puissante 2) | Rare : | Uncommon | ||
Casting Cost : | 70 | UpKeep : | 2 |
Effects : | Calls forth the light of the heavens to shower the city in holy light. Any combat taking place within the area of the city is treated as if true light was in effect. |
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Map and battlefield : Unit Spells |
Name : | Bless (Bénédiction) | Rare : | Common | ||
Casting Cost : | 18 | UpKeep : | 1 |
Effects : | Adds 3 to the target unit's defense and resistance against all death or chaos related spells or monster attacks. |
Name : | Holy Weapon (Arme sainte) | Rare : | Common | ||
Casting Cost : | 35 | UpKeep : | 1 |
Effects : | Blesses the target's weapons, allowing them to hit creatures which are immune to non-magical attacks and giving a +1 to-hit bonus in combat. |
Name : | Holy Armor (Armure sainte) | Rare : | Common | ||
Casting Cost : | 63 | UpKeep : | 2 |
Effects : | The target unit's defense is increased by 2. |
Name : | Heroism (Héroisme) | Rare : | Common | ||
Casting Cost : | 70 | UpKeep : | 2 |
Effects : | An entire unit becomes elite. This spell is automatically dispelled when the unit becomes elite naturally. |
Name : | Lionheart (Coeur de lion) | Rare : | Rare | ||
Casting Cost : | 140 | UpKeep : | 4 |
Effects : | Adds 3 to the target unit's attack strength, hits, and resistance. |
Name : | Invulnerability (Invulnérabilité) | Rare : | Rare | ||
Casting Cost : | 40 | UpKeep : | 5 |
Effects : | Target unit is resistant to damage from non-magical attacks, and the first two hits sustained by the unit from any attack are ignored. |
Name : | Righteousness (Droiture) | Rare : | Rare | ||
Casting Cost : | 140 | UpKeep : | 5 |
Effects : | Gives a target unit a tremendous sense of holy purpose, which calls so strongly upon the forces of life that they manifest themselves in the unit, providing it with complete immunity to all death and chaos magic spells and spell effects. |
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Map : Unit Spells |
Name : | True Sight (Lumière celeste) | Rare : | Uncommon | ||
Casting Cost : | 105 | UpKeep : | 2 |
Effects : | Endows a target unit with the gilf of immunity to illusions and allows the unit to see through wall of darkness. |
Name : | Endurance (Endurance) | Rare : | Common | ||
Casting Cost : | 30 | UpKeep : | 1 |
Effects : | Fills the target unit with a holy purpose and increases the target unit's movement speed by one. |
Name : | Planar Travel (Voyage dimensionnel) | Rare : | Uncommon | ||
Casting Cost : | 105 | UpKeep : | 5 |
Effects : | Allows a target unit to shift between Arcanus and Myrror at will. Note that units may not move into 'illegal' terrain types or initiate combat by planar travel. |
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Not classified : |
Name : | Holy Arms (Armes sacrées) | Rare : | Very rare | ||
Casting Cost : | 630 | UpKeep : | 10 |
Effects : | All normal units' weapons are blessed with a +1 attack bonus and can strike creatures immune to non- magical attacks. |
Name : | Life Force (Force de vie) | Rare : | Very rare | ||
Casting Cost : | 700 | UpKeep : | 10 |
Effects : | All non-combat death spells cast must resist against life force as if a displel magic of 500 strength had been cast. |
Name : | Tranquility (Tranquillité) | Rare : | Very rare | ||
Casting Cost : | 700 | UpKeep : | 10 |
Effects : | Tries to prevent all chaos magic spells, requiring them to resist the forces of life as if a strong disjunction--strength 500--had just been cast. |
Name : | Charm of Life (Charme de vie) | Rare : | Very rare | ||
Casting Cost : | 875 | UpKeep : | 10 |
Effects : | Adds 25% of total hit points (with a minimun of one hit point added) to the hit points of each of a wizard's creatures. Yes, that means every individual figure in every single unit! |
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