Earth Magic Spells

 

Level One

Magic Arrow

Type Combat Basic Target enemy troop receives ([Power x 10] + 10) damage
Cost 5 Advanced Target enemy troop receives ([Power x 10] + 20) damage
Duration Instant Expert Target enemy troop receives ([Power x 10] + 30) damage

Shield

Type Combat Basic Reduces melee damage by 15%
Cost 5 Advanced Reduces melee damage by 30%
Duration 1 round/power Expert Reduces melee damage by 30% for all allied troops

Slow

Type Combat Basic Enemy troop's Speed -25%
Cost 6 Advanced Enemy troop's Speed -50%
Duration 1 round/power Expert All enemy troop's Speed -50%

Stone Skin

Type Combat Basic Allied troop Defense +3
Cost 5 Advanced Allied troop Defense +6
Duration 1 round/power Expert All allied troops Defense +6

View Earth

Type Adventure Basic Displays the location of all loose resources
Cost 2 Advanced Displays the location of all loose resources and mines
Duration Instant Expert Displays the location of all loose resources, mines and entire terrain

 

Level Two

Death Ripple

Type Combat Basic All non-undead troops take ([Power x 5] + 10) damage
Cost 10 Advanced All non-undead troops take ([Power x 5] + 20) damage
Duration Instant Expert All non-undead troops take ([Power x 5] + 30) damage

Protection from Earth

Type Combat Basic Damage from Earth Magic spells is reduced by 30% for allied troop
Cost 7 Advanced Damage from Earth Magic spells is reduced by 50% for allied troop
Duration 1 round/power Expert Damage from Earth Magic spells is reduced by 50% for all allied troops

Quicksand

Type Combat Basic Quicksand pits are placed in 4 random hexes.  Pits are invisible to creatures unless they are on native terrain.  Troops entering pit lose movement for round
Cost 8 Advanced Quicksand pits are placed in 6 random hexes.  Pits are invisible to creatures unless they are on native terrain.  Troops entering pit lose movement for round
Duration Until Touched Expert Quicksand pits are placed in 8 random hexes.  Pits are invisible to creatures unless they are on native terrain.  Troops entering pit lose movement for round

Visions

Type Adventure Basic Displays number of monsters in wandering stacks and possibility of joining Hero's army.  Range is equal to Power or 3, whichever is greater.
Cost 4 Advanced Same as Basic, can also view enemy hero's stats and army quantities.  Range is (Power x 2) or 3, whichever is greater
Duration 1 day Expert Same as Advanced, can also view enemy town's stats, garrison composition and populations.  Range is (Power x 3) or 3, whichever is greater

 

Level Three

Animate Dead

Type Combat Basic Reanimates ([Power x 50] + 30) health points' worth of killed undead creatures in target allied troop
Cost 15 Advanced Reanimates ([Power x 50] + 60) health points' worth of killed undead creatures in target allied troop
Duration Permanent Expert Reanimates ([Power x 50] + 160) health points' worth of killed undead creatures in target allied troop
 

Anti-Magic

Type Combat Basic Target allied troop is immune to all spells except level 4 and 5 spells
Cost 15 Advanced Target allied troop is immune to all spells except level 5 spells
Duration 1 round/power Expert Target allied troop is immune to all spells

Earthquake

Type Combat/Siege Basic Damages 2 random castle wall sections during siege-combat
Cost 20 Advanced Damages 3 random castle wall sections during siege-combat
Duration Instant Expert Damages 4 random castle wall sections during siege-combat

Force Field

Type Combat Basic A 2 hex-wide force wall is created at target hex blocking all movement in hexes
Cost 12 Advanced Same as Basic except the force wall is 3 hexes wide
Duration 2 rounds Expert Same as Advanced

 

Level Four

Meteor Shower

Type Combat Basic Troops in target hex and adjacent hexes take ([Power x 25] + 25) damage
Cost 16 Advanced Troops in target hex and adjacent hexes take ([Power x 25] + 50) damage
Duration Instant Expert Troops in target hex and adjacent hexes take ([Power x 25] + 100) damage

Resurrection

Type Combat Basic Target allied troop with dead creatures has ([Power x 50] + 40) health points' worth of creatures restored to life for the duration of current battle
Cost 20 Advanced Same as Basic, except that ([Power x 50] + 80) health points' worth of creatures are restored permanently
Duration Permanent Expert Same as Advanced, except that ([Power x 50] + 160) health points' worth of creatures are restored

Sorrow

Type Combat Basic Target enemy troop's Morale -1
Cost 16 Advanced Target enemy troop's Morale -2
Duration 1 round/power Expert All enemy troop's Morale -2

Town Portal

Type Adventure Basic Hero is teleported to nearest allied town;  3 movement points are expended
Cost 16 Advanced Hero is teleported to any allied town with no visiting hero;  3 movement points are expended
Duration Instant Expert Same as Advanced, except that only 2 movement points are expended

 

Level Five

Implosion

Type Combat Basic Target enemy troop receives ([Power x 75] + 100) damage
Cost 30 Advanced Target enemy troop receives ([Power x 75] + 200) damage
Duration Instant Expert Target enemy troop receives ([Power x 75] + 300) damage

Summon Earth Elemental

Type Combat Basic Summons a stack  containing (Power x 2) of Earth Elementals.  Only 1 type of elemental can be summoned.
Cost 25 Advanced Summons a stack  containing (Power x 3) of Earth Elementals.  Only 1 type of elemental can be summoned.
Duration Battle Expert Summons a stack  containing (Power x 4) of Earth Elementals.  Only 1 type of elemental can be summoned.

 

Spell point costs can be modified in a variety of ways:

If a hero has the matching spell school secondary skill for that particular spell, there is a 1 spell point discount per level of the spell.

(1st level spells:   -1 spell point/ 2nd level spells:   -2 spell points/ etc)

If a hero is facing Pegasi on the battlefield, all spells will cost that hero an additional 2 spell points each.
If a hero has Magi or Arch Magi in his/her army, then all spells will cost that hero 2 spell points less.