Water Magic Spells

 

Level One

Bless

Type Combat Basic Target allied troop inflicts maximum damage
Cost 5 Advanced Target allied troop inflicts maximum damage +1
Duration 1 round/power Expert All allied troop inflicts maximum damage +1

Cure

Type Combat Basic Removes all negative spell effects from target allied troop and heals it for ([Power x 5] + 10) health points
Cost 6 Advanced Removes all negative spell effects from target allied troop and heals it for ([Power x 5] + 20) health points
Duration Instant Expert Removes all negative spell effects from all allied troops and heals each for ([Power x 5] + 30) health points

Dispel

Type Combat Basic Removes all spell effects from target allied creature troop.
Cost 5 Advanced Removes all spell effects from target allied or enemy creature troop.
Duration Instant Expert Removes all spell effects from all allied and enemy creature troops

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

Protection from Water

Type Combat Basic Damage from Water Magic spells is reduced by 30% for target allied troop
Cost 5 Advanced Damage from Water Magic spells is reduced by 50% for target allied troop
Duration 1 round/power Expert Damage from Water Magic spells is reduced by 50% for all allied troops

Summon Boat

Type Adventure Basic 50% chance to summon a friendly boat to Hero's current location.   Must be at waters edge.
Cost 8 Advanced 75% chance to summon a boat to Hero's current location.   If no boats are available a new boat is created.  (64 boats per map maximum)
Duration Instant Expert 100% chance to summon a boat to Hero's current location.   If no boats are available a new boat is created.  (64 boats per map maximum)

 

Level Two

Ice Bolt

Type Combat Basic Target enemy troop receives ([Power x 20] + 10) damage
Cost 8 Advanced Target enemy troop receives ([Power x 20] + 20) damage
Duration Instant Expert Target enemy troop receives ([Power x 20] + 50) damage

Remove Obstacle

Type Combat Basic Removes 1 non-magic obstacle from the battlefield.  Integrated obstacles, such as cliffs, aren't affected
Cost 7 Advanced Same as Basic, except Fire Walls also may be removed
Duration Instant Expert Same as Advanced, except all non-integrated obstacles can be removed

Scuttle Boat

Type Adventure Basic 50% chance of destroying unoccupied boat
Cost 8 Advanced 75% chance of destroying unoccupied boat
Duration Instant Expert 100% chance of destroying unoccupied boat

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

Weakness

Type Combat Basic Target enemy troop's Attack rating -3
Cost 8 Advanced Target enemy troop's Attack rating -6
Duration 1 round/power Expert All enemy troop's Attack ratings -6

 

Level Three

Forgetfulness

Type Combat Basic 1/2 of creatures in target enemy troop with ranged attack forget to shoot
Cost 12 Advanced Target enemy troop with ranged attack can't use its ranged attack
Duration 1 round/power Expert All enemy troops with ranged attacks can't use their ranged attacks
 

Frost Ring

Type Combat Basic Troops in hexes surrounding target hex receive ([Power x 10] + 15) damage.  Target hex is unaffected
Cost 12 Advanced Troops in hexes surrounding target hex receive ([Power x 10] + 30) damage.  Target hex is unaffected
Duration Instant Expert Troops in hexes surrounding target hex receive ([Power x 10] + 60) damage.  Target hex is unaffected

Mirth

Type Combat Basic Allied target troop's morale +1
Cost 12 Advanced Allied target troop's morale +2
Duration 1 round/power Expert All allied target troop's morale +2

Teleport

Type Combat Basic Target allied troop instantly moves to an unoccupied target hex.  Troop can't teleport over walls or moats.
Cost 15 Advanced Same as Basic, except troop may teleport over walls but not moats
Duration Instant Expert Troop can move to any unoccupied hex

 

Level Four

Clone

Type Combat Basic Creates a duplicate of target allied troop levels 1 through 5.  Clone is dispelled if it receives any damage.
Cost 24 Advanced Creates a duplicate of target allied troop levels 1 through 6.  Clone is dispelled if it receives any damage.
Duration Current Battle Expert Creates a duplicate of target allied troop levels 1 through 7.  Clone is dispelled if it receives any damage.

Prayer

Type Combat Basic Target allied troop's Attack, Defense, and Speed ratings +2
Cost 16 Advanced Target allied troop's Attack, Defense, and Speed ratings +4
Duration 1 round/power Expert All allied troop's Attack, Defense, and Speed ratings +4

Water Walk

Type Adventure Basic Hero may walk across water provided the end destination is an unoccupied location on land.  Water movement may be up to 60% of Hero's normal movement 
Cost 12 Advanced Same as Basic, except that water movement may be up to 80% of Hero's normal movement
Duration 1 Day Expert Same as Advanced, except that water movement may be made at Hero's full, normal movement

 

Level Five

Summon Water Elemental

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