Dark Magic

Level 1 Spells
Casting Cost

4

Stack affected by Weakness causes less damage during attacks and counter-attacks.

Weakness
Casting Cost

4

ATB bar of the stack affected by Slow fills up more slowly.  Creatures' turn comes less often in combat.

Slow
Level 2 Spells
Casting Cost

5

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.

Disrupting Ray
Casting Cost

6

Inflicts Decay on target enemy stack so that each time that stack is about to do any action, it receives some earth damage.
Decay
Level 3 Spells
Casting Cost

7

Makes creatures in target enemy stack forget what they are doing on a battlefield.

Creatures (at least part of them) forget to use shooting attacks and retaliation strikes.

Confusion
Casting Cost

5

Weakens the target enemy unit to decrease its offense.
Suffering
Level 4 Spells
Casting Cost

8

The target stack affected by Frenzy will not obey the Hero;  when it gets its turn (ATB bar is full) the stack will automatically try to attack the closest creature with remote or melee attack causing heavier damage than normal.

Frenzy
Casting Cost

9

Blinds the selected enemy creature so that it cannot move, attack or use any abilities.

Blindness falls if blinded creature is attacked.

Spell Power determines the duration of effect.

Blindness
Level 5 Spells
Casting Cost

12

Gives the hero temporary control over selected enemy unit.

The spell does not work on undead, elemental and mechanical units.

The casting hero's troops can attack a stack affected by Puppet Master;  the stack will not counterattack friendly creatures.

Puppet Master
Casting Cost

9

Curse of the Netherworld causes magical elemental damage to all creatures on the battlefield except Undead and Demonic creatures (Necropolis and Inferno units).
Curse of the Netherworld