
These spells can only be used in battle.
| Spell Name |
Effect |
Picture |
| Bless |
Cast Bless on a troop to cause it to do it's normal maximum damage. This effect can be multiplied if you have good luck or morale! |
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| Curse |
Curse is the opposite of Bless; cursed troops will do their minimum damage. This is a good spell to use on heavy hitters such as Phoenix or Cyclops, because they do their minimum amount of damage instead of their maximum. |
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| Dispel Magic |
Use Dispel Magic to remove the effects of spells such as Bless, Blind, Paralyze etc from both sides of the battlefield. |
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| Protection |
This spell beefs up the targeted creature's defense by +3. This would be a good idea for those weak shooters! |
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| Slow |
This causes the speed of the targeted creature to be lowered. It becomes slow, meaning it will attack last and only gets to move one space. |
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| Anti-Magic |
The receiver of this spell becomes as immune as the Dragon to all spells, whether beneficial or not, as long as the spell lasts. This is a good choice if your opponent frequently uses damaging spells. |
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| Lightning Bolt |
This shocker causes an amount of damage equivalent to 25 times the caster's spell power to a single troop. |
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| Cure |
The Cure spell works like Dispel Magic in that it removes spell effects, but only negative ones from your own troops. For this reason, it is a better choice than Dispel Magic. |
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| Haste |
Increase a target's speed to fast with this spell. Use it to make your shooters go first, or get those lumbering Ogres into the thick of the battle quickly! |
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| Turn Undead |
This spell is only effective against Ghosts. It will, however, destroy a single stack of Ghosts in one shot, no matter how large it is! Make sure you've got a few of these spells in your spellbook when you visit shipwrecks and graveyards! |
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| Blind |
This spell causes one enemy unit to go blind, effectively denying them the chance to attack. The spell is canceled, however, if the troop receives a Cure spell (or Dispel Magic), or if the blinded troop takes any damage. The troop can retaliate even when blinded. |
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| Teleport |
Instantly move a single unit to any unoccupied space on the battlefield. Instantly move Hydras inside castle walls to cause some confusion, or move those Archers of yours to a safe spot. |
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| Paralyze |
Basically like a Blind spell, except that the paralyzed unit cannot retaliate if it is attacked. |
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| Fireball |
Throws a fireball inflicting damage equal to 10 times the caster's spell power. This spell affects any troops in the 6 spaces surrounding the target space, including your own! |
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| Storm |
Storm does 25 times spell power damage to all troops on the battlefield! The exceptions are: Dragons with their magic immunity, Dwarves with their 25% resistance, Phoenix, and any troops that might have had Anti-Magic cast on them. |
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| Berserker |
When you cast Berserker on a troop, it will attack it's nearest neighbor, whether friend or foe. Beware, for the enemy will use this spell too! It can be dispelled, however. For maximum benefit, cast it on the fastest enemy troop when battle begins, so the hero will have no chance to dispel it. Unfortunately, the Berserker spell effect only lasts one round, but you can cast it again. |
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| Meteor Shower |
This is a juiced up Fireball; it does 25 times the caster's spell power in damage. This is a good spell to use against enemy troops if they are spaced close together, since it affects the surrounding 6 spaces. |
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| Armageddon |
This spell is like Storm, except the multiplier this time is 50. Like Storm, everyone gets hit except Dragons, lucky Dwarves, and troops with Anti Magic. If you have immune troops and a high spell power, use Armageddon to do major damage to your foe! |
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| Resurrect |
When you cast Resurrect on a single troop, it regains hit points equal to 50 times the hero's spell power. At the right times (depending on number of hit points for a troop) you will bring some troops back to life. You cannot end up with more troops than you started with though! |
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