id Name Description
day_1_magic_healing_water Healing Water Target friendly creature restores {0} HP.Cannot revive fallen units.
day_2_magic_sharp_edge Blessing Target friendly creature deals +{0}% Damage with basic attacks. Duration: {1} round(s).
day_3_magic_haste Haste Target friendly creature gains +{0} Speed.Duration: {1} round(s).
day_4_magic_favorable_wind Favorable Wind Target friendly creature deals +{0}% Damage with Ranged and Long Reach attacks.Duration: {1} round(s).
day_5_magic_shorten_shadow Shorten Shadow Target enemy creature loses {0} Attack and Defense.Duration: {1} round(s).
day_6_magic_cleansing_ray Weakening Ray Removes {0} counterattack charge(s) from the target enemy for this round.
day_7_magic_inner_light Inner Light Reduces the duration of all negative effects applied to the target friendly creature by {0}.
day_8_magic_taunt Taunt All enemies within {0} hexes from the target friendly creature can only target that creature. Each instance of Damage makes the effect last {2} round(s) shorter.Duration: {1} round(s).
day_9_magic_arinas_hymn Arina’s Touch Target friendly creature gains {0} Speed, {0} Initiative, and {1}% maximum HP.Duration: {2} round(s).
day_10_magic_second_song Song of Power Resets the cooldowns of the target friendly creature.
day_11_magic_masterful_parry Riposte Target friendly creature counterattacks before enemy attack lands.Duration: {0} round(s).
day_12_magic_radiant_armor Radiant Armor Target friendly creature takes –{0}% Damage from all sources.Duration: {1} round(s).
day_13_magic_holy_arms Heavenly Blades Target friendly creature deals +{0} Pure Damage with each basic attack and restores the same amount of HP. Cannot revive fallen units.Duration: {1} round(s).
day_14_magic_vengeance Vengeance Whenever an enemy attacks target friendly creature in Melee, that enemy takes {0} Magic Damage. Duration: {1} round(s).
day_15_magic_judgement Judgement Strikes target enemy four times, dealing a total of {0} Magic Damage.
day_16_magic_arinas_chosen Arina’s Chosen Target friendly creature cannot have less than {0}% of their current units. Taking Damage reduces the duration of the effect by {2} round(s).Duration: {1} round(s).
day_17_magic_clear_view From a Bird’s Eye Reveals the borders of all areas, including those hidden by the fog of war.
day_18_magic_farsight Clear Fog Reveals {0} squares around the selected space on the global map up to {1} square(s) away from the hero. Usable {2} time(s) per day.
night_1_magic_unnatural_calm Unnatural Calm Target enemy deals –{0}% Damage with basic attacks. Duration: {1} round(s).
night_2_magic_web Web Target enemy creature loses {0} SpeedDuration: {1} round(s).
night_3_magic_enlarge_shadow Enlarge Shadow Target friendly creature gains {0} Attack and Defense.Duration: {1} round(s).
night_4_magic_despair Despair Curses the target enemy. Cursed creatures take {0} Pure Damage at the start of their turn. This effect is stackable. Duration: {1} round(s).
night_5_magic_shade_cloak Shade Cloak Target friendly creature cannot be targeted. Effect ends when the unit takes any action or at the end of the round.
night_6_magic_deaths_grip Umbral Grip Deals {0} Pure Damage to the target enemy. This Damage cannot be modified in any way.
night_7_magic_fatal_decay Fatal Decay Target enemy creature cannot restore HP. This effect remains after the creature’s death.Duration: {0} round(s).
night_8_magic_sleep Sleep Target enemy creature falls asleep and cannot take any actions. Dispelled upon taking Damage. After awakening, the same creature cannot fall asleep again until the end of the battle. Duration: {0} round(s).
night_9_magic_twilight Twilight Target enemy creature is prevented from using Ranged attacks.Duration: {0} round(s).
night_10_magic_silence Silence Target enemy creature is prevented from using abilities or generating Focus Points.Duration: {0} round(s).
night_11_magic_vulnerability Vulnerability Target enemy creature takes +{0}% Damage from all sources.Duration: {1} round(s).
night_12_magic_summon_starchild Summon Starchild Summons a stack of {0} Starchildren on an adjacent free hex. They will disappear at the end of the battle.
night_13_magic_berserker Berserk Target creature immediately and uncontrollably attacks the closest target within its attack radius, whether it is a friendly or enemy creature.
night_14_magic_nairas_kiss Naira’s Kiss Marks the target enemy creature. Marked creatures take {1} Magic Damage whenever they perform any action.Duration: {0} round(s).
night_15_magic_deaths_call Coup de Grâce Target enemy creature will die after taking any Damage if its stack size is lower than or equal to {0}% of its original number.Duration: {1} round(s).
night_16_magic_shadow_army Shadow Army Increases the number of units in the target friendly stack by {0}%. These units are temporary and cannot exceed {1}% of the current number of permanent units in the stack.
night_17_magic_read_minds Read Minds Reveals the precise number and intentions of all neutral squads within {0} squares of the hero.
night_18_magic_nairas_veil Naira’s Veil Renews the fog of war in a {0}‑square radius around the hero, concealing them from opponents until the fog is re‑cleared. Usable {1} time(s) per day.
space_1_magic_early_start Early Start Target friendly creature gains +{0} Initiative.Duration: {1} round(s).
space_2_magic_energy_explosion Energy Explosion Deals {0} Magic Damage per Focus Charge to all creatures in one‑hex radius.
space_3_magic_energyze Energize Immediately generates {0} Focus Charge(s).
space_4_magic_optical_illusion Optical Illusion Target friendly creature takes –{0}% Ranged Damage.Duration: {1} round(s).
space_5_magic_trap_jaws Trap: Temporal Spheres Place up to {1} invisible traps on free hexes. Traps trigger when stepped on by a ground creature, dealing Pure Damage to the creature and adjacent ones before disappearing. The Damage equals {0}% of one unit’s maximum HP.Duration: {2} round(s).
space_6_magic_blink Blink Teleports a target friendly creature up to {0} hexes from its current hex.
space_7_magic_shackles Shackles Target enemy creature cannot counterattack.Duration: {0} round(s).
space_8_magic_carapace Carapace Shields a target friendly creature with a barrier that blocks the next instance of Damage.Duration: {0} round(s).
space_9_magic_impending_fate Impending Fate Deals Damage to all enemies. Each stack takes {0} Magic Damage per its creature tier
space_10_magic_mirror_copy Mirror Copy Summons a copy of a target friendly creature. The copy deals –{0}% and takes +{1}% Damage and can’t use special abilities.Duration: {2} round(s).
space_11_magic_decimate Guillotine Deals {0}% of target enemy creature’s maximum HP as Magic Damage. Each time this spell is re‑cast on the same target, it deals +{1}% more Damage. This effect is stackable.
space_12_magic_rewind Rewind Life Restore {0} HP to a target friendly creature.This can revive fallen units.
space_13_magic_black_hole Black Hole Deals {0} Magic Damage to all creatures on the target hex and up to 2 hexes away in every direction. Pulls the furthest affected targets towards the center if possible.
space_14_magic_doreaths_tide Doreath’s Tide All friendly creatures gain {0} Speed and Initiative. All enemies lose {0} Speed and Initiative.Duration: {1} round(s).
space_15_magic_trap_snare Trap: Spatial Snare Place up to {1} invisible trap(s) on free hexes. Traps trigger when a ground creature moves through them, halting the creature’s movement, ending its current turn and cancelling its next turn. After triggering, the trap disappears. If the trapped hex is the creature’s <b>final destination</b>, the trap <b>does not</b> trigger.Duration: {0} round(s).
space_16_magic_reality_distortion Reality Distortion Selected target takes no Damage from any source. Instead, at the start of each round, it takes all Damage that it would have taken in the previous round as Pure Damage. Duration: {0} round(s).
space_17_magic_reinforcements Reinforcements The casting hero immediately interacts with any external dwelling you control within {0} squares. Usable {1} times per day.
space_18_magic_assemble Assemble! The casting hero immediately interacts with any allied hero within {0} squares. Usable {1} times per day.
primal_1_magic_thunderbolt Lightning Bolt Deals {0} Magic Damage to target enemy creature.
primal_2_magic_thick_hide Thick Hide Target friendly creature takes –{0}% Damage from Melee attacks.Duration: {1} round(s).
primal_3_magic_wean Wean Reduces the duration of all positive effects applied to the target by {0}.
primal_4_magic_fire_globe Fireball Deals {0} Magic Damage to all creatures in a 1‑hex radius.
primal_5_magic_crystal_crown Crystal Crown Place up to {1} crystal obstacles. An obstacle is destroyed upon taking {0} hit(s) from attacks.Duration: {2} round(s).
primal_6_magic_ice_bolt Ice Bolt Deals {0} Magic Damage to target enemy creature and reduces their Initiative by {1}.Duration: {2} round(s).
primal_7_magic_wall_of_flame Firewall Burns {2} selected hexes. A ground creature that steps onto a burning hex takes {0} Magic Damage.Duration: {1} round(s).
primal_8_magic_cave_in Cave In Deals {0} Magic Damage to the target enemy. All adjacent empty hexes are filled with rock obstacles. An obstacle is destroyed upon taking {2} hit(s) from attacks.Duration: {1} round(s).
primal_9_magic_earths_rage Earth’s Rage Deals {0} Damage to all defensive structures on the battlefield. Also deals {1} Damage to all creatures within castle walls.
primal_10_magic_primordial_purity Anti‑Magic Any chosen target becomes immune to spells of tier {1} and lower. This effect cannot be dispelled. If the target is a summoned creature or contains temporary units in its stack, those are destroyed. Duration: {0} round(s).
primal_11_magic_armageddon Armageddon Deals {0} Magic Damage to all creatures on the battlefield.
primal_12_magic_chain_lightning Chain Lightning Masterful Chain Lightning
primal_13_magic_avalanche Circle of Winter Deals {0} Magic Damage to all creatures adjacent to target hex. All affected stacks are pushed away from the center if possible.
primal_14_magic_hksmillas_rampage Hksmilla’s Rampage Target friendly creature gains Double Strike and deals <i>and takes</i> +{0}% Damage.Duration: {1} round(s).
primal_15_magic_summon_primal_remnant Summon Primal Remnant Summons a stack of {0} Primal Remnants. They will disappear at the end of the battle.
primal_16_magic_stone_fangs Stone Fangs Deals {0} Magic Damage to up to {1} different target enemies.
primal_17_magic_groundsight Groundsight Reveals the location of all neutral squads on the global map (including those in the fog of war).
primal_18_magic_primordial_chaos Primordial Chaos Affects a neutral squad in a {0}‑square radius. Transforms it into a different squad of the same strength. Usable {1} time(s) per day.
neutral_magic_second_sight Second Wind Immediately restores {0} Movement points to the hero. Usable {1} time(s) per day.
neutral_magic_shadow_form Shadowflight Grants the hero the ability to fly, moving freely through any obstacles on the global map.
neutral_magic_dimension_door Dimension Door Teleports the hero to target location within {0} squares. Usable {1} times per day.
neutral_magic_light_gate Gate of Light Creates a portal until the end of the day, allowing any hero to travel through it. Entry is from any free adjacent space, and exit is to any free space within {0} square(s) of the hero. {1} time(s) per day.
neutral_magic_town_portal Town Portal Teleports the casting hero to a selected city you control. Usable {0} times per day.
neutral_magic_pocket_dimension Pocket Dimension Creates an entrance to a Pocket Dimension on an adjacent space that lasts until the end of the day, allowing any allied hero to leave creatures and artifacts there. If an enemy hero interacts with the Pocket Dimension, it disappears. Usable {0} time(s) per day.
neutral_1_magic_back_to_garrison Back to Foothold! Teleports the casting hero to a selected Remote Foothold you control. Usable {0} time(s) per day.
neutral_1_magic_back_to_city Back to Town! Teleports the casting hero to the nearest city you control within {0} squares. All remaining movement points are lost. Usable {1} time(s) per day.
neutral_1_magic_mana_transfer Mana Transfusion Removes {2} mana from the casting hero to restore {3} mana to any allied hero within {0} squares. Usable {1} time(s) per day.
neutral_1_magic_units_replace Relocation The casting hero immediately interacts with any controlled city, enabling the transfer of creatures to or from that city. Usable {0} time per day.
neutral_1_magic_mana_restore Mana Rite Restores the casting hero’s mana based on their remaining movement points: {0}% of mana per {1}% of remaining points. All movement points are lost.
neutral_1_magic_change_use_necromancy Necromancer Will Allows raising Undead to be toggled on or off. When it is off, the hero restores Necromantic Energy after winning a battle instead of raising friendly Undead.
bonus_magic_pure_bolt Magic Arrow Deals {0} Magic Damage to a target enemy creature.
night_bonus_magic_1_magic Dusk Dampening The enemy hero’s next spell costs +{0}% mana and gains a –{0}% Spell Power malus.
primal_bonus_magic_1_magic Spell Eruption The casting hero’s next spell costs –{0}% mana and gains a +{0}% Spell Power bonus.
bonus_magic_kill_summon Dispel Summon Immediately dispels target enemy summoned creature.