Select Language:
| Spell | School | Justification |
|——————-|———–|—————————————————————————————————|
| Healing Water | Daylight | The healing isn’t very strong without high Spellpower, but being able to heal everyone at once is very helpful. |
| Riposte | Daylight | Better than Masterful Parry at Tier 2. It counters before the attack hits and adds 20% damage at Tier 2, plus more counterattacks per round at Tier 3, and works on multiple enemies at Tier 4. It can’t affect Magic Creatures, which is a small downside. The mass version is especially dangerous. |
| Arina’s Touch | Daylight | Not as immediate as Arina’s Hymn, but the extra HP adds up over a long fight. At Tier 4, the doubled Initiative can change the turn order for your whole army. |
| Shorten Shadow | Daylight | A dependable debuff with good scaling. It removes Enlarge Shadow, making it useful against Nightshade’s Tier 1 buffs. Best used on high-Attack units to reduce their immediate damage output. |
| Inner Light | Daylight | Continuously lowers all negative effect durations, depending on Spellpower, especially at Tier 4. It doesn’t remove effects but shortens them, making debuffs less effective over time. |
| Taunt | Daylight | A control spell that redirects enemy attacks to a chosen target. Great for protecting ranged units: put a tough front-line unit in front of your shooters and cast Taunt to keep threats away. |
| Heavenly Blades | Daylight | The offesive Tier 4 option. It deals pure damage that ignores most damage reductions and heals the damage dealt, helping units stay in the fight longer. |
| Enlarge Shadow | Nightshade| Nightshade’s Tier 1 buff makes it versatile. Its mass version at Tier 4 is similar to a mass Shorten Shadow in fighting power. It’s especially good for Might heroes focused on offense. |
| Summon Starchild | Nightshade| Unlocking Tier 3 allows the stack to use active abilities, providing more tactical options. With high Spellpower (20+ SP), a single stack can become a big combat force—over 40 units. |
| Despair | Nightshade| Stackable pure damage per turn that scales with Spellpower and hits neighboring enemies at Tier 4. It’s very effective against living armies, but not effective against Magic Creatures, Undead, or Constructs. Heavy damage against enemies that don’t kill it quickly. |
| Unnatural Calm | Nightshade| Affordable and early, it becomes a mass debuff at Tier 3, with duration based on Spellpower. It reduces damage from enemies over a long fight, especially when used on frontline melee units. |
| Twilight | Nightshade| At Tier 1, it disables enemy ranged stacks completely. At Tier 4, it becomes a mass effect that weakens all enemies at once. |
| Fatal Decay | Nightshade| At high levels, it reduces maximum HP, adding continuous damage. It stays active after the target dies, which is useful against Necromancy-focused enemies. |
| Wean | Primal | Strong mass dispel that removes all positive effects from a group of units at once. It’s powerful because it comes from Primal rather than a dedicated dispel school, making it a surprise option. |
| Hksmilla’s Rampage| Primal | A risky but powerful offensive boost. It increases damage received but doubles strike output over five rounds, especially useful for tanky units like Cavaliers, Waurms, or Swordsmen. Best used on units that can handle the extra damage. |
| Stone Fangs | Primal | An AoE attack that hits multiple targets. On a high-Spellpower hero, it can damage four units for about 100 plus 10 times Spellpower each, making it a good tier-appropriate offensive spell. |
| Anti-Magic | Primal | A counter-magic spell that can protect a key unit from spells or remove copies, remnants, or duplicates from enemies. Useful in specific matchups but less so generally. |
| Fireball | Primal | Reliable AoE damage for mid-game. It scales with Spellpower, hits groups of enemies, and doesn’t require setup like Armageddon. Fits well on dedicated Primal mages or mixed builds. |
| Cave-In | Primal | Creates terrain to control movement, encasing a unit in obstacles, blocking escape, or forcing enemies into certain paths. Adds true tactical depth to combat. |
| Summon Primal Remnant | Primal | The size of the summon depends on Spellpower, making it very useful for magic-focused heroes. It’s less effective for Might heroes with low Spellpower. |
| Shackles | Arcane | Allows attacking a unit without counterattacks, providing extra damage each round. Especially useful for protecting fragile ranged units that need to hit dangerous frontline enemies. |
| Black Hole | Arcane | Deals AoE damage and pulls enemies together. It can cluster foes for follow-up attacks, pull ranged units out of safe spots, or break up defenses. Requires smart play but offers big tactical benefits. |
| Mirror Copy | Arcane | Gains a second use of powerful abilities, which can turn the tide of battle. The copy usually can’t survive long but often doesn’t need to. Best on factions with transformative units abilities. |
| Early Start | Arcane | Adds +3 to +6 Initiative, significantly affecting turn order. Useful for glass cannon ranged units to fire before enemies close in. It’s more focused than Haste, which also increases movement and map presence. |
| Energy Explosion | Arcane | Damage remains unaffected by Spellpower but can reach high levels, especially against factions that gather Focus Charges, like Hive. Less effective if the opponent rarely uses Focus. |



