LIFE AND FREEDOM EMPIRE




LIFE AND FREEDOM EMPIRE


CASTLES | SPELLS | LAFE Mods

Spell cost of many spells will depend on amount of HP it is cast on:
-standard cost if HP<=1000
-if HP>1000: spell cost= standard cost*(1+(HP-1000)/1000)
calculated value needs to be modified to be no less than +1 spell point
From these sums reducing bonus of Mages and Magic Elementals would be deducted.
To these sums Silver Pegasi extra cost would be added.

standard bonus calculated from HP(of magic creatures)<=300
standard bonus - 1%(of standard spell cost) every next 30 HP;calculated value needs to be modified to be no less than -1 spell point and no less than 1

standard cost's increase calculated from Silver Pegasi' HP<=300
standard spell cost increase + 1% (of standard cost) every next 30 HP; calculated value needs to be modified to be no less than +1 spell point

Flying creatures wouldn't be counted to total cost of Fly spell casting.

Floating and flying creatures wouldn't be counted to total cost of Water Walk spell casting.

This way of counting spell casting would require to make possibility to cast spell not only for every stack but also for single or few.

Heroes of speciality in particular spell could have further cost reduction bonuses.
Experience in casting for offensive spells, Animate Dead, Resurrection and Summon Elementals --> for every 10 casts of spell extra 1% effect increase For other spells increased effect depending on number of casts (for every spell different).

Alternative Resurrection and Animate Dead will have every 7 casts Resurection and every 6 casts Animate Dead bonus 1%, they will resurect only those bodies who lie initialy on the same hex. If they died on different hexes unit who suffered losses and want to resurect them will need to go back to the hexes they lie. After some castings it will have area effect(it resurect allies of the same type in certain radius--> no more than spell power + bonus). After some castings it will resurect all alies in spell radius, simultanously if different types , spell power + bonus for each.

Spells could be like that (more powerful after some casts):

Some heroes may start game with some experience in casting

Protection from Fire: +1% protection after every 6 casts;

Protection from Air: +1% protection after every 7 casts;

Protection from Water: +1% protection after every 7 casts;

Protection from Earth: +1% protection after every 7 casts;

Shield: (initially 30%) bonus +1% only on front 3 hexes after every 7 casts

Stone Skin: extra +1 defense after 37, 77, 177, 277, ... etc casts
For magic class of heroes :every 49 casts every stack will get +1% chance for invulnerability for physical damage in every round affected by the spell but no more than 50%
Heroes with Stone Skin speciality start with 10% value of this ability


Bless: +1 extra damage after 37, 77, 177, 277, ... etc casts
For magic class of heroes : after 100 casts 20% chance for extra attack; after every next 50 casts +1% chance for extra attack;
Heroes with Bless speciality start with 20% value of this ability


Bloodlust: +1 extra damage after 36, 66, 166, 266,... casts
For magic class of heroes: 20% chance of causing triple damageby infected stack for 3 rounds...however if happens takes 25% stacks's HP...doesn't work if it has already <=25%...
Heroes of Bloodlust speciality will get reduced values of stack's HP lost or triple effect will last longer


Haste: +1 extra speed after 77, 177, 277,... etc casts;
For magic classes of heroes: +5% final damage in melee for every movement increase got by the use of Haste;
to get this bonus full unit has to move before attack at least by the value of speed increase; if not it gets only appropriate part of this bonus
Heroes with Haste speciality start with this ability


Slow: -1 extra speed after 77, 177, 377, 777, 1777... etc casts;
For magic classes of heroes: 20 % chance infected unit will not attack after order of attack if it has to move to attack(it will move but without atttack); loosing possibility of getting morale in this round as well;
double (or more) attacking units always loose one of its attacks;


Blind: every 6 casts +1% chance to resist Cure/Dispel


Quicksand - For magic classes of heroes: After every 49 castings you will be able to put one of the quicksands precisely on pointed hex
After 77 casts for magic heroes quicksands will be able to float one hex where enemy unit stays or passes by and stop it for one round .
After 500 casts for magic heroes quicksands will become acid pools; they do some damage and reduce enemy's defense by 1 each.


Curse: -1 % of total damage every 50 casts (50-->500), every 100 (500-->1000), every 200 (1000-->2000), every 500 (3000--> 5000), every 1000 (>5000)
For magic class of heroes: after 100 cast: 20 % chance by attacking that unit does damage of values between 0 and lowest "cursed" damage; however the lower value of damage the lower propability of it
20% chance for it increases by 1% every next 50 casts
Heroes with Curse speciality start with this ability


Dispel: For magic classes of heroes: after some casts remove all benefitial spells from enemy and all negative from hero's army
After 77 gives possibility to cast it on: both armies or only enemy army or only hero's army or single stack


Cure: For magic classes of heroes:; full HP restore after 100 casts;
Every 77 casts the spell works also for the next rounds (regeneration at the end of the round and immunity for the spells it removes )
So after 77 it will work also for next round, after 177 it will work for the next 2 rounds, after 277 casts it will work for the next 3 rounds, etc.
Heroes with Cure speciality start with this ability


Fortune: every 7 casts +1% damage if luck occurs (201% damage instead of 200%), For magic classes of heroes: after some casts ignores luck penalty from devils and others
Heroes with Fortune speciality start with this ability and extra 25% damage from luck


Precision: +1 ranged attack after 37, 77, 127, 177, 227, 277, ... etc casts;


Teleport: For magic classes of heroes: after 100 casts enables teleport enemy unit


Antimagic: after every 77 casts can be cast on one more extra stack in the same turn


Remove Obstacle - For magic classes of heroes: After 50 casts becomes Move Obstacle within certain range; initially 1 hex then widening movement radius by 1 hex every 50. However moved obstacle will disappear initially after 3 rounds; then every 50 casts it will get one more round of existence.
After 100 casts it will become rotatable.
After movement obstacle will carry magic charge.
If these magic obstacles will be set in shapes the battlefield it will invoke powerful magic when disappearing.
If you put these obstacles in other shapes (triangles, rectangles, diamonds (only for good alliance), hexagons(only for evil alliance) it will invoke poweful magic.
The biggest particular shape, more powerful magic invoke,
On the highest level entire enemy army (regardsless of magic resistance) will be destroyed and hero wins the battle.


Land Mine - gets 1% damage bonus every 6 rounds .
For magic classes of heroes: After every 36 casts you will be able to put one of the mines precisely on certain hex.
After 77 casts mine will be able to leap one hex and explode where enemy unit stays or passes by.
After 177 casts mine will be able to leap 2 hexes and explode where enemy unit stays or passes by (also flying units).
After 277 casts mine will be able to leap 3 hexes and explode where enemy unit stays or passes by (also flying units).


Weakness: -1 attack after 37, 77, 127, 177, 227, 277, 377, 477... etc casts
For magic classes of heroes: after 100, 250, 500, 1000 casts 10%, 20%,25%, 30 % chance of reduction enemy's attack to 0
Heroes with Weakness speciality start with 10% value of this ability


Air Shield: + 1% every 7 casts (51% less damage from ranged instead of 50% on expert)


Dispruting Ray: -1 defence after 37, 77, 127, 177, 227, 277, 377, 477... etc casts;
For magic classes of heroes: after 77, 177, 377, 777 casts 10%, 20%,25%, 30 % chance of reduction enemy's defence to 0
Heroes with Disrupting Ray speciality start with 10% value of this ability


Water Walk: For magic classes of heroes: bonus to water walk every 7 casts +1% movement over water (however needs casting cost for all troops in army even floating and flying ones, requires choose between two types of spell by casting (do you want to cast with bonus or without but less cost) ); can be cast on boat to get ashore or on shore to fight aboard of enemy boat; also between boats; abandoned boat becomes errant


Mirth: For magic classes of heroes: After some casts ignores morale penalty from ghost dragons and others; 1% chance for extra move in the round, if moral occurred in the round already


Forgetfullness: For magic classes of heroes: every 7 casts every stack influenced will have +1% chance that unit will loose its range weapon until the end of the battle
Heroes with Forgetfullness speciality start with 20% value of this ability


Misfortune: For magic classes of heroes: enables bad luck by attack of enemy unit causing 25% less damage after 100 castings, 50% after 250 casts or some increasing propability that this unit would do part of damage to itself


Prayer: +1 extra attack, defence and speed after 77, 177, 377, 777, 1777, ... etc


Slayer: +1 extra attack against beasts and 7th or higher level creature every 36, 66, 166, 266 casts


Frenzy: For magic classes of heroes: + 1% every 6 casts


Fire Shield: For magic classes of heroes: every 36 casts + 1% (11% instead of initial 10%)


Force Field: For magic classes of heroes: +1 lenght every 49 casts, enables shaping after 77 casts


Fly: For magic classes of heroes: bonus to fly every 7 casts +1% movement by fly (however needs casting cost for all troops in army even flying ones, requires choose between two types of spell by casting (question by casting: do you want to cast with bonus or without but less cost?) )); allows to land on enemy boat and can be cast on boat to get on land; also between boats; abandoned boat becomes errant


Berserk: For magic classes of heroes: after 100 casts affected creature will not atack hero's unit


Clone: For magic classes of heroes: creates clone with experience of cloned stack but only every 77 casts one level of battle experience up or two or more clones instead of one; or enable cloning of enemy stack


CounterStrike: For magic classes of heroes: every 7 casts bonus to retaliation 1% more damage and +1% chance that stack will strike first; endless retaliation after 250 casts


Sacrifice: For magic classes of heroes: + 1% every cast, enable sacrifice of two or more units after 33, 66, 99, .. casts


Sorrow: For magic classes of heroes: if bad morale occurs effect will last 2 rounds after 77 casts, after 177 casts 3 rounds, after 277 casts 4 rounds and no further bonus


Magic Arrow: +1% every 7 casts


Ice Bolt: +1% damage every 7 casts; For magic classes of heroes: 1% chance to freeze enemy(however chances cumulates with those from previous round if ice spell was cast); targets gets ice magic immunity and suffers 50% more physical and magical damage while frozen, however wakes after one hit
Heroes with Ice Bolt speciality start with 10% value of this ability


Frost Ring: +1% damage every 7 casts ; For magic classes of heroes: 1% chance to freeze enemy(however chances cumulates with those from previous round if ice spell was cast); targets gets ice magic immunity and suffers 50% more physical and magical damage while frozen, however wakes after one hit; end every next 100 casts + 1%; can affect also inside the ring after 77 casts (optional by casting), + 1 radius after 77 casts, targets gets ice magic immunity and suffers 50% more physical and magical damage while frozen, however wakes after one hit
Heroes with Frost Ring speciality start with 10% value of this ability


Lightning: +1% damage every 7 casts; For magic classes of heroes: after 77 casts spell becomes Small Chain Lighting and can affects two units; affects three units after 177 casts


Death Ripple: +1% every 6 casts; For magic classes of heroes:
after every 6 casts work for one extra turn for free...after 66 casts, casted once it works every turn to the end of the battle


Destroy Undead: +1% every 7 casts; For magic classes of heroes:
after 17 casts the spell becomes Destroy Evil and affects all evil units not only undead; after every 7 casts work for one extra turn for free...after 77 casts, casted once it works every turn to the end of the battle


Fire Ball: +1% damage every 6 casts; +1 radius after 66 casts; +2 radius after 166 casts
Heroes with Fire Ball speciality start with +1 radius


Firewall: +1% damage every 6 casts
+1 hex lenght every 36 casts
+1 hex widht every 66 casts


Inferno: +1% damage every 6 casts
+1 hex lenght and +1 widht every 66 casts


Meteor Shower: +1% every 7 casts, For magic classes of heroes: +1 radius after 77 casts; +2 radius after 177 casts


Chain Lighting: +1% damage every 7 casts; For magic classes of heroes: after 77 casts +1 affected unit ;+ 2 after 177; +3 after


Armageddon: +1% damage every 6 casts,


Implosion: +1% every 7 casts;


Magic Mirror: For magic classes of heroes: reflection chance +1% every successful reflection, +1% enemy spell amplification bonus every successful reflection counted seperately for every kind of offensive spell successfully reflected after 77 casts spell is invisible for enemy (casting and which stack is affected)


Summon Elementals: for every 7 castings for Air, Earth And Water Elementals and every 6 casts for Fire Elementals +1 % number of summoned elementals
For magic classes of heroes: For every 50 summonings elementals will get one level of battle experience
After 100 summonings second stack of uprgraded elementals will be summoned; initially 10% of basic stack; every next 7 castings +5% increase of this numer (15% instead of 10 but no more than basic stack) ;second stack will also be experienced one level up after every next 50 summonings;
After 200 summonings third stack of messengers will be summoned, initially 1% of basic stack(but no less than 1 creature); every next 7 casts +1% increase of this numer (2% instead of 1% but no more than 50% of basic stack and no less than 1 creature) ; stack of messengers will also be experienced one level up after every next 50 summonings
Every Elementalist starts like it had had 100 casts of Summon Elementals in his starting magic school however summoned elementals are without experience


Dimension Door :For magic classes of heroes: range +1 after 77, 177, 277, ... etc.; after 77 casts it can teleport a hero from surface to underground or from underground to surface(to revealed place); can be cast on boat to get ashore or on shore to fight on enemy’s boat; also between boats; abandoned boat becomes errant


Town Portal: for magic classes of heroes: spell can be cast on boat; army teleports to town, boat becomes errant


Heroes of speciality in particular spell will get bonuses quicker (for example every 5 casting instead of 7).


Heroes of magic classes can extra regenerate every day mana equal to their level


Beam (Light) damage to all unit in certain line(3 hex wide) on battlefield =sp*20+(25b/50adv/77exp)

Thoroughfare (Light)-two-way teleport on adventure map for one turn initially 7 squares away

Magic Sword(Light)- summons assiting flying sword which deals physical melee attacks
after 77 casts extra sword

Light Sphere(Light)-shining white ball for 4 rounds which sticks to nearest stack dealing damage for one round; sp*7+(10/25/40)
next round it sticks to the nearest other stack in 3 hex radius; if there is no stack around it stays on stack doing damage again

Conveyor(Light)-creates on battlefield a conveyor belt of light 2x7 which moves all units on it by 3 hexes per round in one direction

Javelins(Light)- 3x3 hexes rain of real javelins coming from out of battlefield

Extraction(Light)-teleports from battlefield to nearest town all friendly units in 3x3 area adjacent to players starting line, cannot be enemy in this area

Blast(Light)- can be cast only on friendly stack; exept this stack spell does damage to every unit around in 3 hex radius sp*15+(20/40/70)

Light Grid(Light)- same like Order Grid but walls are passable to fliers and shots

Prism Light(Light)- ray of light causing damage to single unit sp*50+(30/60/120)

Light Transit(Light)- adventure map teleport between visible Seer's Huts, Huts of the Magi, Eyes of the Magi

Summon Prism Turret(Light)- summons prism shape turret of certain HP shooting Prism Light; immune to magic; no distance penalty; can't shoot over obstacles

Magic Knife(Ether)- summons assiting flying knife which deals physical melee or range attacks; can attack in range within 1b/2adv/3exp radius
every 77 casts extra knife; up to 4 in total

Celestial Rod (Ether) - damage for one unit = sp*60+(100b/150adv/200exp)
as real object summoned in magic way Celestial Rod ignores magic immunity but creatures like Ghosts, Ghost Dragons, Ghost Behemots, Air/Storm Elementals, Magic Elementals can be immune to this spell on highest levels of stack's experience

Ethereal Storm (Ether)-damage to all units =sp*30+(50b/75adv/100exp)

Passage (Ether)- creates two-way teleport between to hexes on battlefield; entrances initially max 7 hex away;
the higher spellpower and amount of casts the entrances could be created further

Bridge (Ether)- creates 3 squares long bridge over water, lava, chasm etc on adventure map

Deflector (Ether)- grants a stack 20% chance that attack will be redirected against attacker

Telestrike (Ether) - melee unit can attack in range via teleport however without offence bonus; initially target within 7 hexes radius

Magic Stairs(Ether) - creates stairs above moat/walls/obstacles however going through every hex of bridge uses 2 of speed

Ether Grid(Ether)- same as Order Grid but teleport and telestrike don't work(needs to teleport on one-way teleport to get to another square)

Ether Wall(Ether)- set magic wall across batllefield. Works like moat also for flying units. Shots don't go through. Spells and teleports work.

Obelisk Transit(Ether) - adventure map teleport from one visited obelisk to another, 30 tiles range

Scissors(Chaos)- 3 scissors start running from pointed hex in random direction; making damage to encountered stack and randomly changing direction after; change of direction also by encountering obstacle; sp*5+(10/20/30); speed 10 per round; duration=sp; every 36 casts extra scissors

Chaos Wheels(Chaos)- errant wheels rolling through battlefield (changing slightly direction every several hexes); sp*16+(33/50/66) damage on each hex

Funky Bomb (Chaos) - damage (sp*20+(40/60/80)) to pointed unit (in 1 hex radius) and half of damage to units on several random hexes(one hex only) in radius of 6 hexes from pointed unit

Displacement (Chaos) - moves all units in pointed square and in adjecent hexes in random directions for 1 or 2 hexes

Disorder (Chaos) - moves all units in pointed square of 6x6 hexes in random directions for 1 or 2 hexes

Magic Flail(Chaos): summons assisting flying magic hammer which deals physical attacks
after 66 casts some extra ability blow

Bomb(Chaos): -damage on pointed hex and adjecent hexes sp*33+(30/60/90); center of explosion can vary up to 2 hex around from pointed hex
after 66 casts radius +1

Magic Disruption Place(Chaos)- creates place 3 in diameter on which spells cast there(not coming from outside: Frost Ring, Fireball, Inferno, Implosion) can be cast by hero but have no effect with mana loss
spells coming from outside can be cast with regular effect (Magic Arrow, Ice Bolt, Lightning, Meteor Shower, Armageddon, Celestial Rod)

Magic Disruption Field(Chaos)- creates area 6x6 on which spells cast there(not coming from outside: Frost Ring, Fireball, Inferno, Implosion) can be cast by hero but have no effect with mana loss
spells coming from outside can be cast with regular effect (Magic Arrow, Ice Bolt, Lightning, Meteor Shower, Armageddon, Celestial Rod)

Chaos Grid(Chaos)- same like Order Grid but squares are replaced by 6-hex-side hexagons here and teleports from one-way teleport to random squares

Chaos Transit(Chaos)- adventure map teleport between visited and visible Witch Huts(landing can vary up to 6 tiles away from destination Witch Hut), range 50 tiles

Out of Control(Chaos)-enemy stack goes out of control of its hero. It still fights (AI controlled) on side of its hero and has no bonus to stats from its hero's primary and secondary skills and artifacts

Maquis Fence(Nature) - 3 hex wide thorny plant obstacle, could be passed by but stops unit and deals damage like moat on each hex
every 36 casts one hex longer; after 99 casts 2-hex thick
after 66 casts thorns cause Poison

Maquis Ring(Nature)- creates thorny plant ring of 3 hexes in diameter, could be passed by but stops unit and deals damage like moat on each hex
after 36 casts could be 4 hex in diameter; after 99 casts 2 hex thick
after 66 casts thorns cause Poison

Maquis Field(Nature)- creates 6x6 field of thorny plant, could be passed by but stops unit and deals damage like moat on each hex
after 66 casts thorns cause Poison

Sheep' Rush(Nature)- sheep run through batllefield causing damage to all units; exept Nature ignores magic resistence sp*7+(7/14/21)

Magic Log(Nature): summons assisting flying magic log which deals physical attacks
after 77 casts some extra ability blow

Tumbleweeds (Nature)-hurricane of tumbleweeds; damage to all units =sp*20+(40b/60adv/80exp), exept Nature immunity ignores magic resistence (same as Celestial Rod)

Fall-Out (Nature)- several V-shaped shining rotating objects (of plant origin) falling from skies above random hexes directly on units; objects find enemy's stacks within 3 hexes radius from initial hexes ; damage sp*30+(25/50/80)

Elevation(Nature)-rises stack from pointed hex; stack cannot get out from there(unless stack is flying); stack on it cannot attack melee(unless stack is flying) and be attacked in melee by walking units; if stack is ranged attacker gets +5 hex clear shot and no obstacle penalty; if this stack is ranged attacked clear shot of enemy is 5 hex shorter; hex on which stack stood on ground is an obstacle for time of duration of spell even if stack dies or fell from it
stack dies if it is moved by displacement like spells; however gets immunity for displacement like spells after 77 casts

Beavers' Dam(Nature)-creates dam of beavers on brook or river causing flood (water obstacle, neutral stacks' migration, displacement or loss of resources and artifacts)

Obstacles (Nature) – creates several 1-hex-obstacles on battlefield... Same pattern like Landmines...

Nature Grid (Nature)- same like Order Grid but magic, teleport and telestrike don't work on other squares

Teleless Place (Nature)- creates 3x3 hex area where teleport and telestrike don't work

Moat(Nature)- creates moat across battlefield

Nature Transit(Nature)- adventure map teleport between visited and visible living trees related places (living trees on map, Rampart, Conflux, Slothlux towns and external dwellings with growing trees), 15 tiles range

Deadly Virgo (Death):damage to all living flying units; sp*20+(40b/60adv/80exp)

Death Scythe(Death): summons assisting flying magic scythe which deals physical attacks; only for undead and infernal units
after 66 casts some extra ability blow

Deadly Strenght(Death)-sacrifice living stack to increase damage of other stack*(1+(HP sacrifised/HP empowered)*0,9/1/1,1) for several rounds

Wind of Death(Death)-damage to all living units on battlefield sp*33+(30/60/90)

Deadly Spheres(Death)- some spheres roll throughout battlefield. Every unit has to do one step aside from each coming sphere. Those which used whole movement in turn or have no space to move suffer damage sp*66+(80/160/240)

Death Transit(Death)- adventure map teleport between previously visited and visible death related places (Necropolis towns and their external dwellings, Drakoliches' dwellings, Dead Trees, Crypts, Cursed Grounds etc.), 16 tiles range

Magic Ball(Life)-summons small magic ball which flies around pointed stack; it deals extra magic damage to enemy in melee attack (ignoring defence but influenced by magic resistence); damage =(HP(of whole stack)/17)+sp*0,5/0,75/1; duration =sp
if stack doesn't attack in round and there is enemy unit on adjacent hexes ball attacks; can be cast only on living

Magic Walnut(Life)-summons magic rotating shellless walnut which assists to pointed stack; it deals extra magic damage to enemy in range attack (ignoring defence but influenced by magic resistence); damage=(HP(of whole stack)/17)+sp*0,5/0,75/1; duration =sp
if stack doesn't attack in round it shoots at nearest enemy; can be cast only on living
every 77 casts extra walnut; up to 4 in total; after 777 casts it gets one extra powerful shot

Magic Mace(Life): summons assisting flying magic mace which deals physical attacks
after 77 casts some extra ability blow

Summon First Aid Tent(Life)

Field of Vitality(Life)-5x5 area on which stacks get +17%HP(no less than 1); only for good living units
after 77 casts regeneration

Run for Life(Life)-enables to escape from battlefield getting extra 1 day movement points; all friendly units have to be on line of player's side, if no mana at cost of -1 spell power or all four primary skills -1

Life Shell(Life)- creates one-time-use protection around unit which dissapears like cloned unit

Bouncing Balls(Life) - some bouncing balls bounce throghout battlefield and bounce back from walls of battlefield. If they touch enemy they cause damage of sp*30+(30/60/90)
On Advanced Life Magic balls can find enemy in one hex radius form bounce square. On Expert within 2 hex radius

Life Grid (Life)- same like Order Grid but walls are passable to fliers and shooters. One-way-teleports are replaced by narrow one square regular passages between opening randomly for several rounds

Life Transit(Life)- adventure map teleport between previously visited and visible Gardens of Revelation, 30 tiles range

Antilinger(Life)- affected units can't be slower than 7 none/basic, 8 advanced, 8 (mass) on expert

Shift(Order)-pointed stack can be moved by 1b/2adv/3exp hexes to pointed hex

Magic Sabre(Order)- summons assiting flying sabre which deals physical melee attacks
every 77 casts extra sabre; up to 4 in total

Magic Bow(Order)- summons assiting flying bow which deals ranged physical attacks
every 77 casts extra bow; up to 4 in total

Repulsion(Order)-repulses all other stacks from pointed friendly stack by 1b/2adv/3exp hexes in moment of casts; works for several rounds and any unit attacking or passing by repulsive stack needs to use 2 speed on one hex of movement
every 77 casts enemy unit would need to use one more of its speed value to move by hex influenced by Repulsion in closing direction however Repulsion doubles speed of stack in moving away direction
if stack ends their movement within radius of Repulsion it will be moved outside

Lifting(Order) - lifts unit in 2 hex radius then drops them causing damage; doesn't work on flying units and incorporeal units

Dome(Order) - creates shere initially 3 hex diameter in which units are trapped but immune for spells coming from outside (Magic Arrow, Ice Bolt Lightning, Meteor Shower, Armageddon, Celestail Rod) but could be affected by spells that come from specific place inside Frost Ring, FireBall, Inferno or Implosion or coming from the ground Haunted Place, Spikes

Order Grid(Order) - creates grid of walls which devides whole battlefield into many equal squares surrounded by thin unpassable walls(also for fliers but not for teleporters). Each square is connected with this one further and to sides by one way teleports(exit places of teleports cannot be entered by enemy). Shootings cant be done between those squres. Square without friendly unit in is invisible. Unit cant move further same round when enters other square.
Similar solid structures/squares/mazes on adventure map

Magic Bumper(Order) - every friendly unit affected retaliate before attack with bonus of own attack*10% for every hex did by enemy in turn of attack

Order Fort(Order)-creates small fort on battlefield. C shape. Few hexes surrounded by magic walls. Walls are invulnerable for melee, range, spells, catapult and Cyclopes attacks. Flying units cannot attack units inside. Shooters and casters inside can shoot and cast on targets outside. Enemy unit can't be teleported inside. Units inside can't be attacked by telestrike. Magic resistance of dwarf and golem type for units inside(20% basic/40% advanced/60% expert). Every cast +1% magic resistance. On basic only for lvl1-5 creatures, also for lvl6 creatures on advanced and for lvl7-10 creatures on expert. Entrence from behind: lenght of 1(basic)/2(adv)/3(expert) hexes. Enemy unit(whatever walking or flying) can move 1 hex of entrence in one turn. If set on edge of battlefield must have entrance.

Order Transit(Order)- adventure map teleport between visited and visible Star Axis, 30 tiles range

Motion Limiter(Order)- affected enemy units can't be faster than 11 on none, 10 on basic, 9 on advanced, 9(mass) on expert; no immunity for this spell exept teleporting units

Magic Blow(Spirit)- transforms physical attack into magic attack (without hero's attack/offence/archery bonus); only for living

Magic Trap (Spirit)-sets invisible trap 3x3 on battlefield; could be entered but not left for several rounds

Magic Wand(Spirit)- summons assisting flying magic wand which deals ranged magic attacks

Magic Leap(Spirit)- allows to ignore low obstacles on batllefield

Purification Wall(Spirit)-sets 3 hex wide wall on unoccupied hexes which removes effects of spells on stacks coming through

Zeal(Spirit)-doubles damage of pointed stack for several rounds; stack dies just after

Spiritual Support(Spirit)-stack of magicians like creatures (loosing movement and attack possibility in round) spiritually supports other stack increasing its damage=(HP supporter/HP supported)*1,15/1,20/1,25

Attraction(Spirit)-attracts enemy units from 2b/3adv/4exp hexes around pointed friendly stack; works for several rounds and any unit escaping or passing by repulsive stack needs to use 2 speed on one hex of movement
every 77 casts enemy unit would need to use one more of its speed value to move by hex influenced by Attraction in moving away direction however doubles speed if closing; if stacks ends their movement within radius they will be atracted to targeted by spell stack

Spiritual Armor(Spirit)- 20% less damage from physical and magic attacks

Slow Motion(Spirit)- creates 5x5 area on which moving by 1 hex takes 2 of speed

Paladin's Spirit(Spirit)-can be cast only on good and living creatures; dmg*1,5/1,75/2 of unit cast on and 2 hex aura increasing damage by 1,25/1,38/1,5; increase damage only against undead and infernal units/against all evil units on adv/against all non-good on exp

Wedge(Spirit) - can hurl a wedge through battlefield in certain line, making adjacent to line units one hex further form line and units which are on line splitted into two separate stacks and moved one hex away from line in both directions

Spirit Grid(Spirit)-same like Order Grid but teleports teleport to set but squres are to set squares on battlefield not only adjacent ones

Spirit Transit(Spirit)- adventure map teleport between visited and visible Magic Shrines, 15 tiles range

Panic(Dark)- each round 20% chance to cause panic(uncontrolled movement od enemy stack towards its starting position's site of battlefield); duration=sp

Darkness Cloud(Dark)- above pointed place irregular shape Cover of Darkness (half its diameter); could be cast further and getting wider by higher spell power and amount of casts

Haunted Place(Dark): pointed hex and adjacent hexes are haunted for several rounds(after 66 casts until the end of the battle): sp *10+10/20/30 each round; works on living

Haunted Field(Dark): 6x6 area is is haunted for several rounds: sp *10+10/20/30 each round(after 66 casts until the end of the battle) ; works on living

Magic Bound(Dark):binds two stacks with magic bound in distance of initially 2 hexes; they cannot be further from each other than this distance; this bound is also an obstacle for other non-flying stacks
after 36,66,99 casts Magic Bound distance is 3/4/5

Degeneration(Dark)-creates area 6x6 on which living units loose 6%HP, 1 attack, 1 defense each round

Tether(Dark)-catches stack on magic snare not allowing to go further than 1 hex from pointed hex

Magic Dagger(Dark): summons assisting flying magic dagger which deals physical attacks
every 66 casts extra whip; up to 4 in total

Magic Whip(Dark): summons assisting flying magic whip which deals 2 hex physical attacks
every 66 casts extra whip; up to 4 in total

Earwigs' Rush(Dark): earwigs run through batllefield causing damage to all units; exept Dark Magic immunity ignores magic resistence sp*6+(6/16/26)

Dark Power(Dark)-sacrifice living stack to cast next amplified spell in the same round: regular spell damage(including: sp, sorcery, resistance)*(1+(0,5/0,75/1*HP sacrificed/666)); maximal sacrificed HP value is 666; spell takes only 666HP from sacrificed stack; this amount of lost HP cannot be resurrected

Dark Grid(Dark)-same like Order Grid squares are replaced by 6-hex-side hexagons and doesn't allow to fly and to cast spells on other square

Dark Transit(Dark)- adventure map teleport between previously visited and visible darkness related places (Dungeon towns and their external dwellings, Necropolis town, Medusa Stores, Dragon Utopias, Covers of Darkness, mines), 16 tiles range

Uplink(Dark)- stack can get enemy hero stats and skills bonus getting better skill or bonus of both heroes, can be cast and works within 5 hex from enemy hero on basic, 10 hex on advanced and 15 hex on expert

Magic Hammer(Battle Magic): summons assisting flying magic hammer which deals physical attacks
after 66 casts some extra ability blow

Magic Axe(Battle Magic): summons assisting flying magic hammer which deals physical attacks
after 66 casts some extra ability blow

Sphere on Chain(Battle Magic)- deals physical damage around stack in 1/2/3 radius

Heavenly Sphere(Battle Magic)- large spiky sphere on chain hangs from heaven dealing damage to line of 3 hexes sp*40+25/50/75
ignores magic resistance and defence

Summon Ammo Cart(Battle Magic)

Summon Ballista(Battle Magic)

Summon Catapult(Battle Magic)

Summon Battering Ram(Battle Magic)

Return(Battle Magic)- teleports stack/stacks to starting position

Arrows(Battle Magic)- 3x3 hexes rain of real arrows coming from out of battlefield

Battle Grid(Battle Magic)-same like Order Grid but no magic between squares

Battle Fort(Battle Magic)-creates small fort on battlefield. Few hexes surrounded by walls. Walls are invulnerable for melee and range attacks. Flying units cannot attack units inside until destruction of walls. Walls can be dectructed only by catapult, Cyclopes and Earthquake. Shooters and casters inside can shoot and cast on targets outside. Enemy unit can be teleported inside if it is some free hex left. Units inside can be attacked by telestrike. Magic resistance of dwarf and golem type for units inside(10% basic/20% advanced/30% expert). Every cast +1% magic resistance. On basic only for lvl1-5 creatures, also for lvl6 creatures on advanced and for lvl7-10 creatures on expert.

Battle Route(Battle Magic)- can be set by hero if he is in one of those and going to one of those visited before: villages/towns, Garrison, Mercenary Camps, Marletto Towers, Coloseums, Hill Forts. Traveling MP cost is reduced by 25%, 37%, 50%. However is calculated to basic movement points of hero (1500MP). Logistics and movement artifacts don't work here. Ending point must be within recalculated range until the end of the day. All route must be visible and nothing in the way. Can't change route until its ending point.

Running Flames(Fire): run from pointed hex in 6 directions until the end of battlefield; sp*5+(10/20/30)

Magic Torch(Fire): summons assisting flying magic torch which deals physical attacks
every 66 casts extra torch; up to 4 in total

Firewalk(Fire): allows to walk over lava on adventure map

Fire Ring(Fire): fire ring runs through 6 hexes line doing sp*16+(33/50/66) damage on each hex

Fire Roller(Fire): 3 hex wide fire roller runs through 6 hexes line doing sp*16+(33/50/66) damage on each hex

Fire Circle(Fire)- firewall of circular shape

Fire Grid(Fire)- same like Order Grid but hexagonal. Some hexagons fully filled with firewalls.

Fire Transit(Fire)- adventure map teleport between tiles adjacent to previously visited and visible fire related places (fire lakes of terrain, lava, Fiery Fields, Altars of Fire, Pyres, Fire Lakes(dwelling), Pillars of Fire, Inferno and Conflux towns); also surface/underground, 16 tiles range

Speed Run(Fire)- increase movement points amount limit up to 2000(basic)/2250(advanced)/2500(expert) regardless of Logistics and movement artifacts; if it was cast after some movement during the day it should be recalculated by part of move used so far

Whirlpool(Water)- creates two whirlpools on the water for one round
the higher spellpower and amount of casts the second whirlpool could be created further

Trident(Water): summons assisting flying magic trident which deals physical attacks
after 77 casts some extra ability blow

Freeze Waters(Water)- freezes fresh water 2x2 on adventure map for one turn allowing to go through, not allowing to sail through; traps boat for one turn

Boggy(Water)-set squre of deadly swamps on swamps(also on grassland on expert ); crossing spot kills 10% of walking creatures (exept swamp and floating creatures)

Waters Split(Water)-waters are splitted one hex wide and initailly 3 hexes long for one turn; hero can come through however with 200% movement cost

Ice Bergs(Water)- creates ice bergs on water; makes sailing through 200% movement cost

Water Transit(Water)- adventure map teleport between tiles adjacent to previously visited and visible water related places (brooks, rivers, lakes, seaside, wells, fountains, oasis, Swan Ponds, Watering Hole, Water Mills, Magic Springs, Gem Ponds, Lucid Pools, Altars of Water, Hydra Ponds, all good and neutral towns), 15 tiles range

Deadly Sands (Earth) - set squre of deadly quicksands on sands (also on rough on expert ); crossing spot kills 10% of walking creatures

Hardened Ground(Earth)- set for one turn square of hardened ground sand or swamps on which it can move without terrain penalty and risk of losses

Earth Grid(Earth) - same like Order Grid but walls are passable for walking units. Walls are unpassable for flying units and they have to use one way teleports and magic teleports

Air Bubble(Air)- creates bubble of air around hero which allows to go on the bottom of river or see for one round; 200 % movement cost

Special Terrain Spots (various Magic Schools)- creates on battlefield spot 3 hex in diameter of special terrain; also on adventure map but for only one square

Other Stuff

Setting Sorceresses (or other magic creatures) in certain formation gives free magic: i.e. star formation causes falling stars or lead spheres; row o of sorceresses (one after another) summons large catepillars; zigzag summons Yuans(tea elementals) etc.

Artifacts

Orb of Vegetation

Kerchief or Cloth of Silent Cry(-1/-2 morale for enemy)

Magic Hairbrush-grants 2 hex attack to female units without weapon

Cyclop's Eye grants for Cyclops 2 hex attack in melee, paralize possibility, +10HP )

Unicorn's Comb - doubles Magic Resistence Aura , +2 radius of Magic Resistence Aura

Magic Funnel - concentrates magic of spells of area damage Frost Ring, FireBall, Inferno, Meteor Shower, Armageddon, 25% of sum of original damage from pointed hex and adjecent hexes in one place; remaining 75% of damage is lost
can be set on battlefield before spell cast; can be in several versions with different % value; also one-time-use 100% magic funnel

Magic Racquet (Meteor Shower immunity)

Life and Freedom Bestiary - book of summoning spells of LaFE creatures, casts once per battle free spell Create Army


Orb of Magic Refusal I - if worn in battle, it changes spell power into bonus to attack and knowledge into defence, also Sorcery into Offence/Archery/Telestrike and Intelligence into Armored, works if enemy uses Orb of Inhibition, can't be used along with Orb of Inhibition, no spells can be cast by hero(creatures can cast) during the battle and no mana lefts

Orb of Magic Refusal II - if worn in battle, it changes spell power into bonus to defence and knowledge into attack, also Sorcery into Armored and Intelligence into Offence/Archery/Telestrike, works if enemy uses Orb of Inhibition, can't be used along with Orb of Inhibition, no spells can be cast by hero(creatures can cast) during the battle and no mana lefts

Orb of Might Refusal I - if worn in battle, it changes attack into bonus to spell power and defence into knowledge and appropriate amount of mana, also Offence/Archery/Telestrike(best bonus of these three) into Sorcery and Armored into Intelligence and mana, doesn't work if enemy uses Orb of Inhibition

Orb of Might Refusal II- if worn in battle, it changes defence into bonus to spell power and attack into knowledge and appropriate amount of mana, also Armored into Sorcery and Offence/Archery/Telestrike(best bonus of these three) into Intelligence and mana, doesn't work if enemy uses Orb of Inhibition

Orb of Magic Reversion- it reverses some of your non-damage spells in battle(spells of hero and creatures):
you cannot cast your spells like usual but:
-cast Haste on enemy causes reduction of speed
-cast Slow on you causes increase od speed
-cast Bless on enemy causes Curse
-cast Curse on you causes Bless
-cast Bloodlust on enemy causes his attack reduction
-cast Weakness on you causes your attack increase
-Shield causes physical vulnerability
-Stone Skin causes defence reduction
-Precision causes reduction of ranged attack
-Blind doesn't freeze you but gives at basic only 50% enemy retaliation, at advanced only 25% enemy retaliation, at expert no retaliation
-Cure removes positive spells from enemy and take enemy's HP the same like healing value
-Disrupting Ray increases defence
-Fortune causes Misfortune
-Misfortune causes Fortune
-Mirth causes Sorrow
-Sorrow causes Mirth
-Protection from Elements causes vulnerability to them
-AirShield causes vulnerability to range attacks
-Forgetfulness grants close combat shoot and shooting first when attacked
-FireShield increase your damage to enemy
-Frenzy reduces attack and increase defence
-Prayer descrese enemy attack, defence and speed
-Counterstrike causes propability of enemy retaliation only 50% at basic, and 33% on advanced/expert
-Slayer decreases attack against your Slayer-vulnerable creatures
all these reversed spells are like new spells, Haste on enemy causing Slow is new version of Haste and belong to Air Magic; other reversed spells similar
-summoned Elementals apears on enemy's side of battle and are berserked
-you can clone only enemy units; clones are berserked

Secondary Skills

Luck
Luck works also on hero by spell cast of offensive spells, also doubles the effect of other spells (and -20% damage for Curse, +20% damage for Bless)

Leadership
Morale works also on hero(chance of extra spell cast per round)
All magic heroes would get chance of extra cast %=level. Knowing Leadership increase this chance +4.2% on basic, +8.3% on advanced, +12.5% on expert.

Sorcery
Conceal spells during cast and effect in creature window...up to 3rd level of spell on basic, 4th level on advanced, all spells on expert

Eagle Eye
Eagle Eye gives chance to see concealed spells equal to Eagle Eye value

Other

presense of Mages from Tower causes change in trajectory path of catapult's projectiles

CASTLES