King's Bounty: Warriors of the North

King's Bounty: Warriors of the North

Spell Overview and my humble opinion
Introduction
I think there are a few people out there who are like me. I started playing as a soothsayer, checked all the skills in the class trees and looked for anything to get information on spells. The latter was most difficult until I forced myself to break my honour and look them up (not use them) by cheating. I will not encourage you to cheat nor to say it is a good thing. I merely used it to get information for a better planning. I am going to list all spells without wanderer scrolls on all three levels with 0 intellect and no skills. (important for the strength on spells)

If you see any wrong information, typos or you would propose a use for a spell I classified as useless, please let me know in the comments. Any use for a spell I did not see will be updated with the regards to the person posting it. Only examples in "use cases" do count and only if described in detail.

Order Magic
Call of Nature
Mana: 20 / 30 / 40
Description: Calls a troop of animals to fight by your side until the end of the battle. The level and number of creatures is determined by the level of the spell.
Creatures level: 1-2 / 1-3 / 1-4
Total Leadership: 300 / 700 / 1500

My opinion: Call of Nature can be a big aid for anybody in every situation. But you can get real bad luck and summon creatures of level 1, which die far too quickly. For a pure summoner, it could be a good starting spell, but not good enough for higher levels. Also, the mana costs are pretty high, while leadership is rather low. This skill becomes stronger by increasing intellect and the "Creation" skill.

Helplessness
Mana: 2 / 4 / 6
Description: Decreases an enemy unit's defenses.
Defense: -30% / -45% / -60%
Duration: 3 / 4 / 5 rounds

My opinion: If you face an enemy that has a high defence value, you can make great use of this spell. However, it is only superior to other spells if you have no or not many other enemies to fight. But for it's price it is a good spell. Spell does not scale with Intellect or skills.

Dispel
Mana: 5 / 5 / 5
Description: Removes all effects on a friendly target. / Removes all effects of a friendly or enemy target. / Removes all negative effects from a friendly target and all postive effects from an enemy target.

My opinion: Rank 3 of the spell is quite a cool thing, however I find it easier to boost all your units powers than to free one single troop of its effects. Sepll does not scale with intellect or skills.

Healing
Mana: 3 / 2 / 1
Description: This spell restores the health of an unit and causes damage to the undead. This spell has no effect on demons.
Damage / Healing: 50 / 150 / 250

My opinion: As a starting skill of the Skald class, it can be useful to take out single undead enemies in Nordlig but later on I did never see a reason for using this spell. Scales with Intellect. Unsure wheter it scales with "Creation" or "Destruction".

Avenging Angel
Mana: 15 / 20 / 25
Description: The Avenging Angel smites any troop that dares to attack the protected troop, wheter in hand-to-hand combat, archery or even with magic! The duration of this spell decreases with each counter attack.
Duration: 4 / 5 / 6
Damage: 80-120 / 140-215 / 205-315

My opinion: If used on tanky units, it is quite a good source of damage to the opponent. If combined with other spells such as "Divine Shield", "Target" and/or "Peacefulness" it is a very good idea. Scales with Intellect and "Destruction".

Bless
Mana: 10 / 10 / 20
Description: Causes the target to deal maximum damage with its attacks and talents. Has no effect on the undead.
Duration: 2 / 3 / 3 & All troops

My opinion: This spell can be a great damage booster, especially if you have somewhat bigger units that have a big span of damage. A must for every commander of big armies. Does not scale with anything.

Dragon Arrows
Mana: 4 / 4 / 4
Description: Grants an archer troop the ability to use dragon arrows, which cause the same damage as a normal shot, but can travel any distance, ignore resistance and bypass 30% of the targets defense.
Dragon Arrows: 1 / 2 / 3

My opinion: Believing the description, a very nice spell. Tests have shown however, that there was no effect on my archer. Besides, the limitations to targets using arrows also narrows the targets for this spell. Number of Arrows scale with Intellect and "Creation".

Axe of Magic
Mana: 5 / 10 / 15
Description: Creates magical axes which inflict intense physical damage to a single target.
Damage: 100 / 200 / 300
Axes: 1 / 2 / 3

My opinion: I would not use this spell. Most enemies have a resistance to physical damage. More axes do not more damage. So rank 3 does exactly 300 damage and not 3 times 300. Not really worth the mana. Scales with Intellect and "Destruction".

Battle Cry
Mana: 5 / 10 / 15
Description: Increases Intitiative of the troop. Increases Orcish Adrenaline.
All Troops
Duration: 2 / 3 / 3
Initiative: 1 / 2 / 3
Adrenaline: 5 / 7 / 10

My opinion: Quite a decent mass cast. Combined with "Onslaught" you can literally take over the initiative for the duration of the spell and grant orcs a good starting level of adrenaline. Most useful for Viking classes. Duration scales with Intellect and Creation.

Fit of Energy
Mana: 20 / 20 / 20
Description: Grants additional action Points to an allied troop. Allows you to give additional orders and make a second move in the same round.
Action Points: 1 / 2 / 3

My opinion: Rather mana expensive spell for a power that can be accessed as skill of certain units like the Jarl or the Goblin with Catapult. Not worth it in my opinion. Does not scale with anything.

Dragon Slayer
Mana: 5 / 10 / 25 & All Troops
Description: The troop inflicts intense damage upon all dragons.
Damage bonus: 22% / 27% / 32%
Duration: 3 / 4 / 4

My opinion: This spell is better than similar spells f you fight dragons only. As soon as other units fight on the enemy side, other spells out-damage Dragon Slayer. A good companion nevertheless.

Peacefulness
Mana: 5 / 7 / 10
Description: Reduces the damage of his attacks, but increases his health. Reduces orcish adrenaline.
Damage: -30% / -30% / -30%
Adrenaline: -10 / -20 / -30
Health: 30% / 40% / 50%
Duration: 3 / 4 / 5

My opinion: Makes high health units even more durable. If combined with damage enhancing spells or avenging angel and target, this spell could effectively make a one troop army. Just imagine your dragon to have 1000 Health more... Health bonus and Duration scale with Intellect and "Creation".

Summon Phoenix
Mana: 20 / 25 / 35
Description: Summons Phoenix to a random empty cell near a friendly troop. There can only be one Phoenix on the battlefield. The power of the Phoenix is determined by the hero's Intellect and "Creation" skill.
Summon: Young / Adult / Ancient Phoenix
Strength of the Creature: 100%

My opinion: This is the best instant summon in the game. Not only does it damage to 3 enemies in front of him, but also has the ability "revive" to fight rise again to full health once it's dead. High initiative and speed make this unit the best rusher in the game. The limitation to one Phoenix is perfectly paid off with the strength of the spell.

Divine Armour
Mana: 15 / 20 / 30
Description: Provides the target increased resistance to all forms of damage.
Resistances: 20% / 25% / 30%
Duration: 2 / 3 / 4

My opinion: Quite a good protective spell. Only worth using however if one wants to get a real tank with Target, Peacefulness and Avenging angel. Scales with intellect and "Creation".

Power of Night
Mana: 5 / 10 / 25 & All Troops
Description: The target's base attacks inflicts additional damage to all Elves, Dwarves, Humans and Vikings. This spell can only be cast on Vikings, Undead, Demons, Lizardmen, Orcs and Neutral units.
Duration: 3 / 4 / 4
Bonus damage: 10% / 20% / 20%

My opinion: Quite a good bonus damage, but this would require you to always have a fix composition of army so that bonuses apply while only effective on about 40% of all enemies.

Power of Light
Mana: 5 / 10 / 25 & All Troops
Description: The target's base attacks inflicts additional damage to all Orcs, Lizardmen, Demons and Undead.
Duration: 3 / 4 / 4
Bonus damage: 10% / 20% / 20%

My opinion: Quite a good bonus damage, but this would require you to always have a fix composition of army so that bonuses apply while only effective on about 40% of all enemies.

Lightning
Mana: 15 / 25 / 35
Description: Lightning bolt strikes target, inflicting magic damage and shocking the enemy.
Damage: 100-200 / 165-340 / 240-480
Rank 2 & 3 Special: Each Strike that causes damage can fork and hit another two/four targets withing a four cell radius, causing half the damage of the previous strike.

My opinion: Very dangerous spell, as it quickly does friendly fire. If you consider using this spell, make sure to have at least 4 empty cells between all of your and your enemies troops.
Damage is average for a destruction spell. Scales with Intellect and "Destruction".

Resurrection
Mana: 10 / 20 / 30
Description: Fallen creatures in a selected Troop can be resurrected.
Recovers Health: 200 / 400 / 600
Target's level: 1-2 / 1-3 / 1-4

My opinion: Very good spell to cure lesser losses. Scales with Intellect and "Creation".

Life Light
Mana: 10 / 20 / 30
Description: Undead creatures within the selected area incur magic damage and try to flee from the consecrated site. Troops of other races, by contrast, receive healing. No effect on Demons.
Damage / Healing: 150 / 280 / 415

My opinion: An area version of the simple healing spell. Not bad if fighting close quarters with undead, but otherwise not really useful. Scales with Intellect and "Creation".


Distortion Magic
Precision
Mana: 2 / 4 / 16
Description: Increases the damage by shooting or throwing attacks. It can be applied only to shooters.
Duration: 3 / 4 / 4 & All Troops
Bonus: 20% / 25% / 30%

My opinion: An excellent spell with mass effect to boost your archer's damage enormously. Combined with bless and 5 archers, this spell makes a very deadly army. Duration and Strength scales with Intellect and "Creation".

Haste
Mana: 3 / 5 / 10
Description: Increases the unit's speed.
Speed: +1 / +2 / +2 & All Troops

My opinion: If you'd like to rush your enemy with slower units, whis spell is great for you. I however like to stay away from the enemy and killing him before he gets to me. Duration scales with Intellect and "Creation".

Slow
Mana: 5 / 7 / 12
Description: Decreases the unit's speed.
Speed: -1 / -2 / -3
Duration: 2 / 3 / 3

My opinion: For taking out single strong enemies a good spell, but this is rarely the case, so I did never use it.

Stone Skin
Mana: 3 / 5 / 7
Description: The skin turning leathery and hard, the troop receives additional defense and physical resistance, but suffers a loss of initiative.
Bonus: 20% / 30% / 40%
Initiative: -1 / -1 / -1
Duration: 3 / 4 / 5

My opinion: For a one man tank unit a viable choice as it increases the durability remarkably, but for the everyday fight not really useful. Duration and Strength scale with Intellect and "Creation".

Berserker
Mana: 2 / 5 / 8
Description: A friendly unit receives an attack bonus. Flying into a rage it rushes into battle. Orcs receive an adrenaline increase. This spell cannot affect troops who are immune to mind spells.
Attack: 75% / 100% / 125%
Adrenaline: 10 / 15 / 20
Duration: 3 / 4 / 5

My opinion: A very strong spell to make your unit a one-hitter. If combined with enough protection or more damage enhancement, this spell is really deadly.

Magic Shackles
Mana: 10 / 10 / 35
Description: The special abilities of an enemy troop will be blocked if the leadership is lower than the force of this spell.
Target level: 1-3 / 1-4 / 1-4 & All troops
Duration: 2 / 2 / 2
Leadership: 200 / 200 / 200

My opinion: Very powerful against enemies, that are only dangerous due to their abilities, like Orcs and Demons. Scales with Intellect and "Creation".
- Thanks to Alois for Input

Magic Spring
Mana: 5 / 7 / 9
Description: The Troop improves it's defense. When it receives damage, the hero receives mana and the duration of the spell is reduced.
Defense: 5 / 10 / 15
Mana: 5 / 5 / 5
Duration: 3 / 4 / 5

My opinion: Only useful if combined with Timelessness, which prevents that the effect runs out. Otherwise, there are better ways to increase defence and regenerate mana.

Pain Mirror
Mana: 5 / 7 / 10
Description: Inflicts Magic Damage to the enemy target. This spell reflects the damage that the target itself inflicted during it's most recent attack.
Returns damage: 60% / 80% / 100%

My opinion: Because this attack requires to take a really heavy hit to be efficient, I consider the spell rather useless. Scales with intellect and "Destruction"

Greasy Mist
Mana: 5 / 5 / 5
Description: Spreads a cloud of oil across part of the battlefield, in which enemies of level 1-4 lose effectiveness in their base ranged attacks and suffer intense damage from fire attacks.
Ranged damage: -30% / -50% / -70%
Susceptibility to fire: 20% / 30% / 40%
Duration: 2 / 3 / 4

My opinion: Combined with the Soothsayer exclusive spell Higher Magic this spell is great for increasing the damage of the Fire rain spell (same area). Additionally, any archer who'd have possibly survived that fiery assault will have decreased damage. Very good for the fire wielding destruction mage. Duration and power scale with intellect and "Creation".

Trap
Mana: 5 / 10 / 15
Description: Places a staked trap on the battlefield.When falling into a trap, a troop incurs physical damage and loses it's turn.
Damage: 80-120 / 175-260 / 270-410
Duration: 3 / 4 / 5

My opinion: If you find yorself in an arena with only one or maximum two spots to get through, a trap might be useful to hold the attackers off. Damage is rather poor though. There is a medal that places 1-3 traps on the battlefield, depending on the rank. To get the medal, one must achieve kills through traps. That may be free damage and slowing enemies. Scales with intellect and "Destruction".

Calm Rage
Mana: 1 / 1 / 1
Description: Transforms accumulated Rage into Mana. The amount of mana depends on the power of the spell.
Takes Rage: 0-35 / 0-45 / 0-55
Gives mana: 0-15 / 0-20 / 0-26

My opinion: The best friend of a mage in my opinion. If you ever see you're running out of mana, you can still use your rage to get some back. With the Soothsayer exclusive skill Higher magic, you can even use gained mana to perform another spell. The rage-mana ratio becomes better with more intellect and "Creation".

Ghost Blade
Mana: 10 / 10 / 10
Description: An astral blade striking the target circumventing some part of it's physical resistance.
Damage: 100 / 200 / 300
Ignores: 50% / 75% / 100%

My opinion: For it's damage and speciality quite a good mana to damage ratio. However, sometimes it's better to just damage the target with another element, rather than with this advanced spell.

Invisibility
Mana: 10 / 20 / 30
Description: Conceiling a troop from the enemy force allows them to move around the battlefield without fear of attack. The spell fades if the troop attacks or uses one of its powers.
Duration: 2 / 3 / 4

My opinion: Probably the most powerful spell in the game. There are only very few troops that may attack invisible opponents, so if you were to hide your only troop, the enemy can't do anything. The spell Timelessness is much cheaper to cast than another Invisibility to prolong the effect. Duration scales with intellect and "Creation".

Phantom
Mana: 15 / 20 / 25
Description: Summons forth a phantom duplicate of a selected troop, which fights to death or until the spell expires . The total health of the phantom troop depends on the health of the original unit.
Phantom health: 20% / 30% / 40%
Duration: 3 / 3 / 3

My opinion: A skald would probably make best use of this spell as he commands the biggest armies and thus the most Healthpoints. Good choice in combination with invisibility and summoning creatures. Scales with intellect and "Creation".

Target
Mana: 3 / 6 / 12
Description: The selected troop becomes a very enticing target for the enemy. Level 1-2/1-3/1-4 creatures will attack that targets first with their base attack.
Duration: 1 / 2 / 3

My opinion: If you've got a strong summon or another tanky unit, this spell can catch enemies who run after you instead of the target. Duration scales with intellect and "Creation".

Teleport
Mana: 5 / 8 / 12
Description: Transports an allied troops into an empty cell up to 4 / 8 / infinite hexes away.

My opinion: To get to the enemy that fast means that you're going to take heavy losses. All your other units will probably not get there that fast. Does not scale with anything.

Blind
Mana: 10 / 15 / 20
Description: A festering corruption infects the enemy unit, blinding it for the duration of the spell. The spell dissolves as soon as damage is done.
Target's level: 1-2 / 1-3 / 1-4
Duration: 2 / 2 / 2

My opinion: Good for taking out archers, but there are better alternatives. Duration scales with intellect and "Creation".

Exorcism
Mana: 10 / 20 / 30
Description: A powerful spell for casting out the forces of darkness and summoned creatures. It's magic can affect both, undead and deamons. Any phantoms and summoned beings suffer increased damage.
Damage: 200 / 400 / 600
Bonus to summoned: 150% / 175% / 200%

My opinion: This is the strongest single hit spell in the game. Unfortunately it only targets undead and demons. Of which however there are plenty. Practically a one-hit to any undead enemy. Scales with intellect and "Destruction".

Pygmy
Mana: 5 / 10 / 20
Description: Reduces the target's size, decreasing it's health and the damage of its base attacks.
Health: -20% / -30% / -40%
Attack: -20% / -30% / -40%
Target level: 1-2 / 1-3 / 1-4
Duration 2 / 2 / 2

My opinion: Good for taking out big tanky units, however, there are alternatives that may suit better. Scales with Intellect and "Creation".

Geyser
Mana: 20 / 30 / 40
Description: Geysers erupt from the ground, inflicting cold damage and freezing enemies, while tossing them skywards with and inflicting physical damage.
Physical damage: 50-100 / 95-190 / 140-280
Cold damage: 50-100 / 95-190 / 140-280
Number of targets: 4 / 6 / 8

My opinion: Quite a good area cast. Most other spells focus their power onto a selected area, this spell however just takes random enemies. Quite mana intensive though. Scales with intellect and "Destruction".

Hypnosis
Mana: 20 / 30 / 40
Description: Through Hypnosis you can temporarily bring an enemy troop under your power. This spell does not affect creatures immune to mind spells.Target's leadership must be lower than the spell's power.
Target's level: 1-2 / 1-3 / 1-4
Leadership: 65 / 100 / 130
Duration: 2 / 2 / 2

My opinion: You can use this spell in different ways. Probably you just want to use that troop to deal additional damage to enemies, but you can also feed it to your book of evil or you could sacrifice them for another troop of yours. The possibilities are endless.

Turn Back Time
Mana: 30 / 30 / 30
Description: A unique spell that manipulates time. Returns a selected troop to its location at the beginning of last round.
Target level: 1-3 / 1-4 / 1-5

My opinion: Despite the description saying, it would only place the unit back, it effectively resets it, reviving fallen units, reloading abilities and restoring charges. The only way to prevent losses of lvl 5 creatures, that don't respond to Sacrifice.
- Thanks to Alois for Input

Chaos Magic
Flaming Arrow
Mana: 5 / 5 / 5
Description: A flaming arrow causes fire damage to its target and inflicts severe burns.
Damage: 70 / 140 / 205
Fire: 20% / 40% / 60%

My opinion: Price-damage ratio is good for this starter spell. Scales with intellect and "Destruction".

Fear
Mana: 10 / 10 / 10
Description: Floods the target's mind with terrible visions. The terrified creature becomes too fearful to attack enemies of a higher level than themselves.
Duration: 2 / 3 / 4

My opinion: If you're playing with high level creatures only, this can render almost any unit useless for several turns. Duration scales with Intellect and "Creation".

Poison Skull
Mana: 5 / 7 / 10
Description: A spectral skull inflicts poison damage to its target.
Damage: 40-140 / 70-250 / 105-360
Poisoning: 30% / 60% / 90%

My opinion: Average damage of this spell is above the one of the Flaming arrow, but you'll pay the price in more mana. However, if you get unlucky, you just score half the damage you could get with the Flaming arrow for double the mana. In addition, many enemies have a resistance to poison. Scales with Intellect and "Destruction".

Hell Breath
Mana: 10 / 15 / 20
Description: Causes the friendly target to inflict additional fire damage. Has no efect on ice creatures.
Fire Damage: 20% / 30% / 40%
Duration: 2 / 3 / 4

My opinion: Quite a damage boost for a single unit. Not really useful in the everyday fight, but for tanky gameplay, this surely is an option. Scales with intellect and "Creation".

Corrosion
Mana: 6 / 9 / 12
Description: Corrodes and destroyes mechanisms, decreasing the base physical resistance.It has cumulative effect, inflicting mechanisms additional damage.
Strips off physical resistance: 5 / 10 / 15
Damages mechanisms: 80-120 / 160-240 / 240-360
Duration: 3 / 6 / 9

My opinion: I don't quite see the point of this spell. If the target is resistant to physical, strike it with magic, but surely not kill it's resistance over 3 rounds to be effective... Scales with Intellect and "Destruction".

Book of Evil
Mana: 15 / 20 / 30
Description: Summons the Book of Evil, which attacks the enemy with random spells. The stronger the book, the greater the catalogue of spells and the more powerful their effects. When hungry, however, the book can't use it's magic. It demands constant satisfaction , gorging itself on any troop, friend or foe. The Intellect and his "Creation" skill determine the strength of the book's spells.
Summons level 3 / 4 / 5 Book of Evil.
Book's strength: 100%

My opinion: One of my favourite summons. It is the strongest, reproducable instant summon in the game. It's spells usually kill the target(s) with one hit. However, it can as well damage friendly units with an unlucky chain lightning. The feeding is somewhat misleading: It can only feed off friendly troops with less total health than the book thus, completely swallowing it. It can, however, attack an enemy in melee to gain a charge for a spell. Strong and reliable I find this a very useful summon.

Fireball
Mana: 10 / 15 / 20
Description: A fireball strikes its selected target and explodes, burning everything nearby.
Damage to the target: 120 / 250 / 380
Damage to surrounding troops: 25-50 / 50-100 / 80-160
Fire: 4% / 7% / 9%

My opinion: Probably one of the first area damage spells you will get, it is however not really good. For its mana consumption it is okay. Scales with intellect and "Destruction".

Kamikaze
Mana: 5 / 10 / 15
Description: An allied or enemy troop becomes a ticking time-bomb, primed to explode after a few turns or when destroyed, catching any nearby troop in a violent explosion.
Damage: 130-200 / 260-400 / 390-600
Duration 3 / 3 / 3

My opinion: If many bombs are placed, either with higher magic or over several turns, this may be the most effective area damage if the enemy has not moved yet (invisibility). However, this skill is bugged and the game crashes as soon as the bomb would explode. Damage scales with intellect and "Destruction".

Plague
Mana: 5 / 15 / 20
Description: Infects the target with plague, reducing it's attack, defense and health. This spell has no effect on demons, plants and golems. Increases the morale of undead without parameter decrease. Troop can infect neighbouring troops with plague after each turn.
Health reduced: 15% / 20% / 25%
Attack and defense reduced: 15% / 20% / 25%
Plague: 10%
Duration: 2 / 2 / 2

My opinion: This spell would be great if it were a mass cast, but with only 10% infection chance, this spell is too weak to be of use. Pygmy does a better work here. Scales with Intellect and "Creation".

Cloud of poison
Mana: 10 / 15 / 20
Description: Creates a poisonous cloud that poisons anyone it envelops. There can be only one poisonous cloud on the battlefield.
Power of Poison: 10% / 15% / 20%
Number of targets: 6 / 7 / 8

My opinion: This spell is a complete waste of mana. While it may damage many targets at once (but only in a 7 hex cluster) the damage it produces does not even kill a single peasant in one go. The morale penalty has a bigger effect than the poison damage. Scales with intellect and "Creation".

Sacrifice
Mana: 20 / 30 / 40
Description: You can sacrifice one of your allied troops for the sake of another troop. The troop benefitting from this gains a number of creatures proportional to the health taken from the target. The damage inflicted doesn't depend on the target's resistances. You can sacrifice troops of the undead only for the sake of other undead troops.
Damage: 250 / 500 / 750
Increase: 40% / 50% / 60%

My opinion: At first I thought: What? I need to kill my own people??? But then my book of evil hypnotized an enemy and it became all clear. Resurrection is too mainstream and much much weaker than Sacrifice. Scales with intellect and "Destruction".

Weakness
Mana: 5 / 5 / 20 & All troops
Description: Inflicts minimum damage with its attacks and talents. The spell has no effect on the undead or other non living creatures.
Duration: 2 / 3 / 3

My opinion: Quite a good spell to cripple your enemy. However, it is only of medium general effect because if a dragon deals 100 instead of 100-130 damage it's still painfully much. Duration scales with Intellect and "Creation".

Zlogn
Mana: 15 / 25 / 35
Description: Turns fallen troops into Zlogn, a deadly cluster of Darkness which hunts down and kills any living things and resurrects it as undead. Zlogn pursues any creature nearby.
Damage: 30% / 40% / 50%
Resurrects 10% / 20% / 30%

My opinion: Efficient if it hits an enemy at full health, because the percentage it kills doesn't depend on the size of a troop. However, it is far worse than an area of effect destruction spell. Does not scale with anything.

Doom
Mana: 20 / 20 / 20
Description: Condemns the enemy target to fatally bad luck, causing it to receive critical damage on every hit from a base attack.
Target's level: 1-2 / 1-3 / 1-4
Duration: 2 / 3 / 4

My opinion: Although it may sound great, it is not. It doesn't affect level 5 creatures and the mana cost are rather high for that it ony affects one enemy and you still need to attack it with something. Duration scales with intellect and "Creation".

Demon Portal
Mana: 15 / 25 / 35
Description: Places a demon Portal on the battlefield. Demons spring from the portal, ready to fight on the side of the caster. The Quantity and level of demons is determined by the power of the spell.
Time to summon: 1 / 1 / 1
Level: 2-3 / 2-4 / 3-5
Leadership: 700 / 1400 / 2100

My opinion: The strongest stable summon over time. The demons of level 3 are still good fighters if you get the bad luck to get those. Usually you end up with level 4 ones. In terms of leadership it is the 2nd strongest summon, beaten by Permafrost. The portal itself can't be destroyed and blocks the path for friend and foe alike. Very good summon. Scales with intellect and "Creation".

Fire Rain
Mana: 7 / 12 / 22
Description: Fire rain scorches an area of 7 cells, causing fire damage to any troops in the area and burning them horribly.
Damage: 70-80 / 215-245 / 360-415
Burning: 9% / 14% / 19%

My opinion: A strong area damage effect, that works excellent with fire damage enhancing equiment and the Spell Greasy Mist. Good damage for low mana cost. Sucks against demons and other fire immune enemies ;-) Scales with Intellect and "Destruction".

Heat Focus
Mana: 10 / 20 / 30
Description: Strips all heat from six cells surrounding the target, and focuses it on the targeted cell. Deals fire damage to the troop at the center and Cold damage to any surrounding troops.
Damage to target: 90-150 / 185-315 / 285-480
Burning: 30% / 60% / 90%
Damage to surounding: 30-50 / 60-105 / 95-160
Freeze to surrounding: 9% / 17% / 24%

My opinion: Not quite a good spell. Looks awesome but it's damage is far worse than the one of Fire rain for more mana. Scales with intellect and "Destruction".

Sheep
Mana: 30 / 35 / 40
Description: Turns the selected troop into a flock of sheep. Sheep cannot attack or use special abilities - they just wander around harmlessly.
Target's level: 1-2 / 1-3 / 1-4
Duration: 2 / 2 / 2

My opinion: If you'd like to disable strong or very numerous enemies from the fight, sheep is a good idea. But the duration is rather short and it doesn't affect level 5 creatures. Duration scales with intellect and "Creation".

Armageddon
Mana: 30 / 40 / 50
Description: A huge meteorite strikes the battlefield, damaging all troops. Inflicts astral damage and burns the targets. Friendly targets only take 50% of the damage.
Damage: 200-300 / 340-505 / 480-720
Burn: 30% / 60% / 90%

My opinion: Unless you find enough items to boost astral damage resistance to around 90%, this spell is rather suicide than anything else. The damage it inflicts is great and will bring down your enemy to very little units due to almost any enemy is resistant to astral. But the losses you suffer are far too great for being good. Scales with intellect and "Destruction".

Death Star
Mana: 30 / 40 / 50
Description: Casts forth a black star that casts its deadly rays far and wide , inflicting astral damage on all living things.
Damage: 180-230 / 325-410 / 465-595

My opinion: Because the star damages only living things, it would be a choice if you are commanding only undead. But its effect only radiates in straight lines away from the star in all 6 directions. That means that a well placed star usually does not damage more than 4 troops. For those mana costs and the possibility of striking yourself a rather useless spell. Scales with intellect and "Destruction".

Rune Magic
Chargers
Mana: 3 / 5 / 7
Description: Converts the runes Attack, defense and luck into chargers, yielding mana or rage. The detachment which picked up the charger, receives on additional Action point.
Runes transformed: 3 / 6 / 9
Mana or Rage gained: 3 / 4 / 5

My opinion: A complete waste of the spellbook. There are better ways to replenish mana and if you hit your enemy with a destructive spell, you reduce his numbers while gaining more rage. Besides, runes are still more useful on your troops and the chargers could be collected by your enemy. Unsure if it scales.

Last Hero
Mana: 5 / 7 / 10
Description: Squad receives only 50% damage. When the spell fades, the troop suffers 125% of remaining damage. When receiving damage, duration of the spell is decreased.
Targets level: 1-2 / 1-3 / 1-4
Duration: 3 / 4 / 5

My opinion: Do not use this spell on your own units because upon effect ending OR combat ending, the effect will be dispelled and the damage applied. However, Hasefrexx brought to my attention that this spell is potentially very powerful if used on a summon. Duration scales with intellect and "Creation".

Magic missile
Mana: 5 / 5 / 5
Description: A magic missile falls upon the target dealing magic damage. Mages suffer greater damage.
Damage: 70 / 140 / 205
Bonus against mages: 150% / 175% / 200%

My opinion: As a starter spell very effective against heavily armored units and mages. Cost damage efficient. Scales with Intellect and "Creation".

Runic Word
Mana: 3 / 5 / 7
Description: Speaking the runic word grants the target attack, defense and luck runes.
Total runes: 2 / 4 / 6

My opinion: A good choice to fill up runes for your units. However, given the effectiveness of runes, one would probably want to use other spells. Scales with Intellect and "Creation".

Ice spikes
Mana: 6 / 12 / 18
Description: Creates on the battlefield several brittle ice spikes.
Spikes: 3 / 6 / 9

My opinion: Can be useful to block or prolong enemies walkways, but given the little health of the spikes, It is rather poor. Scales with intellect and "Creation".

Gift
Mana: 8 / 14 / 20
Description: Turns back time, reloading all of a unit's special attacks and restoring any charges to maximum.Activation requires one luck rune.
Target level: 1-2 / 1-3 / 1-4

My opinion: This spell is quite good to fill the special attack's charges. Combined with runic word you can efficiently reload them indefinitely. However, only affects one troop, so use it carefully. Does not scale with anything.

Negation
Mana: 5 / 8 / 12
Description: Hastens the exhaustion of the targets spell effects. For the duration of this spell the length of all spell effects on this target is reduced to one round. Activation requires one attack rune.
Target Level: 1-2 / 1-3 / 1-4
Duration: 2 / 3 / 4

My opinion: If you find yourself poisoned or burnt over and over again, this spell might be useful, but dispel is mightier and doesn't require runes. Also, this spell negates beneficial effects as well, which is bad of course. Duration scales with intellect and "Creation".

Timelessness
Mana: 5 / 8 / 12
Description: Places the target in timelessness suspension. All the charms and effects on this target persist for the duration of this spell. Activation requires one defense rune.
Target level: 1-2 / 1-3 / 1-4
Duration: 2 / 3 / 4

My opinion: The opposite of negation, this spell also prolongs bad effects. But if you know that an unit will not get a bad effect, this spell is really cost efficient. Good to prolong invisibility for example. Duration scales with Intellect and "Creation".

Snow storm
Mana: 5 / 5 / 5
Description: Creates a blizzard on the battlefield which increases the resistance of all creatures to cold damage. Heat-loving creatures are trapped in a blizzard and are weakened, while cold-loving creatures draw strength from the storm.
Resistance to cold: 5% / 10% / 15%
Bonus to attack and defence: 3% / 4% / 5% for every 10 points of resistance to cold.
Penalty to atack and defence: 3% / 4% / 5% for every 10 points of resistance to fire.
Duration: 2 / 3 / 4

My opinion: This spell would greatly enhance the power of vikings - if it would work as described. The targets only gain 3 attack, not depending on its stats and defence doesn't change. A potentially great spell is bugged to uselessness.

Ice Shell
Mana: 20 / 25 / 35
Description: Creates a shell of ice around the selected unit, which absorbs all damage inflicted upon the troop. The troop inside the shell cannot move or attack. On the troops turn, it may damage the prison in an attempt to escape.
Shell's health: 100 / 200 / 300
Target's level: 1-2 / 1-3 / 1-4
Duration: 2 / 3 / 4

My opinion: There are far better ways to disable an enemy. While in the shell, you can't damage the troop and on the troops turn it will break the shell under every circumstances. This spell is also quite a poor protection if cast on self. Duration and Health scale with Intellect and "Creation".

Ice Ball
Mana: 20 / 25 / 35
Description: Creates an Ice Ball in an empty cell next to afriendly troop. There can be no more than one ice ball on the battlefield. The ball's properties are determined by the hero's intellect and "Creation" skill.
Summons a level 3 / 4 / 5 Ice ball.
Strength of the ball: 100%

My opinion: Despite the fact that it's just funny to see how the ball rolls around, I consider this spell really useless. The ball rolls as far as it can get but stops in front of every obstacle be it troop, obstacle or border of the field. It increases its damage by 100% for every cell passed, but its base attack is really poor. Not even good to charge into the enemy due to bad initiative. Waste of mana in my opinion.

Rune Chain
Mana: 5 / 6 / 7
Description: Deals magic damage to the enemy. Spell can be greatly enhanced by collecting the runes attack defense and luck from allied troops.
Damage: 50 / 100 / 150
Rune damage: 40% / 45% / 50%
Number of runes: 3 / 4 / 5

My opinion: Quite a cost efficient spell if charged with maximum runes. Works well in combination with runic word. Damages only one target though. Damage and rune number scale with Intellect and "Destruction".

Winter Dance
Mana: 10 / 15 / 20
Description: Creates ice blades that inflict physical damage around the selected cell.
Damage: 45-65 / 95-135 / 140-205

My opinion: May be useful if it's your first area destruction spell, otherwise a waste of mana. Fire rain does more damage and to a target more than Winter dance. Besides, against physical damage, many enemies are somewhat resistant. Scales with intellect and "Destruction".

Permafrost
Mana: 15 / 25 / 35
Description: Brings forth from the long frozen earth an egg containing scrugg warriors, which hatch in the following round. These creatures are wild and out of control, but the power of the spell directs their fury at the enemy. The level and number of creatures depends on the power of the spell.
Creatures level: 3 / 4 / 4
Leadership: 750 / 1500 / 2250

My opinion: The strongest over time summon. Only creates level 4 creatures which you can't command. Furthermore, the egg can be destroyed even by a small bunch of enemy archers, effecively destroying your mana and a round. I don't advise you to use the spell, even if the warriors itself are quite good. The demon portal is somewhat weaker but much more versatile. Scales with intellect and "Creation".

Ice Snake
Mana: 10 / 20 / 30
Description: Ice Snakes freeze its target and cause physical damage. When it shatters the pillar of ice can damage neighbouring troops with its splinters. and the sharp splinters cause bleeding. If an ice creature is target, it is healed instead. and fully absorbs the energy of the spell.
Damage: 95 / 270 / 415
Freeze: 14% / 24% / 34%
Fragment damage: 20-60 / 40-125 / 60-190
Bleeding: 20% / 40% / 60%

My opinion: The damage is not really worth considering. It could have been a cool tool for healing ice creatures like the ice dragon, but you may not cast the spell on friendly creatures. Scales with intellect and "Destruction".

Justice
Mana: 10 / 15 / 20
Description: Gather runes attack defense, luck and adrenaline and then equally divides what was gathered.
Gathers 2 / 3 / 4 runes of all troops
Gathers 15 / 30 / 45 adrenaline of all troops

My opinion: More useful for spreading adrenaline than for runes. May be good if you play only with orcs. Does not scale with anything.

Blizzard
Mana: 20 / 30 / 40
Description: Calls forth a blizzard that spreads in the selected direction. inflicting clod damage to everything on its path.
Damage: 160-180 / 320-360 / 480-540
Freeze: 20% / 40% / 60%

My opinion: The strongest destruction spell in the game in my opinion. If placed correctly, usually deals damage to every enemy in the first round. Scales with intellect and "Destruction".

Hel the Messenger
Mana: 15 / 25 / 35
Description: Severs the connection between body and soul of the selected troop, destroying part of the troop. Only works on living things.
Destroys 10% / 20% / 30% of the troop.
Creature level: 1-2 / 1-3 / 1-4

My opinion: Quite a useless spell as 30% is not enough damage for that much mana. Is even worse than Zlogn. Does not scale with anything.

Sonic Boom
Mana: 10 / 25 / 40
Description: The ear-splitting boom inflicts physical damage on the target and surrounding enemies, hurling them away from the point of the blast. Effected units may also be stunned.
Damage at the heart: 120 / 250 / 380
Area: 1 / 7 / 19
Thrust at the center: 20% / 40% / 60%
Roll-off effect away from the center: 0% / 40% / 60%

My opinion: A cool looking yet limited of use spell The damage is below average and you need to be careful to not friendly fire. Scales with intellect and "Destruction".
Last edited by Zlorfik [CH/BY]; May 25, 2018 @ 3:48pm
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Showing 1-15 of 23 comments
Losse Apr 9, 2013 @ 7:02pm 
Wow, thanks for the infos.
Honorable_D Apr 9, 2013 @ 9:01pm 
Could also make this a Guide rather than a normal post.

Thanks for the time to put this all together. O_O
Zlorfik [CH/BY] Apr 10, 2013 @ 1:14am 
Yeah probably. I first wanted to get some feedback, before I actually put that in a guide's section. Besides, a guide should not contain a user's opinion, which I really wanted to write down, as I think is essential.

For me for example, the spell "Sheep" sounded so cool in the beginning, but in the end I never used it because there were better alternatives. I spent valuable crystals on a spell I never used.
Alois Apr 10, 2013 @ 3:01am 
As a couple of quick comments magic shackles combined with high initiative/ onslaught is incredible against enemies dependant on special abilities - notably Orcs and especially Demons as it blocks effectively everything that makes them dangerous and reduces them to moving towards you at 2 hexes a round. It does not however work against anything with persistance of mind - including sadly necromancers as well as most of level 4 spellcasters.

Note that Turn Back Time is more useful than its description indicates as it "resets" the unit back to its status at the beginning of the previous turn - so it moves, reloads special attacks, removes any negative (or positive) conditions added over the turn and resurrects any units lost since the beginning of the previous turn. If you use level 5 units it is one of only 2 possible ways to resurrect units the other being the (significantly more fiddly) sacrifice.
Zlorfik [CH/BY] Apr 10, 2013 @ 4:49am 
Thank you very much for this Input, Alois. This is exactly why I didn't want to post this as sort of a guide yet. Because this is my opinion on spells and it just so shows that I didn't see certain tactics. I will add your suggestion with credit to you to that list.

I see the magic shackles tactic seems pretty powerful against many types of enemies. I honestly never tried to revive units with turn back time, as the description of the spell doesn't make it really attractive to use. Does it also work on e.g. Ice Dragons which are practically immune to every non-damage spell, be it good or bad? If so, you can even revive units that can't be revived with resurrection or the sacrifice tactic (doesn't work on ice dragons)



You just made me think about another gameplay type... Doesn't really fit here, but did you ever think on using Trolls/High HP Units as a real miracle? You can beat the spider boss with only trolls in your army and I bet it is also possible to efficiently use only them in the whole game... Spells like divine armour, which are only cast upon one target, would become immensly powerful. The damage output side will suffer however as you would only have one source of damage, that isn't really strong either. This tactic would require tons of magic and so a soothsayer would be needed. I'd imagine:

Peacfulness: Main spell, used to increase HP immensly
Divine Armour: Granting basic resistances to all elements
Stone Skin: High physical resistance and additional defence
Magic Spring: Additional Defence and Mana recovery option
Pain Mirror: One source of additional Damage
Avenging Angel: A better source of additional damage
Hell Breath: Makes up for the loss of attack power due to Peacfulness
Turn Back Time: The really miracle part about this idea, resets everything
Invisibility: In case you'd like to stack the beneficial effects and get to the enemy safely
Berserker: Only non mind-immune, Doubles attack
Haste: Only for slow ones
Calm Rage: Your Magic recovery tool

The higher the health of the troop, the better Peacefulness will work. Trolls would make a good choice as they regenerate their health at night/evening every round, but their damage output is pretty bad. I think other big creatures, such as Dragons just are immune to most of those beneficial spells. Definitely going to try it out with Black Dragons.
This tactic will grant you the ingame achievement to get up to 10% additional resistance against all elements.

I feel like there's a guide coming up :D
.//slayer Apr 10, 2013 @ 6:32am 
That's a nice description of spells, I'm sure it will be helpful to many players. As already noted, Turn Back Time is actually a great tool when you play a game with a one-stack army of non-magic immune creatures (like trolls or red dragons). It's especially glorious when you combine it with Armageddon.

Trolls, thanks to their regeneration, don't require too much attention and can serve as amazing way to generate mana via Magic Spring. In fact that's the way I played the previous KB games.

Also, you say that Doom isn't as impressive as it sounds, but in fact it works well against single stacks of very high HP enemies. The way I use it: cast Flame Arrow and Poison skull for 100% chance of putting the target on fire and poisoning it (yes, Poison skull has 100% chance at higher levels of INT, and the effect is much better than the direct damage the skull deals), then cast Blizzard to freeze the target, then cast Doom and enjoy critical burning/poisoning/freezing effect (which deals damage according to target's max HP). It works especially well when you're low on mana, since the damage will still be consistent with you just running in circles/flying from corner to corner.

Trap is great because it has its own medal which puts three random traps on the battlefield at the beginning of the fight. It is a HUGE advantage since it can stop a lot of fast enemies in their tracks.

Also, Geyser is my personal favourite in battling gremlins (when upgrading artifacts), since it often hits towers which are usually the major threat in the battles.

And I'm not sure if you checked Invisibility on single stack yet, but I can say that this tactics works, at least most of the time. The enemy troops will just skip their turns until you come out. The only drawback is that the enemy mage can sometimes cast Geyser/Armageddon randomly, which WILL hit the invisible troops.

Overall I can't help but feel that, comparing to the previous chapters of KB, WotN has the pure damage spells efficiency reduced in favour of summoning spells. I find it hard to burst down armies with pure damage, and at the same time Phoenix/Books of Evil and burning/freezing/poisoning work wonders in reducing enemy head count.
Last edited by .//slayer; Apr 10, 2013 @ 6:36am
Zlorfik [CH/BY] Apr 10, 2013 @ 8:19am 
Wow, I hadn't realized yet how strong the DoT's are in this game. It sounds as if the burn-poison-freeze-Doom combo is pretty effective. However, I met quite few armies that had just few very powerful troops, but rather many weaker ones.

The Trap is indeed good for holding the enemy back, but in my opinion, getting the 3th medal rank is quite a challenge. For me, it doesn't suit with the gameplay of a Soothsayer, because you'd have much too less damage sources. I guess it's rather suited for a Skald or a Viking.

I also really like Geyser (shouldn't it be Geysir? Because it can hit targets that are wide spread and deal respectable damage.

The Troll-Armageddon tactic also went through my mind after my latest post. One can easily put on astral resistant gear, cast divine armour and Armageddon for damage.

You say that in favour of summoning spells, the destruction spells were weakened? Well then for the next KB they can even continue so. I was unable to get through Demonis with a pure summoner on normal difficulty. But you can easily get through Demonis with a pure Destruction Mage.

I'm about to write another sort of guide in the Discussions section, telling a bit about the Magicolossus, a one-troop gameplay.
Lupal Fillyus Jun 3, 2013 @ 1:27pm 
Pygmy
Description: Reduces the target's size, decreasing it's health and the damage of its base attacks.
Health: -20% / -30% / -40%
Attack: -20% / -30% / -40%

So which is it, does it reduce damage or attack? That's quite a difference.

Zlorfik [CH/BY] Jun 4, 2013 @ 6:34am 
It decreases attack and thus also that unit's damage. Poorly written description as it seems ;)
Lupal Fillyus Jun 7, 2013 @ 8:33am 
"It decreases attack and thus also that unit's damage."
Except that's totally different.

If I cast it on a 5k group of peasants, who already have an attack of 5 versus my defense of 80, then reducing that attack to 3 doesn't do anything.
Your attack and target's defense factor in a number from 33% to 300%.

Other abilities, like the Horseman's Horsemen skill: "increase damage done by 10% for every cell traversed in a straight line", literally increase damage. The 70 attack horsemen deal a lot more damage to the 5 defense peasants when they're going in a straight line than when they aren't.
.//slayer Jun 7, 2013 @ 10:10am 
Lupal, I think the OP's reply answered your question anyway, didn't it? The spell decreases Attack, which influences damage using formulae you already know yourself.
Zlorfik [CH/BY] Jun 7, 2013 @ 12:30pm 
Thanks slayer. You know, I don't talk about peasants. I talk about the everday unit that has more than 5 attack. I know probably more about the game mechanics than you do so don't be fussy about that one.

To make it clear for the complete fool:
The spell reduces the attack value. Full stop. End.

Now calculate yourself what that means on your damage.
Lupal Fillyus Jun 7, 2013 @ 1:15pm 
Originally posted by .//slayer:
Lupal, I think the OP's reply answered your question anyway, didn't it?
Why yes it did. Thanks for notifying me.
Zlorfik [CH/BY] Jan 14, 2016 @ 5:46am 
Just FYI: I now also created a guide from that discussion.
Cleric Preston May 22, 2018 @ 3:52pm 
Have to disagree on the late game usefullnes of heal. You cannot resurret lvl5 troops so heal is needed to keep them alive sometimes.
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