Heroes of Might & Magic III: The Shadow of Death Spell Guide

FAQ For: Heroes of MIght & Magic III: The Shadow of Death
System/Platform: Dos/Windows
Version: 0.01
Last Updated: 1/24/02
Contributor: CZewe
E-mail Address: czewe@greatestgamers.com

I. Introduction
Welcome to my Heroes of Might & Magic III: The Shadow of Death Spell FAQ.  I'll bet you 
twenty bucks you can't guess who I used to be on this site a few days ago.  Oh, I'll tell 
you anyway: Gauntlet Man 99.  I changed my name to CZewe, because...ummm...well...uh...my
name's Chris Zewe and that's about it.  Now, back to the regular introduction.  This FAQ 
has everything you need to know about the Spells in HOMM III: The Shadow of Death.  Also, 
I'm working on a Heroes of Might & Magic III: The Shadow of Death Full FAQ, and it's the 
biggest,or close to it, Walkthrough on GameFAQs.  When it's done, it's going ot be HUGE, 
but that's all I'll give away. Now, onto the Table of Contents!



II. Table of Contents

I. Introduction
II. Table of Contents
III. Version History
IV. Contacting Me*
V. Spell Guide*
 A. School of Air Magic Spells*
 B. School of Earth Magic Spells*
 C. School of Fire Magic Spells*
 D. School of Water Magic Spells*
VI. FAQ (^F^requently ^A^sked ^Q^uestions)
VII. Wall of Shame
VIII. Credits
IX. Legal Stuff
X. FAQ Size

*= Section is complete



III. Version History

Version Number: 1.00
Date Added: 1/24/02
What's New: Everything!
Total FAQ Size: 40.8 KB


IV. Contacting Me
My e-mail address is czewe@greatestgamers.com, and I'll accept e-mails that have 
anything to with the stuff on the "E-mail Me With" list.  But if I get anything that is on the 
"Do not e-mail Me With" list I will delete it and block your e-mail address.  If you just want 
to talk to me you can drop me an IM on AIM at the screename Outcast717.  But if you have 
questions about Heroes of Might & Magic III: The Shadow of Death, IM me at Icewind45.

E-mail me with:
Contributions
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If you send me spam I will obliterate you off the face of the Earth, so DO NOT spamify me.
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You can e-mail me asking for help on the game itself, but just don't overdo it.  If you want to 
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V. Spell Guide

Here is an extremely detailed spell guide.  I have covered every little nook and cranny of 
each spell, so whatever you want to know, is right here.  Here is a description directly from 
the readme: Here you will find descriptive listings for all spells in the _Heroes III_ game.  
Each spellis from one of the four schools of magic---Air, Earth, Fire, or Water.  Your heroes' 
expertise in a spell increases as he gains the secondary skill for the appropriate school of 
magic (see *Secondary Skills,* page 45).  Heroes without such expertise may cast a school's 
spells at a normal level (resulting in the same effect as a basic level spell).  Increased 
expertise allows for spells to be cast at the BAsic, Advanced, and Expert Levels.

Heroes holding expertise in a school's secondary skill casts spells from a school at a reduced 
cost.  This cost reduction is the same regardless of whether a hero holds the skill at basic, 
advanced, or expert level.

_______________________________________________________________________________________________
|                      Effects of School Expertise on Casting Cost                            |
|  Spell Level I       Spell Level II    Spell Level III    Spell Level IV     Spell Level V  |
|      -1                  -2                -3                  -4                -5         |
|                                                                                             |
|_____________________________________________________________________________________________|

Here is the layout of how I'll do this section, and it's explained too!


Name: What the Spell is called
Type: Indicates whether the spell may be cast in combat or on the Adventure Map
Cost: How many spell poitns it takes to cast the spell
Duration: How long the Spell lasts
Basic Effect: Effect of the Spell cast at Normal or Basic Expertise
Advanced Effect: Effect of the Spell cast at Advanced Level
Expert Effect: Effect of the Spell cast at Expert Expertise

Understanding the Spell Section: 
I've put previous versions of this FAQ on different web sites, and people have complained 
about the Spell section being too confusing.  Luckily, they're reffering to the equations for 
damage.  OK, who passed fifth grade math?  
*Hands shoot up.  
Now, who remembers order of operations?  
*Hands shoot up again.  
PEMDAS.  Parentheses, exponents, multiply, divide, add, then subtract.  If you see an equation 
like this:  Target creature recieves ((Power x 10)+ 10) damage, then the answer is...?  
Whatever the casting hero's Spell Power is multiplied by ten, then with ten added onto that 
answer.  Get it yet?

And one last note: I will divide the Spells into four sections.  They are what schools they're 
from.  Now, shall we move on to the actual spells and what they do?

A. School of Air Magic Spells

                                 School of Air Magic

Level I Spells

Name: Haste
Type: Combat
Cost: 6 Spell Points
Duration: 1 Round per spell power point
Basic Effect: Increases allied troop's speed by three hexes/turn
Advanced Effect: Increases allied troop's speed by five hexes/turn
Expert Effect: Increases allied troop's speed by five hexes/turn

Name: Magic Arrow
Type: Combat
Cost: 5 Spell Points
Duration: Instant Damage
Basic Effect: Enemy troop recieves ((Power x 10) +10) damage
Advanced Effect: Enemy troop recieves ((Power x 10) +10) damage
Expert Effect: Enemy troop recieves ((Power x 10) +10) damage

Name: View Air
Type: Adventure
Cost: 2 Spell Points
Duration: Instant
Basic Effect: Displays location of all artifacts on the View World Screen
Advanced Effect: Displays location of all artifacts and heroes on the View World Screen
Expert Effect: Displays loaction of all artifacts, heroes, and towns on the View World Screen

Level II Spells

Name: Disguise
Type: Adventure
Cost: 4 spell points
Duration: 1 day
Basic Effect: When the casting hero is right-clicked (queried) by opponents, all of the hero's 
creature troops are displayed as if they were composed of the most powerful creatures in the 
Hero's Army.  Troop population numbers are represented normally.
Advanced Effect: Same as Basic Effect, except troop quantities are represented as "0"
Expert Effect: Same as Advanced Effect, except all troops are represented as if populated by 
the most powerful creatures in the Hero's longest owned Town.

Name: Disrupting Ray
Type: Combat
Cost: 10 Spell Points
Duration: Whole Battle
Basic Effect: Reduces' target's defense rating by three.  Spell may be cast on the same unit 
repeatedly.
Advanced Effect: Same as Basic Effect, excpet Defense is lowered by 4
Expert Effect: Same as Advanced Effect, except Defense is lowered by 5

Name: Fortune
Type: Combat
Cost: 7 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Increases's target creature's luck by one
Advanced Effect: Increases target creature's luck by two
Expert Effect: Iincreases luck of all allied troops by two

Name: Lightning Bolt
Type: Combat
Cost: 10 Spell Points
Duration: Instant Damage
Basic Effect: Target creature recieves ((Spell Power x 25)+ 10) Damage
Advanced Effect: Target creature receives ((Spell Power)+ 20 Damage
Expert Effect: Target creature receives ((Spell Power)+ 50 Damage

Name: Precision
Type: Combat
Cost: 8 Spell Points
Duration: Instant
Basic Effect: Target Creature with ranged attacks has its ranged attack rating raised by three
Advanced Effect: Same as Basic, excpet it's increased by six
Expert Effect: Same as Advanced, except all allied ranged attackers are affected

Name: Visions
Type: Adventure
Cost: 4 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Displays number of of monsters in a wandering monster troop, and whether or not 
the troop will offer to join the caster's army.  The range is equal to the Hero's Spell Power 
or three, whichever is greater.
Advanced Effect: Smae as Basic Effect, except an enemy hero's primary skill stats, and the 
composition (Luck and Morale), and the quantity of that Hero's Army can be viewed.  Range is 
Spell Power x 2, or three, whichever is greater.
Expert Effect: Same as Advanced Effect, except an enemy town's statistics and Garrison 
composition (Luck and Morale) and quantity may be viewed.  Range is Spell Power x 3, or three, 
whichever is greater.

Level III Spells

Name: Air Shield
Type: Combat
Cost: 12 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Target Creature takes 25% less damage from Ranged Attacks
Advanced Effect: Target Creature takes 50% less damage from Ranged Attacks
Expert Effect: All allied troops takes 50% less damage from Ranged Attacks

Name: Destroy Undead
Type: Combat
Cost: 15 Spell Points
Duration: Instant Damage
Basic Effect: All undead creatures take ((Spell Power x 10)+ 10) Damage
Advanced Effect: All undead creatures take ((Spell Power x 10)+ 20 Damage
Expert Effect:All undead creatures take ((Spell Power x 10) + 50 Damage

Name: Protection From Earth
Type: Combat
Cost: 12 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Damage from all Earth Spells is reduced by 30% for target creature
Advanced Effect: Damage from all Earth Spells is reduced by 50% for target creature
Expert Effect: Damage from all Earth Spells is reduced by 50% for all allied troops

Name: Hypnotize
Type: Combat
Cost: 18 Spell Points
Duration: Special
Basic Effect: Target Creature of less than ((Power x 25)+ 10) Health is put under your 
control.  Allied troops may attack hypnotized troops without fear of retaliation.
Advanced Effect: Same as Basic Efect, except that Health must be less than ((Power x 25)+ 20)
Expert Effect: Same as Advanced Effect, except that Health must be less than ((Power x 25)+ 50)

Level IV Spell

Name: Chain Lightning
Type: Combat
Cost: 24 Spell Points
Duration: Instant Damage
Basic Effect: Lighting Bolt strikes target troop ((Power x 40)+ 25) damage.  Bolt then strikes 
closest troop for half of the damage.  Effect continues until four more untis are hit.
Advanced Effect: Like Basic Effect except that the initial strike does ((Power x 40)+ 50 
Damage), and bolt strikes five creatures.
Expert Effect: Like Advanced Effect, except that initial strike does ((Power x 40)+ 100) 
damage.

Name: Counterstrike
Type: Combat
Cost: 24 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Target Creature can retailiate against one additional attack per round
Advanced Effect: Target Creature can retaliat against two additional attaks per round
Expert Effect: All allied troops can retaliate against two additional attacks per round

Level V

Name: Dimension Door
Type: Adventure
Cost: 25 Spell Points
Duration: Instant
Basic Effect: Teleports casting hero to unoccupied, visible location on the Adventure Map.  
Spell may be cast twice per day, and for each time it reduces the caster's movement by three 
for that day.  If movement is reduced to 0, 1, or 2 the spellcan't be cast anymore.
Advanced Effect: Same as Basic Effect, except spell can be cast three times per day.
Expert Effect: Same as Advcanced Effect except the spell may be cast four times per day, and 
movement alloance is only reduced by two tiles.

Name: Fly
Type: Adventure
Cost: 20 Spell Points
Duration: 1 Day
Basic Effect: Caster can fly over terrain obstacles to an unoccupied location on the map.  
Distance flown can be up to 60% of Hero's normal movement.
Advanced Effect: Same as Basic Effect, except Hero may fly up to 80% of their normal movement.
Expert Effect: Same as Advanced Effect, excep Hero may fly up to 100% of their normal movement.

Name: Magic Mirror
Type: Combat
Cost: 25 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Enemy spells casted on target creature have a 20% chance of being deflected and 
damage being given to an enemy unit.
Advanced Effect: Same as Basic Effect, except there is a 30% chance of the Spell being 
redirected.
Expert Effect: Same as Advanced Effect, except there is a 40% chance of the Spell being 
redirected.

Name: Summon Air Elemental
Type: Combat
Cost: 25 Spell Points
Duration: Until they die
Basic Effect: A troop containing the caster's spell power x 2 of Air Elemental is summoned.  
Only one type of Elemental may be summoned per battle.
Advanced Effect: Same as Basic Effect, except Hero's Spell Power is multiplied by three to 
determine the number of Air Elementals.
Expert Effect: Same as Advanced Effect, except Hero's Spell Power is multiplied by four to 
determine the number of Air Elementals that are summoned.

B. School of Earth Magic Spells

                                 School of Earth Magic
Level I Spells

Name: Magic Arrow
Type: Combat
Cost: 5 Spell Points
Duration: Instant Damage
Basic Effect: Enemy troop recieves ((Power x 10) +10) damage
Advanced Effect: Enemy troop recieves ((Power x 10) +20) damage
Expert Effect: Enemy troop recieves ((Power x 10) +30) damage
 
Name: Shield
Type: Combat
Cost: Instant
Duration: 1 Round per Power
Basic Effect: Hand-to-hand damage done to target creature is reduced by 15%
Advanced Effect: Hand-to-hand damage done to target creature is reduced by 50%
Expert Effect: Hand-to-hand damage done to all allied creatures is reduced by 40%

Name: Slow
Type: Combat
Cost: 6 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Target Creature's speed is reduced by 25% of normal.
Advanced Effect: Target Creature's speed is reduced by 50% of normal.
Expert Effect: All enemy troops' speed ratings are reduced by 50%.

Name: Stone Skin
Type: Combat
Cost: 5 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Target creature's Defense Rating is increased by three.
Advanced Effect: Target creature's Defense rating is increased by six.
Expert Effect: All allied creatures Defense ratings are increased by six.

Name: View Earth
Type: Adventure
Cost: 2 Spell Points
Duration: Instant
Basic Effect: Displays the location of all loose resources on the View World screen
Advanced Effect: Displays the location of all mines and loose resources on the View World 
screen.
Expert Effect: Displays the loacation of the entire terrain, all mines, and all loose 
resources on the View World Screen.

Level II Spells

Name: Death Ripple
Type: Combat
Cost: 10 Spell Points
Duration: Instant Damage
Basic Effect: All living (not un-dead, folks) troops take ((Spell Power x 5)+ 10) damage.
Advanced Effect: All living (not un-dead, folks) troops take ((Spell Power x 5)+ 20) damage.
Expert Effect: All living (not un-dead, folks) troops take ((Spell Power x 5)+ 30) damage.

Name: Protection from Air
Type: Combat
Cost: 7 Spell Points
Duration: 1 Round/Spell Power
Basic Effect: Damage from Air Magic Spells is reduced by 30% for target creature.
Advanced Effect: Damage from Air Magic Spells is reduced by 50% for target creature.
Expert Effect: Damage from Air Magic Spells is reduced by 50% for all allied creatures.

Name: Quicksand
Type: Combat
Cost: 8 Spell Points
Duration: Until Touched
Basic Effect: Quicksand pits are placed in four random hexes.  They are invisible to creatures 
unless they are on native terrain.  Troops stepping on pit hexes have their movement halted 
for the current roun.  Oce a pit is stepped in, it is visible to all.
Advanced Effect: same as Basic Effect, except six pits are placed.
Expert Effect: Same as Basic and Advanced Effects, except eight pits are placed.

Name: Visions
Type: Adventure
Cost: 4 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Displays number of of monsters in a wandering monster troop, and whether or not 
the troop will offer to join the caster's army.  The range is equal to the Hero's Spell POwer 
or three, whichever is greater.
Advanced Effect: Smae as Basic Effect, except an enemy hero's primary skill stats, and the 
composition (Luck and Morale), and the quantity of that Hero's Army can be viewed.  Range is 
Spell Power x 2, or three, whichever is greater.
Expert Effect: Same as Advanced Effect, except an enemy town's statistics and Garrison 
composition (Luck and Morale) and quantity may be viewed.  Range is Spell Power x 3, or three, 
whichever is greater.

Level III Spells

Name: Animate Dead
Type: Combat
Cost: 15 Spell Points
Duration: Permanent
Basic Effect: Reanimates ((Power x 50)+ 30) Health Points (HP) worth of killed undead 
creatures in target troop.
Advanced Effect: Reanimates ((Power x 50)+ 60) Health Points (HP) worth of killed undead 
creatures in target troop.
Expert Effect: Reanimates ((Power x 50)+ 160) Health Points (HP) worth of killed undead 
creatures in target troop.

Name: Anti-Magic
Type: Combat
Cost: 15 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Target troop can only be affected by Level four or five Spells.
Advanced Effect: Target troop can only be affected by Level five Spells.
Expert Effect: Target troop is immune to all Spell Effects.

Name: Earthquake
Type: Combat, Siege Only
Cost: 20 Spell Points
Duration: Instant Quake
Basic Effect: Does one point of damage to two, random Castle Walls in Siege Combat.
Advanced Effect: Does one point of damage to three random Castle Walls in Seige Combat.
Expert Effect: Does one point of damage to four random Castle Walls in Seige Combat.

Name: Force Field
Type: Combat
Cost: 12 Spell Points
Duration: 2 Rounds
Basic Effect: A two-hex wide force field is created at target hex(es).  Movement through these 
hexes is blocked.
Advanced Effect: Same as Basic Effect, except Force Field is three hexes wide.
Expert Effect: Same as Advanced Effect.  No change whatsoever.

Level IV Spells

Name: Meteor Shower
Type: Combat
Cost: 16 Spell Points
Duration: Instant Damage
Basic Effect: Troops in target hex and adjacent hexes take ((Spell Power x 25)+ 25)damage
Advanced Effect: Troops in target hex and adjacent hexes take ((Spell Power x 25)+ 50) damage
Expert Effect: Troops in target hex and adjacent hexes take ((Spell Power x 25)+ 100) damage

Name: Resurrection
Type: Combat
Cost: 20 Spell Points
Duration: Permanent
Basic Effect: Target Creature's group with dead creatures has ((Spell Power x 50)+ 40) Health 
worth of Creatures restored to life for the duration of the current battle.
Advanced Effect: Same as Basic Effect, except that ((Spell Power x 50)+ 80) Health worth of 
Creatures permanently resurrected.
Expert Effect: Same as Advanced effect, except that ((Spell Power x 50)+ 160) Health worth of 
Creatures are permanently resurrected.

Name: Sorrow
Type: Combat
Cost: 16 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Target creature's Morale is reduced by one.
Advanced Effect: Target creature's Morale is reduced by two
Expert Effect: All enemy creatures' Morale is reduced by two

Name: Town Portal
Type: Adventure
Cost: 16 Spell Points
Duration: Instant
Basic Effect: Caster is teleported to nearest, allied, and unoccupied town.  300 Movement 
points are expended when Spell is cast.
Advanced Effect: Casting Hero may teleport to any allied Town with no visiting Hero.  300 
Movement Points are expended when Spell is cast.
Expert Effect: Same as Advanced Effect, except the Movement Point reduction is 200, rather 
than 300.

Level V Spells

Name: Implosion
Type: Combat
Cost: 30 Spell Points
Duration: Instant Damage
Basic Effect: Target Creature receives ((Spell Power x 75)+ 100) damage.
Advanced Effect: Target Creature receives ((Spell Power x 75)+ 200) damage.
Expert Effect: Target Creature receives ((Spell Power x 75)+ 300) damage.

Name: Summon Earth Elemental
Type: Combat
Cost: 25 Spell Points
Duration: Whole Battle
Basic Effect: A troop containing the caster's Spell Power x 2 of Earth Elementals is summoned.  
Only one type of Elemental may be summoned per battle.
Advanced Effect: Same as Basic Effect, except Hero's Spell Power is multiplied by three to 
determine the number of Earth Elementals.
Expert Effect: Same as Advanced Effect, except Hero's Spell Power is multiplied by four to 
determine the number of Earth Elementals that are summoned.

C. School of Fire Magic Spells

                                 School of Fire Magic
Level I Spells

Name: Bloodlust
Type: Combat
Cost: 5 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Target Creature receives a +3 Attack Rating bonus for hand-to-hand combat.
Advanced Effect: Target Creature receives a +6 Attack Rating bonus for hand-to-hand combat.
Expert Effect: All allied troops receive a +6 Attack Rating bonus for hand-to-hand combat.

Name: Curse
Type: Combat
Cost: 6 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Target creature delivers minimum damage when they attack
Advanced Effect: Target creature delivers ((80% of their minimum damage) -1) when they attack.
Expert Effect: All enemy creatures deliver ((80% of their minimum damage) -1) when they attack.

Name: Magic Arrow
Type: Combat
Cost: 5 Spell Points
Duration: Instant Damage
Basic Effect: Enemy troop recieves ((Power x 10) +10) damage
Advanced Effect: Enemy troop recieves ((Power x 10) +20) damage
Expert Effect: Enemy troop recieves ((Power x 10) +30) damage

Name: Protection From Water
Type: Combat
Cost: 5 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Damage from all Water Spells is reduced by 30% for target creature
Advanced Effect: Damage from all Water Spells is reduced by 50% for target creature
Expert Effect: Damage from all Water Spells is reduced by 50% for all allied troops

Level II Spells

Name: Blind
Type: Combat
Cost: 10 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Target creature troop is frozen until they are attacked.  Deactivating attack is 
retaliated at 50% of Base Attack Rating.
Advanced Effect: Target creature troop is frozen until they are attacked.  Deactivating attack 
is retaliated at 25% of Base Attack Rating.
Expert Effect: Target creature troop is frozen until they are attacked.  Deactivating attack is 
not retailiated against at all.

Name: Fire Wall
Type: Combat
Cost: 8 Spell Points
Duration: 2 Rounds
Basic Effect: A two hex-wide wall of flames is produced at target hex.  A troop passing through 
these hexes takes ((Caster's Spell Power x 10)+ 10) damage.
Advanced Effect: Same as Basic Effect, except that the wall of flames is three hexes wide and 
damage is ((Spell Power x 10)+ 20) damage.
Expert Effect: Same as Advanced Effect, except that damage is ((Spell Power x 10)+ 50).

Name: Visions
Type: Adventure
Cost: 4 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Displays number of of monsters in a wandering monster troop, and whether or not 
the troop will offer to join the caster's army.  The range is equal to the Hero's Spell Power 
or three, whichever is greater.
Advanced Effect: Smae as Basic Effect, except an enemy hero's primary skill stats, and the 
composition (Luck and Morale), and the quantity of that Hero's Army can be viewed.  Range is 
Spell Power x 2, or three, whichever is greater.
Expert Effect: Same as Advanced Effect, except an enemy town's statistics and Garrison 
composition (Luck and Morale) and quantity may be viewed.  Range is Spell Power x 3, or three, 
whichever is greater.

Level III Spells

Name: Fireball
Type: Combat
Cost: 15 Spell Points
Duration: Instant Damage
Basic Effect: Trooops in target hex and surrounding hexes take ((Spell Power x 10)+ 15) damage.
Advanced Effect: Same as Basic Effect except damage done is ((Spell Power x 10)+ 30).
Expert Effect: Same as Advanced Effect, except damage done is ((Spell Power x 10)+ 60).

Name: Land Mine
Type: Combat
Cost: 18 Damage
Duration: Until touched
Basic Effect: Landmines are placed in four random hexes on the battlefield.  A troop stepping 
on the landmine takes ((Spell Power x 10)+ 25) damage.  Enemy creatures battling on their 
native terrain can see the mines and can cross over them safely.  To all others, they are 
invisible.
Advanced Effect: Same as Basic Effect except that six mines are placed and damage done is 
((Spell Power x 10)+ 50).
Expert Effect: Same as Advanced Effect, except that eight mines are placed and damage done is 
((Spell Power x 10)+ 100).

Name: Misfortune
Type: Combat
Cost: 12 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Luck of Target creature is rduced by one.
Advanced Effect: Luck of target creature is reduced by two.
Expert Effect: Luck of all enemy creatures is reduced by two.

Level IV Spells

Name: Armageddon
Type: Combat
Cost: 24 Spell Points
Duration: Instant Damage
Basic Effect: All creatures take ((Spell Power x 50)+ 30) points of damage.
Advanced Effect: All creatures take ((Spell Power x 50)+ 60) points of damage.
Expert Effect: All creatures take ((Spell Power x 50)+ 120) points of damage.

Name: Berserk
Type: Combat
Cost: 20 Spell Points
Duration: 1 Round
Basic Effect: Target attacks nearest troop.  All creatures in a one hex radius are affected.
Advanced Effect: Target attacks nearest troop.  All creatures in a seven hex radius are 
affected.
Expert Effect: Target Attacks nearest troop.  All creatures within a 19 he radius are affected.

Name: Fire Shield
Type: Combat
Cost: 16 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: 20% of hand-to-hand damage inflicted on Target creature is counter-inflicted on 
the attacker.
Advanced Effect: Same as Basci Effect, except that 25% of the damage is counter-inflicted.
Expert Effect: Same as Advanced Effect, except that 30% of the damage is counter-inflicted.

Name: Frenzy
Type: Combat
Cost: 16 Spell Points
Duration: Until target creature's next action
Basic Effect: Target creature's Attack rating is increased to 100% of its Defense rating, and 
its Defense rating is reduced to zero.
Advanced Effect: Same as Basic Effect, except that the Attack rating is increased to 150% of 
their Defense rating.
Expert Effect: Same as Advanced Effect, except that the Attack rating is increased to 200% of 
their Defense rating.

Name: Inferno
Type: Combat
Cost: 16 Spell Points
Duration: Instant Damage
Basic Effect: Strikes target hex, and all within two hexes take ((Spell Power x 10)+ 20) damage.
Advanced Effect: Same as Basic Effect, except that the damage is ((Spell Power x 10)+ 40).
Expert Effect: Same as Basic Effect, except that the damage is ((Spell Power x 10)+ 80).

Name: Slayer
Type: Combat
Cost: 16 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Target troop's Attack Rating is increased by eight against Behemoths, Dragons, 
and Hydras.
Advanced Effect: Same as Basic Effect except that the Attack bonus also includes Devils and 
Angels.
Expert Effect: Same as Advanced Effect, except that the Attack bonus also includes Titans.

Level V Spells

Name: Sacrifice
Type: Combat
Cost: 25 Spell Points
Duration: Permanent
Basic Effect: Targeted non-undead troop is sacrificed (destroyed).  Then another target dead 
has ((Spell Power + Destroyed Troop's Creature Base Health + 3)x # of Creatures Sacrificed) in 
Health total of creatures returned to life.
Advanced Effect: Same as Basic Effect, except that Health total of creatures resurrected is 
((Spell Power + Destroyed Troop's Creature Base Health +6) x # of creatures sacrificed).
Expert Effect: Same as Advanced Effect, except that the Health total of creatures resurrected 
is ((Spell Power + Destroyed Troop's Creature Base Health + 10) x # of creatures sacrificed).

Name: Summon Fire Elemental
Type: Combat
Cost: 25 Spell Points
Duration: Whole Battle
Basic Effect: A troop containing the caster's Spell Power x 2 of Fire Elementals is summoned.  
Only one type of Elemental may be summoned per battle.
Advanced Effect: Same as Basic Effect, except Hero's Spell Power is multiplied by three to 
determine the number of Fire Elementals.
Expert Effect: Same as Advanced Effect, except Hero's Spell Power is multiplied by four to 
determine the number of Fire Elementals that are summoned.

D. School of Water Magic Spells

                                  School of Water Magic

Name: Bless
Type: Combat
Cost: 5 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Creatures in target troop inflict maximum damage when they attack.
Advanced Effect: Creatures in target troop inflict maximum damage + 1 when they attack.
Expert Effect: All allied creatures inflict maximum damage + 1 when they attack.

Name: Cure
Type: Combat
Cost: 6 Spell Points
Duration: Instant
Basic Effect: Removes all negative Spell effects from target troop and heals it for ((Spell 
Power x 5)+ 20) Health Points.
Advanced Effect: Removes all negative Spell effects from target troop and heals it for ((Spell 
Power x 5)+ 20) Health Points.
Expert Effect: Removes all negative Spell effects from all allied troops and heals each for 
((Spell Power x 5)+ 30) Health Points.

Name: Magic Arrow
Type: Combat
Cost: 5 Spell Points
Duration: Instant Damage
Basic Effect: Enemy troop recieves ((Power x 10)+ 10) damage
Advanced Effect: Enemy troop recieves ((Power x 10)+ 20) damage
Expert Effect: Enemy troop recieves ((Power x 10)+ 30) damage

Name: Protection From Fire
Type: Combat
Cost: 5 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Damage from all Fire Spells is reduced by 30% for target creature
Advanced Effect: Damage from all Fire Spells is reduced by 50% for target creature
Expert Effect: Damage from all Fire Spells is reduced by 50% for all allied troops

Name: Summon Boat
Type: Adventure
Cost: 6 Spell Points
Duration: Instant
Basic Effect: Summons one of your Hero's boats to their current location.  If none of those 
boats are available, then one of your other Hero's boats are summoned.  This spell has a 50% 
chance of working :(.  The spell fails if no unoccupied boats are available.
Advanced Effect: Same as Basic Effect, except that if no boats are available, a new one is 
created.  The spell has a 75% chance of working :|.  There are a maximum of 64(!) boats allowed 
on the Adventure Map at one time.  This spell fails if all are occupied (yeah right).
Expert Effect: Same as Advanced Effect, except that the spell has a 100% chance of wroking :).

Level II Spells

Name: Ice Bolt
Type: Combat
Cost: 8 Spell Points
Duration: Insant Damage
Basic Effect: Target creature receives ((Spell Power x 20)+ 10) damage.
Advanced Effect: Target creature receives ((Spell Power x 20)+ 20) damage.
Expert Effect: Target creature receives ((Spell Power x 20)+ 50) damage.

Name: Remove Obstacle
Type: Combat
Cost: 7 Spell Points
Duration: Instant
Basic Effect: Removes one, non-magic obastacle from the battlefield.  Integrated obstacles, 
such as cliffs, are not affected.
Advanced Effect: Same as Basic Effect, except Fire Walls (not firewalls) can also be removed.
Expert Effect: Same as Advanced Effect, except all, non-integrated obstacles can be removed.

Name: Scuttle Boat
Type: Adventure
Cost: 8 Spell Points
Duration: Instant
Basic Effect: Spell has a 50% (0% if occupied) chance of destroying the selected boat.
Advanced Effect: Spell has a 75% chance (0% if occupied) chance of destroying the selected 
boat.
Expert Effect: Spell destroys the selected boat unless it is occupied at the time.

Name: Visions
Type: Adventure
Cost: 4 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Displays number of of monsters in a wandering monster troop, and whether or not 
the troop will offer to join the caster's army.  The range is equal to the Hero's Spell Power 
or three, whichever is greater.
Advanced Effect: Smae as Basic Effect, except an enemy hero's primary skill stats, and the 
composition (Luck and Morale), and the quantity of that Hero's Army can be viewed.  Range is 
Spell Power x 2, or three, whichever is greater.
Expert Effect: Same as Advanced Effect, except an enemy town's statistics and Garrison 
composition (Luck and Morale) and quantity may be viewed.  Range is Spell Power x 3, or three, 
whichever is greater.

Name: Weakness
Type: Combat
Cost: 8 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Target troop's Attack Rating is decreased by three.
Advanced Effect: Target troop's Attack Rating is decreased by six.
Expert Effect: All enemy troops' Attack Ratings are decreased by six.

Level III Spells

Name: Forgetfulness
Type: Combat
Cost: 12 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Half of the target creatures with ranged attack forget to shoot.
Advanced Effect: Target troop cannot use its ranged attack.
Expert Effect: All enemy troops cannot use their ranged attacks, provided they have one.

Name: Frost Ring
Type: Combat
Cost: 12 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Troops in hexes surrounding target hex receive ((Spell Power x 10)+ 15) in 
damage.  Target hex is unaffected.
Advanced Effect: Same as Basic Effect, except that damage done is ((Spell Power x 10) 30).
Expert Effect: Same as Advanced Effect, except damage done is ((Spell Power x 10)+ 60).

Name: Mirth
Type: Combat
Cost: 12 Spell Points
Duration:1 Round per Spell Power
Basic Effect: Morale of target troop is increased by one.
Advanced Effect: Morale of target troop is increased by two.
Expert Effect: Morale of all allied troops is increased by two.

Name: Teleport
Type: Combat
Cost: 15 Spell Points
Duration: Instant
Basic Effect: Target troop can teleport to any unoccupied hex.  Troop cannot teleport over 
Walls or Moats.
Advanced Effect: Same as Basic Effect, except troop can teleport over Walls.
Expert Effect: Troop can move to any unoccupied hex.

Level IV Spells

Name: Clone
Type: Combat
Cost: 24 Spell Points
Duration: Whole Battle
Basic Effect: Creates a duplicate of target creature that is Level 1-5.  The duplicate can 
attack, but is gone if it receives any damage.  Creatures from a given town are given levels 
1-7.  Pikemen are Level 1, Angels are Level 7.
Advanced Effect: Same as Basic Effect, except the Clone can be Level 1-6.
Expert Effect: Same as Advanced effect, except the Clone may be any Level.

Name: Prayer
Type: Combat
Cost: 16 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Target creature's Attack, Defense, and Speed (hexes per turn) are increased by 
two.
Advanced Effect: Same as Basic Effect, except the ratings are increased by four.
Expert Effect: All allied creatures' Attack, Defense, and Speed are increased by four.

Name: Water Walk
Type: Adventure
Cost: 12 Spell Points
Duration: 1 Day
Basic Effect: The casting Hero may follow a movement path across water, provided the end 
destination is an unoccupied location on the land.  Water movement may be up to 60% of the 
Hero's normal movement.
Advanced Effect: Same as Basic Effect, except that water movement may be up to 80% of the 
Hero's normal movement.
Expert Effect: Same as Advanced Effect, except the Hero may move up to 100% of their regular 
movement.

Name: Summon Water Elemental
Type: Combat
Cost: 25 Spell Points
Duration: Whole Battle
Basic Effect: A troop containing the caster's Spell Power x 2 of Water Elementals is summoned.  
Only one type of Elemental may be summoned per battle.
Advanced Effect: Same as Basic Effect, except Hero's Spell Power is multiplied by three to 
determine the number of Water Elementals.
Expert Effect: Same as Advanced Effect, except Hero's Spell Power is multiplied by four to 
determine the number of Water Elementals that are summoned.



VI. FAQ (^F^requently ^A^sked ^Q^uestions^)
Here I'll answer all (or most) of the questions I get about this FAQ in my email.  Feel free 
to send them to me at: czewe@greatestgamers.com.  FYI: There is NO dot at the end, that's a 
PERIOD.  Oh, and I've made up a few questiosn to get started.

Q. How do the equations work?
A. the equations are really easy.  Let's say yur Hero is Sandro, and he has a Spell Power 
rating of eight.  He casts Frost Ring at the Expert profficiency (sp?).  The equation is  
((Spell Power x 10)+ 60).  So, the equation is X (let "X" represent Sandro's Spell Power) 
multiplied by 10= ?.  Well, since Sandro's Spell Power is 8, then that part of the equation 
should be 8 x 10= 80.  Then, that answer plus 60= Total Damage done.  So, eighty plus sixty 
equals one-hundred and forty.  Now, let's do the whole equation now.

((Spell Power[8] x 10 [=80])+ 60 [=140]).  

So, the total damage Sandro did to all of the creatures in the adjacent hexes is 140 damage.

Q. What determines my Hero's Spell Point total?
A. Knowledge does.  If you do the equation of Knowledge multiplied by 10 (do I _really_ need 
to do this one in-depth) and then you have that Hero's Spell Point Total.

Q. How do my Heroes learn new spells?
A. First, you need to build a Mage Guild.  This will provide that town with Level 1 Spells.  
To get more Spells (Levels 2, 3, 4, and 5), you must upgrade the Mage Guild to Levels 2, 3, 4, 
and 5 (Oh!  How "quaint", if you will).

Q. Yeah, but how do they actually learn the Spells?
A. Your Heroes learn the Spells by going into the Mage Guild.  It's that simple.  They also 
replenish ALL Spell Points by entering.  To be _able_ to learn the spells, your Heroes can buy 
a Spellbook by entering the Mage Guild and paying 500 Gold for one.

Q. OK, I entered the Mage Guild with a Hero and he had a Spell Book, but he only learned the 
first two levels of Spells.  Why is this?
A. Ah, finally!  Something that can't be solved by common sense!  To be able to learn Level 3 
Spells, your Hero must have Basic Wisdom.  To learn Level 4 Spells, they must have Advanced 
Wisdom.  And finally, to learn Level 5 Spells, that Hero must have Expert Wisdom.  It's all 
quite simple really.

Q. How do I get and Advanced or Expert Spell Rating?
A. With secondary Skills.  When (or if in some cases) given the chance, choose Basic, 
Advanced, or Expert of Water, Fire, Earth, or Air Magic.



VII. Wall of Shame
These are the Websites that stole my work and are NOT permitted to have any of it on them.  
Please inform me if they rip anyone else off.

1. http://www.neoseeker.com
2. http://www.cheatplanet.com



VIII. Credits

Thanks to 3D0 for making this game
Thanks to New World Computing for publishing this game
Thanks to the readme for some spell information
Thanks to CjayC for posting this FAQ
Thanks to me for writing it! (see, I did all of this  by myself! ;))



IX. Necessary Legal Stuff
This document has been written for it to appear at Gamefaqs.com.  This script may not be copied 
in any way and/or published in any way.  Any commercial usage of this FAQ is strictly forbidden 
and can only be used for personal use.  Any necessary legal action will take place if any of 
these rules are violated.  Penalty for plagiarism will be convicted.  Heroes of Might & Magic 
III, Restoration of Erathia, Armageddon's Blade, Shadow of Death, New World Computing, and 3D0 
Inc., and any related materials are copyrighted too.
NOTE: You may use this on your site as long as I say you can.  To reach me e-mail me at 
czewe@greatestgamers.com


Want that in English?
This FAQ was made for GameFAQs.  It can't be published on any site, WITHOUT my permission.  You 
can NOT sell this FAQ or use it to promote your website or company in any way (again) WITHOUT 
my permission.  I will take legal action if I ask you to remove this FAQ from your site and you 
don't.  The rest is self-explanatory.  Now, repeat after me: "I will not use this FAQ on my 
site, or alter it in any way at all without CZewe's permission permission."

Now, for the condensed version:
Do NOT use this FAQ for any commercial purpose, or at all without permission.

Sites already authorized to use this FAQ: GameFAQs, Gamewinners, Gamespot and IGN.  If you 
would like your site to be added to that list, email me.

Sites NOT authorized to use this FAQ: Neoseeker and Cheat Planet.  If you find this FAQ on any 
site that does not have specific permission, notify me.

That's about as much as is possible to say, so you get the point.



X. FAQ Size
This isn't that much of a _section_, but I've inluded it anyway.

Size of FAQ in Version 0.01: 40.8 KB.
Translated to GameFAQs terms: 41 KB.

Well, that took quite a bit.  Now, I'm going to go visit my life, and I suggest that you go do 
the same (that is, if you _have_ one), especially if you're reading something as stupid as 
"FAQ Size".  Later.

~Chris Zewe