Category: Spells
From HoAWiki
- This page is a reference list. For basic information about spells, see Spells (introduction)
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[edit] Spells Learned by Heroes
This category lists all the "original" spells automatically learned by heroes or purchased from the library. Please note that the in-game descriptions do not specify the actual spell damage range and are in some cases incorrect.
Notes to the table below:
- Spell Lv. specifies the spell level and, for spells learned by the hero, the level at which the spell is learned (or the level required for purchase from the library)
- Freq. (Dur.) specifies the frequency in the number of rounds from one use to the next use. For example, a frequency value of 4 means that the spell is cast every four rounds. A frequency value of "1" indicates that the spell may be cast every combat round. A frequency value of "once" indicates that the spell is only cast once in combat. Some spells have effects that last multiple rounds. The length of this effect, if applicable, is indicated in parentheses as the duration of the spell.
| Spells Information
| ||||
| Spell Name | Classes | Spell Lv. | Freq. (Dur.) | Effects Summary |
| PowerShock | All | Level 1 (from library) | 4 | 10-20 Damage |
| FlameShield | All | Level 1 (from library) | 6 (4) | Armor by 4 and Magic Resistance by 20. |
| Teleport (Short) | Adept, Wizard | Level 4 | Once | Instantly escape battle if triggered, so long as the opponent doesn't have the "relentless" ability |
| Charm Monster | Cultist | Level 1 | 4 | Converts animals and other monsters into followers |
| Camouflage | Cultist | Level 4 | Once | Caster becomes unseen by enemies for 3 turns at the beginning of combat, or until they attack. |
| Change Shape | Cultist | Level 7 | 12 (6) | Armor +6, STR + 10, Max HP +35, HP +35. Cast every 7 rounds; lasts 6 rounds. |
| Heal | Healer | Level 1 | 2 | Heals self/follower for 8 x (level) HPs. Heals all HPs after combat. (In-game description fails to mention the level multiplier in the heal amount) |
| Harm Undead | Healer, Paladin | Level 3 | 6 | The caster calls upon their faith to harm all undead on the battlefield. |
| Meditation | Healer | Level 4 | 12 (10) | Dodge +25, Parry +25, Regenerate 1 HP/round. |
| Aura of Peace | Healer | Level 7 | 12 (10) | Invisibile for 10 turns even when attacking. Cast every 12 turns in combat. |
| Hands of Steel | Monk | Level 1 | 6 (6) | STR +16, H2H +25. |
| Stone Skin (Monk Sp.) | Monk | Level 4 | 6 (6) | Armor +8. |
| Iron Will | Monk | Level 7 | 10 (6) | MGR +55, Critical Hit % +6, regenerate 1 HP/round. |
| Shield of Light | Paladin | Level 4 | 4 (3) | Dodge +10, Parry +10, MGR +15, Armor +4 |
| Drain Life | Priestess | Level 1 | 1 | 5-15 damage; heal self or undead follower 5 HP |
| Animate Skeleton | Priestess | Level 1 | - | Creates skeleton follower. Is automatically cast in all situations, including non-combat. |
| Control Undead | Priestess | Level 7 | 4 | Charms a skeleton, vampire or zombie as a follower. |
| Fire Hammer | Solarus | Level 3 | 20 invariable damage | |
| Sun Scorch (Solarus Sp.) | Solarus | Level 4 | 3 | 5-15 damage to all enemies. |
| Energy Blast | Wizard | Level 1 | 1 | 5-10 damage. |
| FireShield | Wizard | Level 2 | 6 (4) | Armor +5, MGR +25. |
| FireBlast | Wizard | Level 3 (from library) | 2 | 10-20 damage to 3 enemies. |
| Teleport | Wizard | Level 4 | 6 | Instantly escape combat |
| FireBall | Wizard | Level 5 | 3 | 30 invariable damage to target, 2-15 damage to four other enemies. |
| Resist Magic | Wizard | Level 6 | 8 (8) | MGR +35 |
| Meteor Storm | Wizard | Level 7 (from library) | 12 (4) | 5-30 damage to all enemies. (In-game description is incorrect regarding the damage output of this spell) |
[edit] Enchantments
Type:
- Passive: always in effect during combat, like self-buff spells that are always on. Each time the enchantment is obtained, 10 turns are given, except for Champion's Vigor, which gives 15 turns.
- Active: are spells that must be cast individually during combat.
- Non-combat: refers to enchantments that only have effects outside of combat. "Accumulated" enchantments can be stored up and are not dependent on turns.
Cost: The amount of gold that must be donated to the temple or the amount of (piety * turns spent prayed) needed to receive the enchantment. For clan shrines, the cost per turn per hero is (Temple Cost)/5 for passive and active enchantments, and (Temple Cost)*2 for resurrection and reanimation.
| Enchantments Information
| ||||||
| Name | Obtained | Type | Level | Freq. (Dur.) | Cost | Summary |
| Blessing | Temple to Agrela, Gardens, Springs | Passive | 4 | - | 1000 | H2H +10, Ranged +10, Dodge +15, Parry +15 |
| Healing | Temple to Agrela, Temple to Fervus, Gardens | Non-combat | 2 | - | 1500 | HP automatically healed after combat |
| Resurrection | Temple to Agrela | Accumulated, non-combat | 6 | - | 2600 | Prevents XP loss during death |
| Stone Skin (Dauros Enc.) | Temple to Dauros, Gardens, Springs | Passive | 2 | - | Armor +6 | |
| Vigilance | Temple to Dauros, Gardens | Passive | 4 | - | Willpower +10, H2H +10, Ranged +10, Parry +10, Dodge +10, Weapon +6 | |
| Petrify | Temple to Dauros | Active | 5 | ? (6 or 3) | Freezes opponent for 6 rounds in combat (during which the opponent may not parry/dodge attacks). Magic Resistance halves duration to 3 rounds (cannot be initially resisted). | |
| Illusionary Hero | Temple to Fervus | Passive | 4 | - | Physical attacks have a 50% chance to hit your "illusion" instead | |
| Vines | Temple to Fervus | Active | 5 | Once (6 or 3) | Binds opponent in place for several rounds. Can be cast once. | |
| Wither | Temple to Krypta | Active | 2 | Once (entire) | 1200 | Reduces opponent's Strength by 10, and slows him in combat (prevents opponent from attacking in one of every two rounds). |
| Animate Bones | Temple to Krypta | non-combat | ? | n/a | 2000 | Not an enchantment per-se, but permanently summons an upgradable skeleton follower. |
| Re-animate | Temple to Krypta | Accumulated, non-combat | 6 | - | 2900 | Prevents XP loss during death |
| Fire Strike | Temple to Helia | Active | 3 | 4 | 2-15 points of damage to one opponent. | |
| Sun Scorch (Helia Enc.) | Temple to Helia | Active | 4 | 6 | Causes 15 damage to all enemies. | |
| Winged Feet | Temple to Lunord, Gardens, Springs, Tonic of Speed | Non-combat | - | Decreases turns required for certain travel actions | ||
| Wind Storm | Temple to Lunord | Active | 5 | Once (6) | Causes 10-24 points of damage to all opponents and slows some of them for 6 rounds. | |
| Rage of Krolm | Temple to Krolm | Passive | 5 | - | 2500 | Str +10, H2H +10, Dodge +10, Parry +10, HP Max +10, Double Attack ability for entire party |
| Camouflage (Enc.) | Spring | Passive | 4 | Once | User cannot be attacked during initial rounds of combat, unless the user attacks | |
| Anti-Magic | Gardens, Spring | Passive | - | MGR +35 | ||
| Frost Field | Clan Enchantress | Active | 3 | 400 (Clan) | 20-25 damage and freezing it in place for 2 rounds | |
| Supercharge | Clan Enchantress | Passive | 5 | - | 600 (Clan) | Increases spell damage |
| Stoneshredder | Clan Enchantress | Active | 5 | 1000 (Clan) | 5-20 Damage to all opponents | |
| Champion's Vigor | Champions Hall | Passive | 10 | - | - | +15 Max HP, regeneration (1) that does not stack with Regeneration Potions |
| Refreshed | Outpost Elven Therapist | Passive | 3 | - | Free | H2H + 5, Ranged +5, Dodge +5, and Parry +5. Maximum of 19 turns. |
See Also: Invisibility (45) and Invisibility (67), also available as enchantments, are listed below. In addition, many consumables give effects listed as enchantments/spells.
[edit] Spells from Monsters and Items
This category lists spells that can be used against you by your foes, or can be gained by items found during adventuring.
Notes and Information:
- The list is incomplete and is a work in progress.
- The frequency value of the spell relates to only in isolation. If the spell is derived from a charged item and multiple charged items of this same type are equipped at once, then the spell can cast more frequently than indicated by casting from separate items.
| Attack Spells | |||||
| Spell Name' | Monster(s) | Item(s) | Level | Freq. (Dur.) | Summary |
| Insect Swarm | Goblin Priest | Wand of Insect Plague | 1 | 1 | 5-10 damage |
| Life Leach | Vampire, Specter | Robe of the Dead | 2 | 1 | 10-15 damage to target and adds 8 points to caster |
| Acid Bolt | Rust Mistress, Warlock, Flesh Hunter Shaman, Dark Spider | 4 | 1 | 10-25 damage | |
| Exploding Aura | Black Phantom | Ring of Mighty Devastation, Splinter of Detonation | 7 | 3 | Causes 15-35 point of damage. (Gameplay note: This spell affects invisible targets! Also the Ring affects the Hero using it!) |
| Electrical Fury | Black Phantom, Evil Oculus | Small Oculus Eye | 3 | 1 | Causes 10-20 points of damage |
| FireBlast | Dragon, Dark Knight, Werewolf Mage | Splinter of Burning, Apprentice Spellbook | 3 | 2 | Causes 20 points of damage to 3 enemies. |
| FireBall | Flesh Hunter Shaman, Werewolf Mage | Splinter of Combustion, Cloak of Flames | 5 | 3 | 30 invariable damage to target, 2-15 damage to four other enemies |
| Radiate Energy | Shade, Warlock, Dark Spider | Gemstone of Death | 4 | 2 | Causes 15-25 damage to all opponents |
| Force | Warlock | Wand of Force | 5 | 3 | Causes 2-10 damage to all opponents |
| Vortex | Warlock, Dark Spider, Werewolf Mage | Teevus Staff, Cleansed Teevus Staff, Teevus Wand | 5 | 4 (2) | 10-20 damage to all opponents |
| BaleFire | Ratapult | A magical explosive created by the Ratmen. | |||
| PowerShock | Greater Werewolf | 1 | 1 | 10-20 damage | |
| Inferno | Jewel of Fiery Doom | 8 | 5 | 30-40 damage to all opponents | |
| Deathblast | Staff of Death, Doom Staff | 5 | 4 (3) | 15-30 damage to all opponents. Also heals for 2x(number of enemies hit), and gives a minor Parry/Dodge boost of 2x(number of enemies hit) to self for 3 rounds. | |
| Lightning Storm | Tempest Shaft, Improved Tempest Shaft, Wand of Lightning Storm | 5 | 12 (4) | 8-25 damage to all opponents | |
| Lightning Bolt | Wand of Lightning Bolt | 3 | 3 | 16-35 | |
| Apocalyptica | Flesh Scavenger Shaman | Desert Artifact, Upgraded Desert Artifact | 15 | ? (4) | 12-38 Damage to all opponents |
| Stone Shredder | Amulet of Destruction | 5-20 Damage to all opponents | |||
| Frost Field | Bandanna of Frost | ||||
| Area of Devastation | Dark Phantom | 30-55 Damage to all opponents, hits invisible targets | |||
| Electric Frenzy | Dark Phantom | 30-60 Damage | |||
| Horrify | Abomination, Twisted Abomination | 1 | Deals damage | ||
| Debuff (Negative Effects) Spells | |||||
| Spell Name | Monster(s) | Item(s) | Level | Freq. (Dur.) | Summary |
| Drain Gold | Leprechaun (Chieftain) | Unlucky T-Shirt | 1 | 1 | Steals gold from the target. Amount of gold stolen is equal to the target's level. Magic Resistance has no effect. Success depends on target's luck stat. |
| Plague | Plague Bearer, Rust Mistress, Ratman Shaman | 4 | once (entire) | Reduces Target's Strength by 8, Hand-to-Hand and Ranged Skills by 10. | |
| Petrify(Gorgon spell) | Greater Gorgon | Jewel of the Gorgon | 5 | ? (6 or 3) | Freezes opponent for 6 rounds in combat (during which the opponent may not parry/dodge attacks). Magic Resistance halves duration to 3 rounds (cannot be initially resisted). |
| Paralytic Gaze | Evil Oculus, Shade, Flesh Hunter Shaman, Banshee | Shard of Transfixion, Large Oculus Eye, Wand of Paralyzation | 5 | 8 (5) | Opponent is paralyzed for 5 combat rounds |
| Wither | Shade, Goblin Wight | 2 | Once (entire) | Reduces opponent's Strength by 10, and slows him in combat (prevents opponent from attacking in one of every two rounds). | |
| Mass Wither | Stone of Damnation | 9 | Once (entire) | Same as above, but targeted onto all opponents | |
| Level Leach | Vampire Queen, Nightmare | 3 | 3 | Drains XP (XP loss per hit is 10% of the class' XP required per level). | |
| Vine Entanglement | Strangling Flowerweed, Tanglewood | 5 | Once (6 or 3) | Binds one opponent in place for 6 rounds. Magic Resistance has no effect, but a successful strength check halves the duration to 3 rounds. | |
| Web Entanglement | Web Spider | Binds one opponent in place for 6 rounds. Magic Resistance has no effect, but a succesful strength check halves the duration to 3 rounds. | |||
| Death Cry | Greater Harpy | Robe of the Dead | 4 | 1 (3x) (entire) | All Opponents' H2H, Ranged, Dodge and Parry will be reduced by 5 on every combat round that their MGR save was failed. Cast three times at start of combat. |
| Howl of Discord | Helm of Terror, Helm of Horror | 4 | 1 (3x) (entire) | Opponents' H2H, Ranged, Dodge and Parry will be reduced by 5 on every combat round that their MGR save was failed. Cast three times at start of combat. | |
| Terrify | Abomination, Twisted Abomination | unknown (1) | Petrifies opponent for 1 round | ||
| Mind Warp | Abomination, Twisted Abomination | Unknown (1) | Causes opponent to attack self for 1 round | ||
| Defensive(Positive Effects) Spells | |||||
| Spell Name | Monster(s) | Item(s) | Level | Freq. (Dur.) | Summary |
| Magic Mirror | Vampire, Warlock, Dark Spider | 6 | 12 (8) | MGR +100 | |
| Damage Shield | Rust Mistress, Ratman Shaman | Sterling Ribcage, Wand of the Barrier, Bracers of Immolation | 2 | 6 (4) | Increases target's Armor by 5. |
| Invisibility (45) | Leprechaun Chieftain | Invisibility Gem, Holster of Respite, Sneaking Armor | 2 | Once (5) | Caster becomes invisible for first 5 rounds in combat. |
| Invisibility (67) | Invisible Troll, Nightmare | Wand of Invisibility | 7 | 12 (10) | Caster becomes invisible for 10 rounds in combat. Can be cast every 12 rounds. Similar with the Aura of Peace of Healer. |
| Anti-Magic Shield | Shade, AntiMagic Spider | Anti-Magic Gem | 6 (4) | MGR +90. | |
| FireShield | Shade, Specter, Dark Knight, Shadow Thief, Werewolf Mage | Apprentice Spellbook | 2 | 6 (4) | Increases caster's Armor by 5 and magic resistance by 25. |
| Resist Magic | Shade, Specter, Werewolf Mage | Apprentice Spellbook | 6 | 8 (8) | Increases caster's Magic Resistance by 35. |
| Change Shape | Warlock | Shapeshift Tincture (Passive Version) | 7 | 7 (6) | Armor +6, STR + 10 Max HP +35, HP +35. Cast every 7 rounds; lasts 6 rounds. |
| Shadow Cloak | Shadow Thief | 7 | 12 (10) | Invisibility for 10 rounds every 12 rounds of combat. Same as Healer's Aura of Peace and Invisibility-67 | |
| FlameShield | Greater Werewolf | 1 | 6 (4) | Increases Armor by 4 and Magic Resistance by 20 | |
| Werewolf Form | Circlet of Lycanthropy | 15 | This spell, granted only by the Circlet of Lycanthropy, bestows a Hero with Regeneration that stacks with other items, +12 STR, +5 ART and +1 Armor. | ||
| Stone Skin | Stoneskin Varg | Stoneback Shield | 4 | 6 (6) | Increases caster's Armor by 8. |
| Paladin Aura | Dagger of Valour, Dagger of Heroism | 12 | 12 (2) | STR+32, H2H+75, DAM+10, PAR+75, MR+10, Slayer Skill | |
| Concealment | Camouflaged Hellbear | Once (3) | Caster becomes unseen by enemies for 3 turns at the beginning of combat, or until they attack. Gameplay note: It lasts 3 turns, and attacking wouldn't break the spell. | ||
| Fire Balm | Flowering Fireweed | Fire Balm | Adds 5 damage to attacks. | ||
| Illusionary Hero | Armor of Illusions | - | Same as temple enchantment | ||
| Shield of Light | Heroic Cloak | 4 | 4 (3) | Dodge +10, Parry +10, MGR +15, Armor +4 | |
| Summoning/Followers Spells | |||||
| Spell Name | Monster(s) | Item(s) | Level | Freq. (Dur.) | Summary |
| Summon Shadowbeast | Greater Wight | Shadow Gem | Summons Shadowbeast during combat | ||
| Summon Shadow Stalker | Nightmare | Summons a Shadow Stalker during combat | |||
| Summon Spider | Warlock | Creates Giant Spider follower | |||
| Animate Skeleton | Goblin Wight, Liche | 1 | - | Creates skeleton follower | |
| Summon Medusa | Greater Gorgon | Jewel of the Gorgon | 20 | Summons a Medusa during combat | |
| Control Undead | Goblin Wight | 7 | Charms an undead to become a follower. Undead include Skeletons, Vampires and Zombies. | ||
[edit] Enchantment Effects Obtained From Consumables
Entries marked with * are mutually exclusive from each other. That is, only one of these enchantments can be on at a given time. Also, when one of such item is used, the "Werewolf Form" spell cannot be cast.
| Enchantment Name | Consumable | Summary |
| Minotaur Potion* | Minotaur Potion | Strength +10, Vitality +20, H2H +10, Armor +5 HP +40 |
| Medusa Potion* | Medusa Potion | Int +20, Parry +20, MGR +50, HP +45 |
| Dryad Potion* | Dryad Potion | Artifice +20, Ranged +20, Dodge +35, Parry +30, MGR +30 |
| Werewolf Potion* | Werewolf Potion | Strength +12, Armor +1, dodge/Parry -5, Regeneration(2)(Stacks with other regen) |
| Regeneration | Regeneration Elixir | Regenerate 1 HP per round, does not stack with Champion's Vigor or hero spells |
| Fire Balm | Fire Balm | +5 Damage for Ranged Weapons |
| Dirgo Strength | Potion of Dirgo Strength | +40 Strength |
| Goblin Strength | Potion of Goblin Strength | +4 Strength |
| Shapeshift Tincture* | Shapeshift Tincture | Armor +6, HP + 35, Strength + 10 |
| Detect Monster | Potion of Monster Detection | Allows all non-special-encounter attacks to be detected beforehand |
| Winged Feet | Tonic of Speed | Travel time between locations reduced to 1/3, rounded down. |
Articles in category "Spells"
There are 4 articles in this category.
