Category: Spells

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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.

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