Almost all spells, that didn't scale whatsoever, like buff and debuff spells, now scale with the new parameter called Magic Strength (MS). MS equals to Spellpower, but is also increased by all mage secondary skills and some specialties or artifacts. Moreover, all combat spells now gained a bonus effect that's unlocked by gaining Master rank at corresponding school of magic and most spells are further amplified by Grandmaster rank. To compensate for high values spells got mana costs got increased and starting effect got decreased.
Scalings. Every value here and in spells is rounded down.
Percentage: extra 3% per 10 MS.
Fire Shield: 2% per 10 MS.
Attack/Defence: 1 per 10 MS.
Damage: 1 per 33 MS.
Morale/Luck/Retals: 1 per 33 MS.
Haste/Prayer: 1 per 25 MS.
Summons: 1 per 20 MS.
Combat spells.
School of Water Magic.
Level 1
Cure
Heals target by 10/10/20/30 + 5*SP hit points and removes negative effects.
Heals an additional 30/130 + 5*SP HP, effectively doubling healing.
At Master/GM can reincarnate allies. Doesn't affect dead allies.
Cost: 8/6/6/12.
Mirth
Increases morale of an allied creature by 1/1/2/2.
After an allied stack gets good morale, next attack will deal additional SP/2 %, damage. GM rank gives additional 15% dmg to good morale damage.
Scales as Morale/Luck/Retals.
Cost: 10/8/8/10.
Protection from Water
Decreases damage done by water spells by 20/20/30/35%.
Has a SP/2 +10% chance (+20% with GM) to shake off negative water effects at the end of every battleround.
Scales as Percentage.
Cost: 8/6/6/12.
Level 2
Ice Bolt
Does 0/10/20/40 + 20*SP damage.
Ice spells leave affected enemies frostbitten, decreasing speed by -1/-2 until the end of the battle.
Cost: 12/9/9/9.
Bless
Changes minimum damage to maximum damage. Advanced rank also increases maximum damage by 1.
Increases damage of creatures by an additional +2 for the first round of bless.
Scales as Damage.
Cost: 8/6/6/10.
Dispel
Removes spell effects from units on battlefield. Works only on allied units on None/Basic rank, enemies from Advanced, magic-based terrain from Expert.
Allied units keep positive effects for one turn.
Cost: 8/6/6/12.
Weakness
Reduces the attack rating of affected units by 2/2/4/3.
Decreases damage dealt of affected enemies by 4% per battle round, maximum of 10 instances or 40% total damage reduction.
Scales as Attack/Defence.
Cost: 8/6/6/10.
Level 3
Frost Ring
Does 0/15/30/60 + 15*SP damage.
Ice spells leave affected enemies frostbitten, decreasing speed by -1/-2 until the end of the battle.
Cost: 12/9/9/9.
Forgetfulness
50/50/100/100% of the targetted stack will forget to shoot.
Enemies are so confused that they forget who is friend or enemy. Targets have 15/20% + SP/2% chance to berserk.
Cost: 12/10/10/20.
Teleport
Target allied troop instantly moves to an unoccupied target hex, except over walls or moats. Advanced effect allows teleport over moats, Expert anywhere and allows teleporting enemies.
Surround teleported stack with mines. These mines do 130 invariable damage (sorry!), that also get Master/GM Landmine effects.
Cost: 14/13/12/12.
Summon Water Elemental
Creates 1/1/2/3*SP water elementals. Once cast, no other elemental types may be summoned.
Summoned elementals grow by 0/10+SP% of current amount each battleround for 3 turns or until killed.
Scales as Summons.
Cost: 15/16/18/20.
Level 4
Clone
Creates a duplicate of target, allied troop level 1-4/1-5/1-6/1-7. The duplicate can attack but is dispelled if it receives any damage.
All your clones will increase in quantity by 25/35%.
Cost: 20/15/15/15.
Level 5
Prayer
Target an allied troop to increase it's attack, defence, and speed ratings by 2/3/4/3.
Gives extra against undead troops, increasing damage by 0/5% +(2*SP/5)%. Maxes out at 25% extra damage.
Scales as Haste/Prayer.
Cost: 15/12/12/24.
School of Air Magic.
Level 1
Precision
Targetted allied ranged troop has its attack rating increased by 2/2/4/4 when executing ranged attacks.
Gives "shoot when adjacent" ability for the round casted.
Scales as Attack/Defence.
Cost: 8/6/6/10.
Fortune
Increases luck of an ally target by 1/1/2/2.
Allows to steal stats from attacked enemies. The chance is 20/30%+ SP/2%. Steal either 5 attack, 5 defence, 2 speed or 4 damage.
Scales as Morale/Luck/Retals.
Cost: 9/6/6/9.
Protection from Air
Decreases damage done by air spells by 20/20/30/35%.
Has a SP/2 +10% chance (+20% with GM) to shake off negative air effects at the end of every battleround.
Scales as Percentage.
Cost: 8/6/6/12.
Level 2
Magic Mirror
Enemy spell casts on targeted, allied troop has a 10/20/30/40% chance of being redirected to a random enemy troop.
Also redirects mass spell casts.
Scales as Percentage.
Cost: 10/10/10/10.
Air Shield
Shields an allied stack, reducing the amount of damage received from ranged attacks by 15/15/20/25%.
Gives 5/8+(SP/10)% chance to completely dodge an attack.
Scales as Percentage.
Cost: 9/7/7/14.
Counterstrike
Increases number of retaliations by 1/1/2/2 each battle round for target ally stack.
Gives no retaliation ability for the round casted.
Scales as Morale/Luck/Retals.
Cost: 12/11/10/16.
Destroy Undead
All undead creatures receive 0/10/20/40 +10*SP damage.
Casts gives all living creatures +1 morale for the current battle round.
Cost: 20/18/18/18.
Level 3
Lightning bolt
Does 0/15/30/60 + 30*SP damage.
Lightnings inflict a state of shock, increasing critical magic chance by 10% and critical magic damage by 20%.
Cost: 15/12/12/12.
Summon Air Elemental
Creates 1/1/2/3*SP air elementals. Once cast, no other elemental types may be summoned.
Summoned elementals grow by 0/10+SP% of current amount each battleround for 3 turns or until killed.
Scales as Summons.
Cost: 15/16/18/20.
Haste
Increases stack's speed by 2/2/3/3.
Increases speed of all affected units by +1 during the first turn after being casted.
Cost: 9/7/7/14.
Level 4
Chain Lightning
Creates lightning bolt that strikes target enemy troop for 0/25/50/100 + 45*SP damage and chains to up to 4/4/5/5 troops.
Lightnings inflict a state of shock, increasing critical magic chance by 10% and critical magic damage by 20%.
Cost: 25/20/20/20.
Disrupting Ray
Decrease defence of the target enemy by 3/5/6/7 until the end of the battle. Stacks and dispells Stone Skin.
Increases flat damage against targets by 1/2.
Scales as Attack/Defence.
Cost: 12/10/10/10.
Level 5
Hypnotize
Target an enemy stack, if it's total HP is less than 150/500/1000/1500 + 150*SP. This stack is under your control now.
Makes hypnotized targets attacks blind for 2 turns with a 20/40+SP% chance.
Cost: 25/30/35/40.
TITAN'S Lightning Bolt!
Lightnings inflict a state of shock, increasing critical magic chance by 10% and critical magic damage by 20%.
School of Earth Magic.
Level 1
Quicksand
Randomly places 4/4/6/8 small patches of quicksand on the battlefield. Walking into quicksand ends a stack's movement for the turn and makes it visible to all. Doesn't work on flying troops.
Also places one additional patch of quicksand in front of all your shooting troops.
Cost: 10/8/8/8.
Stone Skin
Increases allied stack defence rating by 2/2/4/4.
Doubles defence gained for the round casted and extra 1 undispellable defence each 2 hits taken. Dispel Stone Skin before it gets too late!
Scales as Attack/Defence.
Cost: 8/6/6/10.
Sorrow
Reduces the morale of an enemy by 1/1/2/2.
Your enemies deal less damage if they attack bigger creatures. 5% less damage for every level difference.
Scales as Morale/Luck/Retals.
Cost: 11/8/8/11.
Protection from Earth
Decreases damage done by earth spells by 20/20/30/35%.
Has a SP/2 +10% chance (+20% with GM) to shake off negative earth effects at the end of every battleround.
Scales as Percentage.
Cost: 8/6/6/12.
Level 2
Force Field
Places a 2/2/3/3-hex wide Force Field on the battlefield at a point specified by the caster.
Creatures standing next to the Force Field drain magic energy from it, massively increasing their combat power. Increases hp by 50% and damage by CreatureLevel+2.
Cost: 12/10/10/10.
Shield
Decreases hand-to-hand damage taken by an ally by 10/10/20/20%.
Also shield allies for 10/15 *(SP+10) HP, preventing any damage.
Scales as Percentage.
Cost: 9/7/7/14.
Earthquake
Randomly damages 2/2/3/4 sections of castle wall in combat.
Extra 15+(3*SP)/10% chance (max 30%) that enemy creatures will not act in the current battle round and 50% chance for shooters loose 3 shots.
Cost: 16/14/12/10.
Level 3
Death Ripple
All creatures, except undead troops, take 0/10/20/40 +SP*12 damage.
Casts decreases morale of all living creatures by 1 for the current battle round.
Cost: 20/18/18/18.
Slow
Decreases speed of enemy by 30/30/30/20%.
Affected enemies lose {-1} extra speed for the current battle round.
Scales as Percentage.
Cost: 9/7/7/14.
Anti-magic
Protects the selected stack from level 1-2/1-3/1-4/1-5 spells. Additionally, it removes negative spell effects (e.g. Weakness).
Your creature gets dispell ability for the current battle round.
Cost: 20/15/15/15.
Level 4
Meteor Shower
Does 0/25/50/100 + 25*SP damage.
Earth spells crush enemies, decreasing armor of affected units by -3/-5.
Resurrection
Target, allied troop with dead creatures has 0/40/80/160 + SP*50 health worth of creatures restored to life for the duration of the current battle. Advanced rank and above resurrects creatures permanently.
Additional random buff for resurrected stack for 2 turns.
Cost: 25/20/20/20.
Animate Dead
Reanimates 0/20/40/80 + SP*45 hit points worth of killed undead creatures in target, allied troop.
Once per combat Animated stacks can leech SP% hit points of their dealt damage, +5/15% bonus if they kill the complete stack.
Cost: 20/16/16/16.
Level 5
Implosion
Does 80*SP damage.
Earth spells crush enemies, decreasing armor of affected units by -3/-5.
Cost: 35/30/30/30.
Summon Earth Elemental
Creates 1/1/2/3*SP earth elementals. Once cast, no other elemental types may be summoned.
Summoned elementals grow by 0/10+SP% of current amount each battleround for 3 turns or until killed.
Scales as Summons.
Cost: 15/16/18/20.
School of Fire Magic.
Level 1
Land Mine
Does 25/25/50/100 + 10*SP damage, spawning 4/4/6/8 mines per cast.
Mines are crippling. Stepping on mine will decrease troop's speed by 1-2/1-3/2-5 for monster levels 1-3/4/>5 accordingly.
Mines have 12.5% chance to be big ones, dealing 1000 + (10 + SP/2)%TotalHP unresistable damage. Each Land Mine and Master/GM Teleport cast increases amount of big ones by 1.
Cost: 12/10/10/10.
Bloodlust
Increases hand-to-hand attack rating inflicted an allied stack by 2/2/4/3 points.
Doubles extra attack rating for your affected troops for the current battle round and increased attack rating by 3 for every enemy stack slain.
Scales as Attack/Defence.
Cost: 8/6/6/10
Remove Obstacle
Removes one, non-magic obstacle from the battlefield. Advanced rank affects Fire Walls, Expert any magic-based obstacle. Integrated obstacles, such as cliffs, are not affected.
After casting there's a 30+SP% chance to be able to cast again.
Cost: 8/7/6/3.
Misfortune
Decreases luck of the targetted stack by 1/1/2/2.
Enemies also have 25% chance that your enemies deal 20/25% +SP/2% less damage with attacks, with a maximum of 50/60% reduction.
Scales as Morale/Luck/Retals.
Cost: 8/6/6/8.
Protection from Fire
Decreases damage done by fire spells by 20/20/30/35%.
Has a SP/2 +10% chance (+20% with GM) to shake off negative fire effects at the end of every battleround.
Scales as Percentage.
Cost: 8/6/6/12.
Level 2
Fire Wall
Places wildfire on the battlefield at a point specified by the caster. Any stacks passing through the wall take 10/10/20/50 + 10*SP damage.
Creatures walking multiples times through your Fire Wall will take double or even quadruple damage.
Cost: 14/12/11/10.
Curse
Changes maximum damage to minimum damage. Advanced rank also decreases minimum damage by 1.
Affected enemies deal 5% less damage for every active debuff on their stacks.
Cost: 8/6/6/10.
Frenzy
Selected allied troop intentionally lowers its defence to 0 to increase the ferocity of its attack. Attack rating is increased by 50/100/150/200% of the sacrificed defence.
Gives {~Red}Attack and Return{~} ability for the affected allied creatures.
Cost: 12/12/12/12.
Level 3
Fireball
Does 0/15/30/60 + 15*SP damage.
Fire spells burn with everlasting hellfire, not loosening hold on enemies easily. Burning creatures take extra 26.7/40% of original damage at the end of a round.
Cost: 13/10/10/10.
Blind
Target, enemy troop is frozen until attacked, dispelled or effect wears off. Deactivating attack is retaliated at 75/50/25/0% of base attack rating.
Blind withstands one heal or dispel attempt, decreasing duration to 1 turn left instead of being removed.
Cost: 20/16/16/16.
Slayer
Target, allied troop's attack rating is increased by 7/8/9/10 against behemoths, dragons, and hydras. Advanced rank also increases attack rating against devils and angels, Expert against titans.
20/30 +SP/2% of Crushing Blow, which reduces Attack (-5), Defence (-5) or Speed (-3) of any level 7 creature. Mupltiple stats may be selected.
Scales as Attack/Defence.
Cost: 12/10/10/10.
Level 4
Summon Fire Elemental
Creates 1/1/2/3*SP fire elementals. Once cast, no other elemental types may be summoned.
Summoned elementals grow by 0/10+SP% of current amount each battleround for 3 turns or until killed.
Scales as Summons.
Cost: 15/16/18/20.
Fire Shield
15/15/20/20% of hand-to-hand damage inflicted on target, allied troop is counter-inflicted on attackers of the troop.
Troops attacking Fire Shield enhanced stacks with close combat have 10/20% + SP/2% chance to summon SP fire elementals. Caps at 50/65%.
Scales as Fire Shield (Finally!).
Cost: 14/12/12/10.
Inferno
Does 0/20/40/80 + 20*SP damage.
Fire spells burn with everlasting hellfire, not loosening hold on enemies easily. Burning creatures take extra 26.7/40% of original damage at the end of a round.
Cost: 20/18/18/18.
Sacrifice
Target, living troop is sacrificed (destroyed). Then another ex-living target dead troop has (SP + destroyed troop's base health + 3/3/6/10) * (N of creatures sacrificed) in health total of creatures returned to life.
Once per combat, sacrificed stack gets revived as martyr, that has one third of original total HP (before battle) and max damage as high as original amount of creatures in stack by max damage.
Cost: 30/25/25/25.
Level 5
Berserk
Target attacks nearest troop. All stacks in 0/0/1/2 hex radius around the target hex are affected.
Applies 50% Expert Slow for 3 turns after affected stacks attack.
Cost: 30/30/35/40.
Armageddon
Does 50*SP damage.
Applies expert Protection from Fire to your troops before Armageddon cast, that will reduce damage by 35%. Applied spell will last for 1 turn.
Rains magma instead of fire, thus is not affected by M/GM bonus to fire spells.
Cost: 40/35/35/35.
Adventure Spells. Sadly, no new effects, but mana costs, levels and element alignment are changed for some spells.
Something you have waited for:
Magic Arrow
Level 1, aligns with every school of magic.
Does 30/33/37/40 + 10*SP.
Any Master or Grandmaster rank in schools of magic will give Magic Arrow the Bloodbound ability. Increases damage by 5% per killed stack, up to 10% per combat.
Cost: 8/7/7/6.
Try Ciele with adventure cave's mass Magic Arrow, suddenly it will feel like an Armageddon blade that hurts more than Implosion while having 7.