Effect: Reveals the location of all neutral squads on the global map (including those in the fog of war).
Base mana cost: 10 > 6.
Reveals the location of resources.
Reveals the location of artifacts.
Primal Magic spells in Heroes of Might and Magic: Olden Era: effects, mana costs, and ranks without master spells.
Magic school
Effect: Reveals the location of all neutral squads on the global map (including those in the fog of war).
Base mana cost: 10 > 6.
Reveals the location of resources.
Reveals the location of artifacts.
Effect: Deals [ 25 + 10 × hero’s Spell Power ] Magic Damage to target enemy creature.
Base Damage: 25 > 50.
Base Damage: 50 > 100.
Damage per Spell Power: 10 > 15.
Does not affect Qilins
Effect: Target friendly creature takes –15% Damage from Melee attacks. Duration: [ 1 + 1 per every 4 hero’s Spell Power ] round(s).
Damage: –15% > –20%.
Affects all friendly creatures.
Damage: –20% > –30%.
Effect: Place up to 2 crystal obstacles. An obstacle is destroyed upon taking 1 hit(s) from attacks. Duration: 2 round(s).
Base duration: 2 > 3.
Obstacles: 2 > 3.
Obstacle is destroyed after taking 2 instances of Damage.
Effect: Deals [ 50 + 10 × hero’s Spell Power ] Magic Damage to all creatures in a 1‑hex radius.
Base Damage: 50 > 75.
Base Damage: 75 > 125.
Base Damage: 125 > 200.
Does not affect Phoenixes
Effect: Deals [ 50 + 10 × hero’s Spell Power ] Magic Damage to all creatures in a 2‑hex radius.
Base Damage: 50 > 75.
Base Damage: 75 > 125.
Base Damage: 125 > 200.
Does not affect Phoenixes
Effect: Deals [ 75 + 10 × hero’s Spell Power ] Magic Damage to target enemy creature and reduces their Initiative by 2. Duration: 2 round(s).
Base Damage: 75 > 150.
Damage per Spell Power: 10 > 15.
Initiative reduction: –2 > –4.
Does not affect Naiads
Effect: Deals [ 75 + 10 × hero’s Spell Power ] Magic Damage to target enemy creature and reduces their Initiative by 4. Duration: 2 round(s).
Base Damage: 75 > 150.
Damage per Spell Power: 10 > 15.
Initiative reduction: –4 > –8.
Does not affect Naiads
Effect: Reduces the duration of all positive effects applied to the target by [ 1 + 1 per every 5 hero’s Spell Power ].
Base spell effectiveness: 1 > 2.
Affects enemy creatures adjacent to the target.
Affects all enemy creatures.
Effect: Deals [ 50 + 15 × hero’s Spell Power ] Magic Damage to the target enemy. All adjacent empty hexes are filled with rock obstacles. An obstacle is destroyed upon taking 1 hit(s) from attacks. Duration: 1 round(s).
Base Damage: 50 > 100.
The obstacles it creates remain for +1 round.
Damage per Spell Power: 15 > 20.
Does not affect Iriyads
Effect: Deals [ 50 + 15 × hero’s Spell Power ] Magic Damage to the target enemy. All adjacent empty hexes are filled with rock obstacles. An obstacle is destroyed upon taking 2 hit(s) from attacks. Duration: 1 round(s).
Base Damage: 50 > 100.
The obstacles it creates remain for +1 round.
Damage per Spell Power: 15 > 20.
Does not affect Iriyads
Effect: Deals [ 100 + 15 × hero’s Spell Power ] Damage to all defensive structures on the battlefield. Also deals [ 15 × hero’s Spell Power ] Damage to all creatures within castle walls.
Damage to defensive structures: 100 > 200.
Also deals 100 Damage to all creatures within castle walls.
Damage to defensive structures: 200 > 400.
Effect: Burns 2 selected hexes. A ground creature that steps onto a burning hex takes [ 60 + 10 × hero’s Spell Power ] Magic Damage. Duration: 2 round(s).
Base mana cost: 12 > 9.
Burning hexes: 2 > 3.
Deals +50% Damage.
Does not affect Phoenixes
Effect: Burns 2 selected hexes. A ground creature that steps onto a burning hex takes [ 60 + 10 × hero’s Spell Power ] Magic Damage. Duration: 3 round(s).
Base mana cost: 12 > 9.
Burning hexes: 2 > 3.
Deals +50% Damage.
Does not affect Phoenixes
Effect: Deals [ 50 + 5 × hero’s Spell Power ] Magic Damage to up to 3 different target enemies.
Base Damage: 50 > 100.
Targets: 3 > 4.
Damage per Spell Power: 5 > 10.
Does not affect Iriyads
Effect: Any chosen target becomes immune to spells of tier 3 and lower. This effect cannot be dispelled. If the target is a summoned creature or contains temporary units in its stack, those are destroyed. Duration: 1 round(s).
Base effect duration: 1 > 2.
Affects tier‑1-4 spells.
Also affects tier‑1-5 spells.
Effect: Deals [ 100 + 20 × hero’s Spell Power ] Magic Damage to the target enemy creature. The lightning then jumps 1 time(s) to a random target within 3 hex(es), dealing –50% Damage with each jump.
Makes +1 jump(s).
Makes +1 jump(s). Base Damage: 100 > 300.
Makes +1 jump(s). Damage per Spell Power: 20 > 30.
Does not affect Qilins
Effect: Deals [ 100 + 20 × hero’s Spell Power ] Magic Damage to the target enemy creature. The lightning then jumps 1 time(s) to a random target within 3 hex(es), dealing –25% Damage with each jump.
Makes +1 jump(s).
Makes +1 jump(s). Base Damage: 100 > 300.
Makes +1 jump(s). Damage per Spell Power: 20 > 30.
Does not affect Qilins
Effect: Deals [ 75 + 15 × hero’s Spell Power ] Magic Damage to all creatures adjacent to target hex. All affected stacks are pushed away from the center if possible.
Damage per Spell Power: 15 > 20.
Initiative of all targets decreases by 2.
Doubles base Damage and Initiative reduction.
Does not affect Naiads
Effect: Affects a neutral squad in a [ 1 × hero’s sight ]‑square radius. Transforms it into a different squad of the same strength. Usable 1 time(s) per day.
Radius multiplier: 1 > 2.
When transforming a target, its strength is reduced by 5%.
Target strength reduction: 5% > 10%.
Effect: Deals [ 100 + 10 × hero’s Spell Power ] Magic Damage to all creatures on the battlefield.
Base Damage: 100 > 200.
Base Damage: 200 > 300.
Damage per Spell Power: 10 > 20.
Does not affect Phoenixes
Effect: Target friendly creature gains Double Strike and deals and takes +10% Damage. Duration: [ 1 + 1 per every 8 hero’s Spell Power ] round(s).
Damage dealt and taken: 10% > 15%.
Damage dealt and taken: 15% > 25%.
Damage dealt and taken: 25% > 40%.
Effect: Summons a stack of [ 6 + 2 × hero’s Spell Power ] Primal Remnants. They will disappear at the end of the battle.
Summon radius: 1 > 2.
Summoned stack can use active abilities.
Spell Power multiplier: 2 > 3.