List of spells includes all the available spells in Heroes of Might and Magic III. The list is sortable by name, level or class.

名称 等级 类型 初级效果 中级效果 高级效果
Air Shield small.png Air Shield 3rd Air Magic Target, allied troop takes 25% less damage from ranged attacks. Target, allied troop takes 50% less damage from ranged attacks. All allied troops takes 50% less damage from ranged attacks.
Anti-Magic small.png Anti-Magic 3rd Earth Magic Target, allied troop can only be affected by level 4 or 5 spells. Target, allied troop can only be affected by level 5 spells. Target, allied troop is immune to spell effects.
Armageddon small.png Armageddon 4th Fire Magic All troops take (30 + (power × 50)) points of damage. All troops take (60 + (power × 50)) points of damage. All troops take (120 + (power × 50)) points of damage.
Berserk small.png Berserk 4 Fire Magic Target attacks nearest troop. 1 hex affected. Target attacks nearest troop. All creatures in a 2 hex radius affected. Target attacks nearest troop. All creatures in a 3 hex radius affected.
Blind small.png Blind 2nd Fire Magic Blinds the selected enemy unit so that it cannot act until attacked, dispelled or effect wears off. Deactivating attack is retaliated at 50% of base attack rating. Blinds the selected enemy unit so that it cannot act until attacked, dispelled or effect wears off. Deactivating attack is retaliated at 25% of base attack rating. Blinds the selected enemy unit so that it cannot act until attacked, dispelled or effect wears off. Deactivating attack is not retaliated.
Bloodlust small.png Bloodlust 1st Fire Magic Increases the selected friendly unit's attack strength for hand-to-hand attacks by 3. Increases the selected friendly unit's attack strength for hand-to-hand attacks by 6. Increases the attack strength for hand-to-hand attacks of all friendly units by 6.
Clone small.png Clone 4th Water Magic Creates a duplicate of target, allied troop level 1-5. The duplicate can attack but is dispelled if it receives any damage. Same as Basic Effect, except the duplicate may be of a level 1-6 troop. Same as Basic Effect, except the duplicate may be of a level 1-7 troop.
Counterstrike small.png Counterstrike 4th Air Magic Target, allied troop can retaliate against one additional attack per round. Target, allied troop can retaliate against two additional attacks per round. All allied troops can retaliate against two additional attacks per round.
Cure small.png Cure 1st Water Magic Removes all negative spell effects from the selected friendly unit and heals it for (10 + (power x 5)) health points. Removes all negative spell effects from the selected friendly unit and heals it for (20 + (power x 5)) health points. Removes all negative spell effects from all friendly units and heals them for (30 + (power x 5)) health points.
Curse small.png Curse 1st Fire Magic Causes the selected enemy unit to inflict minimum damage when attacking. Causes the selected enemy unit to inflict (minimum damage -1) when attacking. Base damage for each creature cannot be reduced to below 1. Causes all enemy units to inflict (minimum damage -1) when attacking. Base damage for each creature cannot be reduced to below 1.
Destroy Undead small.png Destroy Undead 3rd Air Magic All undead creature troops receive ((power x 10) + 10) damage. All undead creature troops receive ((power x 10) + 20) damage. All undead creature troops receive ((power x 10) + 50) damage.
Disguise small.png Disguise 2nd Air Magic 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. Same as basic effect except troop population quantities are represented as "0". Same as advanced effect except all troops are represented as if populated by the most powerful creature in hero's longest owned town.
Dispel small.png Dispel 1st Water Magic Removes all spell effects from the selected friendly unit. Removes all spell effects from the selected friendly or enemy unit. Removes all spell effects from all units on the battlefield.
Disrupting Ray small.png Disrupting Ray 2nd Air Magic Reduces the selected enemy unit's defense strength by 3. A single enemy may be targeted multiple times by this spell. Reduces the selected enemy unit's defense strength by 4. A single enemy may be targeted multiple times by this spell. Reduces the selected enemy unit's defense strength by 5. A single enemy may be targeted multiple times by this spell.
Earthquake small.png Earthquake 3rd Earth Magic Does one point of damage to two random castle walls during siege combat. Does one point of damage to three random castle walls during siege combat. Does one point of damage to four random castle walls during siege combat.
Fire Shield small.png Fire Shield 4 Fire Magic 20% of hand-to-hand damage inflicted on target, allied troop is counter-inflicted on attackers of the troop. 25% of hand-to-hand damage inflicted on target, allied troop is counter-inflicted on attackers of the troop. 30% of hand-to-hand damage inflicted on target, allied troop is counter-inflicted on attackers of the troop.
Fire Wall small.png Fire Wall 2nd Fire Magic Places a 2-hex wildfire on the battlefield at a point specified by the caster. Any units passing through the wall take (10 + (power x 10)) damage. Places a 3-hex wildfire on the battlefield at a point specified by the caster. Any units passing through the wall take (20 + (power x 10)) damage. Places a 3-hex wildfire on the battlefield at a point specified by the caster. Any units passing through the wall take (50 + (power x 10)) damage.
Fireball small.png Fireball 3 Fire Magic Troops within target hex and adjacent hexes take (15 + (power x 10)) damage. Troops within target hex and adjacent hexes take (30 + (power x 10)) damage. Troops within target hex and adjacent hexes take (60 + (power x 10)) damage.
Force Field small.png Force Field 3rd Earth Magic A two hex-wide force wall is created at target hex. Movement through these hexes is blocked. Same as basic effect, except the force wall is three hexes wide. Same as advanced effect.
Forgetfulness small.png Forgetfulness 3rd Water Magic Half of the creatures in target, enemy troop, with ranged attack forget to shoot and how to use melee attack. Target, enemy troop with ranged attack cannot use its ranged attack. Half of them forget how to use melee attack. All enemy troops with ranged attacks cannot use their ranged attacks. Half of each of them forget how to use melee attack.
Fortune small.png Fortune 2nd Air Magic Increases the selected friendly unit's luck by 1. Increases the selected friendly unit's luck by 2. Increases the luck of all friendly units by 2.
Frenzy small.png Frenzy 4th Fire Magic Target troop's attack rating is increased by 100% of the troop's defense rating, and its defense rating is reduced to zero. Target troop's attack rating is increased by 150% of the troop's defense rating, and its defense rating is reduced to zero. Target troop's attack rating is increased by 200% of the troop's defense rating, and its defense rating is reduced to zero.
Frost Ring small.png Frost Ring 3rd Water Magic Troops in hexes surrounding target hex receive (15 + (power x 10)) in damage. Target hex is unaffected. Troops in hexes surrounding target hex receive (30 + (power x 10)) in damage. Target hex is unaffected. Troops in hexes surrounding target hex receive (60 + (power x 10)) in damage. Target hex is unaffected.
Haste small.png Haste 1st Air Magic Increases the speed of the selected allied unit by 3. Increases the speed of the selected allied unit by 5. Increases the speed of all allied units by 5.
Hypnotize small.png Hypnotize 3rd Air Magic Target, enemy troop of less than (10 + (power x 25)) health is put under your control. Target, enemy troop of less than (20 + (power x 25)) health is put under your control. Target, enemy troop of less than (50 + (power x 25)) health is put under your control.
Ice Bolt small.png Ice Bolt 2nd Water Magic Drains the body heat from the selected enemy unit, dealing (10 + (power x 20)) damage to it. Drains the body heat from the selected enemy unit, dealing (20 + (power x 20)) damage to it. Drains the body heat from the selected enemy unit, dealing (50 + (power x 20)) damage to it.
Implosion small.png Implosion 5th Earth Magic Target, enemy troop receives (100 + (power × 75)) damage. Target, enemy troop receives (200 + (power × 75)) damage. Target, enemy troop receives (300 + (power × 75)) damage.
Inferno small.png Inferno (spell) 4th Fire Magic Strikes target hex, and all hexes within two hexes for (20 + (power x 10)) damage. Strikes target hex, and all hexes within two hexes for (40 + (power x 10)) damage. Strikes target hex, and all hexes within two hexes for (80 + (power x 10)) damage.
Lightning Bolt small.png Lightning Bolt 2nd Air Magic Causes a bolt of lightning to strike the selected unit, dealing (10 + (power x 25)) damage to it. Causes a bolt of lightning to strike the selected unit, dealing (20 + (power x 25)) damage to it. Causes a bolt of lightning to strike the selected unit, dealing (50 + (power x 25)) damage to it.
Magic Arrow small.png Magic Arrow 1st All Schools Causes a bolt of magical energy to strike the selected enemy unit, dealing (10 + (power x 10)) damage to it. Causes a bolt of magical energy to strike the selected enemy unit, dealing (20 + (power x 10)) damage to it. Causes a bolt of magical energy to strike the selected enemy unit, dealing (30 + (power x 10)) damage to it.
Magic Mirror small.png Magic Mirror 5th Air Magic Enemy spells cast on targeted, allied troop has a 20% chance of being redirected to a random enemy troop. Enemy spells cast on targeted, allied troop has a 30% chance of being redirected to a random enemy troop. Enemy spells cast on targeted, allied troop has a 40% chance of being redirected to a random enemy troop.
Meteor Shower small.png Meteor Shower 4th Earth Magic Troops in target hex and adjacent hexes take (25 + (power x 25)) damage. Troops in target hex and adjacent hexes take (50 + (power x 25)) damage. Troops in target hex and adjacent hexes take (100 + (power x 25)) damage.
Mirth small.png Mirth 3rd Water Magic Morale of target allied troop is increased by one. Morale of target allied troop is increased by two. Morale of all allied troops is increased by two.
Misfortune small.png Misfortune 3rd Fire Magic Luck of target, enemy troop is reduced by one. Luck of target, enemy troop is reduced by two. Luck of all enemy troops is reduced by two.
Prayer small.png Prayer 4th Water Magic Target, allied troop's attack, defense, and speed (hexes per turn) ratings are increased by 2. Target, allied troop's attack, defense, and speed (hexes per turn) ratings are increased by 4. All allied troop's attack, defense, and speed ratings are increased by 4.
Precision small.png Precision 2nd Air Magic Increases the selected friendly ranged unit's attack strength for ranged attacks by 3. Increases the selected friendly ranged unit's attack strength for ranged attacks by 6. Increases the attack strength for ranged attacks of all friendly ranged units by 6.
Protection from Air small.png Protection from Air 2nd Air Magic Protects the selected friendly unit, reducing damage it received from Air spells by 30%. Protects the selected friendly unit, reducing damage it received from Air spells by 50%. Protects all friendly units, reducing damage they received from Air spells by 50%.
Protection from Earth small.png Protection from Earth 3rd Earth Magic Damage from earth magic spells is reduced by 30% for target, allied troop. Damage from earth magic spells is reduced by 50% for target, allied troop. Damage from earth magic spells is reduced by 50% for all allied troops.
Protection from Fire small.png Protection from Fire 1st Fire Magic Protects the selected friendly unit, reducing damage it received from Fire spells by 30%. Protects the selected friendly unit, reducing damage it received from Fire spells by 50%. Protects all friendly units, reducing damage they received from Fire spells by 50%.
Protection from Water small.png Protection from Water 1st Water Magic Protects the selected friendly unit, reducing damage it received from Water spells by 30%. Protects the selected friendly unit, reducing damage it received from Water spells by 50%. Protects all friendly units, reducing damage they received from Water spells by 50%.
Quicksand small.png Quicksand 2nd Earth Magic Quicksand pits are placed in 4 random hexes. Quicksand pits are placed in 6 random hexes. Quicksand pits are placed in 8 random hexes.
Remove Obstacle small.png Remove Obstacle 2nd Water Magic Removes any non-magic obstacle of the caster's choice from the battlefield. Integrated obstacles, such as cliffs are not affected. Removes any non-magic obstacle or Fire Wall of the caster's choice from the battlefield. Integrated obstacles, such as cliffs are not affected. Removes any non-magic or magical obstacle of the caster's choice from the battlefield. Integrated obstacles, such as cliffs are not affected.
Resurrection small.png Resurrection 4th Earth Magic Target, allied troop with dead creatures has (40 + (power x 50)) health worth of creatures restored to life for the duration of the current battle. Same as basic effect, except that (80 + (power x 50)) health worth of creatures are restored permanently. Same as advanced effect, except that (160 + (power x 50)) health worth of creatures are restored permanently.
Sacrifice small.png Sacrifice 5th Fire Magic Target, non-undead troop is sacrificed (destroyed). Then another target dead troop has ((power + destroyed troop's base health + 3) x # of creatures sacrificed) in health total of creatures returned to life. Same as basic effect, except that health total of creatures resurrected is ((power + destroyed troop's base health + 6) x # of creatures sacrificed)- Target, non-undead troop is sacrificed (destroyed). Then another target dead troop has ((power + destroyed troop's base health + 10) x # of creatures sacrificed).
Scuttle Boat small.png Scuttle Boat 2nd Water Magic Spell has 50% chance of destroying a boat, unless occupied. Spell has 75% chance of destroying a boat, unless occupied. Spell destroys a boat, unless occupied.
Shield small.png Shield 1st Earth Magic Shields a selected friendly unit, reducing the amount of damage it received from hand-to-hand attacks by 15%. Shields a selected friendly unit, reducing the amount of damage it received from hand-to-hand attacks by 30%. Shields all friendly units, reducing the amount of damage they received from hand-to-hand attacks by 30%.
Slayer small.png Slayer 4th Fire Magic Target allied troop's attack rating is increased by eight against behemoths, dragons, hydras, (firebirds, and haspids) Horn of the Abyss. Same as basic effect, except that attack bonus also affects devils and angels. Same as advanced effect, except attack bonus also affects giants/titans.
Slow small.png Slow 1st Earth Magic Reduces the speed of the selected enemy unit by 25%. Reduces the speed of the selected enemy unit by 50%. Reduces the speed of all enemy units by 50%.
Sorrow small.png Sorrow 4th Earth Magic Target, enemy troop's morale rating is reduced by 1. Target, enemy troop's morale rating is reduced by 2. All enemy troops' morale rating is reduced by 2.
Stone Skin small.png Stone Skin 1st Earth Magic Increases the selected friendly unit's defense strength by 3. Increases the selected friendly unit's defense strength by 6. Increases the defense strength of all friendly units by 6.
Summon Air Elemental small.png Summon Air Elemental 5th Air Magic Summons a troop of air elementals containing creatures amount of (power x 2). Summons a troop of air elementals containing creatures amount of (power x 3). Summons a troop of air elementals containing creatures amount of (power x 4).
Summon Boat small.png Summon Boat 1st Water Magic Summons one of your hero's boats to their current location. If none of those boats are available, then one of your other heroes' boats is summoned. Spell has a 50% chance of working. The spell fails if there are no unoccupied boats available. 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 sixty-four boats allowed on the Adventure Map at one time. The spell fails if all are occupied. Same as advanced effect, except that the spell has a 100% chance of working (unless all sixty-four boats are occupied).
Summon Earth Elemental small.png Summon Earth Elemental 5th Earth Magic A troop containing (power x 2) earth elementals appears on the side of the casting player. Same as basic effect, except that (power x 3) earth elementals are summoned. Same as basic effect, except that (power x 4) earth elementals are summoned.
Summon Fire Elemental small.png Summon Fire Elemental 5th Fire Magic A troop containing (2 x power) fire elementals appears on the side of the casting player. Same as basic effect, except that (3 x power) fire elementals are summoned. Same as basic effect, except that (4 x power) fire elementals are summoned.
Summon Water Elemental small.png Summon Water Elemental 5th Water Magic A troop containing (power x 2) Water Elementals appears on the side of the casting player. Only one type of elemental can be summoned. Same as basic effect, except that (power x 3) Water Elementals are summoned. Same as basic effect, except that (power x 4) Water Elementals are summoned.
View Earth small.png View Earth 1st Earth Magic Displays the location of all loose resources on the view world screen. Displays the location of all mines and loose resources on the view world screen. Displays the entire terrain, all mines and loose resources on the view world screen.
Visions small.png Visions 2nd All Schools Displays number of monsters in a wandering monster troop and whether or not the troop will offer to join the casting hero's army. Range is equal to power or three, whichever is greater. Same as basic effect, except an enemy hero's primary skill stats, and the composition and quantity of the hero's army can be viewed. Range is (power x 2) or three, whichever is greater. Same as advanced effect, except an enemy town's statistics and garrison composition and quantity may be viewed. Range is (power x 3) or three, whichever is greater.
Weakness small.png Weakness 2nd Water Magic Reduces the selected enemy unit's attack strength by 3. Reduces the selected enemy unit's attack strength by 6. Reduces the attack strength of all enemy units by 6.
Teleport small.png 传送 3rd Water Magic Target allied troop instantly moves to an unoccupied target hex. Troop cannot teleport over walls or moats. Same as Basic Effect, except troop can teleport over walls. Troop can move to any unoccupied hex.
Town Portal small.png 回城 4 Earth Magic Adventure Map Teleport, casting hero is teleported to the nearest allied town. 300 movement points are expended when the spell is cast. Adventure Map Teleport, casting hero may teleport to any allied town with no visiting hero. 300 movement points are expended when the spell is cast. Adventure Map Teleport, any allied unoccupied town, deducted movement points are 200 points.
Land Mine small.png 埋设地雷 3rd Fire Magic Landmines are placed in four random hexes on the battlefield. A troop stepping on a mine takes ((Power x 10) + 25) damage. Enemy creatures battling on their native terrain can see the mines and can cross them safely. To all others they are invisible. Same as basic effect, except that six mines are placed, and damage is ((Power x 10) + 50). Same as basic effect, except that eight mines are placed, and damage is ((Power x 10) + 100).
Dimension Door small.png 次元门 5 Air Magic Teleports hero to a selected (unoccupied and visible) location on the adventure map. The spell may be cast twice per day and reduces the hero's movement by three tiles for each casting. Spends 300 movement points. Same as basic effect, except the spell may be cast three times in a day. Same as advanced effect, except the spell may be cast four times in a day, and movement allowance is reduced by two tiles. Spends 200 movement points.
Death Ripple small.png 死亡波纹 2 Earth Magic Sends a wave of death across the battlefield which damages all non-undead units, dealing (10 + (power x 5)) damage to them. Sends a wave of death across the battlefield which damages all non-undead units, dealing (20 + (power x 5)) damage to them. Sends a wave of death across the battlefield which damages all non-undead units, dealing (30 + (power x 5)) damage to them.
Water Walk small.png 水行 4 Water Magic The casting hero may follow a movement path across water with 40% penalty, provided the end destination is an unoccupied location on land. The casting hero may follow a movement path across water with 20% penalty, provided the end destination is an unoccupied location on land. The casting hero may follow a movement path across water without penalty, provided the end destination is an unoccupied location on land.
Titan's Lightning Bolt small.png 泰坦之雷 5 Air Magic Does 600 damage. Requires Titan's Thunder. Does 600 damage. Requires Titan's Thunder. Does 600 damage. Requires Titan's Thunder.
Bless small.png 祝福 1st Water Magic Causes the selected friendly unit to inflict maximum damage when it attacks. Causes the selected friendly unit to inflict (maximum damage +1) when it attacks. Causes all friendly units to inflict (maximum damage +1) when they attack.
Animate Dead small.png 聚灵 3 Earth Magic Reanimates (30 + (power × 50)) health points worth of killed undead creatures in target, allied troop. Reanimates (60 + (power × 50)) health points worth of killed undead creatures in target, allied troop. Reanimates (160 + (power × 50)) health points worth of killed undead creatures in target, allied troop.
View Air small.png 观天 1 Air Magic Displays the location of all artifacts on the view world screen. Displays the location of all artifacts and heroes on the view world screen. Displays the location of all artifacts, heroes and towns.
Chain Lightning small.png 连锁闪电 4 Air Magic Lightning bolt strikes target troop for (25 + (power x 40)) damage. Bolt strikes four troops. Lightning bolt strikes target troop for (50 + (power x 40)) damage. Bolt strikes five troops. Lightning bolt strikes target troop for (100 + (power x 40)) damage. Bolt strikes five troops.
Fly small.png 飞行 5 Air Magic Allows the casting hero to move over water and any obstacles on the map with 40% penalty. Allows the casting hero to move over water and any obstacles on the map with 20% penalty. Allows the casting hero to move over water and any obstacles on the map without penalty.

See also