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Spells

Also shown as <spell>.

Each spell has an effect that can be improved upon by Empowering ( <power>) it. This makes the effect of the spell stronger, at the expense of using extra cards to do so. In addition to their regular effects, any spell can also be discarded to provide +1 <power>. Spells are gained by Searching the Spell deck, either the Mage Guild, by visiting fields or by any other effect that lets the player do the Search.

Levels

Basic Spells

Basic Spell Cards have the symbol of their School in one of its corners.

Expert Spells

Expert Spell Cards have the symbol of their School in all of its corners.

Schools

All Spell Cards belong to one School: Air, Earth, Fire, or Water. The sole exception to this rule is the Magic Arrow spell, which can belong to any School (its School needs to be chosen at the time of casting it). Hero specialties are not considered Spells, even though some of them have a School of Magic.

School of Air Magic

School of Air Magic
Name Level Effect Content
Air Shield Basic <ongoing> Until the end of the Combat, the selected unit gains * when it is attacked by a <unit_ranged> unit.

<power> 0 ➣ +1 <defense>
<power> 1 ➣ +2 <defense>
<power> 2 ➣ +3 <defense>
Regular Stretch Goals 2024
Chain Lightning Expert <activation> Select a unit and another 2 units closest to it. Allocate * <damage>, starting with the first selected unit.

<power> 0 ➣ 1/1/1 <damage>
<power> 2 ➣ 2/1/1 <damage>
<power> 4 ➣ 3/2/1 <damage>
Core Game
Counterstrike Expert <instant> Remove the Black cube from the selected * Unit card - that unit is now able to perform a Retaliation Attack action again:

<power> 0 ➣ * <bronze>
<power> 2 ➣ * <bronze> or <silver>
<power> 4 ➣ * <bronze> or <silver> or <golden>
Core Game
Dimension Door Expert <map_effect> Move a Hero up to * field(s). Ignore any obstacles and fields in-between and resolve the last one normally.

<power> 0 ➣ *1
<power> 2 ➣ *2
<power> 4 ➣ *3
Rampart Expansion
Disrupting Ray Basic <ongoing> Until the end of the Combat, the selected * unit cannot use their special ability:

<power> 0 ➣ * <bronze>
<power> 1 ➣ * <bronze> or <silver>
<power> 2 ➣ * <bronze> or <silver> or <golden>
Core Game
Fly Expert <ongoing> During this turn, your Hero can move through the blocked fields (but cannot end their movement there) and:

<power> 0 ➣ No additional effect
<power> 2 ➣ +1 <movement>
<power> 4 ➣ +2 <movement>
Fortress Expansion
Fortune Basic <instant> Reroll one Treasure, Resource, or Attack die *. Resolve the result of your choice

<power> 0 ➣ *once
<power> 1 ➣ *twice
<power> 2 ➣ *3 times
Fortress Expansion
Haste Basic <ongoing> Until the end of the Combat, the selected unit gains:

<power> 0 ➣ +1 <initiative>
<power> 1 ➣ +2 <initiative>
<power> 2 ➣ +3 <initiative>
Core Game
Lightning Bolt Basic <activation> The selected unit suffers:

<power> 0 ➣ 2 <damage>
<power> 1 ➣ 3 <damage>
<power> 2 ➣ 4 <damage>
Core Game
Magic Arrow Basic <activation> The selected unit suffers:

<power> 0 ➣ 1 <damage>
<power> 1 ➣ 2 <damage>
<power> 2 ➣ 3 <damage>
Core Game
Rampart Expansion
Fortress Expansion
Inferno Expansion
Stronghold Expansion
Conflux Expansion
Cove Expansion
Regular Stretch Goals 2024 (Alternate Heroes 2 art)
Magic Mirror Expert <instant> When your * unit is about to be targeted or damaged by a <spell>, choose a new target for that <spell>.

<power> 0 ➣ * <bronze>
<power> 1 ➣ * <bronze> or <silver>
<power> 2 ➣ * <bronze> or <silver> or <golden>
Stronghold Expansion
Precision Basic <instant> When attacking a non-adjacent unit, the selected <unit_ranged> unit ignores the combat penalties and gains:

<power> 0 ➣ +1 <attack>
<power> 1 ➣ +2 <attack>
<power> 2 ➣ +3 <attack>
Rampart Expansion
Protection from Air Basic <instant> Play this card after * from the School of Air Magic is cast to ignore that spell's effect.

<power> 0 ➣ *a Basic Spell
<power> 1 ➣ *a Basic or an Expert Spell
Regular Stretch Goals 2024
Summon Air Elemental Expert <activation> On a chosen empty space:

<power> 0 ➣ No effect
<power> 2 ➣ Summon a Few Air Elementals
<power> 4 ➣ Summon a Pack of Air Elementals
Conflux Expansion
View Air Basic <map_effect> Gain:

<power> 0 ➣ 3 <gold>
<power> 1 ➣ 2 <building_materials>
<power> 2 ➣ 1 <valuables>
Tower Expansion

School of Earth Magic

School of Earth Magic
Name Level Effect Content
Anti-Magic Basic <ongoing> Until the end of the Combat, the selected * unit cannot be targeted by spells:

<power> 0 ➣ * <bronze>
<power> 2 ➣ * <bronze> or <silver>
<power> 4 ➣ * <bronze> or <silver> or <golden>
Core Game
Earthquake Basic <instant> During a Town siege:

<power> 0 ➣ Remove 1 Gate or Wall obstacle of your choice.
<power> 1 ➣ Remove 2 Gate or Wall obstacles of your choice.
<power> 2 ➣ Every unit adjacent to a Wall or Gate obstacle suffers 1 <damage>. Remove all Gate or Wall obstacles.
Rampart Expansion
Force Field Basic <ongoing> Place this card or a Force Field token on an empty space. It counts as an Obstacle until the end of:

<power> 0 ➣ This Combat round
<power> 1 ➣ The next Combat round
<power> 2 ➣ This Combat
Regular Stretch Goals 2024
Implosion Expert <activation> The selected unit suffers:

<power> 1 ➣ 2 <damage>
<power> 3 ➣ 4 <damage>
<power> 5 ➣ 6 <damage>
Fortress Expansion
Magic Arrow Basic <activation> The selected unit suffers:

<power> 0 ➣ 1 <damage>
<power> 1 ➣ 2 <damage>
<power> 2 ➣ 3 <damage>
Core Game
Rampart Expansion
Fortress Expansion
Inferno Expansion
Stronghold Expansion
Conflux Expansion
Cove Expansion
Regular Stretch Goals 2024 (Alternate Heroes 2 art)
Protection from Earth Basic <instant> Play this card after * from the School of Earth Magic is cast to ignore that spell's effect.

<power> 0 ➣ *a Basic Spell
<power> 1 ➣ *a Basic or an Expert Spell
Regular Stretch Goals 2024
Quicksand Basic <ongoing> Shuffle up to * Quicksand tokens and place them face down on chosen empty spaces. Once placed, you can look at your tokens (See Stronghold rulebook).

<power> 0 ➣ 2
<power> 1 ➣ 4
<power> 2 ➣ 6
Stronghold Expansion
Resurrection Expert <instant> Cancel an attack that would reduce your * unit's <health_points> to 0. You can cast this spell immediately after the enemy unit's attack.

<power> 0 ➣ * <bronze>
<power> 2 ➣ * <bronze> or <silver>
<power> 4 ➣ * <bronze> or <silver> or <golden>
Core Game
Shield Basic <instant> The defending unit gains * against a <unit_ground> or <unit_flying> unit.

<power> 0 ➣ *+1 <defense>
<power> 1 ➣ *+2 <defense>
<power> 2 ➣ *+3 <defense>
Tower Expansion
Slow Basic <ongoing> Until the end of the Combat, the selected unit suffers:

<power> 0 ➣ -1 <initiative>
<power> 1 ➣ -2 <initiative>
<power> 2 ➣ -3 <initiative>
Core Game
Sorrow Expert <instant> When a * unit is about to activate, skip this unit's activation.

<power> 0 ➣ * <bronze>
<power> 2 ➣ * <bronze> or <silver>
<power> 4 ➣ * <bronze> or <silver> or <golden>
Rampart Expansion
Stone Skin Basic <instant> The selected unit gains:

<power> 0 ➣ +1 <defense>
<power> 1 ➣ +2 <defense>
<power> 2 ➣ +3 <defense>
Core Game
Summon Earth Elemental Expert <activation> On a chosen empty space:

<power> 0 ➣ No effect
<power> 2 ➣ Summon a Few Earth Elementals
<power> 4 ➣ Summon a Pack of Earth Elementals
Conflux Expansion
Town Portal Expert <map_effect> Move your Hero to a selected Town or Settlement in your control, and:

<power> 0 ➣ No additional effect
<power> 2 ➣ +1 <movement>
<power> 4 ➣ +2 <movement>
Core Game
View Earth Basic <instant> Choose enemy Mine within * fields. Replace the owner's cube with yours.

<power> 0 ➣ *1
<power> 1 ➣ *2
<power> 2 ➣ *3
Fortress Expansion

School of Fire Magic

School of Fire Magic
Name Level Effect Content
Berserk Expert <ongoing> Select a * unit. In its activation, this unit must either attack the nearest unit or move to the nearest unit and attack it.

<power> 0 ➣ * <bronze>
<power> 2 ➣ * <silver>
<power> 4 ➣ * <golden>
Tower Expansion
Regular Stretch Goals 2024
Blind Basic <activation> Place a <paralysis> token on the selected * unit:

<power> 0 ➣ * <bronze>
<power> 1 ➣ * <bronze> or <silver>
<power> 2 ➣ * <bronze> or <silver> or <golden>
Core Game
Bloodlust Basic <instant> The selected <unit_ground> or <unit_flying> unit gains:

<power> 0 ➣ +1 <attack>
<power> 1 ➣ +2 <attack>
<power> 2 ➣ +3 <attack>
Core Game
Curse Basic <instant> The selected unit suffers (to a minimum of 0):

<power> 0 ➣ -1 <defense>
<power> 1 ➣ -2 <defense>
<power> 2 ➣ -3 <defense>
Core Game
Fire Shield Expert <ongoing> When the targeted unit is attacked by an adjacent unit during this Combat round, the attacking unit takes:

<power> 0 ➣ 1 <damage>
<power> 2 ➣ 2 <damage>
<power> 4 ➣ 3 <damage>
Core Game
Fire Wall Basic <ongoing> For this Combat, place this card in an empty space on the Combat board. Deal * to any unit stopping here and to any <unit_ground> or <unit_ranged> unit passing through.

<power> 0 ➣ *1 <damage>
<power> 2 ➣ *2 <damage>
<power> 4 ➣ *3 <damage>
Rampart Expansion
Fireball Expert <activation> Select 2 adjacent places. Deal * <damage> to units in these spaces.

<power> 0 ➣ 1 <damage>
<power> 2 ➣ 2 <damage>
<power> 4 ➣ 3 <damage>
Core Game
Frenzy Expert <instant> This unit ignores the <defense> of the attacked * unit.

<power> 0 ➣ * <bronze>
<power> 2 ➣ * <bronze> or <silver>
<power> 4 ➣ * <bronze> or <silver> or <golden>
Fortress Expansion
Inferno Expert <activation> Select a space. Now roll an Attack die *. All units on this and the adjacent spaces take 1 <damage> for every "+1" rolled.

<power> 0 ➣ *once
<power> 1 ➣ *twice
<power> 2 ➣ *4 times
Inferno Expansion
Land Mine Expert <ongoing> Shuffle and place randomly up to * Land Mine tokens on chose empty spaces. After that, you can look at what is on the other side of the tokens.

<power> 0 ➣ 2
<power> 1 ➣ 4
<power> 2 ➣ 6
Regular Stretch Goals 2024
Magic Arrow Basic <activation> The selected unit suffers:

<power> 0 ➣ 1 <damage>
<power> 1 ➣ 2 <damage>
<power> 2 ➣ 3 <damage>
Core Game
Rampart Expansion
Fortress Expansion
Inferno Expansion
Stronghold Expansion
Conflux Expansion
Cove Expansion
Regular Stretch Goals 2024 (Alternate Heroes 2 art)
Misfortune Basic <instant> Play immediately when the selected * enemy unit is attacking. Negate an Attack die result or an additional <attack> from any card.

<power> 0 ➣ * <bronze>
<power> 1 ➣ * <bronze> or <silver>
<power> 2 ➣ * <bronze> or <silver> or <golden>
Fortress Expansion
Protection from Fire Basic <instant> Play this card after * from the School of Fire Magic is cast to ignore that spell's effect.

<power> 0 ➣ *a Basic Spell
<power> 1 ➣ *a Basic or an Expert Spell
Regular Stretch Goals 2024
Sacrifice Expert <activation> Choose 1 of your * units. You can transfer up to as much <damage> from this unit to another one in your army, as much is needed for the other unit to perish.

<power> 0 ➣ * <bronze>
<power> 2 ➣ * <bronze> or <silver>
<power> 4 ➣ * <bronze> or <silver> or <golden>
Regular Stretch Goals 2024
Slayer Expert <instant> When attacking a <golden> unit, roll an Attack die * and apply all the results (except for a "-1"). After resolving this <attack>, draw 1 card.

<power> 0 ➣ *twice
<power> 2 ➣ *4 times
<power> 4 ➣ *6 times
Rampart Expansion
Summon Fire Elemental Expert <activation> On a chosen empty space:

<power> 0 ➣ No effect
<power> 2 ➣ Summon a Few Fire Elementals
<power> 4 ➣ Summon a Pack of Fire Elementals
Conflux Expansion
Visions Basic <instant> Draw * from any Neutral Unit deck. You can discard any of them and return the remaining cards in any order.

<power> 0 ➣ *1 card
<power> 1 ➣ *2 cards
<power> 2 ➣ *3 cards
Inferno Expansion

School of Water Magic

School of Water Magic
Name Level Effect Content
Bless Basic <instant> The selected <unit_ground> or <unit_flying> unit:

<power> 0 ➣ Ignores the Attack die roll.
<power> 1 ➣ Ignores the Attack die roll and gains +1 <attack>
<power> 2 ➣ Ignores the Attack die roll and gains +2 <attack>
Core Game
Clone Expert <ongoing> Place a Clone token on an allied * unit and one on an empty space adjacent to that unit. The Cloned unit acts like the original one, but has only 1 <health_points>.

<power> 1 ➣ * <bronze>
<power> 3 ➣ * <bronze> or <silver>
<power> 5 ➣ * <bronze> or <silver> or <golden>
Cove Expansion
Cure Basic <instant> Remove any effect or <paralysis> from the selected unit, and remove from this unit up to:

<power> 0 ➣ 1 <damage>
<power> 1 ➣ 2 <damage>
<power> 2 ➣ 3 <damage>
Core Game
Dispel Basic <instant> Remove all <ongoing> effects from a space or a * unit and the space it occupies.

<power> 0 ➣ * <bronze>
<power> 1 ➣ * <bronze> or <silver>
<power> 2 ➣ * <bronze> or <silver> or <golden>
Tower Expansion
Forgetfulness Basic <ongoing> During its next activation, a * <unit_ranged> unit of your choice cannot <attack>.

<power> 0 ➣ * <bronze>
<power> 1 ➣ * <bronze> or <silver>
<power> 2 ➣ * <bronze> or <silver> or <golden>
Rampart Expansion
Frost Ring Expert <activation> Select a space on the Combat board. 2 units adjacent to this space suffer:

<power> 0 ➣ 1 <damage>
<power> 2 ➣ 2 <damage>
<power> 4 ➣ 3 <damage>
Fortress Expansion
Magic Arrow Basic <activation> The selected unit suffers:

<power> 0 ➣ 1 <damage>
<power> 1 ➣ 2 <damage>
<power> 2 ➣ 3 <damage>
Core Game
Rampart Expansion
Fortress Expansion
Inferno Expansion
Stronghold Expansion
Conflux Expansion
Cove Expansion
Regular Stretch Goals 2024 (Alternate Heroes 2 art)
Mirth Expert <ongoing> You can reroll each of your Attack dice once. During:

<power> 0 ➣ This Activation
<power> 2 ➣ This Combat round
<power> 4 ➣ This Combat
Rampart Expansion
Prayer Expert <instant> The selected unit gains * <attack>, <defense>, or <initiative>:

<power> 0 ➣ *+1
<power> 2 ➣ *+2
<power> 4 ➣ *+3
Core Game
Protection from Water Basic <instant> Play this card after * from the School of Water Magic is cast to ignore that spell's effect.

<power> 0 ➣ *a Basic Spell
<power> 1 ➣ *a Basic or an Expert Spell
Regular Stretch Goals 2024
Remove Obstacle Basic <instant> Remove * obstacles (except units) from the Combat board.

<power> 0 ➣ *1
<power> 1 ➣ *2
<power> 2 ➣ *3
Fortress Expansion
Summon Water Elemental Expert <activation> On a chosen empty space:

<power> 0 ➣ No effect
<power> 2 ➣ Summon a Few Water Elementals
<power> 4 ➣ Summon a Pack of Water Elementals
Conflux Expansion
Teleport Expert <activation> During Combat, move one allied * unit to any empty space - ignore any obstacles or effects when moving.

<power> 0 ➣ * <bronze>
<power> 1 ➣ * <bronze> or <silver>
<power> 2 ➣ * <bronze> or <silver> or <golden>
Core Game
Water Walk Expert <map_effect> Choose one of your Heroes. They gain * and can continue their movement after entering a sea field from a land field.

<power> 0 ➣ *+0 <movement>
<power> 1 ➣ *+1 <movement>
<power> 2 ➣ *+2 <movement>
Cove Expansion
Weakness Basic <instant> The selected unit suffers (to a minimum of 0):

<power> 0 ➣ -1 <attack>
<power> 1 ➣ -2 <attack>
<power> 2 ➣ -3 <attack>
Core Game