Level 2 Spells
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Name Type School Duration Cost
Visions Adventure All One Turn 4 Basic: Displays number of monsters in a group and probable outcome if approached. Range is equal to spell power (minimum of 3)
Advanced: Also displays enemy hero's primary skills. Range is equal to double hero's spell power (minimum of 3)
Expert: Also displays enemy town's and garrison's stats. Range is equal to triple hero's spell power (minimum of 3)
Disguise Adventure Air One Turn 4 Basic: Hero appears to have army consisting of most powerful creatures in that army. Quantities are not affected.
Advanced: Hero appears to have army consisting of most powerful creatures in that army, with quantities appearing as zero.
Expert: Hero appears to have army consisting of most powerful creature in longest-owned town, with quantities appearing as zero.
Disrupting Ray Combat Air One Round 7 Basic: Reduces targeted troop's defense by three.
Advanced: Reduces targeted troop's defense by four.
Expert: Reduces targeted troop's defense by five.
Fortune Combat Air Immediate 10 Basic: Increases targeted troop's luck by one.
Advanced: Increases targeted troop's luck by two.
Expert: Increases all allied troops' luck by two
Lightning Bolt Combat Air Immediate 10 Basic: Damages targeted troop [(Power x 25) + 10].
Advanced: Damages targeted troop [(Power x 25) + 20].
Expert: Damages targeted troop [(Power x 25) + 50].
Precision Combat Air One Round 8 Basic: Targeted ranged-attack troop's range attack increases by three.
Advanced: Targeted ranged-attack troop's range attack increases by six.
Expert: All allied ranged-attack troops' range attack increases by six.
Protect from Air Combat Air One Round 7 Basic: Targeted troop receives 30% less damage from Air Magic spells.
Advanced: Targeted troop receives 50% less damage from Air Magic spells.
Expert: All allied troops receive 50% less damage from Air Magic spells.
Death Ripple Combat Earth Immediate 10 Basic: All non-undead creatures suffer damage [(Power x 5) + 10]
Advanced: All non-undead creatures suffer damage [(Power x 5) + 20]
Expert: All non-undead creatures suffer damage [(Power x 5) + 30]
Quicksand Combat Earth Until touched 8 Basic: Four randomly-placed pits are invisible unless on native terrain. Troops in pit are halted until next turn.
Advanced: Six randomly-placed pits are invisible unless placed on native terrain. Troops in pit are halted until next turn.
Expert: randomly-placed pits are invisible unless placed on native terrain. Troops in pit are halted until next turn.
Blind Combat Fire One Round 10 Basic: Targeted troop is frozen (unless attacked); deactivating attack retaliation is halved.
Advanced: Targeted troop is frozen (unless attacked); deactivating attack retaliation is reduced by 75%.
Expert: Targeted troop is frozen (unless attacked); deactivating attack is not retaliated.
Fire Wall Combat Fire Two Rounds 8 Basic: Creates two-hex wall of fire. Damage to enemy troops is [(Power x 10) + 10]
Advanced: Creates three-hex wall of fire. Damage to enemy troops is [(Power x 10) + 20]
Expert: Creates three-hex wall of fire. Damage to enemy troops is [(Power x 10) + 50]
Scuttle Boat Adventure Water Immediate 2 Basic: 50% chance of destroying a targeted, unoccupied boat.
Advanced: 75% chance of destroying a targeted, unoccupied boat.
Expert: 100% chance of destroying a targeted, unoccupied boat.
Ice Bolt Combat Water Immediate 8 Basic: Targeted troop receives damage [(Power x 20) + 10].
Advanced: Targeted troop receives damage [(Power x 20) + 20].
Expert: Targeted troop receives damage [(Power x 20) + 50].
Remove Obstacle Combat Water Immediate 7 Basic: Removes a non-magic, non-integrated obstacle, from the battlefield.
Advanced: Will also remove fire walls.
Expert: Any non-integrated obstacle will be removed.
Weakness Combat One Round Immediate 8 Basic: Targeted troop's attack is reduced by three.
Advanced: Targeted troop's attack is reduced by six.
Expert: All enemy troops' attack is reduced by six.