See Light Magic and Dark Magic for classic spells moved to these schools.
Destroy Undead
Power 10 → 20
Fireball
Power 10 → 20
Frost Ring
Power 10 → 20
Land Mine
Power 10 → 20
Meteor Shower
Power 25 → 30
Some of these spells have been altered from their default appearance in New Old Spells.
All of them have had their descriptions updated and standardised to fit in seamlessly with the classic Heroes III spells.
Wasp Swarm
Conjures a swarm of wasps to assail the target enemy.
Does not affect undead or non-living units.
Target enemy troop receives (Power x 10 + 10/10/15/20) Damage and has its Speed reduced by 20/20/40/60%.
Costs 8/6/6/6 Spell Points.
Levitation
Causes magical clouds to lift the target friendly troop, allowing them to fly.
Target troop can fly until it attacks/until it attacks/until the spell duration ends/all friendly troops can fly.
Costs 16/12/12/12 Spell Points.
Confusion
Causes target enemy troop to become confused and unable to retaliate.
Does not affect undead or non-living units.
Target enemy troop cannot retaliate once/once/until the spell duration ends/all enemy troops cannot retaliate.
Costs 12/9/9/9 Spell Points.
Vigour
Target friendly troop will strike twice upon its next melee attack (as described/as described/as described/all friendly troops will strike twice upon their next melee attack).
Costs 22/18/18/18 Spell Points.
Dragon Strength
Imbues the target friendly troop with the strength and vitality of a Dragon.
Does not affect Dragons.
Increases the Health and Damage of target friendly troop by 20/20/35/50%.
Costs 28/24/24/24 Spell Points.
Deep Freeze
Freezes the target enemy troop with a wave of sheer cold for 3 turns.
Target enemy troop receives (Power x 50 + 50/50/100/150) Damage. It receives 20/20/35/50% increased Damage until it is attacked or thaws out.
Costs 30/25/25/25 Spell Points.
Fear
Strikes an enemy unit with such fear that it becomes unable to attack and nearly unable to move for 3 turns.
Target enemy unit cannot attack or retaliate and has its Speed reduced by 25/25/50/75% until it is attacked or overcomes its fear.
Costs 36/32/32/32 Spell Points.
Puppet Master
Puppeteers an enemy troop under your control until they take damage.
Target enemy troop becomes controlled and has its Speed reduced by 50/50/25/0%.
Costs 40/35/35/35 Spell Points.
Vampirism
Imbues the target friendly troop with profane powers, turning them vampiric and undead.
Does not affect non-living units.
Target friendly troop becomes Undead and gains Life Drain (20/20/35/50%).
Costs 28/24/24/24 Spell Points.
Holy Word
Purges the target demonic or undead unit(s) with holy light.
Target unit/unit/unit/all units receive (Spell Power x 30 + 40/40/80/120) damage.
Costs 22/18/18/18 Spell Points.
Dispel (from Water Magic); renamed to Cleansing
Bless (from Water Magic); renamed to Divine Strength
Blind (from Fire Magic)
Fortune (from Air Magic)
Destroy Undead (from Air Magic)
Mirth (from Water Magic)
Prayer (from Water Magic)
Death Cloud
Causes a cloud of dark energy to engulf the selected target and any units adjacent to the target location.
Does not affect undead or non-living units.
Each unit receives (Spell Power x 20 + 25/25/50/100) Damage.
Costs 18/14/14/14 Spell Points.
Death Ripple (from Earth Magic)
Misfortune (from Fire Magic)
Sorrow (from Earth Magic)
Fear (from All Schools)
Puppet Master (from Air Magic)
Vampirism (from Earth Magic)
Gating spells are summoning spells that are automatically learned through an Inferno hero's mastery of Gating. Once Gating spells are cast, other creatures may also be gated.
Gate Imps
Gates (Power x 4/8/12) Imps. Costs 12/10/8 Spell Points.
Gate Gogs
Gates (Power x 3/5/7) Gogs. Costs 16/14/12 Spell Points.
Gate Hell Hounds
Gates (Power x 3/4/5) Hell Hounds. Costs 24/20/16 Spell Points.
Gate Demons
Gates (Power x 2/3/4) Demons. Costs 32/28/24 Spell Points.
Gate Pit Fiends
Gates (Power x 1/2/3) Pit Fiends. Costs 48/42/36 Spell Points.
Gate Efreet
Gates (Power x 1/2/2) Efreet. Costs 66/60/54 Spell Points.
Gate Hell Steeds
Gates (Power x 1/2/2) Hell Steeds. Costs 66/60/54 Spell Points.
Gate Nightmares (Biara Specialty)
Gates (Power x 1/2/2) Nightmares. Costs 100/90/80 Spell Points.
Gate Devils
Gates (Power x 1/1/1) Devils. Costs 140/120/100 Spell Points.
Cost reduced to 105/80/75 Spell Points for Pariah.
Gate Arch Devils (Pariah Specialty)
Gates (Power x 1/1/1) Arch Devils. Costs 210/180/150 Spell Points.
Warcries are powerful "spells" that Stronghold heroes learn automatically through their mastery of Warcry. While they can replace typical spells such as Bloodlust, Mirth, Fortune, and Haste, their abilities can stack!
Rallying Cry
Rallies all friendly Stronghold units with an awe-inspiring warcry.
All units gain +1/1/2/3 Morale and +1/1/2/3 Luck.
Costs 8 Spell Points.
Call of Blood
Instills a primal fury in the target friendly Stronghold unit.
Target unit/unit/unit/all units gain (1/1/2/2 * Creature Level) Maximum Damage.
Costs 6 Spell Points.
Fear My Roar
Shrieks a terrifying scream that echoes in the mind of the target enemy unit.
Target unit/unit/units within 1 hex/units within 2 hexes have a 10/10/15/20% chance to skip their turn.
Costs 12 Spell Points.
Word of the Chief
Surges a friendly Stronghold unit forward with a commanding shout.
Target unit/unit/unit/all units gain +2/2/4/4 Speed (and +1/1/2/3 Initiative this turn of combat).
Costs 10 Spell Points.
Horde's Anger
Unleashes a bellow of tribal fury that deals damage to the target enemy unit based on the sum of allied Stronghold units present at the start of battle.
All units receive (allied Stronghold unit quantity + 1) damage.
Costs 14 Spell Points.
Battlecry
Imbues allied Stronghold units with a furious cry of war.
All units gain (Hero Level / 2) Attack and +1/1/2/3 Speed.
Costs 16 Spell Points.