See Light Magic and Dark Magic for simple lists of classic spells moved to these schools.
Armageddon
Cost 24/20 → 28/24
Bless → Divine Strength
Water Magic → Light Magic
Blind
Fire Magic → Light Magic
Death Ripple
Earth Magic → Dark Magic
Power 5 → 10
Cost 10/8 → 12/10
Destroy Undead
Air Magic → Light Magic
Power 10 → 15
Cost 15/12 → 14/12
Dimension Door
Air Magic → All Schools
Dispel → Cleanse
Water Magic → Light Magic
Fireball
Bonus 15/30/60 → 20/40/80
Reduces Health of affected units by 5/10/15% for 3 turns
Fortune
Air Magic → Light Magic
Bonus 1/2/2 →1/2/3
Frost Ring
Bonus 15/30/60 → 20/40/80
Reduces Speed of affected units by 20/25/30% for 3 turns
Ice Bolt
Freezes target enemy for 1 turn (or until attacked)
Land Mine
Power 10 → 20
Meteor Shower
Cost 16/12 → 18/15
Mirth
Water Magic → Light Magic
Misfortune
Fire Magic → Dark Magic
Bonus -1/2/2 → -1/2/3
Prayer
Water Magic → Light Magic
Slow
Cannot stack with Wasp Swarm
Sorrow
Earth Magic → Dark Magic
Summon Air Elemental
Summon Rate 2/2/3/4
Cost 25/20/20/20 → 30/25/25/20
Summon Water Elemental
Summon Rate 2/2/3/4
Cost 25/20/20/20 → 35/30/30/25
Summon Fire Elemental
Summon Rate 2/2/2.5/3 → 1/2/3/4
Cost 25/20/20/20 → 40/35/35/30
Summon Earth Elemental
Summon Rate 2/2/2.5/3 → 1/1/2/3
Cost 25/20/20/20 → 50/45/45/40
Town Portal
Earth Magic → All Schools
Visions
Air Magic → All Schools
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 (Level 1)
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 (Level 3)
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.
Reconstruction (Level 3)
Reconstructs non-living units.
Does not affect undead or living units.
Target allied unliving (not undead) troop or siege weapon with destroyed creatures has (Power x 50 + 30/40/40/50) Health worth of creatures restored to life (for the duration of the current battle/as described/permanently/as described).
Costs 18/14/14/14 Spell Points.
Confusion (Level 3)
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 (Level 4)
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 (Level 5)
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 (Level 5)
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 (Level 5)
All Schools → Dark Magic
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 (Level 5)
Air Magic → Dark Magic
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.
Summon Psychic Elemental (Level 5)
All Magic Schools
Summons a stack of (Spell Power x 1/1/2/2) Psychic Elementals to aid you in combat.
Costs 65/60/60/55 Spell Points.
Vampirism (Level 5)
Earth Magic → Dark Magic
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.
Sun Beam (Level 2)
Fires a radiant ball of pure sunlight.
Target unit receives (Spell Power x 20 + 10/10/20/50) damage and has its Defense reduced by 10/10/15/20% for 3 turns.
Costs 10/8/8/8 Spell Points.
Sun Burst (Level 4)
Summons a shimmering pulse of pure sunlight.
Each unit receives (Spell Power x 20 + 40/40/80/120) damage and has their Defense reduced by 20/20/30/40% for 3 turns.
Costs 22/18/18/18 Spell Points.
Holy Word (Level 4)
Purges the target demonic or undead unit(s) with holy light.
Target unit/unit/unit/all units receive (Spell Power x 30 + 25/25/50/100) damage.
Costs 28/24/24/24 Spell Points.
Celestial Armour (Level 5)
Constructs a suit of magical armor that protects an allied creature.
Target unit receives -25/-25/-50/-75% damage from all sources.
Costs 30/25/25/25 Spell Points.
Summon Light Elemental (Level 5)
Summons a stack of (Spell Power x 1/1/2/2) Light Elementals to aid you in combat.
Costs 100/90/90/80 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)
Disease (Level 2)
Causes an enemy creature to fall ill.
Does not affect undead or non-living units.
The unit has their Attack and Defense values reduced by 2/2/4/6.
Costs 12/10/10/10 Spell Points.
Death Cloud (Level 3)
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 takes (Spell Power x 20 + 20/20/40/80) damage.
Costs 16/12/12/12 Spell Points.
Aging (Level 5)
Causes an enemy creature to age rapidly.
Does not affect undead or non-living units.
The unit has their Health reduced by 20/20/35/50%.
Costs 30/25/25/25 Spell Points.
Summon Dark Elemental (Level 5)
Summons a stack of (Spell Power x 1/1/2/2) Dark Elementals to aid you in combat.
Costs 100/90/90/80 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 Succubi
Gates (Power x 1/2/3) Succubi. Costs 54/48/42 Spell Points.
Gate Succubus Seducers (Jezebeth Specialty)
Gates (Power x 1/2/3) Succubus Seducers. Costs 80/72/62 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!
Call of Blood (Level 1)
Instills a primal fury in the target friendly Stronghold unit.
Target unit/unit/all units gain (1/2/2 * Creature Level) Maximum Damage.
Costs 6 Spell Points.
Rallying Cry (Level 1)
Rallies all friendly Stronghold units with an awe-inspiring warcry.
All units gain +1/2/3 Morale and +1/2/3 Luck.
Costs 8 Spell Points.
Fear My Roar (Level 2)
Shrieks a terrifying scream that echoes in the mind of the target enemy unit.
Target unit/units within 1 hex/units within 2 hexes have a 20/25/30% chance to skip their turn.
Costs 14 Spell Points.
Word of the Chief (Level 2)
Surges a friendly Stronghold unit forward with a commanding shout.
Target unit/unit/unit/all units gain +2/4/4 Speed (and +1/2/3 Initiative this turn of combat).
Costs 10 Spell Points.
Battlecry (Level 3)
Imbues allied Stronghold units with a furious cry of war.
All units gain (Hero Level / 2) Attack and +1/2/3 Speed.
Costs 16 Spell Points.
Horde's Anger (Level 3)
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 24 Spell Points.
Runes grant strong buffs in battle, with their strength balanced out by their area of effect and bonuses dependent on creature level.
Rune of Berserking (Level 1)
Places the Rune of Berserking upon an allied unit.
Target unit/units within 1 hex/units within 2 hexes gain 1 additional strike in melee or ranged combat until their next attack.
Expert proficiency also grants No Enemy Retaliation until their next attack.
Costs 13/12/12 Spell Points.
Rune of Charge (Level 1)
Places the Rune of Charge upon an allied unit.
Target unit/units within 1 hex/units within 2 hexes gain additional Speed:
Level 1—3 units gain 5/6/7 Speed
Level 4—6 units gain 4/5/6 Speed
Level 7+ units gain 3/4/5 Speed
Costs 9/8/8 Spell Points.
Rune of Control (Level 2)
Places the Rune of Control upon an allied unit.
Target unit/units within 1 hex/units within 2 hexes have all negative effects purged and become immune to level 1—3/4/5 negative spells for 2/2/3 turns.
Must be cast on a creature affected by a negative spell.
Costs 12/10/10 Spell Points.
Rune of Exorcism (Level 2)
Places the Rune of Exorcism upon an allied unit.
Target unit/units within 1 hex/units within 2 hexes gain Dispelling Strike and drain 4/5/6 Spell Points.
Costs 14/12/12 Spell Points.
Rune of the Veil (Level 3)
Places the Rune of the Veil upon an allied unit.
Target unit/units within 1 hex/units within 2 hexes gain Flight and 15/20/25% resistance to all damage for 2/2/3 turns.
Costs 18/15/15 Spell Points.
Rune of Mitigation (Level 3)
Places the Rune of the Mitigation upon an allied unit.
Target unit/units within 1 hex/units within 2 hexes gain 50/75/100% spell damage reduction and 20/35/50% magic resistance for 2/2/3 turns.
Costs 21/18/18 Spell Points.
Rune of Thunder (Level 4)
Places the Rune of Thunder upon an allied unit.
Target unit/units within 1 hex/units within 2 hexes gain a 25/30/35% chance to cast Thunderbolt after attacking, with damage dependent on unit level. Damage/unit (D/u):
Level 1: 2 D/u Level 2: 3 D/u Level 3: 4 D/u Level 4: 5 D/u
Level 5: 10 D/u Level 6: 15 D/u Level 7+: 25 D/u
The Ballista and Cannon instead deal double base damage (triple, with Artillery).
Costs 24/20/20 Spell Points.
Rune of Battle Rage (Level 4)
Places the Rune of Battle Rage upon an allied unit.
Target unit/units within 1 hex/units within 2 hexes attack all adjacent enemies in melee combat until their next attack.
Expert proficiency also grants No Enemy Retaliation until their next attack.
Costs 24/20/20 Spell Points.
Rune of Dragons (Level 5)
Places the Rune of Dragons upon an allied unit.
Target unit/units within 1 hex/units within 2 hexes gain 15/20/25% Attack/Defense/Health and become immune to spells from the 6 elemental schools for 2/2/3 turns.
Ignores immunity to magic.
Costs 30/25/25 Spell Points.
Rune of Resurrection (Level 5)
Places the Rune of Resurrection upon an allied unit.
Permanently reanimates 100/200/400 + (Power x 100) Health worth of creatures in a stack.
Reanimates all types of units.
Costs 35/30/30 Spell Points.