Fallen Enchantress: Legendary Heroes Wiki

In Fallen Enchantress magic comes in different varieties;

  • Mage Spells, the spells gained by a Hero that has chosen the Mage profession upon reaching level 2
  • Spells that can be learnt through research
  • Inherent Spells that are available due to a civilizations traits
  • Skills that can be learnt by champions upon leveling and picking perks

Spells also come under two classifications, Strategic and Tactical. Strategic spells are for use outside of combat to give either a strategic boost to the players armies or cities, or to make setbacks for the opponents armies and cities. Tactical Spells are primarily for use in combat, and they give as the name suggest a tactical boost, this can either be through buffing or healing allies, to debuffing or damaging enemies.

Spell Type Description Mana Cost Stamina Cost Requirements Symbol
Aid Tactical Heals target unit by 8 (+2 per life shard) 8 - Life Adept
Aid
Alchemy Strategic Convert 100 mana into 100 gildar 100 - Quest reward
Alchemy
Anointed by Fire Strategic Allows the targeted Champion to be able to cast Fireball 50* - -
Anointed by fire
Antipathy Strategic Increases Unrest in the target city by 10% 30* - -
Antipathy
Arcane Bond Tactical Gain 3 Stamina 6 - Arcane Bond[1]
Arcane Bond
Arcane Forge Strategic Adds +1 Material per Essence to the city 100 - -
Arcane Forge
Arcane Monolith Strategic Creates an Arcane Monolith on the map which extends your Zone of Control 50 - -
Arcane Monolith
Arcane Veil Tactical This unit resists all spells - - Arcane Veil[2]
Arcane Veil
Aura of Grace Strategic All units trained in this city are +1 Initiative per Essence 40 - Air Disciple
Aura of Grace
Aura of Might Strategic All units trained in this city are +1 Defense per Essence 40 - Earth Apprentice
Aura of Might
Aura of Vitality Strategic All units trained in this city are +1 Hit Points per Essence 40 - Life Disciple
Aura of Vitality
Barbs Tactical Does 16 damage to the caster and the target 8 - -
Barbs
Battle Cry Tactical All units in your Army get to act immediately - 7 -
Battle Cry
Beguile Tactical Victim has a 50% chance to swing at a random unit in melee instead of his target - 3 -
Beguile
Berserk Tactical +2 to Attack and Initiative but the unit will attack enemies without player directions. Berserk units never cast spells - - -
Berserk
Birth of Summer Strategic Revive the land and create a new city site 200 - -
Birth of Summer
Blade Rush Tactical Rush through enemies in a straight line, dealing damage equal to your attack to any in your way - 3 -
Blade Rush
Bless City Strategic Reduces Unrest in the target city by 25% 250 - -
Bless City
Blessing of Restoration Strategic Allows the targeted Champion to be able to cast Heal 50* - -
Blessing of Restoration
Blight Strategic All players lose 50% of their population 400 - -
Blight
Blinding Light Tactical Enemies within 1 tile suffer a -25% to Accuracy for 5 turns, unless they resist - - -
Blinding Light
Blindness Tactical Target enemy is stricken blind, resulting in a 25% penalty to Accuracy and Dodge unless they resist 12 - Death Disciple
Blindness
Blizzard Tactical Units take 16 (+2 per water shard) per member 40 - Water Master
Blizzard
Blood Curse Strategic Target city sacrifices half its citizens. The caster recieves a hit point for each citizen sacrificed. The caster no longer heals naturally. Only the sovereign can cast this spell 30 - -
Blood Curse
Blood Rage Strategic Permanently improves the targets Attack by 1. Can be cast multiple times on the same unit 100 - Death Archmage
Blood Rage
Blood Sigil Strategic Berserks all defending units and Withers all attacking units 30 - Death Mage
Blood Sigil
Bloom of Twilight Strategic Revive the land 200 - -
Bloom of Twilight
Broken Loyalties Strategic Take control of target city 0[3] - -
Broken Loyalties
Burning Blade Strategic Enchanted champion's weapon does +2 (+1 per fire shard) fire damage 10* - Fire Disciple
Burning Blade
Burning Hands Tactical 3 adjacent enemies are blasted with heat, taking 8 (+2 per fire shard) in fire damage 10 - Fire Apprentice
Burning Hands
Call Lightning Tactical Creates a lightning storm which does up 36 lightning damage to all enemy units within the area of effect 48 - -
Call Lightning
Call of the Titans Strategic All unstationed units will be teleported to the selected tile 50 - -
Call of the Titans
Call Slag Tactical Summons a Slag or the smaller River Slag - - -
Call Slag
Call to Arms Strategic First unit in the queue is instantly trained 80 - Life Master
Call to Arms
Candlecloak Tactical Wreathes all your units in flames, doing 3 fire damage to anyone who attacks them 30 - -
Candlecloak
Celerity Strategic Permanently improves the targets Initiative by 1. Can be cast multiple times on the same unit, but requires a lot of mana 250 - Air Archmage
Celerity
Chaos Tactical Does a random effect to target enemy unit unless they resist 12 - Water Disciple
Chaos
Choking Breath Tactical Does 10 poison damage and Blinds enemies in range, unless they resist - - -
Choking Breath
Cloak of Fear Tactical Enemies must make a spell resistance check before they can attack the caster for the next 5 turns 35 - -
Cloak of Fear
Cloak of Thorns Strategic 25% of the damage done to the target is reflected back on his attacker 35* - Abjuration[4]
Cloak of Thorns
Cloud Walk Strategic Teleports the caster, and their army, to a tile in friendly territory 80 - Air Master
Cloud Walk
Coal Stones Tactical Lances of fire strike all enemy units for double the caster's level in fire damage - - -
Coal Stones
Command Tactical Target unit takes its next turn immediately - 3 Command[5]
Command
Confusion Tactical All enemies have a 50% chance to swing at a random unit in melee instead of their target, unless they resist 40 - -
Consume Strategic Destroy a shard in your territory to gain 200 mana - - -
Consume Spirit Tactical Target unit takes double the caster's level in damage. If this kills the target the caster gains 40 mana - - Gallowman (Empire hero at 200 fame). Sovereign can acquire by casting steal spirit.
Contagion Tactical All enemy units take 2 poison damage (+1 per death shard) per turn for 10 turns, unless they resist 18 - -
Corruption Strategic Transforms a shard in your empire into a Death shard 50 - -
Counterspell Tactical Disrupts a spell an enemy unit is casting unless they resist 16 - Mage
Courage Strategic Instills legendary hope in the champion, giving them a bonus of 3 (+1 per life shard) to spell resistance and hit points 8* - Life Apprentice
Crusade Strategic All trained units gain 1 level 340 - Life Archmage
Crushing Blow Tactical Launch an Attack with a bonus of +1 per Stamina - 3 Crushing Blow
Cull the Weak Tactical Sacrifice a unit to heal the caster 20 and gain 20 mana - - -
Cure Plague Strategic Cure the Plague 500 - -
Curgen's Volcano Strategic Raises a volcano in the midst of your enemies. The volcano destroys resources, improvements and even cities on the land it targets 1200 - -
Curse Tactical Target has no Defense for 3 turns unless they resist 12 - Death Apprentice
Curse City Strategic Increases Unrest in the target city by 25% 250 - -
Cursed Bell Tactical All units, allied and enemy, lose their next turn unless they resist - - -
Death Lash Tactical +3 to Attack and Initiative, but the unit is killed at the end of combat. This spell can only be cast on Trained Units 5 - -
Death Ward Strategic If this unit is killed in battle they are resurrected with half their hit points. This resurrection removes this enchantment 50* - Life Archmage
Defiled Benediction Strategic Allows the targeted Champion to be able to Drain Life 50* - -
Delin's Breath Tactical Delin's Breath summons a fireball that shoots at all enemies. These fireballs do 18 (+4 per fire shard) fire damage to all units within a 1 tile radius - - -
Despair Tactical Transfers 3 hit points per level from all enemies to the caster - - -
Destiny's Gift Strategic Target Champion gets a random increase in their base stats 150 - -
Destiny's Insight Strategic Target Champion receives a glimpse of mystical knowledge, increasing their experience by 25 200 - -
Diamondskin Tactical Unit is immune to physical damage for 3 turns 90 - Earth Master
Dirge of Ceresa Tactical Enemies take 3 (+1 per death shard) poison damage per turn for 10 turns, unless they resist 64 - -
Dispel Enchantment Strategic Dispels a random enemy enchantment on target city 90 - -
Domination Tactical Take control of enemy unit unless they resist - - -
Drain Life Tactical Transfers 12 Hit Points (+2 per death shard) from enemy unit to the caster 28 - Death Mage
Earthquake Strategic Destroys random city improvements, resets the production queue and halves the population of the targeted city 300 - Earth Archmage
Elegy Tactical Do 3 damage per level to all adjacent enemies 30 - -
Enchanted Hammers Strategic Adds +1 Material to the city 10 - Earth Apprentice
Escape Tactical All units flee from the battlefield 30 - -
Evade Strategic Target unit gets +6 to Dodge (+2 per air shard) 10* - Air Apprentice
Eyes of the Eagle Strategic Reveals all areas within 6 tiles of the caster 12 - -
Falling Star Strategic Does 18 fire damage (+3 per air and fire shard) to all armies within 1 tile of the impact point 150 - -
Feed Tactical Do 3 damage to an adjacent ally and heals the caster 12 4 - -
Feedback Tactical Disrupts a spell a unit is casting and does 6 fire (+3 per fire shard) unless they resist 24 - Fire Mage
Fervor Tactical Take 3 free attacks - 7 -
Fireball Tactical Fireball does 18 (+4 per fire shard) fire damage to units within a 1 tile radius 50 - Fire Mage
Firestorm Strategic All units in target army take 8 fire damage (+2 per fire shard), Firestorm leaves a fire raging in the affected tile for 10 turns 200 - Fire Archmage
First Aid Tactical Heals target unit by 2 per level of the caster - 3 First Aid
Flame Dart Tactical A fiery dart strikes for double the caster's level (+2 per fire shard) in fire damage 24 - Fire Disciple
Flame Wave Tactical Brings forth a wave of flame that causes 8 (+2 per fire shard) fire damage to all enemy units 40 - Fire Archmage
Focus Tactical The caster gets +25% Attack and spell damage for the rest of the battle 4 - Fire Mage
Fracture Tactical Target unit loses 25% of his Hit Points and Defense unless they resist 30 - Earth Master
Freeze Strategic Target enemy army is -2 Initiative (-1 per water shard) and immobilized for 3 seasons (including current season). Must be cast in your territory 15 - Water Disciple

References[]

  1. Citation Needed
  2. Requires Defender trait tree perk
  3. Costs 1000 Gildar
  4. Citation Needed
  5. Requires Commander trait tree perk

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