Magic and Spells
Olden Era has four schools of magic (Daylight, Nightshade, Primal and Arcane) plus Neutral magic for adventure spells. Spells come in tiers I to V; anyone can learn tiers I and II, tiers III to V need the school's skill, the spellbook is free, and a Mage Guild can research one missing spell a day.
Heroes of Might and Magic: Olden Era splits its spells into four schools of magic, Daylight, Nightshade, Primal and Arcane, plus a Neutral school that holds the strongest adventure spells such as Town Portal and Dimension Door. Spells come in five tiers: any hero can learn tiers I and II, but tiers III to V need the matching school skill, much like Wisdom in Heroes 2 and 3 (Devlog #10, Jun 13, 2025). Every hero has a spellbook from the start, and a Mage Guild can research any missing spell once a day for resources. Unfrozen counts 74 original spells and 17 adventure spells at the Early Access launch, and says the game has "more spells than any other Heroes game out there".
Quick facts
| Schools | Daylight (Arina), Nightshade (Naira), Primal (Hksmilla), Arcane (Doreath), plus Neutral |
| Spell tiers | I to V; I and II open to all, III to V need the school skill |
| Spell levels | Up to 2 without the school, up to 4 with it; 5 planned on the roadmap |
| Spells at Early Access | 74 original, 17 adventure |
| Mana | 10 per point of Knowledge, and 1 per point regenerated each turn |
| Spellbook | Free for every hero |
| Global spells | Unlocked with Insight from Astrology Points since Mar 2026 |
How magic works
Learning spells. As in earlier Heroes games, heroes learn spells by visiting a town's Mage Guild. They also get them from shrines on the map, scrolls, Pandora's Boxes, a specialist hero's own spell, and some skills and subskills that grant spells of their own (Devlog #10, Jun 13, 2025). Each school was founded by one of four scholars, Arina, Naira, Hksmilla and Doreath, who "wove instructions on how to wield their magic into the stars"; Devlog #10's banners pair Daylight with Arina, Nightshade with Naira, Primal with Hksmilla and Arcane with Doreath, and the top spells of each school carry the founder's name. Vilestride's magic guide (Oct 24, 2025, recorded on a build before Early Access) adds that a hero learns a spell you have unlocked by visiting a town whose Mage Guild is at or above that spell's tier.
Research. Mage Guilds no longer depend on luck: once per day you can pay resources to unlock any missing spell, so a single guild can eventually hold every spell up to its tier cap (Devlog #10). The highest guild level differs from town to town, and guilds have specializations (FAQ: Part 2, Dec 6, 2024).
Spell levels. Each spell has its own level, raised by upgrading it in a Mage Guild, by the school skill, by perks, by artifacts and by special map sites. Without the school skill a spell reaches level 2 at most; with it, level 4 (Devlog #10). Raising the maximum from 4 to 5 is planned for Stage 3 of the Early Access roadmap (roadmap, May 28, 2026). Some laws help too: Dungeon's "Magical Education" adds a level to its heroes' spells, and Temple's "Power of Faith" lets Temple heroes learn any tier (see Faction Laws). Vilestride's guide notes that the manual upgrade, paid in Alchemical Dust, works only once per spell, so reaching level 4 takes several of these sources together.
Mana. As in Heroes 5, each point of Knowledge gives 10 mana and 1 mana regenerated per turn, so a hero with 10 Knowledge regains 10 mana a day. The school skills cut their spells' mana cost, the Intelligence skill raises maximum mana, and Thaumaturgy lets a hero open the spellbook one more time per battle round (Devlog #10; Devlog #11). The values are on Skills.
Daylight Magic
Daylight, founded by Arina, is the school of blessings and healing. The spells and effects below are from Unfrozen's chart at spell level 1 (Devlog #10, Jun 13, 2025).
| Tier | Spell | Effect at level 1 |
|---|---|---|
| I | Blessing | Target ally deals +10% damage with basic attacks |
| I | From a Bird's Eye | Reveals the borders of all zones, even in fog of war |
| I | Healing Water | Target ally restores HP; does not revive |
| I | Haste | +2 Speed to target ally |
| II | Weakening Ray | Removes 1 counterattack charge from an enemy |
| II | Shorten Shadow | -3 Attack and Defense to an enemy |
| II | Favorable Wind | Target ally deals +10% damage with ranged attacks |
| II | Inner Light | Target ally gains +1 Focus Point when attacking |
| III | Riposte | Target ally counterattacks before the enemy attack lands |
| III | Song of Power | Resets the target ally's cooldowns |
| III | Arina's Touch | +1 Speed, +1 Initiative and +10% maximum HP |
| III | Taunt | Enemies within 2 hexes must attack the target |
| IV | Radiant Armor | Target ally takes -20% damage from any source |
| IV | Clear Fog | Reveals 5 squares around a chosen spot on the map |
| IV | Heavenly Blades | +50% Pure Damage on attack, healing the same amount |
| IV | Vengeance | A shield that deals Magic Damage to melee attackers |
| V | Arina's Chosen | Target ally cannot drop below 20% of its current units |
| V | "Judgement" | Strikes an enemy four times for Magic Damage |
Nightshade Magic
Nightshade, founded by Naira, is the school of curses, stealth and death (Devlog #10).
| Tier | Spell | Effect at level 1 |
|---|---|---|
| I | Enlarge Shadow | Target ally has +4 Attack and Defense |
| I | Despair | Curse: Pure Damage at the start of each of the enemy's turns; stacks |
| I | Web | -2 Speed to an enemy |
| I | Unnatural Calm | Enemy deals -10% damage with basic attacks |
| II | Fatal Decay | Enemy cannot restore HP, even after death |
| II | Shade Cloak | Ally cannot be targeted until the end of the round or until it acts |
| II | Umbral Grip | Pure Damage that cannot be modified |
| II | Read Minds | Shows the number and intentions of neutral squads within 3 squares |
| III | Naira's Veil | Fog of war in a 7-square radius around the hero |
| III | Sleep | Enemy cannot act until it takes damage |
| III | Silence | Enemy cannot use abilities or generate Focus Points |
| III | Twilight | Enemy cannot use ranged attacks |
| IV | Vulnerability | Enemy takes +20% damage from any source |
| IV | Berserk | Target attacks the nearest random creature, friend or foe |
| IV | Summon Starchild | Summons a stack of Starchildren for the battle |
| V | Shadow Army | Adds temporary units to an allied stack |
| V | Naira's Kiss | Target's Attack and Defense are always zero |
| V | Coup de Grace | Enemy dies on any hit once at or below 20% of its original units |
Primal Magic
Primal, founded by Hksmilla, is the school of fire, ice, lightning and earth, and the one Grove heroes are more likely to learn (Devlog #9, Apr 11, 2025).
| Tier | Spell | Effect at level 1 |
|---|---|---|
| I | Wean | Removes all positive effects from the target and adjacent enemies |
| I | Lightning Bolt | Magic Damage to an enemy |
| I | Thick Hide | Ally takes -10% damage from melee attacks |
| I | Groundsight | Shows all neutral armies on the map, even in fog of war |
| II | Icebolt | Magic Damage and -2 Initiative |
| II | Fireball | Magic Damage to all units in a 1-hex radius |
| II | Crystal Crown | Places up to 2 crystal obstacles |
| III | Firewall | 2 burning hexes that damage ground creatures |
| III | Cave In | Magic Damage, and rock obstacles fill the adjacent hexes |
| III | Stone Fangs | Magic Damage to up to 3 enemies |
| III | Earth's Rage | Damages defensive structures and creatures inside castle walls |
| IV | Primordial Chaos | Turns a neutral army on the map into another of equal strength |
| IV | Anti-Magic | Target becomes immune to magic; cannot be dispelled |
| IV | Circle of Winter | Magic Damage around a hex, pushing enemies away |
| IV | Chain Lightning | Jumps between targets within 2 hexes, -50% each jump |
| V | Summon Primal Remnant | Summons a stack of Primal Remnants for the battle |
| V | Hksmilla's Rampage | Ally gets double strike, dealing and taking extra damage |
| V | Armageddon | Magic Damage to all units on the battlefield |
Arcane Magic
Arcane, founded by Doreath, is the school of Focus, time, traps and teleports (Devlog #10).
| Tier | Spell | Effect at level 1 |
|---|---|---|
| I | Energize | Restores 1 Focus Charge |
| I | Early Start | +1 Initiative to an ally |
| I | Energy Explosion | 50 Pure Damage per Focus Charge to all units in a 1-hex radius |
| II | Trap: Jaws | Up to 2 invisible traps that deal Pure Damage |
| II | Reinforcements | Use any external dwelling you own within twice the hero's sight |
| II | Optical Illusion | Ally takes -20% ranged damage |
| II | Blink | Teleports an ally up to 3 hexes |
| III | Assemble! | Trade with an allied hero within twice the hero's sight, once a day |
| III | Carapace | A barrier that blocks one hit |
| III | Impending Fate | 15 Magic Damage per unit tier to every enemy |
| III | Shackles | Enemy cannot retaliate |
| IV | Black Hole | Magic Damage in a 2-hex star, pulling the farthest targets in |
| IV | Rewind Life | Ally recovers HP and revives fallen units |
| IV | Guillotine | 10% + 5x Spell Power of the target's maximum HP as Magic Damage |
| IV | Mirror Copy | A copy of an ally that deals -75% and takes +300% damage |
| V | Reality Distortion | Target's damage is delayed and taken a round later as Pure Damage |
| V | Trap: Snare | Up to 2 invisible traps that stop a creature's move |
| V | Doreath's Tide | +1 Speed and Initiative to all allies, -1 to all enemies |
The four charts list 72 spells. They show a build from Jun 2025, and some spells have changed since: Unfrozen's patch notes retune spell scaling, for example, and name further spells such as "Temporal Spheres" (Patch #8, Jun 1, 2026). The beta's fixes say the extra counterattack of Riposte now starts at spell level 3 and that Doreath's Tide now dispels petrification (beta notes, Oct 15, 2026).
Neutral magic and global spells
Unfrozen moved the spells that "were previously too strong", such as Town Portal and Dimension Door, out of the four schools into Neutral Magic, along with the unique spells granted by skills (Devlog #10). The examples it gave before launch:
- Tier I, Second Wind: extra movement points for the caster.
- Tier II, Shadowflight: the caster flies over obstacles.
- Tier III, Gate of Light: a gateway on the map that any hero can use to move a very short distance, until the end of the day.
- Tier IV, Town Portal: teleport to a chosen town, limited uses per day.
- Tier V, Dimension Door: a short teleport that cannot skip a guarded passage between zones, limited uses per day.
Magic Arrow is also neutral; Patch #8 split its damage into three consecutive strikes (Patch #8). The Pocket Dimension spell, like the Remote Foothold map object, gives allies in Alliances a shared storage for sending armies and artifacts at a distance (Unfrozen, Sep 30, 2026).
Unlocking these global spells was reworked before launch because players found it unclear: your towns produce Astrology Points, which earn Insight, and Insight is spent to unlock global spells, each at its own cost (Community Feedback #4, Mar 6, 2026). The Wisdom subskill "Stargazer" adds 500 Astrology Points a day since Patch #11.
The public beta reorganizes the adventure spells into High Neutral Magic: on Oct 15, 2026 Second Wind, Pocket Dimension and Gate of Light had their mana costs changed, and on Oct 21 Shadowflight, Gate of Light and Pocket Dimension moved to High Neutral Magic tiers 1, 2 and 3, which heroes can learn at levels 4, 8 and 12, while Dimension Door was slightly strengthened (beta notes; beta v0.82.03). The AI in the beta also learns high Global Map Magic in the Magic Observatory and uses map spells to move around. These changes are on Steam's public beta branch only; the main-game release date is still to be announced (Balance Update Beta).
Other ways to get spells
- Pandora's Boxes. In the Oct 15, 2026 beta, five spell boxes, one per tier, let you choose which school's spells the hero learns; the Oct 21 update stopped them from teaching spells the hero's magic skills would not allow (beta notes; beta v0.82.03).
- The Grail. Schism's Grail building, Firmament's Abyss, unlocks every spell of a tier when you build a Mage Guild in its city (Devlog #12); see The Grail.
- Starting spells. Many heroes start with a spell, and since Patch #8 every Schism hero does (Patch #8); see Heroes.
In battle, the Oct 15 beta adds a "Favorite Spells" bar for 3 quickly cast spells; how spells fit into a fight is on Combat.
Frequently asked questions
How many spells are in Olden Era? Unfrozen counted 74 original spells and 17 adventure spells in Heroes of Might and Magic: Olden Era at the Early Access launch of Apr 30, 2026; its Jun 2025 charts list 18 spells in each of the four schools.
What are the schools of magic in Olden Era? Olden Era has four schools, Daylight (founded by Arina), Nightshade (Naira), Primal (Hksmilla) and Arcane (Doreath), plus Neutral magic for the strongest adventure spells and skill spells.
How do I learn tier 4 and tier 5 spells in Olden Era? You need the skill of that spell's school, such as Primal Magic for Armageddon, and a Mage Guild high enough to hold the tier; tiers I and II are open to every hero, and Temple's "Power of Faith" law lets Temple heroes learn any tier.
What is Insight in Olden Era? Insight is what you spend to unlock global (adventure map) spells in Olden Era; your towns produce Astrology Points that earn Insight. It should not be confused with the Insight skill, which gives heroes extra experience.
Can a Mage Guild teach every spell in Olden Era? Yes, over time: once per day a Mage Guild in Olden Era can research any spell it is missing for resources, up to the highest tier that guild can hold.
What are the best spells in Olden Era? Unfrozen does not rank them; it moved the spells it considered too strong for any one school, such as Town Portal and Dimension Door, into Neutral magic so that no school dominates.
Sources
- FAQ: Part 2, Unfrozen, Dec 6, 2024
- Devlog #9: The Binding Roots of Murmurwoods, Unfrozen, Apr 11, 2025
- Devlog #10: Game Mechanics pt. 1: Magic, Unfrozen, Jun 13, 2025
- Devlog #11: Game Mechanics pt. 2: Skills and Subclasses, Unfrozen, Jul 25, 2025
- Devlog #12: The Grail and its Sanctuaries, Unfrozen, Aug 15, 2025
- HoMM: Olden Era | Community Feedback #4: UI, QoL and Others!, Unfrozen, Mar 6, 2026
- Devlog #15: How and Why We Chose the Artstyle of Olden Era, Unfrozen, Apr 24, 2026
- Building the Future - HoMM: Olden Era's Early Access Roadmap is here!, Unfrozen, May 28, 2026
- Patch #8: Skills Rework, Balance Pass & Exploit Fixes, Unfrozen, Jun 1, 2026
- Patch #11: Necromancy Update, UI Tweaks and Balance Changes, Unfrozen, Jul 6, 2026
- Alliances & Updated Random Map Generator, Unfrozen, Sep 30, 2026
- BETA Patch: Balance Update - New Damage Formula, Smarter AI & New Creatures, Unfrozen, Oct 15, 2026
- BETA Patch: Balance Tweaks - Spells, Heroes & a New Artifact, Unfrozen, Oct 21, 2026
- Devlog #2 : Schools of magic in Heroes of Might and Magic: Olden Era, Unfrozen Official, Jun 10, 2025 (video)
- Everything You NEED To Know About Magic In Heroes of Might and Magic: Olden Era, Vilestride, Oct 24, 2025 (video)
Moments
Devlog #2 : Schools of magic in Heroes of Might and Magic: Olden Era
Unfrozen Official
- Heroes of Might and Magic: Olden Era splits its spells into four schools of magic, Daylight, Nightshade, Primal and…
- Research. Mage Guilds no longer depend on luck: once per day you can pay resources to unlock any missing spell, so a…
- Daylight, founded by Arina, is the school of blessings and healing. The spells and effects below are from Unfrozen's…
- Nightshade, founded by Naira, is the school of curses, stealth and death (Devlog #10).
- Primal, founded by Hksmilla, is the school of fire, ice, lightning and earth, and the one Grove heroes are more likely…
- Arcane, founded by Doreath, is the school of Focus, time, traps and teleports (Devlog #10).
Everything You NEED To Know About Magic In Heroes of Might and Magic: Olden Era
Vilestride
Photos
See also
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Faction LawsFaction Laws are Olden Era's technology tree for your starting faction. Fighting guards, capturing external dwellings and owning town halls earn Law points, every batch of points becomes a Seal, and Seals enact laws arranged in tiers that boost your economy, heroes and creatures. -
SkillsA hero in Olden Era learns up to 8 skills, the faction skill included, and each skill has 5 subskills (pick 1 of 3 at Advanced and 1 of 2 at Expert). The right skills and subskills unlock one of two optional subclasses, and Early Access launched with 30 skills and 180 subskills. -
AlliancesAlliances, added to Olden Era on Sep 30, 2026 in the Roadmap Patch (v0.81.02), let players team up in PvE and PvP with always-simultaneous turns, resource trading and requests, shared vision and storage and a shared victory, with 5 new Alliance templates. Co-op against the AI works online with friends or solo with AI allies. -
Balance Update BetaOn Oct 15, 2026 Unfrozen opened a public Steam beta of Olden Era's biggest balance update since Early Access, v0.82.02, updated to v0.82.03 on Oct 21. It brings a new damage formula, a smarter adventure map AI, the neutral Mummy and Kitsune, the First Aid skill, Temple prayers, reworked alternative upgrades and 16 new artifacts; its release to everyone has no date. -
The GrailIn Olden Era you win the Grail by finding the Mirage on the adventure map and defeating a stronger copy of your own hero there. The Grail then goes into your resources and can be spent on a Grail Sanctuary in any of your towns, a faction-specific building whose bonus, such as Temple's Golden Calf or Dungeon's Spy Network, can be read from the first day. -
HeroesHeroes of Might and Magic: Olden Era has 18 skirmish heroes per faction, 108 in all, plus heroes found only in the campaign. Each hero has a class, a specialization and fixed starting skills, gains Attack, Defense, Spell Power or Knowledge with every level, learns up to 8 skills with subskills, and can unlock one of two elite classes (subclasses).