Heroes 2 Spells, page 2
Level
| Level | Spell Points | Effect | ||
|---|---|---|---|---|
| Town Gate | 4 | 10 | Returns the caster to any town or castle currently owned. | |
| Set Earth Guardian | 4 | 15 | Sets Earth Elementals to guard a mine against enemy armies. | |
| Set Air Guardian | 4 | 15 | Sets Air Elementals to guard a mine against enemy armies. | |
| Set Fire Guardian | 4 | 15 | Sets Fire Elementals to guard a mine against enemy armies. | |
| Set Water Guardian | 4 | 15 | Sets Water Elementals to guard a mine against enemy armies. | |
| Resurrect True | 5 | 15 | Resurrects creatures from a damaged or dead unit permanently. | |
| Armageddon | 5 | 20 | Holy terror strikes the battlefield, causing severe damage to all creatures. | |
| Hypnotize | 5 | 15 | Brings a single enemy unit under your control for one combat round if its hits are less than 25 times the caster's spell power. | |
| Mirror Image | 5 | 25 | Creates an illusionary unit that duplicates one of your existing units. This illusionary unit does the same damages as the original, but will vanish if it takes any damage. | |
| Summon Earth Elemental | 5 | 30 | Summons Earth Elementals to fight for your army. | |
| Summon Air Elemental | 5 | 30 | Summons Air Elementals to fight for your army. | |
| Summon Fire Elemental | 5 | 30 | Summons Fire Elementals to fight for your army. | |
| Summon Water Elemental | 5 | 30 | Summons Water Elementals to fight for your army. | |
| Dimension Door | 5 | 10 | Allows the caster to magically transport to a nearby location. | |
| Town Portal | 5 | 20 | Returns the hero to the town or castle of choice, provided it is controlled by you. | |