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Warsong Magic Spells

Damaging spells red. Healing spells green. Crowd control spells blue.

Spell MP HP Distance Area of Effect
Magic Arrows 2 1/2 6/7 0/1
Fire Ball 4 1-2/2-3 5/6 3/4
Blizzard 4 1-2/2-3 5/6 3/4
Lightning 4 1-2/2-3 7/8 linear
Thunder 8 1-5/2-6 5/6 3/4
Earthquake 16 1-3/2-4 4/5 10/11
Tornado 8 1-4/2-5 5/6 5/6
Fire Ball 8 1-4/2-5 5/6 5/6
Healing 1 2 2/3 4/5 1/2
Healing 2 4 4/5 5/6 1/2
Healing 3 8 8/9 6/7 2/3
Sleep 4 0 4/5 2/3
Confusion 8 0 7/8 0/1
Stone 0 0 6/7 1

How to read the chart

MP is cost. HP is damage dealt or amount healed. Distance is maximum distance to target. Area of effect is radius of circle around target. Linear means it shoots a straight line to target. Numbers before slash are levels 1-4; after slash are levels 5-9. There are two spells called Fire Ball. The better variant displays dragons.

Spells' details

Earthquake can sometimes break down walls and turn them into ruins. There is a bug that lets you return those ruins to walls by pressing A. If you reset the system, the ruins will reappear. Sleeping units are unable to do anything for a few turns. Confused units may attack its allies. Stone permanently petrifies the target and can only be nullified by moving onto the treasure chest in Scenario 13. Some units, such as warlocks, priests, and rangers, are immune to the crowd control spells--sleep, confusion, stone.

There are three obvious tiers of healing spells. The greatest heal can cure a large group back to their full health. Similarly, there are basically four tiers of direct damage spells based on MP costs:

Direct Damage

Tier 1 Magic Arrows

Tier 2 Fire Ball 1 Blizzard Lightning

Tier 3 Thunder Tornado Fire Ball 2

Tier 4 Earthquake

Magician's Tools