
Heal
Heals an ally for 5 health points per creature alive in the caster's stack.
Spell codex
All 48 spells in Heroes of Crypto — the scrolls units cast from their spell books, the augments you pick before the fight, and every buff and debuff the board can apply. Read straight from the game data, so it always matches the live rules.

Heals an ally for 5 health points per creature alive in the caster's stack.

Grants an ally an additional 30% armor.

Bless an ally to ensure it always inflicts the maximum possible damage.

The allied unit's morale has reached its peak.

Gives 30% of max HP and base armor from caster to an ally.

Heals every ally for 2.5 health points per creature alive in the caster's stack.

Calls lightning down on an enemy anywhere on the battlefield — no wall, body or mountain can block it. Deals 150 damage for every creature alive in the caster's stack, ignores armor, and is cut by magic resistance.

Summons 1.5 wolves per creature alive in the caster's stack to fight for your team.

Opens a churning vortex under an enemy and chains it to the spot. The creature skips its next turn while trapped in the vortex. Water magic: a Water Element cannot be chained by it.

Calls a meteor shower down on the battlefield. Deals 100 damage for every creature alive in the caster's stack, ignores armor, and is cut by magic resistance.

Bursts into flame around an enemy in line of sight. Every unit on a cell touching the target — friend or foe — burns for the same amount: 125 damage for every creature alive in the caster's stack.

Adds 25% to all magic damage the target deals.

Sends a small fireball at an enemy in line of sight. Deals 6 damage for every creature alive in the caster's stack, ignores armor, and is cut by magic resistance. Stack power does not change the damage — it only gates the cast.

The ally's attacks set the target alight for 10% of the damage dealt. The fire is magic damage: armor does not stop it, magic resistance does. Deals 50% more to water creatures. Fire creatures are immune.

Adds 30% of additional damage to an ally.

Lays a burning wall across 3 cells in a straight line, in any of the four orientations. Hold Shift while aiming to rotate it. Entering a burning cell costs any creature 1 extra step (double the usual cost) and sears it for 25% of its maximum health, friend or foe alike.

Reflects 30% of consumed magical damage back to attacker. Gives 30% chance to reflect any debuff.

Calls a meteorite down on any 2x2 block of the battlefield, burning every enemy caught under it. Deals 4 damage for every creature alive in the caster's stack — less than Fire Strike, because it strikes them all at once.

Drops the affected unit's luck to its minimum. A luck-buffed target (Luck Aura, Clover of Fortune) is reduced to 0 instead.

Throws a 2x2 smoke cloud onto free cells anywhere on the battlefield. Any ranged attack (either side) whose arrow path crosses a smoked cell deals HALF damage (its range divisor doubles: full -> 1/2, 1/2 -> 1/4). A creature stepping onto a smoked cell disperses the smoke from that cell.

Adds 25% of additional damage to all allies.

Reflects 25% of consumed magical damage back to attacker. Gives 25% chance to reflect any debuff.

The unit's movement range is reduced by 30%.

The unit's movement range is reduced by 25%.

The unit's base armor is reduced by 24%.

The unit's base attack is reduced by 30%.

The affected unit's morale is at its lowest level.

The affected unit cannot physically attack enemies with higher cumulative HP.

The affected unit is unable to perform ranged attacks.

Angelic Host grants +1 attack, +1 defense and +1 movement distance. Active while an allied unit with Angelic Host is alive.

All allies gain one additional movement step per creature alive in the caster's stack, and are ensured to deal maximum damage with each attack.

Your attacks have a 20% chance to Break the enemy hit (muting its abilities), at the cost of a 4% chance to miss.

Swaps with small opponent within caster's movement range.

Unit's morale falls to its lowest level, reducing its attack multiplier to 0.8.

The enemy permanently loses 2 base attack points each time it attacks the carrier in melee.

The unit cannot be targeted by the enemy team.

Artifact. +0% healing and resurrection; the Troll's ability is not consumed.

The creature receives a 10% boost to all stats, including its abilities.

Unit reaches maximum morale, increasing its attack multiplier to 1.25.

Resurrects fallen ally units on the battlefield, up to the caster stack's cumulative maximum hit points.

Hurls a vine at an enemy in line of sight, leaving it across every cell on the way. A non-flying creature pays 1 extra step to cross a vined cell. The struck creature also loses 1.5 steps, unless its magic armor shrugs the snare off. The vine lands on the cells either way.

The unit is completely visible to the enemy team.

Fully absorbs the first incoming attack this battle (0 damage taken), then breaks.

Grant ability to restore health up to its maximum HP at the start of its turn.

All flying units gain 4 of base armor points while losing 4 movement points, including enemies.

50% chance per cast to add +1 armor to the target. The bonus stacks.

Craft allies in a 2x2 area: each may gain a second attack, a frozen weapon, be stunned, or nothing.

50% chance per cast to add +1 attack to the target. The bonus stacks.
No spells found.