
Fire Strike
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.
Spell codex
All 51 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.

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.

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 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.

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 cannot move at all — it may still attack and retaliate.

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.

Adds 10% of additional damage to an ally.

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 75% of consumed magical damage back to attacker. Gives 75% chance to reflect any debuff.

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.

Boosts the entire team's base armor and magic armor. Level 1: +6%. Level 2: +13%. Level 3: +21%.

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.

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.

Increases all magic damage the entire team deals — offensive spells, Fire Wall, Fireforged Sword, Chain Lightning, Fire Breath and Fire Shield. Level 1: +7%. Level 2: +15%. Level 3: +24%.

The unit cannot be targeted by the enemy team.

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

Increases the entire team's base attack. Level 1: +8%. Level 2: +17%. Level 3: +27%.

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

Boosts the entire team's movement steps. Level 1: +1 step. Level 2: +2 steps.

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

Increases the team's ranged base attack and shot range. Level 1: +7% attack, +20% range. Level 2: +15% attack, +40% range. Level 3: +24% attack, +70% range.

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.

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.