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--Level 2 Magic--
Heroes of Might and Magic: Olden Era

--Level 2 Magic--

Learn about Level 2 spells like Blind, Lightning Bolt, Visions, and SteelSkin in Heroes of Might and Magic: Olden Era. Discover their effects and best uses.

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Learn about Level 2 spells like Blind, Lightning Bolt, Visions, and SteelSkin in Heroes of Might and Magic: Olden Era. Discover their effects and best uses.

Blind

This spell is highly effective for incapacitating enemy stacks, preventing them from moving or attacking. Timing is crucial: cast it on the fastest enemy unit, wait for the enemy to cast their own spell, or time it so the blinded stack is next to act. If the enemy dispels it after their unit has lost its turn, it's too late for that turn. If dispelled before the blinded stack's turn, the stack attacks normally. Generally, cast Blind on the most dangerous and fastest units. It is also useful for preventing enemy retreats. A blinded creature retaliates with half damage, unless attacked from afar with missiles or offensive spells, in which case there is no retaliation. Blind does not work on undead or Titans.

Lightning Bolt

The premier direct offensive spell for damaging a single stack. It is useful for destroying remaining enemy units to prevent them from fleeing. Cast Lightning Bolt on the most dangerous unit that can attack you immediately; walker troops are a lower priority target.

Visions

A rare and highly useful spell that reveals how a nearby wandering monster stack will react (join, flee, attack) and the number of units present. Cast Visions on stacks you must pass or suspect might join you.

SteelSkin

Provides a +6 bonus to Defense, significantly reducing damage taken by approximately 40% under ideal conditions (when the attacker's attack rating is 5 points higher than the defender's defense rating before casting). It is best cast on important stacks, such as your best shooters or flyers attacking deep in enemy territory.

Cold Ray

A less powerful offensive spell similar to Lightning Bolt. It is generally not cast if Lightning Bolt is already available, unless the cold icicle item is equipped. It is a point-and-shoot offensive spell.

Disrupting Ray

Reduces Defense by -3 each time it is cast, offering a permanent and cumulative effect. While some players favor it, it is rarely used due to its high cost. It can be used instead of Curse against powerful enemy stacks, and the enemy cannot dispel it.

Dragon Slayer

Provides a +5 attack bonus specifically against Dragons and Bone Dragons. It should be cast on your highest-level stack (e.g., Titans, Phoenix) and can inflict up to 50% more damage on Dragon stacks. Combined with Bless, it makes your attacking unit very dangerous. It is a good option against Dragons, which are immune to most magic.

Death Ripple

A specialized spell primarily useful if your army consists entirely of undead troops. It requires a high spell power rating and affects all living troops equally, acting as a weak mini-Armageddon spell. It may be useful when combined with Anti-magic.

Summon Boat

Summons any nearby boat that you control or that has never been controlled. This spell is very useful in water-based scenarios, potentially saving significant exploration time by allowing you to quickly board a boat after exploring an island.

Haunt

Renders a mine useless for all players until the protecting ghosts are defeated. It is rarely used and should not be cast on your own mines. It can be useful if a spellcasting scout hero casts it on essential enemy mines, such as sulfur mines.

View Artifacts

This spell is rarely used by experienced players who often employ scouting heroes. If cast, it is typically done once to check for a cluster of nearby items, which are often guarded by strong armies.

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