By casting certain spells one after another, a Great Mage may produce additional effects. These are known as Spell Combos.
List of Spell Combos[]
First Spell | Second Spell | Effect |
---|---|---|
Perk: Armored |
Lightning Bolt | When cast on Armored units, Lightning Bolt causes AoE damage to the surrounding hexes. Might work under other conditions too. Casting on a unit with Advanced Armor will cause more damage than a unit with basic armor. |
Ice Prison | Fist of Krolm |
When the Fist of Krolm is used on a frozen target, they are shattered, dealing extra damage. |
Sunstroke | When Sunstroke is cast on a unit with (lesser) weakness, the Sunstroke will deal extra damage. | |
Nature Regeneration | Unit: Bears, Bearmen, Werewolves, Noble Werewolves, Court Werewolves | When Nature Regeneration is cast on these units, the spell's effectiveness is doubled (from 15 regeneration to 30) for 3 turns (look for the Enhanced Regeneration perk). |
Protection of Agrela; Death Magic Immunity |
Agrela's Healing | The effectiveness of Healing is doubled. |
Veil of Darkness | Terror of Night | Causes Terror of Night to critical hit, dealing 25 spirit damage. |
Shield of Dauros |
Order to Dispel | When a unit with "shielded" status, which is exclusive status enchanted by those two spells, cast "Order to Dispel" on the unit will cause AOE damage like Lightning Bolt's spell combo. |