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|
|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).|
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.|
|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.|