True Aim increases accuracy of ranged attacks. Strategic/Tactical
Suffocation- decreases defense and 20% damage taken each turn until resisted. Tactical
Blade Barrier- all units that attack the units take a weak attack as an automatic counterhit. Ranged attacks suffer a large hit penalty, both to and from Strategic/Tactical.
Leviation- allows units to fly for short distances. Does not increase movement, but all terrain is considered grassland or road. Units can still be attacked normally. Strategic. Cost is dependent on size.
Cloudkill- units take poison damage, units can lose actions due to coughing and wheezing. Area Attack. Tactical, shards increase radius
Floating sword- hero only. Unit effectively gets a 3rd hand, to use for a weapon (or shield) . Strategic
Deafness- unit is unable to cast spells, and suffers a defense penalty.
Scatter- every unit in both armies is teleported to a random tile. Units behind walls are immune. Tactical
Tower of Air- blocks entering or leaving a square from one direction. also prevents missile attacks from that direction. Tactical
Charge Weapon- makes a weapon do electrical damage
Dagger of Air- air spell that does piercing damage
Concussive Jet- air spell that does double damage to flying targets, as well as smaller targets. Large targets are resistant.