Strategic spells are those spells that can be cast out of combat from the strategic map. They are further subdivided into Global Enchantments, City Enchantments, Summoning Spells, and Instant Spells.
Combat spells are those spells that can be cast inside combat. They are further subdivided into Instant Spells, Unit Enchantments, and Battlefield Enchantments.
Leaders can cast spells on the strategic map by paying the spell's cost in and . A spell can begin casting even if the leader has insufficient , in which case it will accumulate all available at the end of each turn until the leader has enough to cast it. For example, if a leader begins casting a spell that costs 70 and ends his turn with 50 , he would be able to cast the spell next turn for 20 . While a spell is being cast, another spell on the Strategic Map cannot be cast or begin being cast without aborting the current one (in which case the will be refunded but not any from previous turns).
Note: Summon spells grant Summoned to any creature they creating.
Leaders and heroes can cast spells in tactical combat by paying the spell's cost in and . Heroes each have their own pool of which can only be used in combat and replenishes at the start of each (strategic) turn while the Leader uses the same pool as on the strategic map. Leaders can cast spells in combat that they are not participating in however those spells cost double and . Furthermore, Leaders can cast combat spells even while a spell is being cast on the Strategic Map (which leaves that spell with less at the end of the turn)
Regardless of the source, each player can only cast one spell per turn of tactical combat. If the hero that casts a battlefield enchantment dies during combat, then the spell is cancelled.