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Posts from Magic schools in Heroes 5.

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Destructive
Magic

Summoning
Magic
Dark
Magic
Light
Magic

- There will be only 43 spells. This does not include the various effects of spells obtained when leveling up a hero.
- Each school will have 10 spells (with the exception of Summoning, which has 13).
- Hero's special abilities will be cast from the spellbook for free.
- Cities are not tied to any particular school, but according to reports, the probability of spells from certain schools appearing is higher than others.

Links to navigate to each element separately:
Destructive Magic
Summoning Magic
Dark Magic
Light Magic
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Spell NameMana PointsSpell Effect and Features.

Magic Arrow
4The magic arrow deals damage to enemy creatures with magical energy. The number of arrows depends on the hero's level.

Stone Spikes
5Deals damage to all creatures in the target area, using the Earth element.

Lightning
5
Strikes the enemy unit with lightning.

Ice Arrow
7This spell strikes the enemy unit with a falling ice block from above.

Fireball
6Deals damage to all creatures in the target area.

Ring of Cold
7The spell deals cold damage to all creatures surrounding its area of effect.


Chain lightning
8Strikes several adjacent units of creatures with lightning, starting with the selected one. Lightning jumps to the nearest unit, and each subsequent target receives half the damage from the previous one. This spell affects up to 4 targets.

Meteor Shower
8The spell deals significant damage to all creatures in the target area using the Earth element.

Armageddon
12Do I need to comment?
Deals damage to all creatures and war machines on the battlefield.

Earth Shock
9Deals damage to the enemy unit using the Earth element.

Updated 06/29/06

In reply to HwKeeper
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Spell NameMana PointsSpell Effect and Features.

Divine Power
4This spell increases the minimum damage of a friendly unit.

Haste
4Increases the "initiative" of friendly creatures, causing them to act faster.

Stone Skin
6Increases the defense of selected friendly creatures.

Dispel
5Removes positive spells from enemy creatures and negative spells from friendly creatures. However, a weak mage will not be able to dispel the spells of a strong one.

Wrath
6This spell increases the attack of friendly creatures.

Protection
6Allows the selected friendly unit to take less damage from ranged attacks.

Antimagic
7Removes positive and negative magical effects from the target unit and grants the latter immunity to future magical effects. Only for friendly creatures.

Teleport
8Teleports a friendly creature to another part of the battlefield. Only an Expert of Light Magic can teleport creatures behind city walls.

Resurrection
10This spell revives creatures in the selected friendly unit.

Holy Word
11Deals damage to all creatures of Inferno and Necropolis.

Updated 06/29/06
Хронология вселенной Might and Magic
Katrine
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Диалоги с Модераторами
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Spell NameMana PointsSpell Effect and Features.

Magic Fist
5Creates a magic fist that deals physical damage to enemy creatures. This spell ignores magic protection and magic resistance.

Fire Trap
8Places several magic explosive traps on the battlefield. The enemy will not be able to see them. The number of traps depends on the Summoning skill level.

Summon Hornet
5The spell summons a swarm of insects that damage selected enemy creatures. The spell does not affect undead, elementals, and mechanical creatures. If the wizard has the Summoning skill, the swarm will force the enemy unit to become distracted and lose part of its turn.

Raise Dead
6Resurrects creatures in the target friendly unit. Undead creatures return to "life," all other creatures are resurrected only for the duration of the battle.

Earthquake
7The earthquake damages the city walls during a siege.

Create Phantom
6Duplicates the selected friendly unit. The duplicate has the same abilities as the original, but disappears if it takes any damage (in 50% of cases, incorporeality allows the duplicate not to take damage).

Summon Elementals
9The spell summons fire, earth, water, or air elementals (depending on the location of the battle) that fight on the hero's side.

Wall of Fire
8The spell creates a wall of flame in the selected area of the battlefield. The fire deals damage to all creatures in this area for several turns.

Summon Phoenix
20The spell summons a phoenix for the duration of the battle, which fights on the hero's side. The strength of the phoenix depends on the Sorcery skill and the hero's level.

Heavenly Shield
9Covers the target unit with a shield of magical energy, which softens the blow.

Updated 06/29/06

Хронология вселенной Might and Magic
Katrine
Третьи или пятые? Теперь Вы сами выбираете иконки
Диалоги с Модераторами
Сейчас играю в Diablo II LoD
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Spell NameMana PointsSpell Effect and Features.

Weakness
4The spell reduces the maximum damage of a unit.

Slow
4By reducing the "Initiative" of an enemy unit, it makes it act less frequently.

Destructive Ray
5The spell destroys the armor of the target enemy unit, reducing its defense. The spell can be cast on the same unit multiple times, but the defense of the latter cannot be less than zero.

Plague
6The spell inflicts plague on an enemy unit. Creatures take damage each time they perform any action. The spell does not affect undead, elementals, and mechanical creatures.

Weakness
5The spell weakens enemy creatures, reducing their "Attack".

Confusion
7The spell makes a unit of creatures forget what they are doing on the battlefield. Some of the creatures will forget to shoot or retaliate. The spell does not affect undead, elementals, and mechanical creatures.

Battle Frenzy
8Causes a unit of creatures to experience battle frenzy. Such a unit considers all other creatures and all war machines to be its personal enemies and attacks the nearest enemy with double the fury. The spell does not affect undead, elementals, and mechanical creatures.

Blind
9Blinds the selected enemy so that it cannot move, attack, or use any skills. Blindness disappears as soon as the creature is attacked. The duration is determined by "Magic". The spell does not affect undead, elementals, and mechanical creatures.

Dominate
12Temporarily allows the hero to control an enemy unit. The spell does not affect undead, elementals, and mechanics. The unit under the influence of this spell cannot counterattack. Dominate disappears as soon as the creature is attacked.

Unholy Word
9Affects all creatures that do not belong to the Inferno and Necropolis factions.

Updated 06/29/06

Хронология вселенной Might and Magic
Katrine
Третьи или пятые? Теперь Вы сами выбираете иконки
Диалоги с Модераторами
Сейчас играю в Diablo II LoD
:cool:
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Spell NameMana PointsSpell Effect and Features.

Summon Ship
3This spell summons a naval vessel. It works when two conditions are met: the hero must be standing on the shore, and an unoccupied ship must be within the spell's range.

Summon Creatures
0This spell summons creatures from the nearest town.

Astral Gate
12This spell teleports the hero and their army to another area of the map.

Portal to Town
16This spell teleports the hero to the nearest friendly town (all movement points will be lost).

Updated 06/29/06

С уважением, Vlad

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New spells that will appear in the second add-on for Heroes 5: Tribes of the East.
Regeneration
Level: second
School: Light
Each turn, creatures restore a certain amount of health. Does not affect undead.
Divine Vengeance
Level: fourth
School: Light
Deals magic damage to the selected unit. The amount of damage depends on the number of enemies that the selected creature has killed since the beginning of the battle.
Sorrow
Level: first
School: Dark
Lowers morale and reduces the luck of the selected enemy unit.
Vampirism
Level: fifth
School: Dark
The selected friendly unit gains all the properties of undead and the ability to absorb the life force of its victims, like vampires.
Deep Freeze
Level: fifth
School: Destructive
Freezes the victims, immediately dealing ice damage and then draining life each turn for a certain period of time.
Arcane Crystal
Level: second
School: Summoning
Creates a crystal on the selected area of the battlefield, which blocks the path until it is destroyed or the battle ends. When destroyed, it deals damage to all units nearby.
Blade Barrier
Level: fourth
School: Summoning
Temporarily creates a wall three cells long on the selected area of the battlefield. The wall has an additional 75% protection against ranged and magic attacks. Attacking it in melee combat deals damage equal to the number of lost hit points.
Summon Hive
Level: fourth
School: Summoning
Materializes a wasp nest on the selected location on the battlefield. Wasp swarms from this nest will attack enemy creatures until the end of the battle or until the nest is destroyed. The nest will not attack undead, elementals, or mechanics.

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