Talk:School of Water Magic
The power of Water Magic lies in the following spells Bless, Dispel, Cure, Teleport, Prayer and Clone. Casting Bless can significantly increase damage of creature stacks that have a decent range of damage (2-7) 4-11 etc. With Dispel and Cure a hero can remove unwanted spell effects, and they are almost compulsory when playing against human opponents.
In sieges, the Teleport spell can be devastating for the defender, if you consider a really rare situation where the attacker teleports Chaos Hydras inside the castle walls. Where expert Haste gives creatures +5 movement the expert Prayer gives +4 and therefore is almost as good as a Haste spell.
Last but not least, attacking with A Cloned unit not only does damage, but also removes the retaliation which a defending unit would have a chance at, which could be more important than the actual damage. Clone is also known for combining it with Archangels resurrect ability. Additionally, Water Walk can not be ignored as a very powerful adventure spell.