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School of Fire Magic
School of Earth Magic
Level 1
 Magic Arrow
 Protection from Fire
Level 2
 Fire Wall
Level 3
 Land Mine
Level 4
 Fire Shield
Level 5
 Summon Fire Elemental
School of Air Magic
School of Earth Magic
School of Water Magic
Blind is a 2nd level spell in the School of Fire Magic.
School:  School of Fire Magic
Level:  2nd
Basic cost:  10
Duration:  1 rnd/sp
 Basic effect
Target, enemy troop is frozen until attacked, dispelled or effect wears off. Deactivating attack is retaliated at 50% of base attack rating.
 Advanced effect
Same as basic effect, except that deactivating attack is retaliated at 25% of base attack rating.
 Expert effect
Same as basic effect, except that deactivating attack is not retaliated.
 Probability of occurrence (%):
Castle Castle   25
Rampart Rampart   35
Tower Tower   18 (13*)
Inferno Inferno   47
Necropolis Necropolis   24
Dungeon Dungeon   25
Stronghold Stronghold   25
Fortress Fortress   35
Conflux Conflux   37
* Without Library
It makes the blinded creature stack immobile and completely lose its turn to act on combat round. Blind can be removed with Cure and Dispel spells, or it is removed if the creature is attacked in any way or the duration of the spell ends. If Blind is removed from a creature, it will have a chance to act on its turn as it normally would according to its initiative, or if its turn has already passed for the round, it will act immediately.

As Blind is one of the mind spells, all creatures immune to mind spells are also ineligible as a target of Blind spell. This includes undead, elementals, golems, Giants and Titans. Additionally, Efreeti and Efreet Sultans, Firebirds and Phoenixes, and already blind Troglodytes and Infernal troglodytes are also immune to Blind.

Artifacts rendering your units immune to Blind:

Units capable of casting blind (after attacking):


Blind is arguably one of the strongest spells in the game. It is perhaps at its best combined with Resurrection spell, and managing to blind opponent's last creature stack. This leads to a situation where the opponent will have no chance to retreat, and the hero can cast Resurrection to bring many if not all his troops back to life, provided enough spell power and mana. This tactics weak spot is War Machines, which cannot be blinded and therefore with Artillery or First Aid secondary skill may offer enemy hero a chance to escape. Additionaly, during siege battles Ballistics secondary skill may offer a chance for the enemy hero to escape.

The only drawback of Blind is, that there are many creatures immune to it. Solution to this problem is to find a relic artifact Orb of Vulnerability, which disables spell immunities and enables hero to blind even naturally magic immune, e.g. Black Dragons.

See also[edit]