School of Fire Magic

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Revision as of 14:23, 28 July 2014 by 91.119.222.29 (talk) (→‎Discussion: , magic differences added.)
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is about the characteristics of the fire school spells. For the secondary skill, see Fire Magic.

School of Fire Magic
School of Earth Magic
Level 1
 Bloodlust
 Curse
 Magic Arrow *
 Protection from Fire
Level 2
 Blind
 Fire Wall
 Visions *
Level 3
 Fireball
 Land Mine
 Misfortune
Level 4
 Armageddon
 Berserk
 Fire Shield
 Frenzy
 Inferno
 Slayer
Level 5
 Sacrifice
 Summon Fire Elemental
School of Air Magic
School of Earth Magic
School of Water Magic

School of Fire Magic is one of the four schools of magic. Others are School of Air Magic, School of Earth Magic and School of Water Magic.

The School of Fire Magic is related to the secondary skill Fire Magic, which allows heroes' to cast Fire School spells more effectively and at reduced cost.

The cost reduction is the same regardless of whether a hero holds the skill at basic, advanced, or expert level.

Discussion

The most powerfull spell in the School of Fire Magic is Berserk (20 spell points to have an enemy creature loose a willful attack and use it against their own (or whoever stands near), especially nice considering sieges and stronger the stronger the enemy creature is), which combined with expert Fire Magic can be cast on an area of radius three hexes.

It causes all affected creatures to use their attack to the nearest possible target. The only downside is, that with Pendant of Dispassion, a treasure class artifact, the enemy can protect all his troops from Berserk.

Additionally, Armageddon is sometimes quite useful spell, that can be used in a tactic called Dragogeddon.

Other useful spells are Curse (counter to Bless, Dread Knight speciality) and Blind (Paralyse an enemy creature).

Curse becomes a mass spell at expert level of Fire Magic, and can significantly reduce enemy damage. Blind on the other hand is an all-around spell good for almost any situation.

In conclusion, the School of Fire Magic has only few useful spells. Especially Berserk can change the course of battle.

However, the lack spells that could increase the effectiveness of allied creatures (buffs) makes it least necessary of the four schools.

And therefore, also Fire Magic becomes dispensable - it also has only the second best spell in terms of damage, Armageddon which was so bad it was changed to effect the whole battlefield out of pity - sadly it needs either select level 7 creatures or Efreet only (Dragogeddon) to not cast friendly fire on the own creatures too (and in most maps the Armageddon's Blade (Artifact) might not be present).

The best single target damage spell in terms of just damage output is an Earth magic spell, Implosion, quite a host of buffs are included in Water magic, which also has the only heal spell Cure, Earth magic also has resurrects.

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