Water Magic is a school of magic, along with Earth, Fire and Air Magic. There is a special rule in place that offers schools of magic more often as a choice when leveling up than the secondary skill learning percentages suggest: A new school of magic will be offered at least every 4 levels for Might heroes and every 3 levels for Magic heroes. It can be offered more often by chance. Example: The Might hero was not offered a school of magic when reaching levels 2 and 3. The hero will then be guaranteed to be offered a magic school at level 4. At level 8, the hero will be offered again a new magic school if none was offered at levels 5, 6 and 7.
Heroes with basic Water Magic as a starting skill:
Chance to get
|Town||Class||Chance to learn|
Like other magic schools, Water Magic is important. It has three essential Level 1 spells - Bless, Cure, and Dispel. Units with big damage range (e.g. Harpy Hags) will become mighty when Blessed. Beware when casting Dispel though, as positive magic from your units and negative magic from the enemies will also be removed. Weakness will help your units survive, reducing enemy's damage. Mass Forgetfulness is a must when fighting neutral ranged units, as otherwise they will very likely kill some of your troops even being easily defeated. Clone is very good to units with magic abilities, as, for example, every clone of Pit Lords will summon demons separately, and every clone of Archangels will resurrect allies separately. Prayer is just making units stronger and faster, Summon Boat is helpful when there is no Shipyard nearby (or no resources for a boat), and Scuttle Boat is a useful tactical feature (e.g. to scuttle your own boat so as to force an enemy hero into a battle). Teleport will drive slow troops to the heat of the battle, as they wouldn't reach enemies by their natural speed; this spell can be also an unexpected maneuver (e.g. for a stack who can attack all adjacent troops).