Editing School of Earth Magic

Jump to navigation Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{About|is about the characteristics of the earth school [[spell]]s. For the [[secondary skill]], see [[Earth Magic]].}}
{{Earth spells||margin = 1em}}
{{Earth spells||margin = 1em}}


'''School of Earth Magic''' is one of the four schools of magic. Others are [[School of Air Magic|Air]], [[School of Fire Magic|Fire]] and [[School of Water Magic|Water]]. School of Earth Magic is related to the [[secondary skill]] [[Earth Magic]], which allows heroes to cast earth school spells more effectively and at the reduced cost. The cost reduction is the same regardless of whether a hero holds the skill at basic, advanced, or expert level.
'''School of Earth Magic''' is one of the four schools of magic. Others are [[School of Air Magic|Air]], [[School of Fire Magic|Fire]] and and [[School of Water Magic|Water]]. School of Earth Magic is related to the [[secondary skill]] [[Earth Magic]], which allows heroes' to cast earth 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.


{{user commentary|
== Comments & Debate ==
School of Earth Magic is perhaps the strongest of all the schools, because it has a wide variety of all kinds of spells. Alongside [[Wisdom]], it is one of two secondary skills which should be learned under any circumstances. There are almost no completely useless spells in Earth Magic, possibly besides [[Sorrow]]. The most powerful of them all is [[Town Portal]], which at expert Earth Magic enables hero to teleport to any allied town with a mere cost of 20 spell points and 300 [[movement]] points. This alone would be excellent feature, but what makes it truly great spell is that a hero can cast Town Portal unlimited times, provided that he has spell points and movement points left. In comparison, [[Dimension Door]] can only be cast four times a day at expert level.
School of Earth Magic is perhaps the strongest of all the schools, because it has a wide variety of all kinds of spells. The most powerful of them all is [[Town Portal]], which with expert Earth Magic enables hero to teleport to any allied town with a mere cost of 20 spell points and 300 [[movement]] points. This alone would be excellent feature, but what makes it truly great spell is that a hero can cast Town Portal unlimited times, provided that he has spell points or movement points left. In comparison, [[Dimension Door]] can only be cast four times a day at expert level.


[[Slow]] is possibly the most powerful spell in the game. On Expert level, it slows down every enemy stack enabling the hero's troops to act first, and disallows enemies to reach your troops even with morale. Other fully essential spells in the School of Earth Magic are [[Resurrection]] and its [[undead]] counterpart [[Animate Dead]]. Resurrection (or Animate Dead) combined with [[Blind]] may save an entire army with enough spell points.
Other powerful spells in the School of Earth Magic are [[Resurrection]] and its [[undead]] counterpart [[Animate Dead]], [[Force Field]], [[Earthquake]] and [[Slow]]. Resurrection (or Animate Dead) combined with [[Blind]] may save an entire army with enough spell points. Force Field is not so useful against human players, but in wandering creature stacks it becomes extremely tactical spell. Earthquake can be handy in siege battles. Last but not least is Slow, which is a [[counter]]part of [[Haste]]. Like Haste, Slow is also so powerful spell cast at expert level, that it rises the question why is it a level 1 spell. Casting expert [[Stone Skin]] with expert [[Shield]] allows one's armies to tank considerably more damage than simply using the spells separately, since the defensive bonuses stack.
 
On the later stages of the game, [[Meteor Shower]] and [[Implosion]] can help you wipe out a large amount of enemy creatures (and they may be countered by mass [[Protection from Earth]]). [[Anti-magic]] can save your units against powerful enemy spells. It allows to use [[Dragogeddon]] strategy if you have creatures not immune to [[Armageddon]] ([[Angel and Archangel|Archangels]] or [[Devil and Arch Devil|Arch Devils]]), and to save your troops against it. Moreover, [[Force Field]], [[Earthquake]], [[Stone Skin]] and [[Shield]] are also useful spells. When you play for [[Necropolis]], [[Death Ripple]] is very good against wandering monsters.
}}{{end of user commentary}}


== Related articles ==
== Related articles ==
Line 16: Line 14:
* [[School of Water Magic]]
* [[School of Water Magic]]


[[Category: Spells|*]]
 
[[Category: Spells]]
Please note that all contributions to Heroes 3 wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!
Cancel Editing help (opens in new window)