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{{Water spells | {{About|is about the characteristics of the water school [[spell]]s. For the [[secondary skill]], see [[Water Magic]].}} | ||
{{Water spells}} | |||
'''School of Water Magic''' is one of the four schools of magic. Others are [[ | '''School of Water Magic''' is one of the four schools of magic. Others are [[Schools of Air Magic]], [[School of Fire Magic]] and [[School of Earth Magic]]. School of Water Magic is related to the [[secondary skill]] [[Water Magic]], which allows heroes' to cast Water 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. | ||
== Comments & Debate == | |||
The power of | The power of water magic lies in the spells like [[bless]], [[dispel]] (or [[cure]]), [[teleport]], [[prayer]] and [[clone]]. Casting can significantly increase damage of creature stacks, and is especially useful on low-level creatures. With dispel and cure a hero can remove wanted 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 situation, where the attacker teleports [[Hydra and chaos hydra|chaos hydras]] inside the castle walls. While expert [[haste]] gives creatures +5 movement, the expert prayer gives +4 and therefore is almost as good. Last but not least, attacking with the clone does not only do damage, but also "removes" the [[retaliation]], which can be even more important than the actual damage. Clone is also known for combining it with [[Angel and archangel|archangels]] [[Resurrection|resurrect]] ability. Additionally, [[water walk]] can not be ignored as very powerful [[adventure spell]]. | ||
[[Category: Spells]] | |||
[[Category: Spells | |||