School of Air Magic: Difference between revisions

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{{About|is about the characteristics of the air school [[spell]]s. For the [[secondary skill]], see [[air magic]].}}
{{Air spells||margin = 1em}}
{{Air spells}}


'''School of Air Magic''' is one of the four schools of magic. Others are [[School of Fire Magic]], [[School of Earth Magic]] and [[School of Water Magic]]. School of Air Magic is related to the [[secondary skill]] [[Air Magic]], which allows heroes' to cast Air 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.
'''School of Air Magic''' is one of the four schools of magic. Others are [[School of Fire Magic]], [[School of Earth Magic]] and [[School of Water Magic]]. School of Air Magic is related to the [[secondary skill]] [[Air Magic]], which allows heroes to cast Air 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 ==
{{user commentary|
The most powerful spells in school of air magic are [[Fly]], [[Dimension Door]] and [[Haste]]. Fly and Dimenson Door enables hero to take shortcuts and even ignore [[Border Guard]]s. In custom maps, they are typically disabled. Another powerful spell in School of Air Magic is Haste, which affects the [[speed]] of the creatures in combat. At expert level, it becomes a [[mass spell]], and give +5 speed to all allied creatures. This is such an huge advantage, that it questions why Haste is level 1 spell with such a small mana cost.
The most powerful spells in school of air magic are [[Fly]], [[Dimension Door]] and [[Haste]]. Fly and Dimension Door enables hero to take shortcuts and even ignore [[Border Guard]]s. In custom maps, they are typically disabled. Another powerful spell in School of Air Magic is Haste, which affects the [[speed]] of the creatures in combat. At expert level, it becomes a [[mass spell]], and give +5 speed to all allied creatures. This is such a huge advantage, that it questions why Haste is level 1 spell with such a small mana cost.


Other usful spells in School of Air Magic are [[Lightning bolt]] and [[Chain Lightning]]. They can do considerable damage in the early stage of the game. However, their usefulness tend to decrease as the game develops and the stack sizes grow allowing troops to do more much damage than spells. Another handy spell is [[Counterstrike]], which also becomes a mass spell with expert air magic. It enables two extra [[retaliation]]s for allied creatures, which makes it quite deadly specially in the cases like [[Hydra and Chaos Hydra|both hydras]] or [[Vampire and Vampire Lord|vampires]].
Other useful spells in School of Air Magic are [[Lightning bolt]] and [[Chain Lightning]]. They can do considerable damage in the early stage of the game. However, their usefulness tend to decrease as the game develops and the stack sizes grow allowing troops to do much more damage than spells. Another handy spell is [[Counterstrike]], which also becomes a mass spell with expert air magic. It enables two extra [[retaliation]]s for allied creatures, which makes it quite deadly specially in the cases like [[Hydra and Chaos Hydra|both hydras]] or [[Vampire and Vampire Lord|vampires]]. [[Precision]] works very well in long battles as ranged units will shoot enemies faster, while [[Disrupting Ray]] helps killing more enemies and cannot be [[cure]]d or [[dispel]]led. There are also some spells which are useful on limited occasions but help a lot, namely [[Destroy Undead]] which can kill all undead units who appear as wandering monsters or guard a [[Crypt]], and [[Hypnotize]] which can be also useful against wandering creatures or weak enemy stacks which can still be a big problem (e.g. [[Harpy and Harpy Hag|Harpy Hags]] or [[Wood Elf and Grand Elf|Grand Elves]]).


In conclusion, School of Air Magic has only few truly great spells, but they are so markable, that if the game is played at its full capacity (no bans), Air Magic becomes mandatory. Haste, or to be precise mass Haste, alone makes Air Magic a winner's choise. However, if Fly and Dimension Door are banned, let alone if Haste is banned, Air Magic and the School of Air Magic becomes significantly less attractive.
In conclusion, School of Air Magic has only few truly great spells, but they are so remarkable, that if the game is played at its full capacity (no bans), Air Magic becomes mandatory. Haste, or to be precise mass Haste, alone makes Air Magic a winner's choice. However, if Fly and Dimension Door are banned, let alone if Haste is banned, Air Magic and the School of Air Magic becomes significantly less attractive.
}}{{end of user commentary}}


[[Category: Spells]]
== Related articles ==
* [[School of Earth Magic]]
* [[School of Fire Magic]]
* [[School of Water Magic]]
 
[[Category: Spells|*]]
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Latest revision as of 19:52, 31 December 2023

School of Air Magic
Symbol for the School of Air Magic
Level 1
 Haste
 Magic Arrow *
 View Air
Level 2
 Disguise
 Disrupting Ray
 Fortune
 Lightning Bolt
 Precision
 Protection from Air
 Visions *
Level 3
 Air Shield
 Destroy Undead
 Hypnotize
Level 4
 Chain Lightning
 Counterstrike
Level 5
 Dimension Door
 Fly
 Magic Mirror
 Summon Air Elemental
 Titan's Lightning Bolt
School of Earth Magic
School of Fire Magic
School of Water Magic

School of Air Magic is one of the four schools of magic. Others are School of Fire Magic, School of Earth Magic and School of Water Magic. School of Air Magic is related to the secondary skill Air Magic, which allows heroes to cast Air 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

[Show user commentary]
[Hide user commentary]
Some may find the information in this section subjective or irrelevant.

The most powerful spells in school of air magic are Fly, Dimension Door and Haste. Fly and Dimension Door enables hero to take shortcuts and even ignore Border Guards. In custom maps, they are typically disabled. Another powerful spell in School of Air Magic is Haste, which affects the speed of the creatures in combat. At expert level, it becomes a mass spell, and give +5 speed to all allied creatures. This is such a huge advantage, that it questions why Haste is level 1 spell with such a small mana cost.

Other useful spells in School of Air Magic are Lightning bolt and Chain Lightning. They can do considerable damage in the early stage of the game. However, their usefulness tend to decrease as the game develops and the stack sizes grow allowing troops to do much more damage than spells. Another handy spell is Counterstrike, which also becomes a mass spell with expert air magic. It enables two extra retaliations for allied creatures, which makes it quite deadly specially in the cases like both hydras or vampires. Precision works very well in long battles as ranged units will shoot enemies faster, while Disrupting Ray helps killing more enemies and cannot be cured or dispelled. There are also some spells which are useful on limited occasions but help a lot, namely Destroy Undead which can kill all undead units who appear as wandering monsters or guard a Crypt, and Hypnotize which can be also useful against wandering creatures or weak enemy stacks which can still be a big problem (e.g. Harpy Hags or Grand Elves).

In conclusion, School of Air Magic has only few truly great spells, but they are so remarkable, that if the game is played at its full capacity (no bans), Air Magic becomes mandatory. Haste, or to be precise mass Haste, alone makes Air Magic a winner's choice. However, if Fly and Dimension Door are banned, let alone if Haste is banned, Air Magic and the School of Air Magic becomes significantly less attractive.


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