Anti-Magic: Difference between revisions
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{{Earth spells}}{{spelltable|Earth Magic|15|1 Round/ [[Spell Power]]|Third}} | |||
{{spelltable|Earth Magic|15|1 Round/ [[Spell Power]]|Third}} | |||
Renders target allied unit immune to spells below a certain level. Removes [[Curse (spell type)|curses]] active on the stack, but not any [[blessing]]s. | Renders target allied unit immune to spells below a certain level. Removes [[Curse (spell type)|curses]] active on the stack, but not any [[blessing]]s. |
Revision as of 08:41, 1 February 2014
Renders target allied unit immune to spells below a certain level. Removes curses active on the stack, but not any blessings. Template:Skills
Comments
Anti-Magic is a great spell for a number of reasons. It can make powerful spellcasting heroes have to focus on a limited amount of units. Computer players enjoy bashing level-1 units, especially Master Gremlins. Cast Anti-Magic on them and the enemy will have to alter its Lightning Bolt/Magic Arrow/Meteor Shower technique and be forced to destroy them the old way: thru hack and slash. Sometimes Master Genies can cast this spell on a unit and this is very helpful. The unfortunate thing about Anti-Magic however, is that you can't cast Resurrection or Animate Dead to bring back lost units. This problem can be fixed by casting Dispel, followed by resurrection, or if the stack is completely dead. Bear in mind that sometimes Expert Dispel is undesirable, as it affects all units on the battlefield.
Dispel and Fire Shield are the only spells that pierce through Anti-Magic's protection.