School of Water Magic: Difference between revisions
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* [[School of Earth Magic]] | * [[School of Earth Magic]] | ||
* [[School of Fire Magic]] | * [[School of Fire Magic]] | ||
[[Category: Spells]] | [[Category: Spells]] |
Revision as of 11:25, 22 July 2014
is about the characteristics of the water school spells. For the secondary skill, see Water Magic.
School of Water Magic is one of the four schools of magic. Others are School 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 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 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 archangels resurrect ability. Additionally, water walk can not be ignored as very powerful adventure spell.