Direct damage spells: Difference between revisions
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'''Direct damage spells''' is a term that typically refers to [[spell]]s whose effect causes immediate damage to the creature stack(s) instead of weakening them or | '''Direct damage spells''' is a term that typically refers to [[spell]]s whose effect causes immediate damage to the creature stack(s) instead of weakening them, controlling them, hindering their movement or creating summoned creature stacks that attack them. | ||
Many (and the most powerful single target spell [[Implosion]]) deal single target damage and damage to only a single stack, but there are also arcing ([[Chain Lightning]]), splashing ([[Fireball]], [[Meteor Shower]]) and whole battlefield spells ([[Armageddon]], [[Destroy Undead]], [[Death Ripple]]) - [[Destroy Undead]] only deals damage to undead, an inbuilt immunity of the enemy that most spells except [[Death Ripple]] lack, although quite some creatures are immune to spell schools, immune to a level range of spells or enjoy [[magic resistance]]. | Many (and the most powerful single target spell [[Implosion]]) deal single target damage and damage to only a single stack, but there are also arcing ([[Chain Lightning]]), splashing ([[Fireball]], [[Meteor Shower]]) and whole battlefield spells ([[Armageddon]], [[Destroy Undead]], [[Death Ripple]]) - [[Destroy Undead]] only deals damage to undead, an inbuilt immunity of the enemy that most spells except [[Death Ripple]] lack, although quite some creatures are [[spell immunity|immune]] to spell schools, [[dragon|immune to a level range of spells]], [[troglodyte|immune to single spells]] or enjoy [[magic resistance]]. | ||
[[Earthquake]] is a spell that works like [[Cyclops]] units (or the [[Catapult]]) would - it damages the siege walls and not units. | [[Earthquake]] is a spell that works like [[Cyclops]] units (or the [[Catapult]]) would - it damages the siege walls and not units. | ||
Damage spells can magically be evaded by casting [[Anti-Magic]] on units or having artefacts on the hero like [[Pendant of Negativity]] that makes the whole army immune to spells like [[Lightning Bolt]] or [[Chain Lightning]]. | Damage spells can magically be evaded by casting [[Anti-Magic]] on units or having artefacts on the hero like [[Pendant of Negativity]] that makes the whole army immune to spells like [[Lightning Bolt]] or [[Chain Lightning]]. | ||
[[Magic Mirror]] can (up to a percentage of 40%) reflect hurtfull spells back to a stack of the enemy casters army. | |||
Damage spells also cannot be cast in anti magic areas like the [[Anti-Magic Garrison]]. | Damage spells also cannot be cast in anti magic areas like the [[Anti-Magic Garrison]]. |
Revision as of 10:51, 31 August 2014
Direct damage spells is a term that typically refers to spells whose effect causes immediate damage to the creature stack(s) instead of weakening them, controlling them, hindering their movement or creating summoned creature stacks that attack them.
Many (and the most powerful single target spell Implosion) deal single target damage and damage to only a single stack, but there are also arcing (Chain Lightning), splashing (Fireball, Meteor Shower) and whole battlefield spells (Armageddon, Destroy Undead, Death Ripple) - Destroy Undead only deals damage to undead, an inbuilt immunity of the enemy that most spells except Death Ripple lack, although quite some creatures are immune to spell schools, immune to a level range of spells, immune to single spells or enjoy magic resistance.
Earthquake is a spell that works like Cyclops units (or the Catapult) would - it damages the siege walls and not units.
Damage spells can magically be evaded by casting Anti-Magic on units or having artefacts on the hero like Pendant of Negativity that makes the whole army immune to spells like Lightning Bolt or Chain Lightning.
Magic Mirror can (up to a percentage of 40%) reflect hurtfull spells back to a stack of the enemy casters army.
Damage spells also cannot be cast in anti magic areas like the Anti-Magic Garrison.
First Level Spells
- Magic Arrow (one stack, Constant 10 and Spell Power*10 (Basic) / Spell Power*20 (Adv) / Spell Power*30 (Expert) damage)
Second Level Spells
- Death Ripple (all living units, Constant 10 (Basic), Constant 20 (Adv), Constant 30(Expert) and Spell Power*5 damage)
- Fire Wall (units going through the wall or pausing there, Constant 10 (Basic), Constant 20 (Adv), Constant 50 (Expert) and Spell Power*10 damage)
- Ice Bolt (one stack, Constant 10 (Basic), Constant 20 (Adv), Constant 50 (Expert) and Spell Power*20 damage)
- Lightning Bolt (one stack, Constant 10 (Basic), Constant 20 (Adv), Constant 50 (Expert) and Spell Power*25 damage)
Third Level Spells
- Destroy Undead
- Earthquake (Only targets Castle walls and towers)
- Fireball
- Frost Ring
- Land Mine
Fourth Level Spells
Fifth Level Spells
Spell tables
Spell Name | School | Single Target | Bonus damage at Basic | Bonus at Adv | Bonus at Expert | Variable Damage |
---|---|---|---|---|---|---|
Destroy Undead | Air | No, Whole Battlefield (Undead Only) | 10 dmg (1x) | 20 dmg (2x) | 50 dmg (5x) | 10 dmg / spell power |
Armageddon | Fire | No, Whole Battlefield (Safe Spell immunity or likewise) | 30 dmg (0.6x) | 60 dmg (1.2x) | 120 dmg (2.4x) | 50 dmg / spell power point |
Magic Arrow | *Any* | Yes | 10 dmg (1x) | 20 dmg (2x) | 30 dmg (3x) | 10 dmg / spell power point |
Lightning Bolt | Air | Yes | 10 dmg (0.4x) | 20 dmg (0.8x) | 50 dmg (2x) | 25 dmg / spell power point |