Disrupting Ray: Difference between revisions

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[[Category:Spells]]
[[Category:Spells]]
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Revision as of 23:34, 7 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 Shadow of Death
School of Earth Magic
School of Fire Magic
School of Water Magic
Disrupting Ray
School: Air Magic
Level: 2nd
Cost: 10/8
Duration: until end of combat
Basic Effect
Reduces the selected enemy unit's defense strength by 3. A single enemy may be targeted multiple times by this spell.
 
Advanced Effect
Reduces the selected enemy unit's defense strength by 4. A single enemy may be targeted multiple times by this spell.
 
Expert Effect
Reduces the selected enemy unit's defense strength by 5. A single enemy may be targeted multiple times by this spell.
 
Probability of occurrence (%):
Castle 35
Rampart 25
Tower 46 (35*)
Inferno 47
Necropolis 24
Dungeon 35
Stronghold 35
Fortress 35
Conflux 37
Cove Horn of the Abyss 25
Factory Horn of the Abyss
* Without Library

It reduces target, enemy creature stack's defense. Disrupting Ray may be cast on same stack repeatedly, making it the only cumulative spell in Heroes of Might and Magic III. The effect of each cast stays until combat ends. It is prone to dispel/cure, and even if the target was killed and resurrected the disrupting ray effect still remains. Usually, the overall effect is limited by zero defense level, but if the target's defense was buffed by spells or a defensive stance, it will go negative after the buffs expire.

Heroes starting with Disrupting Ray:

Heroes specialising in Disrupting Ray:

Creatures immune to Disrupting Ray:

Creatures capable of casting Disrupting Ray:

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