Spells

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Revision as of 16:49, 22 January 2014 by 91.119.196.233 (talk) (→‎Earth magic: , quicksand is movement impeding)
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Spells

Visions and Magic Arrow belong to any school.

Earth magic

Level 1 Level 2 Level 3 Level 4 Level 5
Adventure Spells Adventure Spells Adventure Spells Adventure Spells Adventure Spells
  • Visions (unit recognaissance, belongs to all magic schools)
Combat spells Combat spells Combat spells Combat spells Combat spells

Air magic

Level 1 Level 2 Level 3 Level 4 Level 5
Adventure Spells Adventure Spells Adventure Spells Adventure Spells Adventure Spells
  • View Air (heroes, towns, artifacts recognaissance)
  • Disguise (anti recognaissance of heroes troops)
  • Visions (unit recognaissance, belongs to all magic schools)
Combat spells Combat spells Combat spells Combat spells Combat spells
  • Haste (unit movement points)
  • Magic Arrow (magical damge, belongs to all magic schools)

Water magic

Level 1 Level 2 Level 3 Level 4 Level 5
Adventure Spells Adventure Spells Adventure Spells Adventure Spells Adventure Spells
  • Scuttle Boat (destroy unattended boat)
  • Visions (hero units recognaissance, belongs to all magic schools)
  • Water Walk (like Fly but on water, added movement cost compared to grass terrain without water magic skill)
Combat spells Combat spells Combat spells Combat spells Combat spells
  • Bless (unit damage set to maximum (meager result when creature has no damage threshold))
  • Cure (units get negative conditions (curses) removed, heal health points)
  • Dispel (units get spells removed)
  • Magic Arrow (magical damge to single unit, belongs to all magic schools)
  • Protection from Water (antimagic, water school)
  • Clone (summoning of stack creature not fire/water/air/earth creature)
  • Prayer (speed, attack, defense increase)

Fire magic

Level 1 Level 2 Level 3 Level 4 Level 5
Adventure Spells Adventure Spells Adventure Spells Adventure Spells Adventure Spells
Combat spells Combat spells Combat spells Combat spells Combat spells
  • Bloodlust (unit attack increase)
  • Curse (threshold damage to minimum or lower)
  • Magic Arrow (magical damge to single unit, belongs to all magic schools)
  • Protection from Fire (30% or 50%, one or all own units, protection from fire spells)
  • Blind (unit control, enemy unit cant act as long as spell is active, might retaliate less or not at all when attacked)
  • Fire Wall (battleground spell, magical damage to creatures passing through or ending turn in the hexes get damaged)
  • Fireball (magical damge, cluster)
  • Land Mine (battleground spell, put invisible passive units on battleground)
  • Misfortune (single or all enemy units, unit luck rating reduced by 2 or 3 points)