School of Air Magic
is about the characteristics of the air school spells. For the secondary skill, see air magic.
School of air magic is one of the four schools of magic. Others are fire, earth and water. School of air magic is related to the secondary skill air magic, which allows heroes' to cast air 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 most powerful spells in school of air magic are fly, dimension door and haste. Typically the two first mentioned are disabled from custom maps, which still leaves haste and a handful of other useful spells. Haste cast at expert level becomes a mass spell, which gives all allied creatures +5 to speed. That makes it one of the most remarkable spells in the game. Additionally, lighting bolt and chain lightning can do notable damage in the start, but the significance decrases as the stack sizes grow. Counterstrike can be an enormous aid, especially when cast on hydras or vampire lords.
In conclusion, school of air magic has only few truly important spells. If the game is played at its full capacity, school of air magic is perhaps the best one. However, with fly and dimension door typically banned, it becomes significantly less attractive.
- Damagin spells 4
- Spells that benefit own army 3
- Spells that weakens enemy army 1
- Adventure map spells 5