Spell: Difference between revisions

From Heroes 3 wiki
Jump to navigation Jump to search
(sections)
No edit summary
(17 intermediate revisions by 3 users not shown)
Line 1: Line 1:
'''Spell''' is a term for the form of forces of magic, that [[hero]]es use to aid their journey. Typically heroes use spells to aid their travels, reveal hidden knowledge about their surroundings, or in [[combat]] to help their [[troop]]s or bring harm to their adversaries. Before heroes can cast spells, they must possess a [[spell book]]. The spell book is where the hero records the spells he or she has learned. Spell books can be bought from [[Mage Guild]]s for 500 {{G}}.
'''Spell''' is a term for the form of forces of magic, that [[hero]]es use to aid their journey. Typically heroes use spells to aid their travels, reveal hidden knowledge about their surroundings, or in [[combat]] to help their [[troop]]s or bring harm to their adversaries. Before heroes can cast spells, they must possess a [[spell book]]. The spell book is where the hero records the learned spells. Spell books can be bought from [[Mage Guild]]s for 500 {{G}}. They cannot be traded between heroes.


Each spell has a level which represents how difficult it is to cast. Higher level spells are only obtainable by heroes with higher [[Wisdom]] [[secondary skill]]. Heroes without Wisdom can only learn 1st and 2nd level spells, while Wisdom enables them to learn 3rd, 4th and 5th level spells depending on the level of Wisdom skill. When heroes visit a town with a Mage Guild, they automatically learn any unknown spells to them the guild has to offer and their wisdom rating allows them to cast. Heroes may also learn spells as they explore map locations (e.g. [[Shrine of Magic Incantation]]). Each spell belongs to one of the four schools of magic: [[School of Air Magic|Air]], [[School of Earth Magic|Earth]], [[School of Fire Magic|Fire]], or [[School of Water Magic|Water]].  
Each spell has a level which represents how difficult it is to cast. Higher level spells are usually only obtainable by heroes with higher [[Wisdom]] [[secondary skill]]. Heroes without Wisdom can only learn 1st and 2nd level spells, while Wisdom enables them to learn 3rd, 4th and 5th level spells depending on the level of the skill. When heroes visit a town with a Mage Guild, they automatically learn any unknown spells to them the guild has to offer and their wisdom rating allows them to cast. Heroes may also learn spells as they explore map locations (e.g. [[Shrine of Magic Incantation]]). Each spell belongs to one of the four schools of magic: [[School of Air Magic|Air]], [[School of Earth Magic|Earth]], [[School of Fire Magic|Fire]], or [[School of Water Magic|Water]], or all of them.  


Heroes may learn the [[Air Magic]], [[Earth Magic]], [[Fire Magic]] and [[Water Magic]] secondary skills to increase the effectiveness at which they cast the spells of each school. Heores without such expertise may cast a school's spells at normal level (resulting in the same effect as the basic level spell). Additionally, holding an expertise in a school enables hero to cast spells at reduced cost. The reduction is depend on spell level, as can be seen from the table on the right. This cost reduction is the same regardless of whether a hero holds the skill at basic, advanced, or expert level.
Heroes may learn the [[Air Magic]], [[Earth Magic]], [[Fire Magic]] and [[Water Magic]] secondary skills to increase the effectiveness at which they cast the spells of each school. Heroes without such expertise may cast a school's spells at a basic level (resulting in the same effect as the basic level spell). Additionally, holding an expertise in a school enables hero to cast spells at the reduced cost. The reduction depends on spell level, as can be seen from the table on the right. This cost reduction is the same regardless of whether a hero holds the skill at basic, advanced, or expert level.


{| cellspacing=0 cellpadding=2 style="border: 1px solid black; text-align: center; background:#{{Grey 3}}; float:right; margin: 0 0 0 1em"
{| cellspacing=0 cellpadding=2 style="border: 1px solid black; text-align: center; background:#{{Grey 4}}; float:right; margin: 0 0 0 1em"
| bgcolor=696969 colspan=5 | '''Cost reduction'''
| style="background-color:#{{grey 1}}; color:white;" colspan=5 | '''Cost reduction'''
|- bgcolor=808080
|- style="background-color:#{{grey 2}};"
! {{-}}Lvl 1{{-}}
! {{-}}Lvl 1{{-}}
! {{-}}Lvl 2{{-}}
! {{-}}Lvl 2{{-}}
Line 21: Line 21:
|}
|}
   
   
Spells cost [[spell point]]s to cast. A hero's maximum spell points is equal to 10 times their [[Knowledge]] skill. As a hero casts spells, their spell points are diminished. A hero cannot cast a spell costing more spell points than he or she has available. Each hero regains one spell point per day, or can be completely replenished when he or she starts a new day in a town with a mage guild or visits a [[magic well]] on the [[adventure map]]. Heroes with the [[mysticism]] skill regain spell points more rapidly, heroes with the [[Intelligence]] [[secondary skill|skill]] get a bonus to their maximum spell points.
Spells cost [[spell point]]s to cast. A hero's maximum spell points are equal to 10 times their [[Knowledge]] skill. As a hero casts spells, their spell points are diminished. A hero cannot cast a spell costing more spell points than he or she has available. Each hero regains one spell point per day, or can be completely replenished when he or she starts a new day in a town with a mage guild or visits a [[magic well]] on the [[Adventure Map]]. Heroes with the [[Mysticism]] skill regain spell points more rapidly, heroes with the [[Intelligence]] [[secondary skill|skill]] get a bonus to their maximum spell points.


== Adventure map spells ==
In the hero's spell book, spells are listed by the school and divided into combat spells and adventure spells. Combat spells can only be cast during combat while adventure spells can only be cast while wandering on the [[Adventure Map]].
Adventure spell is a spell that may be cast on the [[adventure map]]. The following spells are considered as [[adventure map ]] relevant spells:
 
Charting
* [[View air]]
* [[View earth]]
Recognaissance
* [[Visions]]
* [[Disguise]]
Boats
* [[Summon boat]]
* [[Scuttle boat]]
Enhanced Movement
* [[Dimension door]]
* [[Town portal]]
* [[Fly]]
* [[Water walk]]
 
== Combat spells ==
=== Direct damage spells ===
Direct damage spell is a term that typically refers to [[spell]]s which effects cause instantaneous damage to creature stack(s) on the battlefield. Typically direct damage spells target single creature stack, of which [[Implosion]] is the most powerful damage-wise. However, there are also direct damage spells that affect more than a single stack at the time or has an area of effect. For example, [[Chain Lightning]] "arches" from one target to another, [[Fireball]] and [[Meteor Shower]] have an effect radius of one hex and [[Armageddon]] affects the whole battlefield.
 
===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]] (all [[undead]] units, Constant 10 (Basic), Constant 20 (Advanced), Constant 50 (Expert) and [[Spell Power]]*10 damage)
*[[Earthquake]] (Only targets [[Castle (structure)|Castle]] walls and towers)
*[[Fireball]]
*[[Frost Ring]]
*[[Land Mine]]
 
===Fourth Level Spells===
*[[Armageddon]] (all units, Constant 30 (Basic), Constant 60 (Advanced), Constant 120 (Expert) and [[Spell Power]]*50 damage)
*[[Chain Lightning]]
*[[Inferno (spell)]]
*[[Meteor Shower]]
 
===Fifth Level Spells===
*[[Implosion]] (target unit, Constant 100 (Basic), Constant 200 (Advanced), Constant 300 (Expert) and [[Spell Power]]*75 damage)
*[[Titan's Lightning Bolt]] (target unit, 600 damage)
 
== Spell tables ==
{| class=wikitable
!Spell Name!!School!!Single Target!!Bonus damage at Basic!!Bonus at Adv!!Bonus at Expert!!Variable Damage
|-
|[[Destroy Undead]]||[[School of Air Magic|Air]]||No, Whole Battlefield (Undead Only)||10 dmg (1x)||20 dmg (2x)|| 50 dmg (5x) ||10 dmg / spell power
|-
|[[Armageddon]]||[[School of Fire Magic|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]]||[[School of Air Magic|Air]]||Yes||10 dmg (0.4x) || 20 dmg (0.8x)|| 50 dmg (2x) ||25 dmg / spell power point
|}


== See also ==
== See also ==
* [[List of spells]]
* [[List of spells]]


[[Category: Spells|*]]
[[Category: Terms]]
[[Category: Terms]]
[[Category: Spells|*]]
__NOTOC__

Revision as of 10:03, 10 September 2018

Spell is a term for the form of forces of magic, that heroes use to aid their journey. Typically heroes use spells to aid their travels, reveal hidden knowledge about their surroundings, or in combat to help their troops or bring harm to their adversaries. Before heroes can cast spells, they must possess a spell book. The spell book is where the hero records the learned spells. Spell books can be bought from Mage Guilds for 500 Gold. They cannot be traded between heroes.

Each spell has a level which represents how difficult it is to cast. Higher level spells are usually only obtainable by heroes with higher Wisdom secondary skill. Heroes without Wisdom can only learn 1st and 2nd level spells, while Wisdom enables them to learn 3rd, 4th and 5th level spells depending on the level of the skill. When heroes visit a town with a Mage Guild, they automatically learn any unknown spells to them the guild has to offer and their wisdom rating allows them to cast. Heroes may also learn spells as they explore map locations (e.g. Shrine of Magic Incantation). Each spell belongs to one of the four schools of magic: Air, Earth, Fire, or Water, or all of them.

Heroes may learn the Air Magic, Earth Magic, Fire Magic and Water Magic secondary skills to increase the effectiveness at which they cast the spells of each school. Heroes without such expertise may cast a school's spells at a basic level (resulting in the same effect as the basic level spell). Additionally, holding an expertise in a school enables hero to cast spells at the reduced cost. The reduction depends on spell level, as can be seen from the table on the right. This cost reduction is the same regardless of whether a hero holds the skill at basic, advanced, or expert level.

Cost reduction
 Lvl 1   Lvl 2   Lvl 3   Lvl 4   Lvl 5 
-1 -2 -3 -4 -5

Spells cost spell points to cast. A hero's maximum spell points are equal to 10 times their Knowledge skill. As a hero casts spells, their spell points are diminished. A hero cannot cast a spell costing more spell points than he or she has available. Each hero regains one spell point per day, or can be completely replenished when he or she starts a new day in a town with a mage guild or visits a magic well on the Adventure Map. Heroes with the Mysticism skill regain spell points more rapidly, heroes with the Intelligence skill get a bonus to their maximum spell points.

In the hero's spell book, spells are listed by the school and divided into combat spells and adventure spells. Combat spells can only be cast during combat while adventure spells can only be cast while wandering on the Adventure Map.

See also