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'''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, and in [[combat]], 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 a hero records the spells he or she has learned. Spell books can be bought from [[mage guild]]s for 500 {{Gold}}.
'''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, but the [[Scholar]] skill allows heroes to teach each other spells.


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.


Each spell has a level which represents how difficult it is to cast. Higher level spells are only obtainable by heroes with higher [[wisdom]] skill. When heroes visit a town with a mage guild, they automatically learn any new spells the guild has to offer and their wisdom rating allows them to cast. Heroes may also learn spells as they explore map locations. 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]]. Heroes may learn the [[air magic]], [[earth magic]], [[fire magic]] and [[water magic]] secondary skills to increase the strength at which they cast the spells of each school.
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 4}}; float:right; margin: 0 0 0 1em"
| style="background-color:#{{grey 1}}; color:white;" colspan=5 | '''Cost reduction'''
|- style="background-color:#{{grey 2}};"
! {{-}}Lvl 1{{-}}
! {{-}}Lvl 2{{-}}
! {{-}}Lvl 3{{-}}
! {{-}}Lvl 4{{-}}
! {{-}}Lvl 5{{-}}
|-
| -1
| -2
| -3
| -4
| -5
|}
   
   
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. Heroes with the [[mysticism]] skill regain spell points more rapidly.
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.
 
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]].
 
==Trivia==
In the Might and Magic universe itself, "magic" and "spells" are actually just another term for ultra-advanced-technology.


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


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

Revision as of 19:53, 12 May 2020

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, but the Scholar skill allows heroes to teach each other spells.

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.

Trivia

In the Might and Magic universe itself, "magic" and "spells" are actually just another term for ultra-advanced-technology.

See also