Magic

 
Magic
  Chapter Introduction
Air Magic
Earth Magic
Fire Magic
Water Magic
Combat Spells
Spells by Town Type
   

Magic

Why Learn Air Magic?

Air magic provides you with some the game's best adventure movement spells, and also boasts some very useful beneficial and protective spells. Here are the spells of this school that you want to master.

Adventure
Dimension Door (level five spell): Dimension door allows you to teleport to any location on your immediate screen, except into obstacles or water. A novice casting this spell may do so twice per day. This spell is incredibly powerful because it gives you the unprecedented mobility. Becoming an air expert allows you to cast this spell four times a day, giving you the ability to sometimes travel four days' distance in one day.

Fly (level five): The fly spell is also a useful movement spell, although not as much as dimension door. With this spell, you can travel across any terrain, but must end up on land at the end of your turn. A novice casting this spell can fly at 60 percent of his normal movement allowance. An air expert can move at his full 100 percent allowance. Again, being able to move freely on the strategic map, and thus zip to your castle and replenish your creatures with haste, is a valuable ability.

Offensive Spells
Hypnotize (level three): This spell allows you to take direct control of an enemy stack and command it as if it belonged to you. This spell is great because it not only gives you a bonus stack, but also robs your enemy of one of his units. Use this spell to take your enemy's fastest unit or most powerful ranged attacker and then use it on him. If you decide to attack a hypnotized stack, it won't retaliate. A novice can control up to ((powerx25)+10) health of units. An expert controls ((powerx25)+50) health worth of units.

Chain Lightning (level four): You want to learn this spell because it can strike up to five enemy troops. You call down one lightning bolt that hammers the first target, and then the lightning strike arcs to the next nearest enemy target for half damage, and then to the next target for half of that, and so on. The last target thus suffers a fraction of what the first one suffered, but this spell is still enormously useful because it can strike up to five enemy targets in one round. Be careful though. This spell must hit five targets before it ends, so if there are only four enemies, the last arc will hit the closest one of your stacks. A novice casting this spell does ((powerx40)+50 damage) with the first strike, and the spell hits only four stacks. An expert does ((powerx40)+100). This is the second most powerful area effect spell in the game, behind armageddon.

Next: beneficial spells