Might and Magic Heroes VI Magic Abilities - Part 1

Content:

Part 1

1) Air Abilitiles
2) Fire Abilities
3) Earth Abilities

Part 2

4) Light Abilities
5) Prime Abilities

 

1) Air Tree Abilities

Tier I - No minimum level requirement

Storm Winds I
The Hero calls upon the winds to impair enemy ranged-attacking creatures for 5 turns. Damage of all enemy shooters is reduced by 11%
Mana needed to cast spell: 20
Active Ability

Air Magic I
Hero gains 3 Magic Power (Air)
Passive Ability

Grounded
Hostile winds buffet target enemy flying creature down to the ground. Target stack loses the ability to fly for 1 turns. Grounded creatures can move only short distances.
Mana needed to cast spell: 15
Active Ability

Storm Arrows
Target Stack's ranged attacks suffer no range penalty and deal extra 27% damage (Air) for 2 turns
Mana needed to cast spell: 15
Active Ability

Tier II - Minimum Hero Level 5 Required

Storm Winds II
Requires Storm Winds I
All creatures affected by Storm Winds are dealt 27 damage (Air) and also inflicted by the Dazed effect
Passive Combat Ability

Air Magic II
Requires Air Magic I
Hero gains 3 Magic Power (Air)
Passive Ability

Lightning Bolt
Deals 120 damage (Air) to target enemy creature
Mana needed to cast spell: 30
Active Ability

Thunderclap
All damage (Air) dealt by the hero and his army have 75% chance to inflict the Dazed effect on their target
Passive Ability (Combat)

Tier III - Minimum Level 15 Required

Summon Air Elemental
Summons 1 Air Elementals
Mana needed to cast spell: 45

Air Magic III
Requires Air Magic II
Hero gains 3 Magic Power (Air)
Passive Ability

Chain Lightning
Requires Lightning Bolt
Deals 82 damage (Air) to the target stack and jumps to three extra enemy stacks.
Damage is halved by each jump.
Mana needed to cast spell: 45
Active Ability

2) Fire Tree Abilities

Tier I - No minimum level requirement

Burning Determination
Target Morale is increased by 65 and cannot be reduced by abilities for 2 turns. Dispels all negative effects affecting Morale from the target.
Mana needed to cast spell: 15
Active Ability

Fire Shield
Gives a Fire Shield to the target for 3 turns. Fire Shield Increases Magic Defense by 22 and also burns attackers for 2 damage/creature
Mana needed to cast spell: 15
Active Ability

Fire Magic I
Hero gains 3 Magic Power (Fire)
Passive Ability

Fire Bolt
Launches a burst of fire at a single enemy target dealing 93 damage (Fire)
Mana needed to cast spell: 15
Active Ability

Inner Fire
Increases target's damage (Might) by 31% and initiative by 10. Lasts 2 turns
Mana needed to cast spell: 10
Active Ability

Tier II - Minimum Hero Level 5 Required

Burning Determination, Mass
Requires Burning Determination
All friendly stacks' Morale is increased by 24 and cannot be reduced by abilities for 2 turns.
Dispels all negative effects affecting Morale from all friendly creatures
Mana needed to cast spell: 40
Active Ability

Fire Magic II

Requires Fire Magic I
Hero gains 3 Magic Power (Fire)
Passive Ability

Fire Ball
Requires Fire Bolt
Deals 80 damage (Fire) in target 3x3 area.
Deals half damage around the center
Mana needed to cast spell: 30
Active Ability

Immolation
Fire spells of the Hero deal an extra 21% damage on the next 2 turns
Passive Ability (Combat)

Inner Fire, Mass
Requires Inner Fire
Increases damage (Might) by 13% and initiative by 5 for the Hero's army. Lasts 2 turns
Mana needed to cast spell: 40
Active Ability

Tier III - Minimum Level 15 Required

Summon Fire Elemental
Summons 1 Fire elementals
Mana needed to cast spell: 45
Active Ability

Fire Magic III
Requires Fire Magic II
Hero gains 3 Magic Power (Fire)
Passive Ability

Fire Storm
Requires Fire Ball
Deals 42 damage (Fire) to all creatures in target 5x5 area
Mana needed to cast spell: 45
Active Ability

Frenzy
Target ally or enemy instantly attacks an adjacent creature with 11% increased damage. Does not consume the target's action for the current turn.
Mana needed to cast spell: 55
Active Ability

3) Earth Tree Abilities

Tier I - No minimum level requirement

Regeneration
Target friendly stack is healed by 12/turn
lasts 5 turns
Mana needed to cast spell: 20
Active Ability

Stone Skin
Reduces Damage (Might) dealt to target friendly creature by 33% for 5 turns
Mana needed to cast spell: 10
Active Ability

Earth Magic I
Hero Gains  3 Magic Power (Earth)
Passive Ability

Tier II - Minimum Hero Level 5 Required

Regeneration, Mass
Requires Regeneration
All friendly stacks are healed by 15/turn
lasts 5 turns
 Mana needed to cast spell: 40
Active Ability

Rockwalls
Creates three blocks of 1x1 Rockwall with 1 structure point to the targeted areas for 2 turns.
Each block provides cover to ranged attacks
Mana needed to cast spell: 30
Active Ability

Stone Skin, Mass
Requires Stone Skin
Reduces Damage (Might) dealt to all friendly creatures by 16% for 5 turns
Mana needed to cast spell: 40
Active Ability

Earth Magic II
Requires Earth Magic I
Hero Gains  3 Magic Power (Earth)
Passive Ability

Erosion
Deals 1 Structural damage to target wall or obstacle
Mana needed to cast spell: 15
Active Ability

Tier III - Minimum Level 15 Required

Summon Earth Elemental
Summons 1 Earth Elementals
Mana needed to cast spell: 45
Active Ability

Petrification
Target creature turns to stone and becomes invulnerable for 2 turn(s).
Target enemies cannot act. Target friendly creatures may act but doing so will dispel this effect.
Mana needed to cast spell: 45
Active Ability

Earth Magic II
Requires Earth Magic II
Hero Gains  3 Magic Power (Earth)
Passive Ability

Earthquake
Deals 1 structural damage to walls and obstacles in the target 4x4 area.
All creatures cought within the area will also be Dazed
Mana needed to cast spell: 45
Active Ability

Poison Cloud
Creates a 3x3 cloud of poison which deals 31 damage (Earth) each turn.
Lasts until the end of the combat
Mana needed to cast spell: 55
Active Ability


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