Spells: Difference between revisions
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{{Spell|Spell Flame Arrow.gif|Flame Arrow|Casting cost 2 spell points|Casting cost 1 spell point. Quicker recovery rate|Casting cost 0 spell points. Quickest recovery rate|Creates and fires a single flaming arrow. Unlike most spells, this spell is notoriously inaccurate and has the same chance of hitting as a regular arrow (using your Fire skill as a bonus to hit). The arrow does 1-8 points of damage when it hits.}} | {{Spell|Spell Flame Arrow.gif|Flame Arrow|Casting cost 2 spell points|Casting cost 1 spell point. Quicker recovery rate|Casting cost 0 spell points. Quickest recovery rate|Creates and fires a single flaming arrow. Unlike most spells, this spell is notoriously inaccurate and has the same chance of hitting as a regular arrow (using your Fire skill as a bonus to hit). The arrow does 1-8 points of damage when it hits.}} | ||
{{Spell|Spell Protection from Fire.gif|Protection from Fire|1 point resistance per point of skill|2 points resistance per point of skill|3 points resistance per point of skill|Increases all your characters’ resistance to fire by an amount equal to your skill in Fire Magic and lasts one hour per point of skill in Fire Magic.}} | {{Spell|Spell Protection from Fire.gif|Protection from Fire|1 point resistance per point of skill|2 points resistance per point of skill|3 points resistance per point of skill|Increases all your characters’ resistance to fire by an amount equal to your skill in Fire Magic and lasts one hour per point of skill in Fire Magic.}} | ||
{{Spell|Spell Fire Bolt.gif|Fire Bolt|Moderate recovery rate|Faster recovery rate|Fastest recovery rate |Launches a burst of fire at a single target. Damage is 1-4 points of damage per point of skill in Fire Magic, but casting cost is low. Firebolt is safe and effective—the “Old Reliable” of the Sorcerer’s arsenal.}} | {{Spell|Spell Fire Bolt.gif|Fire Bolt|Moderate recovery rate|Faster recovery rate|Fastest recovery rate |Launches a burst of fire at a single target. Damage is 1-4 points of damage per point of skill in Fire Magic, but casting cost is low. Firebolt is safe and effective—the “Old Reliable” of the Sorcerer’s arsenal.}} | ||
{{Spell|Spell Haste.gif|Haste|Duration 1 hour + 1 minute per skill point|Spell affects entire party|Duration 1 hour + 3 minutes per skill point|Reduces the time it takes to recover from casting a spell or attacking with a weapon. Characters will be weak for six hours after this spell wears off.}} | |||
{{Spell|Haste.gif|Haste|Duration 1 hour + 1 minute per skill point|Spell affects entire party|Duration 1 hour + 3 minutes per skill point|Reduces the time it takes to recover from casting a spell or attacking with a weapon. Characters will be weak for six hours after this spell wears off.}} | |||
Revision as of 12:11, 1 September 2019
Magic spells that can be encountered in the world of Might and Magic VI. Magic schools, effects, requirements.
Fire Magic
Torch light increases the radius of light surrounding your party in the dark.
Creates and fires a single flaming arrow. Unlike most spells, this spell is notoriously inaccurate and has the same chance of hitting as a regular arrow (using your Fire skill as a bonus to hit). The arrow does 1-8 points of damage when it hits.
Increases all your characters’ resistance to fire by an amount equal to your skill in Fire Magic and lasts one hour per point of skill in Fire Magic.
Launches a burst of fire at a single target. Damage is 1-4 points of damage per point of skill in Fire Magic, but casting cost is low. Firebolt is safe and effective—the “Old Reliable” of the Sorcerer’s arsenal.
Reduces the time it takes to recover from casting a spell or attacking with a weapon. Characters will be weak for six hours after this spell wears off.
Air Magic
Water Magic
Earth Magic
Spirit Magic
Mind Magic
Body Magic
Light Magic
- Despite the description, Day of the Gods does not cast Guardian Angel.
Dark Magic