Spells
From MM6 Wiki
(Redirected from Flame arrow)
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.
Another Sorcerer’s favorite, fireball targets a single monster, but explodes to hurt anyone else caught in the blast. If your party is too close to the blast, they will be hurt as well. Fireball does 1-6 points of damage per point of skill in Fire Magic.
Generates a ring of fire around the party that damages all monsters it contacts. Happily, Ring of Fire is safe and will not damage your own characters. Ring of Fire does six points of damage plus one per point of skill in Fire Magic.
Launches streaks of fire in the direction the characters are facing. The bolts only hit monsters that stand in their way, so a little aiming practice will help you get the most benefit from Fire Blast. Fire Blast does 4 points of damage plus 1-3 per point of skill in Fire Magic.
Summons flaming rocks from the sky in a large radius surrounding your chosen target. Try not to be near the victim when you use this spell. A single meteor does 8 points of damage plus 1 per point of skill in Fire Magic. This spell only works outdoors.
Inferno burns all monsters in sight when cast, excluding your characters. Good for cleaning out rooms full of weak or moderate strength monsters in one or two easy castings. Each monster takes 12 points of damage plus 1 per point of skill in Fire Magic. This spell only works indoors.
Amongst the strongest direct damage spells available, Incinerate inflicts massive damage on a single target. Only the strongest of monsters can expect to survive this spell. Damage is 15 points plus 1-15 per point of skill in Fire Magic.
Air Magic
Wizard Eye causes the automap located in the upper right corner of the main gaming screen to show the locations of monsters and other points of interest while outdoors. The spell lasts 1 hour per point of skill in Air Magic.
Targets a single monster with a jolt of static electricity. It only does 2-6 points of damage, but it always hits.
Increases all your characters’ resistance to Electricity by an amount equal to your skill in Air Magic.
Sparks fires small balls of lightning into the world that bounce around until they hit something or dissipate. It is hard to tell where they will go, so this spell is best used in a room crowded with small monsters. Each spark does 2 points plus 1 per point of skill in Air Magic.
Feather Fall prevents your characters from being hurt when falling more than ten feet by slowing the speed of the fall. Feather Fall affects your entire party with one casting and has a duration based on your skill in Air Magic.
Halves damage from incoming ranged attacks (such as rocks and arrows) by slowing the missiles down just before they hit.
Sorcerer’s Darling, Lightning Bolt discharges electricity from the caster’s hand to a single target. It always hits and does 1-8 points of damage per point of skill in Air Magic.
Jump launches your party up in the air, landing you 60 feet from where you started. Your party takes no falling damage from the jump.
Implosion is a nasty spell that affects a single target by destroying the air around it, causing a sudden inrush from the surrounding air, a thunderclap, and 10 points plus 1-10 points of damage per point of skill in Air Magic.
Grants the power of flight to your characters! This spell is very expensive and only works outdoors, but it is very useful. Fly will drain one spell point every five minutes it is in use (I.E. when you aren't touching the ground).
Calls stars from the heavens to smite and burn your enemies. Expert and Master ranking in this spell both increase the number of stars called and speed recovery. The damage for each star is 20 points plus 1 per point of skill in Air Magic, and Starburst only works outdoors. Try not to get caught in the blast…
Water Magic
Automatically awakens all of your characters from a normal sleep and will awaken them from a magical sleep if they haven't had the sleep condition for too long. The greater your skill in Water Magic, the longer the sleep condition could have been present before this spell becomes ineffective.
Targets a single monster with a field of extreme cold for an instant. It only does 2-6 points of damage, but it always hits. The more skill you have in Water Magic, the faster you will recover from casting Cold Beam. Masters of Water can cast this spell without cost.
Increases all your characters’ resistance to Cold by an amount equal to your skill in Water Magic. This spell lasts for one hour per point of skill in Water Magic.
Sprays poison at monsters directly in front of your characters. Damage is low, but few monsters have resistance to poison, so it usually works. Each shot does 2 points of damage plus 1-2 per point of skill in Water Magic.
Only useful outdoors, Water Walk lets your characters walk along the surface of water without sinking. This spell can be very useful, but constantly drains one spell point every 20 minutes while in contact with water.
Fires a single bolt of ice at a single target. It always hits and does 1-7 points of damage per point of skill in Water Magic.
Gives a chance to imbue a normal item with magical powers. The chance of success is 10% per point of skill in Water Magic. Experts manage better enchantments, and only masters can enchant weapons.
Acid burst squirts a jet of extremely caustic acid at a single victim. It always hits and does 9 points of damage plus 1-9 per point of skill. The big advantage of this spell is few monsters are resistant to acid.
Town Portal teleports the party to the central fountain of the last town visited. Town Portal has a 10% chance per point of Water Magic skill of working when cast.
Fires a ball of ice in the direction the caster is facing. The ball will shatter when it hits something, launching 7 shards of ice in all directions except the caster’s. The shards will ricochet until they strike a creature or melt. Each shard does 12 points of damage plus 1-2 per point of skill in Water Magic.
Lloyd’s Beacon lets you place a marker at a location you want to teleport back to in the future. Just how far in the future depends on your skill and ranking in Water Magic. Cast this spell whenever you wish to either place a marker or return to one.
Earth Magic
Slaps a monster with magical force, forcing it to recover from the stun spell before it can do anything else. Stun also knocks monsters back a little, giving you a chance to get away while the getting is good. The greater your skill in Earth Magic, the greater the effect of the spell.
Creates and fires a single magical arrow. Unlike most spells, this spell is inaccurate and has the same chance of hitting as a regular arrow (using your Earth Magic skill as a bonus to hit). Also unlike most spells, Magic Arrow is free to cast when you become a Master of Earth. The arrow does 3-8 points of damage.
Increases all your characters’ resistance to magic by an amount equal to your skill in Earth Magic.
Summons a swarm of biting, stinging insects to bedevil a single target. The swarm only does 5 points of damage plus 1-3 per point of skill in Earth Magic, but it never misses and the damage is physical, making resistance to this spell unlikely.
Increases the armor class of a character by 5 + 1 point per point of skill in Earth Magic.
Fires a rotating, razor-thin metal blade at a single monster. This spell can miss, and damage and chance to hit rely heavily on Earth Magic skill. The blade does 1-5 points of damage per point of skill in Earth Magic.
Removes the stoned condition from a character if you cast this spell in time. The greater the skill and rank in Earth Magic the longer the condition could have been present before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple.
Releases a magical stone into the world that will explode when it comes into contact with a creature or enough time passes. The rock will bounce and roll until it finds a resting spot, so be careful not to be caught in the blast. The explosion causes 1-8 points of damage per point of skill in Earth Magic.
Temporarily turns a target to stone. These stone statues are invulnerable to any sort of attack.
Fires a magical stone far into the air that creates a very large and powerful explosion when it lands. The damage is 20 points plus 1 per point of skill in Earth Magic. This spell can only be used outdoors.
Increases the weight of a single target enormously for an instant, causing internal damage equal to 25% of the monster’s hit points plus another 2% per point of skill in Earth Magic. The bigger they are, the harder they fall.
Spirit Magic
Fires an ectoplasmic bolt of negative spiritual energy at a single target. Spirit arrow can miss, but a higher skill in Spirit Magic increases your chances of hitting. The arrow causes 1-6 points of damage.
Blessed characters have an increased chance to hit monsters in hand to hand combat and with missiles. A character’s bonus to hit is increased by 5 + 1 per point of skill in Spirit Magic.
Cheaply heals a single character of 3-7 hit points. Skill increases the recovery rate of this spell.
Temporarily increases a single character’s Luck statistic by 10 points plus 2 per point of skill in Spirit Magic.
Removes the cursed condition from a character if you cast this spell in time. The greater the skill and rank in Spirit Magic the longer the condition could have been present before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple.
Sets up a compact with the Higher Powers to resurrect your characters and return them to the last temple you visited upon their deaths. The price for this service is half of the gold your characters have with them at the time of death. Guardian Angel lasts for 1 hour per point of skill in Spirit Magic.
Heroism increases the damage a character does on a successful attack by 5 + 1 point per point of skill in Spirit Magic.
Forces all visible undead monsters to flee until the duration of Turn Undead runs out. This spell lasts for 3 minutes plus 3 minutes per point of skill in Spirit Magic.
Raises a character from the dead if you cast this spell in time. The greater the skill and rank in Spirit Magic the longer the character could have been dead before the “point of no return” is reached. After that, the only way to raise the character short of Divine Intervention is to visit a temple. Casting this spell will leave your character in the weak condition.
Shared Life combines the life force of your characters and redistributes it amongst them as evenly as possible. All current hit points are totaled and 1 extra point per point of skill in Spirit Magic is added to this total. Then the points are distributed back to the characters, with no individual character being allowed to have more points than his maximum total hit points.
Resurrects an eradicated (body destroyed) character if you cast this spell in time. The greater the skill and rank in Spirit Magic the longer the condition could have been present before the “point of no return” is reached. After that, the only way to resurrect the character is to visit a temple. Casting this spell will leave your character in the weak condition.
Mind Magic
Temporarily increases a single character’s Intellect and Personality statistics by 10 points plus 2 per point of skill in Mind Magic.
Removes the afraid condition from a character if you cast this spell in time. The greater the skill and rank in Mind Magic the longer the condition could have been present before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple.
Fires a bolt of mental force damaging to a single targets’ nervous system. Mind Blast does 5 points of damage plus 1-2 per point of skill in Mind Magic.
Temporarily increases a single character’s Accuracy statistic by 10 points plus 2 per point of skill in Mind Magic.
Cures paralysis if you cast this spell in time. The greater the skill and rank in Mind Magic the longer the character could have been paralyzed before the ""point of no return"" is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple.
Calms a single targeted creature and removes any hostile feelings it has towards your characters. If this creature takes any damage, it will immediately become hostile again.
All creatures in the caster’s sight fear the caster and flee. If a creature takes damage while under the influence of this spell, the spell will be broken. Mass Fear will not work on Undead creatures. The duration of Mass Fear is 3 minutes per point of skill in Mind Magic.
Feeblemind removes the ability of a target to cast spells until this spell wears out. The duration of this spell is 5 minutes per point of skill in Mind Magic
Cures insanity if you cast this spell in time. The greater the skill and rank in Mind Magic the longer the character could have been insane before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple.
Similar to Mind Blast, Psychic Shock targets a single creature with mind damaging magic, only to a much greater effect. Psychic Shock does 12 points of damage plus 1-12 per point of skill in Mind Magic.
Telekinesis lets you manipulate an object at a distance at a strength equal to your character’s skill in Mind Magic. Switches can be thrown, objects picked up, and doors opened with this spell, all from a nice safe distance from those nasty traps.
Body Magic
Cures the weak condition from a character if you cast this spell in time. The greater the skill and rank in Body Magic the longer the character could have been weak before the “point of no return” is reached. After that, the only way to cure the condition short of Divine Intervention is to visit a temple.
Cures 5 hit points on a single target when cast. Recovery is reduced by an amount equal to the caster's skill in Body Magic.
Increases all your characters’ resistance to poison by an amount equal to your skill in Body Magic.
Directly inflicts magical damage upon a single creature. Harm does 8 points of damage plus 1-2 per point of skill in Body Magic.
Cures hit points on a single target when cast. The number cured is equal to five plus 2 per point of skill in Body Magic.
Cures poison in a character if you cast this spell in time. The greater the skill and rank in Body Magic the longer the character could have been poisoned before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple.
Temporarily increases a single character’s Speed statistic by 10 points plus 2 per point of skill in Body Magic.
Cures disease in a character if you cast this spell in time. The greater the skill and rank in Body Magic the longer the character could have been diseased before the “point of no return” is reached. After that, the only way to remove the condition short of Divine Intervention is to visit a temple.
Temporarily increases a single character’s Might and Endurance statistics by 10 points plus 2 per point of skill in Body Magic.
Flying Fist throws a heavy magical force at a single opponent that does 30 points of damage plus 1-5 per point of skill in Body Magic.
Cures hit points of all characters in your party at once. The number cured is equal to 10 plus 2 per point of skill in Body Magic.
Light Magic
Creates food for all of your characters if you have less real food than would be created by this spell.
Converts a single item you select in your inventory into gold equal to 40% of the item’s actual value. There is a 10% chance per point of skill in Light Magic that this spell will succeed. If the spell fails, the item is broken.
Removes all spells on all creatures in the caster’s sight, both helpful and harmful. Recovery is reduced by an amount equal to skill in Light Magic.
Halves the walking speed and doubles the recovery rate of a single monster. Slow makes sure a monster will attack you half as often, and will have a harder time catching up to you if you choose to run. The duration of this spell is 3 minutes per point of skill in Light Magic.
Calls upon the power of Heaven to undo the evil magic that extends the lives of the Undead, inflicting 16 points of damage plus 1-16 per point of skill in Light Magic upon a single, unlucky target. This spell only works on the Undead.
Simultaneously casts Power, Meditation, Speed, Lucky Day, Precision, and GA on all your characters for one easy payment. Day of the Gods is cast at your skill in Light Magic.
Inflicts 25 points of damage plus 1 per point of skill in Light Magic on all creatures in sight. This spell can only be cast indoors.
Simultaneously casts Haste, Heroism, Shield, Stone Skin, and Bless on all your characters at your skill in Light Magic.
Paralyze temporarily prevents a monster from moving or attacking for the (short) duration of this spell, which is 3 minutes per point of skill in Light Magic. You are free to attack your helpless target 'til your heart's content--paralyzed monsters cannot retaliate.
Sun Ray is the second most devastating spell in Enroth, concentrating the light of the sun on one unfortunate creature. Since Sun Ray must focus the light of the sun, it can only work outdoors and during the day. Sun Ray does 20 points of damage plus 1-20 per point of skill in Light Magic.
Once per day during the rising or setting of the sun, you may call upon the heavens to heal your characters of all damage, restore your spell points, and remove all adverse conditions. The gods exact a price, however, aging the caster 10 years for each Divine Intervention. Recovery from this spell is shortend with skill in Light Magic.
- Despite the description, Day of the Gods does not cast Guardian Angel.
Dark Magic
Reanimate allows you to raise a lifeless creature from the dead (sort of). The spell does not make them grateful or peaceful in any way, but you can always kill them again, if you want.
A poisonous cloud of noxious gases is formed in front of the caster and moves slowly away from your characters. The cloud does 25 points of damage plus 1-10 per point of skill in Dark Magic and lasts until something runs into it.
Inflicts the cursed condition on all monsters in the sight of the caster.
Fires a blast of hot, jagged metal in front of the caster, striking any creature that gets in the way. Each piece inflicts 6 points of damage plus 1-6 per point of skill in Dark Magic.
Shrinks even the grandest of monsters to more manageable sizes. Duration of this spell is 5 minutes per point of skill in Dark Magic. A shrunken monster deals one half, one third, or one quarter its normal damage while shrunk.
Simultaneously casts Protection from Fire, Electricity, Cold, Poison, and Magic, plus Feather Fall and Wizard Eye on all your characters at your skill in Dark Magic.
Attempts to immediately slay a single creature by stripping its soul from its body. Finger of Death has a 3% chance per skill point in Dark Magic of working, with Experts and Masters getting 4 and 5% chances respectively.
A powerful spell of Darkness, Moon Ray heals your characters and damages all monsters in sight. It doesn’t do a lot of damage or cure conditions, but it is the only spell that harms all monsters in sight and works outside. Moon Ray is restricted to working outdoors and at night. All monsters take 1-4 points of damage per point of skill in Dark Magic, and all characters heal 1-4 points of damage per point of skill.
Dragon Breath empowers the caster to exhale a cloud of toxic vapors that target a single monster and damage all creatures nearby. This spell is the most powerful damage spell in the lands, doing 1-25 points of damage per point of skill in Dark Magic.
This spell is the town killer. It can only be cast once per day by Apprentices to Dark Magic, and only outdoors at that. Armageddon inflicts 50 points of damage plus 1 point of damage for every point of Dark skill your character has to every creature on the map, including all your characters.
This spell attempts to trap the force of darkness into its victims, hence the name Dark Containment. The target of the spell will suffer from random effects- though certain creatures are immune to this spell.