Part 89: Appendix: Magic (Air, Earth)
Appendix C - Might and Magic (Air and Earth)Spells are the other category of abilities Heros can learn. They're setup in a similiar format - Magic Heroes get access to the third-tier spells, but instead, each Faction has unique access to a certain field of spells, which can affect strategy. Each spell 'element' tree is based around a certain aspect, which I'll cover in just a bit.
The same legend for the skills applies here. The only notable thing is that every active spell has a mana cost. All spells are Combat related.
Air
Available to: Everybody
As one might expect, Air favours quick, direct results - almost all its spells are offensive in nature or provide offensive buffs, and deliver a frontload of damage rather than over time. It also means every faction has access to a decent offensive spell in the form of Lightning Bolt - to the detriment of Sanctuary armies everywhere.
![](1-stormwinds.png)
Storm Winds I
Active
20 Mana, 3 turn cooldown
Tears
No requirements
All enemy ranged stacks deal 10/11/13%* less damage with their ranged attacks for 5 turns.
![](2-stormwinds2.png)
Storm Winds II
Passive
Tears
Requires Hero level 5, Storm Winds I
Targets affected by Storm Winds now also take 194/223/256* Air damage directly and are Dazed for the spell's duration.
![](3-airffinity.png)
Air Magic I
Passive
Neutral
No requirements
Hero gains 3 Magic Power when Air spells and abilities are taken into account. Also affects creatures' attacks and abilities of the Air nature (e.g. Pearl Priestesses).
![](3-airffinity.png)
Air Magic II
Passive
Neutral
Requires Hero level 5, Air Magic I
Hero gains 3 Magic Power when Air spells and abilities are taken into account. Also affects creatures' attacks and abilities of the Air nature (e.g. Pearl Priestesses).
![](3-airffinity.png)
Air Magic III
Passive
Neutral
Requires Magic Hero level 15, Air Magic II
Hero gains 3 Magic Power when Air spells and abilities are taken into account. Also affects creatures' attacks and abilities of the Air nature (e.g. Pearl Priestesses).
![](4-grounded.png)
Grounded
Active
15 Mana, 1 turn cooldown
Neutral
No requirements
Target flying stack is unable to fly for 3* turns. Movement is reduced to 1.
![](5-stormarrows.png)
Storm Arrows
Active
15 Mana, 3 turn cooldown
Blood
No requirements
Target shooter stack suffers no range penalty for its ranged attacks and its ranged attacks deal an additional 25/29/33%* as Air damage.
![](6-lightningbolt.png)
Lightning Bolt
Active
30 Mana, 3 turn cooldown
Blood
Requires Hero level 5
Deals 932/1069/1233* Air damage to target enemy stack.
![](7-thclap.png)
Thunderclap
Passive
Blood
Requires Hero level 5
All Air damage by the Hero and his/her army have a 75/85/100% chance to inflict the Dazed status on their target(s).
![](8-aire.png)
Summon Air Elemental
Active
45 Mana, 3 turn cooldown
Tears
Requires Magic Hero level 15
Summons 8.94/10.28/11.82* (rounded up) Air Elementals on target tile. Cannot summon more than one stack of the same Elemental type.
![](9-clight.png)
Chain Lightning
Active
50 Mana, 3 turn cooldown
Blood
Requires Magic Hero level 15, Lightning Bolt
Deals 748/861/989* Air damage to target stack, then jumps to up to three nearest enemy stacks. Damage is reduced by 15% for each jump.
Earth
Available to: Everybody
Earth is the opposite of Air - it's primarily defensive, with only a single offensive spell in its repetoire. The bulk of its spells also provide their effects over time, instead of directly. Over a long battle, Earth spells can be some of the most efficient, and there's a reason why I have Regeneration on just about any Hero going into battle in the campaign.
![](10-regen.png)
Regeneration
Active
25 Mana, 3 turn cooldown
Tears
No requirements
Heals 272/313/360* damage from target friendly stack every turn for 3 turns.
![](11-massregen.png)
Regeneration, Mass
Active
50 Mana, 3 turn cooldown
Tears
Requires Hero level 5, Regeneration
Heals 109/125/144* damage from all friendly stacks every turn for 3 turns.
![](12-stoneskin.png)
Stone Skin
Active
10 Mana, 1 turn cooldown
Tears
No requirements
Reduces Might damage taken from target friendly stack by 31/36/41%* for 5 turns.
![](13-mskin.png)
Stone Skin, Mass
Active
40 Mana, 3 turn cooldown
Tears
Requires Hero level 5, Stone Skin
Reduces Might damage taken from all friendly stacks by 15/17/20%* for 5 turns.
![](14-earffinity.png)
Earth Magic I
Passive
Neutral
No requirements
Hero gains 3 Magic Power when Earth spells and abilities are taken into account. Also affects creatures' attacks and abilities of the Earth nature (e.g. Dreamwalkers).
![](14-earffinity.png)
Earth Magic II
Passive
Neutral
Requires Hero level 5, Earth Magic I
Hero gains 3 Magic Power when Earth spells and abilities are taken into account. Also affects creatures' attacks and abilities of the Earth nature (e.g. Dreamwalkers).
![](14-earffinity.png)
Earth Magic III
Passive
Neutral
Requires Magic Hero level 15, Earth Magic II
Hero gains 3 Magic Power when Earth spells and abilities are taken into account. Also affects creatures' attacks and abilities of the Earth nature (e.g. Dreamwalkers).
![](15-rock.png)
Rockwalls
Active
20 Mana, 3 turn cooldown
Tears
Requires Hero level 5
Creates three blocks of 1x1 rockwall with 1 structure point to the targeted areas for 1.5/2/2.5* turns. Each block provides cover to ranged attacks.
![](16-erosion.png)
Erosion
Active
15 Mana, 3 turn cooldown
Blood
Requires Hero level 5
Deals 1/2/3 structural damage to target wall or obstacle.
![](17-earthsummon.png)
Summon Earth Elemental
Active
45 Mana, 3 turn cooldown
Tears
Requires Magic Hero level 15
Summons 10.7/12.3/14.15* (rounded up) Earth Elementals on target tile. Cannot summon more than one stack of the same elemental type.
![](18-petr.png)
Petrification
Active
45 Mana, 3 turn cooldown
Tears
Requires Magic Hero level 15
Target stack is turned to stone and is invulnerable for 1.4/1.7/2.2* (rounded up) turns. Friendly stacks may act, but actions other than Wait or Defend dispells the effect. Enemy stacks automatically skip their turn.
![](19-earthquake.png)
Earthquake
Active
50 Mana, 3 turn cooldown
Blood
Requires Magic Hero level 15
Deals 1/2/3* strucutral damage to all walls and obstacles in target 4x8 area. Enemy creatures caught in the quake are Dazed for 2 turns.
![](20-acidcloud.png)
Acid Cloud
Active
75 Mana, one use per battle
Blood
Requires Magic Hero level 15
Creates a acid cloud on target 3x3 area that lasts till the battle's end. The Acid Cloud does 440/500/578* Earth damage to all creatures standing in it at the start of each round.