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{{About|is about the characteristics of the air school [[spell]]s. For the [[secondary skill]], see [[Air Magic]].}} | |||
{{Air spells||margin = 1em}} | {{Air spells||margin = 1em}} | ||
'''School of Air Magic''' is one of the four schools of magic. Others are [[School of Fire Magic]], [[School of Earth Magic]] and [[School of Water Magic]]. School of Air Magic is related to the [[secondary skill]] [[Air Magic]], which allows heroes to cast Air School spells more effectively and at reduced cost. The cost reduction is the same regardless of whether a hero holds the skill at basic, advanced, or expert level. | '''School of Air Magic''' is one of the four schools of magic. Others are [[School of Fire Magic]], [[School of Earth Magic]] and [[School of Water Magic]]. School of Air Magic is related to the [[secondary skill]] [[Air Magic]], which allows heroes' to cast Air School spells more effectively and at reduced cost. The cost reduction is the same regardless of whether a hero holds the skill at basic, advanced, or expert level. | ||
== Comments & Debate == | |||
The most powerful spells in school of air magic are [[Fly]], [[Dimension Door]] and [[Haste]]. Fly and Dimension Door enables hero to take shortcuts and even ignore [[Border Guard]]s. In custom maps, they are typically disabled. Another powerful spell in School of Air Magic is Haste, which affects the [[speed]] of the creatures in combat. At expert level, it becomes a [[mass spell]], and give +5 speed to all allied creatures. This is such a huge advantage, that it questions why Haste is level 1 spell with such a small mana cost. | The most powerful spells in school of air magic are [[Fly]], [[Dimension Door]] and [[Haste]]. Fly and Dimension Door enables hero to take shortcuts and even ignore [[Border Guard]]s. In custom maps, they are typically disabled. Another powerful spell in School of Air Magic is Haste, which affects the [[speed]] of the creatures in combat. At expert level, it becomes a [[mass spell]], and give +5 speed to all allied creatures. This is such a huge advantage, that it questions why Haste is level 1 spell with such a small mana cost. | ||
Other useful spells in School of Air Magic are [[Lightning bolt]] and [[Chain Lightning]]. They can do considerable damage in the early stage of the game. However, their usefulness tend to decrease as the game develops and the stack sizes grow allowing troops to do much | Other useful spells in School of Air Magic are [[Lightning bolt]] and [[Chain Lightning]]. They can do considerable damage in the early stage of the game. However, their usefulness tend to decrease as the game develops and the stack sizes grow allowing troops to do more much damage than spells. Another handy spell is [[Counterstrike]], which also becomes a mass spell with expert air magic. It enables two extra [[retaliation]]s for allied creatures, which makes it quite deadly specially in the cases like [[Hydra and Chaos Hydra|both hydras]] or [[Vampire and Vampire Lord|vampires]]. | ||
In conclusion, School of Air Magic has only few truly great spells, but they are so remarkable, that if the game is played at its full capacity (no bans), Air Magic becomes mandatory. Haste, or to be precise mass Haste, alone makes Air Magic a winner's choice. However, if Fly and Dimension Door are banned, let alone if Haste is banned, Air Magic and the School of Air Magic becomes significantly less attractive. | In conclusion, School of Air Magic has only few truly great spells, but they are so remarkable, that if the game is played at its full capacity (no bans), Air Magic becomes mandatory. Haste, or to be precise mass Haste, alone makes Air Magic a winner's choice. However, if Fly and Dimension Door are banned, let alone if Haste is banned, Air Magic and the School of Air Magic becomes significantly less attractive. | ||
== Related articles == | == Related articles == | ||
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* [[School of Water Magic]] | * [[School of Water Magic]] | ||
[[Category: Spells | [[Category: Spells]] | ||
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