Hypnotize: Difference between revisions

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{{Air spells}}{{Spell|13|13|32|24|25|0|24|13|17|35|13
{{Air spells}}{{Spell|13|13|32|24|25|0|24|13|17|35|13|13|13
  | school      = Air Magic
  | school      = Air Magic
  | level      = 3rd
  | level      = 3rd
  | cost        = 18/15
  | cost        = 18/15
  | duration    = special
  | duration    = 1 rnd/[[spell power|sp]]
  | b_effect    = Target, enemy troop of less than (10 + (power x 25)) health is put under your control.
  | b_effect    = Target, enemy troop of less than (10 + (power x 25)) health is put under your control.
  | a_effect    = Target, enemy troop of less than (20 + (power x 25)) health is put under your control.
  | a_effect    = Target, enemy troop of less than ({{gt|20}} + (power x 25)) health is put under your control.
  | e_effect    = Target, enemy troop of less than (50 + (power x 25)) health is put under your control.
  | e_effect    = Target, enemy troop of less than ({{gt|50}} + (power x 25)) health is put under your control.
}} It puts an enemy under the spellcasters control, and are therefore counted as an allied unit. Although the spell description says the hypnotized troop can be attacked without fear of [[retaliation]], this is not true: the unit retaliates as normal. The hypnotized unit does not block enemy shooters.
}} It is a [[mind spell]] that puts an enemy creature stack under the caster's control and treats them as an allied unit for the spell's duration. Although the spell description says the hypnotised troop can be attacked without fear of [[retaliation]], this is not true: the unit retaliates as normal. The hypnotised unit does not block enemy shooters. However, a ranged hypnotised unit can be blocked by its previous owner's troops. Hypnotize limitation is based on the current stack size as if it was full health.


'''Heroes with Hypnotize as a specialty:'''
The hypnotised unit inherits properties of artifacts which provide magic immunity from their opponent instead of their hero, as long as it is under the effect of the spell. As a result, a hero with the [[Pendant of Free Will]] or a [[Sleepkeeper]]{{-wh}} will be unable to re-cast the spell on their enemy, once the stack is hypnotized.
 
'''Heroes starting with Hypnotize:'''
* {{Hn|Astral|Wizard}}
* {{Hn|Astral|Wizard}}
'''Heroes specialising in Hypnotize:'''
* {{Hn|Astral|Wizard}}
'''Creatures immune to Hypnotize:'''
{{immune|mind=1|spell123=1|spell1234=1|spell12345=1}}
'''Creatures capable of casting Hypnotize:'''
* {{swh|{{Cn|Fangarm}}: (advanced level)|(none)}}
'''Artifacts that provide immunity to Hypnotize:'''
* {{An|Pendant of Free Will}}
<ul class="onlysod"><li>{{An|Badge of Courage}}</li></ul>
<ul class="onlyhota"><li>{{An|Sleepkeeper}}{{-wh}}</li></ul>
'''Spells that provide immunity to Hypnotize:'''
* {{Sn|Magic Mirror}}
* {{Sn|Anti-Magic}}
'''Spells that dispel Hypnotize:'''
* {{Sn|Cure}} (only with {{Ss2|Water Magic|Basic}} or {{Ss2|Water Magic|Advanced}})
* {{Sn|Dispel}}
* {{Sn|Berserk}}
* {{Sn|Anti-Magic}}


'''Units immune to its effects:'''
{{fanopinion|
* All units immune to [[mind spells]].
Hypnotize is a powerful but highly contextual spell. As the HP threshold is not affected by creature stacks taking damage, it usually simply cannot be cast in large battles between main hero armies; all creature stacks will likely have a HP pool too large to hypnotize and if there is an outlier smaller stack it is likely too small to significantly affect play.


'''Artifacts that render units immune to Hypnotize:'''
Its niche is in smaller battles between armies of 1-2 weeks of creature growth. In such close-fought battles, turning a 7v7 stack battle into 8v6 is very significant. Compare the dynamic with [[Blind]] and Basic-level [[Berserk]], when the stars align for Hypnotize is even more powerful.
* {{An|Pendant of Free Will}}
 
* {{An|Badge of Courage}} (not in {{hota}})
Considering this niche usability and the largely insignificant scaling with [[Air Magic]] it is definitely not worthwhile to build a strategy around the spell. But it is a good spell to have in your spell book, particularly for secondary heroes with decent Power skill.


'''Units capable of casting this spell:'''
}}<!-- end of fan opinion -->
* {{Cn|Fangarm}}: (advanced level){{-wh}}


{{spell 'see also'}}
[[Category: Spells]]
[[Category: Spells]]

Latest revision as of 14:41, 19 February 2026

School of Air Magic
Symbol for the School of Air Magic
Level 1
 Haste
 Magic Arrow *
 View Air
Level 2
 Disguise
 Disrupting Ray
 Fortune
 Lightning Bolt
 Precision
 Protection from Air
 Visions *
Level 3
 Air Shield
 Destroy Undead
 Hypnotize
Level 4
 Chain Lightning
 Counterstrike
Level 5
 Dimension Door
 Fly
 Magic Mirror
 Summon Air Elemental
 Titan's Lightning Bolt Shadow of Death
School of Earth Magic
School of Fire Magic
School of Water Magic
Hypnotize
School: Air Magic
Level: 3rd
Cost: 18/15
Duration: 1 rnd/sp
Basic Effect
Target, enemy troop of less than (10 + (power x 25)) health is put under your control.
 
Advanced Effect
Target, enemy troop of less than (20 + (power x 25)) health is put under your control.
 
Expert Effect
Target, enemy troop of less than (50 + (power x 25)) health is put under your control.
 
Probability of occurrence (%):
Castle 13
Rampart 13
Tower 32 (24*)
Inferno 25
Necropolis 0
Dungeon 24
Stronghold 13
Fortress 17
Conflux 35
Cove Horn of the Abyss 13
Factory Horn of the Abyss 13
Bulwark Horn of the Abyss 13
* Without Library

It is a mind spell that puts an enemy creature stack under the caster's control and treats them as an allied unit for the spell's duration. Although the spell description says the hypnotised troop can be attacked without fear of retaliation, this is not true: the unit retaliates as normal. The hypnotised unit does not block enemy shooters. However, a ranged hypnotised unit can be blocked by its previous owner's troops. Hypnotize limitation is based on the current stack size as if it was full health.

The hypnotised unit inherits properties of artifacts which provide magic immunity from their opponent instead of their hero, as long as it is under the effect of the spell. As a result, a hero with the Pendant of Free Will or a Sleepkeeper Horn of the Abyss will be unable to re-cast the spell on their enemy, once the stack is hypnotized.

Heroes starting with Hypnotize:

Heroes specialising in Hypnotize:

Creatures immune to Hypnotize:

Creatures capable of casting Hypnotize:

  • FangarmFangarm Fangarm: (advanced level) Horn of the Abyss(none) Shadow of Death

Artifacts that provide immunity to Hypnotize:

Spells that provide immunity to Hypnotize:

Spells that dispel Hypnotize:

User Commentary

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Hypnotize is a powerful but highly contextual spell. As the HP threshold is not affected by creature stacks taking damage, it usually simply cannot be cast in large battles between main hero armies; all creature stacks will likely have a HP pool too large to hypnotize and if there is an outlier smaller stack it is likely too small to significantly affect play.

Its niche is in smaller battles between armies of 1-2 weeks of creature growth. In such close-fought battles, turning a 7v7 stack battle into 8v6 is very significant. Compare the dynamic with Blind and Basic-level Berserk, when the stars align for Hypnotize is even more powerful.

Considering this niche usability and the largely insignificant scaling with Air Magic it is definitely not worthwhile to build a strategy around the spell. But it is a good spell to have in your spell book, particularly for secondary heroes with decent Power skill.



See also:[edit | hide]