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{{About|This article refers to the [[secondary skill]]. For air magic spells, see [[School of Air Magic]].}}
{{About|is about the [[secondary skill]]. For air magic spells, see [[school of air magic]].}}


{{Secondary skills}}{{Secondary skill
{{Secondary skills}}{{Secondary skill
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'''Air magic''' is a [[secondary skill]] that increases the effectiveness and reduces the costs of [[spell]]s from the [[School of Air Magic]].
'''Air magic''' is a [[secondary skill]], that increases the effectiveness of hero's [[School of air magic|air magic]] [[spell]]s.


Air Magic is a school of magic, along with Earth, Fire and Water Magic. There is a special rule in place that offers schools of magic more often as a choice when leveling up than the secondary skill learning percentages suggest: A new school of magic will be offered at least every 4 levels for Might heroes and every 3 levels for Magic heroes. If can be offered more often by chance. Example: The Might hero was not offered a school of magic when reaching levels 2 and 3. The hero will then be guaranteed to be offered a magic school at level 4. At level 8, the hero will be offered again a new magic school if none was offered at levels 5, 6 and 7.
== Comments & debate ==
 
The main reasons for choosing air magic are [[fly]], [[dimension door]] and [[haste]] spells. The first two are most powerful adventure map spells together with [[town portal]]. However, fly and dimension door are often banned from custom maps. Nevertheless, expert air magic causes haste to be cast at [[mass spell]], which makes it worth the secondary skill slot.
'''Heroes with Basic Air Magic as a starting skill:'''
* {{H2|Aenain|Elementalist}}
* {{H2|Brissa|Elementalist}}
 
== Chance to get ==
{{Secondary skill chance explanation}}
{{ZET SEC SKILL CHANCE TABLE|3|4|1 (lowest)|2|4|6 (highest)|2|3|2|3|1 (lowest)|2|3|3|1 (lowest)|3|2|6 (highest)|3|6 (highest)| 3| 3}}
 
{{fanopinion|
Like other magic schools, Air Magic is very important. At the expert level, [[Haste]] may help a lot as your entire army will possibly move before the enemy's army, and even some very slow units get decent speed. [[Dimension Door]] and [[Fly]] are extremely helpful for moving on the adventure map. [[Chain Lightning]] may wipe out the whole opposing army (while it's a double-edged sword, as if there are less than five stacks, Chain Lightning will damage your own troops - initially it hits four stacks, thus you get unable to use it against an enemy with that exact stacks number), and [[Lightning Bolt]] is useful on early stages of the game. Other helpful Air spells are, for example, [[Disrupting Ray]], [[Precision]], and [[Counterstrike]].
 
The main reasons for choosing Air Magic are [[Fly]], [[Dimension Door]] and [[Haste]] spells. The first two are perhaps the most powerful [[Spell#Adventure spells|adventure spells]], together with [[Town Portal]]. However, both of them are typically banned in custom maps. Nevertheless, Expert Air Magic causes Haste to be cast as a [[mass spell]], which still makes it worth the secondary skill slot. Other noteworthy spells are [[Lightning Bolt]] and [[Chain Lightning]], both powerful combat spells.
 
Don't forget [[view air]], it lets you see ALL towns and player heroes even in areas that you haven't explored yet. Requires no movement points and only 1 spell point.
}}<!-- end of fan opinion -->
 
{{secondary skill 'see also'}}


[[Category: Secondary skills]]
[[Category: Secondary skills]]
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