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'''Spell''' is a term for the form of forces of [[magic]], that [[hero]]es use to aid their journey. Typically heroes use spells to aid their travels, reveal hidden knowledge about their surroundings, and in [[combat]], help their [[troop]]s or bring harm to their adversaries. Before heroes can cast spells, they must possess a [[spell book]]. The spell book is where a hero records the spells he or she has learned. Spell books can be bought from [[mage guild]]s for 500 {{Gold}}.
Each spell has a level which represents how difficult it is to cast. Higher level spells are only obtainable by heroes with higher [[wisdom]] [[Secondary skill|skill]]. When heroes visit a town with a mage guild, they automatically learn any new spells the guild has to offer and their wisdom rating allows them to cast. Heroes may also learn spells as they explore map locations. Each spell belongs to one of the four schools of magic: air, earth, fire, or water. Heroes may learn the [[air magic]], [[earth magic]], [[fire magic]] and [[water magic]] secondary skills to increase the strength at which they cast the spells of each school.
Spells cost [[spell point]]s to cast. A hero's maximum spell points is equal to 10 times their Knowledge skill. As a hero casts spells, their spell points are diminished. A hero cannot cast a spell costing more spell points than he or she has available. Each hero regains one spell point per day, or can be completely replenished when he or she starts a new day in a town with a mage guild. Heroes with the [[mysticism]] skill regain spell points more rapidly.
[[Category: Terms]]
[[Category: Terms]]
A magical enchantment that can be cast, provided you have enough [[spell points]] for the spell you wish to cast.  Spells are contained in [[Spell Book]]s, and are generally divided into two categories: [[Adventure spell]]s, and [[Combat Spell]]s.

Revision as of 09:31, 9 December 2013

Spell is a term for the form of forces of magic, that heroes use to aid their journey. Typically heroes use spells to aid their travels, reveal hidden knowledge about their surroundings, and in combat, help their troops or bring harm to their adversaries. Before heroes can cast spells, they must possess a spell book. The spell book is where a hero records the spells he or she has learned. Spell books can be bought from mage guilds for 500 Gold.

Each spell has a level which represents how difficult it is to cast. Higher level spells are only obtainable by heroes with higher wisdom skill. When heroes visit a town with a mage guild, they automatically learn any new spells the guild has to offer and their wisdom rating allows them to cast. Heroes may also learn spells as they explore map locations. Each spell belongs to one of the four schools of magic: air, earth, fire, or water. Heroes may learn the air magic, earth magic, fire magic and water magic secondary skills to increase the strength at which they cast the spells of each school.

Spells cost spell points to cast. A hero's maximum spell points is equal to 10 times their Knowledge skill. As a hero casts spells, their spell points are diminished. A hero cannot cast a spell costing more spell points than he or she has available. Each hero regains one spell point per day, or can be completely replenished when he or she starts a new day in a town with a mage guild. Heroes with the mysticism skill regain spell points more rapidly.