Useful at the beginning of a game.

Mass Weakness

2

40

Reduces all enemy’s army damages about 9%.

Lasts 5 turns, requires Weakness.

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We rather won’t see a difference, but you may take it.

Summon Darkness Elemental

3

45

Summon 6 Darkness Elementals

For such amount of mana?

I don’t think so.

PC

The most powerful spell in the game - take without hesitation.

Darkness Magic I

Neutral

0 (passive ability)

Increases magic power +3, when hero casts Darkness spells.

If we are gonna specialize in Darkness Magic it’s good choice.

PC

Darkness Magic II

Increases magic power +3, when hero casts Darkness spells.

Requires Darkness Magic I.

Like above

Darkness Magic III

Increases magic power +3, when hero casts Darkness spells.

PC

Affects only living units.

Rather powerful poison, but there are better ones.

Mass Agony

Infected all enemy’s units - they gets 43 damages during 3 turns.

PC

Affects only living units.

43 damages is really to little.

Puppet Master

Hero takes control over one of enemy’s unit for a turn.

PC

If it gets any damages, spell ends.

Cancels all positive morale effects.

Medium useful if we are fighting with one enemy.

Might & Magic: Heroes VI

Mass Despair

-14 to all enemy’s army morale for 4 turns.

Cancels all positive morale effects.

Curse isn’t to big, but it’s nice spell.

Life Drain

Chosen unit drain life from attacked enemy.

Restored HP equals 43% of caused damages.

Effect lasts 4 turns.

Very powerful spell - our unit become almost immortal

Mass Life Drain

All units drain life from attacked enemies.

Restored HP equals 16% of caused damages.

Lasts 4 turns, requires Life Drain.

One of the most powerful spell in the game - obligatory to take.

Very powerful spell, especially against opponents wizards.

Effect lasts until other spell cancels it or unit gets 590 damages.

Great trick to make one of our unit almost invulnerable.

Mass Celestial Armor

+4% to all army magic defence and absorbs 100% of damages.

Effect lasts until other spell cancels it or unit gets over 203 damages.

Makes our units immortal for at least one turn - what more you’re able to want?

Summon Light Elemental

Summons 11 Light Elementals

Summoning units isn’t good idea on this stage of a game.

Heal

Chosen units heals 415 HP

Great spell at the beginning - we won’t have almost any loses.

Mass heal

All hero’s units heal 140 HP.

Hero can have better abilities on that level.

Purify

55

Dispels from our units all negatives effects and blocks putting another for 3 turns.

It works only during melee fighting.

Lasts for 3 turns.

Requires Retribution Aura I. Retribution Aura III

Charmed unit give back damages to all enemies.

Requires Retribution Aura II

One of the most powerful ability in the game.

Light Magic I

Increases magic power +3, when hero casts Light spells.

If we are gonna specialize in Light Magic it’s good choice.

Light Magic II

Increases magic power +3, when hero casts Light spells.

Requires Light Magic I.

Light Magic III

Increases magic power +3, when hero casts Light spells.

Requires Light Magic II.

Sunburst

Cause 121 damages in a circle area (3x3)

Very weak offensive spell.

Blindness

Chosen unit can make any actions during 4 turns.

If it gets damages, spell ends.

It’s surprisingly powerful spell.

Damages don’t cancel spell and also unit can’t counterstrike.

More powerful version of blindness.

Prime Magic I

Increases magic power +3, when hero casts Prime spells.

If we are gonna specialize in Prime Magic it’s good choice.

Prime Magic II

Increases magic power +3, when hero casts Prime spells.

Requires Prime Magic I.

Prime Magic III

Increases magic power +3, when hero casts Prime spells.

Requires Prime Magic II.

Arcane Exalation I

Permanently +2 to hero’s magic power.

Core ability for every wizard.

Arcane Exalation II

Permanently +2 to hero’s magic power.

Requires Arcane Exalation I.

Arcane Exalation III

Permanently +2 to hero’s magic power.

Requires Arcane Exalation II.

Magic Affinity I

Permanently +30 to maximum amount of mana.

Magic Affinity III

During battle hero regenerates 2 mana points for first 10 turns.

It’s only 20 mana points - one medium spell.

Slow

-16 to unit’s initiative and -2 to it’s movement.

Useful against most mobile enemies.

Mass Slow

-8 to all enemy’s units initiative and -1 to movement.

Lasts 3 turns, requires Slow.

Worthy - especially useful during defending our castle.

Meditation

+20 to hero’s magic power for 4 turns, and regenerates 15% of his mana points.

One of the most powerful ability.

Haste

+16 to unit’s initiative and +2 to movement.

It gives big advantage in a battle.

Mass haste

+8 to army initiative and +1 to movement.

Lasts 3 turns, requires Haste.

Teleportation

Teleport one unit to chosen field.

Somehow useful during sieges.

Nice cursing of powerful unit - worth considering.

Mana Drain

Steal 16% of enemy’s actual mana points.

Implosion

Causes 449 prime damages.

It can’t be healed.

The most powerful offensive spell, but it’s useless at this stage.

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