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Death magic

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SkillGrandmasterDeathMagicIV

Death magic is a magic skill school with spells directed at weakening the enemy and raising the dead. The primary skill is death magic and the secondary skills are demonology, occultism and necromancy.

Death Magic SpellsEdit

First Level (Basic Skill)Edit

SpellCurseIV

All first level spells cost 2 mana to cast.

  • Cancellation removes all beneficial spells from the target.
  • Curse causes the target to do minimum damage in combat.
  • Disrupting Ray decreases the target's Melee and Ranged Defense by 20%.
  • Poison damages the target every round (starting with the current round) until combat ends.
  • Raise a number of Skeletons based on the caster's level from any stack of dead creatures.

Second Level (Advanced Skill)Edit

SpellSorrowIV

All second level spells cost 3 mana to cast.

  • Animate Dead (H4 spell) raises a number of creatures, based on the caster's level, from any stack with dead creatures. Animated creatures vanish after combat ends.
  • Fatigue causes the enemy target to move at half speed and movement in combat. It only affects living creatures.
  • Life Drain steals Hit Points from all Life and Nature targets, and then the caster gains a portion of the total Hit Points drained.
  • Mire causes the target army to move at half speed on the Adventure Map during its next turn.
  • Sorrow gives the target maximum negative morale.
  • Unholy Song causes all Life targets to do 20% less damage and decreases their Melee and Ranged Defense by 20%.
  • Weakness causes the target to do 25% less damage in combat.

Third Level (Expert Skill)Edit

SpellAuraofFearIV

All third level spells cost 5 mana to cast.

  • Aura of Fear is cast on a friendly unit, and prevents enemies from retaliating against the subject's attacks unless they are immune to Death, Fear or Mind spells.
  • Magic Leech causes any spell cast by the target to cost double the Spell Points. Also, the caster of Magic Leech gains 1 Spell Point per 2 Spell Points used by target.
  • Mass Cancellation removes all beneficial spells from all enemy targets.
  • Mass Curse causes all enemy units to do minimum damage.
  • Plague causes all targets on the Combat Map, friend or foe, to come down with a deadly, damaging disease. It has no effect on non-living or Death targets.
  • Raise a number of Ghosts based on the level of the caster from any stack of dead creatures. The number of raised Ghosts cannot exceed either the Hit Points or number of the creatures. All Ghosts vanish after combat ends.

Fourth Level (Master Skill)Edit

SpellVampiricTouchIV

All fourth level spells cost 8 mana to cast.

  • Death Call targets a friendly or enemy target with dead creatures, raising a number of creatures based on the level of the caster. These raised creatures are placed under the control of the caster and vanish after combat.
  • Mass Sorrow causes all enemy targets to have maximum negative morale.
  • Mass Weakness causes all enemy targets to do 25% less damage in combat.
  • Vampiric Touch causes a friendly target to gain 1 Hit Point for every 2 Hit Points of damage they inflict in melee combat to living enemies.

Fifth Level (Grandmaster Skill)Edit

SpellHandofDeathIV

All fifth level spells cost 12 mana to cast.

  • Hand of Death instantly kills a number of opponents in line of sight, based on the level of the caster.
  • Raise a number of Vampires based on the level of the caster from a stack of dead creatures.
  • Sacrifice one friendly stack of your choosing to return life to another.

OccultismEdit

SkillGrandmasterOccultismIV
  • Basic Occultism gives the hero 10 spell points. It also allows the hero to regenerate 2 spell points per day. It is one of the requirements for Advanced Death Magic.
  • Advanced Occultism gives the hero 20 spell points. It also allows the hero to regenerate 4 spell points per day. It is one of the requirements for Expert Death Magic.
  • Expert Occultism gives the hero 30 spell points. It also allows the hero to regenerate 6 spell points per day. It is one of the requirements for Master Death Magic.
  • Master Occultism gives the hero 40 spell points. It also allows the hero to regenerate 8 spell points per day. It is one of the requirements for Grandmaster Death Magic.
  • Grandmaster Occultism gives the hero 50 spell points. It also allows the hero to regenerate 10 spell points per day. It is one of the requirements for Grandmaster Death Magic.

DemonologyEdit

SkillGrandmasterDemonologyIV

Besides the role of Spell-power sub skill for Death Magic, Demonology also has an additional effect when combined with Nature magic: it gives the hero access to the Demon Summoning spells. All summoned creatures vanish after combat ends.

  • Basic Demonology increases the effectiveness of Death Magic spells by 20%. It is one of the requirements for Expert Death Magic.
    • combined with Basic Nature Magic: Summon a number of imps based on the level of the caster (costs 5 mana).
  • Advanced Demonology increases the effectiveness of Death Magic spells by 40%. It is one of the requirements for Master Death Magic.
    • combined with Advanced Nature Magic: Summon a number of cerberi based on the level of the caster (costs 8 mana).
  • Expert Demonology increases the effectiveness of Death Magic spells by 60%. It is one of the requirements for Master Death Magic.
    • combined with Expert Nature Magic: Summon a number of ice demons based on the level of the caster (costs 12 mana).
  • Master Demonology increases the effectiveness of Death Magic spells by 80%. It is one of the requirements for Grandmaster Death Magic.
    • combined with Master Nature Magic: Summon a number of venom spawn based on the level of the caster (costs 18 mana).
  • Grandmaster Demonology increases the effectiveness of Death Magic spells by 100%. It is one of the requirements for Grandmaster Death Magic.
    • combined with Grandmaster Nature Magic: Summon a number of devils based on the level of the caster (costs 24 mana).

NecromancyEdit

SkillGrandmasterNecromancyIV

Necromancy is a very useful post combat bonus that can help the fledgeling necromancer build up his hordes fast. It is applicable only to creatures that were alive during the combat: golems, elementals or undead creatures cannot be raised. The hero can create only 1 undead creature per slain enemy.

  • Basic Necromancy gives the hero the ability to raise a number of skeletons equal to 10% of the strength of a defeated army, as long as that number doesn't exceed 40 experience points of undead, plus 10% per level of the hero.
  • Advanced Necromancy gives the hero the ability to raise a number of skeletons equal to 15% of the strength of a defeated army, as long as that number doesn't exceed 80 experience points of undead, plus 10% per level of the hero.
  • Expert Necromancy gives the hero the ability to raise a number of skeletons or ghosts equal to 20% of the strength of a defeated army, as long as that number doesn't exceed 120 experience points of undead, plus 10% per level of the hero.
  • Master Necromancy gives the hero the ability to raise a number of skeletons or ghosts equal to 25% of the strength of a defeated army, as long as that number doesn't exceed 160 experience points of undead, plus 10% per level of the hero.
  • Grandmaster Necromancy gives the hero the ability to raise a number of skeletons, ghosts, or vampires equal to 30% of the strength of a defeated army, as long as that number doesn't exceed 200 experience points of undead, plus 10% per level of the hero.

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