Nature magic
From the Might and Magic Wiki - Might and Magic, Heroes of Might and Magic, King's Bounty
File:Naturem.gif Nature magic is a magic skill school with spells related to summoning creatures and strengthening creatures. The primary skill is nature magic and the secondary skills are herbalism, meditation and summoning.
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[edit] Nature Magic Spells
Nature Magic combined with Demonology gives access to the Demon Summoning spells. See the section on Death magic for more on this subject.
[edit] First Level (Basic Skill)
File:Sleprechaun.jpg All first level spells cost 2 mana to cast.
- Pathfinding grants an army no movement penalty on the Adventure Map.
- Speed increases a friendly target's speed and movement by 3.
- Stoneskin increases the target’s Melee and Ranged Defense by 25%.
- Summon a number of Leprechauns based on the level of the caster.
- Summon a number of Sprites based on the level of the caster.
- Summon a number of Wolves based on the level of the caster.
- Terrain Walk gives the target the ability to walk on all terrains without penalty.
[edit] Second Level (Advanced Skill)
File:Fortune.jpg All second level spells cost 3 mana to cast.
- Fortune grants the target maximum luck.
- Giant Strength increases the target's Hit Points and damage by 25%.
- Create a patch of Quicksand, the size of which is based on the caster's level. All targets require a full turn to move through 2 feet of quicksand.
- Snake Strike gives the target the First Strike ability.
- Summon a number of Elves based on the level of the caster.
- Summon a number of Satyrs based on the level of the caster.
- Summon a number of White Tigers based on the level of the caster.
- Wasp Swarm summons a cloud of wasps that distract the enemy target for one round. It has no influence on undead or mechanical creatures.
[edit] Third Level (Expert Skill)
All third level spells cost 5 mana to cast.
- Anti-Magic makes the target immune to all spells for the duration of the combat.
- Mass Speed increases the speed and movement of all friendly targets by 3.
- Necromancy Ward prevents any Raise or Animate Dead spell from working for the duration of the combat. It affects all targets on the Combat Map, including dead ones.
- Summon a number of Air Elementals based on the level of the caster.
- Summon a number of Earth Elementals based on the level of the caster.
- Summon a number of Fire Elementals based on the level of the caster.
- Summon a number of Water Elementals based on the level of the caster.
[edit] Fourth Level (Master Skill)
All fourth level spells cost 8 mana to cast.
- Mass Fortune gives all friendly targets maximum luck.
- Mass Snake Strike gives all friendly targets the First Strike ability.
- Summon a number of Griffins based on the level of the caster.
- Summon a number of Unicorns based on the level of the caster.
- Summon a number of Waspworts based on the level of the caster.
[edit] Fifth Level (Grandmaster Skill)
All fifth level spells cost 12 mana to cast.
- Dragon Strength increases the target's Hit Points and damage by 100%.
- Summon a number of Faerie Dragons based on the level of the caster.
- Summon a number of Mantises based on the level of the caster.
- Summon a number of Phoenixes based on the level of the caster.
[edit] Herbalism
File:Herbalism.gif Basic Herbalism 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 Nature Magic.
Advanced Herbalism 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 Nature Magic.
Expert Herbalism 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 Nature Magic.
Master Herbalism 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 Nature Magic.
Grandmaster Herbalism 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 Nature Magic.
[edit] Meditation
File:Meditation.gif Basic Meditation increases the effectiveness of Nature Magic spells by 20%. It is one of the requirements for Expert Nature Magic.
Advanced Meditation increases the effectiveness of Nature Magic spells by 40%. It is one of the requirements for Expert Nature Magic.
Expert Meditation increases the effectiveness of Nature Magic spells by 60%. It is one of the requirements for Master Nature Magic.
Master Meditation increases the effectiveness of Nature Magic spells by 80%. It is one of the requirements for Grandmaster Nature Magic.
Grandmaster Meditation increases the effectiveness of Nature Magic spells by 100%. It is one of the requirements for Grandmaster Nature Magic.
[edit] Summoning
File:Summoning.gif Summoning is a bonus that occurs at the beginning of each day/turn. The creatures your hero conjures will be added to his/her army if there is enough space left; if there is no space, no creatures will be summoned. Also, if the army already contains a stack of the respective creatures, the summoned ones will be added to that stack.
Basic Summoning allows the hero summon leprechauns, sprites, or wolves into the hero's army every day at a rate of 20 experience points of creatures per day, plus 10% per level of the hero.
Advanced Summoning allows the hero to summon leprechauns, sprites, or wolves into the hero's army every day at a rate of 40 experience points of creatures per day, plus 10% per level of the hero.
Expert Summoning allows the hero the ability to summon elves, satyrs, or tigers into the hero's army every day at a rate of 60 experience points of creatures per day, plus 10% per level of the hero.
Master Summoning allows the hero the ability to summon elves, satyrs, or tigers into the hero's army every day at a rate of 80 experience points of creatures per day, plus 10% per level of the hero.
Grandmaster Summoning allows the hero the ability to summon earth, air, fire and water elementals into the hero's army every day at a rate of 100 experience points of creatures per day, plus 10% per level of the hero.



