Quicksand
From the Might and Magic Wiki - Might and Magic, Heroes of Might and Magic, King's Bounty
[edit] Description
Creates 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.
Level: 2 Cost: 3
[edit] Comments
A unique spell, Quicksand can perhaps the most powerful spell in Nature’s arsenal - in the right situation. If your army has decent ranged damage capacity (from an Archer hero, Elves, Faerie Dragons, Water Elementals etc.) you can devastate non-flying (or bound-flying) creatures with a few casts of this spell. Its use can be somewhat tricky, though the visible laying path introduced in the 3.0 patch help greatly.
Quicksand works best when you can use the combat terrain to create bottlenecks. Leaving a narrow path open and blocking off the wider paths with long branches of quicksand will encourage the enemy creatures towards the narrow path which you can subsequently block with masses of quicksand. Now, no matter where the creature moves along your quicksand wall, you can apply more to prevent it breaking through and you can attack from range with impunity until you run out of arrows/spell points. This tactic is especially applicable to bridge, castle (defending) and ship battles where there are natural bottlenecks.
Water Elementals can cast quicksand. If you have these creatures in your army, consider splitting one or two individual elementals into their own stack to cast quicksand while the primary stack casts Ice Bolt
